Files @ r25419:c885ebd51ddf
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Location: cpp/openttd-patchpack/source/src/water.h

Patric Stout
Fix: don't do a network disconnect between two queries

This meant that on opening the Multiplayer window, if you had more
than one server configured, it would one by one cancel all pending
queries and send a new. Result: only the last server was updated.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file water.h Functions related to water (management) */

#ifndef WATER_H
#define WATER_H

#include "water_map.h"
#include "economy_func.h"

/**
 * Describes the behaviour of a tile during flooding.
 */
enum FloodingBehaviour {
	FLOOD_NONE,    ///< The tile does not flood neighboured tiles.
	FLOOD_ACTIVE,  ///< The tile floods neighboured tiles.
	FLOOD_PASSIVE, ///< The tile does not actively flood neighboured tiles, but it prevents them from drying up.
	FLOOD_DRYUP,   ///< The tile drys up if it is not constantly flooded from neighboured tiles.
};

FloodingBehaviour GetFloodingBehaviour(TileIndex tile);

void TileLoop_Water(TileIndex tile);
bool FloodHalftile(TileIndex t);
void DoFloodTile(TileIndex target);

void ConvertGroundTilesIntoWaterTiles();

void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part);
void DrawWaterClassGround(const struct TileInfo *ti);
void DrawShoreTile(Slope tileh);

void MakeWaterKeepingClass(TileIndex tile, Owner o);
void CheckForDockingTile(TileIndex t);

bool RiverModifyDesertZone(TileIndex tile, void *data);
static const uint RIVER_OFFSET_DESERT_DISTANCE = 5; ///< Circular tile search radius to create non-desert around a river tile.

bool IsWateredTile(TileIndex tile, Direction from);

/**
 * Calculates the maintenance cost of a number of canal tiles.
 * @param num Number of canal tiles.
 * @return Total cost.
 */
static inline Money CanalMaintenanceCost(uint32 num)
{
	return (_price[PR_INFRASTRUCTURE_WATER] * num * (1 + IntSqrt(num))) >> 6; // 6 bits scaling.
}

#endif /* WATER_H */