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Location: cpp/openttd-patchpack/source/src/road_cmd.cpp - annotation
r7967:9fd776876428
46.3 KiB
text/x-c
(svn r11523) -Codechange: Move the CHANCE macros to core/random_func.cpp cause they depend on Random()
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
-Codechange: Convert the CHANCE macros to functions and rename them fitting to the naming style
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r5584:545d748cc681 r5584:545d748cc681 r7335:93bf5f4b6ce4 r7494:2e43e3339051 r5584:545d748cc681 | /* $Id$ */
/** @file road_cmd.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
#include "rail_map.h"
#include "road_map.h"
#include "sprite.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "strings.h"
#include "functions.h"
#include "window.h"
#include "map.h"
#include "landscape.h"
#include "tile.h"
#include "town_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "player.h"
#include "town.h"
#include "gfx.h"
#include "sound.h"
#include "yapf/yapf.h"
#include "depot.h"
#include "newgrf.h"
#include "station_map.h"
#include "tunnel_map.h"
#include "misc/autoptr.hpp"
#include "autoslope.h"
#include "transparency.h"
#define M(x) (1 << (x))
/* Level crossings may only be built on these slopes */
static const uint32 VALID_LEVEL_CROSSING_SLOPES = (M(SLOPE_SEN) | M(SLOPE_ENW) | M(SLOPE_NWS) | M(SLOPE_NS) | M(SLOPE_WSE) | M(SLOPE_EW) | M(SLOPE_FLAT));
#undef M
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, bool *edge_road, RoadType rt)
{
RoadBits present;
RoadBits n;
*edge_road = true;
if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return true;
/* Water can always flood and towns can always remove "normal" road pieces.
* Towns are not be allowed to remove non "normal" road pieces, like tram
* tracks as that would result in trams that cannot turn. */
if (_current_player == OWNER_WATER ||
(rt == ROADTYPE_ROAD && !IsValidPlayer(_current_player))) return true;
/* Only do the special processing if the road is owned
* by a town */
if (owner != OWNER_TOWN) return (owner == OWNER_NONE) || CheckOwnership(owner);
if (_cheats.magic_bulldozer.value) return true;
/* Get a bitmask of which neighbouring roads has a tile */
n = ROAD_NONE;
present = GetAnyRoadBits(tile, rt);
if (present & ROAD_NE && GetAnyRoadBits(TILE_ADDXY(tile, -1, 0), rt) & ROAD_SW) n |= ROAD_NE;
if (present & ROAD_SE && GetAnyRoadBits(TILE_ADDXY(tile, 0, 1), rt) & ROAD_NW) n |= ROAD_SE;
if (present & ROAD_SW && GetAnyRoadBits(TILE_ADDXY(tile, 1, 0), rt) & ROAD_NE) n |= ROAD_SW;
if (present & ROAD_NW && GetAnyRoadBits(TILE_ADDXY(tile, 0, -1), rt) & ROAD_SE) n |= ROAD_NW;
/* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
* then allow it */
if ((n & (n - 1)) != 0 && (n & remove) != 0) {
Town *t;
*edge_road = false;
/* you can remove all kind of roads with extra dynamite */
if (_patches.extra_dynamite) return true;
t = ClosestTownFromTile(tile, (uint)-1);
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
return true;
}
static bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, bool *edge_road, RoadType rt)
{
return CheckAllowRemoveRoad(tile, remove, GetRoadOwner(tile, rt), edge_road, rt);
}
/** Delete a piece of road.
* @param tile tile where to remove road from
* @param flags operation to perform
* @param p1 bit 0..3 road pieces to remove (RoadBits)
* bit 4..5 road type
* bit 6 ignore the fact that the tram track has not been removed
* yet when removing the road bits when not actually doing
* it. Makes it possible to test whether the road bits can
* be removed from a level crossing without physically
* removing the tram bits before the test.
