diff options
Diffstat (limited to 'src/tunnelbridge_cmd.cpp')
-rw-r--r-- | src/tunnelbridge_cmd.cpp | 1316 |
1 files changed, 1316 insertions, 0 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp new file mode 100644 index 000000000..ea2aaf730 --- /dev/null +++ b/src/tunnelbridge_cmd.cpp @@ -0,0 +1,1316 @@ +/* $Id$ */ + +/** @file tunnelbridge_cmd.c + * This file deals with tunnels and bridges (non-gui stuff) + * @todo seperate this file into two + */ + +#include "stdafx.h" +#include "openttd.h" +#include "bridge_map.h" +#include "rail_map.h" +#include "road_map.h" +#include "table/sprites.h" +#include "table/strings.h" +#include "functions.h" +#include "map.h" +#include "tile.h" +#include "tunnel_map.h" +#include "unmovable_map.h" +#include "vehicle.h" +#include "viewport.h" +#include "command.h" +#include "player.h" +#include "town.h" +#include "sound.h" +#include "variables.h" +#include "bridge.h" +#include "train.h" +#include "water_map.h" +#include "yapf/yapf.h" +#include "date.h" +#include "newgrf_sound.h" + +#include "table/bridge_land.h" + +const Bridge orig_bridge[] = { +/* + year of availablity + | minimum length + | | maximum length + | | | price + | | | | maximum speed + | | | | | sprite to use in GUI string with description + | | | | | | | */ + { 0, 0, 16, 80, 32, 0xA24 , STR_5012_WOODEN , NULL, 0 }, + { 0, 0, 2, 112, 48, 0xA26 | PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 }, + { 1930, 0, 5, 144, 64, 0xA25 , STR_500F_GIRDER_STEEL , NULL, 0 }, + { 0, 2, 10, 168, 80, 0xA22 | PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 }, + { 1930, 3, 16, 185, 96, 0xA22 , STR_500E_SUSPENSION_STEEL , NULL, 0 }, + { 1930, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 }, + { 1930, 3, 7, 224, 160, 0xA23 , STR_5010_CANTILEVER_STEEL , NULL, 0 }, + { 1930, 3, 8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 }, + { 1930, 3, 9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 }, + { 1930, 0, 2, 240, 256, 0xA27 , STR_500F_GIRDER_STEEL , NULL, 0 }, + { 1995, 2, 16, 255, 320, 0xA28 , STR_5014_TUBULAR_STEEL , NULL, 0 }, + { 2005, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 }, + { 2010, 2, 32, 510, 608, 0xA28 | PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 } +}; + +Bridge _bridge[MAX_BRIDGES]; + + +// calculate the price factor for building a long bridge. +// basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8, +int CalcBridgeLenCostFactor(int x) +{ + int n; + int r; + + if (x < 2) return x; + x -= 2; + for (n = 0, r = 2;; n++) { + if (x <= n) return r + x * n; + r += n * n; + x -= n; + } +} + +#define M(x) (1 << (x)) +enum { + // foundation, whole tile is leveled up --> 3 corners raised + BRIDGE_FULL_LEVELED_FOUNDATION = M(SLOPE_WSE) | M(SLOPE_NWS) | M(SLOPE_ENW) | M(SLOPE_SEN), + // foundation, tile is partly leveled up --> 1 corner raised + BRIDGE_PARTLY_LEVELED_FOUNDATION = M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N), + // no foundations (X,Y direction) + BRIDGE_NO_FOUNDATION = M(SLOPE_FLAT) | M(SLOPE_SW) | M(SLOPE_SE) | M(SLOPE_NW) | M(SLOPE_NE), + BRIDGE_HORZ_RAMP = (BRIDGE_PARTLY_LEVELED_FOUNDATION | BRIDGE_NO_FOUNDATION) & ~M(SLOPE_FLAT) +}; +#undef M + +static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table) +{ + const Bridge *bridge = &_bridge[index]; + assert(table < 7); + if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) { + return _bridge_sprite_table[index][table]; + } else { + return bridge->sprite_table[table]; + } +} + +static inline byte GetBridgeFlags(int index) { return _bridge[index].flags;} + + +/** Check the slope at the bridge ramps in three easy steps: + * - valid slopes without foundation + * - valid slopes with foundation + * - rest is invalid + */ +#define M(x) (1 << (x)) +static int32 CheckBridgeSlopeNorth(Axis axis, Slope tileh) +{ + uint32 valid; + + valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_NE) : M(SLOPE_NW)); + if (HASBIT(valid, tileh)) return 0; + + valid = + BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_N) | M(SLOPE_STEEP_N) | + (axis == AXIS_X ? M(SLOPE_E) | M(SLOPE_STEEP_E) : M(SLOPE_W) | M(SLOPE_STEEP_W)); + if (HASBIT(valid, tileh)) return _price.terraform; + + return CMD_ERROR; +} + +static int32 CheckBridgeSlopeSouth(Axis axis, Slope tileh) +{ + uint32 valid; + + valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_SW) : M(SLOPE_SE)); + if (HASBIT(valid, tileh)) return 0; + + valid = + BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_S) | M(SLOPE_STEEP_S) | + (axis == AXIS_X ? M(SLOPE_W) | M(SLOPE_STEEP_W) : M(SLOPE_E) | M(SLOPE_STEEP_E)); + if (HASBIT(valid, tileh)) return _price.terraform; + + return CMD_ERROR; +} +#undef M + + +uint32 GetBridgeLength(TileIndex begin, TileIndex end) +{ + int x1 = TileX(begin); + int y1 = TileY(begin); + int