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Location: cpp/openttd-patchpack/source/tunnelbridge_cmd.c
r3069:2e060b83d353
43.4 KiB
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(svn r3658) Add functions and symbolic names to retrieve road tile types and road pieces
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/** @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 "road.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "tile.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 "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 },
{ 10, 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 },
{ 10, 3, 16, 185, 96, 0xA22 , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 10, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 10, 3, 7, 224, 160, 0xA23 , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 10, 3, 8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 10, 3, 9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 10, 0, 2, 240, 256, 0xA27 , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 75, 2, 16, 255, 320, 0xA28 , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 85, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 90, 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;
}
}
enum {
// foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
// foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
// no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
};
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];
}
}
/**
* Determines which piece of a bridge is contained in the current tile
* @param tile The tile to analyze
* @return the piece
*/
static inline int GetBridgePiece(TileIndex tile)
{
return GB(_m[tile].m2, 0, 4);
}
/**
* Determines the type of bridge on a tile
* @param tile The tile to analyze
* @return The bridge type
*/
static inline int GetBridgeType(TileIndex tile)
{
return GB(_m[tile].m2, 4, 4);
}
/** check if bridge can be built on slope
* direction 0 = X-axis, direction 1 = Y-axis
* is_start_tile = false <-- end tile
* is_start_tile = true <-- start tile
*/
static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile)
{
if (IsSteepTileh(tileh)) return CMD_ERROR;
if (is_start_tile) {
/* check slope at start tile
- no extra cost
- direction X: tiles 0, 12
- direction Y: tiles 0, 9
*/
if ((direction ? 0x201 : 0x1001) & (1 << tileh)) return 0;
// disallow certain start tiles to avoid certain crooked bridges
if (tileh == 2) return CMD_ERROR;
} else {
/* check slope at end tile
- no extra cost
- direction X: tiles 0, 3
- direction Y: tiles 0, 6
*/
if ((direction? 0x41 : 0x9) & (1 << tileh)) return 0;
// disallow certain end tiles to avoid certain crooked bridges
if (tileh == 8) return CMD_ERROR;
}
/* disallow common start/end tiles to avoid certain crooked bridges e.g.
* start-tile: X 2,1 Y 2,4 (2 was disabled before)
* end-tile: X 8,4 Y 8,1 (8 was disabled before)
*/
if ((tileh == 1 && is_start_tile != (bool)direction) ||
(tileh == 4 && is_start_tile == (bool)direction)) {
return CMD_ERROR;
}
// slope foundations
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
return _price.terraform;
return CMD_ERROR;
}
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 x,y end tile coord
* @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(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int bridge_type;
byte rail_or_road, railtype, m5;
int sx,sy;
TileInfo ti_start, ti_end, ti; /* OPT: only 2 of those are ever used */
uint bridge_len;
uint odd_middle_part;
uint direction;
uint i;
int32 cost, terraformcost, ret;
bool allow_on_slopes;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* unpack parameters */
bridge_type = GB(p2, 0, 8);
railtype = GB(p2, 8, 8);
if (p1 >= MapSize()) return CMD_ERROR;
// type of bridge
if (HASBIT(railtype, 7)) { // bit 15 of original p2 param
railtype = 0;
rail_or_road = 2;
} else {
if (!ValParamRailtype(railtype)) return CMD_ERROR;
rail_or_road = 0;
}
sx = TileX(p1) * 16;
sy = TileY(p1) * 16;
direction = 0;
/* 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 = 1;
