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Location: cpp/openttd-patchpack/source/tunnelbridge_cmd.c
r9:c2dff97ecab0
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(svn r10) Some documentation on _price_base array
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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 | #include "stdafx.h"
#include "ttd.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "player.h"
#include "town.h"
extern void DrawCanalWater(uint tile);
static const byte _bridge_available_year[MAX_BRIDGES] = {
0, 0, 10, 0, 10, 10, 10, 10, 10, 10, 75, 85, 90
};
static const byte _bridge_minlen[MAX_BRIDGES] = {
0, 0, 0, 2, 3, 3, 3, 3, 3, 0, 2, 2, 2
};
static const byte _bridge_maxlen[MAX_BRIDGES] = {
16, 2, 5, 10, 16, 16, 7, 8, 9, 2, 16, 32, 32,
};
const uint16 _bridge_type_price_mod[MAX_BRIDGES] = {
80, 112, 144, 168, 185, 192, 224, 232, 248, 240, 255, 380, 510,
};
const uint16 _bridge_speeds[MAX_BRIDGES] = {
0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 0x0A0, 0x0D0, 0x0F0, 0x100, 0x140, 0x200, 0x260
};
const PalSpriteID _bridge_sprites[MAX_BRIDGES] = {
0x0A24, 0x31E8A26, 0x0A25, 0x3208A22,
0x0A22, 0x3218A22, 0x0A23, 0x31C8A23,
0x31E8A23, 0x0A27, 0x0A28, 0x3218A28,
0x3238A28,
};
const StringID _bridge_material[MAX_BRIDGES] = {
STR_5012_WOODEN,
STR_5013_CONCRETE,
STR_500F_GIRDER_STEEL,
STR_5011_SUSPENSION_CONCRETE,
STR_500E_SUSPENSION_STEEL,
STR_500E_SUSPENSION_STEEL,
STR_5010_CANTILEVER_STEEL,
STR_5010_CANTILEVER_STEEL,
STR_5010_CANTILEVER_STEEL,
STR_500F_GIRDER_STEEL,
STR_5014_TUBULAR_STEEL,
STR_5014_TUBULAR_STEEL,
STR_BRIDGE_TUBULAR_SILICON,
};
// 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,r;
if (x < 2) return x;
x -= 2;
for(n=0,r=2;;n++) {
if (x <= n) return r + x * n;
r += n * n;
x -= n;
}
}
enum {
// foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
// foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
// no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
};
/* check if bridge can be built on slope
* direction 0 = X-axis, direction 1 = Y-axis
* is_start_tile = false <-- end tile
* is_start_tile = true <-- start tile
*/
static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile)
{
if (!(tileh & 0x10)) { // disable building on very steep slopes
if (is_start_tile) {
/* check slope at start tile
- no extra cost
- direction X: tiles 0,12
- direction Y: tiles 0, 9
*/
if ((direction?0x201:0x1001) & (1 << tileh))
return 0;
// disallow certain start tiles to avoid certain crooked bridges
if (tileh == 2)
return CMD_ERROR;
}
else {
/* check slope at end tile
- no extra cost
- direction X: tiles 0, 3
- direction Y: tiles 0, 6
*/
if ((direction?0x41:0x9) & (1 << tileh))
return 0;
// disallow certain end tiles to avoid certain crooked bridges
if (tileh == 8)
return CMD_ERROR;
}
/* disallow common start/end tiles to avoid certain crooked bridges e.g.
* start-tile: X 2,1 Y 2,4 (2 was disabled before)
* end-tile: X 8,4 Y 8,1 (8 was disabled before)
*/
if ( (tileh == 1 && (is_start_tile != (bool)direction)) ||
(tileh == 4 && (is_start_tile == (bool)direction)) )
return CMD_ERROR;
// slope foundations
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
return _price.terraform;
}
return CMD_ERROR;
}
uint32 GetBridgeLength(TileIndex begin, TileIndex end)
{
int x1, y1, x2, y2; // coordinates of starting and end tiles
x1 = GET_TILE_X(begin);
y1 = GET_TILE_Y(begin);
x2 = GET_TILE_X(end);
y2 = GET_TILE_Y(end);
return abs((x2 + y2 - x1 - y1)) - 1;
}
bool CheckBridge_Stuff(byte bridge_type, int bridge_len)
{
int max; // max possible length of a bridge (with patch 100)
if (_bridge_available_year[bridge_type] > _cur_year)
return false;
max = _bridge_maxlen[bridge_type];
if (max >= 16 && _patches.longbridges)
max = 100;
if (bridge_len < _bridge_minlen[bridge_type] || bridge_len > max)
return false;
return true;
}
/* Build a Bridge
* x,y - end tile coord
* p1 - packed start tile coords (~ dx)
* p2&0xFF - bridge type (hi bh)
* p2>>8 - rail type. &0x80 means road bridge.