x2 = TileX(end); + int y2 = TileY(end); + + return abs(x2 + y2 - x1 - y1) - 1; +} + +bool CheckBridge_Stuff(byte bridge_type, uint bridge_len) +{ + const Bridge *b = &_bridge[bridge_type]; + uint max; // max possible length of a bridge (with patch 100) + + if (bridge_type >= MAX_BRIDGES) return false; + if (b->avail_year > _cur_year) return false; + + max = b->max_length; + if (max >= 16 && _patches.longbridges) max = 100; + + return b->min_length <= bridge_len && bridge_len <= max; +} + +/** Build a Bridge + * @param end_tile end tile + * @param p1 packed start tile coords (~ dx) + * @param p2 various bitstuffed elements + * - p2 = (bit 0- 7) - bridge type (hi bh) + * - p2 = (bit 8-..) - rail type. bit15 ((x>>8)&0x80) means road bridge. + */ +int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2) +{ + int bridge_type; + TransportType transport; + RailType railtype; + uint x; + uint y; + uint sx; + uint sy; + TileIndex tile_start; + TileIndex tile_end; + Slope tileh_start; + Slope tileh_end; + uint z_start; + uint z_end; + TileIndex tile; + TileIndexDiff delta; + uint bridge_len; + Axis direction; + int32 cost, terraformcost, ret; + bool allow_on_slopes; + + SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); + + /* unpack parameters */ + bridge_type = GB(p2, 0, 8); + + if (p1 >= MapSize()) return CMD_ERROR; + + // type of bridge + if (HASBIT(p2, 15)) { + railtype = 0; + transport = TRANSPORT_ROAD; + } else { + if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR; + railtype = GB(p2, 8, 8); + transport = TRANSPORT_RAIL; + } + + x = TileX(end_tile); + y = TileY(end_tile); + sx = TileX(p1); + sy = TileY(p1); + + /* check if valid, and make sure that (x,y) are smaller than (sx,sy) */ + if (x == sx) { + if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON); + direction = AXIS_Y; + if (y > sy) uintswap(y,sy); + } else if (y == sy) { + direction = AXIS_X; + if (x > sx) uintswap(x,sx); + } else { + return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN); + } + + /* set and test bridge length, availability */ + bridge_len = sx + sy - x - y - 1; + if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE); + + /* retrieve landscape height and ensure it's on land */ + tile_start = TileXY(x, y); + tile_end = TileXY(sx, sy); + if (IsClearWaterTile(tile_start) || IsClearWaterTile(tile_end)) { + return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH); + } + + tileh_start = GetTileSlope(tile_start, &z_start); + tileh_end = GetTileSlope(tile_end, &z_end); + + if (IsSteepSlope(tileh_start)) z_start += TILE_HEIGHT; + if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_start)) { + z_start += TILE_HEIGHT; + tileh_start = SLOPE_FLAT; + } + + if (IsSteepSlope(tileh_end)) z_end += TILE_HEIGHT; + if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_end)) { + z_end += TILE_HEIGHT; + tileh_end = SLOPE_FLAT; + } + + if (z_start != z_end) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED); + + // Towns are not allowed to use bridges on slopes. + allow_on_slopes = (!_is_old_ai_player + && _current_player != OWNER_TOWN && _patches.build_on_slopes); + + /* Try and clear the start landscape */ + + ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return ret; + cost = ret; + + terraformcost = CheckBridgeSlopeNorth(direction, tileh_start); + if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes)) + return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); + cost += terraformcost; + + /* Try and clear the end landscape */ + + ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return ret; + cost += ret; + + // false - end tile slope check + terraformcost = CheckBridgeSlopeSouth(direction, tileh_end); + if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes)) + return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); + cost += terraformcost; + + { + TileIndex Heads[] = {tile_start, tile_end}; + int i; + + for (i = 0; i < 2; i++) { + if (MayHaveBridgeAbove(Heads[i])) { + if (IsBridgeAbove(Heads[i])) { + TileIndex north_head = GetNorthernBridgeEnd(Heads[i]); + + if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); + + if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) { + return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); + } + } + } + } + } + + /* do the drill? */ + if (flags & DC_EXEC) { + DiagDirection dir = AxisToDiagDir(direction); + + if (transport == TRANSPORT_RAIL) { + MakeRailBridgeRamp(tile_start, _current_player, bridge_type, dir, railtype); + MakeRailBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir), railtype); + } else { + MakeRoadBridgeRamp(tile_start, _current_player, bridge_type, dir); + MakeRoadBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir)); + } + MarkTileDirtyByTile(tile_start); + MarkTileDirtyByTile(tile_end); + } + + delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); + for (tile = tile_start + delta; tile != tile_end; tile += delta) { + uint z; + + if (GetTileSlope(tile, &z) != SLOPE_FLAT && z >= z_start) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED); + + if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) { + /* Disallow crossing bridges for the time being */ + return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); + } + + switch (GetTileType(tile)) { + case MP_WATER: + if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY); + if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below; + break; + + case MP_RAILWAY: + if (!IsPlainRailTile(tile)) goto not_valid_below; + break; + + case MP_STREET: + if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) goto not_valid_below; + break; + + case MP_TUNNELBRIDGE: + if (IsTunnel(tile)) break; + if (direction == DiagDirToAxis(GetBridgeRampDirection(tile))) goto not_valid_below; + if (z_start < GetBridgeHeight(tile)) goto not_valid_below; + break; + + case MP_UNMOVABLE: + if (!IsOwnedLand(tile)) goto not_valid_below; + break; + + case MP_CLEAR: + if (IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); + break; + + default: +not_valid_below:; + /* try and clear the middle landscape */ + ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return ret; + cost += ret; + break; + } + + if (flags & DC_EXEC) { + SetBridgeMiddle(tile, direction); + MarkTileDirtyByTile(tile); + } + } + + if (flags & DC_EXEC) { + Track track = AxisToTrack(direction); + SetSignalsOnBothDir(tile_start, track); + YapfNotifyTrackLayoutChange(tile_start, track); + } + + /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) + * It's unnecessary to execute this command every time for every bridge. So it is done only + * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated + */ + if (!(flags & DC_QUERY_COST)) { + const Bridge *b = &_bridge[bridge_type]; + + bridge_len += 2; // begin and end tiles/ramps + + if (IsValidPlayer(_current_player) && !_is_old_ai_player) + bridge_len = CalcBridgeLenCostFactor(bridge_len); + + cost += (int64)bridge_len * _price.build_bridge * b->price >> 8; + } + + return cost; +} + + +/** Build Tunnel. + * @param tile start tile of tunnel + * @param p1 railtype, 0x200 for road tunnel + * @param p2 unused + */ +int32 CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2) +{ + TileIndexDiff delta; + TileIndex end_tile; + DiagDirection direction; + Slope start_tileh; + Slope end_tileh; + uint start_z; + uint end_z; + int32 cost; + int32 ret; + + _build_tunnel_endtile = 0; + + if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR; + + start_tileh = GetTileSlope(start_tile, &start_z); + + switch (start_tileh) { + case SLOPE_SW: direction = DIAGDIR_SW; break; + case SLOPE_SE: direction = DIAGDIR_SE; break; + case SLOPE_NW: direction = DIAGDIR_NW; break; + case SLOPE_NE: direction = DIAGDIR_NE; break; + default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL); + } + + ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return ret; + + /* XXX - do NOT change 'ret' in the loop, as it is used as the price + * for the clearing of the entrance of the tunnel. Assigning it to + * cost before the loop will yield different costs depending on start- + * position, because of increased-cost-by-length: 'cost += cost >> 3' */ + cost = 0; + delta = TileOffsByDiagDir(direction); + end_tile = start_tile; + for (;;) { + end_tile += delta; + end_tileh = GetTileSlope(end_tile, &end_z); + + if (start_z == end_z) break; + + if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) { + return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY); + } + + cost += _price.build_tunnel; + cost += cost >> 3; // add a multiplier for longer tunnels + if (cost >= 400000000) cost = 400000000; + } + + /* Add the cost of the entrance */ + cost += _price.build_tunnel + ret; + + // if the command fails from here on we want the end tile to be highlighted + _build_tunnel_endtile = end_tile; + + // slope of end tile must be complementary to the slope of the start tile + if (end_tileh != ComplementSlope(start_tileh)) { + ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND); + if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND); + } else { + ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (CmdFailed(ret)) return ret; + } + cost += _price.build_tunnel + ret; + + if (flags & DC_EXEC) { + if (GB(p1, 9, 1) == TRANSPORT_RAIL) { + MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4)); + MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4)); + UpdateSignalsOnSegment(start_tile, direction); + YapfNotifyTrackLayoutChange(start_tile, AxisToTrack(DiagDirToAxis(direction))); + } else { + MakeRoadTunnel(start_tile, _current_player, direction); + MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction)); + } + } + + return cost; +} + +TileIndex CheckTunnelBusy(TileIndex tile, uint *length) +{ + uint z = GetTileZ(tile); + DiagDirection dir = GetTunnelDirection(tile); + TileIndexDiff delta = TileOffsByDiagDir(dir); + uint len = 0; + TileIndex starttile = tile; + Vehicle *v; + + do { + tile += delta; + len++; + } while ( + !IsTunnelTile(tile) || + ReverseDiagDir(GetTunnelDirection(tile)) != dir || + GetTileZ(tile) != z + ); + + v = FindVehicleBetween(starttile, tile, z); + if (v != NULL) { + _error_message = v->type == VEH_Train ? + STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL; + return INVALID_TILE; + } + + if (length != NULL) *length = len; + return tile; +} + +static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile) +{ + /* Floods can remove anything as well as the scenario editor */ + if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true; + /* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */ + if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true; + /* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */ + if (IsTileOwner(tile, OWNER_TOWN) && (_patches.extra_dynamite || _cheats.magic_bulldozer.value)) return true; + return false; +} + +static int32 DoClearTunnel(TileIndex tile, uint32 flags) +{ + Town *t = NULL; + TileIndex endtile; + uint length; + + SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); + + if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; + + endtile = CheckTunnelBusy(tile, &length); + if (endtile == INVALID_TILE) return CMD_ERROR; + + _build_tunnel_endtile = endtile; + + if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { + t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating + + /* Check if you are allowed to remove the tunnel owned by a town + * Removal depends on difficulty settings */ + if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) { + SetDParam(0, t->index); + return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); + } + } + + if (flags & DC_EXEC) { + // We first need to request the direction before calling DoClearSquare + // else the direction is always 0.. dah!! ;) + DiagDirection dir = GetTunnelDirection(tile); + Track track; + + // Adjust the town's player rating. Do this before removing the tile owner info. + if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) + ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); + + DoClearSquare(tile); + DoClearSquare(endtile); + UpdateSignalsOnSegment(tile, ReverseDiagDir(dir)); + UpdateSignalsOnSegment(endtile, dir); + track = AxisToTrack(DiagDirToAxis(dir)); + YapfNotifyTrackLayoutChange(tile, track); + YapfNotifyTrackLayoutChange(endtile, track); + } + return _price.clear_tunnel * (length + 1); +} + + +static bool IsVehicleOnBridge(TileIndex starttile, TileIndex endtile, uint z) +{ + const Vehicle *v; + FOR_ALL_VEHICLES(v) { + if ((v->tile == starttile || v->tile == endtile) && v->z_pos == z) { + _error_message = VehicleInTheWayErrMsg(v); + return true; + } + } + return false; +} + +static int32 DoClearBridge(TileIndex tile, uint32 flags) +{ + DiagDirection direction; + TileIndexDiff delta; + TileIndex endtile; + Town *t = NULL; + + SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); + + if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; + + endtile = GetOtherBridgeEnd(tile); + + if (!EnsureNoVehicle(tile) || + !EnsureNoVehicle(endtile) || + IsVehicleOnBridge(tile, endtile, GetBridgeHeight(tile))) { + return CMD_ERROR; + } + + direction = GetBridgeRampDirection(tile); + delta = TileOffsByDiagDir(direction); + + if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { + t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating + + /* Check if you are allowed to remove the bridge owned by a town + * Removal depends on difficulty settings */ + if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) { + SetDParam(0, t->index); + return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); + } + } + + if (flags & DC_EXEC) { + TileIndex c; + Track track; + + //checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until + // you have a "Poor" (0) town rating + if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) + ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); + + DoClearSquare(tile); + DoClearSquare(endtile); + for (c = tile + delta; c != endtile; c += delta) { + ClearBridgeMiddle(c); + MarkTileDirtyByTile(c); + } + + UpdateSignalsOnSegment(tile, ReverseDiagDir(direction)); + UpdateSignalsOnSegment(endtile, direction); + track = AxisToTrack(DiagDirToAxis(direction)); + YapfNotifyTrackLayoutChange(tile, track); + YapfNotifyTrackLayoutChange(endtile, track); + } + + return (DistanceManhattan(tile, endtile) + 