src/water_cmd.cpp
author rubidium
Fri, 18 Jul 2008 12:20:31 +0000
changeset 11171 04fc8e49df1b
parent 10959 d9b634a792b9
permissions -rw-r--r--
(svn r13729) -Fix: assumption that non-north tiles of a house do not have the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded.
/* $Id$ */

/** @file water_cmd.cpp Handling of water tiles. */

#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
#include "station_map.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "news_func.h"
#include "depot_base.h"
#include "depot_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "roadveh.h"
#include "water.h"
#include "water_map.h"
#include "industry_map.h"
#include "newgrf.h"
#include "newgrf_canal.h"
#include "transparency.h"
#include "strings_func.h"
#include "functions.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "player_func.h"
#include "settings_type.h"
#include "clear_map.h"
#include "tree_map.h"
#include "station_base.h"
#include "airport.h"
#include "newgrf_cargo.h"
#include "effectvehicle_func.h"
#include "oldpool_func.h"
#include "tunnelbridge_map.h"

#include "table/sprites.h"
#include "table/strings.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.
};

/**
 * Describes from which directions a specific slope can be flooded (if the tile is floodable at all).
 */
static const uint8 _flood_from_dirs[] = {
	(1 << DIR_NW) | (1 << DIR_SW) | (1 << DIR_SE) | (1 << DIR_NE), // SLOPE_FLAT
	(1 << DIR_NE) | (1 << DIR_SE),                                 // SLOPE_W
	(1 << DIR_NW) | (1 << DIR_NE),                                 // SLOPE_S
	(1 << DIR_NE),                                                 // SLOPE_SW
	(1 << DIR_NW) | (1 << DIR_SW),                                 // SLOPE_E
	0,                                                             // SLOPE_EW
	(1 << DIR_NW),                                                 // SLOPE_SE
	(1 << DIR_N ) | (1 << DIR_NW) | (1 << DIR_NE),                 // SLOPE_WSE, SLOPE_STEEP_S
	(1 << DIR_SW) | (1 << DIR_SE),                                 // SLOPE_N
	(1 << DIR_SE),                                                 // SLOPE_NW
	0,                                                             // SLOPE_NS
	(1 << DIR_E ) | (1 << DIR_NE) | (1 << DIR_SE),                 // SLOPE_NWS, SLOPE_STEEP_W
	(1 << DIR_SW),                                                 // SLOPE_NE
	(1 << DIR_S ) | (1 << DIR_SW) | (1 << DIR_SE),                 // SLOPE_ENW, SLOPE_STEEP_N
	(1 << DIR_W ) | (1 << DIR_SW) | (1 << DIR_NW),                 // SLOPE_SEN, SLOPE_STEEP_E
};

/**
 * Marks tile dirty if it is a canal or river tile.
 * Called to avoid glitches when flooding tiles next to canal tile.
 *
 * @param tile tile to check
 */
static inline void MarkTileDirtyIfCanalOrRiver(TileIndex tile)
{
	if (IsTileType(tile, MP_WATER) && (IsCanal(tile) || IsRiver(tile))) MarkTileDirtyByTile(tile);
}

/**
 * Marks the tiles around a tile as dirty, if they are canals or rivers.
 *
 * @param tile The center of the tile where all other tiles are marked as dirty
 * @ingroup dirty
 */
static void MarkCanalsAndRiversAroundDirty(TileIndex tile)
{
	for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
		MarkTileDirtyIfCanalOrRiver(tile + TileOffsByDir(dir));
	}
}

/**
 * Makes a tile canal or water depending on the surroundings.
 *
 * Must only be used for converting old savegames. Use WaterClass now.
 *
 * This as for example docks and shipdepots do not store
 * whether the tile used to be canal or 'normal' water.
 * @param t the tile to change.
 * @param o the owner of the new tile.
 */
void SetWaterClassDependingOnSurroundings(TileIndex t)
{
	assert(GetTileSlope(t, NULL) == SLOPE_FLAT);

	/* Mark tile dirty in all cases */
	MarkTileDirtyByTile(t);

	if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
		/* tiles at map borders are always WATER_CLASS_SEA */
		SetWaterClass(t, WATER_CLASS_SEA);
		return;
	}

	bool has_water = false;
	bool has_canal = false;
	bool has_river = false;

	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
		TileIndex neighbour = TileAddByDiagDir(t, dir);
		switch (GetTileType(neighbour)) {
			case MP_WATER:
				/* clear water and shipdepots have already a WaterClass associated */
				if (IsCoast(neighbour)) {
					has_water = true;
				} else if (!IsLock(neighbour)) {
					switch (GetWaterClass(neighbour)) {
						case WATER_CLASS_SEA:   has_water = true; break;
						case WATER_CLASS_CANAL: has_canal = true; break;
						case WATER_CLASS_RIVER: has_river = true; break;
						default: NOT_REACHED();
					}
				}
				break;

			case MP_RAILWAY:
				/* Shore or flooded halftile */
				has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
				break;

			case MP_TREES:
				/* trees on shore */
				has_water |= (GetTreeGround(neighbour) == TREE_GROUND_SHORE);
				break;

			default: break;
		}
	}

	if (has_river && !has_canal) {
		SetWaterClass(t, WATER_CLASS_RIVER);
	} else if (has_canal || !has_water) {
		SetWaterClass(t, WATER_CLASS_CANAL);
	} else {
		SetWaterClass(t, WATER_CLASS_SEA);
	}
}


