Files
@ r9950:ca6054744c76
Branch filter:
Location: cpp/openttd-patchpack/source/src/road_cmd.cpp
r9950:ca6054744c76
53.0 KiB
text/x-c
(svn r14105) -Fix: Some typos that are more grammatical errors, as it seems.
Provided by ln
I've added a little fix on currency.cpp too, why not :)
Provided by ln
I've added a little fix on currency.cpp too, why not :)
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 | /* $Id$ */
/** @file road_cmd.cpp Commands related to road tiles. */
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "bridge.h"
#include "cmd_helper.h"
#include "rail_map.h"
#include "road_map.h"
#include "road_internal.h"
#include "sprite.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "town_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "yapf/yapf.h"
#include "depot_base.h"
#include "depot_func.h"
#include "newgrf.h"
#include "station_map.h"
#include "tunnel_map.h"
#include "variables.h"
#include "autoslope.h"
#include "transparency.h"
#include "tunnelbridge_map.h"
#include "window_func.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "vehicle_base.h"
#include "sound_func.h"
#include "road_func.h"
#include "tunnelbridge.h"
#include "cheat_func.h"
#include "functions.h"
#include "effectvehicle_func.h"
#include "elrail_func.h"
#include "oldpool_func.h"
#include "table/sprites.h"
#include "table/strings.h"
bool RoadVehiclesAreBuilt()
{
const Vehicle* v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_ROAD) return true;
}
return false;
}
/**
* Change the side of the road vehicles drive on (server only).
* @param tile unused
* @param flags operation to perform
* @param p1 the side of the road; 0 = left side and 1 = right side
* @param p2 unused
*/
CommandCost CmdSetRoadDriveSide(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check boundaries and you can only change this if NO vehicles have been built yet,
* except in the intro-menu where of course it's always possible to do so. */
if (p1 > 1 || (_game_mode != GM_MENU && RoadVehiclesAreBuilt())) return CMD_ERROR;
if (flags & DC_EXEC) {
if (_game_mode == GM_MENU) {
_settings_newgame.vehicle.road_side = p1;
} else {
_settings_game.vehicle.road_side = p1;
}
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
return CommandCost();
}
#define M(x) (1 << (x))
/* Level crossings may only be built on these slopes */
static const uint32 VALID_LEVEL_CROSSING_SLOPES = (M(SLOPE_SEN) | M(SLOPE_ENW) | M(SLOPE_NWS) | M(SLOPE_NS) | M(SLOPE_WSE) | M(SLOPE_EW) | M(SLOPE_FLAT));
#undef M
/* Invalid RoadBits on slopes */
static const RoadBits _invalid_tileh_slopes_road[2][15] = {
/* The inverse of the mixable RoadBits on a leveled slope */
{
ROAD_NONE, // SLOPE_FLAT
ROAD_NE | ROAD_SE, // SLOPE_W
ROAD_NE | ROAD_NW, // SLOPE_S
ROAD_NE, // SLOPE_SW
ROAD_NW | ROAD_SW, // SLOPE_E
ROAD_NONE, // SLOPE_EW
ROAD_NW, // SLOPE_SE
ROAD_NONE, // SLOPE_WSE
ROAD_SE | ROAD_SW, // SLOPE_N
ROAD_SE, // SLOPE_NW
ROAD_NONE, // SLOPE_NS
ROAD_NONE, // SLOPE_ENW
ROAD_SW, // SLOPE_NE
ROAD_NONE, // SLOPE_SEN
ROAD_NONE // SLOPE_NWS
},
/* The inverse of the allowed straight roads on a slope
* (with and without a foundation). */
{
ROAD_NONE, // SLOPE_FLAT
ROAD_NONE, // SLOPE_W Foundation
ROAD_NONE, // SLOPE_S Foundation
ROAD_Y, // SLOPE_SW
ROAD_NONE, // SLOPE_E Foundation
ROAD_ALL, // SLOPE_EW
ROAD_X, // SLOPE_SE
ROAD_ALL, // SLOPE_WSE
ROAD_NONE, // SLOPE_N Foundation
ROAD_X, // SLOPE_NW
ROAD_ALL, // SLOPE_NS
ROAD_ALL, // SLOPE_ENW
ROAD_Y, // SLOPE_NE
ROAD_ALL, // SLOPE_SEN
ROAD_ALL // SLOPE_NW
}
};
Foundation GetRoadFoundation(Slope tileh, RoadBits bits);
/**
* Is it allowed to remove the given road bits from the given tile?
* @param tile the tile to remove the road from
* @param remove the roadbits that are going to be removed
* @param owner the actual owner of the roadbits of the tile
* @param rt the road type to remove the bits from
* @param flags command flags
* @param town_check Shall the town rating checked/affected
* @return true when it is allowed to remove the road bits
*/
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType rt, uint32 flags, bool town_check)
{
if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return true;
/* Water can always flood and towns can always remove "normal" road pieces.
* Towns are not be allowed to remove non "normal" road pieces, like tram
* tracks as that would result in trams that cannot turn. */
if (_current_player == OWNER_WATER ||
(rt == ROADTYPE_ROAD && !IsValidPlayerID(_current_player))) return true;
/* Only do the special processing if the road is owned
* by a town */
if (owner != OWNER_TOWN) return (owner == OWNER_NONE) || CheckOwnership(owner);
if (!town_check) return true;
if (_cheats.magic_bulldozer.value) return true;
Town *t = ClosestTownFromTile(tile, UINT_MAX);
if (t == NULL) return true;
/* check if you're allowed to remove the street owned by a town
* removal allowance depends on difficulty setting */
if (!CheckforTownRating(flags, t, ROAD_REMOVE)) return false;
/* Get a bitmask of which neighbouring roads has a tile */
RoadBits n = ROAD_NONE;
RoadBits present = GetAnyRoadBits(tile, rt);
if (present & ROAD_NE && GetAnyRoadBits(TILE_ADDXY(tile, -1, 0), rt) & ROAD_SW) n |= ROAD_NE;
if (present & ROAD_SE && GetAnyRoadBits(TILE_ADDXY(tile, 0, 1), rt) & ROAD_NW) n |= ROAD_SE;
if (present & ROAD_SW && GetAnyRoadBits(TILE_ADDXY(tile, 1, 0), rt) & ROAD_NE) n |= ROAD_SW;
if (present & ROAD_NW && GetAnyRoadBits(TILE_ADDXY(tile, 0, -1), rt) & ROAD_SE) n |= ROAD_NW;
int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE;
/* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
* then allow it */
if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) {
/* you can remove all kind of roads with extra dynamite */
if (!_settings_game.construction.extra_dynamite) {
SetDParam(0, t->index);
_error_message = STR_2009_LOCAL_AUTHORITY_REFUSES;
return false;
}
rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
}
ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM);
return true;
}
/** Delete a piece of road.
