/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file road_cmd.cpp Commands related to road tiles. */
#include "stdafx.h"
#include "road.h"
#include "road_internal.h"
#include "viewport_func.h"
#include "command_func.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "depot_base.h"
#include "newgrf.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "elrail_func.h"
#include "roadveh.h"
#include "train.h"
#include "town.h"
#include "company_base.h"
#include "core/random_func.hpp"
#include "core/container_func.hpp"
#include "newgrf_debug.h"
#include "newgrf_railtype.h"
#include "newgrf_roadtype.h"
#include "timer/timer_game_calendar.h"
#include "genworld.h"
#include "company_gui.h"
#include "road_func.h"
#include "road_cmd.h"
#include "landscape_cmd.h"
#include "rail_cmd.h"
#include "table/strings.h"
#include "table/roadtypes.h"
#include "safeguards.h"
/** Helper type for lists/vectors of road vehicles */
typedef std::vector RoadVehicleList;
RoadTypeInfo _roadtypes[ROADTYPE_END];
std::vector _sorted_roadtypes;
RoadTypes _roadtypes_hidden_mask;
/**
* Bitmap of road/tram types.
* Bit if set if a roadtype is tram.
*/
RoadTypes _roadtypes_type;
/**
* Reset all road type information to its default values.
*/
void ResetRoadTypes()
{
static_assert(lengthof(_original_roadtypes) <= lengthof(_roadtypes));
auto insert = std::copy(std::begin(_original_roadtypes), std::end(_original_roadtypes), std::begin(_roadtypes));
std::fill(insert, std::end(_roadtypes), RoadTypeInfo{});
_roadtypes_hidden_mask = ROADTYPES_NONE;
_roadtypes_type = ROADTYPES_TRAM;
}
void ResolveRoadTypeGUISprites(RoadTypeInfo *rti)
{
SpriteID cursors_base = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_CURSORS);
if (cursors_base != 0) {
rti->gui_sprites.build_y_road = cursors_base + 0;
rti->gui_sprites.build_x_road = cursors_base + 1;
rti->gui_sprites.auto_road = cursors_base + 2;
rti->gui_sprites.build_depot = cursors_base + 3;
rti->gui_sprites.build_tunnel = cursors_base + 4;
rti->gui_sprites.convert_road = cursors_base + 5;
rti->cursor.road_swne = cursors_base + 6;
rti->cursor.road_nwse = cursors_base + 7;
rti->cursor.autoroad = cursors_base + 8;
rti->cursor.depot = cursors_base + 9;
rti->cursor.tunnel = cursors_base + 10;
rti->cursor.convert_road = cursors_base + 11;
}
}
/**
* Compare roadtypes based on their sorting order.
* @param first The roadtype to compare to.
* @param second The roadtype to compare.
* @return True iff the first should be sorted before the second.
*/
static bool CompareRoadTypes(const RoadType &first, const RoadType &second)
{
if (RoadTypeIsRoad(first) == RoadTypeIsRoad(second)) {
return GetRoadTypeInfo(first)->sorting_order < GetRoadTypeInfo(second)->sorting_order;
}
return RoadTypeIsTram(first) < RoadTypeIsTram(second);
}
/**
* Resolve sprites of custom road types
*/
void InitRoadTypes()
{
for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
RoadTypeInfo *rti = &_roadtypes[rt];
ResolveRoadTypeGUISprites(rti);
if (HasBit(rti->flags, ROTF_HIDDEN)) SetBit(_roadtypes_hidden_mask, rt);
}
_sorted_roadtypes.clear();
for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
if (_roadtypes[rt].label != 0 && !HasBit(_roadtypes_hidden_mask, rt)) {
_sorted_roadtypes.push_back(rt);
}
}
std::sort(_sorted_roadtypes.begin(), _sorted_roadtypes.end(), CompareRoadTypes);
}
/**
* Allocate a new road type label
*/
RoadType AllocateRoadType(RoadTypeLabel label, RoadTramType rtt)
{
for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
RoadTypeInfo *rti = &_roadtypes[rt];
if (rti->label == 0) {
/* Set up new road type */
*rti = _original_roadtypes[(rtt == RTT_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD];
rti->label = label;
rti->alternate_labels.clear();
rti->flags = ROTFB_NONE;
rti->introduction_date = CalendarTime::INVALID_DATE;
/* Make us compatible with ourself. */
rti->powered_roadtypes = (RoadTypes)(1ULL << rt);
/* We also introduce ourself. */
rti->introduces_roadtypes = (RoadTypes)(1ULL << rt);
/* Default sort order; order of allocation, but with some
* offsets so it's easier for NewGRF to pick a spot without
* changing the order of other (original) road types.
* The << is so you can place other roadtypes in between the
* other roadtypes, the 7 is to be able to place something
* before the first (default) road type. */
rti->sorting_order = rt << 2 | 7;
/* Set bitmap of road/tram types */
if (rtt == RTT_TRAM) {
SetBit(_roadtypes_type, rt);
} else {
ClrBit(_roadtypes_type, rt);
}
return rt;
}
}
return INVALID_ROADTYPE;
}
/**
* Verify whether a road vehicle is available.
* @return \c true if at least one road vehicle is available, \c false if not
*/
bool RoadVehiclesAreBuilt()
{
return !RoadVehicle::Iterate().empty();
}
/**
* Update road infrastructure counts for a company.
* @param rt Road type to update count of.
* @param o Owner of road piece.
* @param count Number of road pieces to adjust.
*/
void UpdateCompanyRoadInfrastructure(RoadType rt, Owner o, int count)
{
if (rt == INVALID_ROADTYPE) return;
Company *c = Company::GetIfValid(o);
if (c == nullptr) return;
c->infrastructure.road[rt] += count;
DirtyCompanyInfrastructureWindows(c->index);
}
/** 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
}
};
static 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 A succeeded command when it is allowed to remove the road bits, a failed command otherwise.
*/
CommandCost CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadTramType rtt, DoCommandFlag flags, bool town_check)
{
if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return CommandCost();
/* 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_company == OWNER_WATER ||
(rtt == RTT_ROAD && !Company::IsValidID(_current_company))) return CommandCost();
/* Only do the special processing if the road is owned
* by a town */
if (owner != OWNER_TOWN) {
if (owner == OWNER_NONE) return CommandCost();
CommandCost ret = CheckOwnership(owner);
return ret;
}
if (!town_check) return CommandCost();
if (_cheats.magic_bulldozer.value) return CommandCost();
Town *t = ClosestTownFromTile(tile, UINT_MAX);
if (t == nullptr) return CommandCost();
/* check if you're allowed to remove the street owned by a town
* removal allowance depends on difficulty setting */
CommandCost ret = CheckforTownRating(flags, t, ROAD_REMOVE);
if (ret.Failed()) return ret;
/* Get a bitmask of which neighbouring roads has a tile */
RoadBits n = ROAD_NONE;
RoadBits present = GetAnyRoadBits(tile, rtt);
if ((present & ROAD_NE) && (GetAnyRoadBits(TILE_ADDXY(tile, -1, 0), rtt) & ROAD_SW)) n |= ROAD_NE;
if ((present & ROAD_SE) && (GetAnyRoadBits(TILE_ADDXY(tile, 0, 1), rtt) & ROAD_NW)) n |= ROAD_SE;
if ((present & ROAD_SW) && (GetAnyRoadBits(TILE_ADDXY(tile, 1, 0), rtt) & ROAD_NE)) n |= ROAD_SW;
if ((present & ROAD_NW) && (GetAnyRoadBits(TILE_ADDXY(tile, 0, -1), rtt) & 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);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
}
ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags);
return CommandCost();
}
/**
* 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 town_check should we check if the town allows removal?
