428 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			428 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/** @file water_map.h Map accessors for water tiles. */
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#ifndef WATER_MAP_H
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#define WATER_MAP_H
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#include "depot_type.h"
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#include "tile_map.h"
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/** Available water tile types. */
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enum WaterTileType {
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	WATER_TILE_CLEAR, // Plain water.
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	WATER_TILE_COAST, // Coast.
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	WATER_TILE_LOCK,  // Water lock.
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	WATER_TILE_DEPOT, // Water Depot.
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};
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/** classes of water (for #WATER_TILE_CLEAR water tile type). */
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enum WaterClass {
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	WATER_CLASS_SEA,     ///< Sea.
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	WATER_CLASS_CANAL,   ///< Canal.
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	WATER_CLASS_RIVER,   ///< River.
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	WATER_CLASS_INVALID, ///< Used for industry tiles on land (also for oilrig if newgrf says so).
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};
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template <> struct EnumPropsT<WaterClass> : MakeEnumPropsT<WaterClass, byte, WATER_CLASS_SEA, WATER_CLASS_INVALID, WATER_CLASS_INVALID, 2> {};
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/** Sections of the water depot. */
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enum DepotPart {
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	DEPOT_NORTH = 0x80,
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	DEPOT_SOUTH = 0x81,
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	DEPOT_END   = 0x84,
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};
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/** Sections of the water lock. */
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enum LockPart {
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	LOCK_MIDDLE = 0x10,
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	LOCK_LOWER  = 0x14,
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	LOCK_UPPER  = 0x18,
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	LOCK_END    = 0x1C
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};
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/**
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 * Get the water tile type at a tile.
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 * @param t Water tile to query.
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 * @return Water tile type at the tile.
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 */
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static inline WaterTileType GetWaterTileType(TileIndex t)
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{
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	assert(IsTileType(t, MP_WATER));
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	if (_m[t].m5 == 0) return WATER_TILE_CLEAR;
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	if (_m[t].m5 == 1) return WATER_TILE_COAST;
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	if (IsInsideMM(_m[t].m5, LOCK_MIDDLE, LOCK_END)) return WATER_TILE_LOCK;
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	assert(IsInsideMM(_m[t].m5, DEPOT_NORTH, DEPOT_END));
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	return WATER_TILE_DEPOT;
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}
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/**
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 * Checks whether the tile has an waterclass associated.
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 * You can then subsequently call GetWaterClass().
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 * @param t Tile to query.
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 * @return True if the tiletype has a waterclass.
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 */
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static inline bool HasTileWaterClass(TileIndex t)
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{
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	return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT);
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}
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/**
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 * Get the water class at a tile.
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 * @param t Water tile to query.
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 * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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 * @return Water class at the tile.
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 */
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static inline WaterClass GetWaterClass(TileIndex t)
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{
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	assert(HasTileWaterClass(t));
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	return (WaterClass)GB(_m[t].m1, 5, 2);
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}
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/**
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 * Set the water class at a tile.
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 * @param t  Water tile to change.
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 * @param wc New water class.
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 * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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 */
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static inline void SetWaterClass(TileIndex t, WaterClass wc)
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{
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	assert(HasTileWaterClass(t));
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	SB(_m[t].m1, 5, 2, wc);
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}
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/**
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 * Tests if the tile was built on water.
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 * @param t the tile to check
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 * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT)
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 * @return true iff on water
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 */
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static inline bool IsTileOnWater(TileIndex t)
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{
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	return (GetWaterClass(t) != WATER_CLASS_INVALID);
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}
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/**
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 * Is it a plain water tile?
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 * @param t Water tile to query.
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 * @return \c true if any type of clear water like ocean, river, or canal.
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 */
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static inline bool IsWater(TileIndex t)
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{
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	return GetWaterTileType(t) == WATER_TILE_CLEAR;
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}
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/**
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 * Is it a sea water tile?
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 * @param t Water tile to query.
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 * @return \c true if it is a sea water tile.
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 */
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static inline bool IsSea(TileIndex t)
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{
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	return IsWater(t) && GetWaterClass(t) == WATER_CLASS_SEA;
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}
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/**
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 * Is it a canal tile?
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 * @param t Water tile to query.
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 * @return \c true if it is a canal tile.
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 */
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static inline bool IsCanal(TileIndex t)
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{
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	return IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL;
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}
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/**
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 * Is it a river water tile?
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 * @param t Water tile to query.
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 * @return \c true if it is a river water tile.