/** Build a ship depot.
 * @param tile tile where ship depot is built
 * @param flags type of operation
 * @param p1 bit 0 depot orientation (Axis)
 * @param p2 unused
 */
CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	TileIndex tile2;

	CommandCost ret;

	Axis axis = Extract<Axis, 0>(p1);

	tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));

	if (!IsWaterTile(tile) || !IsWaterTile(tile2)) {
		return_cmd_error(STR_3801_MUST_BE_BUILT_ON_WATER);
	}

	if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);

	if (GetTileSlope(tile, NULL) != SLOPE_FLAT || GetTileSlope(tile2, NULL) != SLOPE_FLAT) {
		/* Prevent depots on rapids */
		return_cmd_error(STR_0239_SITE_UNSUITABLE);
	}

	WaterClass wc1 = GetWaterClass(tile);
	WaterClass wc2 = GetWaterClass(tile2);
	ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;
	ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;

	if (!Depot::CanAllocateItem()) return CMD_ERROR;

	if (flags & DC_EXEC) {
		Depot *depot = new Depot(tile);
		depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;

		MakeShipDepot(tile,  _current_player, DEPOT_NORTH, axis, wc1);
		MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis, wc2);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile2);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price.build_ship_depot);
}

void MakeWaterKeepingClass(TileIndex tile, Owner o)
{
	assert(IsTileType(tile, MP_WATER) || (IsTileType(tile, MP_STATION) && (IsBuoy(tile) || IsDock(tile))));

	switch (GetWaterClass(tile)) {
		case WATER_CLASS_SEA:   MakeWater(tile);              break;
		case WATER_CLASS_CANAL: MakeCanal(tile, o, Random()); break;
		case WATER_CLASS_RIVER: MakeRiver(tile, Random());    break;
	}
}

static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
{
	if (!IsShipDepot(tile)) return CMD_ERROR;
	if (!CheckTileOwnership(tile)) return CMD_ERROR;

	TileIndex tile2 = GetOtherShipDepotTile(tile);

	/* do not check for ship on tile when company goes bankrupt */
	if (!(flags & DC_BANKRUPT)) {
		if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile2)) return CMD_ERROR;
	}

	if (flags & DC_EXEC) {
		/* Kill the depot, which is registered at the northernmost tile. Use that one */
		delete GetDepotByTile(tile2 < tile ? tile2 : tile);

		MakeWaterKeepingClass(tile,  GetTileOwner(tile));
		MakeWaterKeepingClass(tile2, GetTileOwner(tile2));
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile2);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price.remove_ship_depot);
}

/** build a shiplift */
static CommandCost DoBuildShiplift(TileIndex tile, DiagDirection dir, uint32 flags)
{
	CommandCost ret;
	int delta;

	/* middle tile */
	ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;

	delta = TileOffsByDiagDir(dir);
	/* lower tile */
	WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;

	ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;
	if (GetTileSlope(tile - delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	/* upper tile */
	WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;

	ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;
	if (GetTileSlope(tile + delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) ||
	    (MayHaveBridgeAbove(tile - delta) && IsBridgeAbove(tile - delta)) ||
	    (MayHaveBridgeAbove(tile + delta) && IsBridgeAbove(tile + delta))) {
		return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
	}

	if (flags & DC_EXEC) {
		MakeLock(tile, _current_player, dir, wc_lower, wc_upper);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 22 >> 3);
}

static CommandCost RemoveShiplift(TileIndex tile, uint32 flags)
{
	TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));

	if (!CheckTileOwnership(tile) && GetTileOwner(tile) != OWNER_NONE) return CMD_ERROR;

	/* make sure no vehicle is on the tile. */
	if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile + delta) || !EnsureNoVehicleOnGround(tile - delta))
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		DoClearSquare(tile);
		MakeWaterKeepingClass(tile + delta, GetTileOwner(tile));
		MakeWaterKeepingClass(tile - delta, GetTileOwner(tile));
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water * 2);
}

/** Builds a lock (ship-lift)
 * @param tile tile where to place the lock
 * @param flags type of operation
 * @param p1 unused
 * @param p2 unused
 */
CommandCost CmdBuildLock(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile, NULL));
	if (dir == INVALID_DIAGDIR) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);

	/* Disallow building of locks on river rapids */
	if (IsWaterTile(tile)) return_cmd_error(STR_0239_SITE_UNSUITABLE);

	return DoBuildShiplift(tile, dir, flags);
}

/** Build a piece of canal.
 * @param tile end tile of stretch-dragging
 * @param flags type of operation
 * @param p1 start tile of stretch-dragging
 * @param p2 specifies canal (0), water (1) or river (2); last two can only be built in scenario editor
 */
CommandCost CmdBuildCanal(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	CommandCost cost(EXPENSES_CONSTRUCTION);
	int size_x, size_y;
	int x;
	int y;
	int sx, sy;

	if (p1 >= MapSize()) return CMD_ERROR;