* @param tile tile where to remove road from
* @param flags operation to perform
* @param pieces roadbits to remove
* @param rt roadtype to remove
* @param crossing_check should we check if there is a tram track when we are removing road from crossing?
*/
static CommandCost RemoveRoad(TileIndex tile, uint32 flags, RoadBits pieces, RoadType rt, bool crossing_check, bool town_check = true)
{
RoadTypes rts = GetRoadTypes(tile);
/* The tile doesn't have the given road type */
if (!HasBit(rts, rt)) return CMD_ERROR;
bool town_road_under_stop = false;
switch (GetTileType(tile)) {
case MP_ROAD:
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
case MP_STATION:
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
if (rt == ROADTYPE_ROAD) town_road_under_stop = GetStopBuiltOnTownRoad(tile);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR;
if (GetVehicleTunnelBridge(tile, GetOtherTunnelBridgeEnd(tile)) != NULL) return CMD_ERROR;
break;
default:
return CMD_ERROR;
}
if (!CheckAllowRemoveRoad(tile, pieces, town_road_under_stop ? OWNER_TOWN : GetRoadOwner(tile, rt), rt, flags, town_check)) return CMD_ERROR;
if (!IsTileType(tile, MP_ROAD)) {
/* If it's the last roadtype, just clear the whole tile */
if (rts == RoadTypeToRoadTypes(rt)) return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
CommandCost cost(EXPENSES_CONSTRUCTION);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
/* Pay for *every* tile of the bridge or tunnel */
cost.AddCost((GetTunnelBridgeLength(other_end, tile) + 2) * _price.remove_road);
if (flags & DC_EXEC) {
SetRoadTypes(other_end, GetRoadTypes(other_end) & ~RoadTypeToRoadTypes(rt));
SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
/* Mark tiles diry that have been repaved */
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(other_end);
if (IsBridge(tile)) {
TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
}
}
} else {
cost.AddCost(_price.remove_road);
if (flags & DC_EXEC) {
SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
MarkTileDirtyByTile(tile);
}
}
return cost;
}
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
const Slope tileh = GetTileSlope(tile, NULL);
RoadBits present = GetRoadBits(tile, rt);
const RoadBits other = GetOtherRoadBits(tile, rt);
const Foundation f = GetRoadFoundation(tileh, present);
if (HasRoadWorks(tile) && _current_player != OWNER_WATER) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
/* Autocomplete to a straight road
* @li on steep slopes
* @li if the bits of the other roadtypes result in another foundation
* @li if build on slopes is disabled */
if (IsSteepSlope(tileh) || (IsStraightRoad(other) &&
(other & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) != ROAD_NONE) ||
(tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) {
pieces |= MirrorRoadBits(pieces);
}
/* limit the bits to delete to the existing bits. */
pieces &= present;
if (pieces == ROAD_NONE) return CMD_ERROR;
/* Now set present what it will be after the remove */
present ^= pieces;
/* Check for invalid RoadBit combinations on slopes */
if (tileh != SLOPE_FLAT && present != ROAD_NONE &&
(present & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) == present) {
return CMD_ERROR;
}
if (flags & DC_EXEC) {
if (HasRoadWorks(tile)) {
/* flooding tile with road works, don't forget to remove the effect vehicle too */
assert(_current_player == OWNER_WATER);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_EFFECT && TileVirtXY(v->x_pos, v->y_pos) == tile) {
delete v;
}
}
}
if (present == ROAD_NONE) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
/* Includes MarkTileDirtyByTile() */
DoClearSquare(tile);
} else {
SetRoadBits(tile, ROAD_NONE, rt);
SetRoadTypes(tile, rts);
MarkTileDirtyByTile(tile);
}
} else {
/* When bits are removed, you *always* end up with something that
* is not a complete straight road tile. However, trams do not have
* onewayness, so they cannot remove it either. */
if (rt != ROADTYPE_TRAM) SetDisallowedRoadDirections(tile, DRD_NONE);
SetRoadBits(tile, present, rt);
MarkTileDirtyByTile(tile);
}
}
/* If we change the foundation we have to pay for it. */
return CommandCost(EXPENSES_CONSTRUCTION, CountBits(pieces) * _price.remove_road +
((GetRoadFoundation(tileh, present) != f) ? _price.terraform : (Money)0));
}
case ROAD_TILE_CROSSING: {
if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) {
return CMD_ERROR;
}
/* Don't allow road to be removed from the crossing when there is tram;
* we can't draw the crossing without trambits ;) */
if (rt == ROADTYPE_ROAD && HasTileRoadType(tile, ROADTYPE_TRAM) && (flags & DC_EXEC || crossing_check)) return CMD_ERROR;
if (flags & DC_EXEC) {
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
TrackBits tracks = GetCrossingRailBits(tile);
bool reserved = GetCrossingReservation(tile);
MakeRailNormal(tile, GetTileOwner(tile), tracks, GetRailType(tile));
if (reserved) SetTrackReservation(tile, tracks);
} else {
SetRoadTypes(tile, rts);
}
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.remove_road * 2);
}
default:
case ROAD_TILE_DEPOT:
return CMD_ERROR;
}
}
/** Delete a piece of road.
