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Location: cpp/openttd-patchpack/source/src/tunnelbridge_cmd.cpp - annotation
r23371:9cd9ac4bfc93
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Update: Translations from eints
dutch: 80 changes by JanWillem
dutch: 80 changes by JanWillem
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r12235:f6faf5ffa926 r11363:6906c490a00e r11363:6906c490a00e r12235:f6faf5ffa926 r12235:f6faf5ffa926 r18314:21a3c3233272 r18314:21a3c3233272 r12248:7acc3688a3f0 r11363:6906c490a00e r11363:6906c490a00e r11363:6906c490a00e r5584:545d748cc681 | /* $Id$ */
/*
* 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 tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo separate this file into two
*/
#include "stdafx.h"
#include "newgrf_object.h"
#include "viewport_func.h"
#include "cmd_helper.h"
#include "command_func.h"
#include "town.h"
#include "train.h"
#include "ship.h"
#include "roadveh.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "date_func.h"
#include "clear_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "elrail_func.h"
#include "pbs.h"
#include "company_base.h"
#include "newgrf_railtype.h"
#include "object_base.h"
#include "water.h"
#include "company_gui.h"
#include "table/strings.h"
#include "table/bridge_land.h"
#include "safeguards.h"
BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
/** Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
/**
* Mark bridge tiles dirty.
* Note: The bridge does not need to exist, everything is passed via parameters.
* @param begin Start tile.
* @param end End tile.
* @param direction Direction from \a begin to \a end.
* @param bridge_height Bridge height level.
*/
void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
{
TileIndexDiff delta = TileOffsByDiagDir(direction);
for (TileIndex t = begin; t != end; t += delta) {
MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
}
MarkTileDirtyByTile(end);
}
/**
* Mark bridge tiles dirty.
* @param tile Bridge head.
*/
void MarkBridgeDirty(TileIndex tile)
{
MarkBridgeDirty(tile, GetOtherTunnelBridgeEnd(tile), GetTunnelBridgeDirection(tile), GetBridgeHeight(tile));
}
/** Reset the data been eventually changed by the grf loaded. */
void ResetBridges()
{
/* First, free sprite table data */
for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
if (_bridge[i].sprite_table != NULL) {
for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
free(_bridge[i].sprite_table);
}
}
/* Then, wipe out current bridges */
memset(&_bridge, 0, sizeof(_bridge));
/* And finally, reinstall default data */
memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
}
/**
* Calculate the price factor for building a long bridge.
* Basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
* @param length Length of the bridge.
* @return Price factor for the bridge.
*/
int CalcBridgeLenCostFactor(int length)
{
if (length < 2) return length;
length -= 2;
int sum = 2;
for (int delta = 1;; delta++) {
for (int count = 0; count < delta; count++) {
if (length == 0) return sum;
sum += delta;
length--;
}
}
}
/**
* Get the foundation for a bridge.
* @param tileh The slope to build the bridge on.
* @param axis The axis of the bridge entrance.
* @return The foundation required.
*/
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if (tileh == SLOPE_FLAT ||
((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
}
/**
* Determines if the track on a bridge ramp is flat or goes up/down.
*
* @param tileh Slope of the tile under the bridge head
* @param axis Orientation of bridge
* @return true iff the track is flat.
*/
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
{
ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
return (tileh != SLOPE_FLAT);
}
static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
{
const BridgeSpec *bridge = GetBridgeSpec(index);
assert(table < BRIDGE_PIECE_INVALID);
if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
/**
* Determines the foundation for the bridge head, and tests if the resulting slope is valid.
*
* @param bridge_piece Direction of the bridge head.
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlope(BridgePieces bridge_piece, Axis axis, Slope *tileh, int *z)
{
assert(bridge_piece == BRIDGE_PIECE_NORTH || bridge_piece == BRIDGE_PIECE_SOUTH);
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined;
if (bridge_piece == BRIDGE_PIECE_NORTH) {
valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
} else {
valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
}
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
/**
* Is a bridge of the specified type and length available?
* @param bridge_type Wanted type of bridge.
* @param bridge_len Wanted length of the bridge.
