Files
@ r16729:482bfc615285
Branch filter:
Location: cpp/openttd-patchpack/source/src/tunnelbridge_cmd.cpp
r16729:482bfc615285
59.5 KiB
text/x-c
(svn r21472) -Fix [FS#4298] (r21459-ish): make sure the query window is only opened once per parent window / callback.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
*/
#include "stdafx.h"
#include "newgrf_object.h"
#include "viewport_func.h"
#include "cmd_helper.h"
#include "command_func.h"
#include "town.h"
#include "train.h"
#include "ship.h"
#include "roadveh.h"
#include "water_map.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "date_func.h"
#include "functions.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "elrail_func.h"
#include "pbs.h"
#include "company_base.h"
#include "newgrf_railtype.h"
#include "object_base.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/bridge_land.h"
BridgeSpec _bridge[MAX_BRIDGES];
TileIndex _build_tunnel_endtile;
/* Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
/** Reset the data been eventually changed by the grf loaded. */
void ResetBridges()
{
/* First, free sprite table data */
for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
if (_bridge[i].sprite_table != NULL) {
for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
free(_bridge[i].sprite_table);
}
}
/* Then, wipe out current bidges */
memset(&_bridge, 0, sizeof(_bridge));
/* And finally, reinstall default data */
memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
}
/**
* Calculate the price factor for building a long bridge.
* Basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
* @param length Length of the bridge.
* @return Price factor for the bridge.
*/
int CalcBridgeLenCostFactor(int length)
{
if (length < 2) return length;
length -= 2;
int sum = 2;
for (int delta = 1;; delta++) {
for (int count = 0; count < delta; count++) {
if (length == 0) return sum;
sum += delta;
length--;
}
}
}
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if (tileh == SLOPE_FLAT ||
((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
}
/**
* Determines if the track on a bridge ramp is flat or goes up/down.
*
* @param tileh Slope of the tile under the bridge head
* @param axis Orientation of bridge
* @return true iff the track is flat.
*/
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
{
ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
return (tileh != SLOPE_FLAT);
}
static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
{
const BridgeSpec *bridge = GetBridgeSpec(index);
assert(table < BRIDGE_PIECE_INVALID);
if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
/**
* Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
*
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
{
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
/**
* Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
*
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
{
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
/**
* Is a bridge of the specified type and length available?
* @param bridge_type Wanted type of bridge.
* @param bridge_len Wanted length of the bridge.
* @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
*/
CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
{
if (flags & DC_QUERY_COST) {
if (bridge_len <= (_settings_game.construction.longbridges ? MAX_BRIDGE_LENGTH_LONGBRIDGES : MAX_BRIDGE_LENGTH)) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
if (b->avail_year > _cur_year) return CMD_ERROR;
uint max = b->max_length;
if (max >= MAX_BRIDGE_LENGTH && _settings_game.construction.longbridges) max = MAX_BRIDGE_LENGTH_LONGBRIDGES;
if (b->min_length > bridge_len) return CMD_ERROR;
if (bridge_len <= max) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
/**
* Build a Bridge
* @param end_tile end tile
* @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-11) - rail type or road types.
* - p2 = (bit 15-16) - transport type.