* @param p2 unused
*/
CommandCost CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* cost for removing inner/edge -roads */
static const uint16 road_remove_cost[2] = {50, 18};
/* true if the roadpiece was always removeable,
* false if it was a center piece. Affects town ratings drop */
bool edge_road;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
Town *t = NULL;
switch (GetTileType(tile)) {
case MP_ROAD:
if (_game_mode != GM_EDITOR && GetRoadOwner(tile, rt) == OWNER_TOWN) t = GetTownByTile(tile);
break;
case MP_STATION:
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
break;
case MP_TUNNELBRIDGE:
if ((IsTunnel(tile) && GetTunnelTransportType(tile) != TRANSPORT_ROAD) ||
(IsBridge(tile) && GetBridgeTransportType(tile) != TRANSPORT_ROAD)) return CMD_ERROR;
break;
default:
return CMD_ERROR;
}
RoadBits pieces = Extract<RoadBits, 0>(p1);
RoadTypes rts = GetRoadTypes(tile);
/* The tile doesn't have the given road type */
if (!HasBit(rts, rt)) return CMD_ERROR;
if (!CheckAllowRemoveRoad(tile, pieces, &edge_road, rt)) return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
/* check if you're allowed to remove the street owned by a town
* removal allowance depends on difficulty setting */
if (!CheckforTownRating(flags, t, ROAD_REMOVE)) return CMD_ERROR;
if (!IsTileType(tile, MP_ROAD)) {
/* If it's the last roadtype, just clear the whole tile */
if (rts == RoadTypeToRoadTypes(rt)) return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
CommandCost cost;
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
TileIndex other_end = IsTunnel(tile) ? GetOtherTunnelEnd(tile) : GetOtherBridgeEnd(tile);
/* Pay for *every* tile of the bridge or tunnel */
cost.AddCost((DistanceManhattan(IsTunnel(tile) ? GetOtherTunnelEnd(tile) : GetOtherBridgeEnd(tile), tile) + 1) * _price.remove_road);
if (flags & DC_EXEC) {
SetRoadTypes(other_end, GetRoadTypes(other_end) & ~RoadTypeToRoadTypes(rt));
SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
/* Mark tiles diry that have been repaved */
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(other_end);
if (IsBridge(tile)) {
TileIndexDiff delta = TileOffsByDiagDir(GetBridgeRampDirection(tile));
for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
}
}
} else {
cost.AddCost(_price.remove_road);
if (flags & DC_EXEC) {
SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
MarkTileDirtyByTile(tile);
}
}
return CommandCost(cost);
}
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits present = GetRoadBits(tile, rt);
RoadBits c = pieces;
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
if (GetTileSlope(tile, NULL) != SLOPE_FLAT &&
(present == ROAD_Y || present == ROAD_X)) {
c |= (RoadBits)((c & 0xC) >> 2);
c |= (RoadBits)((c & 0x3) << 2);
}
/* limit the bits to delete to the existing bits. */
c &= present;
if (c == ROAD_NONE) return CMD_ERROR;
if (flags & DC_EXEC) {
ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
present ^= c;
if (present == ROAD_NONE) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
/* Includes MarkTileDirtyByTile() */
DoClearSquare(tile);
} else {
SetRoadBits(tile, ROAD_NONE, rt);
SetRoadTypes(tile, rts);
MarkTileDirtyByTile(tile);
}
} else {
/* When bits are removed, you *always* end up with something that
* is not a complete straight road tile. However, trams do not have
* onewayness, so they cannot remove it either. */
if (rt != ROADTYPE_TRAM) SetDisallowedRoadDirections(tile, DRD_NONE);
SetRoadBits(tile, present, rt);
MarkTileDirtyByTile(tile);
}
}
return CommandCost(CountBits(c) * _price.remove_road);
}
case ROAD_TILE_CROSSING: {
if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) {
return CMD_ERROR;
}
/* Don't allow road to be removed from the crossing when there is tram;
* we can't draw the crossing without trambits ;) */
if (rt == ROADTYPE_ROAD && HasBit(GetRoadTypes(tile), ROADTYPE_TRAM) && ((flags & DC_EXEC) || !HasBit(p1, 6))) return CMD_ERROR;
if (flags & DC_EXEC) {
if (rt == ROADTYPE_ROAD) {
ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM);
}
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
MakeRailNormal(tile, GetTileOwner(tile), GetCrossingRailBits(tile), GetRailType(tile));
} else {
SetRoadTypes(tile, rts);
}
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
}
return CommandCost(_price.remove_road * 2);
}
default:
case ROAD_TILE_DEPOT:
return CMD_ERROR;
}
}
static const RoadBits _valid_tileh_slopes_road[][15] = {
/* set of normal ones */
{
ROAD_ALL, // SLOPE_FLAT
ROAD_NONE, // SLOPE_W
ROAD_NONE, // SLOPE_S
ROAD_X, // SLOPE_SW
ROAD_NONE, // SLOPE_E
ROAD_NONE, // SLOPE_EW
ROAD_Y, // SLOPE_SE
ROAD_NONE, // SLOPE_WSE
ROAD_NONE, // SLOPE_N
ROAD_Y, // SLOPE_NW
ROAD_NONE, // SLOPE_NS
ROAD_NONE, // SLOPE_NE
ROAD_X, // SLOPE_ENW
ROAD_NONE, // SLOPE_SEN
ROAD_NONE // SLOPE_ELEVATED
},
/* allowed road for an evenly raised platform */
{
ROAD_NONE, // SLOPE_FLAT
ROAD_SW | ROAD_NW, // SLOPE_W
ROAD_SW | ROAD_SE, // SLOPE_S
ROAD_Y | ROAD_SW, // SLOPE_SW
ROAD_SE | ROAD_NE, // SLOPE_E
ROAD_ALL, // SLOPE_EW
ROAD_X | ROAD_SE, // SLOPE_SE
ROAD_ALL, // SLOPE_WSE
ROAD_NW | ROAD_NE, // SLOPE_N
ROAD_X | ROAD_NW, // SLOPE_NW
ROAD_ALL, // SLOPE_NS
ROAD_ALL, // SLOPE_NE
ROAD_Y | ROAD_NE, // SLOPE_ENW
ROAD_ALL, // SLOPE_SEN
ROAD_ALL // SLOPE_ELEVATED
},
/* Singe bits on slopes */
{
ROAD_ALL, // SLOPE_FLAT
ROAD_NE | ROAD_SE, // SLOPE_W
ROAD_NE | ROAD_NW, // SLOPE_S
ROAD_NE, // SLOPE_SW
ROAD_NW | ROAD_SW, // SLOPE_E
ROAD_ALL, // SLOPE_EW
ROAD_NW, // SLOPE_SE
ROAD_ALL, // SLOPE_WSE
ROAD_SE | ROAD_SW, // SLOPE_N
ROAD_SE, // SLOPE_NW
ROAD_ALL, // SLOPE_NS
ROAD_ALL, // SLOPE_NE
ROAD_SW, // SLOPE_ENW
ROAD_ALL, // SLOPE_SEN
ROAD_ALL, // SLOPE_ELEVATED
},
};
/**
* Calculate the costs for roads on slopes
* Aside modify the RoadBits to fit on the slopes
*
* @note The RoadBits are modified too!