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 */
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static inline bool IsRiver(TileIndex t)
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{
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	return IsWater(t) && GetWaterClass(t) == WATER_CLASS_RIVER;
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}
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/**
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 * Is it a water tile with plain water?
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 * @param t Tile to query.
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 * @return \c true if it is a plain water tile.
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 */
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static inline bool IsWaterTile(TileIndex t)
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{
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	return IsTileType(t, MP_WATER) && IsWater(t);
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}
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/**
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 * Is it a coast tile?
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 * @param t Water tile to query.
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 * @return \c true if it is a sea water tile.
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 */
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static inline bool IsCoast(TileIndex t)
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{
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	return GetWaterTileType(t) == WATER_TILE_COAST;
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}
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/**
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 * Is it a coast tile
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 * @param t Tile to query.
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 * @return \c true if it is a coast.
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 */
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static inline bool IsCoastTile(TileIndex t)
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{
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	return IsTileType(t, MP_WATER) && IsCoast(t);
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}
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/**
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 * Get the other tile of the ship depot.
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 * @param t Tile to query, containing one section of a ship depot.
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 * @return Tile containing the other section of the depot.
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 */
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static inline TileIndex GetOtherShipDepotTile(TileIndex t)
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{
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	return t + (HasBit(_m[t].m5, 0) ? -1 : 1) * (HasBit(_m[t].m5, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0));
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}
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/**
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 * Is it a water tile with a ship depot on it?
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 * @param t Water tile to query.
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 * @return \c true if it is a ship depot tile.
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 */
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static inline bool IsShipDepot(TileIndex t)
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{
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	return IsInsideMM(_m[t].m5, DEPOT_NORTH, DEPOT_END);
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}
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/**
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 * Is it a ship depot tile?
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 * @param t Tile to query.
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 * @return \c true if it is a ship depot tile.
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 */
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static inline bool IsShipDepotTile(TileIndex t)
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{
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	return IsTileType(t, MP_WATER) && IsShipDepot(t);
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}
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/**
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 * Get the axis of the ship depot.
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 * @param t Water tile to query.
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 * @return Axis of the depot.
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 */
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static inline Axis GetShipDepotAxis(TileIndex t)
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{
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	return (Axis)GB(_m[t].m5, 1, 1);
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}
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/**
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 * Get the direction of the ship depot.
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 * @param t Water tile to query.
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 * @return Direction of the depot.
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 */
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static inline DiagDirection GetShipDepotDirection(TileIndex t)
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{
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	return XYNSToDiagDir(GetShipDepotAxis(t), GB(_m[t].m5, 0, 1));
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}
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/**
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 * Get the most northern tile of a ship depot.
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 * @param tile One of the tiles of the ship depot.
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 * @return The northern tile of the depot.
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 */
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static inline TileIndex GetShipDepotNorthTile(TileIndex t)
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{
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	assert(IsShipDepot(t));
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	TileIndex tile2 = GetOtherShipDepotTile(t);
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	return t < tile2 ? t : tile2;
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}
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/**
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 * Is it a water lock tile?
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 * @param t Water tile to query.
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 * @return \c true if it is a water lock tile.
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 */
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static inline bool IsLock(TileIndex t)
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{
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	return IsInsideMM(_m[t].m5, LOCK_MIDDLE, LOCK_END);
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}
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/**
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 * Get the direction of the water lock.
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 * @param t Water tile to query.
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 * @return Direction of the lock.
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 */
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static inline DiagDirection GetLockDirection(TileIndex t)
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{
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	return (DiagDirection)GB(_m[t].m5, 0, 2);
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}
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/**
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 * Get a section of a depot or a lock.
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 * @param t Water tile to query.
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 * @return The section.
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 */
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static inline byte GetSection(TileIndex t)
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{
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	assert(GetWaterTileType(t) == WATER_TILE_LOCK || GetWaterTileType(t) == WATER_TILE_DEPOT);
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	return GB(_m[t].m5, 0, 4);
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}
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/**
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 * Get the random bits of the water tile.
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 * @param t Water tile to query.
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 * @return Random bits of the tile.
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 */
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static inline byte GetWaterTileRandomBits(TileIndex t)
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{
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	return _m[t].m4;
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}
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/**
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 * Checks whether the tile has water at the ground.
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 * That is, it is either some plain water tile, or a object/industry/station/... with water under it.
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 * @return true iff the tile has water at the ground.
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 * @note Coast tiles are not considered waterish, even if there is water on a halftile.
