Files
@ r28504:922ec220613a
Branch filter:
Location: cpp/openttd-patchpack/source/src/tunnelbridge_cmd.cpp
r28504:922ec220613a
76.5 KiB
text/x-c
Fix: [HarfBuzz] make HarfBuzz use the same glyphs as we render
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 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 | /*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo separate this file into two
*/
#include "stdafx.h"
#include "newgrf_object.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "train.h"
#include "ship.h"
#include "roadveh.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "pathfinder/water_regions.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "timer/timer_game_calendar.h"
#include "clear_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "elrail_func.h"
#include "pbs.h"
#include "company_base.h"
#include "newgrf_railtype.h"
#include "newgrf_roadtype.h"
#include "object_base.h"
#include "water.h"
#include "company_gui.h"
#include "station_func.h"
#include "tunnelbridge_cmd.h"
#include "landscape_cmd.h"
#include "terraform_cmd.h"
#include "table/strings.h"
#include "table/bridge_land.h"
#include "safeguards.h"
BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
/** Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
/**
* Mark bridge tiles dirty.
* Note: The bridge does not need to exist, everything is passed via parameters.
* @param begin Start tile.
* @param end End tile.
* @param direction Direction from \a begin to \a end.
* @param bridge_height Bridge height level.
*/
void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
{
TileIndexDiff delta = TileOffsByDiagDir(direction);
for (TileIndex t = begin; t != end; t += delta) {
MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
}
MarkTileDirtyByTile(end);
}
/**
* Mark bridge tiles dirty.
* @param tile Bridge head.
*/
void MarkBridgeDirty(TileIndex tile)
{
MarkBridgeDirty(tile, GetOtherTunnelBridgeEnd(tile), GetTunnelBridgeDirection(tile), GetBridgeHeight(tile));
}
/** Reset the data been eventually changed by the grf loaded. */
void ResetBridges()
{
/* First, free sprite table data */
for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
if (_bridge[i].sprite_table != nullptr) {
for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
free(_bridge[i].sprite_table);
}
}
/* Then, wipe out current bridges */
memset(&_bridge, 0, sizeof(_bridge));
/* And finally, reinstall default data */
memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
}
/**
* Calculate the price factor for building a long bridge.
* Basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
* @param length Length of the bridge.
* @return Price factor for the bridge.
*/
int CalcBridgeLenCostFactor(int length)
{
if (length < 2) return length;
length -= 2;
int sum = 2;
for (int delta = 1;; delta++) {
for (int count = 0; count < delta; count++) {
if (length == 0) return sum;
sum += delta;
length--;
}
}
}
/**
* Get the foundation for a bridge.
* @param tileh The slope to build the bridge on.
* @param axis The axis of the bridge entrance.
* @return The foundation required.
*/
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if (tileh == SLOPE_FLAT ||
((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
}
/**
* Determines if the track on a bridge ramp is flat or goes up/down.
*
* @param tileh Slope of the tile under the bridge head
* @param axis Orientation of bridge
* @return true iff the track is flat.
*/
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
{
ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
return (tileh != SLOPE_FLAT);
}
static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
{
const BridgeSpec *bridge = GetBridgeSpec(index);
assert(table < BRIDGE_PIECE_INVALID);
if (bridge->sprite_table == nullptr || bridge->sprite_table[table] == nullptr) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
/**
* Determines the foundation for the bridge head, and tests if the resulting slope is valid.
*
* @param bridge_piece Direction of the bridge head.
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlope(BridgePieces bridge_piece, Axis axis, Slope *tileh, int *z)
{
assert(bridge_piece == BRIDGE_PIECE_NORTH || bridge_piece == BRIDGE_PIECE_SOUTH);
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined;
if (bridge_piece == BRIDGE_PIECE_NORTH) {
valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
} else {
valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
}
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
/**
* Is a bridge of the specified type and length available?
* @param bridge_type Wanted type of bridge.
* @param bridge_len Wanted length of the bridge.
* @param flags Type of operation.
* @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
*/
CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
{
if (flags & DC_QUERY_COST) {
if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
if (b->avail_year > TimerGameCalendar::year) return CMD_ERROR;
uint max = std::min(b->max_length, _settings_game.construction.max_bridge_length);
if (b->min_length > bridge_len) return CMD_ERROR;
if (bridge_len <= max) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
/**
* Calculate the base cost of clearing a tunnel/bridge per tile.
* @param tile Start tile of the tunnel/bridge.
* @return How much clearing this tunnel/bridge costs per tile.