* @param tileh The current slope
* @param pieces The RoadBits we want to add
* @param existing The existent RoadBits
* @return The costs for these RoadBits on this slope
*/
static CommandCost CheckRoadSlope(Slope tileh, RoadBits* pieces, RoadBits existing)
{
if (IsSteepSlope(tileh)) {
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
if (existing == ROAD_NONE || existing == *pieces) {
if (*pieces == ROAD_X || *pieces == ROAD_Y) return _price.terraform;
}
return CMD_ERROR;
}
RoadBits road_bits = *pieces | existing;
/* Single bits on slopes.
* We check for the roads that need at least 2 bits */
if (_patches.build_on_slopes && !_is_old_ai_player &&
existing == ROAD_NONE && CountBits(*pieces) == 1 &&
(_valid_tileh_slopes_road[2][tileh] & *pieces) == ROAD_NONE) {
return CommandCost(_price.terraform);
}
/* no special foundation */
if ((~_valid_tileh_slopes_road[0][tileh] & road_bits) == ROAD_NONE) {
/* force that all bits are set when we have slopes */
if (tileh != SLOPE_FLAT) *pieces |= _valid_tileh_slopes_road[0][tileh];
return CommandCost(); // no extra cost
}
/* foundation is used. Whole tile is leveled up */
if ((~_valid_tileh_slopes_road[1][tileh] & road_bits) == ROAD_NONE) {
return CommandCost(existing != ROAD_NONE ? (Money)0 : _price.terraform);
}
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
/* partly leveled up tile, only if there's no road on that tile */
if ((existing == ROAD_NONE || existing == *pieces) && (tileh == SLOPE_W || tileh == SLOPE_S || tileh == SLOPE_E || tileh == SLOPE_N)) {
if (*pieces == ROAD_X || *pieces == ROAD_Y) return _price.terraform;
}
return CMD_ERROR;
}
/** Build a piece of road.
* @param tile tile where to build road
* @param flags operation to perform
* @param p1 bit 0..3 road pieces to build (RoadBits)
* bit 4..5 road type
* bit 6..7 disallowed directions to toggle
* @param p2 the town that is building the road (0 if not applicable)
*/
CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost;
CommandCost ret;
RoadBits existing = ROAD_NONE;
RoadBits all_bits = ROAD_NONE;
Slope tileh;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
* if a non-player is building the road */
if ((IsValidPlayer(_current_player) && p2 != 0) || (_current_player == OWNER_TOWN && !IsValidTownID(p2))) return CMD_ERROR;
RoadBits pieces = Extract<RoadBits, 0>(p1);
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
DisallowedRoadDirections toggle_drd = (DisallowedRoadDirections)GB(p1, 6, 2);
tileh = GetTileSlope(tile, NULL);
switch (GetTileType(tile)) {
case MP_ROAD:
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
all_bits = GetAllRoadBits(tile);
if (!HasBit(GetRoadTypes(tile), rt)) break;
existing = GetRoadBits(tile, rt);
RoadBits merged = existing | pieces;
bool crossing = (merged != ROAD_X && merged != ROAD_Y);
if (rt != ROADTYPE_TRAM && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
/* Junctions cannot be one-way */
return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
}
if ((existing & pieces) == pieces) {
/* We only want to set the (dis)allowed road directions */
if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM && GetRoadOwner(tile, ROADTYPE_ROAD) == _current_player) {
if (crossing) return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
/* Ignore half built tiles */
if (flags & DC_EXEC && rt != ROADTYPE_TRAM && (existing == ROAD_X || existing == ROAD_Y)) {
SetDisallowedRoadDirections(tile, GetDisallowedRoadDirections(tile) ^ toggle_drd);
MarkTileDirtyByTile(tile);
}
return CommandCost();
}
return_cmd_error(STR_1007_ALREADY_BUILT);
}
} break;
case ROAD_TILE_CROSSING:
if (HasBit(GetRoadTypes(tile), rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
all_bits = GetCrossingRoadBits(tile);
if (pieces & ComplementRoadBits(all_bits)) goto do_clear;
break;
default:
case ROAD_TILE_DEPOT:
goto do_clear;
}
break;
case MP_RAILWAY: {
Axis roaddir;
if (IsSteepSlope(tileh)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* Level crossings may only be built on these slopes */
if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear;
switch (GetTrackBits(tile)) {
case TRACK_BIT_X:
if (pieces & ROAD_X) goto do_clear;
roaddir = AXIS_Y;
break;
case TRACK_BIT_Y:
if (pieces & ROAD_Y) goto do_clear;
roaddir = AXIS_X;
break;
default: goto do_clear;
}
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
/* Always add road to the roadtypes (can't draw without it) */
MakeRoadCrossing(tile, _current_player, _current_player, _current_player, GetTileOwner(tile), roaddir, GetRailType(tile), RoadTypeToRoadTypes(rt) | ROADTYPES_ROAD, p2);
MarkTileDirtyByTile(tile);
}
return CommandCost(_price.build_road * (rt == ROADTYPE_ROAD ? 2 : 4));
}
case MP_STATION:
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
if (HasBit(GetRoadTypes(tile), rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
/* Don't allow "upgrading" the roadstop when vehicles are already driving on it */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
case MP_TUNNELBRIDGE:
if ((IsTunnel(tile) && GetTunnelTransportType(tile) != TRANSPORT_ROAD) ||
(IsBridge(tile) && GetBridgeTransportType(tile) != TRANSPORT_ROAD)) return CMD_ERROR;
if (HasBit(GetRoadTypes(tile), rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
/* Don't allow "upgrading" the bridge/tunnel when vehicles are already driving on it */
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
default:
do_clear:;
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
}
if (all_bits != pieces) {