	/* Outside of the editor you can only build canals, not oceans */
	if (p2 != 0 && _game_mode != GM_EDITOR) return CMD_ERROR;

	x = TileX(tile);
	y = TileY(tile);
	sx = TileX(p1);
	sy = TileY(p1);

	if (x < sx) Swap(x, sx);
	if (y < sy) Swap(y, sy);
	size_x = (x - sx) + 1;
	size_y = (y - sy) + 1;

	/* Outside the editor you can only drag canals, and not areas */
	if (_game_mode != GM_EDITOR && (sx != x && sy != y)) return CMD_ERROR;

	BEGIN_TILE_LOOP(tile, size_x, size_y, TileXY(sx, sy)) {
		CommandCost ret;

		Slope slope = GetTileSlope(tile, NULL);
		if (slope != SLOPE_FLAT && (p2 != 2 || !IsInclinedSlope(slope))) {
			return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
		}

		/* can't make water of water! */
		if (IsTileType(tile, MP_WATER) && (!IsTileOwner(tile, OWNER_WATER) || p2 == 1)) continue;

		ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
		if (CmdFailed(ret)) return ret;
		cost.AddCost(ret);

		if (flags & DC_EXEC) {
			if (TileHeight(tile) == 0 && p2 == 1) {
				MakeWater(tile);
			} else if (p2 == 2) {
				MakeRiver(tile, Random());
			} else {
				MakeCanal(tile, _current_player, Random());
			}
			MarkTileDirtyByTile(tile);
			MarkCanalsAndRiversAroundDirty(tile);
		}

		cost.AddCost(_price.clear_water);
	} END_TILE_LOOP(tile, size_x, size_y, 0);

	if (cost.GetCost() == 0) {
		return_cmd_error(STR_1007_ALREADY_BUILT);
	} else {
		return cost;
	}
}

static CommandCost ClearTile_Water(TileIndex tile, byte flags)
{
	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR:
			if (flags & DC_NO_WATER) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);

			/* Make sure it's not an edge tile. */
			if (!IsInsideMM(TileX(tile), 1, MapMaxX() - 1) ||
					!IsInsideMM(TileY(tile), 1, MapMaxY() - 1)) {
				return_cmd_error(STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP);
			}

			/* Make sure no vehicle is on the tile */
			if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;

			if (GetTileOwner(tile) != OWNER_WATER && GetTileOwner(tile) != OWNER_NONE && !CheckTileOwnership(tile)) return CMD_ERROR;

			if (flags & DC_EXEC) {
				DoClearSquare(tile);
				MarkCanalsAndRiversAroundDirty(tile);
			}
			return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);

		case WATER_TILE_COAST: {
			Slope slope = GetTileSlope(tile, NULL);

			/* Make sure no vehicle is on the tile */
			if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;

			if (flags & DC_EXEC) {
				DoClearSquare(tile);
				MarkCanalsAndRiversAroundDirty(tile);
			}
			if (IsSlopeWithOneCornerRaised(slope)) {
				return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_water);
			} else {
				return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_roughland);
			}
		}

		case WATER_TILE_LOCK: {
			static const TileIndexDiffC _shiplift_tomiddle_offs[] = {
				{ 0,  0}, {0,  0}, { 0, 0}, {0,  0}, // middle
				{-1,  0}, {0,  1}, { 1, 0}, {0, -1}, // lower
				{ 1,  0}, {0, -1}, {-1, 0}, {0,  1}, // upper
			};

			if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
			if (_current_player == OWNER_WATER) return CMD_ERROR;
			/* move to the middle tile.. */
			return RemoveShiplift(tile + ToTileIndexDiff(_shiplift_tomiddle_offs[GetSection(tile)]), flags);
		}

		case WATER_TILE_DEPOT:
			if (flags & DC_AUTO) return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
			return RemoveShipDepot(tile, flags);

		default:
			NOT_REACHED();
	}
}

/**
 * return true if a tile is a water tile wrt. a certain direction.
 *
 * @param tile The tile of interest.
 * @param from The direction of interest.
 * @return true iff the tile is water in the view of 'from'.
 *
 */
static bool IsWateredTile(TileIndex tile, Direction from)
{
	switch (GetTileType(tile)) {
		case MP_WATER:
			switch (GetWaterTileType(tile)) {
				default: NOT_REACHED();
				case WATER_TILE_DEPOT: case WATER_TILE_CLEAR: return true;
				case WATER_TILE_LOCK: return DiagDirToAxis(GetLockDirection(tile)) == DiagDirToAxis(DirToDiagDir(from));

				case WATER_TILE_COAST:
					switch (GetTileSlope(tile, NULL)) {
						case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
						case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
						case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
						case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
						default: return false;
					}
			}

		case MP_RAILWAY:
			if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
				assert(IsPlainRailTile(tile));
				switch (GetTileSlope(tile, NULL)) {
					case SLOPE_W: return (from == DIR_SE) || (from == DIR_E) || (from == DIR_NE);
					case SLOPE_S: return (from == DIR_NE) || (from == DIR_N) || (from == DIR_NW);
					case SLOPE_E: return (from == DIR_NW) || (from == DIR_W) || (from == DIR_SW);
					case SLOPE_N: return (from == DIR_SW) || (from == DIR_S) || (from == DIR_SE);
					default: return false;
				}
			}
			return false;

		case MP_STATION:  return IsOilRig(tile) || (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT) || IsBuoy(tile);
		case MP_INDUSTRY: return (GetIndustrySpec(GetIndustryType(tile))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0;
		case MP_TUNNELBRIDGE: return GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER && ReverseDiagDir(GetTunnelBridgeDirection(tile)) == DirToDiagDir(from);
		default:          return false;
	}
}

static void DrawWaterEdges(SpriteID base, TileIndex tile)
{
	uint wa;