*/
static Money TunnelBridgeClearCost(TileIndex tile, Price base_price)
{
Money base_cost = _price[base_price];
/* Add the cost of the transport that is on the tunnel/bridge. */
switch (GetTunnelBridgeTransportType(tile)) {
case TRANSPORT_ROAD: {
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
if (road_rt != INVALID_ROADTYPE) {
base_cost += 2 * RoadClearCost(road_rt);
}
if (tram_rt != INVALID_ROADTYPE) {
base_cost += 2 * RoadClearCost(tram_rt);
}
} break;
case TRANSPORT_RAIL: base_cost += RailClearCost(GetRailType(tile)); break;
/* Aquaducts have their own clear price. */
case TRANSPORT_WATER: base_cost = _price[PR_CLEAR_AQUEDUCT]; break;
default: break;
}
return base_cost;
}
/**
* Build a Bridge
* @param flags type of operation
* @param tile_end end tile
* @param tile_start start tile
* @param transport_type transport type.
* @param bridge_type bridge type (hi bh)
* @param road_rail_type rail type or road types.
* @return the cost of this operation or an error
*/
CommandCost CmdBuildBridge(DoCommandFlag flags, TileIndex tile_end, TileIndex tile_start, TransportType transport_type, BridgeType bridge_type, byte road_rail_type)
{
CompanyID company = _current_company;
RailType railtype = INVALID_RAILTYPE;
RoadType roadtype = INVALID_ROADTYPE;
if (!IsValidTile(tile_start)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
/* type of bridge */
switch (transport_type) {
case TRANSPORT_ROAD:
roadtype = (RoadType)road_rail_type;
if (!ValParamRoadType(roadtype)) return CMD_ERROR;
break;
case TRANSPORT_RAIL:
railtype = (RailType)road_rail_type;
if (!ValParamRailType(railtype)) return CMD_ERROR;
break;
case TRANSPORT_WATER:
break;
default:
/* Airports don't have bridges. */
return CMD_ERROR;
}
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(tile_start);
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == nullptr || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
if (tile_start == tile_end) {
return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
}
Axis direction;
if (TileX(tile_start) == TileX(tile_end)) {
direction = AXIS_Y;
} else if (TileY(tile_start) == TileY(tile_end)) {
direction = AXIS_X;
} else {
return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
}
if (tile_end < tile_start) Swap(tile_start, tile_end);
uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
if (ret.Failed()) return ret;
} else {
if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
bridge_len += 2; // begin and end tiles/ramps
int z_start;
int z_end;
Slope tileh_start = GetTileSlope(tile_start, &z_start);
Slope tileh_end = GetTileSlope(tile_end, &z_end);
bool pbs_reservation = false;
CommandCost terraform_cost_north = CheckBridgeSlope(BRIDGE_PIECE_NORTH, direction, &tileh_start, &z_start);
CommandCost terraform_cost_south = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, direction, &tileh_end, &z_end);
/* Aqueducts can't be built of flat land. */
if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
CommandCost cost(EXPENSES_CONSTRUCTION);
Owner owner;
bool is_new_owner;
RoadType road_rt = INVALID_ROADTYPE;
RoadType tram_rt = INVALID_ROADTYPE;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetTunnelBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
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 */
road_rt = GetRoadTypeRoad(tile_start);
tram_rt = GetRoadTypeTram(tile_start);
break;
default: break;
}
/* 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);
}
/* If this is a road bridge, make sure the roadtype matches. */
if (transport_type == TRANSPORT_ROAD) {
RoadType existing_rt = RoadTypeIsRoad(roadtype) ? road_rt : tram_rt;
if (existing_rt != roadtype && existing_rt != INVALID_ROADTYPE) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
/* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
_game_mode != GM_EDITOR) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == nullptr) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || road_rt == roadtype || tram_rt == roadtype)) {
return_cmd_error(STR_ERROR_ALREADY_BUILT);
}
/* Do not allow replacing another company's bridges. */
if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
}
/* The cost of clearing the current bridge. */
cost.AddCost(bridge_len * TunnelBridgeClearCost(tile_start, PR_CLEAR_BRIDGE));
owner = GetTileOwner(tile_start);
/* If bridge belonged to bankrupt company, it has a new owner now */
is_new_owner = (owner == OWNER_NONE);
if (is_new_owner) owner = company;
} 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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_start);
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 = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_end);
if (ret.Failed()) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_south);
const TileIndex heads[] = {tile_start, tile_end};
for (int i = 0; i < 2; i++) {
if (IsBridgeAbove(heads[i])) {
TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + 1 == GetBridgeHeight(north_head)) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
/*
* Disallow too high bridges.
* Properly rendering a map where very high bridges (might) exist is expensive.
* See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
* for a detailed discussion. z_start here is one heightlevel below the bridge level.