*/
static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits pieces, RoadTramType rtt, bool town_check)
{
assert(pieces != ROAD_NONE);
RoadType existing_rt = MayHaveRoad(tile) ? GetRoadType(tile, rtt) : INVALID_ROADTYPE;
/* The tile doesn't have the given road type */
if (existing_rt == INVALID_ROADTYPE) return_cmd_error((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
switch (GetTileType(tile)) {
case MP_ROAD: {
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
break;
}
case MP_STATION: {
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
break;
}
case MP_TUNNELBRIDGE: {
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR;
CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
if (ret.Failed()) return ret;
break;
}
default:
return CMD_ERROR;
}
CommandCost ret = CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rtt), rtt, flags, town_check);
if (ret.Failed()) return ret;
if (!IsTileType(tile, MP_ROAD)) {
/* If it's the last roadtype, just clear the whole tile */
if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) return Command::Do(flags, tile);
CommandCost cost(EXPENSES_CONSTRUCTION);
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
/* Removing any roadbit in the bridge axis removes the roadtype (that's the behaviour remove-long-roads needs) */
if ((AxisToRoadBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))) & pieces) == ROAD_NONE) return_cmd_error((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
/* Pay for *every* tile of the bridge or tunnel */
uint len = GetTunnelBridgeLength(other_end, tile) + 2;
cost.AddCost(len * 2 * RoadClearCost(existing_rt));
if (flags & DC_EXEC) {
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
SetRoadType(other_end, rtt, INVALID_ROADTYPE);
SetRoadType(tile, rtt, INVALID_ROADTYPE);
/* If the owner of the bridge sells all its road, also move the ownership
* to the owner of the other roadtype, unless the bridge owner is a town. */
Owner other_owner = GetRoadOwner(tile, OtherRoadTramType(rtt));
if (!IsTileOwner(tile, other_owner) && !IsTileOwner(tile, OWNER_TOWN)) {
SetTileOwner(tile, other_owner);
SetTileOwner(other_end, other_owner);
}
/* Mark tiles dirty that have been repaved */
if (IsBridge(tile)) {
MarkBridgeDirty(tile);
} else {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(other_end);
}
}
} else {
assert(IsDriveThroughStopTile(tile));
cost.AddCost(RoadClearCost(existing_rt) * 2);
if (flags & DC_EXEC) {
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
SetRoadType(tile, rtt, INVALID_ROADTYPE);
MarkTileDirtyByTile(tile);
}
}
return cost;
}
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
Slope tileh = GetTileSlope(tile);
/* Steep slopes behave the same as slopes with one corner raised. */
if (IsSteepSlope(tileh)) {
tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh));
}
RoadBits present = GetRoadBits(tile, rtt);
const RoadBits other = GetRoadBits(tile, OtherRoadTramType(rtt));
const Foundation f = GetRoadFoundation(tileh, present);
if (HasRoadWorks(tile) && _current_company != OWNER_WATER) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
/* Autocomplete to a straight road
* @li if the bits of the other roadtypes result in another foundation
* @li if build on slopes is disabled */
if ((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((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
/* 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_company == OWNER_WATER);
for (EffectVehicle *v : EffectVehicle::Iterate()) {
if (TileVirtXY(v->x_pos, v->y_pos) == tile) {
delete v;
}
}
}
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -(int)CountBits(pieces));
if (present == ROAD_NONE) {
/* No other road type, just clear tile. */
if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) {
/* Includes MarkTileDirtyByTile() */
DoClearSquare(tile);
} else {
if (rtt == RTT_ROAD && IsRoadOwner(tile, rtt, OWNER_TOWN)) {
/* Update nearest-town index */
const Town *town = CalcClosestTownFromTile(tile);
SetTownIndex(tile, town == nullptr ? INVALID_TOWN : town->index);
}
SetRoadBits(tile, ROAD_NONE, rtt);
SetRoadType(tile, rtt, INVALID_ROADTYPE);
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 (rtt == RTT_ROAD) SetDisallowedRoadDirections(tile, DRD_NONE);
SetRoadBits(tile, present, rtt);
MarkTileDirtyByTile(tile);
}
}
CommandCost cost(EXPENSES_CONSTRUCTION, CountBits(pieces) * RoadClearCost(existing_rt));
/* If we build a foundation we have to pay for it. */
if (f == FOUNDATION_NONE && GetRoadFoundation(tileh, present) != FOUNDATION_NONE) cost.AddCost(_price[PR_BUILD_FOUNDATION]);
return cost;
}
case ROAD_TILE_CROSSING: {
if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) {
return CMD_ERROR;
}
if (flags & DC_EXEC) {
UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(tile, GetCrossingRoadAxis(tile));
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2);
Track railtrack = GetCrossingRailTrack(tile);
if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) {
TrackBits tracks = GetCrossingRailBits(tile);
bool reserved = HasCrossingReservation(tile);
MakeRailNormal(tile, GetTileOwner(tile), tracks, GetRailType(tile));
if (reserved) SetTrackReservation(tile, tracks);
/* Update rail count for level crossings. The plain track should still be accounted
* for, so only subtract the difference to the level crossing cost. */
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != nullptr) {
c->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR - 1;
DirtyCompanyInfrastructureWindows(c->index);
}
} else {
SetRoadType(tile, rtt, INVALID_ROADTYPE);
}
MarkTileDirtyByTile(tile);
YapfNotifyTrackLayoutChange(tile, railtrack);
}
return CommandCost(EXPENSES_CONSTRUCTION, RoadClearCost(existing_rt) * 2);
}
default:
case ROAD_TILE_DEPOT:
return CMD_ERROR;
}
}
/**
* 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();
/* Steep slopes behave the same as slopes with one corner raised. */
if (IsSteepSlope(tileh)) {
tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh));
}
/* 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[PR_BUILD_FOUNDATION]);
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[PR_BUILD_FOUNDATION]);
return CommandCost();
}
} else {
if (HasExactlyOneBit(existing) && GetRoadFoundation(tileh, existing) == FOUNDATION_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
return CommandCost();
}
}
return CMD_ERROR;
}
/**
* Build a piece of road.
* @param flags operation to perform
* @param tile tile where to build road
* @param pieces road pieces to build (RoadBits)
* @param rt road type
* @param toggle_drd disallowed directions to toggle
* @param town_id the town that is building the road (0 if not applicable)
* @return the cost of this operation or an error
*/
CommandCost CmdBuildRoad(DoCommandFlag flags, TileIndex tile, RoadBits pieces, RoadType rt, DisallowedRoadDirections toggle_drd, TownID town_id)
{
CompanyID company = _current_company;
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-company is building the road */
if ((Company::IsValidID(company) && town_id != 0) || (company == OWNER_TOWN && !Town::IsValidID(town_id)) || (company == OWNER_DEITY && town_id != 0)) return CMD_ERROR;
if (company != OWNER_TOWN) {
const Town *town = CalcClosestTownFromTile(tile);
town_id = (town != nullptr) ? town->index : INVALID_TOWN;
if (company == OWNER_DEITY) {
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == nullptr || DistanceSquare(tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
}
/* do not allow building 'zero' road bits, code wouldn't handle it */
if (pieces == ROAD_NONE || !IsValidRoadBits(pieces) || !IsValidDisallowedRoadDirections(toggle_drd)) return CMD_ERROR;
if (!ValParamRoadType(rt)) return CMD_ERROR;
Slope tileh = GetTileSlope(tile);
RoadTramType rtt = GetRoadTramType(rt);
bool need_to_clear = false;
switch (GetTileType(tile)) {
case MP_ROAD:
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
if (HasRoadWorks(tile)) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
other_bits = GetRoadBits(tile, OtherRoadTramType(rtt));
if (!HasTileRoadType(tile, rtt)) break;
existing = GetRoadBits(tile, rtt);
bool crossing = !IsStraightRoad(existing | pieces);
if (rtt == RTT_ROAD && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
/* Junctions cannot be one-way */
return_cmd_error(STR_ERROR_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 && rtt == RTT_ROAD) {
if (crossing) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
Owner owner = GetRoadOwner(tile, rtt);
if (owner != OWNER_NONE) {
CommandCost ret = CheckOwnership(owner, tile);
if (ret.Failed()) return ret;
}
DisallowedRoadDirections dis_existing = GetDisallowedRoadDirections(tile);
DisallowedRoadDirections dis_new = dis_existing ^ toggle_drd;
/* We allow removing disallowed directions to break up
* deadlocks, but adding them can break articulated
* vehicles. As such, only when less is disallowed,
* i.e. bits are removed, we skip the vehicle check. */
if (CountBits(dis_existing) <= CountBits(dis_new)) {
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
}
/* Ignore half built tiles */
if ((flags & DC_EXEC) && IsStraightRoad(existing)) {
SetDisallowedRoadDirections(tile, dis_new);
MarkTileDirtyByTile(tile);
}
return CommandCost();
}
return_cmd_error(STR_ERROR_ALREADY_BUILT);
}
/* Disallow breaking end-of-line of someone else
* so trams can still reverse on this tile. */
if (rtt == RTT_TRAM && HasExactlyOneBit(existing)) {
Owner owner = GetRoadOwner(tile, rtt);
if (Company::IsValidID(owner)) {
CommandCost ret = CheckOwnership(owner);
if (ret.Failed()) return ret;
}
}
break;
}
case ROAD_TILE_CROSSING:
if (RoadNoLevelCrossing(rt)) {
return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_ROAD);
}
other_bits = GetCrossingRoadBits(tile);
if (pieces & ComplementRoadBits(other_bits)) goto do_clear;
pieces = other_bits; // we need to pay for both roadbits
if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
break;
case ROAD_TILE_DEPOT:
if ((GetAnyRoadBits(tile, rtt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
goto do_clear;
default: NOT_REACHED();
}
break;
