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Location: cpp/openttd-patchpack/source/tunnelbridge_cmd.c - annotation
r4381:c965d1f3016a
43.5 KiB
text/x-c
(svn r6131) -Codechange : Complete all missing _ttdpatch_flags entries
-Feature : both unifiedmaglevmode are now set.
Maglev and monorail are not allowed to run on each other tracks and will not be.
Setting those flags will allow grfsets as the Norvegian one to be loaded
-Codechange : link the TTDPatch's irregularstations with OTTD's nonuniform_stations
-Codechange : Reformat the whole array (thanks Rubidium, it sure looks better now)
-Feature : both unifiedmaglevmode are now set.
Maglev and monorail are not allowed to run on each other tracks and will not be.
Setting those flags will allow grfsets as the Norvegian one to be loaded
-Codechange : link the TTDPatch's irregularstations with OTTD's nonuniform_stations
-Codechange : Reformat the whole array (thanks Rubidium, it sure looks better now)
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r0:d63b455452f6 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r4344:bff007ae1fd1 r0:d63b455452f6 | /* $Id$ */
/** @file tunnelbridge_cmd.c
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
*/
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "tunnel_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "player.h"
#include "town.h"
#include "sound.h"
#include "variables.h"
#include "bridge.h"
#include "train.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "date.h"
#include "table/bridge_land.h"
extern const byte _track_sloped_sprites[14];
extern const SpriteID _water_shore_sprites[15];
extern void DrawCanalWater(TileIndex tile);
const Bridge orig_bridge[] = {
/*
year of availablity
| minimum length
| | maximum length
| | | price
| | | | maximum speed
| | | | | sprite to use in GUI string with description
| | | | | | | */
{ 0, 0, 16, 80, 32, 0xA24 , STR_5012_WOODEN , NULL, 0 },
{ 0, 0, 2, 112, 48, 0xA26 | PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 },
{ 1930, 0, 5, 144, 64, 0xA25 , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 0, 2, 10, 168, 80, 0xA22 | PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 },
{ 1930, 3, 16, 185, 96, 0xA22 , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 7, 224, 160, 0xA23 , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 0, 2, 240, 256, 0xA27 , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 1995, 2, 16, 255, 320, 0xA28 , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2005, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2010, 2, 32, 510, 608, 0xA28 | PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 }
};
Bridge _bridge[MAX_BRIDGES];
// 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,
int CalcBridgeLenCostFactor(int x)
{
int n;
int r;
if (x < 2) return x;
x -= 2;
for (n = 0, r = 2;; n++) {
if (x <= n) return r + x * n;
r += n * n;
x -= n;
}
}
#define M(x) (1 << (x))
enum {
// foundation, whole tile is leveled up --> 3 corners raised
BRIDGE_FULL_LEVELED_FOUNDATION = M(SLOPE_WSE) | M(SLOPE_NWS) | M(SLOPE_ENW) | M(SLOPE_SEN),
// foundation, tile is partly leveled up --> 1 corner raised
BRIDGE_PARTLY_LEVELED_FOUNDATION = M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N),
// no foundations (X,Y direction)
BRIDGE_NO_FOUNDATION = M(SLOPE_FLAT) | M(SLOPE_SW) | M(SLOPE_SE) | M(SLOPE_NW) | M(SLOPE_NE),
BRIDGE_HORZ_RAMP = (BRIDGE_PARTLY_LEVELED_FOUNDATION | BRIDGE_NO_FOUNDATION) & ~M(SLOPE_FLAT)
};
#undef M
static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
{
const Bridge *bridge = &_bridge[index];
assert(table < 7);
if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
static inline byte GetBridgeFlags(int index) { return _bridge[index].flags;}
/** Check the slope at the bridge ramps in three easy steps:
* - valid slopes without foundation
* - valid slopes with foundation
* - rest is invalid
*/
#define M(x) (1 << (x))
static int32 CheckBridgeSlopeNorth(Axis axis, Slope tileh)
{
uint32 valid;
valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_NE) : M(SLOPE_NW));
if (HASBIT(valid, tileh)) return 0;
valid =
BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_N) | M(SLOPE_STEEP_N) |
(axis == AXIS_X ? M(SLOPE_E) | M(SLOPE_STEEP_E) : M(SLOPE_W) | M(SLOPE_STEEP_W));
if (HASBIT(valid, tileh)) return _price.terraform;
return CMD_ERROR;
}
static int32 CheckBridgeSlopeSouth(Axis axis, Slope tileh)
{
uint32 valid;
valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_SW) : M(SLOPE_SE));
if (HASBIT(valid, tileh)) return 0;
valid =
BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_S) | M(SLOPE_STEEP_S) |
(axis == AXIS_X ? M(SLOPE_W) | M(SLOPE_STEEP_W) : M(SLOPE_E) | M(SLOPE_STEEP_E));
if (HASBIT(valid, tileh)) return _price.terraform;
return CMD_ERROR;
}
#undef M
uint32 GetBridgeLength(TileIndex begin, TileIndex end)
{
int x1 = TileX(begin);
int y1 = TileY(begin);
int x2 = TileX(end);
int y2 = TileY(end);
return abs(x2 + y2 - x1 - y1) - 1;
}
bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
{
const Bridge *b = &_bridge[bridge_type];
uint max; // max possible length of a bridge (with patch 100)
if (bridge_type >= MAX_BRIDGES) return false;
if (b->avail_year > _cur_year) return false;
max = b->max_length;
if (max >= 16 && _patches.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
/** Build a Bridge
* @param end_tile end tile
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-..) - rail type. bit15 ((x>>8)&0x80) means road bridge.