1) * _price.clear_bridge; +} + +static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags) +{ + if (IsTunnel(tile)) { + if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST); + return DoClearTunnel(tile, flags); + } else if (IsBridge(tile)) { // XXX Is this necessary? + if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); + return DoClearBridge(tile, flags); + } + + return CMD_ERROR; +} + +int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec) +{ + TileIndex endtile; + + if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) { + uint length; + + if (!CheckTileOwnership(tile)) return CMD_ERROR; + + if (GetRailType(tile) == totype) return CMD_ERROR; + + // 'hidden' elrails can't be downgraded to normal rail when elrails are disabled + if (_patches.disable_elrails && totype == RAILTYPE_RAIL && GetRailType(tile) == RAILTYPE_ELECTRIC) return CMD_ERROR; + + endtile = CheckTunnelBusy(tile, &length); + if (endtile == INVALID_TILE) return CMD_ERROR; + + if (exec) { + Track track; + SetRailType(tile, totype); + SetRailType(endtile, totype); + MarkTileDirtyByTile(tile); + MarkTileDirtyByTile(endtile); + + track = AxisToTrack(DiagDirToAxis(GetTunnelDirection(tile))); + YapfNotifyTrackLayoutChange(tile, track); + YapfNotifyTrackLayoutChange(endtile, track); + } + return (length + 1) * (_price.build_rail >> 1); + } else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) { + + if (!CheckTileOwnership(tile)) return CMD_ERROR; + + endtile = GetOtherBridgeEnd(tile); + + if (!EnsureNoVehicle(tile) || + !EnsureNoVehicle(endtile) || + IsVehicleOnBridge(tile, endtile, GetBridgeHeight(tile))) { + return CMD_ERROR; + } + + if (GetRailType(tile) == totype) return CMD_ERROR; + + if (exec) { + TileIndexDiff delta; + Track track; + + SetRailType(tile, totype); + SetRailType(endtile, totype); + MarkTileDirtyByTile(tile); + MarkTileDirtyByTile(endtile); + + track = AxisToTrack(DiagDirToAxis(GetBridgeRampDirection(tile))); + YapfNotifyTrackLayoutChange(tile, track); + YapfNotifyTrackLayoutChange(endtile, track); + + delta = TileOffsByDiagDir(GetBridgeRampDirection(tile)); + for (tile += delta; tile != endtile; tile += delta) { + MarkTileDirtyByTile(tile); // TODO encapsulate this into a function + } + } + + return (DistanceManhattan(tile, endtile) + 1) * (_price.build_rail >> 1); + } else { + return CMD_ERROR; + } +} + + +static void DrawBridgePillars(PalSpriteID image, const TileInfo* ti, Axis axis, uint type, int x, int y, int z) +{ + if (image != 0) { + bool drawfarpillar = !HASBIT(GetBridgeFlags(type), 0); + int back_height, front_height; + int i = z; + const byte *p; + + static const byte _tileh_bits[4][8] = { + { 2, 1, 8, 4, 16, 2, 0, 9 }, + { 1, 8, 4, 2, 2, 16, 9, 0 }, + { 4, 8, 1, 2, 16, 2, 0, 9 }, + { 2, 4, 8, 1, 2, 16, 9, 0 } + }; + + if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); + + p = _tileh_bits[(image & 1) * 2 + (axis == AXIS_X ? 0 : 1)]; + front_height = ti->z + (ti->tileh & p[0] ? TILE_HEIGHT : 0); + back_height = ti->z + (ti->tileh & p[1] ? TILE_HEIGHT : 0); + + if (IsSteepSlope(ti->tileh)) { + if (!(ti->tileh & p[2])) front_height += TILE_HEIGHT; + if (!(ti->tileh & p[3])) back_height += TILE_HEIGHT; + } + + for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) { + /* HACK set height of the BB of pillars to 1, because the origin of the + * sprites is at the top + */ + if (z >= front_height) { // front facing pillar + AddSortableSpriteToDraw(image, x, y, p[4], p[5], 1, z); + } + + if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar + AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 1, z); + } + } + } +} + +uint GetBridgeFoundation(Slope tileh, Axis axis) +{ + uint i; + + if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) return tileh; + + // inclined sloped building + switch (tileh) { + case SLOPE_W: + case SLOPE_STEEP_W: i = 0; break; + case SLOPE_S: + case SLOPE_STEEP_S: i = 2; break; + case SLOPE_E: + case SLOPE_STEEP_E: i = 4; break; + case SLOPE_N: + case SLOPE_STEEP_N: i = 6; break; + default: return 0; + } + if (axis != AXIS_X) ++i; + return i + 15; +} + +/** + * Draws a tunnel of bridge tile. + * For tunnels, this is rather simple, as you only needa draw the entrance. + * Bridges are a bit more complex. base_offset is where the sprite selection comes into play + * and it works a bit like a bitmask.