*/
return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
}
if (IsBridgeAbove(tile)) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRail(tile)) goto not_valid_below;
break;
case MP_ROAD:
if (IsRoadDepot(tile)) goto not_valid_below;
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(tile)) break;
if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_OBJECT: {
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
break;
}
case MP_CLEAR:
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
if (ret.Failed()) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
/* We do this here because when replacing a bridge with another
* type calling SetBridgeMiddle isn't needed. After all, the
* tile already has the has_bridge_above bits set. */
SetBridgeMiddle(tile, direction);
}
}
owner = company;
is_new_owner = true;
}
bool hasroad = road_rt != INVALID_ROADTYPE;
bool hastram = tram_rt != INVALID_ROADTYPE;
if (transport_type == TRANSPORT_ROAD) {
if (RoadTypeIsRoad(roadtype)) road_rt = roadtype;
if (RoadTypeIsTram(roadtype)) tram_rt = roadtype;
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Company *c = Company::GetIfValid(company);
switch (transport_type) {
case TRANSPORT_RAIL:
/* Add to company infrastructure count if required. */
if (is_new_owner && c != nullptr) c->infrastructure.rail[railtype] += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
SetTunnelBridgeReservation(tile_start, pbs_reservation);
SetTunnelBridgeReservation(tile_end, pbs_reservation);
break;
case TRANSPORT_ROAD: {
if (is_new_owner) {
/* Also give unowned present roadtypes to new owner */
if (hasroad && GetRoadOwner(tile_start, RTT_ROAD) == OWNER_NONE) hasroad = false;
if (hastram && GetRoadOwner(tile_start, RTT_TRAM) == OWNER_NONE) hastram = false;
}
if (c != nullptr) {
/* Add all new road types to the company infrastructure counter. */
if (!hasroad && road_rt != INVALID_ROADTYPE) {
/* A full diagonal road tile has two road bits. */
c->infrastructure.road[road_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
}
if (!hastram && tram_rt != INVALID_ROADTYPE) {
/* A full diagonal road tile has two road bits. */
c->infrastructure.road[tram_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
}
}
Owner owner_road = hasroad ? GetRoadOwner(tile_start, RTT_ROAD) : company;
Owner owner_tram = hastram ? GetRoadOwner(tile_start, RTT_TRAM) : company;
MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, road_rt, tram_rt);
MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), road_rt, tram_rt);
break;
}
case TRANSPORT_WATER:
if (is_new_owner && c != nullptr) c->infrastructure.water += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
MakeAqueductBridgeRamp(tile_start, owner, dir);
MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
CheckForDockingTile(tile_start);
CheckForDockingTile(tile_end);
InvalidateWaterRegion(tile_start);
InvalidateWaterRegion(tile_end);
break;
default:
NOT_REACHED();
}
/* Mark all tiles dirty */
MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
DirtyCompanyInfrastructureWindows(company);
}
if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge.
* So it is done only for humans and cost is computed in bridge_gui.cpp.
* For (non-spectated) AI, Towns this has to be of course calculated. */
Company *c = Company::GetIfValid(company);
if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
switch (transport_type) {
case TRANSPORT_ROAD:
if (road_rt != INVALID_ROADTYPE) {
cost.AddCost(bridge_len * 2 * RoadBuildCost(road_rt));
}
if (tram_rt != INVALID_ROADTYPE) {
cost.AddCost(bridge_len * 2 * RoadBuildCost(tram_rt));
}
break;
case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
default: break;
}
if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
if (transport_type != TRANSPORT_WATER) {
cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
} else {
/* Aqueducts use a separate base cost. */
cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
}
}
return cost;
}
/**
* Build Tunnel.
* @param flags type of operation
* @param start_tile start tile of tunnel
* @param transport_type transport type
* @param road_rail_type railtype or roadtype
* @return the cost of this operation or an error
*/
CommandCost CmdBuildTunnel(DoCommandFlag flags, TileIndex start_tile, TransportType transport_type, byte road_rail_type)
{
CompanyID company = _current_company;
RailType railtype = INVALID_RAILTYPE;
RoadType roadtype = INVALID_ROADTYPE;
_build_tunnel_endtile = 0;
switch (transport_type) {
case TRANSPORT_RAIL:
railtype = (RailType)road_rail_type;
if (!ValParamRailType(railtype)) return CMD_ERROR;
break;
case TRANSPORT_ROAD:
roadtype = (RoadType)road_rail_type;
if (!ValParamRoadType(roadtype)) return CMD_ERROR;
break;
default: return CMD_ERROR;
}
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(start_tile);
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
int start_z;
int end_z;
Slope start_tileh = GetTileSlope(start_tile, &start_z);
DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, start_tile);
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) < (Map::MaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
} else {
tunnel_in_way_dir = (TileY(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
}
TileIndex end_tile = start_tile;
/* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/* Number of tiles from start of tunnel */
int tiles = 0;
/* Number of tiles at which the cost increase coefficient per tile is halved */
int tiles_bump = 25;
CommandCost cost(EXPENSES_CONSTRUCTION);
Slope end_tileh;
for (;;) {
end_tile += delta;
if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price[PR_BUILD_TUNNEL]);
cost.AddCost(ret);
/* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
/* Clear the tile in any case */
ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, end_tile);
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 == nullptr) {
coa = &_cleared_object_areas.emplace_back(ClearedObjectArea{ end_tile, TileArea(end_tile, 1, 1) });
}
/* Hide the tile from the terraforming command */
TileIndex old_first_tile = coa->first_tile;
coa->first_tile = INVALID_TILE;
/* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
* however it will never erase or re-order existing items.