*/
int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
int bridge_type;
TransportType transport;
RailType railtype;
uint x;
uint y;
uint sx;
uint sy;
TileIndex tile_start;
TileIndex tile_end;
Slope tileh_start;
Slope tileh_end;
uint z_start;
uint z_end;
TileIndex tile;
TileIndexDiff delta;
uint bridge_len;
uint odd_middle_part;
Axis direction;
uint i;
int32 cost, terraformcost, ret;
bool allow_on_slopes;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* unpack parameters */
bridge_type = GB(p2, 0, 8);
if (p1 >= MapSize()) return CMD_ERROR;
// type of bridge
if (HASBIT(p2, 15)) {
railtype = 0;
transport = TRANSPORT_ROAD;
} else {
if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
railtype = GB(p2, 8, 8);
transport = TRANSPORT_RAIL;
}
x = TileX(end_tile);
y = TileY(end_tile);
sx = TileX(p1);
sy = TileY(p1);
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction = AXIS_Y;
if (y > sy) uintswap(y,sy);
} else if (y == sy) {
direction = AXIS_X;
if (x > sx) uintswap(x,sx);
} else {
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
}
/* set and test bridge length, availability */
bridge_len = sx + sy - x - y - 1;
if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
/* retrieve landscape height and ensure it's on land */
tile_start = TileXY(x, y);
tile_end = TileXY(sx, sy);
if (IsClearWaterTile(tile_start) || IsClearWaterTile(tile_end)) {
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
}
tileh_start = GetTileSlope(tile_start, &z_start);
tileh_end = GetTileSlope(tile_end, &z_end);
if (IsSteepSlope(tileh_start)) z_start += TILE_HEIGHT;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_start)) {
z_start += TILE_HEIGHT;
tileh_start = SLOPE_FLAT;
}
if (IsSteepSlope(tileh_end)) z_end += TILE_HEIGHT;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_end)) {
z_end += TILE_HEIGHT;
tileh_end = SLOPE_FLAT;
}
if (z_start != z_end) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
// Towns are not allowed to use bridges on slopes.
allow_on_slopes = (!_is_old_ai_player
&& _current_player != OWNER_TOWN && _patches.build_on_slopes);
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost = ret;
terraformcost = CheckBridgeSlopeNorth(direction, tileh_start);
if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* Try and clear the end landscape */
ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost += ret;
// false - end tile slope check
terraformcost = CheckBridgeSlopeSouth(direction, tileh_end);
if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
if (transport == TRANSPORT_RAIL) {
MakeRailBridgeRamp(tile_start, _current_player, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir), railtype);
} else {
MakeRoadBridgeRamp(tile_start, _current_player, bridge_type, dir);
MakeRoadBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir));
}
MarkTileDirtyByTile(tile_start);
MarkTileDirtyByTile(tile_end);
}
// position of middle part of the odd bridge (larger than MAX(i) otherwise)
odd_middle_part = (bridge_len % 2) ? (bridge_len / 2) : bridge_len;
tile = tile_start;
delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (i = 0; i != bridge_len; i++) {
TransportType transport_under;
Owner owner_under = OWNER_NONE;
RailType rail_under = INVALID_RAILTYPE;
uint z;
tile += delta;
if (GetTileSlope(tile, &z) != SLOPE_FLAT && z >= z_start) {
return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
transport_under = TRANSPORT_WATER;
owner_under = GetTileOwner(tile);
break;
case MP_RAILWAY:
if (GetRailTileType(tile) != RAIL_TILE_NORMAL ||
GetTrackBits(tile) != AxisToTrackBits(OtherAxis(direction))) {
goto not_valid_below;
}
transport_under = TRANSPORT_RAIL;
owner_under = GetTileOwner(tile);
rail_under = GetRailType(tile);
break;
case MP_STREET:
if (GetRoadTileType(tile) != ROAD_TILE_NORMAL) goto not_valid_below;
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
if (GetRoadBits(tile) != (direction == AXIS_X ? ROAD_Y : ROAD_X)) {
goto not_valid_below;
}
transport_under = TRANSPORT_ROAD;
owner_under = GetTileOwner(tile);
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost += ret;
transport_under = INVALID_TRANSPORT;
break;
}
if (flags & DC_EXEC) {
uint piece;
//bridges pieces sequence (middle parts)