* @param tile tile where to remove road from
* @param flags operation to perform
* @param p1 bit 0..3 road pieces to remove (RoadBits)
* bit 4..5 road type
* @param p2 unused
*/
CommandCost CmdRemoveRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
RoadBits pieces = Extract<RoadBits, 0>(p1);
return RemoveRoad(tile, flags, pieces, rt, true);
}
/**
* Calculate the costs for roads on slopes
* Aside modify the RoadBits to fit on the slopes
*
* @note The RoadBits are modified too!
* @param tileh The current slope
* @param pieces The RoadBits we want to add
* @param existing The existent RoadBits of the current type
* @param other The other existent RoadBits
* @return The costs for these RoadBits on this slope
*/
static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existing, RoadBits other)
{
/* Remove already build pieces */
CLRBITS(*pieces, existing);
/* If we can't build anything stop here */
if (*pieces == ROAD_NONE) return CMD_ERROR;
/* All RoadBit combos are valid on flat land */
if (tileh == SLOPE_FLAT) return CommandCost();
/* Proceed steep Slopes first to reduce lookup table size */
if (IsSteepSlope(tileh)) {
/* Force straight roads. */
*pieces |= MirrorRoadBits(*pieces);
/* Use existing as all existing since only straight
* roads are allowed here. */
existing |= other;
if ((existing == ROAD_NONE || existing == *pieces) && IsStraightRoad(*pieces)) {
return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
return CMD_ERROR;
}
/* Save the merge of all bits of the current type */
RoadBits type_bits = existing | *pieces;
/* Roads on slopes */
if (_settings_game.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) {
/* If we add leveling we've got to pay for it */
if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
return CommandCost();
}
/* Autocomplete uphill roads */
*pieces |= MirrorRoadBits(*pieces);
type_bits = existing | *pieces;
/* Uphill roads */
if (IsStraightRoad(type_bits) && (other == type_bits || other == ROAD_NONE) &&
(_invalid_tileh_slopes_road[1][tileh] & (other | type_bits)) == ROAD_NONE) {
/* Slopes with foundation ? */
if (IsSlopeWithOneCornerRaised(tileh)) {
/* Prevent build on slopes if it isn't allowed */
if (_settings_game.construction.build_on_slopes) {
/* If we add foundation we've got to pay for it */
if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
return CommandCost();
}
} else {
if (CountBits(existing) == 1) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
return CommandCost();
}
}
return CMD_ERROR;
}
/** Build a piece of road.
* @param tile tile where to build road
* @param flags operation to perform
* @param p1 bit 0..3 road pieces to build (RoadBits)
* bit 4..5 road type
* bit 6..7 disallowed directions to toggle
* @param p2 the town that is building the road (0 if not applicable)
*/
CommandCost CmdBuildRoad(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
RoadBits existing = ROAD_NONE;
RoadBits other_bits = ROAD_NONE;
/* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
* if a non-player is building the road */
if ((IsValidPlayerID(_current_player) && p2 != 0) || (_current_player == OWNER_TOWN && !IsValidTownID(p2))) return CMD_ERROR;
RoadBits pieces = Extract<RoadBits, 0>(p1);
/* do not allow building 'zero' road bits, code wouldn't handle it */
if (pieces == ROAD_NONE) return CMD_ERROR;
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
DisallowedRoadDirections toggle_drd = (DisallowedRoadDirections)GB(p1, 6, 2);
Slope tileh = GetTileSlope(tile, NULL);
switch (GetTileType(tile)) {
case MP_ROAD:
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
if (HasRoadWorks(tile)) return_cmd_error(STR_ROAD_WORKS_IN_PROGRESS);
other_bits = GetOtherRoadBits(tile, rt);
if (!HasTileRoadType(tile, rt)) break;
existing = GetRoadBits(tile, rt);
bool crossing = !IsStraightRoad(existing | pieces);
if (rt != ROADTYPE_TRAM && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
/* Junctions cannot be one-way */
return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
}
if ((existing & pieces) == pieces) {
/* We only want to set the (dis)allowed road directions */
if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM && IsRoadOwner(tile, ROADTYPE_ROAD, _current_player)) {
if (crossing) return_cmd_error(STR_ERR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
/* Ignore half built tiles */
if (flags & DC_EXEC && rt != ROADTYPE_TRAM && IsStraightRoad(existing)) {
SetDisallowedRoadDirections(tile, GetDisallowedRoadDirections(tile) ^ toggle_drd);
MarkTileDirtyByTile(tile);
}
return CommandCost();
}
return_cmd_error(STR_1007_ALREADY_BUILT);
}
} break;
case ROAD_TILE_CROSSING:
if (HasTileRoadType(tile, rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
other_bits = GetCrossingRoadBits(tile);
if (pieces & ComplementRoadBits(other_bits)) goto do_clear;
break;
default:
case ROAD_TILE_DEPOT:
goto do_clear;
}
break;
case MP_RAILWAY: {
if (IsSteepSlope(tileh)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* Level crossings may only be built on these slopes */
if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear;
Axis roaddir;
switch (GetTrackBits(tile)) {
case TRACK_BIT_X:
if (pieces & ROAD_X) goto do_clear;
roaddir = AXIS_Y;
break;
case TRACK_BIT_Y:
if (pieces & ROAD_Y) goto do_clear;
roaddir = AXIS_X;
break;
default: goto do_clear;
}
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
YapfNotifyTrackLayoutChange(tile, FindFirstTrack(GetTrackBits(tile)));
/* Always add road to the roadtypes (can't draw without it) */
bool reserved = HasBit(GetTrackReservation(tile), AxisToTrack(OtherAxis(roaddir)));
MakeRoadCrossing(tile, _current_player, _current_player, _current_player, GetTileOwner(tile), roaddir, GetRailType(tile), RoadTypeToRoadTypes(rt) | ROADTYPES_ROAD, p2);
SetCrossingReservation(tile, reserved);
UpdateLevelCrossing(tile, false);
MarkTileDirtyByTile(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.build_road * (rt == ROADTYPE_ROAD ? 2 : 4));
}
case MP_STATION:
if (!IsRoadStop(tile)) goto do_clear;
if (IsDriveThroughStopTile(tile)) {
if (pieces & ~AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile)))) goto do_clear;
} else {
if (pieces & ~DiagDirToRoadBits(GetRoadStopDir(tile))) goto do_clear;
}
if (HasTileRoadType(tile, rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR;
if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) return CMD_ERROR;
if (HasTileRoadType(tile, rt)) return_cmd_error(STR_1007_ALREADY_BUILT);
/* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
if (GetVehicleTunnelBridge(tile, GetOtherTunnelBridgeEnd(tile)) != NULL) return CMD_ERROR;
break;
default: {
do_clear:;
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
} break;
}
if (other_bits != pieces) {
/* Check the foundation/slopes when adding road/tram bits */
CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits);
/* Return an error if we need to build a foundation (ret != 0) but the
* current patch-setting is turned off (or stupid AI@work) */
if (CmdFailed(ret) || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
cost.AddCost(ret);
}
if (IsTileType(tile, MP_ROAD)) {
/* Don't put the pieces that already exist */
pieces &= ComplementRoadBits(existing);
/* Check if new road bits will have the same foundation as other existing road types */
if (IsNormalRoad(tile)) {
Slope slope = GetTileSlope(tile, NULL);
Foundation found_new = GetRoadFoundation(slope, pieces | existing);
/* Test if all other roadtypes can be built at that foundation */
for (RoadType rtest = ROADTYPE_ROAD; rtest < ROADTYPE_END; rtest++) {
if (rtest != rt) { // check only other road types
RoadBits bits = GetRoadBits(tile, rtest);
/* do not check if there are not road bits of given type */
if (bits != ROAD_NONE && GetRoadFoundation(slope, bits) != found_new) {
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
}
}
}
}
}
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
cost.AddCost(CountBits(pieces) * _price.build_road);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
/* Pay for *every* tile of the bridge or tunnel */
cost.MultiplyCost(GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2);
}
if (flags & DC_EXEC) {
switch (GetTileType(tile)) {
case MP_ROAD: {
RoadTileType rtt = GetRoadTileType(tile);
if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
SetRoadOwner(tile, rt, _current_player);
if (_current_player == OWNER_TOWN && rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
}
if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
} break;
case MP_TUNNELBRIDGE: {
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
SetRoadTypes(other_end, GetRoadTypes(other_end) | RoadTypeToRoadTypes(rt));
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
/* Mark tiles diry that have been repaved */
MarkTileDirtyByTile(other_end);
MarkTileDirtyByTile(tile);
if (IsBridge(tile)) {
TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
}
} break;
case MP_STATION:
SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
if (IsDriveThroughStopTile(tile) && rt == ROADTYPE_ROAD) SetStopBuiltOnTownRoad(tile, false);
break;
default:
MakeRoadNormal(tile, pieces, RoadTypeToRoadTypes(rt), p2, _current_player, _current_player, _current_player);
break;
}
if (rt != ROADTYPE_TRAM && IsNormalRoadTile(tile)) {
existing |= pieces;
SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
}
MarkTileDirtyByTile(tile);
}
return cost;
}
/** Build a long piece of road.
* @param end_tile end tile of drag
* @param flags operation to perform
* @param p1 start tile of drag
* @param p2 various bitstuffed elements
* - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1)
* - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2)
* - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
* - p2 = (bit 3 + 4) - road type
* - p2 = (bit 5) - set road direction
*/
CommandCost CmdBuildLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
bool had_bridge = false;
bool had_tunnel = false;
bool had_success = false;
DisallowedRoadDirections drd = DRD_NORTHBOUND;
_error_message = INVALID_STRING_ID;
if (p1 >= MapSize()) return CMD_ERROR;
TileIndex start_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (!HasBit(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (HasBit(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
/* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
TileIndex t = start_tile;
start_tile = end_tile;
end_tile = t;
p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
drd = DRD_SOUTHBOUND;
}
/* On the X-axis, we have to swap the initial bits, so they
* will be interpreted correctly in the GTTS. Futhermore
* when you just 'click' on one tile to build them. */
if (HasBit(p2, 2) == (start_tile == end_tile && HasBit(p2, 0) == HasBit(p2, 1))) drd ^= DRD_BOTH;
/* No disallowed direction bits have to be toggled */
if (!HasBit(p2, 5)) drd = DRD_NONE;
TileIndex tile = start_tile;
/* Start tile is the small number. */
for (;;) {
RoadBits bits = HasBit(p2, 2) ? ROAD_Y : ROAD_X;
if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
_error_message = INVALID_STRING_ID;
CommandCost ret = DoCommand(tile, drd << 6 | rt << 4 | bits, 0, flags, CMD_BUILD_ROAD);
if (CmdFailed(ret)) {
if (_error_message != STR_1007_ALREADY_BUILT) return CMD_ERROR;
} else {
had_success = true;
/* Only pay for the upgrade on one side of the bridges and tunnels */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsBridge(tile)) {
if ((!had_bridge || GetTunnelBridgeDirection(tile) == DIAGDIR_SE || GetTunnelBridgeDirection(tile) == DIAGDIR_SW)) {
cost.AddCost(ret);
}
had_bridge = true;
} else { // IsTunnel(tile)
if ((!had_tunnel || GetTunnelBridgeDirection(tile) == DIAGDIR_SE || GetTunnelBridgeDirection(tile) == DIAGDIR_SW)) {
cost.AddCost(ret);
}
had_tunnel = true;
}
} else {
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += HasBit(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
return !had_success ? CMD_ERROR : cost;
}
/** Remove a long piece of road.