/* Check the foundation/slopes when adding road/tram bits */
ret = CheckRoadSlope(tileh, &pieces, all_bits | existing);
/* Return an error if we need to build a foundation (ret != 0) but the
* current patch-setting is turned off (or stupid AI@work) */
if (CmdFailed(ret) || (ret.GetCost() != 0 && (!_patches.build_on_slopes || _is_old_ai_player))) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
cost.AddCost(ret);
}
if (IsTileType(tile, MP_ROAD)) {
/* Don't put the pieces that already exist */
pieces &= ComplementRoadBits(existing);
}
cost.AddCost(CountBits(pieces) * _price.build_road);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
/* Pay for *every* tile of the bridge or tunnel */
cost.MultiplyCost(DistanceManhattan(IsTunnel(tile) ? GetOtherTunnelEnd(tile) : GetOtherBridgeEnd(tile), tile));
}
if (flags & DC_EXEC) {
switch (GetTileType(tile)) {
case MP_ROAD: {
RoadTileType rtt = GetRoadTileType(tile);
if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
SetRoadOwner(tile, rt, _current_player);
if (_current_player == OWNER_TOWN && rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
}
if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
} break;
case MP_TUNNELBRIDGE: {
TileIndex other_end = IsTunnel(tile) ? GetOtherTunnelEnd(tile) : GetOtherBridgeEnd(tile);
SetRoadTypes(other_end, GetRoadTypes(other_end) | RoadTypeToRoadTypes(rt));
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
/* Mark tiles diry that have been repaved */
MarkTileDirtyByTile(other_end);
MarkTileDirtyByTile(tile);
if (IsBridge(tile)) {
TileIndexDiff delta = TileOffsByDiagDir(GetBridgeRampDirection(tile));
for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
}
} break;
case MP_STATION:
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
break;
default:
MakeRoadNormal(tile, pieces, RoadTypeToRoadTypes(rt), p2, _current_player, _current_player, _current_player);
break;
}
if (rt != ROADTYPE_TRAM && IsTileType(tile, MP_ROAD) && GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
existing |= pieces;
SetDisallowedRoadDirections(tile, (existing == ROAD_X || existing == ROAD_Y) ?
GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
}
MarkTileDirtyByTile(tile);
}
return cost;
}
/**
* Switches the rail type on a level crossing.
* @param tile The tile on which the railtype is to be convert.
* @param totype The railtype we want to convert to
* @param exec Switches between test and execute mode
* @return The cost and state of the operation
* @retval CMD_ERROR An error occured during the operation.
*/
CommandCost DoConvertStreetRail(TileIndex tile, RailType totype, bool exec)
{
/* not a railroad crossing? */
if (!IsLevelCrossing(tile)) return CMD_ERROR;
if (exec) {
SetRailType(tile, totype);
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetCrossingRailBits(tile)));
VehicleFromPos(tile, &tile, UpdateTrainPowerProc);
}
return CommandCost(RailBuildCost(totype) / 2);
}
/** Build a long piece of road.
* @param end_tile end tile of drag
* @param flags operation to perform
* @param p1 start tile of drag
* @param p2 various bitstuffed elements
* - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1)
* - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2)
* - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
* - p2 = (bit 3 + 4) - road type
* - p2 = (bit 5) - set road direction
*/
CommandCost CmdBuildLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex start_tile, tile;
CommandCost cost, ret;
bool had_bridge = false;
bool had_tunnel = false;
bool had_success = false;
DisallowedRoadDirections drd = DRD_NORTHBOUND;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
if (p1 >= MapSize()) return CMD_ERROR;
start_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (!HasBit(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (HasBit(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
/* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
TileIndex t = start_tile;
start_tile = end_tile;
end_tile = t;
p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
drd = DRD_SOUTHBOUND;
}
/* On the X-axis, we have to swap the initial bits, so they
* will be interpreted correctly in the GTTS. Futhermore
* when you just 'click' on one tile to build them. */
if (HasBit(p2, 2) == (start_tile == end_tile && HasBit(p2, 0) == HasBit(p2, 1))) drd ^= DRD_BOTH;
/* No disallowed direction bits have to be toggled */
if (!HasBit(p2, 5)) drd = DRD_NONE;
tile = start_tile;
/* Start tile is the small number. */
for (;;) {
RoadBits bits = HasBit(p2, 2) ? ROAD_Y : ROAD_X;
if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
ret = DoCommand(tile, drd << 6 | rt << 4 | bits, 0, flags, CMD_BUILD_ROAD);
if (CmdFailed(ret)) {
if (_error_message != STR_1007_ALREADY_BUILT) return CMD_ERROR;
_error_message = INVALID_STRING_ID;
} else {
had_success = true;
/* Only pay for the upgrade on one side of the bridges and tunnels */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsBridge(tile)) {
if ((!had_bridge || GetBridgeRampDirection(tile) == DIAGDIR_SE || GetBridgeRampDirection(tile) == DIAGDIR_SW)) {
cost.AddCost(ret);
}
had_bridge = true;
} else {
if ((!had_tunnel || GetTunnelDirection(tile) == DIAGDIR_SE || GetTunnelDirection(tile) == DIAGDIR_SW)) {
cost.AddCost(ret);
}
had_tunnel = true;
}
} else {
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += HasBit(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
return !had_success ? CMD_ERROR : cost;
}
/** Remove a long piece of road.