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
RailType railtype = INVALID_RAILTYPE;
RoadTypes roadtypes = ROADTYPES_NONE;
/* unpack parameters */
BridgeType bridge_type = GB(p2, 0, 8);
if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
TransportType transport_type = Extract<TransportType, 15, 2>(p2);
/* type of bridge */
switch (transport_type) {
case TRANSPORT_ROAD:
roadtypes = Extract<RoadTypes, 8, 2>(p2);
if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
break;
case TRANSPORT_RAIL:
railtype = Extract<RailType, 8, 4>(p2);
if (!ValParamRailtype(railtype)) return CMD_ERROR;
break;
case TRANSPORT_WATER:
break;
default:
/* Airports don't have bridges. */
return CMD_ERROR;
}
TileIndex tile_start = p1;
TileIndex tile_end = end_tile;
if (tile_start == tile_end) {
return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
}
Axis direction;
if (TileX(tile_start) == TileX(tile_end)) {
direction = AXIS_Y;
} else if (TileY(tile_start) == TileY(tile_end)) {
direction = AXIS_X;
} else {
return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
}
if (tile_end < tile_start) Swap(tile_start, tile_end);
uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
if (ret.Failed()) return ret;
} else {
if (bridge_len > (_settings_game.construction.longbridges ? MAX_BRIDGE_LENGTH_LONGBRIDGES : MAX_BRIDGE_LENGTH)) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
uint z_start;
uint z_end;
Slope tileh_start = GetTileSlope(tile_start, &z_start);
Slope tileh_end = GetTileSlope(tile_end, &z_end);
bool pbs_reservation = false;
CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
/* Aqueducts can't be built of flat land. */
if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
CommandCost cost(EXPENSES_CONSTRUCTION);
Owner owner;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetTunnelBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
/* If this is a railway bridge, make sure the railtypes match. */
if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
/* Do not replace town bridges with lower speed bridges. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == NULL) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
return_cmd_error(STR_ERROR_ALREADY_BUILT);
}
/* Do not allow replacing another company's bridges. */
if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
}
cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
owner = GetTileOwner(tile_start);
switch (transport_type) {
case TRANSPORT_RAIL:
/* Keep the reservation, the path stays valid. */
pbs_reservation = HasTunnelBridgeReservation(tile_start);
break;
case TRANSPORT_ROAD:
/* Do not remove road types when upgrading a bridge */
roadtypes |= GetRoadTypes(tile_start);
break;
default: break;
}
} else {
/* Build a new bridge. */
bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
/* Try and clear the start landscape */
CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost = ret;
if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_north);
/* Try and clear the end landscape */
ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_south);
const TileIndex heads[] = {tile_start, tile_end};
for (int i = 0; i < 2; i++) {
if (MayHaveBridgeAbove(heads[i])) {
if (IsBridgeAbove(heads[i])) {
TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
}
TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRail(tile)) goto not_valid_below;
break;
case MP_ROAD:
if (IsRoadDepot(tile)) goto not_valid_below;
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(tile)) break;
if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_OBJECT: {
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
if (GetTileMaxZ(tile) + spec->height * TILE_HEIGHT > z_start) goto not_valid_below;
break;
}
case MP_CLEAR:
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
/* We do this here because when replacing a bridge with another
* type calling SetBridgeMiddle isn't needed. After all, the
* tile alread has the has_bridge_above bits set. */
SetBridgeMiddle(tile, direction);
}
}
owner = _current_company;
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
switch (transport_type) {
case TRANSPORT_RAIL:
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
SetTunnelBridgeReservation(tile_start, pbs_reservation);
SetTunnelBridgeReservation(tile_end, pbs_reservation);
break;
case TRANSPORT_ROAD:
MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir, roadtypes);
MakeRoadBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), roadtypes);
break;
case TRANSPORT_WATER:
MakeAqueductBridgeRamp(tile_start, owner, dir);
MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
break;
default:
NOT_REACHED();
}
/* Mark all tiles dirty */
TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
MarkTileDirtyByTile(tile);
}
}
if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge. So it is done only
* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
Company *c = Company::GetIfValid(_current_company);
if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
bridge_len += 2; // begin and end tiles/ramps
switch (transport_type) {
case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2); break;
case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
default: break;
}
if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
if (transport_type != TRANSPORT_WATER) {
cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
} else {
/* Aqueducts use a separate base cost. */
cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
}
}
return cost;
}
/**
* Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 bit 0-3 railtype or roadtypes