case MP_RAILWAY: {
if (IsSteepSlope(tileh)) {
return_cmd_error(STR_ERROR_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_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (!_settings_game.construction.crossing_with_competitor && company != OWNER_TOWN && company != OWNER_DEITY) {
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
}
if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear;
if (RoadNoLevelCrossing(rt)) {
return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_ROAD);
}
if (RailNoLevelCrossings(GetRailType(tile))) {
return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_RAIL);
}
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;
}
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
Track railtrack = AxisToTrack(OtherAxis(roaddir));
YapfNotifyTrackLayoutChange(tile, railtrack);
/* Update company infrastructure counts. A level crossing has two road bits. */
UpdateCompanyRoadInfrastructure(rt, company, 2);
/* Update rail count for level crossings. The plain track is already
* counted, so only add the difference to the level crossing cost. */
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != nullptr) {
c->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR - 1;
DirtyCompanyInfrastructureWindows(c->index);
}
/* Always add road to the roadtypes (can't draw without it) */
bool reserved = HasBit(GetRailReservationTrackBits(tile), railtrack);
MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RTT_ROAD ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, town_id);
SetCrossingReservation(tile, reserved);
UpdateLevelCrossing(tile, false);
MarkDirtyAdjacentLevelCrossingTiles(tile, GetCrossingRoadAxis(tile));
MarkTileDirtyByTile(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, 2 * RoadBuildCost(rt));
}
case MP_STATION: {
if ((GetAnyRoadBits(tile, rtt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
if (!IsDriveThroughStopTile(tile)) goto do_clear;
RoadBits curbits = AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile)));
if (pieces & ~curbits) goto do_clear;
pieces = curbits; // we need to pay for both roadbits
if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
break;
}
case MP_TUNNELBRIDGE: {
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) goto do_clear;
/* Only allow building the outern roadbit, so building long roads stops at existing bridges */
if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear;
if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
/* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
if (ret.Failed()) return ret;
break;
}
default: {
do_clear:;
need_to_clear = true;
break;
}
}
if (need_to_clear) {
CommandCost ret = Command::Do(flags, tile);
if (ret.Failed()) return ret;
cost.AddCost(ret);
}
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 setting is turned off */
if (ret.Failed() || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
cost.AddCost(ret);
}
if (!need_to_clear) {
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);
Foundation found_new = GetRoadFoundation(slope, pieces | existing);
RoadBits bits = GetRoadBits(tile, OtherRoadTramType(rtt));
/* 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_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
}
}
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (IsNormalRoadTile(tile)) {
/* If the road types don't match, try to convert only if vehicles of
* the new road type are not powered on the present road type and vehicles of
* the present road type are powered on the new road type. */
RoadType existing_rt = GetRoadType(tile, rtt);
if (existing_rt != INVALID_ROADTYPE && existing_rt != rt) {
if (HasPowerOnRoad(rt, existing_rt)) {
rt = existing_rt;
} else if (HasPowerOnRoad(existing_rt, rt)) {
ret = Command::Do(flags, tile, tile, rt);
if (ret.Failed()) return ret;
cost.AddCost(ret);
} else {
return CMD_ERROR;
}
}
}
}
uint num_pieces = (!need_to_clear && IsTileType(tile, MP_TUNNELBRIDGE)) ?
/* There are 2 pieces on *every* tile of the bridge or tunnel */
2 * (GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2) :
/* Count pieces */
CountBits(pieces);
cost.AddCost(num_pieces * RoadBuildCost(rt));
if (flags & DC_EXEC) {
switch (GetTileType(tile)) {
case MP_ROAD: {
RoadTileType rttype = GetRoadTileType(tile);
if (existing == ROAD_NONE || rttype == ROAD_TILE_CROSSING) {
SetRoadType(tile, rtt, rt);
SetRoadOwner(tile, rtt, company);
if (rtt == RTT_ROAD) SetTownIndex(tile, town_id);
}
if (rttype != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rtt);
break;
}
case MP_TUNNELBRIDGE: {
TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
SetRoadType(other_end, rtt, rt);
SetRoadType(tile, rtt, rt);
SetRoadOwner(other_end, rtt, company);
SetRoadOwner(tile, rtt, company);
/* Mark tiles dirty that have been repaved */
if (IsBridge(tile)) {
MarkBridgeDirty(tile);
} else {
MarkTileDirtyByTile(other_end);
MarkTileDirtyByTile(tile);
}
break;
}
case MP_STATION: {
assert(IsDriveThroughStopTile(tile));
SetRoadType(tile, rtt, rt);
SetRoadOwner(tile, rtt, company);
break;
}
default:
MakeRoadNormal(tile, pieces, (rtt == RTT_ROAD) ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, town_id, company, company);
break;
}
/* Update company infrastructure count. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) num_pieces *= TUNNELBRIDGE_TRACKBIT_FACTOR;
UpdateCompanyRoadInfrastructure(rt, GetRoadOwner(tile, rtt), num_pieces);
if (rtt == RTT_ROAD && IsNormalRoadTile(tile)) {
existing |= pieces;
SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
}
MarkTileDirtyByTile(tile);
}
return cost;
}
/**
* Checks whether a road or tram connection can be found when building a new road or tram.
* @param tile Tile at which the road being built will end.
* @param rt Roadtype of the road being built.
* @param dir Direction that the road is following.
* @return True if the next tile at dir direction is suitable for being connected directly by a second roadbit at the end of the road being built.
*/
static bool CanConnectToRoad(TileIndex tile, RoadType rt, DiagDirection dir)
{
tile += TileOffsByDiagDir(dir);
if (!IsValidTile(tile) || !MayHaveRoad(tile)) return false;
RoadTramType rtt = GetRoadTramType(rt);
RoadType existing = GetRoadType(tile, rtt);
if (existing == INVALID_ROADTYPE) return false;
if (!HasPowerOnRoad(existing, rt) && !HasPowerOnRoad(rt, existing)) return false;
RoadBits bits = GetAnyRoadBits(tile, rtt, false);
return (bits & DiagDirToRoadBits(ReverseDiagDir(dir))) != 0;
}
/**
* Build a long piece of road.
* @param flags operation to perform
* @param end_tile end tile of drag
* @param start_tile start tile of drag
* @param rt road type
* @param axis direction
* @param drd set road direction
* @param start_half start tile starts in the 2nd half of tile (p2 & 1). Only used if \c is_ai is set or if we are building a single tile
* @param end_half end tile starts in the 2nd half of tile (p2 & 2). Only used if \c is_ai is set or if we are building a single tile
* @param is_ai defines two different behaviors for this command:
* - false = Build up to an obstacle. Do not build the first and last roadbits unless they can be connected to something, or if we are building a single tile
* - true = Fail if an obstacle is found. Always take into account start_half and end_half. This behavior is used for scripts
* @return the cost of this operation or an error
*/
CommandCost CmdBuildLongRoad(DoCommandFlag flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, DisallowedRoadDirections drd, bool start_half, bool end_half, bool is_ai)
{
if (start_tile >= Map::Size()) return CMD_ERROR;
if (!ValParamRoadType(rt) || !IsValidAxis(axis) || !IsValidDisallowedRoadDirections(drd)) return CMD_ERROR;
/* Only drag in X or Y direction dictated by the direction variable */
if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
DiagDirection dir = AxisToDiagDir(axis);
/* Swap direction, also the half-tile drag vars. */
if (start_tile > end_tile || (start_tile == end_tile && start_half)) {
dir = ReverseDiagDir(dir);
start_half = !start_half;
end_half = !end_half;
if (drd == DRD_NORTHBOUND || drd == DRD_SOUTHBOUND) drd ^= DRD_BOTH;
}
/* On the X-axis, we have to swap the initial bits, so they
* will be interpreted correctly in the GTTS. Furthermore
* when you just 'click' on one tile to build them. */
if ((drd == DRD_NORTHBOUND || drd == DRD_SOUTHBOUND) && (axis == AXIS_Y) == (start_tile == end_tile && start_half == end_half)) drd ^= DRD_BOTH;
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost last_error = CMD_ERROR;
TileIndex tile = start_tile;
bool had_bridge = false;
bool had_tunnel = false;
bool had_success = false;
/* Start tile is the first tile clicked by the user. */
for (;;) {
RoadBits bits = AxisToRoadBits(axis);
/* Determine which road parts should be built. */
if (!is_ai && start_tile != end_tile) {
/* Only build the first and last roadbit if they can connect to something. */
if (tile == end_tile && !CanConnectToRoad(tile, rt, dir)) {
bits = DiagDirToRoadBits(ReverseDiagDir(dir));
} else if (tile == start_tile && !CanConnectToRoad(tile, rt, ReverseDiagDir(dir))) {
bits = DiagDirToRoadBits(dir);
}
} else {
/* Road parts only have to be built at the start tile or at the end tile. */
if (tile == end_tile && !end_half) bits &= DiagDirToRoadBits(ReverseDiagDir(dir));
if (tile == start_tile && start_half) bits &= DiagDirToRoadBits(dir);
}
CommandCost ret = Command::Do(flags, tile, bits, rt, drd, 0);
if (ret.Failed()) {
last_error = ret;
if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) {
if (is_ai) return last_error;
if (had_success) break; // Keep going if we haven't constructed any road yet, skipping the start of the drag
}
} 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) == dir) {
cost.AddCost(ret);
}
had_bridge = true;
} else { // IsTunnel(tile)
if (!had_tunnel || GetTunnelBridgeDirection(tile) == dir) {
cost.AddCost(ret);
}
had_tunnel = true;
}
} else {
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += TileOffsByDiagDir(dir);
}
return had_success ? cost : last_error;
}
/**
* Remove a long piece of road.