	/* determine the edges around with water. */
	wa  = IsWateredTile(TILE_ADDXY(tile, -1,  0), DIR_SW) << 0;
	wa += IsWateredTile(TILE_ADDXY(tile,  0,  1), DIR_NW) << 1;
	wa += IsWateredTile(TILE_ADDXY(tile,  1,  0), DIR_NE) << 2;
	wa += IsWateredTile(TILE_ADDXY(tile,  0, -1), DIR_SE) << 3;

	if (!(wa & 1)) DrawGroundSprite(base,     PAL_NONE);
	if (!(wa & 2)) DrawGroundSprite(base + 1, PAL_NONE);
	if (!(wa & 4)) DrawGroundSprite(base + 2, PAL_NONE);
	if (!(wa & 8)) DrawGroundSprite(base + 3, PAL_NONE);

	/* right corner */
	switch (wa & 0x03) {
		case 0: DrawGroundSprite(base + 4, PAL_NONE); break;
		case 3: if (!IsWateredTile(TILE_ADDXY(tile, -1, 1), DIR_W)) DrawGroundSprite(base + 8, PAL_NONE); break;
	}

	/* bottom corner */
	switch (wa & 0x06) {
		case 0: DrawGroundSprite(base + 5, PAL_NONE); break;
		case 6: if (!IsWateredTile(TILE_ADDXY(tile, 1, 1), DIR_N)) DrawGroundSprite(base + 9, PAL_NONE); break;
	}

	/* left corner */
	switch (wa & 0x0C) {
		case  0: DrawGroundSprite(base + 6, PAL_NONE); break;
		case 12: if (!IsWateredTile(TILE_ADDXY(tile, 1, -1), DIR_E)) DrawGroundSprite(base + 10, PAL_NONE); break;
	}

	/* upper corner */
	switch (wa & 0x09) {
		case 0: DrawGroundSprite(base + 7, PAL_NONE); break;
		case 9: if (!IsWateredTile(TILE_ADDXY(tile, -1, -1), DIR_S)) DrawGroundSprite(base + 11, PAL_NONE); break;
	}
}

/** Draw a plain sea water tile with no edges */
static void DrawSeaWater(TileIndex tile)
{
	DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);
}

/** draw a canal styled water tile with dikes around */
static void DrawCanalWater(TileIndex tile)
{
	DrawGroundSprite(SPR_FLAT_WATER_TILE, PAL_NONE);

	/* Test for custom graphics, else use the default */
	SpriteID dikes_base = GetCanalSprite(CF_DIKES, tile);
	if (dikes_base == 0) dikes_base = SPR_CANAL_DIKES_BASE;

	DrawWaterEdges(dikes_base, tile);
}

struct LocksDrawTileStruct {
	int8 delta_x, delta_y, delta_z;
	byte width, height, depth;
	SpriteID image;
};

#include "table/water_land.h"

static void DrawWaterStuff(const TileInfo *ti, const WaterDrawTileStruct *wdts,
	SpriteID palette, uint base, bool draw_ground
)
{
	SpriteID image;
	SpriteID water_base = GetCanalSprite(CF_WATERSLOPE, ti->tile);
	SpriteID locks_base = GetCanalSprite(CF_LOCKS, ti->tile);

	/* If no custom graphics, use defaults */
	if (water_base == 0) water_base = SPR_CANALS_BASE;
	if (locks_base == 0) {
		locks_base = SPR_SHIPLIFT_BASE;
	} else {
		/* If using custom graphics, ignore the variation on height */
		base = 0;
	}

	image = wdts++->image;
	if (image < 4) image += water_base;
	if (draw_ground) DrawGroundSprite(image, PAL_NONE);

	/* End now if buildings are invisible */
	if (IsInvisibilitySet(TO_BUILDINGS)) return;

	for (; wdts->delta_x != 0x80; wdts++) {
		AddSortableSpriteToDraw(wdts->image + base + ((wdts->image < 24) ? locks_base : 0), palette,
			ti->x + wdts->delta_x, ti->y + wdts->delta_y,
			wdts->width, wdts->height,
			wdts->unk, ti->z + wdts->delta_z,
			IsTransparencySet(TO_BUILDINGS));
	}
}

static void DrawRiverWater(const TileInfo *ti)
{
	SpriteID image = SPR_FLAT_WATER_TILE;
	SpriteID edges_base = GetCanalSprite(CF_RIVER_EDGE, ti->tile);

