diff options
Diffstat (limited to 'tunnelbridge_cmd.c')
-rw-r--r-- | tunnelbridge_cmd.c | 1475 |
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 */ +}; |