* @param flags operation to perform
* @param end_tile end tile of drag
* @param start_tile start tile of drag
* @param rt road type
* @param axis direction
* @param start_half start tile starts in the 2nd half of tile
* @param end_half end tile starts in the 2nd half of tile (p2 & 2)
* @return the cost of this operation or an error
*/
std::tuple CmdRemoveLongRoad(DoCommandFlag flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, bool start_half, bool end_half)
{
CommandCost cost(EXPENSES_CONSTRUCTION);
if (start_tile >= Map::Size()) return { CMD_ERROR, 0 };
if (!ValParamRoadType(rt) || !IsValidAxis(axis)) return { CMD_ERROR, 0 };
/* Only drag in X or Y direction dictated by the direction variable */
if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return { CMD_ERROR, 0 }; // x-axis
if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return { CMD_ERROR, 0 }; // y-axis
/* Swap start and ending tile, also the half-tile drag vars. */
if (start_tile > end_tile || (start_tile == end_tile && start_half)) {
std::swap(start_tile, end_tile);
std::swap(start_half, end_half);
}
Money money_available = GetAvailableMoneyForCommand();
Money money_spent = 0;
TileIndex tile = start_tile;
CommandCost last_error = CMD_ERROR;
bool had_success = false;
/* Start tile is the small number. */
for (;;) {
RoadBits bits = AxisToRoadBits(axis);
if (tile == end_tile && !end_half) bits &= ROAD_NW | ROAD_NE;
if (tile == start_tile && start_half) bits &= ROAD_SE | ROAD_SW;
/* try to remove the halves. */
if (bits != 0) {
RoadTramType rtt = GetRoadTramType(rt);
CommandCost ret = RemoveRoad(tile, flags & ~DC_EXEC, bits, rtt, true);
if (ret.Succeeded()) {
if (flags & DC_EXEC) {
money_spent += ret.GetCost();
if (money_spent > 0 && money_spent > money_available) {
return { cost, std::get<0>(Command::Do(flags & ~DC_EXEC, end_tile, start_tile, rt, axis, start_half, end_half)).GetCost() };
}
RemoveRoad(tile, flags, bits, rtt, false);
}
cost.AddCost(ret);
had_success = true;
} else {
/* Some errors are more equal than others. */
switch (last_error.GetErrorMessage()) {
case STR_ERROR_OWNED_BY:
case STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS:
break;
default:
last_error = ret;
}
}
}
if (tile == end_tile) break;
tile += (axis == AXIS_Y) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
}
return { had_success ? cost : last_error, 0 };
}
/**
* Build a road depot.
* @param tile tile where to build the depot
* @param flags operation to perform
* @param rt road type
* @param dir entrance direction
* @return the cost of this operation or an error
*
* @todo When checking for the tile slope,
* distinguish between "Flat land required" and "land sloped in wrong direction"
*/
CommandCost CmdBuildRoadDepot(DoCommandFlag flags, TileIndex tile, RoadType rt, DiagDirection dir)
{
if (!ValParamRoadType(rt) || !IsValidDiagDirection(dir)) return CMD_ERROR;
CommandCost cost(EXPENSES_CONSTRUCTION);
Slope tileh = GetTileSlope(tile);
if (tileh != SLOPE_FLAT) {
if (!_settings_game.construction.build_on_slopes || !CanBuildDepotByTileh(dir, tileh)) {
return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
}
cost.AddCost(_price[PR_BUILD_FOUNDATION]);
}
/* Allow the user to rotate the depot instead of having to destroy it and build it again */
bool rotate_existing_depot = false;
if (IsRoadDepotTile(tile) && (HasRoadTypeTram(tile) ? rt == GetRoadTypeTram(tile) : rt == GetRoadTypeRoad(tile)))
{
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
if (dir == GetRoadDepotDirection(tile)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
rotate_existing_depot = true;
}
if (!rotate_existing_depot) {
cost.AddCost(Command::Do(flags, tile));
if (cost.Failed()) return cost;
if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
if (!Depot::CanAllocateItem()) return CMD_ERROR;
}
if (flags & DC_EXEC) {
if (rotate_existing_depot) {
SetRoadDepotExitDirection(tile, dir);
} else {
Depot *dep = new Depot(tile);
dep->build_date = TimerGameCalendar::date;
MakeRoadDepot(tile, _current_company, dep->index, dir, rt);
MakeDefaultName(dep);
/* A road depot has two road bits. */
UpdateCompanyRoadInfrastructure(rt, _current_company, ROAD_DEPOT_TRACKBIT_FACTOR);
}
MarkTileDirtyByTile(tile);
}
cost.AddCost(_price[PR_BUILD_DEPOT_ROAD]);
return cost;
}
static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlag flags)
{
if (_current_company != OWNER_WATER) {
CommandCost ret = CheckTileOwnership(tile);
if (ret.Failed()) return ret;
}
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
Company *c = Company::GetIfValid(GetTileOwner(tile));
if (c != nullptr) {
/* A road depot has two road bits. */
RoadType rt = GetRoadTypeRoad(tile);
if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile);
c->infrastructure.road[rt] -= ROAD_DEPOT_TRACKBIT_FACTOR;
DirtyCompanyInfrastructureWindows(c->index);
}
delete Depot::GetByTile(tile);
DoClearSquare(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_ROAD]);
}
static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlag flags)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits b = GetAllRoadBits(tile);
/* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
if ((HasExactlyOneBit(b) && GetRoadBits(tile, RTT_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) {
CommandCost ret(EXPENSES_CONSTRUCTION);
for (RoadTramType rtt : _roadtramtypes) {
if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue;
CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rtt), rtt, true);
if (tmp_ret.Failed()) return tmp_ret;
ret.AddCost(tmp_ret);
}
return ret;
}
return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
}
case ROAD_TILE_CROSSING: {
CommandCost ret(EXPENSES_CONSTRUCTION);
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
/* Must iterate over the roadtypes in a reverse manner because
* tram tracks must be removed before the road bits. */
for (RoadTramType rtt : { RTT_TRAM, RTT_ROAD }) {
if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue;
CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rtt, true);
if (tmp_ret.Failed()) return tmp_ret;
ret.AddCost(tmp_ret);
}
if (flags & DC_EXEC) {
Command::Do(flags, tile);
}
return ret;
}
default:
case ROAD_TILE_DEPOT:
if (flags & DC_AUTO) {
return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
}
return RemoveRoadDepot(tile, flags);
}
}
struct DrawRoadTileStruct {
uint16_t 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
*/
static 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;
/* Steep slopes behave the same as slopes with one corner raised. */
if (IsSteepSlope(tileh)) {
tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(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
};
/**
* Get the sprite offset within a spritegroup.
* @param slope Slope
* @param bits Roadbits
* @return Offset for the sprite within the spritegroup.
*/
static uint GetRoadSpriteOffset(Slope slope, RoadBits bits)
{
if (slope != SLOPE_FLAT) {
switch (slope) {
case SLOPE_NE: return 11;
case SLOPE_SE: return 12;
case SLOPE_SW: return 13;
case SLOPE_NW: return 14;
default: NOT_REACHED();
}
} else {
static const uint offsets[] = {
0, 18, 17, 7,
16, 0, 10, 5,
15, 8, 1, 4,
9, 3, 6, 2
};
return offsets[bits];
}
}
/**
* Should the road be drawn as a unpaved snow/desert road?