if (y > sy) {
intswap(y,sy);
intswap(x,sx);
}
} else if (y == sy) {
if (x > sx) {
intswap(y,sy);
intswap(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) >> 4) - 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 */
if ((
FindLandscapeHeight(&ti_end, sx, sy),
ti_end.type == MP_WATER && ti_end.map5 == 0
) || (
FindLandscapeHeight(&ti_start, x, y),
ti_start.type == MP_WATER && ti_start.map5 == 0
)) {
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
}
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) {
ti_start.z += 8;
ti_start.tileh = 0;
}
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) {
ti_end.z += 8;
ti_end.tileh = 0;
}
if (ti_start.z != ti_end.z)
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 */
if (CmdFailed(ret = DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)))
return CMD_ERROR;
cost = ret;
// true - bridge-start-tile, false - bridge-end-tile
terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true);
if (CmdFailed(terraformcost) || (terraformcost && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* Try and clear the end landscape */
ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
cost += ret;
// false - end tile slope check
terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false);
if (CmdFailed(terraformcost) || (terraformcost && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* do the drill? */
if (flags & DC_EXEC) {
/* build the start tile */
ModifyTile(ti_start.tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
(bridge_type << 4), /* map2 */
railtype, /* map3_lo */
0x80 | direction | rail_or_road /* map5 */
);
/* build the end tile */
ModifyTile(ti_end.tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
(bridge_type << 4), /* map2 */
railtype, /* map3_lo */
0x80 | 0x20 | direction | rail_or_road /* map5 */
);
}
// position of middle part of the odd bridge (larger than MAX(i) otherwise)
odd_middle_part = (bridge_len % 2) ? (bridge_len / 2) : bridge_len;
for (i = 0; i != bridge_len; i++) {
if (direction != 0) {
y += 16;
} else {
x += 16;
}
FindLandscapeHeight(&ti, x, y);
_error_message = STR_5009_LEVEL_LAND_OR_WATER_REQUIRED;
if (ti.tileh != 0 && ti.z >= ti_start.z) return CMD_ERROR;
switch (ti.type){
case MP_WATER:
if (!EnsureNoVehicle(ti.tile)) {
_error_message = STR_980E_SHIP_IN_THE_WAY;
return CMD_ERROR;
}
if (ti.map5 > 1) goto not_valid_below;
m5 = 0xC8;
break;
case MP_RAILWAY:
if (ti.map5 != (direction == 0 ? 2 : 1)) goto not_valid_below;
m5 = 0xE0;
break;
case MP_STREET:
if (GetRoadType(ti.tile) != ROAD_NORMAL ||
GetRoadBits(ti.tile) != (direction == 0 ? ROAD_Y : ROAD_X)) {
goto not_valid_below;
}
m5 = 0xE8;
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
cost += ret;
m5 = 0xC0;
break;
}
/* do middle part of bridge */
if (flags & DC_EXEC) {
_m[ti.tile].m5 = (byte)(m5 | direction | rail_or_road);
SetTileType(ti.tile, MP_TUNNELBRIDGE);
//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
m5 = 0;
} else if (i == bridge_len - 1) { // last tile
m5 = 1;
} else if (i == odd_middle_part) { // we are on the middle of odd bridge: #5 on even pos, #4 on odd
m5 = 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
m5 = 2 + ((i % 2 == 0) ^ (i > odd_middle_part));
}
_m[ti.tile].m2 = (bridge_type << 4) | m5;
SB(_m[ti.tile].m3, 4, 4, railtype);
MarkTileDirtyByTile(ti.tile);
}
}
SetSignalsOnBothDir(ti_start.tile, (direction & 1) ? 1 : 0);
/* 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;
}
static bool DoCheckTunnelInWay(TileIndex tile, uint z, uint dir)
{
TileIndexDiff delta = TileOffsByDir(dir);
uint height;
do {
tile -= delta;
height = GetTileZ(tile);
} while (z < height);
if (z == height &&
IsTileType(tile, MP_TUNNELBRIDGE) &&
GB(_m[tile].m5, 4, 4) == 0 &&
GB(_m[tile].m5, 0, 2) == dir) {
_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
return false;
}
return true;
}
bool CheckTunnelInWay(TileIndex tile, int z)
{
return DoCheckTunnelInWay(tile,z,0) &&
DoCheckTunnelInWay(tile,z,1) &&
DoCheckTunnelInWay(tile,z,2) &&
DoCheckTunnelInWay(tile,z,3);
}
/** Build Tunnel.