* @param flags Type of operation.
* @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
*/
CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
{
if (flags & DC_QUERY_COST) {
if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
if (b->avail_year > _cur_year) return CMD_ERROR;
uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
if (b->min_length > bridge_len) return CMD_ERROR;
if (bridge_len <= max) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
/**
* Build a Bridge
* @param end_tile end tile
* @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-13) - rail type or road types.
* - p2 = (bit 15-16) - transport type.
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CompanyID company = _current_company;
RailType railtype = INVALID_RAILTYPE;
RoadTypes roadtypes = ROADTYPES_NONE;
/* unpack parameters */
BridgeType bridge_type = GB(p2, 0, 8);
if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
TransportType transport_type = Extract<TransportType, 15, 2>(p2);
/* type of bridge */
switch (transport_type) {
case TRANSPORT_ROAD:
roadtypes = Extract<RoadTypes, 8, 2>(p2);
if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
break;
case TRANSPORT_RAIL:
railtype = Extract<RailType, 8, 6>(p2);
if (!ValParamRailtype(railtype)) return CMD_ERROR;
break;
case TRANSPORT_WATER:
break;
default:
/* Airports don't have bridges. */
return CMD_ERROR;
}
TileIndex tile_start = p1;
TileIndex tile_end = end_tile;
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(tile_start);
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
if (tile_start == tile_end) {
return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
}
Axis direction;
if (TileX(tile_start) == TileX(tile_end)) {
direction = AXIS_Y;
} else if (TileY(tile_start) == TileY(tile_end)) {
direction = AXIS_X;
} else {
return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
}
if (tile_end < tile_start) Swap(tile_start, tile_end);
uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
if (ret.Failed()) return ret;
} else {
if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
int z_start;
int z_end;
Slope tileh_start = GetTileSlope(tile_start, &z_start);
Slope tileh_end = GetTileSlope(tile_end, &z_end);
bool pbs_reservation = false;
CommandCost terraform_cost_north = CheckBridgeSlope(BRIDGE_PIECE_NORTH, direction, &tileh_start, &z_start);
CommandCost terraform_cost_south = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, direction, &tileh_end, &z_end);
/* Aqueducts can't be built of flat land. */
if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
CommandCost cost(EXPENSES_CONSTRUCTION);
Owner owner;
bool is_new_owner;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetTunnelBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
/* If this is a railway bridge, make sure the railtypes match. */
if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
/* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
_game_mode != GM_EDITOR) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == NULL) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
return_cmd_error(STR_ERROR_ALREADY_BUILT);
}
/* Do not allow replacing another company's bridges. */
if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
}
cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
owner = GetTileOwner(tile_start);
/* If bridge belonged to bankrupt company, it has a new owner now */
is_new_owner = (owner == OWNER_NONE);
if (is_new_owner) owner = company;
switch (transport_type) {
case TRANSPORT_RAIL:
/* Keep the reservation, the path stays valid. */
pbs_reservation = HasTunnelBridgeReservation(tile_start);
break;
case TRANSPORT_ROAD:
/* Do not remove road types when upgrading a bridge */
roadtypes |= GetRoadTypes(tile_start);
break;
default: break;
}
} else {
/* Build a new bridge. */
bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
/* Try and clear the start landscape */
CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost = ret;
if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_north);
/* Try and clear the end landscape */
ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_south);
const TileIndex heads[] = {tile_start, tile_end};
for (int i = 0; i < 2; i++) {
if (IsBridgeAbove(heads[i])) {
TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + 1 == GetBridgeHeight(north_head)) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
/*
* Disallow too high bridges.
* Properly rendering a map where very high bridges (might) exist is expensive.
* See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
* for a detailed discussion. z_start here is one heightlevel below the bridge level.