* _cleared_object_areas is a value-type self-resizing vector, therefore appending items
* may result in a backing-store re-allocation, which would invalidate the coa pointer.
* The index of the coa pointer into the _cleared_object_areas vector remains valid,
* and can be used safely after the CMD_TERRAFORM_LAND operation.
* Deliberately clear the coa pointer to avoid leaving dangling pointers which could
* inadvertently be dereferenced.
*/
ClearedObjectArea *begin = _cleared_object_areas.data();
assert(coa >= begin && coa < begin + _cleared_object_areas.size());
size_t coa_index = coa - begin;
assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
coa = nullptr;
ret = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(flags, end_tile, end_tileh & start_tileh, false));
_cleared_object_areas[(uint)coa_index].first_tile = old_first_tile;
if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
cost.AddCost(ret);
}
cost.AddCost(_price[PR_BUILD_TUNNEL]);
/* Pay for the rail/road in the tunnel including entrances */
switch (transport_type) {
case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * RoadBuildCost(roadtype) * 2); break;
case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
default: NOT_REACHED();
}
if (flags & DC_EXEC) {
Company *c = Company::GetIfValid(company);
uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
if (transport_type == TRANSPORT_RAIL) {
if (c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
MakeRailTunnel(start_tile, company, direction, railtype);
MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
} else {
if (c != nullptr) c->infrastructure.road[roadtype] += num_pieces * 2; // A full diagonal road has two road bits.
RoadType road_rt = RoadTypeIsRoad(roadtype) ? roadtype : INVALID_ROADTYPE;
RoadType tram_rt = RoadTypeIsTram(roadtype) ? roadtype : INVALID_ROADTYPE;
MakeRoadTunnel(start_tile, company, direction, road_rt, tram_rt);
MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), road_rt, tram_rt);
}
DirtyCompanyInfrastructureWindows(company);
}
return cost;
}
/**
* Are we allowed to remove the tunnel or bridge at \a tile?
* @param tile End point of the tunnel or bridge.
* @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
*/
static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
switch (GetTunnelBridgeTransportType(tile)) {
case TRANSPORT_ROAD: {
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
Owner road_owner = _current_company;
Owner tram_owner = _current_company;
if (road_rt != INVALID_ROADTYPE) road_owner = GetRoadOwner(tile, RTT_ROAD);
if (tram_rt != INVALID_ROADTYPE) tram_owner = GetRoadOwner(tile, RTT_TRAM);
/* We can remove unowned road and if the town allows it */
if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
/* Town does not allow */
return CheckTileOwnership(tile);
}
if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
if (tram_owner == OWNER_NONE) tram_owner = _current_company;
CommandCost ret = CheckOwnership(road_owner, tile);
if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
return ret;
}
case TRANSPORT_RAIL:
return CheckOwnership(GetTileOwner(tile));
case TRANSPORT_WATER: {
/* Always allow to remove aqueducts without owner. */
Owner aqueduct_owner = GetTileOwner(tile);
if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
return CheckOwnership(aqueduct_owner);
}
default: NOT_REACHED();
}
}
/**
* Remove a tunnel from the game, update town rating, etc.
* @param tile Tile containing one of the endpoints of the tunnel.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
{
CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
if (ret.Failed()) return ret;
TileIndex endtile = GetOtherTunnelEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
_build_tunnel_endtile = endtile;
Town *t = nullptr;
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 */
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 = TunnelBridgeClearCost(tile, PR_CLEAR_TUNNEL);
uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
if (flags & DC_EXEC) {
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
/* We first need to request values before calling DoClearSquare */
DiagDirection dir = GetTunnelBridgeDirection(tile);
Track track = DiagDirToDiagTrack(dir);
Owner owner = GetTileOwner(tile);
Train *v = nullptr;
if (HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, track);
if (v != nullptr) FreeTrainTrackReservation(v);
}
if (Company::IsValidID(owner)) {
Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(owner);
}
DoClearSquare(tile);
DoClearSquare(endtile);
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
AddSideToSignalBuffer(endtile, dir, owner);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != nullptr) TryPathReserve(v);
} else {
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
DoClearSquare(tile);
DoClearSquare(endtile);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
}
/**
* 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 = nullptr;
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 */
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 = TunnelBridgeClearCost(tile, PR_CLEAR_BRIDGE);
uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
if (flags & DC_EXEC) {
/* read this value before actual removal of bridge */
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
Owner owner = GetTileOwner(tile);
int height = GetBridgeHeight(tile);
Train *v = nullptr;
if (rail && HasTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
if (v != nullptr) FreeTrainTrackReservation(v);
}
/* Update company infrastructure counts. */
if (rail) {
if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
} else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
} else { // Aqueduct
if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
}
DirtyCompanyInfrastructureWindows(owner);
DoClearSquare(tile);
DoClearSquare(endtile);
for (TileIndex c = tile + delta; c != endtile; c += delta) {
/* do not let trees appear from 'nowhere' after removing bridge */
if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
int minz = GetTileMaxZ(c) + 3;
if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
}
ClearBridgeMiddle(c);
MarkTileDirtyByTile(c, height - TileHeight(c));
}
if (rail) {
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
AddSideToSignalBuffer(endtile, direction, owner);
Track track = DiagDirToDiagTrack(direction);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
if (v != nullptr) TryPathReserve(v, true);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
}
/**
* Remove a tunnel or a bridge from the game.