* @param x,y start tile coord of tunnel
* @param p1 railtype, 0x200 for road tunnel
* @param p2 unused
*/
int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndexDiff delta;
TileIndex start_tile;
TileIndex end_tile;
DiagDirection direction;
uint start_tileh;
uint 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_tile = TileVirtXY(x, y);
start_tileh = GetTileSlope(start_tile, &start_z);
switch (start_tileh) {
case 3: direction = DIAGDIR_SW; break;
case 6: direction = DIAGDIR_SE; break;
case 9: direction = DIAGDIR_NW; break;
case 12: direction = DIAGDIR_NE; break;
default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
}
ret = DoCommandByTile(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost = _price.build_tunnel + ret;
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 && !CheckTunnelInWay(end_tile, start_z)) {
return CMD_ERROR;
}
cost += _price.build_tunnel;
cost += cost >> 3;
if (cost >= 400000000) cost = 400000000;
}
// 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 != (15 ^ start_tileh)) {
ret = DoCommandByTile(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 = DoCommandByTile(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
}
cost += _price.build_tunnel + ret;
if (flags & DC_EXEC) {
SetTileType(start_tile, MP_TUNNELBRIDGE);
SetTileOwner(start_tile, _current_player);
_m[start_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[start_tile].m5 = (GB(p1, 9, 1) << 2) | direction; // transport type and entrance direction
SetTileType(end_tile, MP_TUNNELBRIDGE);
SetTileOwner(end_tile, _current_player);
_m[end_tile].m3 = GB(p1, 0, 4); // rail type (if any)
_m[end_tile].m5 = (GB(p1, 9, 1) << 2) | (direction ^ 2); // transport type and entrance direction
if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, direction << 1);
}
return cost;
}
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
{
uint z = GetTileZ(tile);
byte m5 = _m[tile].m5;
int delta = TileOffsByDir(m5 & 3);
uint len = 0;
TileIndex starttile = tile;
Vehicle *v;
do {
tile += delta;
len++;
} while (
!IsTileType(tile, MP_TUNNELBRIDGE) ||
GB(_m[tile].m5, 4, 4) != 0 ||
(_m[tile].m5 ^ 2) != m5 ||
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;
static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3};
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!! ;)
byte tile_dir = GB(_m[tile].m5, 0, 2);
byte endtile_dir = GB(_m[endtile].m5, 0, 2);
// 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, _updsignals_tunnel_dir[tile_dir]);
UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[endtile_dir]);
}
return _price.clear_tunnel * (length + 1);
}
static TileIndex FindEdgesOfBridge(TileIndex tile, TileIndex *endtile)
{
int direction = GB(_m[tile].m5, 0, 1);
TileIndex start;
// find start of bridge
for (;;) {
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0x80)
break;
tile += direction ? TileDiffXY(0, -1) : TileDiffXY(-1, 0);
}
start = tile;
// find end of bridge
for (;;) {
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0xA0)
break;
tile += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
*endtile = tile;
return start;
}
static int32 DoClearBridge(TileIndex tile, uint32 flags)
{
TileIndex endtile;
Vehicle *v;
Town *t;
int direction;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
direction = GB(_m[tile].m5, 0, 1);
/* delete stuff under the middle part if there's a transport route there..? */
if ((_m[tile].m5 & 0xE0) == 0xE0) {
int32 cost;
// check if we own the tile below the bridge..
