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Location: cpp/openttd-patchpack/source/src/tunnelbridge_cmd.cpp
r10188:9ef551fc3371
50.7 KiB
text/x-c
(svn r14401) -Fix (r11724): Don't check articulated parts or rear multihead parts for callback 1D when moving a chain of wagons.
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/** @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
*/
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "tunnel_map.h"
#include "unmovable_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "variables.h"
#include "bridge.h"
#include "train.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "transparency.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 "signal_func.h"
#include "tunnelbridge.h"
#include "player_base.h"
#include "engine_func.h"
#include "engine_base.h"
#include "economy_func.h"
#include "rail.h"
#include "cheat_func.h"
#include "elrail_func.h"
#include "landscape_type.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/bridge_land.h"
BridgeSpec _bridge[MAX_BRIDGES];
TileIndex _build_tunnel_endtile;
/** 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,
*/
int CalcBridgeLenCostFactor(int x)
{
int n;
int r;
if (x < 2) return x;
x -= 2;
for (n = 0, r = 2;; n++) {
if (x <= n) return r + x * n;
r += n * n;
x -= n;
}
}
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.terraform);
}
/**
* 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.terraform);
}
bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, uint32 flags)
{
if (flags & DC_QUERY_COST) {
return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
}
if (bridge_type >= MAX_BRIDGES) return false;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
if (b->avail_year > _cur_year) return false;
uint max = b->max_length;
if (max >= 16 && _settings_game.construction.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
/** 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 8-14) - rail type or road types.
* - p2 = (bit 15-16) - transport type.
*/
CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
BridgeType bridge_type;
RailType railtype = INVALID_RAILTYPE;
RoadTypes roadtypes = ROADTYPES_NONE;
uint x;
uint y;
uint sx;
uint sy;
TileIndex tile_start;
TileIndex tile_end;
Slope tileh_start;
Slope tileh_end;
uint z_start;
uint z_end;
TileIndex tile;
TileIndexDiff delta;
uint bridge_len;
Axis direction;
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost ret;
bool replace_bridge = false;
BridgeType replaced_bridge_type;
TransportType transport_type;
/* unpack parameters */
bridge_type = GB(p2, 0, 8);
if (p1 >= MapSize()) return CMD_ERROR;
transport_type = (TransportType)GB(p2, 15, 2);
/* type of bridge */
switch (transport_type) {
case TRANSPORT_ROAD:
roadtypes = (RoadTypes)GB(p2, 8, 3);
if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR;
break;
case TRANSPORT_RAIL:
railtype = (RailType)GB(p2, 8, 7);
if (!ValParamRailtype(railtype)) return CMD_ERROR;
break;
case TRANSPORT_WATER:
break;
default:
/* Airports don't have tunnels. */
return CMD_ERROR;
}
x = TileX(end_tile);
y = TileY(end_tile);
sx = TileX(p1);
sy = TileY(p1);
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction = AXIS_Y;
if (y > sy) Swap(y, sy);
} else if (y == sy) {
direction = AXIS_X;
if (x > sx) Swap(x, sx);
} else {
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
}
bridge_len = sx + sy - x - y - 1;
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
}
/* retrieve landscape height and ensure it's on land */
tile_start = TileXY(x, y);
tile_end = TileXY(sx, sy);
if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
}
tileh_start = GetTileSlope(tile_start, &z_start);
tileh_end = GetTileSlope(tile_end, &z_end);
CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT);
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_5007_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_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
return_cmd_error(STR_1007_ALREADY_BUILT);
}
/* Do not allow replacing another player's bridges. */
if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) {
return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER);
}
cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge.
