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