* bit 8-9 transport type
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
TransportType transport_type = Extract<TransportType, 8, 2>(p1);
RailType railtype = INVALID_RAILTYPE;
RoadTypes rts = ROADTYPES_NONE;
_build_tunnel_endtile = 0;
switch (transport_type) {
case TRANSPORT_RAIL:
railtype = Extract<RailType, 0, 4>(p1);
if (!ValParamRailtype(railtype)) return CMD_ERROR;
break;
case TRANSPORT_ROAD:
rts = Extract<RoadTypes, 0, 2>(p1);
if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
break;
default: return CMD_ERROR;
}
uint start_z;
uint end_z;
Slope start_tileh = GetTileSlope(start_tile, &start_z);
DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
* for the clearing of the entrance of the tunnel. Assigning it to
* cost before the loop will yield different costs depending on start-
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
TileIndexDiff delta = TileOffsByDiagDir(direction);
DiagDirection tunnel_in_way_dir;
if (DiagDirToAxis(direction) == AXIS_Y) {
tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
} else {
tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
}
TileIndex end_tile = start_tile;
/* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/* Number of tiles from start of tunnel */
int tiles = 0;
/* Number of tiles at which the cost increase coefficient per tile is halved */
int tiles_bump = 25;
CommandCost cost(EXPENSES_CONSTRUCTION);
Slope end_tileh;
for (;;) {
end_tile += delta;
if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(ret);
/* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
/* Clear the tile in any case */
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
cost.AddCost(ret);
/* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
/* Mark the tile as already cleared for the terraform command.
* Do this for all tiles (like trees), not only objects. */
ClearedObjectArea *coa = FindClearedObject(end_tile);
if (coa == NULL) {
coa = _cleared_object_areas.Append();
coa->first_tile = end_tile;
coa->area = TileArea(end_tile, 1, 1);
}
/* Hide the tile from the terraforming command */
TileIndex old_first_tile = coa->first_tile;
coa->first_tile = INVALID_TILE;
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
coa->first_tile = old_first_tile;
if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
cost.AddCost(ret);
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
/* Pay for the rail/road in the tunnel including entrances */
switch (transport_type) {
case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
default: break;
}
if (flags & DC_EXEC) {
if (transport_type == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_company, direction, railtype);
MakeRailTunnel(end_tile, _current_company, ReverseDiagDir(direction), railtype);
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
} else {
MakeRoadTunnel(start_tile, _current_company, direction, rts);
MakeRoadTunnel(end_tile, _current_company, ReverseDiagDir(direction), rts);
}
}
return cost;
}
/**
* Are we allowed to remove the tunnel or bridge at \a tile?
* @param tile End point of the tunnel or bridge.
* @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
*/
static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
switch (GetTunnelBridgeTransportType(tile)) {
case TRANSPORT_ROAD: {
RoadTypes rts = GetRoadTypes(tile);
Owner road_owner = _current_company;
Owner tram_owner = _current_company;
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
/* We can remove unowned road and if the town allows it */
if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
return CheckTileOwnership(tile);
}
if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
if (tram_owner == OWNER_NONE) tram_owner = _current_company;
CommandCost ret = CheckOwnership(road_owner, tile);
if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
return ret;
}
case TRANSPORT_RAIL:
case TRANSPORT_WATER:
return CheckOwnership(GetTileOwner(tile));
default: NOT_REACHED();
}
}
/**
* Remove a tunnel from the game, update town rating, etc.
* @param tile Tile containing one of the endpoints of the tunnel.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
{
CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
if (ret.Failed()) return ret;
TileIndex endtile = GetOtherTunnelEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
_build_tunnel_endtile = endtile;
Town *t = NULL;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
/* Check if you are allowed to remove the tunnel owned by a town
* Removal depends on difficulty settings */
CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
if (ret.Failed()) return ret;
}
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
* you have a "Poor" (0) town rating */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
}
if (flags & DC_EXEC) {
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
/* We first need to request values before calling DoClearSquare */
DiagDirection dir = GetTunnelBridgeDirection(tile);
Track track = DiagDirToDiagTrack(dir);
Owner owner = GetTileOwner(tile);
Train *v = NULL;
if (HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, track);
if (v != NULL) FreeTrainTrackReservation(v);
}
DoClearSquare(tile);
DoClearSquare(endtile);
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
AddSideToSignalBuffer(endtile, dir, owner);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != NULL) TryPathReserve(v);
} else {
DoClearSquare(tile);
DoClearSquare(endtile);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
}
/**
* Remove a bridge from the game, update town rating, etc.