* By default, roads are always drawn as unpaved if they are on desert or
* above the snow line, but NewGRFs can override this for desert.
*
* @param tile The tile the road is on
* @param roadside What sort of road this is
* @return True if snow/desert road sprites should be used.
*/
static bool DrawRoadAsSnowDesert(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 RoadType of the given tile
* @param ti information about the tile (slopes, height etc)
* @param rt road type to draw catenary for
* @param rb the roadbits for the tram
*/
void DrawRoadTypeCatenary(const TileInfo *ti, RoadType rt, RoadBits rb)
{
/* Don't draw the catenary under a low bridge */
if (IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) {
int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
if (height <= GetTileMaxZ(ti->tile) + 1) return;
}
if (CountBits(rb) > 2) {
/* On junctions we check whether neighbouring tiles also have catenary, and possibly
* do not draw catenary towards those neighbours, which do not have catenary. */
RoadBits rb_new = ROAD_NONE;
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
if (rb & DiagDirToRoadBits(dir)) {
TileIndex neighbour = TileAddByDiagDir(ti->tile, dir);
if (MayHaveRoad(neighbour)) {
RoadType rt_road = GetRoadTypeRoad(neighbour);
RoadType rt_tram = GetRoadTypeTram(neighbour);
if ((rt_road != INVALID_ROADTYPE && HasRoadCatenary(rt_road)) ||
(rt_tram != INVALID_ROADTYPE && HasRoadCatenary(rt_tram))) {
rb_new |= DiagDirToRoadBits(dir);
}
}
}
}
if (CountBits(rb_new) >= 2) rb = rb_new;
}
const RoadTypeInfo* rti = GetRoadTypeInfo(rt);
SpriteID front = GetCustomRoadSprite(rti, ti->tile, ROTSG_CATENARY_FRONT);
SpriteID back = GetCustomRoadSprite(rti, ti->tile, ROTSG_CATENARY_BACK);
if (front != 0 || back != 0) {
if (front != 0) front += GetRoadSpriteOffset(ti->tileh, rb);
if (back != 0) back += GetRoadSpriteOffset(ti->tileh, rb);
} else 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[rb];
front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[rb];
}
/* Catenary uses 1st company colour to help identify owner.
* For tiles with OWNER_TOWN or OWNER_NONE, recolour CC to grey as a neutral colour. */
Owner owner = GetRoadOwner(ti->tile, GetRoadTramType(rt));
PaletteID pal = (owner == OWNER_NONE || owner == OWNER_TOWN ? GENERAL_SPRITE_COLOUR(COLOUR_GREY) : COMPANY_SPRITE_COLOUR(owner));
int z_wires = (ti->tileh == SLOPE_FLAT ? 0 : TILE_HEIGHT) + BB_HEIGHT_UNDER_BRIDGE;
if (back != 0) {
/* The "back" sprite contains the west, north and east pillars.
* We cut the sprite at 3/8 of the west/east edges to create 3 sprites.
* 3/8 is chosen so that sprites can somewhat graphically extend into the tile. */
static const int INF = 1000; ///< big number compared to sprite size
static const SubSprite west = { -INF, -INF, -12, INF };
static const SubSprite north = { -12, -INF, 12, INF };
static const SubSprite east = { 12, -INF, INF, INF };
AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 16, 1, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 15, 0, GetSlopePixelZInCorner(ti->tileh, CORNER_W), &west);
AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 1, 1, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 0, 0, GetSlopePixelZInCorner(ti->tileh, CORNER_N), &north);
AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 1, 16, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 0, 15, GetSlopePixelZInCorner(ti->tileh, CORNER_E), &east);
}
if (front != 0) {
/* Draw the "front" sprite (containing south pillar and wires) at a Z height that is both above the vehicles and above the "back" pillars. */
AddSortableSpriteToDraw(front, pal, ti->x, ti->y, 16, 16, z_wires + 1, ti->z, IsTransparencySet(TO_CATENARY), 0, 0, z_wires);
}
}
/**
* Draws the catenary for the given tile
* @param ti information about the tile (slopes, height etc)
*/
void DrawRoadCatenary(const TileInfo *ti)
{
RoadBits road = ROAD_NONE;
RoadBits tram = ROAD_NONE;
if (IsTileType(ti->tile, MP_ROAD)) {
if (IsNormalRoad(ti->tile)) {
road = GetRoadBits(ti->tile, RTT_ROAD);
tram = GetRoadBits(ti->tile, RTT_TRAM);
} else if (IsLevelCrossing(ti->tile)) {
tram = road = (GetCrossingRailAxis(ti->tile) == AXIS_Y ? ROAD_X : ROAD_Y);
}
} else if (IsTileType(ti->tile, MP_STATION)) {
if (IsRoadStop(ti->tile)) {
if (IsDriveThroughStopTile(ti->tile)) {
Axis axis = GetRoadStopDir(ti->tile) == DIAGDIR_NE ? AXIS_X : AXIS_Y;
tram = road = (axis == AXIS_X ? ROAD_X : ROAD_Y);
} else {
tram = road = DiagDirToRoadBits(GetRoadStopDir(ti->tile));
}
}
} else {
// No road here, no catenary to draw
return;
}
RoadType rt = GetRoadTypeRoad(ti->tile);
if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) {
DrawRoadTypeCatenary(ti, rt, road);
}
rt = GetRoadTypeTram(ti->tile);
if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) {
DrawRoadTypeCatenary(ti, rt, tram);
}
}
/**
* 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
* @param transparent whether the sprite should be transparent (used for roadside trees)
*/
static void DrawRoadDetail(SpriteID img, const TileInfo *ti, int dx, int dy, int h, bool transparent)
{
int x = ti->x | dx;
int y = ti->y | dy;
int z = ti->z;
if (ti->tileh != SLOPE_FLAT) z = GetSlopePixelZ(x, y);
AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z, transparent);
}
/**
* Draw road underlay and overlay sprites.
* @param ti TileInfo
* @param road_rti Road road type information
* @param tram_rti Tram road type information
* @param road_offset Road sprite offset (based on road bits)
* @param tram_offset Tram sprite offset (based on road bits)
* @param draw_underlay Whether to draw underlays
*/
void DrawRoadOverlays(const TileInfo *ti, PaletteID pal, const RoadTypeInfo *road_rti, const RoadTypeInfo *tram_rti, uint road_offset, uint tram_offset, bool draw_underlay)
{
if (draw_underlay) {
/* Road underlay takes precedence over tram */
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_GROUND);
DrawGroundSprite(ground + road_offset, pal);
}
} else {
if (tram_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_GROUND);
DrawGroundSprite(ground + tram_offset, pal);
} else {
DrawGroundSprite(SPR_TRAMWAY_TRAM + tram_offset, pal);
}
}
}
/* Draw road overlay */
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_OVERLAY);
if (ground != 0) DrawGroundSprite(ground + road_offset, pal);
}
}
/* Draw tram overlay */
if (tram_rti != nullptr) {
if (tram_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_OVERLAY);
if (ground != 0) DrawGroundSprite(ground + tram_offset, pal);
} else if (road_rti != nullptr) {
DrawGroundSprite(SPR_TRAMWAY_OVERLAY + tram_offset, pal);
}
}
}
/**
* Get ground sprite to draw for a road tile.
* @param ti TileInof
* @param roadside Road side type
* @param rti Road type info
* @param offset Road sprite offset
* @param[out] pal Palette to draw.