	if (ti->tileh != SLOPE_FLAT) {
		image = GetCanalSprite(CF_RIVER_SLOPE, ti->tile);
		if (image == 0) {
			switch (ti->tileh) {
				case SLOPE_NW: image = SPR_WATER_SLOPE_Y_DOWN; break;
				case SLOPE_SW: image = SPR_WATER_SLOPE_X_UP;   break;
				case SLOPE_SE: image = SPR_WATER_SLOPE_Y_UP;   break;
				case SLOPE_NE: image = SPR_WATER_SLOPE_X_DOWN; break;
				default:       image = SPR_FLAT_WATER_TILE;    break;
			}
		} else {
			switch (ti->tileh) {
				default: NOT_REACHED();
				case SLOPE_SE:             edges_base += 12; break;
				case SLOPE_NE: image += 1; edges_base += 24; break;
				case SLOPE_SW: image += 2; edges_base += 36; break;
				case SLOPE_NW: image += 3; edges_base += 48; break;
			}
		}
	}

	DrawGroundSprite(image, PAL_NONE);

	/* Draw river edges if available. */
	if (edges_base > 48) DrawWaterEdges(edges_base, ti->tile);
}

void DrawShoreTile(Slope tileh)
{
	/* Converts the enum Slope into an offset based on SPR_SHORE_BASE.
	 * This allows to calculate the proper sprite to display for this Slope */
	static const byte tileh_to_shoresprite[32] = {
		0, 1, 2, 3, 4, 16, 6, 7, 8, 9, 17, 11, 12, 13, 14, 0,
		0, 0, 0, 0, 0,  0, 0, 0, 0, 0,  0,  5,  0, 10, 15, 0,
	};

	assert(!IsHalftileSlope(tileh)); // Halftile slopes need to get handled earlier.
	assert(tileh != SLOPE_FLAT);     // Shore is never flat

	assert((tileh != SLOPE_EW) && (tileh != SLOPE_NS)); // No suitable sprites for current flooding behaviour

	DrawGroundSprite(SPR_SHORE_BASE + tileh_to_shoresprite[tileh], PAL_NONE);
}

void DrawWaterClassGround(const TileInfo *ti) {
	switch (GetWaterClass(ti->tile)) {
		case WATER_CLASS_SEA:   DrawSeaWater(ti->tile); break;
		case WATER_CLASS_CANAL: DrawCanalWater(ti->tile); break;
		case WATER_CLASS_RIVER: DrawRiverWater(ti); break;
	}
}

static void DrawTile_Water(TileInfo *ti)
{
	switch (GetWaterTileType(ti->tile)) {
		case WATER_TILE_CLEAR:
			DrawWaterClassGround(ti);
			DrawBridgeMiddle(ti);
			break;

		case WATER_TILE_COAST: {
			DrawShoreTile(ti->tileh);
			DrawBridgeMiddle(ti);
		} break;

		case WATER_TILE_LOCK: {
			const WaterDrawTileStruct *t = _shiplift_display_seq[GetSection(ti->tile)];
			DrawWaterStuff(ti, t, 0, ti->z > t[3].delta_y ? 24 : 0, true);
		} break;

		case WATER_TILE_DEPOT:
			DrawWaterClassGround(ti);
			DrawWaterStuff(ti, _shipdepot_display_seq[GetSection(ti->tile)], PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile)), 0, false);
			break;
	}
}

void DrawShipDepotSprite(int x, int y, int image)
{
	const WaterDrawTileStruct *wdts = _shipdepot_display_seq[image];

	DrawSprite(wdts++->image, PAL_NONE, x, y);

	for (; wdts->delta_x != 0x80; wdts++) {
		Point pt = RemapCoords(wdts->delta_x, wdts->delta_y, wdts->delta_z);
		DrawSprite(wdts->image, PLAYER_SPRITE_COLOR(_local_player), x + pt.x, y + pt.y);
	}
}


static uint GetSlopeZ_Water(TileIndex tile, uint x, uint y)
{
	uint z;
	Slope tileh = GetTileSlope(tile, &z);

	return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
}

static Foundation GetFoundation_Water(TileIndex tile, Slope tileh)
{
	return FOUNDATION_NONE;
}

static void GetAcceptedCargo_Water(TileIndex tile, AcceptedCargo ac)
{
	/* not used */
}

static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
{
	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR:
			switch (GetWaterClass(tile)) {
				case WATER_CLASS_SEA:   td->str = STR_3804_WATER;     break;
				case WATER_CLASS_CANAL: td->str = STR_LANDINFO_CANAL; break;
				case WATER_CLASS_RIVER: td->str = STR_LANDINFO_RIVER; break;
				default: assert(0); break;
			}
			break;
		case WATER_TILE_COAST: td->str = STR_3805_COAST_OR_RIVERBANK; break;
		case WATER_TILE_LOCK : td->str = STR_LANDINFO_LOCK;           break;
		case WATER_TILE_DEPOT: td->str = STR_3806_SHIP_DEPOT;         break;
		default: assert(0); break;
	}

	td->owner[0] = GetTileOwner(tile);
}

static void AnimateTile_Water(TileIndex tile)
{
	/* not used */
}


/**
 * Finds a vehicle to flood.
 * It does not find vehicles that are already crashed on bridges, i.e. flooded.
 * @param tile the tile where to find a vehicle to flood
 * @return a vehicle too flood or NULL when there is no vehicle too flood.
 */
static Vehicle *FindFloodableVehicleOnTile(TileIndex tile)
{
	if (IsTileType(tile, MP_STATION) && IsAirport(tile)) {
		const Station *st = GetStationByTile(tile);
		const AirportFTAClass *airport = st->Airport();
		for (uint x = 0; x < airport->size_x; x++) {
			for (uint y = 0; y < airport->size_y; y++) {
				tile = TILE_ADDXY(st->airport_tile, x, y);
				Vehicle *v = FindVehicleOnTileZ(tile, 1 + airport->delta_z);
				if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
			}
		}