*/
int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
int bridge_type;
byte rail_or_road, railtype, m5;
int sx,sy;
TileInfo ti_start, ti_end, ti; /* OPT: only 2 of those are ever used */
int bridge_len, odd_middle_part;
uint direction;
int i;
int32 cost, terraformcost, ret;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* unpack parameters */
bridge_type = p2 & 0xFF;
railtype = (byte)(p2 >> 8);
// type of bridge
if (railtype & 0x80) {
railtype = 0;
rail_or_road = 2;
} else {
rail_or_road = 0;
}
sx = GET_TILE_X(p1) * 16;
sy = GET_TILE_Y(p1) * 16;
direction = 0;
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy)
return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction = 1;
if (y > sy) {
intswap(y,sy);
intswap(x,sx);
}
} else if (y == sy) {
if (x > sx) {
intswap(y,sy);
intswap(x,sx);
}
} else
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
/* retrieve landscape height and ensure it's on land */
if (
((FindLandscapeHeight(&ti_end, sx, sy),
ti_end.type == MP_WATER) && ti_end.map5 == 0) ||
((FindLandscapeHeight(&ti_start, x, y),
ti_start.type == MP_WATER) && ti_start.map5 == 0))
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) {
ti_start.z += 8;
ti_start.tileh = 0;
}
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) {
ti_end.z += 8;
ti_end.tileh = 0;
}
if (ti_start.z != ti_end.z)
return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
_error_message = STR_500C;
/* try and clear the start landscape */
if ((ret=DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
return CMD_ERROR;
cost = ret;
terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true); // true - bridge-start-tile, false - bridge-end-tile
// the AI and towns are not allowed to use bridges on slopes.
if (terraformcost == CMD_ERROR ||
(terraformcost && (_is_ai_player || _current_player == OWNER_TOWN || !_patches.build_on_slopes)))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* try and clear the end landscape */
if ((ret=DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
return CMD_ERROR;
cost += ret;
terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false); // false - end tile slope check
// the AI and towns are not allowed to use bridges on slopes.
if (terraformcost == CMD_ERROR ||
(terraformcost && (_is_ai_player || _current_player == OWNER_TOWN || !_patches.build_on_slopes)))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost += terraformcost;
/* do the drill? */
if (flags & DC_EXEC) {
/* build the start tile */
ModifyTile(ti_start.tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
(bridge_type << 4), /* map2 */
railtype, /* map3_lo */
0x80 | direction | rail_or_road /* map5 */
);
/* build the end tile */
ModifyTile(ti_end.tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
(bridge_type << 4), /* map2 */
railtype, /* map3_lo */
0x80 | 0x20 | direction | rail_or_road /* map5 */
);
}
/* set various params */
bridge_len = ((sx + sy - x - y) >> 4) - 1;
//position of middle part of the odd bridge (larger than MAX(i) otherwise)
odd_middle_part=(bridge_len%2)?(bridge_len/2):bridge_len;
for(i = 0; i != bridge_len; i++) {
if (direction != 0)
y+=16;
else
x+=16;
FindLandscapeHeight(&ti, x, y);
_error_message = STR_5009_LEVEL_LAND_OR_WATER_REQUIRED;
if (ti.tileh != 0 && ti.z >= ti_start.z)
return CMD_ERROR;
// Find ship below
if ( ti.type == MP_WATER && !EnsureNoVehicle(ti.tile) )
{
_error_message = STR_980E_SHIP_IN_THE_WAY;
return CMD_ERROR;
}
if (ti.type == MP_WATER) {
if (ti.map5 != 0) goto not_valid_below;
m5 = 0xC8;
} else if (ti.type == MP_RAILWAY) {
if (direction == 0) {
if (ti.map5 != 2) goto not_valid_below;
} else {
if (ti.map5 != 1) goto not_valid_below;
}
m5 = 0xE0;
} else if (ti.type == MP_STREET) {
if (direction == 0) {
if (ti.map5 != 5) goto not_valid_below;
} else {
if (ti.map5 != 10) goto not_valid_below;
}
m5 = 0xE8;
} else {
not_valid_below:;
/* try and clear the middle landscape */
if ((ret=DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
return CMD_ERROR;
cost += ret;
m5 = 0xC0;
}
/* do middle part of bridge */
if (flags & DC_EXEC) {
_map5[ti.tile] = (byte)(m5 | direction | rail_or_road);
_map_type_and_height[ti.tile] &= ~0xF0;
_map_type_and_height[ti.tile] |= MP_TUNNELBRIDGE << 4;
//bridges pieces sequence (middle parts)
// bridge len 1: 0
// bridge len 2: 0 1
// bridge len 3: 0 4 1
// bridge len 4: 0 2 3 1
// bridge len 5: 0 2 5 3 1
// bridge len 6: 0 2 3 2 3 1
// bridge len 7: 0 2 3 4 2 3 1
// #0 - alwats as first, #1 - always as last (if len>1)
// #2,#3 are to pair in order
// for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
if(i==0) //first tile
m5 = 0;
