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-rw-r--r--tunnelbridge_cmd.c1475
1 files changed, 1475 insertions, 0 deletions
diff --git a/tunnelbridge_cmd.c b/tunnelbridge_cmd.c
new file mode 100644
index 000000000..af6c31f42
--- /dev/null
+++ b/tunnelbridge_cmd.c
@@ -0,0 +1,1475 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "vehicle.h"
+#include "viewport.h"
+#include "command.h"
+#include "player.h"
+#include "town.h"
+
+extern void DrawCanalWater(uint tile);
+
+static const byte _bridge_available_year[MAX_BRIDGES] = {
+ 0, 0, 10, 0, 10, 10, 10, 10, 10, 10, 75, 85, 90
+};
+
+static const byte _bridge_minlen[MAX_BRIDGES] = {
+ 0, 0, 0, 2, 3, 3, 3, 3, 3, 0, 2, 2, 2
+};
+
+static const byte _bridge_maxlen[MAX_BRIDGES] = {
+ 16, 2, 5, 10, 16, 16, 7, 8, 9, 2, 16, 32, 32,
+};
+
+const uint16 _bridge_type_price_mod[MAX_BRIDGES] = {
+ 80, 112, 144, 168, 185, 192, 224, 232, 248, 240, 255, 380, 510,
+};
+
+const uint16 _bridge_speeds[MAX_BRIDGES] = {
+ 0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 0x0A0, 0x0D0, 0x0F0, 0x100, 0x140, 0x200, 0x260
+};
+
+const PalSpriteID _bridge_sprites[MAX_BRIDGES] = {
+ 0x0A24, 0x31E8A26, 0x0A25, 0x3208A22,
+ 0x0A22, 0x3218A22, 0x0A23, 0x31C8A23,
+ 0x31E8A23, 0x0A27, 0x0A28, 0x3218A28,
+ 0x3238A28,
+};
+
+const StringID _bridge_material[MAX_BRIDGES] = {
+ STR_5012_WOODEN,
+ STR_5013_CONCRETE,
+ STR_500F_GIRDER_STEEL,
+ STR_5011_SUSPENSION_CONCRETE,
+ STR_500E_SUSPENSION_STEEL,
+ STR_500E_SUSPENSION_STEEL,
+ STR_5010_CANTILEVER_STEEL,
+ STR_5010_CANTILEVER_STEEL,
+ STR_5010_CANTILEVER_STEEL,
+ STR_500F_GIRDER_STEEL,
+ STR_5014_TUBULAR_STEEL,
+ STR_5014_TUBULAR_STEEL,
+ STR_BRIDGE_TUBULAR_SILICON,
+};
+
+// calculate the price factor for building a long bridge.
+// basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
+int CalcBridgeLenCostFactor(int x)
+{
+ int n,r;
+ if (x < 2) return x;
+ x -= 2;
+ for(n=0,r=2;;n++) {
+ if (x <= n) return r + x * n;
+ r += n * n;
+ x -= n;
+ }
+}
+
+enum {
+ // foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
+ BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
+ // foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
+ BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
+ // no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
+ BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
+};
+
+/* check if bridge can be built on slope
+ * direction 0 = X-axis, direction 1 = Y-axis
+ * is_start_tile = false <-- end tile
+ * is_start_tile = true <-- start tile
+ */
+static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile)
+{
+ if (!(tileh & 0x10)) { // disable building on very steep slopes
+
+ if (is_start_tile) {
+ /* check slope at start tile
+ - no extra cost
+ - direction X: tiles 0,12
+ - direction Y: tiles 0, 9
+ */
+ if ((direction?0x201:0x1001) & (1 << tileh))
+ return 0;
+
+ // disallow certain start tiles to avoid certain crooked bridges
+ if (tileh == 2)
+ return CMD_ERROR;
+
+ }
+ else {
+ /* check slope at end tile
+ - no extra cost
+ - direction X: tiles 0, 3
+ - direction Y: tiles 0, 6
+ */
+ if ((direction?0x41:0x9) & (1 << tileh))
+ return 0;
+
+ // disallow certain end tiles to avoid certain crooked bridges
+ if (tileh == 8)
+ return CMD_ERROR;
+
+ }
+
+ /* disallow common start/end tiles to avoid certain crooked bridges e.g.
+ * start-tile: X 2,1 Y 2,4 (2 was disabled before)
+ * end-tile: X 8,4 Y 8,1 (8 was disabled before)
+ */
+ if ( (tileh == 1 && (is_start_tile != (bool)direction)) ||
+ (tileh == 4 && (is_start_tile == (bool)direction)) )
+ return CMD_ERROR;
+
+ // slope foundations
+ if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
+ return _price.terraform;
+ }
+
+ return CMD_ERROR;
+}
+
+uint32 GetBridgeLength(TileIndex begin, TileIndex end)
+{
+ int x1, y1, x2, y2; // coordinates of starting and end tiles
+ x1 = GET_TILE_X(begin);
+ y1 = GET_TILE_Y(begin);
+ x2 = GET_TILE_X(end);
+ y2 = GET_TILE_Y(end);
+
+ return abs((x2 + y2 - x1 - y1)) - 1;
+}
+
+bool CheckBridge_Stuff(byte bridge_type, int bridge_len)
+{
+ int max; // max possible length of a bridge (with patch 100)
+
+ if (_bridge_available_year[bridge_type] > _cur_year)
+ return false;
+
+ max = _bridge_maxlen[bridge_type];
+ if (max >= 16 && _patches.longbridges)
+ max = 100;
+
+ if (bridge_len < _bridge_minlen[bridge_type] || bridge_len > max)
+ return false;
+
+ return true;
+}
+
+/* Build a Bridge
+ * x,y - end tile coord
+ * p1 - packed start tile coords (~ dx)
+ * p2&0xFF - bridge type (hi bh)
+ * p2>>8 - rail type. &0x80 means road bridge.