		/* No vehicle could be flooded on this airport anymore */
		return NULL;
	}

	/* if non-uniform stations are disabled, flood some train in this train station (if there is any) */
	if (!_settings_game.station.nonuniform_stations && IsTileType(tile, MP_STATION) && GetStationType(tile) == STATION_RAIL) {
		const Station *st = GetStationByTile(tile);

		BEGIN_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile)
			if (st->TileBelongsToRailStation(t)) {
				Vehicle *v = FindVehicleOnTileZ(t, 0);
				if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;
			}
		END_TILE_LOOP(t, st->trainst_w, st->trainst_h, st->train_tile)

		return NULL;
	}

	if (!IsBridgeTile(tile)) return FindVehicleOnTileZ(tile, 0);

	TileIndex end = GetOtherBridgeEnd(tile);
	byte z = GetBridgeHeight(tile);
	Vehicle *v;

	/* check the start tile first since as this is closest to the water */
	v = FindVehicleOnTileZ(tile, z);
	if (v != NULL && (v->vehstatus & VS_CRASHED) == 0) return v;

	/* check a vehicle in between both bridge heads */
	v = FindVehicleBetween(tile, end, z, true);
	if (v != NULL) return v;

	/* check the end tile last to give fleeing vehicles a chance to escape */
	v = FindVehicleOnTileZ(end, z);
	return (v != NULL && (v->vehstatus & VS_CRASHED) == 0) ? v : NULL;
}

static void FloodVehicle(Vehicle *v)
{
	if (!(v->vehstatus & VS_CRASHED)) {
		uint16 pass = 0;

		if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_AIRCRAFT) {
			if (v->type == VEH_AIRCRAFT) {
				/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
				 * because that's always the shadow. Except for the heliport, because
				 * that station has a big z_offset for the aircraft. */
				if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
				const Station *st = GetStationByTile(v->tile);
				const AirportFTAClass *airport = st->Airport();

				if (v->z_pos != airport->delta_z + 1) return;
			}

			if (v->type != VEH_AIRCRAFT) v = v->First();

			/* crash all wagons, and count passengers */
			for (Vehicle *u = v; u != NULL; u = u->Next()) {
				if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
				u->vehstatus |= VS_CRASHED;
				MarkSingleVehicleDirty(u);
			}

			switch (v->type) {
				default: NOT_REACHED();
				case VEH_TRAIN:
					if (IsFrontEngine(v)) pass += 4; // driver
					v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
					InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
					break;

				case VEH_ROAD:
					if (IsRoadVehFront(v)) pass += 1; // driver
					v->u.road.crashed_ctr = 2000; // max 2220, disappear pretty fast
					InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
					break;

				case VEH_AIRCRAFT:
					pass += 2; // driver
					v->u.air.crashed_counter = 9000; // max 10000, disappear pretty fast
					InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
					break;
			}
		} else {
			return;
		}

		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

		SetDParam(0, pass);
		AddNewsItem(STR_B006_FLOOD_VEHICLE_DESTROYED,
			NS_ACCIDENT_VEHICLE,
			v->index,
			0);
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
		SndPlayVehicleFx(SND_12_EXPLOSION, v);
	}
}

/**
 * Returns the behaviour of a tile during flooding.
 *
 * @return Behaviour of the tile
 */
static FloodingBehaviour GetFloodingBehaviour(TileIndex tile)
{
	/* FLOOD_ACTIVE:  'single-corner-raised'-coast, sea, sea-shipdepots, sea-buoys, sea-docks (water part), rail with flooded halftile
	 * FLOOD_DRYUP:   coast with more than one corner raised, coast with rail-track, coast with trees
	 * FLOOD_PASSIVE: oilrig, water-industries
	 * FLOOD_NONE:    canals, rivers, everything else
	 */
	switch (GetTileType(tile)) {
		case MP_WATER:
			if (IsCoast(tile)) {
				Slope tileh = GetTileSlope(tile, NULL);
				return (IsSlopeWithOneCornerRaised(tileh) ? FLOOD_ACTIVE : FLOOD_DRYUP);
			} else {
				return (GetWaterClass(tile) == WATER_CLASS_SEA) ? FLOOD_ACTIVE : FLOOD_NONE;
			}

		case MP_RAILWAY:
			if (GetRailGroundType(tile) == RAIL_GROUND_WATER) {
				return (IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL)) ? FLOOD_ACTIVE : FLOOD_DRYUP);
			}
			return FLOOD_NONE;