else if (i==bridge_len-1) //last tile
m5 = 1;
else if(i==odd_middle_part) //we are on the middle of odd bridge: #5 on even pos, #4 on odd
m5 = 5 - (i%2);
else {
// generate #2 and #3 in turns [i%2==0], after the middle of odd bridge
// this sequence swaps [... XOR (i>odd_middle_part)],
// for even bridges XOR does not apply as odd_middle_part==bridge_len
m5 = 2 + ((i%2==0)^(i>odd_middle_part));
}
_map2[ti.tile] = (bridge_type << 4) | m5;
_map3_lo[ti.tile] &= 0xF;
_map3_lo[ti.tile] |= (byte)(railtype << 4);
MarkTileDirtyByTile(ti.tile);
}
}
SetSignalsOnBothDir(ti_start.tile, (direction&1) ? 1 : 0);
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
It's unnecessary to execute this command every time for every bridge. So it is done only
and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
if (!(flags & DC_QUERY_COST)) {
bridge_len += 2; // begin and end tiles/ramps
if (_current_player < MAX_PLAYERS && IS_HUMAN_PLAYER(_current_player))
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost += ((bridge_len * _price.build_bridge) * _bridge_type_price_mod[bridge_type]) >> 8;
}
return cost;
}
static bool DoCheckTunnelInWay(uint tile, uint z, uint dir)
{
TileInfo ti;
int delta;
delta = _tileoffs_by_dir[dir];
do {
tile -= delta;
FindLandscapeHeightByTile(&ti, tile);
} while (z < ti.z);
if (z == ti.z && ti.type == MP_TUNNELBRIDGE && (ti.map5&0xF0) == 0 && (ti.map5&3) == dir) {
_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
return false;
}
return true;
}
bool CheckTunnelInWay(uint tile, int z)
{
return DoCheckTunnelInWay(tile,z,0) &&
DoCheckTunnelInWay(tile,z,1) &&
DoCheckTunnelInWay(tile,z,2) &&
DoCheckTunnelInWay(tile,z,3);
}
static byte _build_tunnel_bh;
static byte _build_tunnel_railtype;
static int32 DoBuildTunnel(int x, int y, int x2, int y2, uint32 flags, uint exc_tile)
{
uint end_tile;
int direction;
int32 cost, ret;
TileInfo ti;
uint z;
if ( (uint) x > TILE_X_MAX * 16 - 1 || (uint) y > TILE_X_MAX * 16 - 1)
return CMD_ERROR;
/* check if valid, and make sure that (x,y) is smaller than (x2,y2) */
direction = 0;
if (x == x2) {
if (y == y2)
return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction++;
if (y > y2) {
intswap(y,y2);
intswap(x,x2);
exc_tile|=2;
}
} else if (y == y2) {
if (x > x2) {
intswap(y,y2);
intswap(x,x2);
exc_tile|=2;
}
} else
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
cost = 0;
FindLandscapeHeight(&ti, x2, y2);
end_tile = ti.tile;
z = ti.z;
if (exc_tile != 3) {
if ( (direction ? 9U : 12U) != ti.tileh)
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret == CMD_ERROR)
return CMD_ERROR;
cost += ret;
}
cost += _price.build_tunnel;
for(;;) {
if (direction) y2-=16; else x2-=16;
if (x2 == x && y2 == y)
break;
FindLandscapeHeight(&ti, x2, y2);
if (ti.z <= z)
return_cmd_error(STR_5002);
if (!_cheats.crossing_tunnels.value && !CheckTunnelInWay(ti.tile, z))
return CMD_ERROR;
cost += _price.build_tunnel;
cost += (cost >> 3);
if (cost >= 400000000)
cost = 400000000;
}
FindLandscapeHeight(&ti, x2, y2);
if (ti.z != z)
return_cmd_error(STR_5004);
if (exc_tile != 1) {
if ( (direction ? 6U : 3U) != ti.tileh)
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret == CMD_ERROR)
return CMD_ERROR;
cost += ret;
}
if (flags & DC_EXEC) {
ModifyTile(ti.tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
_build_tunnel_railtype, /* map3lo */
((_build_tunnel_bh << 1) | 2) - direction /* map5 */
);
ModifyTile(end_tile,
MP_SETTYPE(MP_TUNNELBRIDGE) |
MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
_build_tunnel_railtype, /* map3lo */
(_build_tunnel_bh << 1) | (direction ? 3:0)/* map5 */
);
UpdateSignalsOnSegment(end_tile, direction?7:1);
}
return cost + _price.build_tunnel;
}
/* Build Tunnel
* x,y - start tile coord
* p1 - railtype
* p2 - ptr to uint that recieves end tile
*/
int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileInfo ti, tiorg;
int direction;
uint z;
static const int8 _build_tunnel_coord_mod[4+1] = { -16, 0, 16, 0, -16 };
static const byte _build_tunnel_tileh[4] = {3, 9, 12, 6};
uint excavated_tile;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
_build_tunnel_railtype = (byte)(p1 & 0xFF);
_build_tunnel_bh = (byte)(p1 >> 8);
_build_tunnel_endtile = 0;
excavated_tile = 0;
FindLandscapeHeight(&tiorg, x, y);
if (!EnsureNoVehicle(tiorg.tile))
return CMD_ERROR;
if (!(direction=0, tiorg.tileh==12) &&
!(direction++, tiorg.tileh==6) &&
!(direction++, tiorg.tileh==3) &&
!(direction++, tiorg.tileh==9) )
return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
z = tiorg.z;
do {
x += _build_tunnel_coord_mod[direction];
y += _build_tunnel_coord_mod[direction+1];
FindLandscapeHeight(&ti, x, y);