*/
static SpriteID GetRoadGroundSprite(const TileInfo *ti, Roadside roadside, const RoadTypeInfo *rti, uint offset, PaletteID *pal)
{
/* Draw bare ground sprite if no road or road uses overlay system. */
if (rti == nullptr || rti->UsesOverlay()) {
if (DrawRoadAsSnowDesert(ti->tile, roadside)) {
return SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh);
}
switch (roadside) {
case ROADSIDE_BARREN: *pal = PALETTE_TO_BARE_LAND;
return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh);
case ROADSIDE_GRASS:
case ROADSIDE_GRASS_ROAD_WORKS: return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh);
default: break; // Paved
}
}
/* Draw original road base sprite */
SpriteID image = SPR_ROAD_Y + offset;
if (DrawRoadAsSnowDesert(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
}
}
return image;
}
/**
* Draw ground sprite and road pieces
* @param ti TileInfo
*/
static void DrawRoadBits(TileInfo *ti)
{
RoadBits road = GetRoadBits(ti->tile, RTT_ROAD);
RoadBits tram = GetRoadBits(ti->tile, RTT_TRAM);
RoadType road_rt = GetRoadTypeRoad(ti->tile);
RoadType tram_rt = GetRoadTypeTram(ti->tile);
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
if (ti->tileh != SLOPE_FLAT) {
DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
/* DrawFoundation() modifies ti. */
}
/* Determine sprite offsets */
uint road_offset = GetRoadSpriteOffset(ti->tileh, road);
uint tram_offset = GetRoadSpriteOffset(ti->tileh, tram);
/* Draw baseset underlay */
Roadside roadside = GetRoadside(ti->tile);
PaletteID pal = PAL_NONE;
SpriteID image = GetRoadGroundSprite(ti, roadside, road_rti, road == ROAD_NONE ? tram_offset : road_offset, &pal);
DrawGroundSprite(image, pal);
DrawRoadOverlays(ti, pal, road_rti, tram_rti, road_offset, tram_offset);
/* Draw one way */
if (road_rti != nullptr) {
DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
if (drd != DRD_NONE) {
SpriteID oneway = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_ONEWAY);
if (oneway == 0) oneway = SPR_ONEWAY_BASE;
if ((ti->tileh == SLOPE_NE) || (ti->tileh == SLOPE_NW)) {
oneway += SPR_ONEWAY_SLOPE_N_OFFSET;
} else if ((ti->tileh == SLOPE_SE) || (ti->tileh == SLOPE_SW)) {
oneway += SPR_ONEWAY_SLOPE_S_OFFSET;
}
DrawGroundSpriteAt(oneway + drd - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialPixelZ(8, 8, ti->tileh));
}
}
if (HasRoadWorks(ti->tile)) {
/* Road works */
DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
return;
}
/* Draw road, tram catenary */
DrawRoadCatenary(ti);
/* 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 (IsBridgeAbove(ti->tile) && (roadside == ROADSIDE_TREES || roadside == ROADSIDE_STREET_LIGHTS)) {
int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
int minz = GetTileMaxZ(ti->tile) + 2;
if (roadside == ROADSIDE_TREES) minz++;
if (height < minz) return;
}
/* If there are no road bits, return, as there is nothing left to do */
if (HasAtMostOneBit(road)) return;
if (roadside == ROADSIDE_TREES && IsInvisibilitySet(TO_TREES)) return;
bool is_transparent = roadside == ROADSIDE_TREES && IsTransparencySet(TO_TREES);
/* 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, is_transparent);
}
}
/** Tile callback function for rendering a road tile to the screen */
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);
Axis axis = GetCrossingRailAxis(ti->tile);
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
RoadType road_rt = GetRoadTypeRoad(ti->tile);
RoadType tram_rt = GetRoadTypeTram(ti->tile);
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
PaletteID pal = PAL_NONE;
/* Draw base ground */
if (rti->UsesOverlay()) {
SpriteID image = SPR_ROAD_Y + axis;
Roadside roadside = GetRoadside(ti->tile);
if (DrawRoadAsSnowDesert(ti->tile, roadside)) {
image += 19;
} else {
switch (roadside) {
case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
case ROADSIDE_GRASS: break;
default: image -= 19; break; // Paved
}
}
DrawGroundSprite(image, pal);
} else {
SpriteID image = rti->base_sprites.crossing + axis;
if (IsCrossingBarred(ti->tile)) image += 2;
Roadside roadside = GetRoadside(ti->tile);
if (DrawRoadAsSnowDesert(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);
}
DrawRoadOverlays(ti, pal, road_rti, tram_rti, axis, axis);
/* Draw rail/PBS overlay */
bool draw_pbs = _game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile);
if (rti->UsesOverlay()) {
pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;
SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
DrawGroundSprite(rail, pal);
const Axis road_axis = GetCrossingRoadAxis(ti->tile);
const DiagDirection dir1 = AxisToDiagDir(road_axis);
const DiagDirection dir2 = ReverseDiagDir(dir1);
uint adjacent_diagdirs = 0;
for (DiagDirection dir : { dir1, dir2 }) {
const TileIndex t = TileAddByDiagDir(ti->tile, dir);
if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) {
SetBit(adjacent_diagdirs, dir);
}
}
switch (adjacent_diagdirs) {
case 0:
DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NE):
DrawRailTileSeq(ti, &_crossing_layout_SW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SE):
DrawRailTileSeq(ti, &_crossing_layout_NW, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_SW):
DrawRailTileSeq(ti, &_crossing_layout_NE, TO_CATENARY, rail, 0, PAL_NONE);
break;
case (1 << DIAGDIR_NW):
DrawRailTileSeq(ti, &_crossing_layout_SE, TO_CATENARY, rail, 0, PAL_NONE);
break;
default:
/* Show no sprites */
break;
}
} else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) {
/* Add another rail overlay, unless there is only the base road sprite. */
pal = draw_pbs ? PALETTE_CRASH : PAL_NONE;
SpriteID rail = GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y;
DrawGroundSprite(rail, pal);
}
/* Draw road, tram catenary */
DrawRoadCatenary(ti);
/* Draw rail catenary */
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti);
break;
}
default:
case ROAD_TILE_DEPOT: {
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
PaletteID palette = COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile));
RoadType road_rt = GetRoadTypeRoad(ti->tile);
RoadType tram_rt = GetRoadTypeTram(ti->tile);
const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt == INVALID_ROADTYPE ? tram_rt : road_rt);
int relocation = GetCustomRoadSprite(rti, ti->tile, ROTSG_DEPOT);
bool default_gfx = relocation == 0;
if (default_gfx) {
if (HasBit(rti->flags, ROTF_CATENARY)) {
if (_loaded_newgrf_features.tram == TRAMWAY_REPLACE_DEPOT_WITH_TRACK && road_rt == INVALID_ROADTYPE && !rti->UsesOverlay()) {
/* Sprites with track only work for default tram */
relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT;
default_gfx = false;
} else {
/* Sprites without track are always better, if provided */
relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT;
}
}
} else {
relocation -= SPR_ROAD_DEPOT;
}
DiagDirection dir = GetRoadDepotDirection(ti->tile);
const DrawTileSprites *dts = &_road_depot[dir];
DrawGroundSprite(dts->ground.sprite, PAL_NONE);
if (default_gfx) {
uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir));
if (rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(rti, ti->tile, ROTSG_OVERLAY);
if (ground != 0) DrawGroundSprite(ground + offset, PAL_NONE);
} else if (road_rt == INVALID_ROADTYPE) {
DrawGroundSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE);
}
}
DrawRailTileSeq(ti, dts, TO_BUILDINGS, relocation, 0, palette);
break;
}
}
DrawBridgeMiddle(ti);
}
/**
* Draw the road depot sprite.
* @param x The x offset to draw at.
* @param y The y offset to draw at.
* @param dir The direction the depot must be facing.
* @param rt The road type of the depot to draw.
*/
void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
{
PaletteID palette = COMPANY_SPRITE_COLOUR(_local_company);
const RoadTypeInfo* rti = GetRoadTypeInfo(rt);
int relocation = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_DEPOT);
bool default_gfx = relocation == 0;
if (default_gfx) {
if (HasBit(rti->flags, ROTF_CATENARY)) {
if (_loaded_newgrf_features.tram == TRAMWAY_REPLACE_DEPOT_WITH_TRACK && RoadTypeIsTram(rt) && !rti->UsesOverlay()) {
/* Sprites with track only work for default tram */
relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT;
default_gfx = false;
} else {
/* Sprites without track are always better, if provided */
relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT;
}
}
} else {
relocation -= SPR_ROAD_DEPOT;
}
const DrawTileSprites *dts = &_road_depot[dir];
DrawSprite(dts->ground.sprite, PAL_NONE, x, y);
if (default_gfx) {
uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir));
if (rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_OVERLAY);
if (ground != 0) DrawSprite(ground + offset, PAL_NONE, x, y);
} else if (RoadTypeIsTram(rt)) {
DrawSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE, x, y);
}
}
DrawRailTileSeqInGUI(x, y, dts, relocation, 0, palette);
}
/**
* Updates cached nearest town for all road tiles
* @param invalidate are we just invalidating cached data?