* @param end_tile end tile of drag
* @param flags operation to perform
* @param p1 start tile of drag
* @param p2 various bitstuffed elements
* - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1)
* - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2)
* - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
* - p2 = (bit 3 + 4) - road type
*/
CommandCost CmdRemoveLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex start_tile, tile;
CommandCost cost, ret, money;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
if (p1 >= MapSize()) return CMD_ERROR;
start_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (!HasBit(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (HasBit(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
/* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
TileIndex t = start_tile;
start_tile = end_tile;
end_tile = t;
p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
}
money.AddCost(GetAvailableMoneyForCommand());
tile = start_tile;
/* Start tile is the small number. */
for (;;) {
RoadBits bits = HasBit(p2, 2) ? ROAD_Y : ROAD_X;
if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
/* try to remove the halves. */
if (bits != 0) {
ret = DoCommand(tile, rt << 4 | bits, 0, flags & ~DC_EXEC, CMD_REMOVE_ROAD);
if (CmdSucceeded(ret)) {
if (flags & DC_EXEC) {
money.AddCost(-ret.GetCost());
if (money.GetCost() < 0) {
_additional_cash_required = DoCommand(end_tile, start_tile, p2, flags & ~DC_EXEC, CMD_REMOVE_LONG_ROAD).GetCost();
return cost;
}
DoCommand(tile, rt << 4 | bits, 0, flags, CMD_REMOVE_ROAD);
}
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += HasBit(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
return (cost.GetCost() == 0) ? CMD_ERROR : cost;
}
/** Build a road depot.
* @param tile tile where to build the depot
* @param flags operation to perform
* @param p1 bit 0..1 entrance direction (DiagDirection)
* bit 2..3 road type
* @param p2 unused
*
* @todo When checking for the tile slope,
* distingush between "Flat land required" and "land sloped in wrong direction"
*/
CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost;
Slope tileh;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
DiagDirection dir = Extract<DiagDirection, 0>(p1);
RoadType rt = (RoadType)GB(p1, 2, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
tileh = GetTileSlope(tile, NULL);
if (tileh != SLOPE_FLAT && (
!_patches.build_on_slopes ||
IsSteepSlope(tileh) ||
!CanBuildDepotByTileh(dir, tileh)
)) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(cost)) return CMD_ERROR;
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
Depot *dep = new Depot(tile);
if (dep == NULL) return CMD_ERROR;
AutoPtrT<Depot> d_auto_delete = dep;
if (flags & DC_EXEC) {
dep->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeRoadDepot(tile, _current_player, dir, rt);
MarkTileDirtyByTile(tile);
d_auto_delete.Detach();
}
return cost.AddCost(_price.build_road_depot);
}
static CommandCost RemoveRoadDepot(TileIndex tile, uint32 flags)
{
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER)
return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
DoClearSquare(tile);
delete GetDepotByTile(tile);
}
return CommandCost(_price.remove_road_depot);
}
static CommandCost ClearTile_Road(TileIndex tile, byte flags)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits b = GetAllRoadBits(tile);
/* Clear the road if only one piece is on the tile OR the AI tries
* to clear town road OR we are not using the DC_AUTO flag */
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) ||
((flags & DC_AI_BUILDING) && IsTileOwner(tile, OWNER_TOWN)) ||
!(flags & DC_AUTO)
) {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret;
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
if (HasBit(rts, rt)) {
CommandCost tmp_ret = DoCommand(tile, rt << 4 | GetRoadBits(tile, rt), 0, flags, CMD_REMOVE_ROAD);
if (CmdFailed(tmp_ret)) return tmp_ret;
ret.AddCost(tmp_ret);
}
}
return ret;
}
return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST);
}
case ROAD_TILE_CROSSING: {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret;
if (flags & DC_AUTO) return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST);
/* Must iterate over the roadtypes in a reverse manner because
* tram tracks must be removed before the road bits. */
for (RoadType rt = ROADTYPE_HWAY; rt >= ROADTYPE_ROAD; rt--) {
if (HasBit(rts, rt)) {
CommandCost tmp_ret = DoCommand(tile, 1 << 6 | rt << 4 | GetCrossingRoadBits(tile), 0, flags, CMD_REMOVE_ROAD);
if (CmdFailed(tmp_ret)) return tmp_ret;
ret.AddCost(tmp_ret);
}
}
if (flags & DC_EXEC) {
DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
return ret;
}
default:
case ROAD_TILE_DEPOT:
if (flags & DC_AUTO) {
return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
}
return RemoveRoadDepot(tile, flags);
}
}
struct DrawRoadTileStruct {
uint16 image;
byte subcoord_x;
byte subcoord_y;
};
#include "table/road_land.h"
Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
{
if (!IsSteepSlope(tileh)) {
if ((~_valid_tileh_slopes_road[0][tileh] & bits) == 0) {
/* As one can remove a single road piece when in a corner on a foundation as
* it is on a sloped piece of landscape, one creates a state that cannot be
* created directly, but the state itself is still perfectly drawable.