} while (z != ti.z);
_build_tunnel_endtile = ti.tile;
if (!EnsureNoVehicle(ti.tile))
return CMD_ERROR;
if (ti.tileh != _build_tunnel_tileh[direction]) {
if (DoCommandByTile(ti.tile, ti.tileh & ~_build_tunnel_tileh[direction], 0, flags, CMD_TERRAFORM_LAND) == CMD_ERROR)
return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
excavated_tile = 1;
}
if (flags & DC_EXEC && DoBuildTunnel(x,y,tiorg.x,tiorg.y,flags&~DC_EXEC,excavated_tile) == CMD_ERROR)
return CMD_ERROR;
return DoBuildTunnel(x,y,tiorg.x, tiorg.y,flags,excavated_tile);
}
static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3};
static uint CheckTunnelBusy(uint tile, int *length)
{
int z = GetTileZ(tile);
byte m5 = _map5[tile];
int delta = _tileoffs_by_dir[m5 & 3], len = 0;
uint starttile = tile;
Vehicle *v;
do { tile += delta; len++; } while (!IS_TILETYPE(tile, MP_TUNNELBRIDGE) || _map5[tile]&0xF0 || (byte)(_map5[tile] ^ 2) != m5 || GetTileZ(tile) != z);
if ((v=FindVehicleBetween(starttile, tile, z)) != NULL) {
_error_message = v->type == VEH_Train ? STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
return (uint)-1;
}
if (length) *length = len;
return tile;
}
static int32 DoClearTunnel(uint tile, uint32 flags)
{
Town *t;
uint endtile;
int length;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
// in scenario editor you can always destroy tunnels
if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
return CMD_ERROR;
}
endtile = CheckTunnelBusy(tile, &length);
if (endtile == (uint)-1) return CMD_ERROR;
_build_tunnel_endtile = endtile;
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
// check if you're allowed to remove the tunnel owned by a town
// removal allowal depends on difficulty settings
if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR ) {
if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE)) {
SET_DPARAM16(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
DoClearSquare(tile);
DoClearSquare(endtile);
UpdateSignalsOnSegment(tile, _updsignals_tunnel_dir[_map5[tile]&3]);
UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[_map5[endtile]&3]);
if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
ChangeTownRating(t, -250, 0);
}
return _price.clear_tunnel * (length + 1);
}
static uint FindEdgesOfBridge(uint tile, uint *endtile)
{
int direction = _map5[tile] & 1;
uint start;
// find start of bridge
for(;;) {
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0x80)
break;
tile += direction ? TILE_XY(0,-1) : TILE_XY(-1,0);
}
start = tile;
// find end of bridge
for(;;) {
if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0xA0)
break;
tile += direction ? TILE_XY(0,1) : TILE_XY(1,0);
}
*endtile = tile;
return start;
}
static int32 DoClearBridge(uint tile, uint32 flags)
{
uint endtile;
Vehicle *v;
Town *t;
int direction;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
direction = _map5[tile]&1;
/* delete stuff under the middle part if there's a transport route there..? */
if ((_map5[tile] & 0xE0) == 0xE0) {
int32 cost;
// check if we own the tile below the bridge..
if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)) ))
return CMD_ERROR;
cost = (_map5[tile] & 8) ? _price.remove_road * 2 : _price.remove_rail;
if (flags & DC_EXEC) {
_map5[tile] = _map5[tile] & ~0x38;
_map_owner[tile] = OWNER_NONE;
MarkTileDirtyByTile(tile);
}
return cost;
/* delete canal under bridge */
} else if(_map5[tile]==0xC8 && GET_TILEHEIGHT(tile)!=0) {
int32 cost;
// check for vehicles under bridge
if ( !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)) )
return CMD_ERROR;
cost = _price.clear_water;
if (flags & DC_EXEC) {
_map5[tile] = _map5[tile] & ~0x38;
_map_owner[tile] = OWNER_NONE;
MarkTileDirtyByTile(tile);
}
return cost;
}
tile = FindEdgesOfBridge(tile, &endtile);
// floods, scenario editor can always destroy bridges
if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
return CMD_ERROR;
}
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile))
return CMD_ERROR;
/* Make sure there's no vehicle on the bridge
Omit tile and endtile, since these are already checked, thus solving the problem
of bridges over water, or higher bridges, where z is not increased, eg level bridge
*/
tile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
endtile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
if ((v=FindVehicleBetween(tile, endtile, GET_TILEHEIGHT(tile) + 8)) != NULL) {
VehicleInTheWayErrMsg(v);
return CMD_ERROR;
}
/* Put the tiles back to start/end position */
tile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
endtile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
// check if you're allowed to remove the bridge owned by a town.