replace_bridge = true;
replaced_bridge_type = GetBridgeType(tile_start);
/* Do not remove road types when upgrading a bridge */
roadtypes |= GetRoadTypes(tile_start);
} else {
/* Build a new bridge. */
bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost = ret;
if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_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 (CmdFailed(ret)) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_south);
if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (!replace_bridge) {
TileIndex Heads[] = {tile_start, tile_end};
int i;
for (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_5007_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
}
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player;
switch (transport_type) {
case TRANSPORT_RAIL:
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
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();
break;
}
MarkTileDirtyByTile(tile_start);
MarkTileDirtyByTile(tile_end);
}
delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (tile = tile_start + delta; tile != tile_end; tile += delta) {
if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_BRIDGE_TOO_LOW_FOR_TERRAIN);
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRailTile(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 (replace_bridge) break;
if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_UNMOVABLE:
if (!IsOwnedLand(tile)) 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 (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
SetBridgeMiddle(tile, direction);
MarkTileDirtyByTile(tile);
}
}
if (flags & DC_EXEC && transport_type == TRANSPORT_RAIL) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_player);
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
*/
if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) {
bridge_len += 2; // begin and end tiles/ramps
if (IsValidPlayerID(_current_player) && !_is_old_ai_player)
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
/* Aqueducts are a little more expensive. */
if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price.clear_water);
}
return cost;
}
/** Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 railtype or roadtypes. bit 9 set means road tunnel
* @param p2 unused
*/
CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndexDiff delta;
TileIndex end_tile;
DiagDirection direction;
Slope start_tileh;
Slope end_tileh;
TransportType transport_type = (TransportType)GB(p1, 9, 1);
uint start_z;
uint end_z;
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost ret;
_build_tunnel_endtile = 0;
if (transport_type == TRANSPORT_RAIL) {
if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
} else {
const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
}
start_tileh = GetTileSlope(start_tile, &start_z);
direction = GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
if (IsWaterTile(start_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
* for the clearing of the entrance of the tunnel. Assigning it to
* cost before the loop will yield different costs depending on start-
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
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;
}
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;
for (;;) {
end_tile += delta;
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_5003_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price.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 (IsWaterTile(end_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
/* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
/* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming */
ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
} else {
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(ret);
if (flags & DC_EXEC) {
if (transport_type == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_player);
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
} else {
MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3));
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
}
}
return cost;
}
static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true;
/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
return false;
}
static CommandCost DoClearTunnel(TileIndex tile, uint32 flags)
{
Town *t = NULL;
TileIndex endtile;
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = GetOtherTunnelEnd(tile);
if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
_build_tunnel_endtile = endtile;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the tunnel owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* 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);
}
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);
Vehicle *v = NULL;
if (GetTunnelBridgeReservation(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.clear_tunnel * (GetTunnelBridgeLength(tile, endtile) + 2));
}
static CommandCost DoClearBridge(TileIndex tile, uint32 flags)
{
DiagDirection direction;
TileIndexDiff delta;
TileIndex endtile;
Town *t = NULL;
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = GetOtherBridgeEnd(tile);
if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
direction = GetTunnelBridgeDirection(tile);
delta = TileOffsByDiagDir(direction);
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the bridge owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* 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);
}
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);
Vehicle *v = NULL;
if (rail && GetTunnelBridgeReservation(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) * _price.clear_bridge);
}
static CommandCost ClearTile_TunnelBridge(TileIndex tile, byte flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else { // IsBridge(tile)
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
return CMD_ERROR;
}
/**
* 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 type Bridge type.
* @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)
{
/* Do not draw bridge pillars if they are invisible */
if (IsInvisibilitySet(TO_BRIDGES)) return;
SpriteID image = psid->sprite;
if (image != 0) {
/* "side" specifies the side the pillars stand on.
* The length of the pillars is then set to the height of the bridge over the corners of this edge.
*
* axis==AXIS_X axis==AXIS_Y
* side==false SW NW
* side==true NE SE
*
* I have no clue, why this was done this way.