<p> For bridge heads: + * <ul><li>Bit 0: direction</li> + * <li>Bit 1: northern or southern heads</li> + * <li>Bit 2: Set if the bridge head is sloped</li> + * <li>Bit 3 and more: Railtype Specific subset</li> + * </ul> + * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3 + */ +static void DrawTile_TunnelBridge(TileInfo *ti) +{ + uint32 image; + + if (IsTunnel(ti->tile)) { + if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) { + image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel; + } else { + image = SPR_TUNNEL_ENTRY_REAR_ROAD; + } + + if (HasTunnelSnowOrDesert(ti->tile)) image += 32; + + image += GetTunnelDirection(ti->tile) * 2; + DrawGroundSprite(image); + if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti); + + AddSortableSpriteToDraw(image+1, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, 1, 1, 8, (byte)ti->z); + DrawBridgeMiddle(ti); + } else if (IsBridge(ti->tile)) { // XXX is this necessary? + int base_offset; + bool ice = HasBridgeSnowOrDesert(ti->tile); + + if (GetBridgeTransportType(ti->tile) == TRANSPORT_RAIL) { + base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset; + assert(base_offset != 8); /* This one is used for roads */ + } else { + base_offset = 8; + } + + /* as the lower 3 bits are used for other stuff, make sure they are clear */ + assert( (base_offset & 0x07) == 0x00); + + if (!HASBIT(BRIDGE_NO_FOUNDATION, ti->tileh)) { + int f = GetBridgeFoundation(ti->tileh, DiagDirToAxis(GetBridgeRampDirection(ti->tile))); + if (f != 0) DrawFoundation(ti, f); + } + + // HACK Wizardry to convert the bridge ramp direction into a sprite offset + base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4; + + if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head + + /* Table number 6 always refers to the bridge heads for any bridge type */ + image = GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset]; + + if (!ice) { + DrawClearLandTile(ti, 3); + } else { + DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh]); + } + + if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) DrawCatenary(ti); + + // draw ramp + if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); + /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on + * it doesn't disappear behind it + */ + AddSortableSpriteToDraw( + image, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 1 : 8, ti->z + ); + + DrawBridgeMiddle(ti); + } +} + + +/** Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge. + * bridges pieces sequence (middle parts) + * bridge len 1: 0 + * bridge len 2: 0 1 + * bridge len 3: 0 4 1 + * bridge len 4: 0 2 3 1 + * bridge len 5: 0 2 5 3 1 + * bridge len 6: 0 2 3 2 3 1 + * bridge len 7: 0 2 3 4 2 3 1 + * #0 - always as first, #1 - always as last (if len>1) + * #2,#3 are to pair in order + * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0) + * @param north Northernmost tile of bridge + * @param south Southernmost tile of bridge + * @return Index of bridge piece + */ +static uint CalcBridgePiece(uint north, uint south) +{ + if (north == 1) { + return 0; + } else if (south == 1) { + return 1; + } else if (north < south) { + return north & 1 ? 3 : 2; + } else if (north > south) { + return south & 1 ? 2 : 3; + } else { + return north & 1 ? 5 : 4; + } +} + + +void DrawBridgeMiddle(const TileInfo* ti) +{ + const PalSpriteID* b; + PalSpriteID image; + uint base_offset; + TileIndex rampnorth; + TileIndex rampsouth; + Axis axis; + uint piece; + uint type; + int x; + int y; + uint z; + + if (!IsBridgeAbove(ti->tile)) return; + + rampnorth = GetNorthernBridgeEnd(ti->tile); + rampsouth = GetSouthernBridgeEnd(ti->tile); + + axis = GetBridgeAxis(ti->tile); + piece = CalcBridgePiece( + DistanceManhattan(ti->tile, rampnorth), + DistanceManhattan(ti->tile, rampsouth) + ); + type = GetBridgeType(rampsouth); + + if (GetBridgeTransportType(rampsouth) == TRANSPORT_RAIL) { + base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset; + } else { + base_offset = 8; + } + + b = base_offset + GetBridgeSpriteTable(type, piece); + if (axis != AXIS_X) b += 4; + + x = ti->x; + y = ti->y; + z = GetBridgeHeight(rampsouth) - 3; + + image = b[0]; + if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); + if (axis == AXIS_X) { + AddSortableSpriteToDraw(image, x, y, 16, 11, 1, z); + } else { + AddSortableSpriteToDraw(image, x, y, 11, 16, 1, z); + } + + image = b[1]; + if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); + + // draw roof, the component of the bridge which is logically between the vehicle and the camera + if (axis == AXIS_X) { + y += 12; + if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 16, 1, 0x28, z); + } else { + x += 12; + if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 1, 16, 0x28, z); + } + + if (GetRailType(rampsouth) == RAILTYPE_ELECTRIC) DrawCatenary(ti); + + if (ti->z + 5 == z) { + // draw poles below for small bridges + image = b[2]; + if (image != 0) { + if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); + DrawGroundSpriteAt(image, x, y, z); + } + } else if (_patches.bridge_pillars) { + // draw pillars below for high bridges + DrawBridgePillars(b[2], ti, axis, type, x, y, z); + } +} + + +uint SetSpeedLimitOnBridge(Vehicle *v) +{ + uint bridge_speed; + if (v->vehstatus & VS_HIDDEN) return v->max_speed; /* in tunnel */ + + bridge_speed = _bridge[GetBridgeType(v->tile)].speed; + + if (v->type == VEH_Road) bridge_speed *= 2; /* XXX give vehicles proper speeds */ + + if (v->cur_speed > bridge_speed) v->cur_speed = bridge_speed; + return bridge_speed; +} + + + +static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y) +{ + uint z; + Slope tileh = GetTileSlope(tile, &z); + + x &= 0xF; + y &= 0xF; + + if (IsTunnel(tile)) { + uint pos = (DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? y : x); + + // In the tunnel entrance? + if (5 <= pos && pos <= 10) return z; + } else { + DiagDirection dir = GetBridgeRampDirection(tile); + uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x); + + // On the bridge ramp? + if (5 <= pos && pos <= 10) { + uint delta; + + if (IsSteepSlope(tileh)) return z + TILE_HEIGHT * 2; + if (HASBIT(BRIDGE_HORZ_RAMP, tileh)) return z + TILE_HEIGHT; + + if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) z += TILE_HEIGHT; + switch (dir) { + default: NOT_REACHED(); + case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break; + case DIAGDIR_SE: delta = y / 2; break; + case DIAGDIR_SW: delta = x / 2; break; + case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break; + } + return z + 1 + delta; + } else { + uint f = GetBridgeFoundation(tileh, DiagDirToAxis(dir)); + + if (f != 0) { + if (IsSteepSlope(tileh)) { + z += TILE_HEIGHT; + } else if (f < 15) { + return z + TILE_HEIGHT; + } + tileh = _inclined_tileh[f - 15]; + } + } + } + + return z + GetPartialZ(x, y, tileh); +} + +static Slope GetSlopeTileh_TunnelBridge(TileIndex tile, Slope tileh) +{ + if (IsTunnel(tile)) { + return tileh; + } else { + if (HASBIT(BRIDGE_NO_FOUNDATION, tileh)) { + return tileh; + } else { + uint f = GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(tile))); + + if (f == 0) return tileh; + if (f < 15) return SLOPE_FLAT; + return _inclined_tileh[f - 15]; + } + } +} + + +static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac) +{ + /* not used */ +} + +static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = { + STR_501F_WOODEN_RAIL_BRIDGE, + STR_5020_CONCRETE_RAIL_BRIDGE, + STR_501C_STEEL_GIRDER_RAIL_BRIDGE, + STR_501E_REINFORCED_CONCRETE_SUSPENSION, + STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE, + STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE, + STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, + STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, + STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, + STR_501C_STEEL_GIRDER_RAIL_BRIDGE, + STR_5027_TUBULAR_RAIL_BRIDGE, + STR_5027_TUBULAR_RAIL_BRIDGE, + STR_5027_TUBULAR_RAIL_BRIDGE, + 0, 0, 0, + + STR_5025_WOODEN_ROAD_BRIDGE, + STR_5026_CONCRETE_ROAD_BRIDGE, + STR_5022_STEEL_GIRDER_ROAD_BRIDGE, + STR_5024_REINFORCED_CONCRETE_SUSPENSION, + STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE, + STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE, + STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, + STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, + STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, + STR_5022_STEEL_GIRDER_ROAD_BRIDGE, + STR_5028_TUBULAR_ROAD_BRIDGE, + STR_5028_TUBULAR_ROAD_BRIDGE, + STR_5028_TUBULAR_ROAD_BRIDGE, + 0, 0, 0, +}; + +static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td) +{ + if (IsTunnel(tile)) { + td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ? + STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL; + } else { + td->str = _bridge_tile_str[GetBridgeTransportType(tile) << 4 | GetBridgeType(tile)]; + } + td->owner = GetTileOwner(tile); +} + + +static void AnimateTile_TunnelBridge(TileIndex tile) +{ + /* not used */ +} + +static void TileLoop_TunnelBridge(TileIndex tile) +{ + bool snow_or_desert = IsTunnelTile(tile) ? HasTunnelSnowOrDesert(tile) : HasBridgeSnowOrDesert(tile); + switch (_opt.landscape) { + case LT_HILLY: + if (snow_or_desert != (GetTileZ(tile) > _opt.snow_line)) { + if (IsTunnelTile(tile)) { + SetTunnelSnowOrDesert(tile, !snow_or_desert); + } else { + SetBridgeSnowOrDesert(tile, !snow_or_desert); + } + MarkTileDirtyByTile(tile); + } + break; + + case LT_DESERT: + if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) { + if (IsTunnelTile(tile)) { + SetTunnelSnowOrDesert(tile, true); + } else { + SetBridgeSnowOrDesert(tile, true); + } + MarkTileDirtyByTile(tile); + } + break; + } +} + +static void ClickTile_TunnelBridge(TileIndex tile) +{ + /* not used */ +} + + +static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode) +{ + if (IsTunnel(tile)) { + if (GetTunnelTransportType(tile) != mode) return 0; + return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(tile))) * 0x101; + } else { + if (GetBridgeTransportType(tile) != mode) return 