// removal allowal depends on difficulty settings
if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) {
if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE))
return CMD_ERROR;
}
if (flags & DC_EXEC) {
byte m5;
uint c = tile;
uint16 new_data;
//checks if the owner is town then decrease town rating by 250 until
// you have a "Poor" (0) town rating
if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
ChangeTownRating(t, -250, 0);
do {
m5 = _map5[c];
if (m5 & 0x40) {
if (m5 & 0x20) {
static const uint16 _new_data_table[] = {0x1002, 0x1001, 0x2005, 0x200A, 0, 0, 0, 0};
new_data = _new_data_table[((m5 & 0x18) >> 2) | (m5&1)];
} else {
if (!(m5 & 0x18)) goto clear_it;
new_data = 0x6000;
}
_map_type_and_height[c] &= 0x0F;
_map_type_and_height[c] |= new_data >> 8;
_map5[c] = (byte)new_data;
_map2[c] = 0;
MarkTileDirtyByTile(c);
} else {
clear_it:;
DoClearSquare(c);
}
c += direction ? TILE_XY(0,1) : TILE_XY(1,0);
} while (c <= endtile);
SetSignalsOnBothDir(tile, direction);
SetSignalsOnBothDir(endtile, direction);
}
return ((((endtile - tile) >> (direction?8:0))&0xFF)+1) * _price.clear_bridge;
}
static int32 ClearTile_TunnelBridge(uint tile, byte flags) {
int32 ret;
byte m5 = _map5[tile];
if ((m5 & 0xF0) == 0) {
if (flags & DC_AUTO)
return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else if (m5 & 0x80) {
if (flags & DC_AUTO)
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
ret = DoClearBridge(tile, flags);
if (ret == CMD_ERROR)
return CMD_ERROR;
return ret;
} else {
return CMD_ERROR;
}
}
int32 DoConvertTunnelBridgeRail(uint tile, uint totype, bool exec)
{
uint endtile;
int length;
Vehicle *v;
if ((_map5[tile] & 0xFC) == 0x00) {
// railway tunnel
if (!CheckTileOwnership(tile)) return CMD_ERROR;
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
endtile = CheckTunnelBusy(tile, &length);
if (endtile == (uint)-1) return CMD_ERROR;
if (exec) {
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
_map3_lo[endtile] = (_map3_lo[endtile] & 0xF0) + totype;
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
}
return (length + 1) * (_price.build_rail >> 1);
} else if ((_map5[tile] & 0xF8) == 0xE0) {
// bridge middle part with rail below
// only check for train under bridge
if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)))
return CMD_ERROR;
// tile is already of requested type?
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
// change type.
if (exec) {
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
MarkTileDirtyByTile(tile);
}
return _price.build_rail >> 1;
} else if ((_map5[tile]&0xC6) == 0x80) {
uint starttile;
int32 cost;
if (!CheckTileOwnership(tile)) return CMD_ERROR;
// railway bridge
starttile = tile = FindEdgesOfBridge(tile, &endtile);
// Make sure there's no vehicle on the bridge
if ((v=FindVehicleBetween(tile, endtile, 0xff)) != NULL) {
VehicleInTheWayErrMsg(v);
return CMD_ERROR;
}
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
cost = 0;
do {
if (exec) {
if (tile == starttile || tile == endtile) {
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
} else {
_map3_lo[tile] = (_map3_lo[tile] & 0x0F) + (totype << 4);
}
MarkTileDirtyByTile(tile);
}
cost += (_price.build_rail>>1);
tile += _map5[tile]&1 ? TILE_XY(0,1) : TILE_XY(1,0);
} while (tile <= endtile);
return cost;
} else
return CMD_ERROR;
}
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
static uint GetBridgeHeight(const TileInfo *ti)
{
uint delta;
TileInfo ti_end;
uint tile = ti->tile;
uint z_correction = 0;
// find the end tile of the bridge.
delta = (_map5[tile] & 1) ? TILE_XY(0,1) : TILE_XY(1,0);
do {
assert((_map5[tile] & 0xC0) == 0xC0); // bridge and middle part
tile += delta;
} while (_map5[tile] & 0x40); // while bridge middle parts
// if the end of the bridge is on a tileh 7, the z coordinate is 1 tile too low
// correct it.