* @param tile Tile containing one of the endpoints.
* @param flags Command flags.
* @return Succeeded or failed command.
*/
static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else { // IsBridge(tile)
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
}
/**
* Draw a single pillar sprite.
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param z Pillar Z
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @param subsprite Optional subsprite for drawing halfpillars
*/
static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
{
static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
}
/**
* Draw two bridge pillars (north and south).
* @param z_bottom Bottom Z
* @param z_top Top Z
* @param psid Pillarsprite
* @param x Pillar X
* @param y Pillar Y
* @param w Bounding box size in X direction
* @param h Bounding box size in Y direction
* @return Reached Z at the bottom
*/
static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
{
int cur_z;
for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
DrawPillar(psid, x, y, cur_z, w, h, nullptr);
}
return cur_z;
}
/**
* Draws the pillars under high bridges.
*
* @param psid Image and palette of a bridge pillar.
* @param ti #TileInfo of current bridge-middle-tile.
* @param axis Orientation of bridge.
* @param drawfarpillar Whether to draw the pillar at the back
* @param x Sprite X position of front pillar.
* @param y Sprite Y position of front pillar.
* @param z_bridge Absolute height of bridge bottom.
*/
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
{
static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
static const int INF = 1000; ///< big number compared to sprite size
static const SubSprite half_pillar_sub_sprite[2][2] = {
{ { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
{ { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
};
if (psid->sprite == 0) return;
/* Determine ground height under pillars */
DiagDirection south_dir = AxisToDiagDir(axis);
int z_front_north = ti->z;
int z_back_north = ti->z;
int z_front_south = ti->z;
int z_back_south = ti->z;
GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
/* Shared height of pillars */
int z_front = std::max(z_front_north, z_front_south);
int z_back = std::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]);
}
}
/**
* Retrieve the sprites required for catenary on a road/tram bridge.
* @param rti RoadTypeInfo for the road or tram type to get catenary for
* @param head_tile Bridge head tile with roadtype information
* @param offset Sprite offset identifying flat to sloped bridge tiles
* @param head Are we drawing bridge head?
* @param[out] spr_back Back catenary sprite to use
* @param[out] spr_front Front catenary sprite to use
*/
static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
{
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
/* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
spr_back = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
spr_front = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (spr_back == 0 && spr_front == 0) {
spr_back = SPR_TRAMWAY_BASE + back_offsets[offset];
spr_front = SPR_TRAMWAY_BASE + front_offsets[offset];
} else {
if (spr_back != 0) spr_back += 23 + offset;
if (spr_front != 0) spr_front += 23 + offset;
}
}
/**
* Draws the road and trambits over an already drawn (lower end) of a bridge.
* @param head_tile bridge head tile with roadtype information
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset sprite offset identifying flat to sloped bridge tiles
* @param head are we drawing bridge head?