* However, as we do not want this to be build directly, we need to check
* for that situation in here. */
return (tileh != 0 && CountBits(bits) == 1) ? FOUNDATION_LEVELED : FOUNDATION_NONE;
}
if ((~_valid_tileh_slopes_road[1][tileh] & bits) == 0) return FOUNDATION_LEVELED;
}
return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y);
}
const byte _road_sloped_sprites[14] = {
0, 0, 2, 0,
0, 1, 0, 0,
3, 0, 0, 0,
0, 0
};
/**
* Whether to draw unpaved roads regardless of the town zone.
* By default, OpenTTD always draws roads as unpaved if they are on a desert
* tile or above the snowline. Newgrf files, however, can set a bit that allows
* paved roads to be built on desert tiles as they would be on grassy tiles.
*
* @param tile The tile the road is on
* @param roadside What sort of road this is
* @return True if the road should be drawn unpaved regardless of the roadside.
*/
static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
{
return (IsOnSnow(tile) &&
!(_opt.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
}
/**
* Draws the catenary for the given tile
* @param ti information about the tile (slopes, height etc)
* @param tram the roadbits for the tram
*/
void DrawTramCatenary(TileInfo *ti, RoadBits tram)
{
/* Don't draw the catenary under a low bridge */
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_BUILDINGS)) {
uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
}
SpriteID front;
SpriteID back;
if (ti->tileh != SLOPE_FLAT) {
back = SPR_TRAMWAY_BACK_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
} else {
back = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[tram];
front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[tram];
}
AddSortableSpriteToDraw(back, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_BUILDINGS));
AddSortableSpriteToDraw(front, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_BUILDINGS));
}
/**
* Draws details on/around the road
* @param img the sprite to draw
* @param ti the tile to draw on
* @param dx the offset from the top of the BB of the tile
* @param dy the offset from the top of the BB of the tile
* @param h the height of the sprite to draw
*/
static void DrawRoadDetail(SpriteID img, TileInfo *ti, int dx, int dy, int h)
{
int x = ti->x | dx;
int y = ti->y | dy;
byte z = ti->z;
if (ti->tileh != SLOPE_FLAT) z = GetSlopeZ(x, y);
AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z);
}
/**
* Draw ground sprite and road pieces
* @param ti TileInfo
*/
static void DrawRoadBits(TileInfo* ti)
{
RoadBits road = GetRoadBits(ti->tile, ROADTYPE_ROAD);
RoadBits tram = GetRoadBits(ti->tile, ROADTYPE_TRAM);
const DrawRoadTileStruct *drts;
SpriteID image = 0;
SpriteID pal = PAL_NONE;
Roadside roadside;
if (ti->tileh != SLOPE_FLAT) {
DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
/* DrawFoundation() modifies ti.
* Default sloped sprites.. */
if (ti->tileh != SLOPE_FLAT) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
}
if (image == 0) image = _road_tile_sprites_1[road != ROAD_NONE ? road : tram];
roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
image += 19;
} else {
switch (roadside) {
case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
case ROADSIDE_GRASS: break;
case ROADSIDE_GRASS_ROAD_WORKS: break;
default: image -= 19; break; // Paved
}
}
DrawGroundSprite(image, pal);
/* For tram we overlay the road graphics with either tram tracks only
* (when there is actual road beneath the trams) or with tram tracks
* and some dirts which hides the road graphics */
if (tram != ROAD_NONE) {
if (ti->tileh != SLOPE_FLAT) {
image = _road_sloped_sprites[ti->tileh - 1] + SPR_TRAMWAY_SLOPED_OFFSET;
} else {
image = _road_tile_sprites_1[tram] - SPR_ROAD_Y;
}
image += (road == ROAD_NONE) ? SPR_TRAMWAY_TRAM : SPR_TRAMWAY_OVERLAY;
DrawGroundSprite(image, pal);
}
if (road != ROAD_NONE) {
DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
if (drd != DRD_NONE) {
DrawRoadDetail(SPR_ONEWAY_BASE + drd - 1 + ((road == ROAD_X) ? 0 : 3), ti, 8, 8, 0);
}
}
if (HasRoadWorks(ti->tile)) {
/* Road works */
DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
return;
}
if (tram != ROAD_NONE) DrawTramCatenary(ti, tram);
/* Return if full detail is disabled, or we are zoomed fully out. */
if (!HasBit(_display_opt, DO_FULL_DETAIL) || _cur_dpi->zoom > ZOOM_LVL_DETAIL) return;
/* Draw extra details. */
for (drts = _road_display_table[roadside][road]; drts->image != 0; drts++) {
DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10);
}
}
static void DrawTile_Road(TileInfo *ti)
{
switch (GetRoadTileType(ti->tile)) {
case ROAD_TILE_NORMAL:
DrawRoadBits(ti);
break;
case ROAD_TILE_CROSSING: {
SpriteID image;
SpriteID pal = PAL_NONE;
Roadside roadside = GetRoadside(ti->tile);
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.crossing;
if (GetCrossingRoadAxis(ti->tile) == AXIS_X) image++;
if (IsCrossingBarred(ti->tile)) image += 2;
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
image += 8;
} else {
switch (roadside) {
case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
case ROADSIDE_GRASS: break;