FindLandscapeHeightByTile(&ti_end, tile);
if (HASBIT(1 << 7, ti_end.tileh))
z_correction += 8;
// return the height there (the height of the NORTH CORNER)
return GET_TILEHEIGHT(tile) + z_correction;
}
static const byte _bridge_foundations[2][16] = {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
{1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
{1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
};
extern const byte _track_sloped_sprites[14];
extern const byte _road_sloped_sprites[14];
#include "table/tunnel_land.h"
static void DrawBridgePillars(TileInfo *ti, int x, int y, int z)
{
const uint32 *b;
uint32 image;
int piece;
b = _bridge_poles_table[_map2[ti->tile]>>4];
// Draw first piece
// (necessary for cantilever bridges)
image = b[12 + (ti->map5&0x01)];
piece = _map2[ti->tile]&0xF;
if( image!=0 && piece!=0 )
DrawGroundSpriteAt(image, x,y, z);
image = b[(ti->map5&0x01)*6 + piece];
if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
if (image != 0) {
int back_height, front_height, i=z;
const byte *p;
static const byte _tileh_bits[4][8] = {
{2,1,8,4, 16,11,0,9},
{1,8,4,2, 11,16,9,0},
{4,8,1,2, 16,11,0,9},
{2,4,8,1, 11,16,9,0},
};
p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
front_height = ti->z + ((ti->tileh & p[0])?8:0);
back_height = ti->z + ((ti->tileh & p[1])?8:0);
if (ti->tileh & 0x10) {
if (!(ti->tileh & p[2])) front_height += 8;
if (!(ti->tileh & p[3])) back_height += 8;
}
for(; z>=front_height || z>=back_height; z=z-8) {
if (z>=front_height) AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z); // front facing pillar
if (z>=back_height && z<i-8) AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z); // back facing pillar
}
}
}
static uint GetBridgeFoundation(uint tileh, byte direction) {
int i;
// normal level sloped building (7, 11, 13, 14)
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh))
return tileh;
// inclined sloped building
if ( ((i=0, tileh == 1) || (i+=2, tileh == 2) || (i+=2, tileh == 4) || (i+=2, tileh == 8)) &&
( direction == 0 || (i++, direction == 1)) )
return i + 15;
return 0;
}
static void DrawTile_TunnelBridge(TileInfo *ti)
{
uint32 image;
uint tmp;
const uint32 *b;
bool ice = _map3_hi[ti->tile] & 0x80;
// draw tunnel?
if ( (byte)(ti->map5&0xF0) == 0) {
/* railway type */
image = (_map3_lo[ti->tile] & 0xF) * 8;
/* ice? */
if (ice)
image += 32;
image += _draw_tunnel_table_1[(ti->map5 >> 2) & 0x3];
image += (ti->map5 & 3) << 1;
DrawGroundSprite(image);
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
// draw bridge?
} else if ((byte)ti->map5 & 0x80) {
// get type of track on the bridge.
tmp = _map3_lo[ti->tile];
if (ti->map5 & 0x40) tmp >>= 4;
tmp &= 0xF;
// 0 = rail bridge
// 1 = road bridge
// 2 = monorail bridge
// 3 = maglev bridge
// add direction and fix stuff.
if (tmp != 0) tmp++;
tmp = (ti->map5&3) + (tmp*2);
if (!(ti->map5 & 0x40)) { // bridge ramps
if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction
if (f) DrawFoundation(ti, f);
// default sloped sprites..
if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
}
// bridge ending.
b = _bridge_sprite_table[_map2[ti->tile]>>4][6];
b += (tmp&(3<<1))*4; /* actually ((tmp>>2)&3)*8 */
b += (tmp&1); // direction
if (ti->tileh == 0) b += 4; // sloped "entrance" ?
if (ti->map5 & 0x20) b += 2; // which side
image = *b;
if (!ice) {
DrawClearLandTile(ti, 3);
} else {
DrawGroundSprite(0x11C6 + _tileh_to_sprite[ti->tileh]);
}
// draw ramp
if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
} else {
// bridge middle part.
uint z;
int x,y;
image = (ti->map5 >> 3) & 3; // type of stuff under bridge (only defined for 0,1)
assert(image <= 1);
if (!(ti->map5 & 0x20)) {
// draw land under bridge
if (ice) image += 2; // ice too?
DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
// draw canal water?
if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
} else {
// draw transport route under bridge
// draw foundation?
if (ti->tileh) {
int f = _bridge_foundations[ti->map5&1][ti->tileh];
if (f) DrawFoundation(ti, f);
}
if (!(image&1)) {
// railway
image = 0x3F3 + (ti->map5 & 1);
if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
image += (_map3_lo[ti->tile] & 0xF) * TRACKTYPE_SPRITE_PITCH;
if (ice) image += 26; // ice?
} else {
// road
image = 1332 + (ti->map5 & 1);
if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
if (ice) image += 19; // ice?