*/
bool side = HasBit(image, 0);
/* "dir" means the edge the pillars stand on */
DiagDirection dir = AxisToDiagDir(axis);
if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
/* Determine ground height under pillars */
int front_height = ti->z;
int back_height = ti->z;
GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
/* x and y size of bounding-box of pillars */
int w = (axis == AXIS_X ? 16 : 2);
int h = (axis == AXIS_X ? 2 : 16);
/* sprite position of back facing pillar */
int x_back = x - (axis == AXIS_X ? 0 : 9);
int y_back = y - (axis == AXIS_X ? 9 : 0);
for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
/* Draw front facing pillar */
if (cur_z >= front_height) {
AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
}
/* Draw back facing pillar, but not the highest part directly under the bridge-floor */
if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
}
}
}
}
/**
* 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)
{
SpriteID image;
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;
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 && GetTunnelBridgeReservation(ti->tile))) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, 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 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 separate 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_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
}
/* draw ramp */
/* Draw Trambits as SpriteCombine */
if (transport_type == TRANSPORT_ROAD) 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 (_settings_client.gui.show_track_reservation && transport_type == TRANSPORT_RAIL && GetTunnelBridgeReservation(ti->tile)) {
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, 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);
}
}
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) {
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
*
*/
/* Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
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) 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) {
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, y, 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 GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
TransportType tt = GetTunnelBridgeTransportType(tile);
if (IsTunnel(tile)) {
td->str = (tt == TRANSPORT_RAIL) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else { // IsBridge(tile)
td->str = (tt == TRANSPORT_WATER) ? STR_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
}
td->owner[0] = GetTileOwner(tile);
}
static void AnimateTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > 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 void ClickTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
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, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else {
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) {
/* 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);
}
}
}
static const byte _tunnel_fractcoord_1[4] = {0x8E, 0x18, 0x81, 0xE8};
static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
/** Get the trackdir of the exit of a tunnel */
static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
static 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;
const DiagDirection dir = GetTunnelBridgeDirection(tile);
if (IsTunnel(tile)) {
byte fc;
DiagDirection vdir;
if (v->type == VEH_TRAIN) {
fc = (x & 0xF) + (y << 4);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = TRACK_BIT_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
v->tile = tile;
v->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(v->u.rail.track);
v->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
fc = (x & 0xF) + (y << 4);
vdir = DirToDiagDir(v->direction);
/* Enter tunnel? */
if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = RVSB_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
if (dir == ReverseDiagDir(vdir) && (
/* We're at the tunnel exit ?? */
fc == _tunnel_fractcoord_6[dir] ||
fc == _tunnel_fractcoord_7[dir]
) &&
z == 0) {
v->tile = tile;
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = _road_exit_tunnel_frame[dir];
v->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
} else { // IsBridge(tile)
if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
/* modify speed of vehicle */
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (v->type == VEH_ROAD) spd *= 2;
if (v->cur_speed > spd) v->cur_speed = spd;
}
if (DirToDiagDir(v->direction) == dir) {
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: if ((x & 0xF) != 0) return VETSB_CONTINUE; break;
case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_NW: if ((y & 0xF) != 0) return VETSB_CONTINUE; break;
}
switch (v->type) {
case VEH_TRAIN:
v->u.rail.track = TRACK_BIT_WORMHOLE;
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
break;
case VEH_ROAD:
v->u.road.state = RVSB_WORMHOLE;
break;
case VEH_SHIP:
v->u.ship.state = TRACK_BIT_WORMHOLE;
break;
default: NOT_REACHED();
}
return VETSB_ENTERED_WORMHOLE;
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
v->tile = tile;
switch (v->type) {
case VEH_TRAIN:
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
break;
case VEH_ROAD:
if (v->u.road.state == RVSB_WORMHOLE) {
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
break;
case VEH_SHIP:
if (v->u.ship.state == TRACK_BIT_WORMHOLE) {
v->u.ship.state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
break;
default: NOT_REACHED();
}
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 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 (!CmdFailed(res) && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
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 */
GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
GetTileTrackStatus_TunnelBridge, /* get_tile_track_status_proc */
ClickTile_TunnelBridge, /* click_tile_proc */
AnimateTile_TunnelBridge, /* animate_tile_proc */
TileLoop_TunnelBridge, /* tile_loop_clear */
ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
GetFoundation_TunnelBridge, /* get_foundation_proc */
TerraformTile_TunnelBridge, /* terraform_tile_proc */
};
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