* @pre invalidate == true implies _generating_world == true
*/
void UpdateNearestTownForRoadTiles(bool invalidate)
{
assert(!invalidate || _generating_world);
for (TileIndex t = 0; t < Map::Size(); t++) {
if (IsTileType(t, MP_ROAD) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
TownID tid = INVALID_TOWN;
if (!invalidate) {
const Town *town = CalcClosestTownFromTile(t);
if (town != nullptr) tid = town->index;
}
SetTownIndex(t, tid);
}
}
}
static int GetSlopePixelZ_Road(TileIndex tile, uint x, uint y, bool)
{
if (IsNormalRoad(tile)) {
int z;
Slope tileh = GetTilePixelSlope(tile, &z);
if (tileh == SLOPE_FLAT) return z;
Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
z += ApplyPixelFoundationToSlope(f, &tileh);
return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
} else {
return GetTileMaxPixelZ(tile);
}
}
static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
{
if (IsNormalRoad(tile)) {
return GetRoadFoundation(tileh, GetAllRoadBits(tile));
} else {
return FlatteningFoundation(tileh);
}
}
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_assert(lengthof(_town_road_types) == HZB_END);
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_assert(lengthof(_town_road_types_2) == HZB_END);
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_MAX);
if (!HasRoadWorks(tile)) {
HouseZonesBits grp = HZB_TOWN_EDGE;
if (t != nullptr) {
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) && !HasAtMostOneBit(GetAllRoadBits(tile))) {
if (GetFoundationSlope(tile) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile).Succeeded() && Chance16(1, 40)) {
StartRoadWorks(tile);
if (_settings_client.sound.ambient) SndPlayTileFx(SND_21_ROAD_WORKS, 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, RTT_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), RTT_ROAD, true);
/* If new_rb is 0, there are now no road pieces left and the tile is no longer a road tile */
if (new_rb == 0) {
MarkTileDirtyByTile(tile);
return;
}
}
}
/* Possibly change road type */
if (GetRoadOwner(tile, RTT_ROAD) == OWNER_TOWN) {
RoadType rt = GetTownRoadType();
if (rt != GetRoadTypeRoad(tile)) {
SetRoadType(tile, RTT_ROAD, rt);
}
}
MarkTileDirtyByTile(tile);
}
}
static bool ClickTile_Road(TileIndex tile)
{
if (!IsRoadDepot(tile)) return false;
ShowDepotWindow(tile, VEH_ROAD);
return true;
}
/* Converts RoadBits to TrackBits */
static const TrackBits _road_trackbits[16] = {
TRACK_BIT_NONE, // ROAD_NONE
TRACK_BIT_NONE, // ROAD_NW
TRACK_BIT_NONE, // ROAD_SW
TRACK_BIT_LEFT, // ROAD_W
TRACK_BIT_NONE, // ROAD_SE
TRACK_BIT_Y, // ROAD_Y
TRACK_BIT_LOWER, // ROAD_S
TRACK_BIT_LEFT | TRACK_BIT_LOWER | TRACK_BIT_Y, // ROAD_Y | ROAD_SW
TRACK_BIT_NONE, // ROAD_NE
TRACK_BIT_UPPER, // ROAD_N
TRACK_BIT_X, // ROAD_X
TRACK_BIT_LEFT | TRACK_BIT_UPPER | TRACK_BIT_X, // ROAD_X | ROAD_NW
TRACK_BIT_RIGHT, // ROAD_E
TRACK_BIT_RIGHT | TRACK_BIT_UPPER | TRACK_BIT_Y, // ROAD_Y | ROAD_NE
TRACK_BIT_RIGHT | TRACK_BIT_LOWER | TRACK_BIT_X, // ROAD_X | ROAD_SE
TRACK_BIT_ALL, // ROAD_ALL
};
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: {
RoadTramType rtt = (RoadTramType)sub_mode;
if (!HasTileRoadType(tile, rtt)) break;
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 };
RoadBits bits = GetRoadBits(tile, rtt);
/* no roadbit at this side of tile, return 0 */
if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break;
uint multiplier = drd_to_multiplier[(rtt == RTT_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;
if (TrainOnCrossing(tile)) break;
auto mask_red_signal_bits_if_crossing_barred = [&](TileIndex t, TrackdirBits mask) {
if (IsLevelCrossingTile(t) && IsCrossingBarred(t)) red_signals &= mask;
};
/* Check for blocked adjacent crossing to south, keep only southbound red signal trackdirs, allow northbound traffic */
mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, AxisToDiagDir(axis)), TRACKDIR_BIT_X_SW | TRACKDIR_BIT_Y_SE);
/* Check for blocked adjacent crossing to north, keep only northbound red signal trackdirs, allow southbound traffic */
mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis))), TRACKDIR_BIT_X_NE | TRACKDIR_BIT_Y_NW);
}
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_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
};
static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
{
Owner rail_owner = INVALID_OWNER;
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
if (road_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
td->roadtype = rti->strings.name;
td->road_speed = rti->max_speed / 2;
road_owner = GetRoadOwner(tile, RTT_ROAD);
}
if (tram_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
td->tramtype = rti->strings.name;
td->tram_speed = rti->max_speed / 2;
tram_owner = GetRoadOwner(tile, RTT_TRAM);
}
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING: {
td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING;
rail_owner = GetTileOwner(tile);
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
td->railtype = rti->strings.name;
td->rail_speed = rti->max_speed;
break;
}
case ROAD_TILE_DEPOT:
td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT;
td->build_date = Depot::GetByTile(tile)->build_date;
break;
default: {
td->str = (road_rt != INVALID_ROADTYPE ? _road_tile_strings[GetRoadside(tile)] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY);
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_LAND_AREA_INFORMATION_RAIL_OWNER);
td->owner[0] = rail_owner;
td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER);
td->owner[1] = road_owner;
td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_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, int)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_DEPOT: {
if (v->type != VEH_ROAD) break;
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->frame == RVC_DEPOT_STOP_FRAME &&
_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
rv->state = RVSB_IN_DEPOT;
rv->vehstatus |= VS_HIDDEN;
rv->direction = ReverseDir(rv->direction);
if (rv->Next() == nullptr) VehicleEnterDepot(rv->First());
rv->tile = tile;
InvalidateWindowData(WC_VEHICLE_DEPOT, rv->tile);
return VETSB_ENTERED_WORMHOLE;
}
break;
}
default: break;
}
return VETSB_CONTINUE;
}
static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner)
{
if (IsRoadDepot(tile)) {
if (GetTileOwner(tile) == old_owner) {
if (new_owner == INVALID_OWNER) {
Command::Do(DC_EXEC | DC_BANKRUPT, tile);
} else {
/* A road depot has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
RoadType rt = GetRoadTypeRoad(tile);
if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile);
Company::Get(old_owner)->infrastructure.road[rt] -= 2;
Company::Get(new_owner)->infrastructure.road[rt] += 2;
SetTileOwner(tile, new_owner);
for (RoadTramType rtt : _roadtramtypes) {
if (GetRoadOwner(tile, rtt) == old_owner) {
SetRoadOwner(tile, rtt, new_owner);
}
}
}
}
return;
}
for (RoadTramType rtt : _roadtramtypes) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rtt) == old_owner) {
RoadType rt = GetRoadType(tile, rtt);
if (rt != INVALID_ROADTYPE) {
/* A level crossing has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
uint num_bits = IsLevelCrossing(tile) ? 2 : CountBits(GetRoadBits(tile, rtt));
Company::Get(old_owner)->infrastructure.road[rt] -= num_bits;
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_bits;
}
SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
}
if (IsLevelCrossing(tile)) {
if (GetTileOwner(tile) == old_owner) {
if (new_owner == INVALID_OWNER) {
Command::Do(DC_EXEC | DC_BANKRUPT, tile, GetCrossingRailTrack(tile));
} else {
/* Update infrastructure counts. No need to dirty windows here, we'll redraw the whole screen anyway. */
Company::Get(old_owner)->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR;
Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR;
SetTileOwner(tile, new_owner);
}
}
}
}
static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlag flags, int 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[PR_BUILD_FOUNDATION]);
break;
case ROAD_TILE_DEPOT:
if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
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 safe to call GetRoadFoundation(). */
if (CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE, ROAD_NONE).Succeeded()) {
/* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
if (bits == bits_copy) {
int 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[PR_BUILD_FOUNDATION]);
}
}
break;
}
default: NOT_REACHED();
}
}
return Command::Do(flags, tile);
}
/** Update power of road vehicle under which is the roadtype being converted */
static Vehicle *UpdateRoadVehPowerProc(Vehicle *v, void *data)
{
if (v->type != VEH_ROAD) return nullptr;
RoadVehicleList *affected_rvs = static_cast(data);
include(*affected_rvs, RoadVehicle::From(v)->First());
return nullptr;
}
/**
* Checks the tile and returns whether the current player is allowed to convert the roadtype to another roadtype without taking ownership
* @param owner the tile owner.