}
DrawGroundSprite(image);
}
// get bridge sprites
b = _bridge_sprite_table[_map2[ti->tile]>>4][_map2[ti->tile]&0xF] + tmp * 4;
z = GetBridgeHeight(ti) + 5;
// draw rail
image = b[0];
if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z);
x = ti->x;
y = ti->y;
image = b[1];
if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
// draw roof
if (ti->map5&1) {
x += 12;
if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
} else {
y += 12;
if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
}
if (ti->z + 5 == z ) {
// draw poles below for small bridges
image = b[2];
if (image) {
if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
DrawGroundSpriteAt(image, x, y, z);
}
} else if (_patches.bridge_pillars) {
// draw pillars below for high bridges
DrawBridgePillars(ti, x, y, z);
}
}
}
}
static uint GetSlopeZ_TunnelBridge(TileInfo *ti) {
uint z = ti->z;
uint x = ti->x & 0xF;
uint y = ti->y & 0xF;
// swap directions if Y tunnel/bridge to let the code handle the X case only.
if (ti->map5 & 1) intswap(x,y);
// to the side of the tunnel/bridge?
if (IS_INT_INSIDE(y, 5, 10+1)) {
// tunnel?
if ( (ti->map5 & 0xF0) == 0)
return z;
// bridge?
if ( ti->map5 & 0x80 ) {
// bridge ending?
if (!(ti->map5 & 0x40)) {
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti->tileh)) // 7, 11, 13, 14
z += 8;
// no ramp for bridge ending
if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << ti->tileh) || BRIDGE_NO_FOUNDATION & (1 << ti->tileh)) && ti->tileh != 0) {
return z + 8;
} else if (!(ti->map5 & 0x20)) { // northern / southern ending
// ramp
return (z + (x>>1) + 1);
} else {
// ramp in opposite dir
return (z + ((x^0xF)>>1));
}
// bridge middle part
} else {
// build on slopes?
if (ti->tileh) z+=8;
// keep the same elevation because we're on the bridge?
if (_get_z_hint >= z + 8)
return _get_z_hint;
// actually on the bridge, but not yet in the shared area.
if (!IS_INT_INSIDE(x, 5, 10+1))
return GetBridgeHeight(ti) + 8;
// in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
// if rail or road below then it means it's possibly build on slope below the bridge.
if (ti->map5 & 0x20) {
uint f = _bridge_foundations[ti->map5&1][ti->tileh];
// make sure that the slope is not inclined foundation
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
// change foundation type?
if (f) ti->tileh = _inclined_tileh[f - 15];
}
// no transport route, fallback to default
}
}
} else {
// if it's a bridge middle with transport route below, then we need to compensate for build on slopes
if ( (ti->map5 & (0x80 + 0x40 + 0x20)) == (0x80 + 0x40 + 0x20)) {
uint f;
if (ti->tileh) z += 8;
f = _bridge_foundations[ti->map5&1][ti->tileh];
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
if (f) ti->tileh = _inclined_tileh[f - 15];
}
}
// default case
z = ti->z;
return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + z;
}
static void GetAcceptedCargo_TunnelBridge(uint tile, AcceptedCargo *ac)
{
/* not used */
}
static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
STR_501F_WOODEN_RAIL_BRIDGE,
STR_5020_CONCRETE_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_501E_REINFORCED_CONCRETE_SUSPENSION,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
0,0,0,
STR_5025_WOODEN_ROAD_BRIDGE,
STR_5026_CONCRETE_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5024_REINFORCED_CONCRETE_SUSPENSION,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
0,0,0,
};
static void GetTileDesc_TunnelBridge(uint tile, TileDesc *td)
{
int delta;
if ((_map5[tile] & 0x80) == 0) {
td->str = STR_5017_RAILROAD_TUNNEL + ((_map5[tile] >> 2) & 3);
} else {
td->str = _bridge_tile_str[ (_map2[tile] >> 4) + (((_map5[tile]>>1)&3)<<4) ];
/* scan to the end of the bridge, that's where the owner is stored */
if (_map5[tile] & 0x40) {
delta = _map5[tile] & 1 ? TILE_XY(0,-1) : TILE_XY(-1,0);
do tile += delta; while (_map5[tile] & 0x40);
}
}
td->owner = _map_owner[tile];
}
static void AnimateTile_TunnelBridge(uint tile)
{
/* not used */
}
static void TileLoop_TunnelBridge(uint tile)
{
if (_opt.landscape == LT_HILLY) {
if ( GetTileZ(tile) > _opt.snow_line) {
if (!(_map3_hi[tile] & 0x80)) {
_map3_hi[tile] |= 0x80;
MarkTileDirtyByTile(tile);
}
} else {
if (_map3_hi[tile] & 0x80) {
_map3_hi[tile] &= ~0x80;
MarkTileDirtyByTile(tile);
}
}
} else if (_opt.landscape == LT_DESERT) {
if (GetMapExtraBits(tile) == 1 && !(_map3_hi[tile]&0x80)) {
_map3_hi[tile] |= 0x80;
MarkTileDirtyByTile(tile);
}
}
// if it's a bridge with water below, call tileloop_water on it.