if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile))))
return CMD_ERROR;
cost = (_m[tile].m5 & 8) ? _price.remove_road * 2 : _price.remove_rail;
if (flags & DC_EXEC) {
_m[tile].m5 = _m[tile].m5 & ~0x38;
SetTileOwner(tile, OWNER_NONE);
MarkTileDirtyByTile(tile);
}
return cost;
/* delete canal under bridge */
} else if ((_m[tile].m5 & 0xC8) == 0xC8 && TilePixelHeight(tile) != 0) {
int32 cost;
// check for vehicles under bridge
if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR;
cost = _price.clear_water;
if (flags & DC_EXEC) {
_m[tile].m5 = _m[tile].m5 & ~0x38;
SetTileOwner(tile, OWNER_NONE);
MarkTileDirtyByTile(tile);
}
return cost;
}
tile = FindEdgesOfBridge(tile, &endtile);
// 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;
}
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
/* 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
*/
tile += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
endtile -= direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
/* Bridges on slopes might have their Z-value offset..correct this */
v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile));
if (v != NULL) {
VehicleInTheWayErrMsg(v);
return CMD_ERROR;
}
/* Put the tiles back to start/end position */
tile -= direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
endtile += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
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) {
byte m5;
uint c = tile;
uint16 new_data;
//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);
do {
m5 = _m[c].m5;
if (m5 & 0x40) {
if (m5 & 0x20) {
static const uint16 _new_data_table[] = {0x1002, 0x1001, 0x2005, 0x200A, 0, 0, 0, 0};
new_data = _new_data_table[((m5 & 0x18) >> 2) | (m5 & 1)];
} else {
if (GB(m5, 3, 2) == 0) goto clear_it;
new_data = (GetTileSlope(c, NULL) == 0) ? 0x6000 : 0x6001;
}
SetTileType(c, new_data >> 12);
_m[c].m5 = (byte)new_data;
_m[c].m2 = 0;
_m[c].m4 &= 0x0F;
MarkTileDirtyByTile(c);
} else {
clear_it:;
DoClearSquare(c);
}
c += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
} while (c <= endtile);
SetSignalsOnBothDir(tile, direction);
SetSignalsOnBothDir(endtile, direction);
}
if (direction) {
return (TileY(endtile) - TileY(tile) + 1) * _price.clear_bridge;
} else {
return (TileX(endtile) - TileX(tile) + 1) * _price.clear_bridge;
}
}
static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags)
{
byte m5 = _m[tile].m5;
if ((m5 & 0xF0) == 0) {
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else if (m5 & 0x80) {
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
return CMD_ERROR;
}
int32 DoConvertTunnelBridgeRail(TileIndex tile, uint totype, bool exec)
{
TileIndex endtile;
uint length;
Vehicle *v;
if ((_m[tile].m5 & 0xFC) == 0x00) {
// railway tunnel
if (!CheckTileOwnership(tile)) return CMD_ERROR;
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
endtile = CheckTunnelBusy(tile, &length);
if (endtile == INVALID_TILE) return CMD_ERROR;
if (exec) {
SB(_m[tile].m3, 0, 4, totype);
SB(_m[endtile].m3, 0, 4, totype);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
}
return (length + 1) * (_price.build_rail >> 1);
} else if ((_m[tile].m5 & 0xF8) == 0xE0) {
// bridge middle part with rail below
// only check for train under bridge
if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
return CMD_ERROR;
// tile is already of requested type?
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
// change type.
if (exec) {
SB(_m[tile].m3, 0, 4, totype);
MarkTileDirtyByTile(tile);
}
return _price.build_rail >> 1;
} else if ((_m[tile].m5 & 0xC6) == 0x80) {
TileIndex starttile;
int32 cost;
uint z = TilePixelHeight(tile);
z += 8;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
// railway bridge
starttile = tile = FindEdgesOfBridge(tile, &endtile);
// Make sure there's no vehicle on the bridge
v = FindVehicleBetween(tile, endtile, z);
if (v != NULL) {
VehicleInTheWayErrMsg(v);
return CMD_ERROR;
}
if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) {
_error_message = STR_8803_TRAIN_IN_THE_WAY;
return CMD_ERROR;
}
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
cost = 0;
do {
if (exec) {
if (tile == starttile || tile == endtile) {
SB(_m[tile].m3, 0, 4, totype);
} else {
SB(_m[tile].m3, 4, 4, totype);
}
MarkTileDirtyByTile(tile);
}
cost += _price.build_rail >> 1;
tile += GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
} while (tile <= endtile);
return cost;
} else
return CMD_ERROR;
}
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
static uint GetBridgeHeight(const TileInfo *ti)
{
TileIndexDiff delta;
TileIndex tile = ti->tile;
// find the end tile of the bridge.
delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
do {
assert((_m[tile].m5 & 0xC0) == 0xC0); // bridge and middle part
tile += delta;
} while (_m[tile].m5 & 0x40); // while bridge middle parts
/* Return the height there (the height of the NORTH CORNER)
* If the end of the bridge is on a tileh 7 (all raised, except north corner),
* the z coordinate is 1 height level too low. Compensate for that */
return TilePixelHeight(tile) + (GetTileSlope(tile, NULL) == 7 ? 8 : 0);
}
static const byte _bridge_foundations[2][16] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
{1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
{1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
};
extern const byte _road_sloped_sprites[14];
static void DrawBridgePillars(const TileInfo *ti, int x, int y, int z)
{
const PalSpriteID *b;
PalSpriteID image;
int piece;
b = _bridge_poles_table[GetBridgeType(ti->tile)];
// Draw first piece
// (necessary for cantilever bridges)
image = b[12 + GB(ti->map5, 0, 1)];
piece = GetBridgePiece(ti->tile);
if (image != 0 && piece != 0) {
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
DrawGroundSpriteAt(image, x, y, z);
}
image = b[GB(ti->map5, 0, 1) * 6 + piece];
if (image != 0) {
int back_height, front_height, i=z;
const byte *p;
static const byte _tileh_bits[4][8] = {
{2,1,8,4, 16,11,0,9},
{1,8,4,2, 11,16,9,0},
{4,8,1,2, 16,11,0,9},
{2,4,8,1, 11,16,9,0},
};
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
front_height = ti->z + ((ti->tileh & p[0])?8:0);
back_height = ti->z + ((ti->tileh & p[1])?8:0);
if (IsSteepTileh(ti->tileh)) {
if (!(ti->tileh & p[2])) front_height += 8;
if (!(ti->tileh & p[3])) back_height += 8;
}
for (; z >= front_height || z >= back_height; z = z - 8) {
if (z >= front_height) {
// front facing pillar
AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z);
}
if (z >= back_height && z < i - 8) {
// back facing pillar
AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z);
}
}
}
}
uint GetBridgeFoundation(uint tileh, byte direction)
{
int i;
// normal level sloped building (7, 11, 13, 14)
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) return tileh;
// inclined sloped building
if ((
(i = 0, tileh == 1) ||
(i += 2, tileh == 2) ||
(i += 2, tileh == 4) ||
(i += 2, tileh == 8)
) && (
direction == 0 ||
(i++, direction == 1)
)) {
return i + 15;
}
return 0;
}
/**
* 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;
// draw tunnel?
if ((ti->map5 & 0xF0) == 0) {
if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (ice) image += 32;
image += GB(ti->map5, 0, 2) * 2;
DrawGroundSprite(image);
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
// draw bridge?
} else if (ti->map5 & 0x80) {
RailType rt;
int base_offset;
if (HASBIT(ti->map5, 1)) { /* This is a road bridge */
base_offset = 8;
} else { /* Rail bridge */
if (HASBIT(ti->map5, 6)) { /* The bits we need depend on the fact whether it is a bridge head or not */
rt = GB(_m[ti->tile].m3, 4, 3);
} else {
rt = GB(_m[ti->tile].m3, 0, 3);
}
base_offset = GetRailTypeInfo(rt)->bridge_offset;
assert(base_offset != 8); /* This one is used for roads */
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
if (!(ti->map5 & 0x40)) { // bridge ramps
if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction
if (f) DrawFoundation(ti, f);
// default sloped sprites..
if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
}
/* Cope for the direction of the bridge */
if (HASBIT(ti->map5, 0)) base_offset++;
if (ti->map5 & 0x20) base_offset += 2; // which side
if (ti->tileh == 0) 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]);
}
// draw ramp
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
} else {
// bridge middle part.