* @param end_tile end tile of drag
* @param flags operation to perform
* @param p1 start tile of drag
* @param p2 various bitstuffed elements
* - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1)
* - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2)
* - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
* - p2 = (bit 3 + 4) - road type
*/
CommandCost CmdRemoveLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
if (p1 >= MapSize()) return CMD_ERROR;
TileIndex start_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (!HasBit(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (HasBit(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
/* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
TileIndex t = start_tile;
start_tile = end_tile;
end_tile = t;
p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
}
Money money = GetAvailableMoneyForCommand();
TileIndex tile = start_tile;
/* Start tile is the small number. */
for (;;) {
RoadBits bits = HasBit(p2, 2) ? ROAD_Y : ROAD_X;
if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
/* try to remove the halves. */
if (bits != 0) {
CommandCost ret = RemoveRoad(tile, flags & ~DC_EXEC, bits, rt, true);
if (CmdSucceeded(ret)) {
if (flags & DC_EXEC) {
money -= ret.GetCost();
if (money < 0) {
_additional_cash_required = DoCommand(end_tile, start_tile, p2, flags & ~DC_EXEC, CMD_REMOVE_LONG_ROAD).GetCost();
return cost;
}
RemoveRoad(tile, flags, bits, rt, true, false);
}
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += HasBit(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
return (cost.GetCost() == 0) ? CMD_ERROR : cost;
}
/** Build a road depot.
* @param tile tile where to build the depot
* @param flags operation to perform
* @param p1 bit 0..1 entrance direction (DiagDirection)
* bit 2..3 road type
* @param p2 unused
*
* @todo When checking for the tile slope,
* distingush between "Flat land required" and "land sloped in wrong direction"
*/
CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
DiagDirection dir = Extract<DiagDirection, 0>(p1);
RoadType rt = (RoadType)GB(p1, 2, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
Slope tileh = GetTileSlope(tile, NULL);
if (tileh != SLOPE_FLAT && (
!_settings_game.construction.build_on_slopes ||
IsSteepSlope(tileh) ||
!CanBuildDepotByTileh(dir, tileh)
)) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
CommandCost cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(cost)) return CMD_ERROR;
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
if (!Depot::CanAllocateItem()) return CMD_ERROR;
if (flags & DC_EXEC) {
Depot *dep = new Depot(tile);
dep->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeRoadDepot(tile, _current_player, dir, rt);
MarkTileDirtyByTile(tile);
}
return cost.AddCost(_price.build_road_depot);
}
static CommandCost RemoveRoadDepot(TileIndex tile, uint32 flags)
{
if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
DoClearSquare(tile);
delete GetDepotByTile(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.remove_road_depot);
}
static CommandCost ClearTile_Road(TileIndex tile, byte flags)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits b = GetAllRoadBits(tile);
/* Clear the road if only one piece is on the tile OR the AI tries
* to clear town road OR we are not using the DC_AUTO flag */
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) ||
((flags & DC_AI_BUILDING) && GetOtherRoadBits(tile, ROADTYPE_ROAD) == ROAD_NONE && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) ||
!(flags & DC_AUTO)
) {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret(EXPENSES_CONSTRUCTION);
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
if (HasBit(rts, rt)) {
CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rt), rt, true);
if (CmdFailed(tmp_ret)) return tmp_ret;
ret.AddCost(tmp_ret);
}
}
return ret;
}
return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST);
}
case ROAD_TILE_CROSSING: {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret(EXPENSES_CONSTRUCTION);
if (flags & DC_AUTO) return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST);
/* Must iterate over the roadtypes in a reverse manner because
* tram tracks must be removed before the road bits. */
RoadType rt = ROADTYPE_HWAY;
do {
if (HasBit(rts, rt)) {
CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rt, false);
if (CmdFailed(tmp_ret)) return tmp_ret;
ret.AddCost(tmp_ret);
}
} while (rt-- != ROADTYPE_ROAD);
if (flags & DC_EXEC) {
DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
return ret;
}
default:
case ROAD_TILE_DEPOT:
if (flags & DC_AUTO) {
return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED);
}
return RemoveRoadDepot(tile, flags);
}
}
struct DrawRoadTileStruct {
uint16 image;
byte subcoord_x;
byte subcoord_y;
};
#include "table/road_land.h"
/**
* Get the foundationtype of a RoadBits Slope combination
*
* @param tileh The Slope part
* @param bits The RoadBits part
* @return The resulting Foundation
*/
Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
{
/* Flat land and land without a road doesn't require a foundation */
if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE;
if (!IsSteepSlope(tileh)) {
/* Leveled RoadBits on a slope */
if ((_invalid_tileh_slopes_road[0][tileh] & bits) == ROAD_NONE) return FOUNDATION_LEVELED;
/* Straight roads without foundation on a slope */
if (!IsSlopeWithOneCornerRaised(tileh) &&
(_invalid_tileh_slopes_road[1][tileh] & bits) == ROAD_NONE)
return FOUNDATION_NONE;
}
/* Roads on steep Slopes or on Slopes with one corner raised */
return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y);
}
const byte _road_sloped_sprites[14] = {
0, 0, 2, 0,
0, 1, 0, 0,
3, 0, 0, 0,
0, 0
};
/**
* Whether to draw unpaved roads regardless of the town zone.
* By default, OpenTTD always draws roads as unpaved if they are on a desert
* tile or above the snowline. Newgrf files, however, can set a bit that allows
* paved roads to be built on desert tiles as they would be on grassy tiles.
*
* @param tile The tile the road is on
* @param roadside What sort of road this is
* @return True if the road should be drawn unpaved regardless of the roadside.