* @param tile Tile containing one of the endpoints of the bridge.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
{
CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
if (ret.Failed()) return ret;
TileIndex endtile = GetOtherBridgeEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
DiagDirection direction = GetTunnelBridgeDirection(tile);
TileIndexDiff delta = TileOffsByDiagDir(direction);
Town *t = NULL;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
/* Check if you are allowed to remove the bridge owned by a town
* Removal depends on difficulty settings */
CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
if (ret.Failed()) return ret;
}
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
* you have a "Poor" (0) town rating */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
}
Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
if (flags & DC_EXEC) {
/* read this value before actual removal of bridge */
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
Owner owner = GetTileOwner(tile);
uint height = GetBridgeHeight(tile);
Train *v = NULL;
if (rail && HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
if (v != NULL) FreeTrainTrackReservation(v);
}
DoClearSquare(tile);
DoClearSquare(endtile);
for (TileIndex c = tile + delta; c != endtile; c += delta) {
/* do not let trees appear from 'nowhere' after removing bridge */
if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
}
ClearBridgeMiddle(c);
MarkTileDirtyByTile(c);
}
if (rail) {
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
AddSideToSignalBuffer(endtile, direction, owner);
Track track = DiagDirToDiagTrack(direction);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != NULL) TryPathReserve(v, true);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * base_cost);
}
/**
* Remove a tunnel or a bridge from the game.
* @param tile Tile containing one of the endpoints.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else { // IsBridge(tile)
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
}
/**
* Draw a single pillar sprite.
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param z Pillar Z
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @param subsprite Optional subsprite for drawing halfpillars
*/
static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
{
static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
}
/**
* Draw two bridge pillars (north and south).
* @param z_bottom Bottom Z
* @param z_top Top Z
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @return Reached Z at the bottom
*/
static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
{
int cur_z;
for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
DrawPillar(psid, x, y, cur_z, w, h, NULL);
}
return cur_z;
}
/**
* Draws the pillars under high bridges.
*
* @param psid Image and palette of a bridge pillar.
* @param ti #TileInfo of current bridge-middle-tile.
* @param axis Orientation of bridge.
* @param drawfarpillar Whether to draw the pillar at the back
* @param x Sprite X position of front pillar.
* @param y Sprite Y position of front pillar.
* @param z_bridge Absolute height of bridge bottom.
*/
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
{
static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
static const int INF = 1000; ///< big number compared to sprite size
static const SubSprite half_pillar_sub_sprite[2][2] = {
{ { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
{ { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
};
if (psid->sprite == 0) return;
/* Determine ground height under pillars */
DiagDirection south_dir = AxisToDiagDir(axis);
int z_front_north = ti->z;
int z_back_north = ti->z;
int z_front_south = ti->z;
int z_back_south = ti->z;
GetSlopeZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
GetSlopeZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
/* Shared height of pillars */
int z_front = max(z_front_north, z_front_south);
int z_back = max(z_back_north, z_back_south);
/* x and y size of bounding-box of pillars */
int w = bounding_box_size[axis];
int h = bounding_box_size[OtherAxis(axis)];
/* sprite position of back facing pillar */
int x_back = x - back_pillar_offset[axis];
int y_back = y - back_pillar_offset[OtherAxis(axis)];
/* Draw front pillars */
int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
/* Draw back pillars, skip top two parts, which are hidden by the bridge */
int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
}
}
/**
* Draws the trambits over an already drawn (lower end) of a bridge.
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset number representing whether to level or sloped and the direction
* @param overlay do we want to still see the road?
* @param head are we drawing bridge head?