default: image += 4; break; // Paved
}
}
DrawGroundSprite(image, pal);
if (HasBit(GetRoadTypes(ti->tile), ROADTYPE_TRAM)) {
DrawGroundSprite(SPR_TRAMWAY_OVERLAY + (GetCrossingRoadAxis(ti->tile) ^ 1), pal);
DrawTramCatenary(ti, GetCrossingRoadBits(ti->tile));
}
if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti);
break;
}
default:
case ROAD_TILE_DEPOT: {
const DrawTileSprites* dts;
const DrawTileSeqStruct* dtss;
SpriteID palette;
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
if (HasBit(GetRoadTypes(ti->tile), ROADTYPE_TRAM)) {
dts = &_tram_depot[GetRoadDepotDirection(ti->tile)];
} else {
dts = &_road_depot[GetRoadDepotDirection(ti->tile)];
}
DrawGroundSprite(dts->ground_sprite, PAL_NONE);
for (dtss = dts->seq; dtss->image != 0; dtss++) {
SpriteID image = dtss->image;
SpriteID pal;
if (!IsTransparencySet(TO_BUILDINGS) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
pal = palette;
} else {
pal = PAL_NONE;
}
AddSortableSpriteToDraw(
image, pal,
ti->x + dtss->delta_x, ti->y + dtss->delta_y,
dtss->size_x, dtss->size_y,
dtss->size_z, ti->z,
IsTransparencySet(TO_BUILDINGS)
);
}
break;
}
}
DrawBridgeMiddle(ti);
}
void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
{
SpriteID palette = PLAYER_SPRITE_COLOR(_local_player);
const DrawTileSprites* dts = (rt == ROADTYPE_TRAM) ? &_tram_depot[dir] : &_road_depot[dir];
const DrawTileSeqStruct* dtss;
x += 33;
y += 17;
DrawSprite(dts->ground_sprite, PAL_NONE, x, y);
for (dtss = dts->seq; dtss->image != 0; dtss++) {
Point pt = RemapCoords(dtss->delta_x, dtss->delta_y, dtss->delta_z);
SpriteID image = dtss->image;
DrawSprite(image, HasBit(image, PALETTE_MODIFIER_COLOR) ? palette : PAL_NONE, x + pt.x, y + pt.y);
}
}
static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
if (tileh == SLOPE_FLAT) return z;
if (GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
z += ApplyFoundationToSlope(f, &tileh);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
} else {
return z + TILE_HEIGHT;
}
}
static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
{
if (GetRoadTileType(tile) == ROAD_TILE_NORMAL) {
return GetRoadFoundation(tileh, GetAllRoadBits(tile));
} else {
return FlatteningFoundation(tileh);
}
}
static void GetAcceptedCargo_Road(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static void AnimateTile_Road(TileIndex tile)
{
if (IsLevelCrossing(tile)) MarkTileDirtyByTile(tile);
}
static const Roadside _town_road_types[][2] = {
{ ROADSIDE_GRASS, ROADSIDE_GRASS },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_TREES, ROADSIDE_TREES },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static const Roadside _town_road_types_2[][2] = {
{ ROADSIDE_GRASS, ROADSIDE_GRASS },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static void TileLoop_Road(TileIndex tile)
{
switch (_opt.landscape) {
case LT_ARCTIC:
if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
ToggleSnow(tile);
MarkTileDirtyByTile(tile);
}
break;
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) {
ToggleDesert(tile);
MarkTileDirtyByTile(tile);
}
break;
}
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) return;
const Town* t = ClosestTownFromTile(tile, (uint)-1);
if (!HasRoadWorks(tile)) {
int grp = 0;
if (t != NULL) {
grp = GetTownRadiusGroup(t, tile);
/* Show an animation to indicate road work */
if (t->road_build_months != 0 &&
(DistanceManhattan(t->xy, tile) < 8 || grp != 0) &&
GetRoadTileType(tile) == ROAD_TILE_NORMAL && CountBits(GetAllRoadBits(tile)) > 1 ) {
if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && Chance16(1, 40)) {
StartRoadWorks(tile);
SndPlayTileFx(SND_21_JACKHAMMER, tile);
CreateEffectVehicleAbove(
TileX(tile) * TILE_SIZE + 7,
TileY(tile) * TILE_SIZE + 7,
0,
EV_BULLDOZER);
MarkTileDirtyByTile(tile);
return;
}
}
}
{
/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
const Roadside* new_rs = (_opt.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
Roadside cur_rs = GetRoadside(tile);
/* We have our desired type, do nothing */
if (cur_rs == new_rs[0]) return;
/* We have the pre-type of the desired type, switch to the desired type */
if (cur_rs == new_rs[1]) {
cur_rs = new_rs[0];
/* We have barren land, install the pre-type */
} else if (cur_rs == ROADSIDE_BARREN) {
cur_rs = new_rs[1];
/* We're totally off limits, remove any installation and make barren land */
} else {
cur_rs = ROADSIDE_BARREN;
}
SetRoadside(tile, cur_rs);
MarkTileDirtyByTile(tile);
}
} else if (IncreaseRoadWorksCounter(tile)) {
TerminateRoadWorks(tile);
if (_patches.mod_road_rebuild) {
/* Generate a nicer town surface */
const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
if (old_rb != new_rb) {
DoCommand(tile, (old_rb ^ new_rb), t->index, DC_EXEC | DC_AUTO | DC_NO_WATER, CMD_REMOVE_ROAD);
}
}
MarkTileDirtyByTile(tile);
}
}
static void ClickTile_Road(TileIndex tile)
{
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) ShowDepotWindow(tile, VEH_ROAD);
}
static const byte _road_trackbits[16] = {
0x0, 0x0, 0x0, 0x10, 0x0, 0x2, 0x8, 0x1A, 0x0, 0x4, 0x1, 0x15, 0x20, 0x26, 0x29, 0x3F,
};
static uint32 GetTileTrackStatus_Road(TileIndex tile, TransportType mode, uint sub_mode)