*/
static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
{
return (IsOnSnow(tile) &&
!(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
}
/**
* Draws the catenary for the given tile
* @param ti information about the tile (slopes, height etc)
* @param tram the roadbits for the tram
*/
void DrawTramCatenary(const TileInfo *ti, RoadBits tram)
{
/* Do not draw catenary if it is invisible */
if (IsInvisibilitySet(TO_CATENARY)) return;
/* Don't draw the catenary under a low bridge */
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) {
uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
}
SpriteID front;
SpriteID back;
if (ti->tileh != SLOPE_FLAT) {
back = SPR_TRAMWAY_BACK_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
} else {
back = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[tram];
front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[tram];
}
AddSortableSpriteToDraw(back, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
AddSortableSpriteToDraw(front, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
}
/**
* Draws details on/around the road
* @param img the sprite to draw
* @param ti the tile to draw on
* @param dx the offset from the top of the BB of the tile
* @param dy the offset from the top of the BB of the tile
* @param h the height of the sprite to draw
*/
static void DrawRoadDetail(SpriteID img, const TileInfo *ti, int dx, int dy, int h)
{
int x = ti->x | dx;
int y = ti->y | dy;
byte z = ti->z;
if (ti->tileh != SLOPE_FLAT) z = GetSlopeZ(x, y);
AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z);
}
/**
* Draw ground sprite and road pieces
* @param ti TileInfo
*/
static void DrawRoadBits(TileInfo *ti)
{
RoadBits road = GetRoadBits(ti->tile, ROADTYPE_ROAD);
RoadBits tram = GetRoadBits(ti->tile, ROADTYPE_TRAM);
SpriteID image = 0;
SpriteID pal = PAL_NONE;
if (ti->tileh != SLOPE_FLAT) {
DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
/* DrawFoundation() modifies ti.
* Default sloped sprites.. */
if (ti->tileh != SLOPE_FLAT) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
}
if (image == 0) image = _road_tile_sprites_1[road != ROAD_NONE ? road : tram];
Roadside roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
image += 19;
} else {
switch (roadside) {
case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
case ROADSIDE_GRASS: break;
case ROADSIDE_GRASS_ROAD_WORKS: break;
default: image -= 19; break; // Paved
}
}
DrawGroundSprite(image, pal);
/* For tram we overlay the road graphics with either tram tracks only
* (when there is actual road beneath the trams) or with tram tracks
* and some dirts which hides the road graphics */
if (tram != ROAD_NONE) {
if (ti->tileh != SLOPE_FLAT) {
image = _road_sloped_sprites[ti->tileh - 1] + SPR_TRAMWAY_SLOPED_OFFSET;
} else {
image = _road_tile_sprites_1[tram] - SPR_ROAD_Y;
}
image += (road == ROAD_NONE) ? SPR_TRAMWAY_TRAM : SPR_TRAMWAY_OVERLAY;
DrawGroundSprite(image, pal);
}
if (road != ROAD_NONE) {
DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
if (drd != DRD_NONE) {
DrawRoadDetail(SPR_ONEWAY_BASE + drd - 1 + ((road == ROAD_X) ? 0 : 3), ti, 8, 8, 0);
}
}
if (HasRoadWorks(ti->tile)) {
/* Road works */
DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
return;
}
if (tram != ROAD_NONE) DrawTramCatenary(ti, tram);
/* Return if full detail is disabled, or we are zoomed fully out. */
if (!HasBit(_display_opt, DO_FULL_DETAIL) || _cur_dpi->zoom > ZOOM_LVL_DETAIL) return;
/* Do not draw details (street lights, trees) under low bridge */
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && (roadside == ROADSIDE_TREES || roadside == ROADSIDE_STREET_LIGHTS)) {
uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
uint minz = GetTileMaxZ(ti->tile) + 2 * TILE_HEIGHT;
if (roadside == ROADSIDE_TREES) minz += TILE_HEIGHT;
if (height < minz) return;
}
/* If there are no road bits, return, as there is nothing left to do */
if (CountBits(road) < 2) return;
/* Draw extra details. */
for (const DrawRoadTileStruct *drts = _road_display_table[roadside][road | tram]; drts->image != 0; drts++) {
DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10);
}
}
static void DrawTile_Road(TileInfo *ti)
{
switch (GetRoadTileType(ti->tile)) {
case ROAD_TILE_NORMAL:
DrawRoadBits(ti);
break;
case ROAD_TILE_CROSSING: {
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
SpriteID image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.crossing;
SpriteID pal = PAL_NONE;
if (GetCrossingRoadAxis(ti->tile) == AXIS_X) image++;
if (IsCrossingBarred(ti->tile)) image += 2;
Roadside roadside = GetRoadside(ti->tile);
if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
image += 8;
} else {
switch (roadside) {
case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
case ROADSIDE_GRASS: break;
default: image += 4; break; // Paved
}
}
DrawGroundSprite(image, pal);
/* PBS debugging, draw reserved tracks darker */
if (_settings_client.gui.show_track_reservation && GetCrossingReservation(ti->tile)) {
DrawGroundSprite(GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x, PALETTE_CRASH);
}
if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
DrawGroundSprite(SPR_TRAMWAY_OVERLAY + (GetCrossingRoadAxis(ti->tile) ^ 1), pal);
DrawTramCatenary(ti, GetCrossingRoadBits(ti->tile));
}
if (HasCatenaryDrawn(GetRailType(ti->tile))) DrawCatenary(ti);
break;
}
default:
case ROAD_TILE_DEPOT: {
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
SpriteID palette = PLAYER_SPRITE_COLOR(GetTileOwner(ti->tile));
const DrawTileSprites *dts;