*/
static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
{
static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
/* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
* The bounding boxes here are the same as for bridge front/roof */
if (head || !IsInvisibilitySet(TO_BRIDGES)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
!head && IsTransparencySet(TO_BRIDGES));
}
/* Do not draw catenary if it is set invisible */
if (!IsInvisibilitySet(TO_CATENARY)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
IsTransparencySet(TO_CATENARY));
}
/* Start a new SpriteCombine for the front part */
EndSpriteCombine();
StartSpriteCombine();
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
if (!IsInvisibilitySet(TO_CATENARY)) {
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
}
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only 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:
* @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
if (IsTunnel(ti->tile)) {
/* Front view of tunnel bounding boxes:
*
* 122223 <- BB_Z_SEPARATOR
* 1 3
* 1 3 1,3 = empty helper BB
* 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
*
*/
static const int _tunnel_BB[4][12] = {
/* tunnnel-roof | Z-separator | tram-catenary
* w h bb_x bb_y| x y w h |bb_x bb_y w h */
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
};
const int *BB_data = _tunnel_BB[tunnelbridge_direction];
bool catenary = false;
SpriteID image;
if (transport_type == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
image += tunnelbridge_direction * 2;
DrawGroundSprite(image, PAL_NONE);
/* PBS debugging, draw reserved tracks darker */
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
}
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
/* Do not draw wires if they are invisible */
if (!IsInvisibilitySet(TO_CATENARY)) {
catenary = true;
StartSpriteCombine();
AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
}
}
} else {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
}
if (HasCatenaryDrawn(GetRailType(ti->tile))) {
/* Maybe draw pylons on the entry side */
DrawCatenary(ti);
catenary = true;
StartSpriteCombine();
/* Draw wire above the ramp */
DrawCatenaryOnTunnel(ti);
}
}
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
if (catenary) EndSpriteCombine();
/* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
DrawBridgeMiddle(ti);
} else { // IsBridge(ti->tile)
const PalSpriteID *psid;
int base_offset;
bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - tunnelbridge_direction) % 4;
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
if (transport_type != TRANSPORT_WATER) {
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
} else {
psid = _aqueduct_sprites + base_offset;
}
if (!ice) {
DrawClearLandTile(ti, 3);
} else {
DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
}
/* draw ramp */
/* Draw Trambits and PBS Reservation as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
/* Bridge heads are drawn solid no matter how invisibility/transparency is set */
AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
uint offset = tunnelbridge_direction;
uint z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
}
EndSpriteCombine();
} else if (transport_type == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
if (surface != 0) {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
/* Don't fallback to non-overlay sprite -- the spec states that
* if an overlay is present then the bridge surface must be
* present. */
} else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
EndSpriteCombine();
if (HasCatenaryDrawn(GetRailType(ti->tile))) {
DrawCatenary(ti);
}
}
DrawBridgeMiddle(ti);
}
}
/**
* Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
* bridges pieces sequence (middle parts).
* Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
* bridge len 1: BRIDGE_PIECE_NORTH
* bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
* bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
* bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* #0 - always as first, #1 - always as last (if len>1)
* #2,#3 are to pair in order
* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
* @param north Northernmost tile of bridge
* @param south Southernmost tile of bridge
* @return Index of bridge piece
*/
static BridgePieces CalcBridgePiece(uint north, uint south)
{
if (north == 1) {
return BRIDGE_PIECE_NORTH;
} else if (south == 1) {
return BRIDGE_PIECE_SOUTH;
} else if (north < south) {
return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
} else if (north > south) {
return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
} else {
return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
}
}
void DrawBridgeMiddle(const TileInfo *ti)
{
/* Sectional view of bridge bounding boxes:
*
* 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
* 1 2 3 = empty helper BB
* 1 7 2 4,5 = pillars under higher bridges
* 1 6 88888 6 2 6 = elrail-pylons
* 1 6 88888 6 2 7 = elrail-wire
* 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
* 3333333333333 <- BB_Z_SEPARATOR
* <- unused
* 4 5 <- BB_HEIGHT_UNDER_BRIDGE
* 4 5
* 4 5
*
*/
if (!IsBridgeAbove(ti->tile)) return;
TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
Axis axis = GetBridgeAxis(ti->tile);
BridgePieces piece = CalcBridgePiece(
GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
GetTunnelBridgeLength(ti->tile, rampsouth) + 1
);
const PalSpriteID *psid;
bool drawfarpillar;
if (transport_type != TRANSPORT_WATER) {
BridgeType type = GetBridgeType(rampsouth);
drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
uint base_offset;
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
} else {
base_offset = 8;
}
psid = base_offset + GetBridgeSpriteTable(type, piece);
} else {
drawfarpillar = true;
psid = _aqueduct_sprites;
}
if (axis != AXIS_X) psid += 4;
int x = ti->x;
int y = ti->y;
uint bridge_z = GetBridgeHeight(rampsouth);
uint z = bridge_z - BRIDGE_Z_START;
/* Add a bounding box that separates the bridge from things below it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
/* Draw Trambits as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* Draw floor and far part of bridge*/
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
} else {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
}
}
psid++;
if (transport_type == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(rampsouth);
if (HasBit(rts, ROADTYPE_TRAM)) {
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
} else {
EndSpriteCombine();
StartSpriteCombine();
}
} else if (transport_type == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
if (surface != 0) {
AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
EndSpriteCombine();
if (HasCatenaryDrawn(GetRailType(rampsouth))) {
DrawCatenaryOnBridge(ti);
}
}
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
y += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
} else {
x += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
}
}
/* Draw TramFront as SpriteCombine */
if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
/* Do not draw anything more if bridges are invisible */
if (IsInvisibilitySet(TO_BRIDGES)) return;
psid++;
if (ti->z + 5 == z) {
/* draw poles below for small bridges */
if (psid->sprite != 0) {
SpriteID image = psid->sprite;
SpriteID pal = psid->pal;
if (IsTransparencySet(TO_BRIDGES)) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
}
} else if (_settings_client.gui.bridge_pillars) {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, drawfarpillar, 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(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
/* In the tunnel entrance? */
if (5 <= pos && pos <= 10) return z;
} else { // IsBridge(tile)
DiagDirection dir = GetTunnelBridgeDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
/* On the bridge ramp? */
if (5 <= pos && pos <= 10) {
uint delta;
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
case DIAGDIR_SE: delta = y / 2; break;
case DIAGDIR_SW: delta = x / 2; break;
case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
}
return z + 1 + delta;
}
}
return z + GetPartialZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
}
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
TransportType tt = GetTunnelBridgeTransportType(tile);
if (IsTunnel(tile)) {
td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
} else { // IsBridge(tile)
td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
}
td->owner[0] = GetTileOwner(tile);
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
RoadTypes rts = GetRoadTypes(tile);
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
/* Is there a mix of owners? */
if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
(road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
uint i = 1;
if (road_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
td->owner[i] = road_owner;
i++;
}
if (tram_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
td->owner[i] = tram_owner;
}
}
if (tt == TRANSPORT_RAIL) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
td->rail_speed = rti->max_speed;
if (!IsTunnel(tile)) {
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (td->rail_speed == 0 || spd < td->rail_speed) {
td->rail_speed = spd;
}
}
}
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
/* As long as we do not have a snow density, we want to use the density
* from the entry endge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
if (snow_or_desert != (z > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
MarkTileDirtyByTile(tile);
}
break;
}
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
SetTunnelBridgeSnowOrDesert(tile, true);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
}
static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
TransportType transport_type = GetTunnelBridgeTransportType(tile);
if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
{
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rt) == old_owner) {
SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
}
if (!IsTileOwner(tile, old_owner)) return;
if (new_owner != INVALID_OWNER) {
SetTileOwner(tile, new_owner);
} else {
if (DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR).Failed()) {
/* When clearing the bridge/tunnel failed there are still vehicles on/in
* the bridge/tunnel. As all *our* vehicles are already removed, they
* must be of another owner. Therefore this can't be rail tunnel/bridge.