*/
return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
}
if (IsBridgeAbove(tile)) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRail(tile)) goto not_valid_below;
break;
case MP_ROAD:
if (IsRoadDepot(tile)) goto not_valid_below;
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(tile)) break;
if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_OBJECT: {
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
break;
}
case MP_CLEAR:
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
/* We do this here because when replacing a bridge with another
* type calling SetBridgeMiddle isn't needed. After all, the
* tile already has the has_bridge_above bits set. */
SetBridgeMiddle(tile, direction);
}
}
owner = company;
is_new_owner = true;
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Company *c = Company::GetIfValid(company);
switch (transport_type) {
case TRANSPORT_RAIL:
/* Add to company infrastructure count if required. */
if (is_new_owner && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
SetTunnelBridgeReservation(tile_start, pbs_reservation);
SetTunnelBridgeReservation(tile_end, pbs_reservation);
break;
case TRANSPORT_ROAD: {
RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
if (is_new_owner) {
/* Also give unowned present roadtypes to new owner */
if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
}
if (c != NULL) {
/* Add all new road types to the company infrastructure counter. */
RoadType new_rt;
FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
/* A full diagonal road tile has two road bits. */
c->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
}
}
Owner owner_road = HasBit(prev_roadtypes, ROADTYPE_ROAD) ? GetRoadOwner(tile_start, ROADTYPE_ROAD) : company;
Owner owner_tram = HasBit(prev_roadtypes, ROADTYPE_TRAM) ? GetRoadOwner(tile_start, ROADTYPE_TRAM) : company;
MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, roadtypes);
MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
break;
}
case TRANSPORT_WATER:
if (is_new_owner && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
MakeAqueductBridgeRamp(tile_start, owner, dir);
MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
break;
default:
NOT_REACHED();
}
/* Mark all tiles dirty */
MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
DirtyCompanyInfrastructureWindows(company);
}
if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge. So it is done only
* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
Company *c = Company::GetIfValid(company);
if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
bridge_len += 2; // begin and end tiles/ramps
switch (transport_type) {
case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
default: break;
}
if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
if (transport_type != TRANSPORT_WATER) {
cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
} else {
/* Aqueducts use a separate base cost. */
cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
}
}
return cost;
}
/**
* Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 bit 0-5 railtype or roadtypes
* bit 8-9 transport type
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CompanyID company = _current_company;
TransportType transport_type = Extract<TransportType, 8, 2>(p1);
RailType railtype = INVALID_RAILTYPE;
RoadTypes rts = ROADTYPES_NONE;
_build_tunnel_endtile = 0;
switch (transport_type) {
case TRANSPORT_RAIL:
railtype = Extract<RailType, 0, 6>(p1);
if (!ValParamRailtype(railtype)) return CMD_ERROR;
break;
case TRANSPORT_ROAD:
rts = Extract<RoadTypes, 0, 2>(p1);
if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
break;
default: return CMD_ERROR;
}
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(start_tile);
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
int start_z;
int end_z;
Slope start_tileh = GetTileSlope(start_tile, &start_z);
DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
* for the clearing of the entrance of the tunnel. Assigning it to
* cost before the loop will yield different costs depending on start-
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
TileIndexDiff delta = TileOffsByDiagDir(direction);
DiagDirection tunnel_in_way_dir;
if (DiagDirToAxis(direction) == AXIS_Y) {
tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
} else {
tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
}
TileIndex end_tile = start_tile;
/* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/* Number of tiles from start of tunnel */
int tiles = 0;
/* Number of tiles at which the cost increase coefficient per tile is halved */
int tiles_bump = 25;
CommandCost cost(EXPENSES_CONSTRUCTION);
Slope end_tileh;
for (;;) {
end_tile += delta;
if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(ret);
/* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
/* Clear the tile in any case */
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
cost.AddCost(ret);
/* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
/* Mark the tile as already cleared for the terraform command.
* Do this for all tiles (like trees), not only objects. */
ClearedObjectArea *coa = FindClearedObject(end_tile);
if (coa == NULL) {
coa = _cleared_object_areas.Append();
coa->first_tile = end_tile;
coa->area = TileArea(end_tile, 1, 1);
}
/* Hide the tile from the terraforming command */
TileIndex old_first_tile = coa->first_tile;
coa->first_tile = INVALID_TILE;
/* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
* however it will never erase or re-order existing items.
* _cleared_object_areas is a value-type SmallVector, therefore appending items
* may result in a backing-store re-allocation, which would invalidate the coa pointer.