*/
static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
{
RoadType road_rt = GetRoadTypeRoad(head_tile);
RoadType tram_rt = GetRoadTypeTram(head_tile);
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
SpriteID seq_back[4] = { 0 };
bool trans_back[4] = { false };
SpriteID seq_front[4] = { 0 };
bool trans_front[4] = { false };
static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
if (head || !IsInvisibilitySet(TO_BRIDGES)) {
/* Road underlay takes precedence over tram */
trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
}
} else if (tram_rti != nullptr) {
if (tram_rti->UsesOverlay()) {
seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
} else {
seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
}
}
/* Draw road overlay */
trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
}
}
/* Draw tram overlay */
trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
if (tram_rti != nullptr) {
if (tram_rti->UsesOverlay()) {
seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
} else if (road_rti != nullptr) {
seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
}
}
/* Road catenary takes precedence over tram */
trans_back[3] = IsTransparencySet(TO_CATENARY);
trans_front[0] = IsTransparencySet(TO_CATENARY);
if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
GetBridgeRoadCatenary(road_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
} else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
GetBridgeRoadCatenary(tram_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
}
}
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 */
for (uint i = 0; i < lengthof(seq_back); ++i) {
if (seq_back[i] != 0) {
AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
trans_back[i]);
}
}
/* Start a new SpriteCombine for the front part */
EndSpriteCombine();
StartSpriteCombine();
for (uint i = 0; i < lengthof(seq_front); ++i) {
if (seq_front[i] != 0) {
AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
trans_front[i],
front_bb_offset_x[offset], front_bb_offset_y[offset]);
}
}
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only need to draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
if (IsTunnel(ti->tile)) {
/* Front view of tunnel bounding boxes:
*
* 122223 <- BB_Z_SEPARATOR
* 1 3
* 1 3 1,3 = empty helper BB
* 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
*
*/
static const int _tunnel_BB[4][12] = {
/* tunnnel-roof | Z-separator | tram-catenary
* w h bb_x bb_y| x y w h |bb_x bb_y w h */
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
};
const int *BB_data = _tunnel_BB[tunnelbridge_direction];
bool catenary = false;
SpriteID image;
SpriteID railtype_overlay = 0;
if (transport_type == TRANSPORT_RAIL) {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
image = rti->base_sprites.tunnel;
if (rti->UsesOverlay()) {
/* Check if the railtype has custom tunnel portals. */
railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
}
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
image += tunnelbridge_direction * 2;
DrawGroundSprite(image, PAL_NONE);
if (transport_type == TRANSPORT_ROAD) {
RoadType road_rt = GetRoadTypeRoad(ti->tile);
RoadType tram_rt = GetRoadTypeTram(ti->tile);
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
bool draw_underlay = true;
/* Road underlay takes precedence over tram */
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_TUNNEL);
if (ground != 0) {
DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
draw_underlay = false;
}
}
} else {
if (tram_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
if (ground != 0) {
DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
draw_underlay = false;
}
}
}
DrawRoadOverlays(ti, PAL_NONE, road_rti, tram_rti, sprite_offset, sprite_offset, draw_underlay);
/* Road catenary takes precedence over tram */
SpriteID catenary_sprite_base = 0;
if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
if (catenary_sprite_base == 0) {
catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
} else {
catenary_sprite_base += 19;
}
} else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
if (catenary_sprite_base == 0) {
catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
} else {
catenary_sprite_base += 19;
}
}
if (catenary_sprite_base != 0) {
catenary = true;
StartSpriteCombine();
AddSortableSpriteToDraw(catenary_sprite_base + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
}
} else {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
}
/* PBS debugging, draw reserved tracks darker */
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
} else {
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
}
}
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
/* Maybe draw pylons on the entry side */
DrawRailCatenary(ti);
catenary = true;
StartSpriteCombine();
/* Draw wire above the ramp */
DrawRailCatenaryOnTunnel(ti);
}
}
if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
/* Draw railtype tunnel portal overlay if defined. */
if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
if (catenary || railtype_overlay != 0) EndSpriteCombine();
/* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
DrawBridgeMiddle(ti);
} else { // IsBridge(ti->tile)
const PalSpriteID *psid;
int base_offset;
bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - tunnelbridge_direction) % 4;
/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
if (transport_type != TRANSPORT_WATER) {
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
} else {
psid = _aqueduct_sprites + base_offset;
}
if (!ice) {
TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
DrawShoreTile(ti->tileh);
} else {
DrawClearLandTile(ti, 3);
}
} else {
DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
}
/* draw ramp */
/* Draw Trambits and PBS Reservation as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
/* Bridge heads are drawn solid no matter how invisibility/transparency is set */
AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
if (transport_type == TRANSPORT_ROAD) {
uint offset = tunnelbridge_direction;
int z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
/* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
EndSpriteCombine();
} else if (transport_type == TRANSPORT_RAIL) {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (rti->UsesOverlay()) {
SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
if (surface != 0) {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
/* Don't fallback to non-overlay sprite -- the spec states that
* if an overlay is present then the bridge surface must be
* present. */
}
/* PBS debugging, draw reserved tracks darker */
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
} else {
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
}
}
EndSpriteCombine();
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
DrawRailCatenary(ti);
}
}
DrawBridgeMiddle(ti);
}
}
/**
* Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
* bridges pieces sequence (middle parts).
* Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
* bridge len 1: BRIDGE_PIECE_NORTH
* bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
* bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
* bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
* #0 - always as first, #1 - always as last (if len>1)
* #2,#3 are to pair in order
* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
* @param north Northernmost tile of bridge
* @param south Southernmost tile of bridge
* @return Index of bridge piece
*/
static BridgePieces CalcBridgePiece(uint north, uint south)
{
if (north == 1) {
return BRIDGE_PIECE_NORTH;
} else if (south == 1) {
return BRIDGE_PIECE_SOUTH;
} else if (north < south) {
return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
} else if (north > south) {
return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
} else {
return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
}
}
/**
* Draw the middle bits of a bridge.