+ */
+int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ int bridge_type;
+ byte rail_or_road, railtype, m5;
+ int sx,sy;
+ TileInfo ti_start, ti_end, ti; /* OPT: only 2 of those are ever used */
+ int bridge_len, odd_middle_part;
+ uint direction;
+ int i;
+ int32 cost, terraformcost, ret;
+
+ SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
+
+ /* unpack parameters */
+ bridge_type = p2 & 0xFF;
+ railtype = (byte)(p2 >> 8);
+
+ // type of bridge
+ if (railtype & 0x80) {
+ railtype = 0;
+ rail_or_road = 2;
+ } else {
+ rail_or_road = 0;
+ }
+
+ sx = GET_TILE_X(p1) * 16;
+ sy = GET_TILE_Y(p1) * 16;
+
+ direction = 0;
+
+ /* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
+ if (x == sx) {
+ if (y == sy)
+ return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
+ direction = 1;
+ if (y > sy) {
+ intswap(y,sy);
+ intswap(x,sx);
+ }
+ } else if (y == sy) {
+ if (x > sx) {
+ intswap(y,sy);
+ intswap(x,sx);
+ }
+ } else
+ return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
+
+ /* retrieve landscape height and ensure it's on land */
+ if (
+ ((FindLandscapeHeight(&ti_end, sx, sy),
+ ti_end.type == MP_WATER) && ti_end.map5 == 0) ||
+ ((FindLandscapeHeight(&ti_start, x, y),
+ ti_start.type == MP_WATER) && ti_start.map5 == 0))
+ return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
+
+ if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) {
+ ti_start.z += 8;
+ ti_start.tileh = 0;
+ }
+
+ if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) {
+ ti_end.z += 8;
+ ti_end.tileh = 0;
+ }
+
+ if (ti_start.z != ti_end.z)
+ return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
+
+ _error_message = STR_500C;
+
+ /* try and clear the start landscape */
+ if ((ret=DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
+ return CMD_ERROR;
+ cost = ret;
+
+ terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true); // true - bridge-start-tile, false - bridge-end-tile
+
+ // the AI and towns are not allowed to use bridges on slopes.
+ if (terraformcost == CMD_ERROR ||
+ (terraformcost && (_is_ai_player || _current_player == OWNER_TOWN || !_patches.build_on_slopes)))
+ return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
+
+ cost += terraformcost;
+
+ /* try and clear the end landscape */
+ if ((ret=DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
+ return CMD_ERROR;
+ cost += ret;
+
+ terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false); // false - end tile slope check
+
+ // the AI and towns are not allowed to use bridges on slopes.
+ if (terraformcost == CMD_ERROR ||
+ (terraformcost && (_is_ai_player || _current_player == OWNER_TOWN || !_patches.build_on_slopes)))
+ return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
+
+ cost += terraformcost;
+
+ /* do the drill? */
+ if (flags & DC_EXEC) {
+ /* build the start tile */
+ ModifyTile(ti_start.tile,
+ MP_SETTYPE(MP_TUNNELBRIDGE) |
+ MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
+ (bridge_type << 4), /* map2 */
+ railtype, /* map3_lo */
+ 0x80 | direction | rail_or_road /* map5 */
+ );
+
+ /* build the end tile */
+ ModifyTile(ti_end.tile,
+ MP_SETTYPE(MP_TUNNELBRIDGE) |
+ MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
+ (bridge_type << 4), /* map2 */
+ railtype, /* map3_lo */
+ 0x80 | 0x20 | direction | rail_or_road /* map5 */
+ );
+ }
+
+ /* set various params */
+ bridge_len = ((sx + sy - x - y) >> 4) - 1;
+
+ //position of middle part of the odd bridge (larger than MAX(i) otherwise)
+ odd_middle_part=(bridge_len%2)?(bridge_len/2):bridge_len;
+
+ for(i = 0; i != bridge_len; i++) {
+ if (direction != 0)
+ y+=16;
+ else
+ x+=16;
+
+ FindLandscapeHeight(&ti, x, y);
+
+ _error_message = STR_5009_LEVEL_LAND_OR_WATER_REQUIRED;
+ if (ti.tileh != 0 && ti.z >= ti_start.z)
+ return CMD_ERROR;
+
+ // Find ship below
+ if ( ti.type == MP_WATER && !EnsureNoVehicle(ti.tile) )
+ {
+ _error_message = STR_980E_SHIP_IN_THE_WAY;
+ return CMD_ERROR;
+ }
+
+ if (ti.type == MP_WATER) {
+ if (ti.map5 != 0) goto not_valid_below;
+ m5 = 0xC8;
+ } else if (ti.type == MP_RAILWAY) {
+ if (direction == 0) {
+ if (ti.map5 != 2) goto not_valid_below;
+ } else {
+ if (ti.map5 != 1) goto not_valid_below;
+ }
+ m5 = 0xE0;
+ } else if (ti.type == MP_STREET) {
+ if (direction == 0) {
+ if (ti.map5 != 5) goto not_valid_below;
+ } else {
+ if (ti.map5 != 10) goto not_valid_below;
+ }
+ m5 = 0xE8;
+ } else {
+not_valid_below:;
+ /* try and clear the middle landscape */
+ if ((ret=DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)) == CMD_ERROR)
+ return CMD_ERROR;
+ cost += ret;
+ m5 = 0xC0;
+ }
+
+ /* do middle part of bridge */
+ if (flags & DC_EXEC) {
+ _map5[ti.tile] = (byte)(m5 | direction | rail_or_road);
+ _map_type_and_height[ti.tile] &= ~0xF0;
+ _map_type_and_height[ti.tile] |= MP_TUNNELBRIDGE << 4;
+
+ //bridges pieces sequence (middle parts)
+ // bridge len 1: 0
+ // bridge len 2: 0 1
+ // bridge len 3: 0 4 1
+ // bridge len 4: 0 2 3 1
+ // bridge len 5: 0 2 5 3 1
+ // bridge len 6: 0 2 3 2 3 1
+ // bridge len 7: 0 2 3 4 2 3 1
+ // #0 - alwats as first, #1 - always as last (if len>1)
+ // #2,#3 are to pair in order
+ // for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
+
+ if(i==0) //first tile
+ m5 = 0;