* The index of the coa pointer into the _cleared_object_areas vector remains valid,
* and can be used safely after the CMD_TERRAFORM_LAND operation.
* Deliberately clear the coa pointer to avoid leaving dangling pointers which could
* inadvertently be dereferenced.
*/
assert(coa >= _cleared_object_areas.Begin() && coa < _cleared_object_areas.End());
size_t coa_index = coa - _cleared_object_areas.Begin();
assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
coa = NULL;
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
_cleared_object_areas[(uint)coa_index].first_tile = old_first_tile;
if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
cost.AddCost(ret);
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
/* Pay for the rail/road in the tunnel including entrances */
switch (transport_type) {
case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
default: NOT_REACHED();
}
if (flags & DC_EXEC) {
Company *c = Company::GetIfValid(company);
uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
if (transport_type == TRANSPORT_RAIL) {
if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
MakeRailTunnel(start_tile, company, direction, railtype);
MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
} else {
if (c != NULL) {
RoadType rt;
FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
}
}
MakeRoadTunnel(start_tile, company, direction, rts);
MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), rts);
}
DirtyCompanyInfrastructureWindows(company);
}
return cost;
}
/**
* Are we allowed to remove the tunnel or bridge at \a tile?
* @param tile End point of the tunnel or bridge.
* @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
*/
static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
switch (GetTunnelBridgeTransportType(tile)) {
case TRANSPORT_ROAD: {
RoadTypes rts = GetRoadTypes(tile);
Owner road_owner = _current_company;
Owner tram_owner = _current_company;
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
/* We can remove unowned road and if the town allows it */
if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
/* Town does not allow */
return CheckTileOwnership(tile);
}
if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
if (tram_owner == OWNER_NONE) tram_owner = _current_company;
CommandCost ret = CheckOwnership(road_owner, tile);
if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
return ret;
}
case TRANSPORT_RAIL:
return CheckOwnership(GetTileOwner(tile));
case TRANSPORT_WATER: {
/* Always allow to remove aqueducts without owner. */
Owner aqueduct_owner = GetTileOwner(tile);
if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
return CheckOwnership(aqueduct_owner);
}
default: NOT_REACHED();
}
}
/**
* Remove a tunnel from the game, update town rating, etc.
* @param tile Tile containing one of the endpoints of the tunnel.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
{
CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
if (ret.Failed()) return ret;
TileIndex endtile = GetOtherTunnelEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
_build_tunnel_endtile = endtile;
Town *t = NULL;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
/* Check if you are allowed to remove the tunnel owned by a town
* Removal depends on difficulty settings */
CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
if (ret.Failed()) return ret;
}
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
* you have a "Poor" (0) town rating */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
}
uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
if (flags & DC_EXEC) {
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
/* We first need to request values before calling DoClearSquare */
DiagDirection dir = GetTunnelBridgeDirection(tile);
Track track = DiagDirToDiagTrack(dir);
Owner owner = GetTileOwner(tile);
Train *v = NULL;
if (HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, track);
if (v != NULL) FreeTrainTrackReservation(v);
}
if (Company::IsValidID(owner)) {
Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(owner);
}
DoClearSquare(tile);
DoClearSquare(endtile);
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
AddSideToSignalBuffer(endtile, dir, owner);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != NULL) TryPathReserve(v);
} else {
RoadType rt;
FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
/* A full diagonal road tile has two road bits. */
Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
if (c != NULL) {
c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(c->index);
}
}
DoClearSquare(tile);
DoClearSquare(endtile);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
}
/**
* Remove a bridge from the game, update town rating, etc.