if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
dts = &_tram_depot[GetRoadDepotDirection(ti->tile)];
} else {
dts = &_road_depot[GetRoadDepotDirection(ti->tile)];
}
DrawGroundSprite(dts->ground.sprite, PAL_NONE);
/* End now if buildings are invisible */
if (IsInvisibilitySet(TO_BUILDINGS)) break;
for (const DrawTileSeqStruct *dtss = dts->seq; dtss->image.sprite != 0; dtss++) {
SpriteID image = dtss->image.sprite;
SpriteID pal;
if (!IsTransparencySet(TO_BUILDINGS) && HasBit(image, PALETTE_MODIFIER_COLOR)) {
pal = palette;
} else {
pal = PAL_NONE;
}
AddSortableSpriteToDraw(
image, pal,
ti->x + dtss->delta_x, ti->y + dtss->delta_y,
dtss->size_x, dtss->size_y,
dtss->size_z, ti->z,
IsTransparencySet(TO_BUILDINGS)
);
}
break;
}
}
DrawBridgeMiddle(ti);
}
void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
{
SpriteID palette = PLAYER_SPRITE_COLOR(_local_player);
const DrawTileSprites *dts = (rt == ROADTYPE_TRAM) ? &_tram_depot[dir] : &_road_depot[dir];
x += 33;
y += 17;
DrawSprite(dts->ground.sprite, PAL_NONE, x, y);
for (const DrawTileSeqStruct *dtss = dts->seq; dtss->image.sprite != 0; dtss++) {
Point pt = RemapCoords(dtss->delta_x, dtss->delta_y, dtss->delta_z);
SpriteID image = dtss->image.sprite;
DrawSprite(image, HasBit(image, PALETTE_MODIFIER_COLOR) ? palette : PAL_NONE, x + pt.x, y + pt.y);
}
}
static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
if (tileh == SLOPE_FLAT) return z;
if (IsNormalRoad(tile)) {
Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
z += ApplyFoundationToSlope(f, &tileh);
return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
} else {
return z + TILE_HEIGHT;
}
}
static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
{
if (IsNormalRoad(tile)) {
return GetRoadFoundation(tileh, GetAllRoadBits(tile));
} else {
return FlatteningFoundation(tileh);
}
}
static void GetAcceptedCargo_Road(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static void AnimateTile_Road(TileIndex tile)
{
if (IsLevelCrossing(tile)) MarkTileDirtyByTile(tile);
}
static const Roadside _town_road_types[][2] = {
{ ROADSIDE_GRASS, ROADSIDE_GRASS },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_TREES, ROADSIDE_TREES },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static const Roadside _town_road_types_2[][2] = {
{ ROADSIDE_GRASS, ROADSIDE_GRASS },
{ ROADSIDE_PAVED, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
{ ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
};
static void TileLoop_Road(TileIndex tile)
{
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
ToggleSnow(tile);
MarkTileDirtyByTile(tile);
}
break;
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) {
ToggleDesert(tile);
MarkTileDirtyByTile(tile);
}
break;
}
if (IsRoadDepot(tile)) return;
const Town *t = ClosestTownFromTile(tile, (uint)-1);
if (!HasRoadWorks(tile)) {
HouseZonesBits grp = HZB_TOWN_EDGE;
if (t != NULL) {
grp = GetTownRadiusGroup(t, tile);
/* Show an animation to indicate road work */
if (t->road_build_months != 0 &&
(DistanceManhattan(t->xy, tile) < 8 || grp != HZB_TOWN_EDGE) &&
IsNormalRoad(tile) && CountBits(GetAllRoadBits(tile)) > 1 ) {
if (GetTileSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile) && Chance16(1, 40)) {
StartRoadWorks(tile);
SndPlayTileFx(SND_21_JACKHAMMER, tile);
CreateEffectVehicleAbove(
TileX(tile) * TILE_SIZE + 7,
TileY(tile) * TILE_SIZE + 7,
0,
EV_BULLDOZER);
MarkTileDirtyByTile(tile);
return;
}
}
}
{
/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
const Roadside* new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
Roadside cur_rs = GetRoadside(tile);
/* We have our desired type, do nothing */
if (cur_rs == new_rs[0]) return;
/* We have the pre-type of the desired type, switch to the desired type */
if (cur_rs == new_rs[1]) {
cur_rs = new_rs[0];
/* We have barren land, install the pre-type */
} else if (cur_rs == ROADSIDE_BARREN) {
cur_rs = new_rs[1];
/* We're totally off limits, remove any installation and make barren land */
} else {
cur_rs = ROADSIDE_BARREN;
}
SetRoadside(tile, cur_rs);
MarkTileDirtyByTile(tile);
}
} else if (IncreaseRoadWorksCounter(tile)) {
TerminateRoadWorks(tile);
if (_settings_game.economy.mod_road_rebuild) {
/* Generate a nicer town surface */
const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
if (old_rb != new_rb) {
RemoveRoad(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, (old_rb ^ new_rb), ROADTYPE_ROAD, true);
}
}
MarkTileDirtyByTile(tile);
}
}
static void ClickTile_Road(TileIndex tile)
{
if (IsRoadDepot(tile)) ShowDepotWindow(tile, VEH_ROAD);
}
/* Converts RoadBits to TrackBits */
static const byte _road_trackbits[16] = {
0x0, 0x0, 0x0, 0x10, 0x0, 0x2, 0x8, 0x1A, 0x0, 0x4, 0x1, 0x15, 0x20, 0x26, 0x29, 0x3F,
};
static TrackStatus GetTileTrackStatus_Road(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
{
TrackdirBits trackdirbits = TRACKDIR_BIT_NONE;
TrackdirBits red_signals = TRACKDIR_BIT_NONE; // crossing barred
switch (mode) {
case TRANSPORT_RAIL:
if (IsLevelCrossing(tile)) trackdirbits = TrackBitsToTrackdirBits(GetCrossingRailBits(tile));
break;
case TRANSPORT_ROAD:
if ((GetRoadTypes(tile) & sub_mode) == 0) break;
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 };
RoadType rt = (RoadType)FindFirstBit(sub_mode);
RoadBits bits = GetRoadBits(tile, rt);
/* no roadbit at this side of tile, return 0 */
if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break;
uint multiplier = drd_to_multiplier[rt == ROADTYPE_TRAM ? DRD_NONE : GetDisallowedRoadDirections(tile)];
if (!HasRoadWorks(tile)) trackdirbits = (TrackdirBits)(_road_trackbits[bits] * multiplier);