// bridge len 1: 0
// bridge len 2: 0 1
// bridge len 3: 0 4 1
// bridge len 4: 0 2 3 1
// bridge len 5: 0 2 5 3 1
// bridge len 6: 0 2 3 2 3 1
// bridge len 7: 0 2 3 4 2 3 1
// #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)
if (i == 0) { // first tile
piece = 0;
} else if (i == bridge_len - 1) { // last tile
piece = 1;
} else if (i == odd_middle_part) { // we are on the middle of odd bridge: #5 on even pos, #4 on odd
piece = 5 - (i % 2);
} else {
// generate #2 and #3 in turns [i%2==0], after the middle of odd bridge
// this sequence swaps [... XOR (i>odd_middle_part)],
// for even bridges XOR does not apply as odd_middle_part==bridge_len
piece = 2 + ((i % 2 == 0) ^ (i > odd_middle_part));
}
if (transport == TRANSPORT_RAIL) {
MakeRailBridgeMiddle(tile, bridge_type, piece, direction, railtype);
} else {
MakeRoadBridgeMiddle(tile, bridge_type, piece, direction);
}
switch (transport_under) {
case TRANSPORT_RAIL: SetRailUnderBridge(tile, owner_under, rail_under); break;
case TRANSPORT_ROAD: SetRoadUnderBridge(tile, owner_under); break;
case TRANSPORT_WATER:
if (owner_under == OWNER_WATER) {
SetWaterUnderBridge(tile);
} else {
SetCanalUnderBridge(tile, owner_under);
}
break;
default: SetClearUnderBridge(tile); break;
}
MarkTileDirtyByTile(tile);
}
}
SetSignalsOnBothDir(tile_start, AxisToTrack(direction));
YapfNotifyTrackLayoutChange(tile_start, AxisToTrack(direction));
/* 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
*/
if (!(flags & DC_QUERY_COST)) {
const Bridge *b = &_bridge[bridge_type];
bridge_len += 2; // begin and end tiles/ramps
if (_current_player < MAX_PLAYERS && !_is_old_ai_player)
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost += (int64)bridge_len * _price.build_bridge * b->price >> 8;
}
return cost;
}
/** Build Tunnel.
* @param tile start tile of tunnel
* @param p1 railtype, 0x200 for road tunnel
* @param p2 unused
*/
int32 CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndexDiff delta;
TileIndex end_tile;
DiagDirection direction;
Slope start_tileh;
Slope end_tileh;
uint start_z;
uint end_z;
int32 cost;
int32 ret;
_build_tunnel_endtile = 0;
if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR;
start_tileh = GetTileSlope(start_tile, &start_z);
switch (start_tileh) {
case SLOPE_SW: direction = DIAGDIR_SW; break;
case SLOPE_SE: direction = DIAGDIR_SE; break;
case SLOPE_NW: direction = DIAGDIR_NW; break;
case SLOPE_NE: direction = DIAGDIR_NE; break;
default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
}
ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) 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' */
cost = 0;
delta = TileOffsByDir(direction);
end_tile = start_tile;
for (;;) {
end_tile += delta;
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) {
return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
}
cost += _price.build_tunnel;
cost += cost >> 3; // add a multiplier for longer tunnels
if (cost >= 400000000) cost = 400000000;
}
/* Add the cost of the entrance */
cost += _price.build_tunnel + ret;
// if the command fails from here on we want the end tile to be highlighted
_build_tunnel_endtile = end_tile;
// slope of end tile must be complementary to the slope of the start tile
if (end_tileh != ComplementSlope(start_tileh)) {
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
} else {
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
}
cost += _price.build_tunnel + ret;
if (flags & DC_EXEC) {
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
UpdateSignalsOnSegment(start_tile, direction);
YapfNotifyTrackLayoutChange(start_tile, AxisToTrack(DiagDirToAxis(direction)));
} else {
MakeRoadTunnel(start_tile, _current_player, direction);
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
}
}
return cost;
}
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
{
uint z = GetTileZ(tile);
DiagDirection dir = GetTunnelDirection(tile);
TileIndexDiff delta = TileOffsByDir(dir);
uint len = 0;
TileIndex starttile = tile;
Vehicle *v;
do {
tile += delta;
len++;
} while (
!IsTunnelTile(tile) ||
ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
GetTileZ(tile) != z
);
v = FindVehicleBetween(starttile, tile, z);
if (v != NULL) {
_error_message = v->type == VEH_Train ?
STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
return INVALID_TILE;
}
if (length != NULL) *length = len;
return tile;
}
static int32 DoClearTunnel(TileIndex tile, uint32 flags)
{
Town *t;
TileIndex endtile;
uint length;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
// in scenario editor you can always destroy tunnels
if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
return CMD_ERROR;
}
endtile = CheckTunnelBusy(tile, &length);
if (endtile == INVALID_TILE) return CMD_ERROR;
_build_tunnel_endtile = endtile;
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
// check if you're allowed to remove the tunnel owned by a town
// removal allowal depends on difficulty settings
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
// We first need to request the direction before calling DoClearSquare
// else the direction is always 0.. dah!! ;)
DiagDirection dir = GetTunnelDirection(tile);
Track track;
// Adjust the town's player rating. Do this before removing the tile owner info.
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
DoClearSquare(tile);
DoClearSquare(endtile);
UpdateSignalsOnSegment(tile, ReverseDiagDir(dir));
UpdateSignalsOnSegment(endtile, dir);
track = AxisToTrack(DiagDirToAxis(dir));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
return _price.clear_tunnel * (length + 1);
}
static uint GetBridgeHeightRamp(TileIndex t)
{
uint h;
uint tileh = GetTileSlope(t, &h);
uint f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(t)));
// one height level extra if the ramp is on a flat foundation
return
h + TILE_HEIGHT +
(IS_INT_INSIDE(f, 1, 15) ? TILE_HEIGHT : 0) +
(IsSteepSlope(tileh) ? TILE_HEIGHT : 0);
}
static int32 DoClearBridge(TileIndex tile, uint32 flags)
{
DiagDirection direction;
TileIndexDiff delta;
TileIndex endtile;
Vehicle *v;
Town *t;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
if (IsBridgeMiddle(tile)) {
if (IsTransportUnderBridge(tile)) {
/* delete transport route under the bridge */
int32 cost;
// check if we own the tile below the bridge..
if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleOnGround(tile)))
return CMD_ERROR;
if (GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
cost = _price.remove_rail;
} else {
cost = _price.remove_road * 2;
}
if (flags & DC_EXEC) {
SetClearUnderBridge(tile);
MarkTileDirtyByTile(tile);
}
return cost;
} else if (IsWaterUnderBridge(tile) && !IsTileOwner(tile, OWNER_WATER)) {
/* delete canal under bridge */
// check for vehicles under bridge
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
SetClearUnderBridge(tile);
MarkTileDirtyByTile(tile);
}
return _price.clear_water;
}
tile = GetSouthernBridgeEnd(tile);
}
// floods, scenario editor can always destroy bridges
if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
return CMD_ERROR;
}
endtile = GetOtherBridgeEnd(tile);
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
direction = GetBridgeRampDirection(tile);
delta = TileOffsByDir(direction);
/* Make sure there's no vehicle on the bridge
* Omit tile and endtile, since these are already checked, thus solving the
* problem of bridges over water, or higher bridges, where z is not increased,
* eg level bridge
*/
v = FindVehicleBetween(
tile + delta,
endtile - delta,
GetBridgeHeightRamp(tile)
);
if (v != NULL) return_cmd_error(VehicleInTheWayErrMsg(v));
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
// check if you're allowed to remove the bridge owned by a town.