* @param tile Tile containing one of the endpoints of the bridge.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
{
CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
if (ret.Failed()) return ret;
TileIndex endtile = GetOtherBridgeEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
DiagDirection direction = GetTunnelBridgeDirection(tile);
TileIndexDiff delta = TileOffsByDiagDir(direction);
Town *t = NULL;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
/* Check if you are allowed to remove the bridge owned by a town
* Removal depends on difficulty settings */
CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
if (ret.Failed()) return ret;
}
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
* you have a "Poor" (0) town rating */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
}
Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
if (flags & DC_EXEC) {
/* read this value before actual removal of bridge */
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
Owner owner = GetTileOwner(tile);
int height = GetBridgeHeight(tile);
Train *v = NULL;
if (rail && HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
if (v != NULL) FreeTrainTrackReservation(v);
}
/* Update company infrastructure counts. */
if (rail) {
if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
} else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
RoadType rt;
FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
if (c != NULL) {
/* A full diagonal road tile has two road bits. */
c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(c->index);
}
}
} else { // Aqueduct
if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
}
DirtyCompanyInfrastructureWindows(owner);
DoClearSquare(tile);
DoClearSquare(endtile);
for (TileIndex c = tile + delta; c != endtile; c += delta) {
/* do not let trees appear from 'nowhere' after removing bridge */
if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
int minz = GetTileMaxZ(c) + 3;
if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
}
ClearBridgeMiddle(c);
MarkTileDirtyByTile(c, height - TileHeight(c));
}
if (rail) {
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
AddSideToSignalBuffer(endtile, direction, owner);
Track track = DiagDirToDiagTrack(direction);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != NULL) TryPathReserve(v, true);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
}
/**
* Remove a tunnel or a bridge from the game.
* @param tile Tile containing one of the endpoints.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else { // IsBridge(tile)
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
}
/**
* Draw a single pillar sprite.
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param z Pillar Z
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @param subsprite Optional subsprite for drawing halfpillars
*/
static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
{
static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
}
/**
* Draw two bridge pillars (north and south).
* @param z_bottom Bottom Z
* @param z_top Top Z
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @return Reached Z at the bottom
*/
static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
{
int cur_z;
for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
DrawPillar(psid, x, y, cur_z, w, h, NULL);
}
return cur_z;
}
/**
* Draws the pillars under high bridges.
*
* @param psid Image and palette of a bridge pillar.
* @param ti #TileInfo of current bridge-middle-tile.
* @param axis Orientation of bridge.
* @param drawfarpillar Whether to draw the pillar at the back
* @param x Sprite X position of front pillar.
* @param y Sprite Y position of front pillar.
* @param z_bridge Absolute height of bridge bottom.
*/
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
{
static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
static const int INF = 1000; ///< big number compared to sprite size
static const SubSprite half_pillar_sub_sprite[2][2] = {
{ { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
{ { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
};
if (psid->sprite == 0) return;
/* Determine ground height under pillars */
DiagDirection south_dir = AxisToDiagDir(axis);
int z_front_north = ti->z;
int z_back_north = ti->z;
int z_front_south = ti->z;
int z_back_south = ti->z;
GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
/* Shared height of pillars */
int z_front = max(z_front_north, z_front_south);
int z_back = max(z_back_north, z_back_south);
/* x and y size of bounding-box of pillars */
int w = bounding_box_size[axis];
int h = bounding_box_size[OtherAxis(axis)];
/* sprite position of back facing pillar */
int x_back = x - back_pillar_offset[axis];
int y_back = y - back_pillar_offset[OtherAxis(axis)];
/* Draw front pillars */
int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
/* Draw back pillars, skip top two parts, which are hidden by the bridge */
int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
}
}
/**
* Draws the trambits over an already drawn (lower end) of a bridge.
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset number representing whether to level or sloped and the direction
* @param overlay do we want to still see the road?
* @param head are we drawing bridge head?
