/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file road_cmd.cpp Commands related to road tiles. */
#include "stdafx.h"
#include "cmd_helper.h"
#include "road_internal.h"
#include "landscape.h"
#include "viewport_func.h"
#include "command_func.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "depot_base.h"
#include "newgrf.h"
#include "variables.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "window_func.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "functions.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "elrail_func.h"
#include "roadveh.h"
#include "town.h"
#include "company_base.h"
#include "core/random_func.hpp"
#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 RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) return true;
return false;
}
#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
}
};
static Foundation GetRoadFoundation(Slope tileh, RoadBits bits);
/**
* Is it allowed to remove the given road bits from the given tile?
* @param tile the tile to remove the road from
* @param remove the roadbits that are going to be removed
* @param owner the actual owner of the roadbits of the tile
* @param rt the road type to remove the bits from
* @param flags command flags
* @param town_check Shall the town rating checked/affected
* @return true when it is allowed to remove the road bits
*/
bool CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType rt, DoCommandFlag 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 && !Company::IsValidID(_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_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS;
return false;
}
rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
}
ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags);
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?
* @param town_check should we check if the town allows removal?
*/
static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag 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;
switch (GetTileType(tile)) {
case MP_ROAD:
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
break;
case MP_STATION:
if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
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, 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[PR_CLEAR_ROAD]);
if (flags & DC_EXEC) {
SetRoadTypes(other_end, GetRoadTypes(other_end) & ~RoadTypeToRoadTypes(rt));
SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
/* If the owner of the bridge sells all it's road, also move the ownership
* to the owner of the other roadtype. */
RoadType other_rt = (rt == ROADTYPE_ROAD) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
Owner other_owner = GetRoadOwner(tile, other_rt);
if (other_owner != GetTileOwner(tile)) {
SetTileOwner(tile, other_owner);
SetTileOwner(other_end, other_owner);
}
/* 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[PR_CLEAR_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_ERROR_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);
EffectVehicle *v;
FOR_ALL_EFFECTVEHICLES(v) {
if (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);
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[PR_CLEAR_ROAD] +
((GetRoadFoundation(tileh, present) != f) ? _price[PR_BUILD_FOUNDATION] : (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) {
Track railtrack = GetCrossingRailTrack(tile);
RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
if (rts == ROADTYPES_NONE) {
TrackBits tracks = GetCrossingRailBits(tile);
bool reserved = HasCrossingReservation(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, railtrack);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdRemoveRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
RoadType rt = (RoadType)GB(p1, 4, 2);
if (!IsValidRoadType(rt)) return CMD_ERROR;
RoadBits pieces = Extract(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[PR_BUILD_FOUNDATION]);
}
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[PR_BUILD_FOUNDATION]);
return CommandCost();
}
/* Autocomplete uphill roads */
*pieces |= MirrorRoadBits(*pieces);
type_bits = existing | *pieces;
/* Uphill roads */
if (IsStraightRoad(type_bits) && (other == type_bits || other == ROAD_NONE) &&
(_invalid_tileh_slopes_road[1][tileh] & (other | type_bits)) == ROAD_NONE) {
/* Slopes with foundation ? */
if (IsSlopeWithOneCornerRaised(tileh)) {
/* Prevent build on slopes if it isn't allowed */
if (_settings_game.construction.build_on_slopes) {
/* If we add foundation we've got to pay for it */
if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
return CommandCost();
}
} else {
if (CountBits(existing) == 1) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
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)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag 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 ((Company::IsValidID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !Town::IsValidID(p2))) return CMD_ERROR;
if (_current_company != OWNER_TOWN) {
const Town *town = CalcClosestTownFromTile(tile);
p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
}
RoadBits pieces = Extract(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_ERROR_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_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
}
if ((existing & pieces) == pieces) {