{
switch (mode) {
case TRANSPORT_RAIL:
if (!IsLevelCrossing(tile)) return 0;
return GetCrossingRailBits(tile) * 0x101;
case TRANSPORT_ROAD:
if ((GetRoadTypes(tile) & sub_mode) == 0) return 0;
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadType rt = (RoadType)FindFirstBit(sub_mode);
const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 };
uint multiplier = drd_to_multiplier[rt == ROADTYPE_TRAM ? DRD_NONE : GetDisallowedRoadDirections(tile)];
return HasRoadWorks(tile) ? 0 : _road_trackbits[GetRoadBits(tile, rt)] * multiplier;
}
case ROAD_TILE_CROSSING: {
uint32 r = AxisToTrackBits(GetCrossingRoadAxis(tile)) * 0x101;
if (IsCrossingBarred(tile)) r *= 0x10001;
return r;
}
default:
case ROAD_TILE_DEPOT:
return AxisToTrackBits(DiagDirToAxis(GetRoadDepotDirection(tile))) * 0x101;
}
break;
default: break;
}
return 0;
}
static const StringID _road_tile_strings[] = {
STR_1814_ROAD,
STR_1814_ROAD,
STR_1814_ROAD,
STR_1815_ROAD_WITH_STREETLIGHTS,
STR_1814_ROAD,
STR_1816_TREE_LINED_ROAD,
STR_1814_ROAD,
STR_1814_ROAD,
};
static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
{
td->owner = GetTileOwner(tile);
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING: td->str = STR_1818_ROAD_RAIL_LEVEL_CROSSING; break;
case ROAD_TILE_DEPOT: td->str = STR_1817_ROAD_VEHICLE_DEPOT; break;
default: td->str = _road_tile_strings[GetRoadside(tile)]; break;
}
}
/**
* Given the direction the road depot is pointing, this is the direction the
* vehicle should be travelling in in order to enter the depot.
*/
static const byte _roadveh_enter_depot_dir[4] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static uint32 VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING:
if (v->type == VEH_TRAIN && !IsCrossingBarred(tile)) {
/* train crossing a road */
SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
BarCrossing(tile);
MarkTileDirtyByTile(tile);
}
break;
case ROAD_TILE_DEPOT:
if (v->type == VEH_ROAD &&
v->u.road.frame == 11 &&
_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == v->u.road.state) {
v->u.road.state = RVSB_IN_DEPOT;
v->vehstatus |= VS_HIDDEN;
v->direction = ReverseDir(v->direction);
if (v->Next() == NULL) VehicleEnterDepot(v);
v->tile = tile;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return VETSB_ENTERED_WORMHOLE;
}
break;
default: break;
}
return VETSB_CONTINUE;
}
static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) {
if (GetTileOwner(tile) == old_player) {
if (new_player == PLAYER_SPECTATOR) {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
} else {
SetTileOwner(tile, new_player);
}
}
return;
}
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
if (!HasBit(GetRoadTypes(tile), rt)) continue;
if (GetRoadOwner(tile, rt) == old_player) {
SetRoadOwner(tile, rt, new_player == PLAYER_SPECTATOR ? OWNER_NONE : new_player);
}
}
if (IsLevelCrossing(tile)) {
if (GetTileOwner(tile) == old_player) {
if (new_player == PLAYER_SPECTATOR) {
MakeRoadNormal(tile, GetCrossingRoadBits(tile), GetRoadTypes(tile), GetTownIndex(tile), GetRoadOwner(tile, ROADTYPE_ROAD), GetRoadOwner(tile, ROADTYPE_TRAM), GetRoadOwner(tile, ROADTYPE_HWAY));
} else {
SetTileOwner(tile, new_player);
}
}
}
}
static CommandCost TerraformTile_Road(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_patches.build_on_slopes && AutoslopeEnabled()) {
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING:
if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return _price.terraform;
break;
case ROAD_TILE_DEPOT:
if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return _price.terraform;
break;
case ROAD_TILE_NORMAL: {
RoadBits bits = GetAllRoadBits(tile);
RoadBits bits_copy = bits;
/* Check if the slope-road_bits combination is valid at all, i.e. it is save to call GetRoadFoundation(). */
if (!CmdFailed(CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE))) {
/* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
if (bits == bits_copy) {
uint z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Get the slope on top of the foundation */
z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), &tileh_old);
z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), &tileh_new);
/* The surface slope must not be changed */
if ((z_old == z_new) && (tileh_old == tileh_new)) return _price.terraform;
}
}
break;
}
default: NOT_REACHED();
}
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_road_procs = {
DrawTile_Road, /* draw_tile_proc */
GetSlopeZ_Road, /* get_slope_z_proc */
ClearTile_Road, /* clear_tile_proc */
GetAcceptedCargo_Road, /* get_accepted_cargo_proc */
GetTileDesc_Road, /* get_tile_desc_proc */
GetTileTrackStatus_Road, /* get_tile_track_status_proc */
ClickTile_Road, /* click_tile_proc */
AnimateTile_Road, /* animate_tile_proc */
TileLoop_Road, /* tile_loop_clear */
ChangeTileOwner_Road, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_Road, /* vehicle_enter_tile_proc */
GetFoundation_Road, /* get_foundation_proc */
TerraformTile_Road, /* terraform_tile_proc */
};
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