0; + return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(tile))) * 0x101; + } +} + +static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player) +{ + if (!IsTileOwner(tile, old_player)) return; + + if (new_player != PLAYER_SPECTATOR) { + SetTileOwner(tile, new_player); + } else { + DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); + } +} + + +static const byte _tunnel_fractcoord_1[4] = {0x8E, 0x18, 0x81, 0xE8}; +static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38}; +static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48}; +static const byte _exit_tunnel_track[4] = {1, 2, 1, 2}; + +static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1}; +static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4}; + +static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29}; +static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25}; +static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45}; +static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49}; + +static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y) +{ + int z = GetSlopeZ(x, y) - v->z_pos; + + if (myabs(z) > 2) return 8; + + if (IsTunnel(tile)) { + byte fc; + DiagDirection dir; + DiagDirection vdir; + + if (v->type == VEH_Train) { + fc = (x & 0xF) + (y << 4); + + dir = GetTunnelDirection(tile); + vdir = DirToDiagDir(v->direction); + + if (v->u.rail.track != 0x40 && dir == vdir) { + if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) { + if (!PlayVehicleSound(v, VSE_TUNNEL) && v->spritenum < 4) { + SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v); + } + return 0; + } + if (fc == _tunnel_fractcoord_2[dir]) { + v->tile = tile; + v->u.rail.track = 0x40; + v->vehstatus |= VS_HIDDEN; + return 4; + } + } + + if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) { + /* We're at the tunnel exit ?? */ + v->tile = tile; + v->u.rail.track = _exit_tunnel_track[dir]; + assert(v->u.rail.track); + v->vehstatus &= ~VS_HIDDEN; + return 4; + } + } else if (v->type == VEH_Road) { + fc = (x & 0xF) + (y << 4); + dir = GetTunnelDirection(tile); + vdir = DirToDiagDir(v->direction); + + // Enter tunnel? + if (v->u.road.state != 0xFF && dir == vdir) { + if (fc == _tunnel_fractcoord_4[dir] || + fc == _tunnel_fractcoord_5[dir]) { + v->tile = tile; + v->u.road.state = 0xFF; + v->vehstatus |= VS_HIDDEN; + return 4; + } else { + return 0; + } + } + + if (dir == ReverseDiagDir(vdir) && ( + /* We're at the tunnel exit ?? */ + fc == _tunnel_fractcoord_6[dir] || + fc == _tunnel_fractcoord_7[dir] + ) && + z == 0) { + v->tile = tile; + v->u.road.state = _road_exit_tunnel_state[dir]; + v->u.road.frame = _road_exit_tunnel_frame[dir]; + v->vehstatus &= ~VS_HIDDEN; + return 4; + } + } + } else if (IsBridge(tile)) { // XXX is this necessary? + DiagDirection dir; + + if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) { + /* modify speed of vehicle */ + uint16 spd = _bridge[GetBridgeType(tile)].speed; + + if (v->type == VEH_Road) spd *= 2; + if (v->cur_speed > spd) v->cur_speed = spd; + } + + dir = GetBridgeRampDirection(tile); + if (DirToDiagDir(v->direction) == dir) { + switch (dir) { + default: NOT_REACHED(); + case DIAGDIR_NE: if ((x & 0xF) != 0) return 0; break; + case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return 0; break; + case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return 0; break; + case DIAGDIR_NW: if ((y & 0xF) != 0) return 0; break; + } + if (v->type == VEH_Train) { + v->u.rail.track = 0x40; + CLRBIT(v->u.rail.flags, VRF_GOINGUP); + CLRBIT(v->u.rail.flags, VRF_GOINGDOWN); + } else { + v->u.road.state = 0xFF; + } + return 4; + } else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) { + v->tile = tile; + if (v->type == VEH_Train) { + if (v->u.rail.track == 0x40) { + v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? 1 : 2); + return 4; + } + } else { + if (v->u.road.state == 0xFF) { + v->u.road.state = _road_exit_tunnel_state[dir]; + v->u.road.frame = 0; + return 4; + } + } + return 0; + } + } + return 0; +} + +const TileTypeProcs _tile_type_tunnelbridge_procs = { + DrawTile_TunnelBridge, /* draw_tile_proc */ + GetSlopeZ_TunnelBridge, /* get_slope_z_proc */ + ClearTile_TunnelBridge, /* clear_tile_proc */ + GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */ + GetTileDesc_TunnelBridge, /* get_tile_desc_proc */ + GetTileTrackStatus_TunnelBridge, /* get_tile_track_status_proc */ + ClickTile_TunnelBridge, /* click_tile_proc */ + AnimateTile_TunnelBridge, /* animate_tile_proc */ + TileLoop_TunnelBridge, /* tile_loop_clear */ + ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */ + NULL, /* get_produced_cargo_proc */ + VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */ + GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */ +}; |