/* We only want to set the (dis)allowed road directions */
if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM) {
if (crossing) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
Owner owner = GetRoadOwner(tile, ROADTYPE_ROAD);
if (owner != OWNER_NONE && !CheckOwnership(owner, tile)) return CMD_ERROR;
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_ERROR_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_ERROR_ALREADY_BUILT);
break;
case ROAD_TILE_DEPOT:
if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
goto do_clear;
default: NOT_REACHED();
}
break;
case MP_RAILWAY: {
if (IsSteepSlope(tileh)) {
return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
/* Level crossings may only be built on these slopes */
if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
if (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) {
Track railtrack = AxisToTrack(OtherAxis(roaddir));
YapfNotifyTrackLayoutChange(tile, railtrack);
/* Always add road to the roadtypes (can't draw without it) */
bool reserved = HasBit(GetRailReservationTrackBits(tile), railtrack);
MakeRoadCrossing(tile, _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[PR_BUILD_ROAD] * (rt == ROADTYPE_ROAD ? 2 : 4));
}
case MP_STATION: {
if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
if (!IsDriveThroughStopTile(tile)) goto do_clear;
RoadBits curbits = AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile)));
if (pieces & ~curbits) goto do_clear;
pieces = curbits; // we need to pay for both roadbits
if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
} break;
case MP_TUNNELBRIDGE:
if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) goto do_clear;
if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear;
if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_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 setting is turned off */
if (CmdFailed(ret) || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
return_cmd_error(STR_ERROR_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_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
}
}
}
}
}
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
cost.AddCost(CountBits(pieces) * _price[PR_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));
SetRoadOwner(other_end, rt, _current_company);
SetRoadOwner(tile, rt, _current_company);
/* 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));
SetRoadOwner(tile, rt, _current_company);
break;
default:
MakeRoadNormal(tile, pieces, RoadTypeToRoadTypes(rt), p2, _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 start_tile start tile of drag (the building cost will appear over this tile)
* @param flags operation to perform
* @param p1 end 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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildLongRoad(TileIndex start_tile, DoCommandFlag 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 end_tile = p1;
RoadType rt = (RoadType)GB(p2, 3, 2);
if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
Axis axis = Extract(p2);
/* Only drag in X or Y direction dictated by the direction variable */
if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
DiagDirection dir = AxisToDiagDir(axis);
/* Swap direction, also the half-tile drag var (bit 0 and 1) */
if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
dir = ReverseDiagDir(dir);
p2 ^= 3;
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 ((axis == AXIS_Y) == (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 first tile clicked by the user. */
for (;;) {
RoadBits bits = AxisToRoadBits(axis);
/* Road parts only have to be built at the start tile or at the end tile. */
if (tile == end_tile && !HasBit(p2, 1)) bits &= DiagDirToRoadBits(ReverseDiagDir(dir));
if (tile == start_tile && HasBit(p2, 0)) bits &= DiagDirToRoadBits(dir);
_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_ERROR_ALREADY_BUILT) break;
} else {
had_success = true;
/* Only pay for the upgrade on one side of the bridges and tunnels */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsBridge(tile)) {
if ((!had_bridge || GetTunnelBridgeDirection(tile) == dir)) {
cost.AddCost(ret);
}
had_bridge = true;
} else { // IsTunnel(tile)
if ((!had_tunnel || GetTunnelBridgeDirection(tile) == dir)) {
cost.AddCost(ret);
}
had_tunnel = true;
}
} else {
cost.AddCost(ret);
}
}
if (tile == end_tile) break;
tile += TileOffsByDiagDir(dir);
}
return !had_success ? 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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdRemoveLongRoad(TileIndex end_tile, DoCommandFlag 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;
Axis axis = Extract(p2);
/* Only drag in X or Y direction dictated by the direction variable */
if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
/* 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 = AxisToRoadBits(axis);
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 += (axis == AXIS_Y) ? 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
* @param text unused
* @return the cost of this operation or an error
*
* @todo When checking for the tile slope,
* distingush between "Flat land required" and "land sloped in wrong direction"
*/
CommandCost CmdBuildRoadDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