+ else if (i==bridge_len-1) //last tile
+ m5 = 1;
+ else if(i==odd_middle_part) //we are on the middle of odd bridge: #5 on even pos, #4 on odd
+ m5 = 5 - (i%2);
+ else {
+ // generate #2 and #3 in turns [i%2==0], after the middle of odd bridge
+ // this sequence swaps [... XOR (i>odd_middle_part)],
+ // for even bridges XOR does not apply as odd_middle_part==bridge_len
+ m5 = 2 + ((i%2==0)^(i>odd_middle_part));
+ }
+
+ _map2[ti.tile] = (bridge_type << 4) | m5;
+ _map3_lo[ti.tile] &= 0xF;
+ _map3_lo[ti.tile] |= (byte)(railtype << 4);
+
+ MarkTileDirtyByTile(ti.tile);
+ }
+ }
+
+ SetSignalsOnBothDir(ti_start.tile, (direction&1) ? 1 : 0);
+
+ /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
+ It's unnecessary to execute this command every time for every bridge. So it is done only
+ and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
+ */
+ if (!(flags & DC_QUERY_COST)) {
+ bridge_len += 2; // begin and end tiles/ramps
+
+ if (_current_player < MAX_PLAYERS && IS_HUMAN_PLAYER(_current_player))
+ bridge_len = CalcBridgeLenCostFactor(bridge_len);
+
+ cost += ((bridge_len * _price.build_bridge) * _bridge_type_price_mod[bridge_type]) >> 8;
+ }
+
+ return cost;
+}
+
+static bool DoCheckTunnelInWay(uint tile, uint z, uint dir)
+{
+ TileInfo ti;
+ int delta;
+
+ delta = _tileoffs_by_dir[dir];
+
+ do {
+ tile -= delta;
+ FindLandscapeHeightByTile(&ti, tile);
+ } while (z < ti.z);
+
+ if (z == ti.z && ti.type == MP_TUNNELBRIDGE && (ti.map5&0xF0) == 0 && (ti.map5&3) == dir) {
+ _error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
+ return false;
+ }
+
+ return true;
+}
+
+bool CheckTunnelInWay(uint tile, int z)
+{
+ return DoCheckTunnelInWay(tile,z,0) &&
+ DoCheckTunnelInWay(tile,z,1) &&
+ DoCheckTunnelInWay(tile,z,2) &&
+ DoCheckTunnelInWay(tile,z,3);
+}
+
+static byte _build_tunnel_bh;
+static byte _build_tunnel_railtype;
+
+static int32 DoBuildTunnel(int x, int y, int x2, int y2, uint32 flags, uint exc_tile)
+{
+ uint end_tile;
+ int direction;
+ int32 cost, ret;
+ TileInfo ti;
+ uint z;
+
+ if ( (uint) x > TILE_X_MAX * 16 - 1 || (uint) y > TILE_X_MAX * 16 - 1)
+ return CMD_ERROR;
+
+ /* check if valid, and make sure that (x,y) is smaller than (x2,y2) */
+ direction = 0;
+ if (x == x2) {
+ if (y == y2)
+ return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
+ direction++;
+ if (y > y2) {
+ intswap(y,y2);
+ intswap(x,x2);
+ exc_tile|=2;
+ }
+ } else if (y == y2) {
+ if (x > x2) {
+ intswap(y,y2);
+ intswap(x,x2);
+ exc_tile|=2;
+ }
+ } else
+ return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
+
+ cost = 0;
+
+ FindLandscapeHeight(&ti, x2, y2);
+ end_tile = ti.tile;
+ z = ti.z;
+
+ if (exc_tile != 3) {
+ if ( (direction ? 9U : 12U) != ti.tileh)
+ return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
+ ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
+ if (ret == CMD_ERROR)
+ return CMD_ERROR;
+ cost += ret;
+ }
+ cost += _price.build_tunnel;
+
+ for(;;) {
+ if (direction) y2-=16; else x2-=16;
+
+ if (x2 == x && y2 == y)
+ break;
+
+ FindLandscapeHeight(&ti, x2, y2);
+ if (ti.z <= z)
+ return_cmd_error(STR_5002);
+
+ if (!_cheats.crossing_tunnels.value && !CheckTunnelInWay(ti.tile, z))
+ return CMD_ERROR;
+
+ cost += _price.build_tunnel;
+ cost += (cost >> 3);
+
+ if (cost >= 400000000)
+ cost = 400000000;
+ }
+
+ FindLandscapeHeight(&ti, x2, y2);
+ if (ti.z != z)
+ return_cmd_error(STR_5004);
+
+ if (exc_tile != 1) {
+ if ( (direction ? 6U : 3U) != ti.tileh)
+ return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
+
+ ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
+ if (ret == CMD_ERROR)
+ return CMD_ERROR;
+ cost += ret;
+ }
+
+ if (flags & DC_EXEC) {
+ ModifyTile(ti.tile,
+ MP_SETTYPE(MP_TUNNELBRIDGE) |
+ MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
+ _build_tunnel_railtype, /* map3lo */
+ ((_build_tunnel_bh << 1) | 2) - direction /* map5 */
+ );
+
+ ModifyTile(end_tile,
+ MP_SETTYPE(MP_TUNNELBRIDGE) |
+ MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
+ _build_tunnel_railtype, /* map3lo */
+ (_build_tunnel_bh << 1) | (direction ? 3:0)/* map5 */
+ );
+
+ UpdateSignalsOnSegment(end_tile, direction?7:1);
+ }
+
+ return cost + _price.build_tunnel;
+}
+
+/* Build Tunnel
+ * x,y - start tile coord
+ * p1 - railtype
+ * p2 - ptr to uint that recieves end tile
+ */
+int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ TileInfo ti, tiorg;
+ int direction;
+ uint z;
+ static const int8 _build_tunnel_coord_mod[4+1] = { -16, 0, 16, 0, -16 };
+ static const byte _build_tunnel_tileh[4] = {3, 9, 12, 6};
+ uint excavated_tile;
+
+ SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
+
+ _build_tunnel_railtype = (byte)(p1 & 0xFF);
+ _build_tunnel_bh = (byte)(p1 >> 8);
+
+ _build_tunnel_endtile = 0;
+ excavated_tile = 0;
+
+ FindLandscapeHeight(&tiorg, x, y);
+
+ if (!EnsureNoVehicle(tiorg.tile))
+ return CMD_ERROR;
+
+ if (!(direction=0, tiorg.tileh==12) &&
+ !(direction++, tiorg.tileh==6) &&
+ !(direction++, tiorg.tileh==3) &&
+ !(direction++, tiorg.tileh==9) )
+ return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
+
+ z = tiorg.z;
+ do {
+ x += _build_tunnel_coord_mod[direction];
+ y += _build_tunnel_coord_mod[direction+1];
+ FindLandscapeHeight(&ti, x, y);