if ((_map5[tile] & 0xF8) == 0xC8) TileLoop_Water(tile);
}
static void ClickTile_TunnelBridge(uint tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_TunnelBridge(uint tile, int mode)
{
uint32 result;
byte t, m5 = _map5[tile];
if ((m5 & 0xF0) == 0) {
if (((m5 & 0xC) >> 1) == mode) { /* XXX: possible problem when switching mode constants */
return m5&1 ? 0x202 : 0x101;
}
} else if (m5 & 0x80) {
result = 0;
if ((m5 & 6) == mode) {
result = m5&1 ? 0x202 : 0x101;
}
if (m5 & 0x40) {
t = m5;
if (!(t & 0x20)) {
if ((t &= 0x18) != 8)
return result;
t = (t&0xE7) | 0x30;
}
if ((t & 0x18) >> 2 != mode)
return result;
result ^= m5&1 ? 0x101 : 0x202;
}
return result;
}
return 0;
}
static void ChangeTileOwner_TunnelBridge(uint tile, byte old_player, byte new_player)
{
if (_map_owner[tile] != old_player)
return;
if (new_player != 255) {
_map_owner[tile] = new_player;
} else {
if((_map5[tile] & 0xC0)==0xC0) {
// the stuff BELOW the middle part is owned by the deleted player.
if (!(_map5[tile] & (1 << 4 | 1 << 3))) {
// convert railway into grass.
_map5[tile] &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore..
} else {
// for road, change the owner of the road to local authority
_map_owner[tile] = OWNER_NONE;
}
} else {
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
}
}
}
static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8};
static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38};
static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48};
static const byte _exit_tunnel_track[4] = {1,2,1,2};
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
{
int z;
int dir, vdir;
byte fc;
int h;
if ((_map5[tile] & 0xF0) == 0) {
z = GetSlopeZ(x, y) - v->z_pos;
if (myabs(z) > 2)
return 8;
if (v->type == VEH_Train) {
fc = (x&0xF)+(y<<4);
dir = _map5[tile] & 3;
vdir = v->direction >> 1;
if (v->u.rail.track != 0x40 && dir == vdir) {
if (v->subtype == 0 && fc == _tunnel_fractcoord_1[dir]) {
if (v->spritenum < 4)
SndPlayVehicleFx(3, v);
return 0;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = 0x40;
v->vehstatus |= VS_HIDDEN;
return 4;
}
}
if (dir == (vdir^2) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
v->tile = tile;
v->u.rail.track = _exit_tunnel_track[dir];
v->vehstatus &= ~VS_HIDDEN;
return 4;
}
} else if (v->type == VEH_Road) {
fc = (x&0xF)+(y<<4);
dir = _map5[tile] & 3;
vdir = v->direction >> 1;
// Enter tunnel?
if (v->u.road.state != 0xFF && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = 0xFF;
v->vehstatus |= VS_HIDDEN;
return 4;
} else {
return 0;
}
}
if (dir == (vdir^2) && (
fc == _tunnel_fractcoord_6[dir] ||
fc == _tunnel_fractcoord_7[dir]) &&
z == 0) {
v->tile = tile;
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = _road_exit_tunnel_frame[dir];
v->vehstatus &= ~VS_HIDDEN;
return 4;
}
}
} else if (_map5[tile] & 0x80) {
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == 0)) {
if (GetTileSlope(tile, &h) != 0 || myabs(h - v->z_pos) > 2) {
/* modify speed of vehicle */
uint16 spd = _bridge_speeds[_map2[tile] >> 4];
if (v->type == VEH_Road) spd<<=1;
if (spd < v->cur_speed)
v->cur_speed = spd;
}
}
}
return 0;
}
uint GetVehicleOutOfTunnelTile(Vehicle *v)
{
uint tile = v->tile;
int delta_tile;
byte z;
/* locate either ending of the tunnel */
delta_tile = (v->direction&2) ? TILE_XY(0,1) : TILE_XY(1,0);
z = v->z_pos;
for(;;) {
TileInfo ti;
FindLandscapeHeightByTile(&ti, tile);
if (ti.type == MP_TUNNELBRIDGE && (ti.map5 & 0xF0)==0 && (byte)ti.z == z)
break;
tile += delta_tile;
}
return tile;
}
const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, /* draw_tile_proc */
GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
ClearTile_TunnelBridge, /* clear_tile_proc */
GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */
ClickTile_TunnelBridge, /* click_tile_proc */
AnimateTile_TunnelBridge, /* animate_tile_proc */
TileLoop_TunnelBridge, /* tile_loop_clear */
ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
NULL, /* vehicle_leave_tile_proc */
};
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