DiagDirection dir = Extract(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_ERROR_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_ERROR_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, dep->index, dir, rt);
MarkTileDirtyByTile(tile);
}
return cost.AddCost(_price[PR_BUILD_DEPOT_ROAD]);
}
static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlag flags)
{
if (!CheckTileOwnership(tile) && _current_company != OWNER_WATER) return CMD_ERROR;
if (!EnsureNoVehicleOnGround(tile)) return CMD_ERROR;
if (flags & DC_EXEC) {
delete Depot::GetByTile(tile);
DoClearSquare(tile);
}
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_ROAD]);
}
static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlag flags)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_NORMAL: {
RoadBits b = GetAllRoadBits(tile);
/* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
if ((CountBits(b) == 1 && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) || !(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_ERROR_MUST_REMOVE_ROAD_FIRST);
}
case ROAD_TILE_CROSSING: {
RoadTypes rts = GetRoadTypes(tile);
CommandCost ret(EXPENSES_CONSTRUCTION);
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
/* Must iterate over the roadtypes in a reverse manner because
* tram tracks must be removed before the road bits. */
RoadType rt = ROADTYPE_TRAM;
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_ERROR_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
*/
static Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
{
/* Flat land and land without a road doesn't require a foundation */
if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE;
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) {
DrawGroundSpriteAt(SPR_ONEWAY_BASE + drd - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialZ(8, 8, ti->tileh));
}
}
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 && HasCrossingReservation(ti->tile)) {
DrawGroundSprite(GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y, 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_COLOUR(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_COLOUR)) {
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_COLOUR(_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_COLOUR) ? 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) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
TownID tid = (TownID)INVALID_TOWN;
if (!invalidate) {
const Town *town = CalcClosestTownFromTile(t);
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 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 (GetFoundationSlope(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_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
STR_LAI_ROAD_DESCRIPTION_ROAD,
};
static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
{
Owner rail_owner = INVALID_OWNER;
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
switch (GetRoadTileType(tile)) {
case ROAD_TILE_CROSSING: {
td->str = STR_LAI_ROAD_DESCRIPTION_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_LAI_ROAD_DESCRIPTION_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_LAI_ROAD_DESCRIPTION_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_LAND_AREA_INFORMATION_RAIL_OWNER);
td->owner[0] = rail_owner;
td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER);
td->owner[1] = road_owner;
td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_TRAM_OWNER);
td->owner[2] = tram_owner;
} else {
/* One to rule them all */
td->owner[0] = first_owner;
}
}
/**
* Given the direction the road depot is pointing, this is the direction the
* vehicle should be travelling in in order to enter the depot.
*/
static const byte _roadveh_enter_depot_dir[4] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y)
{
switch (GetRoadTileType(tile)) {
case ROAD_TILE_DEPOT: {
if (v->type != VEH_ROAD) break;
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->frame == RVC_DEPOT_STOP_FRAME &&
_roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
rv->state = RVSB_IN_DEPOT;
rv->vehstatus |= VS_HIDDEN;
rv->direction = ReverseDir(rv->direction);
if (rv->Next() == NULL) VehicleEnterDepot(rv->First());
rv->tile = tile;
InvalidateWindowData(WC_VEHICLE_DEPOT, rv->tile);
return VETSB_ENTERED_WORMHOLE;
}
} break;
default: break;
}
return VETSB_CONTINUE;
}
static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner)
{
if (IsRoadDepot(tile)) {
if (GetTileOwner(tile) == old_owner) {
if (new_owner == INVALID_OWNER) {
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, DoCommandFlag 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[PR_BUILD_FOUNDATION]);
break;
case ROAD_TILE_DEPOT:
if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
break;
case ROAD_TILE_NORMAL: {
RoadBits bits = GetAllRoadBits(tile);
RoadBits bits_copy = bits;
/* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */
if (!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[PR_BUILD_FOUNDATION]);
}
}
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
NULL, // add_accepted_cargo_proc
GetTileDesc_Road, // get_tile_desc_proc
GetTileTrackStatus_Road, // get_tile_track_status_proc
ClickTile_Road, // click_tile_proc
NULL, // animate_tile_proc
TileLoop_Road, // tile_loop_clear
ChangeTileOwner_Road, // change_tile_owner_clear
NULL, // add_produced_cargo_proc
VehicleEnter_Road, // vehicle_enter_tile_proc
GetFoundation_Road, // get_foundation_proc
TerraformTile_Road, // terraform_tile_proc
};