* @param rtt Road/tram type.
* @return whether the road is convertible
*/
static bool CanConvertUnownedRoadType(Owner owner, RoadTramType rtt)
{
return (owner == OWNER_NONE || (owner == OWNER_TOWN && rtt == RTT_ROAD));
}
/**
* Convert the ownership of the RoadType of the tile if applicable
* @param tile the tile of which convert ownership
* @param num_pieces the count of the roadbits to assign to the new owner
* @param owner the current owner of the RoadType
* @param from_type the old road type
* @param to_type the new road type
*/
static void ConvertRoadTypeOwner(TileIndex tile, uint num_pieces, Owner owner, RoadType from_type, RoadType to_type)
{
// Scenario editor, maybe? Don't touch the owners when converting roadtypes...
if (_current_company >= MAX_COMPANIES) return;
// We can't get a company from invalid owners but we can get ownership of roads without an owner
if (owner >= MAX_COMPANIES && owner != OWNER_NONE) return;
Company *c;
switch (owner) {
case OWNER_NONE:
SetRoadOwner(tile, GetRoadTramType(to_type), (Owner)_current_company);
UpdateCompanyRoadInfrastructure(to_type, _current_company, num_pieces);
break;
default:
c = Company::Get(owner);
c->infrastructure.road[from_type] -= num_pieces;
c->infrastructure.road[to_type] += num_pieces;
DirtyCompanyInfrastructureWindows(c->index);
break;
}
}
/**
* Convert one road subtype to another.
* Not meant to convert from road to tram.
*
* @param flags operation to perform
* @param tile end tile of road conversion drag
* @param area_start start tile of drag
* @param to_type new roadtype to convert to.
* @return the cost of this operation or an error
*/
CommandCost CmdConvertRoad(DoCommandFlag flags, TileIndex tile, TileIndex area_start, RoadType to_type)
{
TileIndex area_end = tile;
if (!ValParamRoadType(to_type)) return CMD_ERROR;
if (area_start >= Map::Size()) return CMD_ERROR;
RoadVehicleList affected_rvs;
RoadTramType rtt = GetRoadTramType(to_type);
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost error = CommandCost((rtt == RTT_TRAM) ? STR_ERROR_NO_SUITABLE_TRAMWAY : STR_ERROR_NO_SUITABLE_ROAD); // by default, there is no road to convert.
bool found_convertible_road = false; // whether we actually did convert any road/tram (see bug #7633)
std::unique_ptr iter = std::make_unique(area_start, area_end);
for (; (tile = *iter) != INVALID_TILE; ++(*iter)) {
/* Is road present on tile? */
if (!MayHaveRoad(tile)) continue;
/* Converting to the same subtype? */
RoadType from_type = GetRoadType(tile, rtt);
if (from_type == INVALID_ROADTYPE || from_type == to_type) continue;
/* Check if there is any infrastructure on tile */
TileType tt = GetTileType(tile);
switch (tt) {
case MP_STATION:
if (!IsRoadStop(tile)) continue;
break;
case MP_ROAD:
if (IsLevelCrossing(tile) && RoadNoLevelCrossing(to_type)) {
error.MakeError(STR_ERROR_CROSSING_DISALLOWED_ROAD);
continue;
}
break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) continue;
break;
default: continue;
}
/* Trying to convert other's road */
Owner owner = GetRoadOwner(tile, rtt);
if (!CanConvertUnownedRoadType(owner, rtt)) {
CommandCost ret = CheckOwnership(owner, tile);
if (ret.Failed()) {
error = ret;
continue;
}
}
/* Base the ability to replace town roads and bridges on the town's
* acceptance of destructive actions. */
if (owner == OWNER_TOWN) {
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
CommandCost ret = CheckforTownRating(DC_NONE, t, tt == MP_TUNNELBRIDGE ? TUNNELBRIDGE_REMOVE : ROAD_REMOVE);
if (ret.Failed()) {
error = ret;
continue;
}
}
/* Vehicle on the tile when not converting normal <-> powered
* Tunnels and bridges have special check later */
if (tt != MP_TUNNELBRIDGE) {
if (!HasPowerOnRoad(from_type, to_type)) {
CommandCost ret = EnsureNoVehicleOnGround(tile);
if (ret.Failed()) {
error = ret;
continue;
}
if (rtt == RTT_ROAD && owner == OWNER_TOWN) {
SetDParamsForOwnedBy(OWNER_TOWN, tile);
error.MakeError(STR_ERROR_OWNED_BY);
continue;
}
}
uint num_pieces = CountBits(GetAnyRoadBits(tile, rtt));
if (tt == MP_STATION && IsBayRoadStopTile(tile)) {
num_pieces *= ROAD_STOP_TRACKBIT_FACTOR;
} else if (tt == MP_ROAD && IsRoadDepot(tile)) {
num_pieces *= ROAD_DEPOT_TRACKBIT_FACTOR;
}
found_convertible_road = true;
cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type));
if (flags & DC_EXEC) { // we can safely convert, too
/* Call ConvertRoadTypeOwner() to update the company infrastructure counters. */
if (owner == _current_company) {
ConvertRoadTypeOwner(tile, num_pieces, owner, from_type, to_type);
}
/* Perform the conversion */
SetRoadType(tile, rtt, to_type);
MarkTileDirtyByTile(tile);
/* update power of train on this tile */
FindVehicleOnPos(tile, &affected_rvs, &UpdateRoadVehPowerProc);
if (IsRoadDepotTile(tile)) {
/* Update build vehicle window related to this depot */
InvalidateWindowData(WC_VEHICLE_DEPOT, tile);
InvalidateWindowData(WC_BUILD_VEHICLE, tile);
}
}
} else {
TileIndex endtile = GetOtherTunnelBridgeEnd(tile);
/* If both ends of tunnel/bridge are in the range, do not try to convert twice -
* it would cause assert because of different test and exec runs */
if (endtile < tile) {
if (OrthogonalTileArea(area_start, area_end).Contains(endtile)) continue;
}
/* When not converting rail <-> el. rail, any vehicle cannot be in tunnel/bridge */
if (!HasPowerOnRoad(from_type, to_type)) {
CommandCost ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) {
error = ret;
continue;
}
if (rtt == RTT_ROAD && owner == OWNER_TOWN) {
SetDParamsForOwnedBy(OWNER_TOWN, tile);
error.MakeError(STR_ERROR_OWNED_BY);
continue;
}
}
/* There are 2 pieces on *every* tile of the bridge or tunnel */
uint num_pieces = (GetTunnelBridgeLength(tile, endtile) + 2) * 2;
found_convertible_road = true;
cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type));
if (flags & DC_EXEC) {
/* Update the company infrastructure counters. */
if (owner == _current_company) {
/* Each piece should be counted TUNNELBRIDGE_TRACKBIT_FACTOR times
* for the infrastructure counters (cause of #8297). */
ConvertRoadTypeOwner(tile, num_pieces * TUNNELBRIDGE_TRACKBIT_FACTOR, owner, from_type, to_type);
SetTunnelBridgeOwner(tile, endtile, _current_company);
}
/* Perform the conversion */
SetRoadType(tile, rtt, to_type);
SetRoadType(endtile, rtt, to_type);
FindVehicleOnPos(tile, &affected_rvs, &UpdateRoadVehPowerProc);
FindVehicleOnPos(endtile, &affected_rvs, &UpdateRoadVehPowerProc);
if (IsBridge(tile)) {
MarkBridgeDirty(tile);
} else {
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
}
}
}
}
if (flags & DC_EXEC) {
/* Roadtype changed, update roadvehicles as when entering different track */
for (RoadVehicle *v : affected_rvs) {
v->CargoChanged();
}
}
return found_convertible_road ? cost : error;
}
/** Tile callback functions for road tiles */
extern const TileTypeProcs _tile_type_road_procs = {
DrawTile_Road, // draw_tile_proc
GetSlopePixelZ_Road, // get_slope_z_proc
ClearTile_Road, // clear_tile_proc
nullptr, // add_accepted_cargo_proc
GetTileDesc_Road, // get_tile_desc_proc
GetTileTrackStatus_Road, // get_tile_track_status_proc
ClickTile_Road, // click_tile_proc
nullptr, // animate_tile_proc
TileLoop_Road, // tile_loop_proc
ChangeTileOwner_Road, // change_tile_owner_proc
nullptr, // add_produced_cargo_proc
VehicleEnter_Road, // vehicle_enter_tile_proc
GetFoundation_Road, // get_foundation_proc
TerraformTile_Road, // terraform_tile_proc
};