*/
static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
{
static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
/* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
* The bounding boxes here are the same as for bridge front/roof */
if (head || !IsInvisibilitySet(TO_BRIDGES)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
!head && IsTransparencySet(TO_BRIDGES));
}
/* Do not draw catenary if it is set invisible */
if (!IsInvisibilitySet(TO_CATENARY)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
IsTransparencySet(TO_CATENARY));
}
/* Start a new SpriteCombine for the front part */
EndSpriteCombine();
StartSpriteCombine();
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
if (!IsInvisibilitySet(TO_CATENARY)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
}
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only need to draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
if (IsTunnel(ti->tile)) {
/* Front view of tunnel bounding boxes:
*
* 122223 <- BB_Z_SEPARATOR
* 1 3
* 1 3 1,3 = empty helper BB
* 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
*
*/
static const int _tunnel_BB[4][12] = {
/* tunnnel-roof | Z-separator | tram-catenary
* w h bb_x bb_y| x y w h |bb_x bb_y w h */
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
};
const int *BB_data = _tunnel_BB[tunnelbridge_direction];
bool catenary = false;
SpriteID image;
SpriteID railtype_overlay = 0;
if (transport_type == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
image = rti->base_sprites.tunnel;
if (rti->UsesOverlay()) {
/* Check if the railtype has custom tunnel portals. */
railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
}
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
image += tunnelbridge_direction * 2;
DrawGroundSprite(image, PAL_NONE);
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
/* Do not draw wires if they are invisible */
if (!IsInvisibilitySet(TO_CATENARY)) {
catenary = true;
StartSpriteCombine();
AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
}
}
} else {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
}
/* PBS debugging, draw reserved tracks darker */
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
} else {
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
}
}
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
/* Maybe draw pylons on the entry side */
DrawRailCatenary(ti);
catenary = true;
StartSpriteCombine();
/* Draw wire above the ramp */
DrawRailCatenaryOnTunnel(ti);
}
}
if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
/* Draw railtype tunnel portal overlay if defined. */
if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
if (catenary || railtype_overlay != 0) EndSpriteCombine();
/* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
DrawBridgeMiddle(ti);
} else { // IsBridge(ti->tile)
const PalSpriteID *psid;
int base_offset;
bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - tunnelbridge_direction) % 4;
/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
if (transport_type != TRANSPORT_WATER) {
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
} else {
psid = _aqueduct_sprites + base_offset;
}
if (!ice) {
TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
DrawShoreTile(ti->tileh);
} else {
DrawClearLandTile(ti, 3);
}
} else {
DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
}
/* draw ramp */
/* Draw Trambits and PBS Reservation as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
/* Bridge heads are drawn solid no matter how invisibility/transparency is set */
AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
uint offset = tunnelbridge_direction;
int z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
}
EndSpriteCombine();
} else if (transport_type == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
if (surface != 0) {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
/* Don't fallback to non-overlay sprite -- the spec states that
* if an overlay is present then the bridge surface must be
* present. */
}
/* PBS debugging, draw reserved tracks darker */
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
} else {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
}
EndSpriteCombine();
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
DrawRailCatenary(ti);
}
}
DrawBridgeMiddle(ti);
}
}
/**
* Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
* bridges pieces sequence (middle parts).
* Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
* bridge len 1: BRIDGE_PIECE_NORTH
* bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
* bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
* bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* #0 - always as first, #1 - always as last (if len>1)
* #2,#3 are to pair in order
* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
* @param north Northernmost tile of bridge
* @param south Southernmost tile of bridge
* @return Index of bridge piece
*/
static BridgePieces CalcBridgePiece(uint north, uint south)
{
if (north == 1) {
return BRIDGE_PIECE_NORTH;
} else if (south == 1) {
return BRIDGE_PIECE_SOUTH;
} else if (north < south) {
return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
} else if (north > south) {
return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
} else {
return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
}
}
/**
* Draw the middle bits of a bridge.
* @param ti Tile information of the tile to draw it on.