* In that case we can safely reassign the ownership to OWNER_NONE. */
assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
SetTileOwner(tile, OWNER_NONE);
}
}
}
/**
* Frame when the 'enter tunnel' sound should be played. This is the second
* frame on a tile, so the sound is played shortly after entering the tunnel
* tile, while the vehicle is still visible.
*/
static const byte TUNNEL_SOUND_FRAME = 1;
/**
* Frame when a vehicle should be hidden in a tunnel with a certain direction.
* This differs per direction, because of visibility / bounding box issues.
* Note that direction, in this case, is the direction leading into the tunnel.
* When entering a tunnel, hide the vehicle when it reaches the given frame.
* When leaving a tunnel, show the vehicle when it is one frame further
* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
*/
extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
int z = GetSlopeZ(x, y) - v->z_pos;
if (abs(z) > 2) return VETSB_CANNOT_ENTER;
/* Direction into the wormhole */
const DiagDirection dir = GetTunnelBridgeDirection(tile);
/* Direction of the vehicle */
const DiagDirection vdir = DirToDiagDir(v->direction);
/* New position of the vehicle on the tile */
byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
/* Number of units moved by the vehicle since entering the tile */
byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
if (IsTunnel(tile)) {
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (frame == _tunnel_visibility_frame[dir]) {
t->tile = tile;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);
assert(t->track);
t->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
RoadVehicle *rv = RoadVehicle::From(v);
/* Enter tunnel? */
if (rv->state != RVSB_WORMHOLE && dir == vdir) {
if (frame == _tunnel_visibility_frame[dir]) {
/* Frame should be equal to the next frame number in the RV's movement */
assert(frame == rv->frame + 1);
rv->tile = tile;
rv->state = RVSB_WORMHOLE;
rv->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
/* We're at the tunnel exit ?? */
if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
rv->tile = tile;
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = frame;
rv->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
} else { // IsBridge(tile)
if (v->type != VEH_SHIP) {
/* modify speed of vehicle */
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (v->type == VEH_ROAD) spd *= 2;
Vehicle *first = v->First();
first->cur_speed = min(first->cur_speed, spd);
}
if (vdir == dir) {
/* Vehicle enters bridge at the last frame inside this tile. */
if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
t->track = TRACK_BIT_WORMHOLE;
ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
rv->state = RVSB_WORMHOLE;
/* There are no slopes inside bridges / tunnels. */
ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
break;
}
case VEH_SHIP:
Ship::From(v)->state = TRACK_BIT_WORMHOLE;
break;
default: NOT_REACHED();
}
return VETSB_ENTERED_WORMHOLE;
} else if (vdir == ReverseDiagDir(dir)) {
v->tile = tile;
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->track == TRACK_BIT_WORMHOLE) {
t->track = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state == RVSB_WORMHOLE) {
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_SHIP: {
Ship *ship = Ship::From(v);
if (ship->state == TRACK_BIT_WORMHOLE) {
ship->state = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
default: NOT_REACHED();
}
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
{
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;
uint z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
} else {
CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
}
/* Surface slope is valid and remains unchanged? */
if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, // draw_tile_proc
GetSlopeZ_TunnelBridge, // get_slope_z_proc
ClearTile_TunnelBridge, // clear_tile_proc
NULL, // add_accepted_cargo_proc
GetTileDesc_TunnelBridge, // get_tile_desc_proc
GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
NULL, // click_tile_proc
NULL, // animate_tile_proc
TileLoop_TunnelBridge, // tile_loop_clear
ChangeTileOwner_TunnelBridge, // change_tile_owner_clear
NULL, // add_produced_cargo_proc
VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
GetFoundation_TunnelBridge, // get_foundation_proc
TerraformTile_TunnelBridge, // terraform_tile_proc
};
|