+ } while (z != ti.z);
+ _build_tunnel_endtile = ti.tile;
+
+
+ if (!EnsureNoVehicle(ti.tile))
+ return CMD_ERROR;
+
+ if (ti.tileh != _build_tunnel_tileh[direction]) {
+ if (DoCommandByTile(ti.tile, ti.tileh & ~_build_tunnel_tileh[direction], 0, flags, CMD_TERRAFORM_LAND) == CMD_ERROR)
+ return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
+ excavated_tile = 1;
+ }
+
+ if (flags & DC_EXEC && DoBuildTunnel(x,y,tiorg.x,tiorg.y,flags&~DC_EXEC,excavated_tile) == CMD_ERROR)
+ return CMD_ERROR;
+
+ return DoBuildTunnel(x,y,tiorg.x, tiorg.y,flags,excavated_tile);
+}
+
+static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3};
+
+static uint CheckTunnelBusy(uint tile, int *length)
+{
+ int z = GetTileZ(tile);
+ byte m5 = _map5[tile];
+ int delta = _tileoffs_by_dir[m5 & 3], len = 0;
+ uint starttile = tile;
+ Vehicle *v;
+
+ do { tile += delta; len++; } while (!IS_TILETYPE(tile, MP_TUNNELBRIDGE) || _map5[tile]&0xF0 || (byte)(_map5[tile] ^ 2) != m5 || GetTileZ(tile) != z);
+
+ if ((v=FindVehicleBetween(starttile, tile, z)) != NULL) {
+ _error_message = v->type == VEH_Train ? STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
+ return (uint)-1;
+ }
+
+ if (length) *length = len;
+ return tile;
+}
+
+static int32 DoClearTunnel(uint tile, uint32 flags)
+{
+ Town *t;
+ uint endtile;
+ int length;
+
+ SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
+
+ // in scenario editor you can always destroy tunnels
+ if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
+ if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
+ return CMD_ERROR;
+ }
+
+ endtile = CheckTunnelBusy(tile, &length);
+ if (endtile == (uint)-1) return CMD_ERROR;
+
+ _build_tunnel_endtile = endtile;
+
+ t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
+ // check if you're allowed to remove the tunnel owned by a town
+ // removal allowal depends on difficulty settings
+ if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR ) {
+ if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE)) {
+ SET_DPARAM16(0, t->index);
+ return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
+ }
+ }
+
+ if (flags & DC_EXEC) {
+ DoClearSquare(tile);
+ DoClearSquare(endtile);
+ UpdateSignalsOnSegment(tile, _updsignals_tunnel_dir[_map5[tile]&3]);
+ UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[_map5[endtile]&3]);
+ if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
+ ChangeTownRating(t, -250, 0);
+ }
+ return _price.clear_tunnel * (length + 1);
+}
+
+static uint FindEdgesOfBridge(uint tile, uint *endtile)
+{
+ int direction = _map5[tile] & 1;
+ uint start;
+
+ // find start of bridge
+ for(;;) {
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0x80)
+ break;
+ tile += direction ? TILE_XY(0,-1) : TILE_XY(-1,0);
+ }
+
+ start = tile;
+
+ // find end of bridge
+ for(;;) {
+ if (IS_TILETYPE(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0xA0)
+ break;
+ tile += direction ? TILE_XY(0,1) : TILE_XY(1,0);
+ }
+
+ *endtile = tile;
+
+ return start;
+}
+
+static int32 DoClearBridge(uint tile, uint32 flags)
+{
+ uint endtile;
+ Vehicle *v;
+ Town *t;
+ int direction;
+
+ SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
+
+ direction = _map5[tile]&1;
+
+ /* delete stuff under the middle part if there's a transport route there..? */
+ if ((_map5[tile] & 0xE0) == 0xE0) {
+ int32 cost;
+
+ // check if we own the tile below the bridge..
+ if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)) ))
+ return CMD_ERROR;
+
+ cost = (_map5[tile] & 8) ? _price.remove_road * 2 : _price.remove_rail;
+
+ if (flags & DC_EXEC) {
+ _map5[tile] = _map5[tile] & ~0x38;
+ _map_owner[tile] = OWNER_NONE;
+ MarkTileDirtyByTile(tile);
+ }
+ return cost;
+
+ /* delete canal under bridge */
+ } else if(_map5[tile]==0xC8 && GET_TILEHEIGHT(tile)!=0) {
+ int32 cost;
+
+ // check for vehicles under bridge
+ if ( !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)) )
+ return CMD_ERROR;
+ cost = _price.clear_water;
+ if (flags & DC_EXEC) {
+ _map5[tile] = _map5[tile] & ~0x38;
+ _map_owner[tile] = OWNER_NONE;
+ MarkTileDirtyByTile(tile);
+ }
+ return cost;
+ }
+
+ tile = FindEdgesOfBridge(tile, &endtile);
+
+ // floods, scenario editor can always destroy bridges
+ if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
+ if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
+ return CMD_ERROR;
+ }
+
+ if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile))
+ return CMD_ERROR;
+
+ /* Make sure there's no vehicle on the bridge
+ Omit tile and endtile, since these are already checked, thus solving the problem
+ of bridges over water, or higher bridges, where z is not increased, eg level bridge
+ */
+ tile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
+ endtile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
+ if ((v=FindVehicleBetween(tile, endtile, GET_TILEHEIGHT(tile) + 8)) != NULL) {
+ VehicleInTheWayErrMsg(v);
+ return CMD_ERROR;
+ }
+
+ /* Put the tiles back to start/end position */
+ tile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
+ endtile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
+
+
+ t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
+ // check if you're allowed to remove the bridge owned by a town.