// removal allowal depends on difficulty settings
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) return CMD_ERROR;
}
if (flags & DC_EXEC) {
TileIndex c;
Track track;
//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);
DoClearSquare(tile);
DoClearSquare(endtile);
for (c = tile + delta; c != endtile; c += delta) {
if (IsTransportUnderBridge(c)) {
if (GetTransportTypeUnderBridge(c) == TRANSPORT_RAIL) {
MakeRailNormal(c, GetTileOwner(c), GetRailBitsUnderBridge(c), GetRailType(c));
} else {
uint town = IsTileOwner(c, OWNER_TOWN) ? ClosestTownFromTile(c, (uint)-1)->index : 0;
MakeRoadNormal(c, GetTileOwner(c), GetRoadBitsUnderBridge(c), town);
}
MarkTileDirtyByTile(c);
} else {
if (IsClearUnderBridge(c)) {
DoClearSquare(c);
} else {
if (GetTileSlope(c, NULL) == SLOPE_FLAT) {
if (IsTileOwner(c, OWNER_WATER)) {
MakeWater(c);
} else {
MakeCanal(c, GetTileOwner(c));
}
} else {
MakeShore(c);
}
MarkTileDirtyByTile(c);
}
}
}
UpdateSignalsOnSegment(tile, ReverseDiagDir(direction));
UpdateSignalsOnSegment(endtile, direction);
track = AxisToTrack(DiagDirToAxis(direction));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
return (DistanceManhattan(tile, endtile) + 1) * _price.clear_bridge;
}
static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else if (IsBridge(tile)) { // XXX Is this necessary?
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
return CMD_ERROR;
}
int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
{
TileIndex endtile;
if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) {
uint length;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
if (GetRailType(tile) == totype) return CMD_ERROR;
endtile = CheckTunnelBusy(tile, &length);
if (endtile == INVALID_TILE) return CMD_ERROR;
if (exec) {
Track track;
SetRailType(tile, totype);
SetRailType(endtile, totype);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
track = AxisToTrack(DiagDirToAxis(GetTunnelDirection(tile)));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
return (length + 1) * (_price.build_rail >> 1);
} else if (IsBridge(tile) &&
IsBridgeMiddle(tile) &&
IsTransportUnderBridge(tile) &&
GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
// only check for train under bridge
if (!CheckTileOwnership(tile) || !EnsureNoVehicleOnGround(tile))
return CMD_ERROR;
if (GetRailType(tile) == totype) return CMD_ERROR;
if (exec) {
SetRailType(tile, totype);
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, GetRailUnderBridge(tile));
}
return _price.build_rail >> 1;
} else if (IsBridge(tile) && IsBridgeRamp(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) {
TileIndexDiff delta;
int32 cost;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
endtile = GetOtherBridgeEnd(tile);
if (!EnsureNoVehicle(tile) ||
!EnsureNoVehicle(endtile) ||
FindVehicleBetween(tile, endtile, GetBridgeHeightRamp(tile)) != NULL) {
return_cmd_error(STR_8803_TRAIN_IN_THE_WAY);
}
if (GetRailType(tile) == totype) return CMD_ERROR;
if (exec) {
Track track;
SetRailType(tile, totype);
SetRailType(endtile, totype);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
track = AxisToTrack(DiagDirToAxis(GetBridgeRampDirection(tile)));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
cost = 2 * (_price.build_rail >> 1);
delta = TileOffsByDir(GetBridgeRampDirection(tile));
for (tile += delta; tile != endtile; tile += delta) {
if (exec) {
SetRailTypeOnBridge(tile, totype);
MarkTileDirtyByTile(tile);
}
cost += _price.build_rail >> 1;
}
return cost;
} else {
return CMD_ERROR;
}
}
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
uint GetBridgeHeight(TileIndex t)
{
return GetBridgeHeightRamp(GetSouthernBridgeEnd(t));
}
static const byte _bridge_foundations[][31] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 _S _W _N _E
{ 0, 16, 18, 3, 20, 5, 0, 7, 22, 0, 10, 11, 12, 13, 14, 0, 0, 0, 0, 0, 0, 0, 0, 18, 0, 0, 0, 16, 0, 22, 20 },
{ 0, 15, 17, 0, 19, 5, 6, 7, 21, 9, 10, 11, 0, 13, 14, 0, 0, 0, 0, 0, 0, 0, 0, 17, 0, 0, 0, 15, 0, 21, 19 }
};
extern const byte _road_sloped_sprites[14];
static void DrawBridgePillars(PalSpriteID image, const TileInfo *ti, int x, int y, int z)
{
if (image != 0) {
Axis axis = GetBridgeAxis(ti->tile);
bool drawfarpillar = !HASBIT(GetBridgeFlags(GetBridgeType(ti->tile)), 0);
int back_height, front_height;
int i = z;
const byte *p;
static const byte _tileh_bits[4][8] = {
{ 2, 1, 8, 4, 16, 2, 0, 9 },
{ 1, 8, 4, 2, 2, 16, 9, 0 },
{ 4, 8, 1, 2, 16, 2, 0, 9 },
{ 2, 4, 8, 1, 2, 16, 9, 0 }
};
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
p = _tileh_bits[(image & 1) * 2 + (axis == AXIS_X ? 0 : 1)];
front_height = ti->z + (ti->tileh & p[0] ? TILE_HEIGHT : 0);
back_height = ti->z + (ti->tileh & p[1] ? TILE_HEIGHT : 0);
if (IsSteepSlope(ti->tileh)) {
if (!(ti->tileh & p[2])) front_height += TILE_HEIGHT;
if (!(ti->tileh & p[3])) back_height += TILE_HEIGHT;
}
for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) {
/* HACK set height of the BB of pillars to 1, because the origin of the
* sprites is at the top
*/
if (z >= front_height) { // front facing pillar
AddSortableSpriteToDraw(image, x, y, p[4], p[5], 1, z);
}
if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar
AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 1, z);
}
}
}
}
uint GetBridgeFoundation(Slope tileh, Axis axis)
{
uint i;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) return tileh;
// inclined sloped building
switch (tileh) {
case SLOPE_W:
case SLOPE_STEEP_W: i = 0; break;
case SLOPE_S:
case SLOPE_STEEP_S: i = 2; break;
case SLOPE_E:
case SLOPE_STEEP_E: i = 4; break;
case SLOPE_N:
case SLOPE_STEEP_N: i = 6; break;
default: return 0;
}
if (axis != AXIS_X) ++i;
return i + 15;
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa 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:
* <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>
* For middle parts:
* <ul><li>Bits 0-1: need to be 0</li>
* <li>Bit 2: direction</li>
* <li>Bit 3 and above: 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)
{
uint32 image;
const PalSpriteID *b;
bool ice = _m[ti->tile].m4 & 0x80;
if (IsTunnel(ti->tile)) {
if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (ice) image += 32;
image += GetTunnelDirection(ti->tile) * 2;
DrawGroundSprite(image);
if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti);
AddSortableSpriteToDraw(image+1, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, 1, 1, 8, (byte)ti->z);
} else if (IsBridge(ti->tile)) { // XXX is this necessary?
int base_offset;
if (GetBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
RailType rt;
if (IsBridgeRamp(ti->tile)) {
rt = GetRailType(ti->tile);
} else {
rt = GetRailTypeOnBridge(ti->tile);
}
base_offset = GetRailTypeInfo(rt)->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);
if (IsBridgeRamp(ti->tile)) {
if (!HASBIT(BRIDGE_NO_FOUNDATION, ti->tileh)) {
int f = GetBridgeFoundation(ti->tileh, DiagDirToAxis(GetBridgeRampDirection(ti->tile)));
if (f) DrawFoundation(ti, f);
}
// HACK Wizardry to convert the bridge ramp direction into a sprite offset
base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4;
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
/* Table number 6 always refers to the bridge heads for any bridge type */
image = GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
if (!ice) {
DrawClearLandTile(ti, 3);
} else {
DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh]);
}
if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti);
// draw ramp
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
AddSortableSpriteToDraw(
image, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 1 : 8, ti->z
);
} else {
// bridge middle part.
Axis axis = GetBridgeAxis(ti->tile);
uint z;
int x,y;
if (IsTransportUnderBridge(ti->tile)) {
uint f = _bridge_foundations[axis][ti->tileh];
if (f != 0) DrawFoundation(ti, f);
if (GetTransportTypeUnderBridge(ti->tile) == TRANSPORT_RAIL) {
const RailtypeInfo* rti = GetRailTypeInfo(GetRailType(ti->tile));
if (ti->tileh == SLOPE_FLAT) {
image = (axis == AXIS_X ? SPR_RAIL_TRACK_Y : SPR_RAIL_TRACK_X);
} else {
image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
}
image += rti->total_offset;
if (ice) image += rti->snow_offset;
} else {
if (ti->tileh == SLOPE_FLAT) {
image = (axis == AXIS_X ? SPR_ROAD_Y : SPR_ROAD_X);
} else {
image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
}
if (ice) image += 19;
}
DrawGroundSprite(image);
} else {
if (IsClearUnderBridge(ti->tile)) {
image = (ice ? SPR_FLAT_SNOWY_TILE : SPR_FLAT_GRASS_TILE);
DrawGroundSprite(image + _tileh_to_sprite[ti->tileh]);
} else {
if (ti->tileh == SLOPE_FLAT) {
DrawGroundSprite(SPR_FLAT_WATER_TILE);
if (ti->z != 0 || !IsTileOwner(ti->tile, OWNER_WATER)) DrawCanalWater(ti->tile);
} else {
DrawGroundSprite(_water_shore_sprites[ti->tileh]);
}
}
}
if (axis != AXIS_X) base_offset += 4;
/* base_offset needs to be 0 due to the structure of the sprite table see table/bridge_land.h */
assert( (base_offset & 0x03) == 0x00);
// get bridge sprites
b = GetBridgeSpriteTable(GetBridgeType(ti->tile), GetBridgePiece(ti->tile)) + base_offset;
z = GetBridgeHeight(ti->tile) - 3;
// draw rail or road component
image = b[0];
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
if (axis == AXIS_X) {
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 11, 1, z);
} else {
AddSortableSpriteToDraw(image, ti->x, ti->y, 11, 16, 1, z);
}
x = ti->x;
y = ti->y;
image = b[1];
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
// draw roof, the component of the bridge which is logically between the vehicle and the camera
if (axis == AXIS_X) {
y += 12;
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 16, 1, 0x28, z);
} else {
x += 12;
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 1, 16, 0x28, z);
}
if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC || GetRailTypeOnBridge(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti);
if (ti->z + 5 == z) {
// draw poles below for small bridges
image = b[2];
if (image != 0) {
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
DrawGroundSpriteAt(image, x, y, z);
}
} else if (_patches.bridge_pillars) {
// draw pillars below for high bridges
DrawBridgePillars(b[2], ti, x, y, z);
}
}
}
}
static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
uint pos = (DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? y : x);
// In the tunnel entrance?