		case MP_TREES:
			return (GetTreeGround(tile) == TREE_GROUND_SHORE ? FLOOD_DRYUP : FLOOD_NONE);

		case MP_STATION:
			if (IsBuoy(tile) || (IsDock(tile) && GetTileSlope(tile, NULL) == SLOPE_FLAT)) {
				return (GetWaterClass(tile) == WATER_CLASS_SEA ? FLOOD_ACTIVE : FLOOD_NONE);
			}
			return (IsOilRig(tile) ? FLOOD_PASSIVE : FLOOD_NONE);

		case MP_INDUSTRY:
			return ((GetIndustrySpec(GetIndustryType(tile))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0 ? FLOOD_PASSIVE : FLOOD_NONE);

		default:
			return FLOOD_NONE;
	}
}

/**
 * Floods a tile.
 */
static void DoFloodTile(TileIndex target)
{
	assert(!IsTileType(target, MP_WATER));

	bool flooded = false; // Will be set to true if something is changed.

	_current_player = OWNER_WATER;

	Slope tileh = GetTileSlope(target, NULL);
	if (tileh != SLOPE_FLAT) {
		/* make coast.. */
		switch (GetTileType(target)) {
			case MP_RAILWAY: {
				if (!IsPlainRailTile(target)) break;

				flooded = FloodHalftile(target);

				Vehicle *v = FindFloodableVehicleOnTile(target);
				if (v != NULL) FloodVehicle(v);

				break;
			}

			case MP_TREES:
				if (!IsSlopeWithOneCornerRaised(tileh)) {
					SetTreeGroundDensity(target, TREE_GROUND_SHORE, 3);
					MarkTileDirtyByTile(target);
					flooded = true;
					break;
				}
			/* FALL THROUGH */
			case MP_CLEAR:
				if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
					MakeShore(target);
					MarkTileDirtyByTile(target);
					flooded = true;
				}
				break;

			default:
				break;
		}
	} else {
		/* Flood vehicles */
		Vehicle *v = FindFloodableVehicleOnTile(target);
		if (v != NULL) FloodVehicle(v);

		/* flood flat tile */
		if (CmdSucceeded(DoCommand(target, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
			MakeWater(target);
			MarkTileDirtyByTile(target);
			flooded = true;
		}
	}

	if (flooded) {
		/* Mark surrounding canal tiles dirty too to avoid glitches */
		MarkCanalsAndRiversAroundDirty(target);

		/* update signals if needed */
		UpdateSignalsInBuffer();
	}

	_current_player = OWNER_NONE;
}

/**
 * Drys a tile up.
 */
static void DoDryUp(TileIndex tile)
{
	_current_player = OWNER_WATER;

	switch (GetTileType(tile)) {
		case MP_RAILWAY:
			assert(IsPlainRailTile(tile));
			assert(GetRailGroundType(tile) == RAIL_GROUND_WATER);

			RailGroundType new_ground;
			switch (GetTrackBits(tile)) {
				case TRACK_BIT_UPPER: new_ground = RAIL_GROUND_FENCE_HORIZ1; break;
				case TRACK_BIT_LOWER: new_ground = RAIL_GROUND_FENCE_HORIZ2; break;
				case TRACK_BIT_LEFT:  new_ground = RAIL_GROUND_FENCE_VERT1;  break;
				case TRACK_BIT_RIGHT: new_ground = RAIL_GROUND_FENCE_VERT2;  break;
				default: NOT_REACHED();
			}
			SetRailGroundType(tile, new_ground);
			MarkTileDirtyByTile(tile);
			break;

		case MP_TREES:
			SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3);
			MarkTileDirtyByTile(tile);
			break;

		case MP_WATER:
			assert(IsCoast(tile));

			if (CmdSucceeded(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
				MakeClear(tile, CLEAR_GRASS, 3);
				MarkTileDirtyByTile(tile);
			}
			break;

		default: NOT_REACHED();
	}

	_current_player = OWNER_NONE;
}

/**
 * Let a water tile floods its diagonal adjoining tiles
 * called from tunnelbridge_cmd, and by TileLoop_Industry() and TileLoop_Track()
 *
 * @param tile the water/shore tile that floods
 */
void TileLoop_Water(TileIndex tile)
{
	switch (GetFloodingBehaviour(tile)) {
		case FLOOD_ACTIVE:
			for (Direction dir = DIR_BEGIN; dir < DIR_END; dir++) {
				TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir(dir));
				if (dest == INVALID_TILE) continue;
				/* do not try to flood water tiles - increases performance a lot */
				if (IsTileType(dest, MP_WATER)) continue;

				uint z_dest;
				Slope slope_dest = GetFoundationSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
				if (z_dest > 0) continue;

				if (!HasBit(_flood_from_dirs[slope_dest], ReverseDir(dir))) continue;

				DoFloodTile(dest);
			}
			break;

		case FLOOD_DRYUP: {
			Slope slope_here = GetFoundationSlope(tile, NULL) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
			uint check_dirs = _flood_from_dirs[slope_here];
			uint dir;
			FOR_EACH_SET_BIT(dir, check_dirs) {
				TileIndex dest = AddTileIndexDiffCWrap(tile, TileIndexDiffCByDir((Direction)dir));
				if (dest == INVALID_TILE) continue;