* @param ti Tile information of the tile to draw it on.
*/
void DrawBridgeMiddle(const TileInfo *ti)
{
/* Sectional view of bridge bounding boxes:
*
* 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
* 1 2 3 = empty helper BB
* 1 7 2 4,5 = pillars under higher bridges
* 1 6 88888 6 2 6 = elrail-pylons
* 1 6 88888 6 2 7 = elrail-wire
* 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
* 3333333333333 <- BB_Z_SEPARATOR
* <- unused
* 4 5 <- BB_HEIGHT_UNDER_BRIDGE
* 4 5
* 4 5
*
*/
if (!IsBridgeAbove(ti->tile)) return;
TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
Axis axis = GetBridgeAxis(ti->tile);
BridgePieces piece = CalcBridgePiece(
GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
GetTunnelBridgeLength(ti->tile, rampsouth) + 1
);
const PalSpriteID *psid;
bool drawfarpillar;
if (transport_type != TRANSPORT_WATER) {
BridgeType type = GetBridgeType(rampsouth);
drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
uint base_offset;
if (transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
} else {
base_offset = 8;
}
psid = base_offset + GetBridgeSpriteTable(type, piece);
} else {
drawfarpillar = true;
psid = _aqueduct_sprites;
}
if (axis != AXIS_X) psid += 4;
int x = ti->x;
int y = ti->y;
uint bridge_z = GetBridgePixelHeight(rampsouth);
int z = bridge_z - BRIDGE_Z_START;
/* Add a bounding box that separates the bridge from things below it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
/* Draw Trambits as SpriteCombine */
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
/* Draw floor and far part of bridge*/
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
} else {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
}
}
psid++;
if (transport_type == TRANSPORT_ROAD) {
/* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
} else if (transport_type == TRANSPORT_RAIL) {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
if (surface != 0) {
AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
} else {
AddSortableSpriteToDraw(axis == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
EndSpriteCombine();
if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
DrawRailCatenaryOnBridge(ti);
}
}
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (!IsInvisibilitySet(TO_BRIDGES)) {
if (axis == AXIS_X) {
y += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
} else {
x += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
}
}
/* Draw TramFront as SpriteCombine */
if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
/* Do not draw anything more if bridges are invisible */
if (IsInvisibilitySet(TO_BRIDGES)) return;
psid++;
DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
}
static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y, bool ground_vehicle)
{
int z;
Slope tileh = GetTilePixelSlope(tile, &z);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
/* In the tunnel entrance? */
if (ground_vehicle) return z;
} else { // IsBridge(tile)
DiagDirection dir = GetTunnelBridgeDirection(tile);
z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
/* On the bridge ramp? */
if (ground_vehicle) {
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: tileh = SLOPE_NE; break;
case DIAGDIR_SE: tileh = SLOPE_SE; break;
case DIAGDIR_SW: tileh = SLOPE_SW; break;
case DIAGDIR_NW: tileh = SLOPE_NW; break;
}
}
}
return z + GetPartialPixelZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
}
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
TransportType tt = GetTunnelBridgeTransportType(tile);
if (IsTunnel(tile)) {
td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
} else { // IsBridge(tile)
td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
}
td->owner[0] = GetTileOwner(tile);
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
if (road_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
td->roadtype = rti->strings.name;
td->road_speed = rti->max_speed / 2;
road_owner = GetRoadOwner(tile, RTT_ROAD);
}
if (tram_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
td->tramtype = rti->strings.name;
td->tram_speed = rti->max_speed / 2;
tram_owner = GetRoadOwner(tile, RTT_TRAM);
}
/* Is there a mix of owners? */
if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
(road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
uint i = 1;
if (road_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
td->owner[i] = road_owner;
i++;
}
if (tram_owner != INVALID_OWNER) {
td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
td->owner[i] = tram_owner;
}
}
if (tt == TRANSPORT_RAIL) {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
td->rail_speed = rti->max_speed;
td->railtype = rti->strings.name;
if (!IsTunnel(tile)) {
uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* rail speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (td->rail_speed == 0 || spd < td->rail_speed) {
td->rail_speed = spd;
}
}
} else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* road speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (road_rt != INVALID_ROADTYPE && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
if (tram_rt != INVALID_ROADTYPE && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_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 edge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
if (snow_or_desert != (z > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
MarkTileDirtyByTile(tile);
}
break;
}
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
SetTunnelBridgeSnowOrDesert(tile, true);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
}
static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
TransportType transport_type = GetTunnelBridgeTransportType(tile);
if (transport_type != mode || (transport_type == TRANSPORT_ROAD && !HasTileRoadType(tile, (RoadTramType)sub_mode))) return 0;
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
{
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
/* Set number of pieces to zero if it's the southern tile as we
* don't want to update the infrastructure counts twice. */
uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
for (RoadTramType rtt : _roadtramtypes) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rtt) == old_owner) {
RoadType rt = GetRoadType(tile, rtt);
if (rt != INVALID_ROADTYPE) {
/* Update company infrastructure counts. A full diagonal road tile has two road bits.