+ // removal allowal depends on difficulty settings
+ if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) {
+ if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE))
+ return CMD_ERROR;
+ }
+
+ if (flags & DC_EXEC) {
+ byte m5;
+ uint c = tile;
+ uint16 new_data;
+
+ //checks if the owner is town then decrease town rating by 250 until
+ // you have a "Poor" (0) town rating
+ if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
+ ChangeTownRating(t, -250, 0);
+
+ do {
+ m5 = _map5[c];
+
+ if (m5 & 0x40) {
+ if (m5 & 0x20) {
+ static const uint16 _new_data_table[] = {0x1002, 0x1001, 0x2005, 0x200A, 0, 0, 0, 0};
+ new_data = _new_data_table[((m5 & 0x18) >> 2) | (m5&1)];
+ } else {
+ if (!(m5 & 0x18)) goto clear_it;
+ new_data = 0x6000;
+ }
+
+ _map_type_and_height[c] &= 0x0F;
+ _map_type_and_height[c] |= new_data >> 8;
+ _map5[c] = (byte)new_data;
+ _map2[c] = 0;
+
+ MarkTileDirtyByTile(c);
+
+ } else {
+clear_it:;
+ DoClearSquare(c);
+ }
+ c += direction ? TILE_XY(0,1) : TILE_XY(1,0);
+ } while (c <= endtile);
+
+ SetSignalsOnBothDir(tile, direction);
+ SetSignalsOnBothDir(endtile, direction);
+
+ }
+
+ return ((((endtile - tile) >> (direction?8:0))&0xFF)+1) * _price.clear_bridge;
+}
+
+static int32 ClearTile_TunnelBridge(uint tile, byte flags) {
+ int32 ret;
+ byte m5 = _map5[tile];
+
+ if ((m5 & 0xF0) == 0) {
+ if (flags & DC_AUTO)
+ return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
+ return DoClearTunnel(tile, flags);
+ } else if (m5 & 0x80) {
+ if (flags & DC_AUTO)
+ return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
+
+ ret = DoClearBridge(tile, flags);
+ if (ret == CMD_ERROR)
+ return CMD_ERROR;
+
+ return ret;
+ } else {
+ return CMD_ERROR;
+ }
+}
+
+int32 DoConvertTunnelBridgeRail(uint tile, uint totype, bool exec)
+{
+ uint endtile;
+ int length;
+ Vehicle *v;
+
+ if ((_map5[tile] & 0xFC) == 0x00) {
+ // railway tunnel
+ if (!CheckTileOwnership(tile)) return CMD_ERROR;
+
+ if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
+
+ endtile = CheckTunnelBusy(tile, &length);
+ if (endtile == (uint)-1) return CMD_ERROR;
+
+ if (exec) {
+ _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
+ _map3_lo[endtile] = (_map3_lo[endtile] & 0xF0) + totype;
+ MarkTileDirtyByTile(tile);
+ MarkTileDirtyByTile(endtile);
+ }
+ return (length + 1) * (_price.build_rail >> 1);
+ } else if ((_map5[tile] & 0xF8) == 0xE0) {
+ // bridge middle part with rail below
+ // only check for train under bridge
+ if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, GET_TILEHEIGHT(tile)))
+ return CMD_ERROR;
+
+ // tile is already of requested type?
+ if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
+ // change type.
+ if (exec) {
+ _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
+ MarkTileDirtyByTile(tile);
+ }
+ return _price.build_rail >> 1;
+ } else if ((_map5[tile]&0xC6) == 0x80) {
+ uint starttile;
+ int32 cost;
+
+ if (!CheckTileOwnership(tile)) return CMD_ERROR;
+
+ // railway bridge
+ starttile = tile = FindEdgesOfBridge(tile, &endtile);
+ // Make sure there's no vehicle on the bridge
+ if ((v=FindVehicleBetween(tile, endtile, 0xff)) != NULL) {
+ VehicleInTheWayErrMsg(v);
+ return CMD_ERROR;
+ }
+
+ if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
+ cost = 0;
+ do {
+ if (exec) {
+ if (tile == starttile || tile == endtile) {
+ _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
+ } else {
+ _map3_lo[tile] = (_map3_lo[tile] & 0x0F) + (totype << 4);
+ }
+ MarkTileDirtyByTile(tile);
+ }
+ cost += (_price.build_rail>>1);
+ tile += _map5[tile]&1 ? TILE_XY(0,1) : TILE_XY(1,0);
+ } while (tile <= endtile);
+
+ return cost;
+ } else
+ return CMD_ERROR;
+}
+
+
+// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
+static uint GetBridgeHeight(const TileInfo *ti)
+{
+ uint delta;
+ TileInfo ti_end;
+ uint tile = ti->tile;
+ uint z_correction = 0;
+
+ // find the end tile of the bridge.
+ delta = (_map5[tile] & 1) ? TILE_XY(0,1) : TILE_XY(1,0);
+ do {
+ assert((_map5[tile] & 0xC0) == 0xC0); // bridge and middle part
+ tile += delta;
+ } while (_map5[tile] & 0x40); // while bridge middle parts
+
+ // if the end of the bridge is on a tileh 7, the z coordinate is 1 tile too low
+ // correct it.