uint z;
int x,y;
image = GB(ti->map5, 3, 2); // type of stuff under bridge (only defined for 0,1)
/** @todo So why do we even WASTE that one bit?! (map5, bit 4) */
assert(image <= 1);
if (!(ti->map5 & 0x20)) {
// draw land under bridge
if (ice) image += 2;
if (image != 1 || ti->tileh == 0) {
DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
} else {
DrawGroundSprite(_water_shore_sprites[ti->tileh]);
}
// draw canal water?
if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
} else {
// draw transport route under bridge
// draw foundation?
if (ti->tileh) {
int f = _bridge_foundations[ti->map5&1][ti->tileh];
if (f) DrawFoundation(ti, f);
}
if (!(image&1)) {
const RailtypeInfo *rti = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4));
// railway
image = SPR_RAIL_TRACK_Y + (ti->map5 & 1);
if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
image += rti->total_offset;
if (ice) image += rti->snow_offset;
} else {
// road
image = SPR_ROAD_Y + (ti->map5 & 1);
if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
if (ice) image += 19;
}
DrawGroundSprite(image);
}
/* Cope for the direction of the bridge */
if (HASBIT(ti->map5, 0)) 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) + 5;
// draw rail or road component
image = b[0];
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 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 (ti->map5 & 1) {
x += 12;
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
} else {
y += 12;
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
}
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(ti, x, y, z);
}
}
}
}
static uint GetSlopeZ_TunnelBridge(const TileInfo* ti)
{
uint z = ti->z;
uint x = ti->x & 0xF;
uint y = ti->y & 0xF;
uint tileh = ti->tileh;
// swap directions if Y tunnel/bridge to let the code handle the X case only.
if (ti->map5 & 1) uintswap(x,y);
// to the side of the tunnel/bridge?
if (IS_INT_INSIDE(y, 5, 10+1)) {
// tunnel?
if ((ti->map5 & 0xF0) == 0) return z;
// bridge?
if (ti->map5 & 0x80) {
// bridge ending?
if (!(ti->map5 & 0x40)) {
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) // 7, 11, 13, 14
z += 8;
// no ramp for bridge ending
if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_NO_FOUNDATION & (1 << tileh)) && tileh != 0) {
return z + 8;
} else if (!(ti->map5 & 0x20)) { // northern / southern ending
// ramp
return z + (x >> 1) + 1;
} else {
// ramp in opposite dir
return z + ((x ^ 0xF) >> 1);
}
// bridge middle part
} else {
// build on slopes?
if (tileh != 0) z += 8;
// keep the same elevation because we're on the bridge?
if (_get_z_hint >= z + 8) return _get_z_hint;
// actually on the bridge, but not yet in the shared area.
if (!IS_INT_INSIDE(x, 5, 10 + 1)) return GetBridgeHeight(ti) + 8;
// in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
// if rail or road below then it means it's possibly build on slope below the bridge.
if (ti->map5 & 0x20) {
uint f = _bridge_foundations[ti->map5 & 1][tileh];
// make sure that the slope is not inclined foundation
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
// change foundation type? XXX - should be const; accessor function!