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 */
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static inline bool HasTileWaterGround(TileIndex t)
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{
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	return HasTileWaterClass(t) && IsTileOnWater(t) && !IsCoastTile(t);
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}
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/**
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 * Helper function to make a coast tile.
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 * @param t The tile to change into water
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 */
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static inline void MakeShore(TileIndex t)
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{
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	SetTileType(t, MP_WATER);
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	SetTileOwner(t, OWNER_WATER);
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	SetWaterClass(t, WATER_CLASS_SEA);
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	_m[t].m2 = 0;
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	_m[t].m3 = 0;
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	_m[t].m4 = 0;
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	_m[t].m5 = 1;
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	SB(_m[t].m6, 2, 4, 0);
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	_me[t].m7 = 0;
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}
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/**
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 * Helper function for making a watery tile.
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 * @param t The tile to change into water
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 * @param o The owner of the water
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 * @param wc The class of water the tile has to be
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 * @param random_bits Eventual random bits to be set for this tile
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 */
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static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits)
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{
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	SetTileType(t, MP_WATER);
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	SetTileOwner(t, o);
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	SetWaterClass(t, wc);
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	_m[t].m2 = 0;
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	_m[t].m3 = 0;
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	_m[t].m4 = random_bits;
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	_m[t].m5 = 0;
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	SB(_m[t].m6, 2, 4, 0);
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	_me[t].m7 = 0;
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}
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/**
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 * Make a sea tile.
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 * @param t The tile to change into sea
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 */
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static inline void MakeSea(TileIndex t)
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{
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	MakeWater(t, OWNER_WATER, WATER_CLASS_SEA, 0);
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}
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/**
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 * Make a river tile
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 * @param t The tile to change into river
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 * @param random_bits Random bits to be set for this tile
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 */
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static inline void MakeRiver(TileIndex t, uint8 random_bits)
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{
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	MakeWater(t, OWNER_WATER, WATER_CLASS_RIVER, random_bits);
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}
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/**
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 * Make a canal tile
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 * @param t The tile to change into canal
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 * @param o The owner of the canal
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 * @param random_bits Random bits to be set for this tile
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 */
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static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits)
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{
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	assert(o != OWNER_WATER);
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	MakeWater(t, o, WATER_CLASS_CANAL, random_bits);
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}
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/**
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 * Make a ship depot section.
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 * @param t    Tile to place the ship depot section.
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 * @param o    Owner of the depot.
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 * @param did  Depot ID.
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 * @param base Depot base (either #DEPOT_NORTH or #DEPOT_SOUTH).
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 * @param a    Axis of the depot.
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 * @param original_water_class Original water class.
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 */
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static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart base, Axis a, WaterClass original_water_class)
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{
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	SetTileType(t, MP_WATER);
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	SetTileOwner(t, o);
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	SetWaterClass(t, original_water_class);
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	_m[t].m2 = did;
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	_m[t].m3 = 0;
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	_m[t].m4 = 0;
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	_m[t].m5 = base + a * 2;
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	SB(_m[t].m6, 2, 4, 0);
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	_me[t].m7 = 0;
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}
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/**
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 * Make a lock section.
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 * @param t Tile to place the water lock section.
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 * @param o Owner of the lock.
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 * @param section Section to place.
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 * @param original_water_class Original water class.
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 * @see MakeLock
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 */
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static inline void MakeLockTile(TileIndex t, Owner o, byte section, WaterClass original_water_class)
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{
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	SetTileType(t, MP_WATER);
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	SetTileOwner(t, o);
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	SetWaterClass(t, original_water_class);
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	_m[t].m2 = 0;
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	_m[t].m3 = 0;
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	_m[t].m4 = 0;
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	_m[t].m5 = section;
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	SB(_m[t].m6, 2, 4, 0);
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	_me[t].m7 = 0;
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}
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/**
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 * Make a water lock.
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 * @param t Tile to place the water lock section.
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 * @param o Owner of the lock.
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 * @param d Direction of the water lock.
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 * @param wc_lower Original water class of the lower part.
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 * @param wc_upper Original water class of the upper part.
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 */
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static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper)
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{
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	TileIndexDiff delta = TileOffsByDiagDir(d);
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	MakeLockTile(t, o, LOCK_MIDDLE + d, WATER_CLASS_CANAL);
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	MakeLockTile(t - delta, o, LOCK_LOWER + d, wc_lower);
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	MakeLockTile(t + delta, o, LOCK_UPPER + d, wc_upper);
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}
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#endif /* WATER_MAP_H */
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