+ FindLandscapeHeightByTile(&ti_end, tile);
+ if (HASBIT(1 << 7, ti_end.tileh))
+ z_correction += 8;
+
+ // return the height there (the height of the NORTH CORNER)
+ return GET_TILEHEIGHT(tile) + z_correction;
+}
+
+static const byte _bridge_foundations[2][16] = {
+// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
+ {1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
+ {1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
+};
+
+extern const byte _track_sloped_sprites[14];
+extern const byte _road_sloped_sprites[14];
+
+#include "table/tunnel_land.h"
+
+static void DrawBridgePillars(TileInfo *ti, int x, int y, int z)
+{
+ const uint32 *b;
+ uint32 image;
+ int piece;
+
+ b = _bridge_poles_table[_map2[ti->tile]>>4];
+
+ // Draw first piece
+ // (necessary for cantilever bridges)
+ image = b[12 + (ti->map5&0x01)];
+ piece = _map2[ti->tile]&0xF;
+ if( image!=0 && piece!=0 )
+ DrawGroundSpriteAt(image, x,y, z);
+
+ image = b[(ti->map5&0x01)*6 + piece];
+ if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
+
+ if (image != 0) {
+ int back_height, front_height, i=z;
+ const byte *p;
+
+ static const byte _tileh_bits[4][8] = {
+ {2,1,8,4, 16,11,0,9},
+ {1,8,4,2, 11,16,9,0},
+ {4,8,1,2, 16,11,0,9},
+ {2,4,8,1, 11,16,9,0},
+ };
+
+ p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
+ front_height = ti->z + ((ti->tileh & p[0])?8:0);
+ back_height = ti->z + ((ti->tileh & p[1])?8:0);
+ if (ti->tileh & 0x10) {
+ if (!(ti->tileh & p[2])) front_height += 8;
+ if (!(ti->tileh & p[3])) back_height += 8;
+ }
+
+ for(; z>=front_height || z>=back_height; z=z-8) {
+ if (z>=front_height) AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z); // front facing pillar
+ if (z>=back_height && z<i-8) AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z); // back facing pillar
+ }
+ }
+}
+
+static uint GetBridgeFoundation(uint tileh, byte direction) {
+ int i;
+ // normal level sloped building (7, 11, 13, 14)
+ if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh))
+ return tileh;
+
+ // inclined sloped building
+ if ( ((i=0, tileh == 1) || (i+=2, tileh == 2) || (i+=2, tileh == 4) || (i+=2, tileh == 8)) &&
+ ( direction == 0 || (i++, direction == 1)) )
+ return i + 15;
+
+ return 0;
+}
+
+static void DrawTile_TunnelBridge(TileInfo *ti)
+{
+ uint32 image;
+ uint tmp;
+ const uint32 *b;
+ bool ice = _map3_hi[ti->tile] & 0x80;
+
+ // draw tunnel?
+ if ( (byte)(ti->map5&0xF0) == 0) {
+ /* railway type */
+ image = (_map3_lo[ti->tile] & 0xF) * 8;
+
+ /* ice? */
+ if (ice)
+ image += 32;
+
+ image += _draw_tunnel_table_1[(ti->map5 >> 2) & 0x3];
+ image += (ti->map5 & 3) << 1;
+ DrawGroundSprite(image);
+
+ AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
+ // draw bridge?
+ } else if ((byte)ti->map5 & 0x80) {
+ // get type of track on the bridge.
+ tmp = _map3_lo[ti->tile];
+ if (ti->map5 & 0x40) tmp >>= 4;
+ tmp &= 0xF;
+
+ // 0 = rail bridge
+ // 1 = road bridge
+ // 2 = monorail bridge
+ // 3 = maglev bridge
+
+ // add direction and fix stuff.
+ if (tmp != 0) tmp++;
+ tmp = (ti->map5&3) + (tmp*2);
+
+ if (!(ti->map5 & 0x40)) { // bridge ramps
+
+ if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
+ int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction
+ if (f) DrawFoundation(ti, f);
+
+ // default sloped sprites..
+ if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
+ }
+
+ // bridge ending.
+ b = _bridge_sprite_table[_map2[ti->tile]>>4][6];
+ b += (tmp&(3<<1))*4; /* actually ((tmp>>2)&3)*8 */
+ b += (tmp&1); // direction
+ if (ti->tileh == 0) b += 4; // sloped "entrance" ?
+ if (ti->map5 & 0x20) b += 2; // which side
+
+ image = *b;
+
+ if (!ice) {
+ DrawClearLandTile(ti, 3);
+ } else {
+ DrawGroundSprite(0x11C6 + _tileh_to_sprite[ti->tileh]);
+ }
+
+ // draw ramp
+ if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
+ AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
+ } else {
+ // bridge middle part.
+ uint z;
+ int x,y;
+
+ image = (ti->map5 >> 3) & 3; // type of stuff under bridge (only defined for 0,1)
+ assert(image <= 1);
+
+ if (!(ti->map5 & 0x20)) {
+ // draw land under bridge
+ if (ice) image += 2; // ice too?
+ DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
+
+ // draw canal water?
+ if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
+ } else {
+ // draw transport route under bridge
+
+ // draw foundation?
+ if (ti->tileh) {
+ int f = _bridge_foundations[ti->map5&1][ti->tileh];
+ if (f) DrawFoundation(ti, f);
+ }
+
+ if (!(image&1)) {
+ // railway
+ image = 0x3F3 + (ti->map5 & 1);
+ if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
+ image += (_map3_lo[ti->tile] & 0xF) * TRACKTYPE_SPRITE_PITCH;
+ if (ice) image += 26; // ice?
+ } else {
+ // road
+ image = 1332 + (ti->map5 & 1);
+ if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
+ if (ice) image += 19; // ice?
+ }
+ DrawGroundSprite(image);
+ }
+ // get bridge sprites
+ b = _bridge_sprite_table[_map2[ti->tile]>>4][_map2[ti->tile]&0xF] + tmp * 4;
+
+ z = GetBridgeHeight(ti) + 5;
+
+ // draw rail
+ image = b[0];
+ if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
+ AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z);
+
+ x = ti->x;
+ y = ti->y;
+ image = b[1];
+ if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
+
+ // draw roof
+ if (ti->map5&1) {
+ x += 12;
+ if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
+ } else {
+ y += 12;
+ if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
+ }
+
+ if (ti->z + 5 == z ) {
+ // draw poles below for small bridges
+ image = b[2];
+ if (image) {
+ if (!(_display_opt & DO_TRANS_BUILDINGS)) image = (image & 0x3FFF) | 0x03224000;
+ DrawGroundSpriteAt(image, x, y, z);
+ }
+ } else if (_patches.bridge_pillars) {
+ // draw pillars below for high bridges
+ DrawBridgePillars(ti, x, y, z);
+ }
+ }
+ }
+}
+
+static uint GetSlopeZ_TunnelBridge(TileInfo *ti) {
+ uint z = ti->z;
+ uint x = ti->x & 0xF;
+ uint y = ti->y & 0xF;
+
+ // swap directions if Y tunnel/bridge to let the code handle the X case only.