*/
void DrawBridgeMiddle(const TileInfo *ti)
{
/* Sectional view of bridge bounding boxes:
*
* 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
* 1 2 3 = empty helper BB
* 1 7 2 4,5 = pillars under higher bridges
* 1 6 88888 6 2 6 = elrail-pylons
* 1 6 88888 6 2 7 = elrail-wire
* 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
* 3333333333333 <- BB_Z_SEPARATOR
* <- unused
* 4 5 <- BB_HEIGHT_UNDER_BRIDGE
* 4 5
* 4 5
*
*/
if (!IsBridgeAbove(ti->tile)) return;
TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
Axis axis = GetBridgeAxis(ti->tile);
BridgePieces piece = CalcBridgePiece(
GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
GetTunnelBridgeLength(ti->tile, rampsouth) + 1
);
const PalSpriteID *psid;
bool drawfarpillar;
if (transport_type != TRANSPORT_WATER) {
BridgeType type = GetBridgeType(rampsouth);
drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
uint base_offset;
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
} else {
base_offset = 8;
}
psid = base_offset + GetBridgeSpriteTable(type, piece);
} else {
drawfarpillar = true;
psid = _aqueduct_sprites;
}
if (axis != AXIS_X) psid += 4;
int x = ti->x;
int y = ti->y;
uint bridge_z = GetBridgePixelHeight(rampsouth);
int z = bridge_z - BRIDGE_Z_START;
/* Add a bounding box that separates the bridge from things below it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
/* Draw Trambits as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* Draw floor and far part of bridge*/
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
} else {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
}
}
psid++;
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(rampsouth);
if (HasBit(rts, ROADTYPE_TRAM)) {
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
} else {
EndSpriteCombine();
StartSpriteCombine();
}
} else if (transport_type == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
if (surface != 0) {
AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
} else {
AddSortableSpriteToDraw(axis == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
EndSpriteCombine();
if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
DrawRailCatenaryOnBridge(ti);
}
}
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
y += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
} else {
x += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
}
}
/* Draw TramFront as SpriteCombine */
if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
/* Do not draw anything more if bridges are invisible */
if (IsInvisibilitySet(TO_BRIDGES)) return;
psid++;
if (ti->z + 5 == z) {
/* draw poles below for small bridges */
if (psid->sprite != 0) {
SpriteID image = psid->sprite;
SpriteID pal = psid->pal;
if (IsTransparencySet(TO_BRIDGES)) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
}
} else {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
}
}
static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
{
int z;
Slope tileh = GetTilePixelSlope(tile, &z);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
/* In the tunnel entrance? */
if (5 <= pos && pos <= 10) return z;
} else { // IsBridge(tile)
DiagDirection dir = GetTunnelBridgeDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
/* On the bridge ramp? */
if (5 <= pos && pos <= 10) {
int delta;
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
case DIAGDIR_SE: delta = y / 2; break;
case DIAGDIR_SW: delta = x / 2; break;
case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
}
return z + 1 + delta;
}
}
return z + GetPartialPixelZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
}
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
TransportType tt = GetTunnelBridgeTransportType(tile);
if (IsTunnel(tile)) {
td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
} else { // IsBridge(tile)
td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
}
td->owner[0] = GetTileOwner(tile);
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
RoadTypes rts = GetRoadTypes(tile);
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
/* Is there a mix of owners? */
if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
(road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
uint i = 1;
if (road_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
td->owner[i] = road_owner;
i++;
}
if (tram_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
td->owner[i] = tram_owner;
}
}
if (tt == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
td->rail_speed = rti->max_speed;
td->railtype = rti->strings.name;
if (!IsTunnel(tile)) {
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (td->rail_speed == 0 || spd < td->rail_speed) {
td->rail_speed = spd;
}
}
} else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
td->road_speed = GetBridgeSpec(GetBridgeType(tile))->speed;
}
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
/* As long as we do not have a snow density, we want to use the density
* from the entry edge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
if (snow_or_desert != (z > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
MarkTileDirtyByTile(tile);
}
break;
}
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
SetTunnelBridgeSnowOrDesert(tile, true);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
}
static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
TransportType transport_type = GetTunnelBridgeTransportType(tile);
if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
{
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
/* Set number of pieces to zero if it's the southern tile as we
* don't want to update the infrastructure counts twice. */
uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rt) == old_owner) {
if (HasBit(GetRoadTypes(tile), rt)) {
/* Update company infrastructure counts. A full diagonal road tile has two road bits.
* No need to dirty windows here, we'll redraw the whole screen anyway. */
Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
}
SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
}
if (!IsTileOwner(tile, old_owner)) return;
/* Update company infrastructure counts for rail and water as well.