break;
}
case ROAD_TILE_CROSSING: {
Axis axis = GetCrossingRoadAxis(tile);
if (side != INVALID_DIAGDIR && axis != DiagDirToAxis(side)) break;
trackdirbits = TrackBitsToTrackdirBits(AxisToTrackBits(axis));
if (IsCrossingBarred(tile)) red_signals = trackdirbits;
break;
}
default:
case ROAD_TILE_DEPOT: {
DiagDirection dir = GetRoadDepotDirection(tile);
if (side != INVALID_DIAGDIR && side != dir) break;
trackdirbits = TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir));
break;
}
}
break;
default: break;
}
return CombineTrackStatus(trackdirbits, red_signals);
}
static const StringID _road_tile_strings[] = {
STR_1814_ROAD,
STR_1814_ROAD,
STR_1814_ROAD,
STR_1815_ROAD_WITH_STREETLIGHTS,
STR_1814_ROAD,
STR_1816_TREE_LINED_ROAD,
STR_1814_ROAD,
STR_1814_ROAD,
};
static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
{
Owner rail_owner = INVALID_OWNER;
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING: {
td->str = STR_1818_ROAD_RAIL_LEVEL_CROSSING;
RoadTypes rts = GetRoadTypes(tile);
rail_owner = GetTileOwner(tile);
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
break;
}
case ROAD_TILE_DEPOT:
td->str = STR_1817_ROAD_VEHICLE_DEPOT;
road_owner = GetTileOwner(tile); // Tile has only one owner, roadtype does not matter
break;
default: {
RoadTypes rts = GetRoadTypes(tile);
td->str = (HasBit(rts, ROADTYPE_ROAD) ? _road_tile_strings[GetRoadside(tile)] : STR_TRAMWAY);
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
break;
}
}
/* Now we have to discover, if the tile has only one owner or many:
* - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available)
* - Compare the found owner with the other owners, and test if they differ.
* Note: If road exists it will be the first_owner.
*/
Owner first_owner = (road_owner == INVALID_OWNER ? tram_owner : road_owner);
bool mixed_owners = (tram_owner != INVALID_OWNER && tram_owner != first_owner) || (rail_owner != INVALID_OWNER && rail_owner != first_owner);
if (mixed_owners) {
/* Multiple owners */
td->owner_type[0] = (rail_owner == INVALID_OWNER ? STR_NULL : STR_RAIL_OWNER);
td->owner[0] = rail_owner;
td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_ROAD_OWNER);
td->owner[1] = road_owner;
td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_TRAM_OWNER);
td->owner[2] = tram_owner;
} else {
/* One to rule them all */
td->owner[0] = first_owner;
}
}
/**
* Given the direction the road depot is pointing, this is the direction the
* vehicle should be travelling in in order to enter the depot.
*/
static const byte _roadveh_enter_depot_dir[4] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING:
if (v->type == VEH_TRAIN) {
/* it should be barred */
assert(IsCrossingBarred(tile));
}
break;
case ROAD_TILE_DEPOT:
if (v->type == VEH_ROAD &&
v->u.road.frame == 11 &&
_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == v->u.road.state) {
v->u.road.state = RVSB_IN_DEPOT;
v->vehstatus |= VS_HIDDEN;
v->direction = ReverseDir(v->direction);
if (v->Next() == NULL) VehicleEnterDepot(v);
v->tile = tile;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
return VETSB_ENTERED_WORMHOLE;
}
break;
default: break;
}
return VETSB_CONTINUE;
}
static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (IsRoadDepot(tile)) {
if (GetTileOwner(tile) == old_player) {
if (new_player == PLAYER_SPECTATOR) {
DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
} else {
SetTileOwner(tile, new_player);
}
}
return;
}
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rt) == old_player) {
SetRoadOwner(tile, rt, new_player == PLAYER_SPECTATOR ? OWNER_NONE : new_player);
}
}
if (IsLevelCrossing(tile)) {
if (GetTileOwner(tile) == old_player) {
if (new_player == PLAYER_SPECTATOR) {
DoCommand(tile, 0, GetCrossingRailTrack(tile), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
} else {
SetTileOwner(tile, new_player);
}
}
}
}
static CommandCost TerraformTile_Road(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING:
if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
break;
case ROAD_TILE_DEPOT:
if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
break;
case ROAD_TILE_NORMAL: {
RoadBits bits = GetAllRoadBits(tile);
RoadBits bits_copy = bits;
/* Check if the slope-road_bits combination is valid at all, i.e. it is save to call GetRoadFoundation(). */
if (!CmdFailed(CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE, ROAD_NONE))) {
/* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
if (bits == bits_copy) {
uint z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Get the slope on top of the foundation */
z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), &tileh_old);
z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), &tileh_new);
/* The surface slope must not be changed */
if ((z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
}
break;
}
default: NOT_REACHED();
}
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_road_procs = {
DrawTile_Road, /* draw_tile_proc */
GetSlopeZ_Road, /* get_slope_z_proc */
ClearTile_Road, /* clear_tile_proc */
GetAcceptedCargo_Road, /* get_accepted_cargo_proc */
GetTileDesc_Road, /* get_tile_desc_proc */
GetTileTrackStatus_Road, /* get_tile_track_status_proc */
ClickTile_Road, /* click_tile_proc */
AnimateTile_Road, /* animate_tile_proc */
TileLoop_Road, /* tile_loop_clear */
ChangeTileOwner_Road, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_Road, /* vehicle_enter_tile_proc */
GetFoundation_Road, /* get_foundation_proc */
TerraformTile_Road, /* terraform_tile_proc */
};
|