+ if (ti->map5 & 1) intswap(x,y);
+
+ // to the side of the tunnel/bridge?
+ if (IS_INT_INSIDE(y, 5, 10+1)) {
+ // tunnel?
+ if ( (ti->map5 & 0xF0) == 0)
+ return z;
+
+ // bridge?
+ if ( ti->map5 & 0x80 ) {
+ // bridge ending?
+ if (!(ti->map5 & 0x40)) {
+ if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti->tileh)) // 7, 11, 13, 14
+ z += 8;
+
+ // no ramp for bridge ending
+ if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << ti->tileh) || BRIDGE_NO_FOUNDATION & (1 << ti->tileh)) && ti->tileh != 0) {
+ return z + 8;
+
+ } else if (!(ti->map5 & 0x20)) { // northern / southern ending
+ // ramp
+ return (z + (x>>1) + 1);
+ } else {
+ // ramp in opposite dir
+ return (z + ((x^0xF)>>1));
+ }
+
+ // bridge middle part
+ } else {
+ // build on slopes?
+ if (ti->tileh) z+=8;
+
+ // keep the same elevation because we're on the bridge?
+ if (_get_z_hint >= z + 8)
+ return _get_z_hint;
+
+ // actually on the bridge, but not yet in the shared area.
+ if (!IS_INT_INSIDE(x, 5, 10+1))
+ return GetBridgeHeight(ti) + 8;
+
+ // in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
+ // if rail or road below then it means it's possibly build on slope below the bridge.
+ if (ti->map5 & 0x20) {
+ uint f = _bridge_foundations[ti->map5&1][ti->tileh];
+ // make sure that the slope is not inclined foundation
+ if (IS_BYTE_INSIDE(f, 1, 15)) return z;
+
+ // change foundation type?
+ if (f) ti->tileh = _inclined_tileh[f - 15];
+ }
+
+ // no transport route, fallback to default
+ }
+ }
+ } else {
+ // if it's a bridge middle with transport route below, then we need to compensate for build on slopes
+ if ( (ti->map5 & (0x80 + 0x40 + 0x20)) == (0x80 + 0x40 + 0x20)) {
+ uint f;
+ if (ti->tileh) z += 8;
+ f = _bridge_foundations[ti->map5&1][ti->tileh];
+ if (IS_BYTE_INSIDE(f, 1, 15)) return z;
+ if (f) ti->tileh = _inclined_tileh[f - 15];
+ }
+ }
+
+ // default case
+ z = ti->z;
+ return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + z;
+}
+
+static void GetAcceptedCargo_TunnelBridge(uint tile, AcceptedCargo *ac)
+{
+ /* not used */
+}
+
+static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
+ STR_501F_WOODEN_RAIL_BRIDGE,
+ STR_5020_CONCRETE_RAIL_BRIDGE,
+ STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
+ STR_501E_REINFORCED_CONCRETE_SUSPENSION,
+ STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
+ STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
+ STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
+ STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
+ STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
+ STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
+ STR_5027_TUBULAR_RAIL_BRIDGE,
+ STR_5027_TUBULAR_RAIL_BRIDGE,
+ STR_5027_TUBULAR_RAIL_BRIDGE,
+ 0,0,0,
+
+ STR_5025_WOODEN_ROAD_BRIDGE,
+ STR_5026_CONCRETE_ROAD_BRIDGE,
+ STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
+ STR_5024_REINFORCED_CONCRETE_SUSPENSION,
+ STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
+ STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
+ STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
+ STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
+ STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
+ STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
+ STR_5028_TUBULAR_ROAD_BRIDGE,
+ STR_5028_TUBULAR_ROAD_BRIDGE,
+ STR_5028_TUBULAR_ROAD_BRIDGE,
+ 0,0,0,
+};
+
+static void GetTileDesc_TunnelBridge(uint tile, TileDesc *td)
+{
+ int delta;
+
+ if ((_map5[tile] & 0x80) == 0) {
+ td->str = STR_5017_RAILROAD_TUNNEL + ((_map5[tile] >> 2) & 3);
+ } else {
+ td->str = _bridge_tile_str[ (_map2[tile] >> 4) + (((_map5[tile]>>1)&3)<<4) ];
+
+ /* scan to the end of the bridge, that's where the owner is stored */
+ if (_map5[tile] & 0x40) {
+ delta = _map5[tile] & 1 ? TILE_XY(0,-1) : TILE_XY(-1,0);
+ do tile += delta; while (_map5[tile] & 0x40);
+ }
+ }
+ td->owner = _map_owner[tile];
+}
+
+
+static void AnimateTile_TunnelBridge(uint tile)
+{
+ /* not used */
+}
+
+static void TileLoop_TunnelBridge(uint tile)
+{
+ if (_opt.landscape == LT_HILLY) {
+ if ( GetTileZ(tile) > _opt.snow_line) {
+ if (!(_map3_hi[tile] & 0x80)) {
+ _map3_hi[tile] |= 0x80;
+ MarkTileDirtyByTile(tile);
+ }
+ } else {
+ if (_map3_hi[tile] & 0x80) {
+ _map3_hi[tile] &= ~0x80;
+ MarkTileDirtyByTile(tile);
+ }
+ }
+ } else if (_opt.landscape == LT_DESERT) {
+ if (GetMapExtraBits(tile) == 1 && !(_map3_hi[tile]&0x80)) {
+ _map3_hi[tile] |= 0x80;
+ MarkTileDirtyByTile(tile);
+ }
+ }
+
+ // if it's a bridge with water below, call tileloop_water on it.