* No need to dirty windows here, we'll redraw the whole screen anyway. */
TransportType tt = GetTunnelBridgeTransportType(tile);
Company *old = Company::Get(old_owner);
if (tt == TRANSPORT_RAIL) {
old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
} else if (tt == TRANSPORT_WATER) {
old->infrastructure.water -= num_pieces;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
}
if (new_owner != INVALID_OWNER) {
SetTileOwner(tile, new_owner);
} else {
if (tt == TRANSPORT_RAIL) {
/* Since all of our vehicles have been removed, it is safe to remove the rail
* bridge / tunnel. */
CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
assert(ret.Succeeded());
} else {
/* In any other case, we can safely reassign the ownership to OWNER_NONE. */
SetTileOwner(tile, OWNER_NONE);
}
}
}
/**
* Frame when the 'enter tunnel' sound should be played. This is the second
* frame on a tile, so the sound is played shortly after entering the tunnel
* tile, while the vehicle is still visible.
*/
static const byte TUNNEL_SOUND_FRAME = 1;
/**
* Frame when a vehicle should be hidden in a tunnel with a certain direction.
* This differs per direction, because of visibility / bounding box issues.
* Note that direction, in this case, is the direction leading into the tunnel.
* When entering a tunnel, hide the vehicle when it reaches the given frame.
* When leaving a tunnel, show the vehicle when it is one frame further
* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
*/
extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
int z = GetSlopePixelZ(x, y) - v->z_pos;
if (abs(z) > 2) return VETSB_CANNOT_ENTER;
/* Direction into the wormhole */
const DiagDirection dir = GetTunnelBridgeDirection(tile);
/* Direction of the vehicle */
const DiagDirection vdir = DirToDiagDir(v->direction);
/* New position of the vehicle on the tile */
byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
/* Number of units moved by the vehicle since entering the tile */
byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
if (IsTunnel(tile)) {
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (frame == _tunnel_visibility_frame[dir]) {
t->tile = tile;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);
assert(t->track);
t->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
RoadVehicle *rv = RoadVehicle::From(v);
/* Enter tunnel? */
if (rv->state != RVSB_WORMHOLE && dir == vdir) {
if (frame == _tunnel_visibility_frame[dir]) {
/* Frame should be equal to the next frame number in the RV's movement */
assert(frame == rv->frame + 1);
rv->tile = tile;
rv->state = RVSB_WORMHOLE;
rv->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
/* We're at the tunnel exit ?? */
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
rv->tile = tile;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = frame;
rv->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
} else { // IsBridge(tile)
if (v->type != VEH_SHIP) {
/* modify speed of vehicle */
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (v->type == VEH_ROAD) spd *= 2;
Vehicle *first = v->First();
first->cur_speed = min(first->cur_speed, spd);
}
if (vdir == dir) {
/* Vehicle enters bridge at the last frame inside this tile. */
if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
t->track = TRACK_BIT_WORMHOLE;
ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
rv->state = RVSB_WORMHOLE;
/* There are no slopes inside bridges / tunnels. */
ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
break;
}
case VEH_SHIP:
Ship::From(v)->state = TRACK_BIT_WORMHOLE;
break;
default: NOT_REACHED();
}
return VETSB_ENTERED_WORMHOLE;
} else if (vdir == ReverseDiagDir(dir)) {
v->tile = tile;
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->track == TRACK_BIT_WORMHOLE) {
t->track = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state == RVSB_WORMHOLE) {
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_SHIP: {
Ship *ship = Ship::From(v);
if (ship->state == TRACK_BIT_WORMHOLE) {
ship->state = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
default: NOT_REACHED();
}
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
{
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;
int z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_old, &z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_new, &z_new);
} else {
CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_old, &z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_new, &z_new);
}
/* Surface slope is valid and remains unchanged? */
if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, // draw_tile_proc
GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
ClearTile_TunnelBridge, // clear_tile_proc
NULL, // add_accepted_cargo_proc
GetTileDesc_TunnelBridge, // get_tile_desc_proc
GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
NULL, // click_tile_proc
NULL, // animate_tile_proc
TileLoop_TunnelBridge, // tile_loop_proc
ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
NULL, // add_produced_cargo_proc
VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
GetFoundation_TunnelBridge, // get_foundation_proc
TerraformTile_TunnelBridge, // terraform_tile_proc
};
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