				FloodingBehaviour dest_behaviour = GetFloodingBehaviour(dest);
				if ((dest_behaviour == FLOOD_ACTIVE) || (dest_behaviour == FLOOD_PASSIVE)) return;
			}
			DoDryUp(tile);
			break;
		}

		default: return;
	}
}

void ConvertGroundTilesIntoWaterTiles()
{
	TileIndex tile;
	uint z;
	Slope slope;

	for (tile = 0; tile < MapSize(); ++tile) {
		slope = GetTileSlope(tile, &z);
		if (IsTileType(tile, MP_CLEAR) && z == 0) {
			/* Make both water for tiles at level 0
			 * and make shore, as that looks much better
			 * during the generation. */
			switch (slope) {
				case SLOPE_FLAT:
					MakeWater(tile);
					break;

				case SLOPE_N:
				case SLOPE_E:
				case SLOPE_S:
				case SLOPE_W:
					MakeShore(tile);
					break;

				default:
					uint check_dirs = _flood_from_dirs[slope & ~SLOPE_STEEP];
					uint dir;
					FOR_EACH_SET_BIT(dir, check_dirs) {
						TileIndex dest = TILE_ADD(tile, TileOffsByDir((Direction)dir));
						Slope slope_dest = GetTileSlope(dest, NULL) & ~SLOPE_STEEP;
						if (slope_dest == SLOPE_FLAT || IsSlopeWithOneCornerRaised(slope_dest)) {
							MakeShore(tile);
							break;
						}
					}
					break;
			}
		}
	}
}

static TrackStatus GetTileTrackStatus_Water(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
	static const byte coast_tracks[] = {0, 32, 4, 0, 16, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0};

	TrackBits ts;

	if (mode != TRANSPORT_WATER) return 0;

	switch (GetWaterTileType(tile)) {
		case WATER_TILE_CLEAR: ts = (GetTileSlope(tile, NULL) == SLOPE_FLAT) ? TRACK_BIT_ALL : TRACK_BIT_NONE; break;
		case WATER_TILE_COAST: ts = (TrackBits)coast_tracks[GetTileSlope(tile, NULL) & 0xF]; break;
		case WATER_TILE_LOCK:  ts = DiagDirToDiagTrackBits(GetLockDirection(tile)); break;
		case WATER_TILE_DEPOT: ts = AxisToTrackBits(GetShipDepotAxis(tile)); break;
		default: return 0;
	}
	if (TileX(tile) == 0) {
		/* NE border: remove tracks that connects NE tile edge */
		ts &= ~(TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT);
	}
	if (TileY(tile) == 0) {
		/* NW border: remove tracks that connects NW tile edge */
		ts &= ~(TRACK_BIT_Y | TRACK_BIT_LEFT | TRACK_BIT_UPPER);
	}
	return CombineTrackStatus(TrackBitsToTrackdirBits(ts), TRACKDIR_BIT_NONE);
}

static void ClickTile_Water(TileIndex tile)
{
	if (GetWaterTileType(tile) == WATER_TILE_DEPOT) {
		TileIndex tile2 = GetOtherShipDepotTile(tile);

		ShowDepotWindow(tile < tile2 ? tile : tile2, VEH_SHIP);
	}
}

static void ChangeTileOwner_Water(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
	if (!IsTileOwner(tile, old_player)) return;

	if (new_player != PLAYER_SPECTATOR) {
		SetTileOwner(tile, new_player);
		return;
	}

	/* Remove depot */
	if (IsShipDepot(tile)) DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);

	/* Set owner of canals and locks ... and also canal under dock there was before.
	 * Check if the new owner after removing depot isn't OWNER_WATER. */
	if (IsTileOwner(tile, old_player)) SetTileOwner(tile, OWNER_NONE);
}

static VehicleEnterTileStatus VehicleEnter_Water(Vehicle *v, TileIndex tile, int x, int y)
{
	return VETSB_CONTINUE;
}

static CommandCost TerraformTile_Water(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
	/* Canals can't be terraformed */
	if (IsWaterTile(tile) && IsCanal(tile)) return_cmd_error(STR_MUST_DEMOLISH_CANAL_FIRST);

	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}


extern const TileTypeProcs _tile_type_water_procs = {
	DrawTile_Water,           /* draw_tile_proc */
	GetSlopeZ_Water,          /* get_slope_z_proc */
	ClearTile_Water,          /* clear_tile_proc */
	GetAcceptedCargo_Water,   /* get_accepted_cargo_proc */
	GetTileDesc_Water,        /* get_tile_desc_proc */
	GetTileTrackStatus_Water, /* get_tile_track_status_proc */
	ClickTile_Water,          /* click_tile_proc */
	AnimateTile_Water,        /* animate_tile_proc */
	TileLoop_Water,           /* tile_loop_clear */
	ChangeTileOwner_Water,    /* change_tile_owner_clear */
	NULL,                     /* get_produced_cargo_proc */
	VehicleEnter_Water,       /* vehicle_enter_tile_proc */
	GetFoundation_Water,      /* get_foundation_proc */
	TerraformTile_Water,      /* terraform_tile_proc */
};