+ if ((_map5[tile] & 0xF8) == 0xC8) TileLoop_Water(tile);
+}
+
+static void ClickTile_TunnelBridge(uint tile)
+{
+ /* not used */
+}
+
+
+static uint32 GetTileTrackStatus_TunnelBridge(uint tile, int mode)
+{
+ uint32 result;
+ byte t, m5 = _map5[tile];
+
+ if ((m5 & 0xF0) == 0) {
+ if (((m5 & 0xC) >> 1) == mode) { /* XXX: possible problem when switching mode constants */
+ return m5&1 ? 0x202 : 0x101;
+ }
+ } else if (m5 & 0x80) {
+ result = 0;
+ if ((m5 & 6) == mode) {
+ result = m5&1 ? 0x202 : 0x101;
+ }
+ if (m5 & 0x40) {
+ t = m5;
+ if (!(t & 0x20)) {
+ if ((t &= 0x18) != 8)
+ return result;
+ t = (t&0xE7) | 0x30;
+ }
+
+ if ((t & 0x18) >> 2 != mode)
+ return result;
+
+ result ^= m5&1 ? 0x101 : 0x202;
+ }
+ return result;
+ }
+ return 0;
+}
+
+static void ChangeTileOwner_TunnelBridge(uint tile, byte old_player, byte new_player)
+{
+ if (_map_owner[tile] != old_player)
+ return;
+
+ if (new_player != 255) {
+ _map_owner[tile] = new_player;
+ } else {
+ if((_map5[tile] & 0xC0)==0xC0) {
+ // the stuff BELOW the middle part is owned by the deleted player.
+ if (!(_map5[tile] & (1 << 4 | 1 << 3))) {
+ // convert railway into grass.
+ _map5[tile] &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore..
+ } else {
+ // for road, change the owner of the road to local authority
+ _map_owner[tile] = OWNER_NONE;
+ }
+ } else {
+ DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
+ }
+ }
+}
+
+
+static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8};
+static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38};
+static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48};
+static const byte _exit_tunnel_track[4] = {1,2,1,2};
+
+static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
+static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
+
+static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
+static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
+static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
+static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
+
+static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
+{
+ int z;
+ int dir, vdir;
+ byte fc;
+ int h;
+
+ if ((_map5[tile] & 0xF0) == 0) {
+ z = GetSlopeZ(x, y) - v->z_pos;
+ if (myabs(z) > 2)
+ return 8;
+
+ if (v->type == VEH_Train) {
+ fc = (x&0xF)+(y<<4);
+
+ dir = _map5[tile] & 3;
+ vdir = v->direction >> 1;
+
+ if (v->u.rail.track != 0x40 && dir == vdir) {
+ if (v->subtype == 0 && fc == _tunnel_fractcoord_1[dir]) {
+ if (v->spritenum < 4)
+ SndPlayVehicleFx(3, v);
+ return 0;
+ }
+ if (fc == _tunnel_fractcoord_2[dir]) {
+ v->tile = tile;
+ v->u.rail.track = 0x40;
+ v->vehstatus |= VS_HIDDEN;
+ return 4;
+ }
+ }
+
+ if (dir == (vdir^2) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
+ v->tile = tile;
+ v->u.rail.track = _exit_tunnel_track[dir];
+ v->vehstatus &= ~VS_HIDDEN;
+ return 4;
+ }
+ } else if (v->type == VEH_Road) {
+ fc = (x&0xF)+(y<<4);
+ dir = _map5[tile] & 3;
+ vdir = v->direction >> 1;
+
+ // Enter tunnel?
+ if (v->u.road.state != 0xFF && dir == vdir) {
+ if (fc == _tunnel_fractcoord_4[dir] ||
+ fc == _tunnel_fractcoord_5[dir]) {
+
+ v->tile = tile;
+ v->u.road.state = 0xFF;
+ v->vehstatus |= VS_HIDDEN;
+ return 4;
+ } else {
+ return 0;
+ }
+ }
+
+ if (dir == (vdir^2) && (
+ fc == _tunnel_fractcoord_6[dir] ||
+ fc == _tunnel_fractcoord_7[dir]) &&
+ z == 0) {
+ v->tile = tile;
+ v->u.road.state = _road_exit_tunnel_state[dir];
+ v->u.road.frame = _road_exit_tunnel_frame[dir];
+ v->vehstatus &= ~VS_HIDDEN;
+ return 4;
+ }
+ }
+ } else if (_map5[tile] & 0x80) {
+ if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == 0)) {
+ if (GetTileSlope(tile, &h) != 0 || myabs(h - v->z_pos) > 2) {
+ /* modify speed of vehicle */
+ uint16 spd = _bridge_speeds[_map2[tile] >> 4];
+ if (v->type == VEH_Road) spd<<=1;
+ if (spd < v->cur_speed)
+ v->cur_speed = spd;
+ }
+ }
+ }
+ return 0;
+}
+
+uint GetVehicleOutOfTunnelTile(Vehicle *v)
+{
+ uint tile = v->tile;
+ int delta_tile;
+ byte z;
+
+ /* locate either ending of the tunnel */
+ delta_tile = (v->direction&2) ? TILE_XY(0,1) : TILE_XY(1,0);
+ z = v->z_pos;
+ for(;;) {
+ TileInfo ti;
+ FindLandscapeHeightByTile(&ti, tile);
+
+ if (ti.type == MP_TUNNELBRIDGE && (ti.map5 & 0xF0)==0 && (byte)ti.z == z)
+ break;
+
+ tile += delta_tile;
+ }
+ return tile;
+}
+
+const TileTypeProcs _tile_type_tunnelbridge_procs = {
+ DrawTile_TunnelBridge, /* draw_tile_proc */
+ GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
+ ClearTile_TunnelBridge, /* clear_tile_proc */
+ GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
+ GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
+ GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */
+ ClickTile_TunnelBridge, /* click_tile_proc */
+ AnimateTile_TunnelBridge, /* animate_tile_proc */
+ TileLoop_TunnelBridge, /* tile_loop_clear */
+ ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
+ NULL, /* get_produced_cargo_proc */
+ VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
+ NULL, /* vehicle_leave_tile_proc */
+};