if (5 <= pos && pos <= 10) return z;
} else {
if (IsBridgeRamp(tile)) {
DiagDirection dir = GetBridgeRampDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
// On the bridge ramp?
if (5 <= pos && pos <= 10) {
uint delta;
if (IsSteepSlope(tileh)) return z + TILE_HEIGHT * 2;
if (HASBIT(BRIDGE_HORZ_RAMP, tileh)) return z + TILE_HEIGHT;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) z += TILE_HEIGHT;
switch (dir) {
default:
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;
} else {
uint f = GetBridgeFoundation(tileh, DiagDirToAxis(dir));
if (f != 0) {
if (IsSteepSlope(tileh)) {
z += TILE_HEIGHT;
} else if (f < 15) {
return z + TILE_HEIGHT;
}
tileh = _inclined_tileh[f - 15];
}
}
} else {
uint ground_z;
// HACK on the bridge?
ground_z = z + TILE_HEIGHT;
if (tileh != SLOPE_FLAT) ground_z += TILE_HEIGHT;
if (IsSteepSlope(tileh)) ground_z += TILE_HEIGHT;
if (_get_z_hint >= ground_z) return _get_z_hint;
if (IsTransportUnderBridge(tile)) {
uint f = _bridge_foundations[GetBridgeAxis(tile)][tileh];
if (f != 0) {
if (IsSteepSlope(tileh)) {
z += TILE_HEIGHT;
} else if (f < 15) {
return z + TILE_HEIGHT;
}
tileh = _inclined_tileh[f - 15];
}
}
}
}
return z + GetPartialZ(x, y, tileh);
}
static Slope GetSlopeTileh_TunnelBridge(TileIndex tile, Slope tileh)
{
uint f;
if (IsTunnel(tile)) {
return tileh;
} else {
if (IsBridgeRamp(tile)) {
if (HASBIT(BRIDGE_NO_FOUNDATION, tileh)) {
return tileh;
} else {
f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(tile)));
}
} else {
if (IsTransportUnderBridge(tile)) {
f = _bridge_foundations[GetBridgeAxis(tile)][tileh];
} else {
return tileh;
}
}
}
if (f == 0) return tileh;
if (f < 15) return SLOPE_FLAT;
return _inclined_tileh[f - 15];
}
static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
STR_501F_WOODEN_RAIL_BRIDGE,
STR_5020_CONCRETE_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_501E_REINFORCED_CONCRETE_SUSPENSION,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
0, 0, 0,
STR_5025_WOODEN_ROAD_BRIDGE,
STR_5026_CONCRETE_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5024_REINFORCED_CONCRETE_SUSPENSION,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
0, 0, 0,
};
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
if (IsTunnel(tile)) {
td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else {
td->str = _bridge_tile_str[GetBridgeTransportType(tile) << 4 | GetBridgeType(tile)];
// the owner is stored at the end of the bridge
if (IsBridgeMiddle(tile)) tile = GetSouthernBridgeEnd(tile);
}
td->owner = GetTileOwner(tile);
}
static void AnimateTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
switch (_opt.landscape) {
case LT_HILLY:
if (HASBIT(_m[tile].m4, 7) != (GetTileZ(tile) > _opt.snow_line)) {
TOGGLEBIT(_m[tile].m4, 7);
MarkTileDirtyByTile(tile);
}
break;
case LT_DESERT:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !(_m[tile].m4 & 0x80)) {
_m[tile].m4 |= 0x80;
MarkTileDirtyByTile(tile);
}
break;
}
if (IsBridge(tile) && IsBridgeMiddle(tile) && IsWaterUnderBridge(tile)) {
TileLoop_Water(tile);
}
}
static void ClickTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode)
{
if (IsTunnel(tile)) {
if (GetTunnelTransportType(tile) != mode) return 0;
return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(tile))) * 0x101;
} else {
if (IsBridgeRamp(tile)) {
if (GetBridgeTransportType(tile) != mode) return 0;
return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(tile))) * 0x101;
} else {
uint32 result = 0;
if (GetBridgeTransportType(tile) == mode) {
result = AxisToTrackBits(GetBridgeAxis(tile)) * 0x101;
}