if (f != 0) tileh = _inclined_tileh[f - 15];
}
// no transport route, fallback to default
}
}
} else {
// if it's a bridge middle with transport route below, then we need to compensate for build on slopes
if ((ti->map5 & (0x80 | 0x40 | 0x20)) == (0x80 | 0x40 | 0x20)) {
uint f;
if (tileh != 0) z += 8;
f = _bridge_foundations[ti->map5 & 1][tileh];
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
if (f != 0) tileh = _inclined_tileh[f - 15];
}
}
// default case
return GetPartialZ(ti->x & 0xF, ti->y & 0xF, tileh) + ti->z;
}
static uint GetSlopeTileh_TunnelBridge(const TileInfo* ti)
{
// not accurate, but good enough for slope graphics drawing
return 0;
}
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 ((_m[tile].m5 & 0x80) == 0) {
td->str =
(GB(_m[tile].m5, 2, 2) == 0) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else {
td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
/* scan to the end of the bridge, that's where the owner is stored */
if (_m[tile].m5 & 0x40) {
TileIndexDiff delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, -1) : TileDiffXY(-1, 0);
do tile += delta; while (_m[tile].m5 & 0x40);
}
}
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 (GetTileZ(tile) > _opt.snow_line) {
if (!(_m[tile].m4 & 0x80)) {
_m[tile].m4 |= 0x80;
MarkTileDirtyByTile(tile);
}
} else {
if (_m[tile].m4 & 0x80) {
_m[tile].m4 &= ~0x80;
MarkTileDirtyByTile(tile);
}
}
break;
case LT_DESERT:
if (GetMapExtraBits(tile) == 1 && !(_m[tile].m4 & 0x80)) {
_m[tile].m4 |= 0x80;
MarkTileDirtyByTile(tile);
}
break;
}
// if it's a bridge with water below, call tileloop_water on it.
if ((_m[tile].m5 & 0xF8) == 0xC8) TileLoop_Water(tile);
}
static void ClickTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode)
{
uint32 result;
byte m5 = _m[tile].m5;
if ((m5 & 0xF0) == 0) {
/* This is a tunnel */
if (GB(m5, 2, 2) == mode) {
/* Tranport in the tunnel is compatible */
return m5&1 ? 0x202 : 0x101;
}
} else if (m5 & 0x80) {
/* This is a bridge */
result = 0;
if (GB(m5, 1, 2) == mode) {
/* Transport over the bridge is compatible */
result = m5 & 1 ? 0x202 : 0x101;
}
if (m5 & 0x40) {
/* Bridge middle part */
if (!(m5 & 0x20)) {
/* Clear ground or water underneath */
if ((m5 & 0x18) != 8) {
/* Clear ground */
return result;
} else {
if (mode != TRANSPORT_WATER) return result;
}
} else {
/* Transport underneath */
if (GB(m5, 3, 2) != mode) {
/* Incompatible transport underneath */
return result;
}
}
/* If we've not returned yet, there is a compatible
* transport or water beneath, so we can add it to
* result */
/* Why is this xor'd ? Can't it just be or'd? */
result ^= m5 & 1 ? 0x101 : 0x202;
}
return result;
} else {
assert(0); /* This should never occur */
}
return 0;
}
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 ((_m[tile].m5 & 0xC0) == 0xC0) {
// the stuff BELOW the middle part is owned by the deleted player.
if (!(_m[tile].m5 & (1 << 4 | 1 << 3))) {
// convert railway into grass.
_m[tile].m5 &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore..
} else {
// for road, change the owner of the road to local authority
SetTileOwner(tile, OWNER_NONE);
}
} else {
DoCommandByTile(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)
{
int dir, vdir;
if (GB(_m[tile].m5, 4, 4) == 0) {
int z = GetSlopeZ(x, y) - v->z_pos;
byte fc;
if (myabs(z) > 2) return 8;
if (v->type == VEH_Train) {
fc = (x & 0xF) + (y << 4);
dir = GB(_m[tile].m5, 0, 2);
vdir = v->direction >> 1;
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 == (vdir^2) && 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 = GB(_m[tile].m5, 0, 2);
vdir = v->direction >> 1;
// 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 == (vdir ^ 2) && (
/* 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 (_m[tile].m5 & 0x80) {
if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
uint h;
// Compensate for possible foundation
if (GetTileSlope(tile, &h) != 0) h += 8;
if (!(_m[tile].m5 & 0x40) || // start/end tile of bridge
myabs(h - v->z_pos) > 2) { // high above the ground -> on the bridge
/* 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;
}
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v)
{
TileIndex tile;
TileIndexDiff delta = (v->direction & 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
byte z = v->z_pos;
for (tile = v->tile;; tile += delta) {
if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0 &&
GetTileZ(tile) == z)
break;
}
return tile;
}
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 */
NULL, /* vehicle_leave_tile_proc */
GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */
};
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