* No need to dirty windows here, we'll redraw the whole screen anyway. */
Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
}
SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
}
if (!IsTileOwner(tile, old_owner)) return;
/* Update company infrastructure counts for rail and water as well.
* No need to dirty windows here, we'll redraw the whole screen anyway. */
TransportType tt = GetTunnelBridgeTransportType(tile);
Company *old = Company::Get(old_owner);
if (tt == TRANSPORT_RAIL) {
old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
} else if (tt == TRANSPORT_WATER) {
old->infrastructure.water -= num_pieces;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
}
if (new_owner != INVALID_OWNER) {
SetTileOwner(tile, new_owner);
} else {
if (tt == TRANSPORT_RAIL) {
/* Since all of our vehicles have been removed, it is safe to remove the rail
* bridge / tunnel. */
[[maybe_unused]] CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_BANKRUPT, tile);
assert(ret.Succeeded());
} else {
/* In any other case, we can safely reassign the ownership to OWNER_NONE. */
SetTileOwner(tile, OWNER_NONE);
}
}
}
/**
* Helper to prepare the ground vehicle when entering a bridge. This get called
* when entering the bridge, at the last frame of travel on the bridge head.
* Our calling function gets called before UpdateInclination/UpdateZPosition,
* which normally controls the Z-coordinate. However, in the wormhole of the
* bridge the vehicle is in a strange state so UpdateInclination does not get
* called for the wormhole of the bridge and as such the going up/down bits
* would remain set. As such, this function clears those. In doing so, the call
* to UpdateInclination will not update the Z-coordinate, so that has to be
* done here as well.
* @param gv The ground vehicle entering the bridge.
*/
template <typename T>
static void PrepareToEnterBridge(T *gv)
{
if (HasBit(gv->gv_flags, GVF_GOINGUP_BIT)) {
gv->z_pos++;
ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
} else {
ClrBit(gv->gv_flags, GVF_GOINGDOWN_BIT);
}
}
/**
* Frame when the 'enter tunnel' sound should be played. This is the second
* frame on a tile, so the sound is played shortly after entering the tunnel
* tile, while the vehicle is still visible.
*/
static const byte TUNNEL_SOUND_FRAME = 1;
/**
* Frame when a vehicle should be hidden in a tunnel with a certain direction.
* This differs per direction, because of visibility / bounding box issues.
* Note that direction, in this case, is the direction leading into the tunnel.
* When entering a tunnel, hide the vehicle when it reaches the given frame.
* When leaving a tunnel, show the vehicle when it is one frame further
* to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
*/
extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
int z = GetSlopePixelZ(x, y, true) - 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_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (v->type == VEH_ROAD) spd *= 2;
Vehicle *first = v->First();
first->cur_speed = std::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;
PrepareToEnterBridge(t);
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
rv->state = RVSB_WORMHOLE;
PrepareToEnterBridge(rv);
break;
}
case VEH_SHIP:
Ship::From(v)->state = TRACK_BIT_WORMHOLE;
break;
default: NOT_REACHED();
}
return VETSB_ENTERED_WORMHOLE;
} else if (vdir == ReverseDiagDir(dir)) {
v->tile = tile;
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->track == TRACK_BIT_WORMHOLE) {
t->track = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state == RVSB_WORMHOLE) {
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_SHIP: {
Ship *ship = Ship::From(v);
if (ship->state == TRACK_BIT_WORMHOLE) {
ship->state = DiagDirToDiagTrackBits(vdir);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
default: NOT_REACHED();
}
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
{
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;
int z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_old, &z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_new, &z_new);
} else {
CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_old, &z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_new, &z_new);
}
/* Surface slope is valid and remains unchanged? */
if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
}
extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, // draw_tile_proc
GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
ClearTile_TunnelBridge, // clear_tile_proc
nullptr, // add_accepted_cargo_proc
GetTileDesc_TunnelBridge, // get_tile_desc_proc
GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
nullptr, // click_tile_proc
nullptr, // animate_tile_proc
TileLoop_TunnelBridge, // tile_loop_proc
ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
nullptr, // add_produced_cargo_proc
VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
GetFoundation_TunnelBridge, // get_foundation_proc
TerraformTile_TunnelBridge, // terraform_tile_proc
};
|