if ((IsTransportUnderBridge(tile) && mode == GetTransportTypeUnderBridge(tile)) ||
(IsWaterUnderBridge(tile) && mode == TRANSPORT_WATER)) {
result |= AxisToTrackBits(OtherAxis(GetBridgeAxis(tile))) * 0x101;
}
return result;
}
}
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (new_player != OWNER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else {
if (IsBridge(tile) && IsBridgeMiddle(tile) && IsTransportUnderBridge(tile)) {
// the stuff BELOW the middle part is owned by the deleted player.
if (GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
SetClearUnderBridge(tile);
} else {
SetTileOwner(tile, OWNER_NONE);
}
} else {
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
}
}
static const byte _tunnel_fractcoord_1[4] = {0x8E, 0x18, 0x81, 0xE8};
static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
if (IsTunnel(tile)) {
int z = GetSlopeZ(x, y) - v->z_pos;
byte fc;
DiagDirection dir;
DiagDirection vdir;
if (myabs(z) > 2) return 8;
if (v->type == VEH_Train) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != 0x40 && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
if (v->spritenum < 4)
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
return 0;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = 0x40;
v->vehstatus |= VS_HIDDEN;
return 4;
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
v->tile = tile;
v->u.rail.track = _exit_tunnel_track[dir];
assert(v->u.rail.track);
v->vehstatus &= ~VS_HIDDEN;
return 4;
}
} else if (v->type == VEH_Road) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
// Enter tunnel?
if (v->u.road.state != 0xFF && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = 0xFF;
v->vehstatus |= VS_HIDDEN;
return 4;
} else {
return 0;
}
}
if (dir == ReverseDiagDir(vdir) && (
/* We're at the tunnel exit ?? */
fc == _tunnel_fractcoord_6[dir] ||
fc == _tunnel_fractcoord_7[dir]
) &&
z == 0) {
v->tile = tile;
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = _road_exit_tunnel_frame[dir];
v->vehstatus &= ~VS_HIDDEN;
return 4;
}
}
} else if (IsBridge(tile)) { // XXX is this necessary?
if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
if (IsBridgeRamp(tile) || v->z_pos > GetTileMaxZ(tile)) {
/* modify speed of vehicle */
uint16 spd = _bridge[GetBridgeType(tile)].speed;
if (v->type == VEH_Road) spd *= 2;
if (v->cur_speed > spd) v->cur_speed = spd;
}
}
}
return 0;
}
/** Retrieve the exit-tile of the vehicle from inside a tunnel
* Very similar to GetOtherTunnelEnd(), but we use the vehicle's
* direction for determining which end of the tunnel to find
* @param v the vehicle which is inside the tunnel and needs an exit
* @return the exit-tile of the tunnel based on the vehicle's direction */
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v)
{
#if 1
return v->tile;
#else
TileIndex tile = v->tile;
DiagDirection dir = DirToDiagDir(v->direction);
TileIndexDiff delta = TileOffsByDir(dir);
byte z = v->z_pos;
dir = ReverseDiagDir(dir);
while (
!IsTunnelTile(tile) ||
GetTunnelDirection(tile) != dir ||
GetTileZ(tile) != z
) {
tile += delta;
}
return tile;
#endif
}
const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, /* draw_tile_proc */
GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
ClearTile_TunnelBridge, /* clear_tile_proc */
GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
GetTileTrackStatus_TunnelBridge, /* get_tile_track_status_proc */
ClickTile_TunnelBridge, /* click_tile_proc */
AnimateTile_TunnelBridge, /* animate_tile_proc */
TileLoop_TunnelBridge, /* tile_loop_clear */
ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */
};
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