/* $Id$ */ /** @file tunnelbridge_cmd.cpp * This file deals with tunnels and bridges (non-gui stuff) * @todo seperate this file into two */ #include "stdafx.h" #include "openttd.h" #include "bridge_map.h" #include "rail_map.h" #include "road_map.h" #include "tile_cmd.h" #include "landscape.h" #include "tunnel_map.h" #include "unmovable_map.h" #include "viewport_func.h" #include "command_func.h" #include "town.h" #include "variables.h" #include "bridge.h" #include "train.h" #include "water_map.h" #include "yapf/yapf.h" #include "newgrf_sound.h" #include "autoslope.h" #include "transparency.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "date_func.h" #include "functions.h" #include "vehicle_func.h" #include "sound_func.h" #include "signal_func.h" #include "tunnelbridge.h" #include "player_base.h" #include "engine_func.h" #include "engine_base.h" #include "economy_func.h" #include "rail.h" #include "cheat_func.h" #include "elrail_func.h" #include "landscape_type.h" #include "table/sprites.h" #include "table/strings.h" #include "table/bridge_land.h" BridgeSpec _bridge[MAX_BRIDGES]; TileIndex _build_tunnel_endtile; /** Reset the data been eventually changed by the grf loaded. */ void ResetBridges() { /* First, free sprite table data */ for (BridgeType i = 0; i < MAX_BRIDGES; i++) { if (_bridge[i].sprite_table != NULL) { for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]); free(_bridge[i].sprite_table); } } /* Then, wipe out current bidges */ memset(&_bridge, 0, sizeof(_bridge)); /* And finally, reinstall default data */ memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge)); } /** calculate the price factor for building a long bridge. * basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8, */ int CalcBridgeLenCostFactor(int x) { int n; int r; if (x < 2) return x; x -= 2; for (n = 0, r = 2;; n++) { if (x <= n) return r + x * n; r += n * n; x -= n; } } Foundation GetBridgeFoundation(Slope tileh, Axis axis) { if ((tileh == SLOPE_FLAT) || (((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) || (((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE; return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh)); } /** * Determines if the track on a bridge ramp is flat or goes up/down. * * @param tileh Slope of the tile under the bridge head * @param axis Orientation of bridge * @return true iff the track is flat. */ bool HasBridgeFlatRamp(Slope tileh, Axis axis) { ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh); /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */ return (tileh != SLOPE_FLAT); } static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table) { const BridgeSpec *bridge = GetBridgeSpec(index); assert(table < BRIDGE_PIECE_INVALID); if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) { return _bridge_sprite_table[index][table]; } else { return bridge->sprite_table[table]; } } /** * Determines the foundation for the north bridge head, and tests if the resulting slope is valid. * * @param axis Axis of the bridge * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation * @param z TileZ corresponding to tileh, gets modified as well * @return Error or cost for bridge foundation */ static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z) { Foundation f = GetBridgeFoundation(*tileh, axis); *z += ApplyFoundationToSlope(f, tileh); Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW); if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR; if (f == FOUNDATION_NONE) return CommandCost(); return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform); } /** * Determines the foundation for the south bridge head, and tests if the resulting slope is valid. * * @param axis Axis of the bridge * @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation * @param z TileZ corresponding to tileh, gets modified as well * @return Error or cost for bridge foundation */ static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z) { Foundation f = GetBridgeFoundation(*tileh, axis); *z += ApplyFoundationToSlope(f, tileh); Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE); if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR; if (f == FOUNDATION_NONE) return CommandCost(); return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform); } bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, uint32 flags) { if (flags & DC_QUERY_COST) { return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U); } if (bridge_type >= MAX_BRIDGES) return false; const BridgeSpec *b = GetBridgeSpec(bridge_type); if (b->avail_year > _cur_year) return false; uint max = b->max_length; if (max >= 16 && _settings_game.construction.longbridges) max = 100; return b->min_length <= bridge_len && bridge_len <= max; } /** Build a Bridge * @param end_tile end tile * @param flags type of operation * @param p1 packed start tile coords (~ dx) * @param p2 various bitstuffed elements * - p2 = (bit 0- 7) - bridge type (hi bh) * - p2 = (bit 8-..) - rail type or road types. * - p2 = (bit 15 ) - set means road bridge. */ CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2) { BridgeType bridge_type; RailType railtype = INVALID_RAILTYPE; RoadTypes roadtypes = ROADTYPES_NONE; uint x; uint y; uint sx; uint sy; TileIndex tile_start; TileIndex tile_end; Slope tileh_start; Slope tileh_end; uint z_start; uint z_end; TileIndex tile; TileIndexDiff delta; uint bridge_len; Axis direction; CommandCost cost(EXPENSES_CONSTRUCTION); CommandCost ret; bool replace_bridge = false; BridgeType replaced_bridge_type; TransportType transport_type; /* unpack parameters */ bridge_type = GB(p2, 0, 8); if (p1 >= MapSize()) return CMD_ERROR; transport_type = (TransportType)GB(p2, 15, 2); /* type of bridge */ switch (transport_type) { case TRANSPORT_ROAD: roadtypes = (RoadTypes)GB(p2, 8, 3); if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR; break; case TRANSPORT_RAIL: railtype = (RailType)GB(p2, 8, 8); if (!ValParamRailtype(railtype)) return CMD_ERROR; break; case TRANSPORT_WATER: break; default: /* Airports don't have tunnels. */ return CMD_ERROR; } x = TileX(end_tile); y = TileY(end_tile); sx = TileX(p1); sy = TileY(p1); /* check if valid, and make sure that (x,y) are smaller than (sx,sy) */ if (x == sx) { if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON); direction = AXIS_Y; if (y > sy) Swap(y, sy); } else if (y == sy) { direction = AXIS_X; if (x > sx) Swap(x, sx); } else { return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN); } bridge_len = sx + sy - x - y - 1; if (transport_type != TRANSPORT_WATER) { /* set and test bridge length, availability */ if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE); } /* retrieve landscape height and ensure it's on land */ tile_start = TileXY(x, y); tile_end = TileXY(sx, sy); if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) { return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH); } tileh_start = GetTileSlope(tile_start, &z_start); tileh_end = GetTileSlope(tile_end, &z_end); CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start); CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end); if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT); if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) && GetOtherBridgeEnd(tile_start) == tile_end && GetTunnelBridgeTransportType(tile_start) == transport_type) { /* Replace a current bridge. */ /* If this is a railway bridge, make sure the railtypes match. */ if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) { return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); } /* Do not replace town bridges with lower speed bridges. */ if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) && GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) { Town *t = ClosestTownFromTile(tile_start, UINT_MAX); if (t == NULL) { return CMD_ERROR; } else { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } /* Do not replace the bridge with the same bridge type. */ if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) { return_cmd_error(STR_1007_ALREADY_BUILT); } /* Do not allow replacing another player's bridges. */ if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) { return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER); } cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge. replace_bridge = true; replaced_bridge_type = GetBridgeType(tile_start); /* Do not remove road types when upgrading a bridge */ roadtypes |= GetRoadTypes(tile_start); } else { /* Build a new bridge. */ bool allow_on_slopes = (!_is_old_ai_player && _settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER); /* Try and clear the start landscape */ ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost = ret; if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost.AddCost(terraform_cost_north); /* Try and clear the end landscape */ ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost.AddCost(ret); /* false - end tile slope check */ if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost.AddCost(terraform_cost_south); if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } if (!replace_bridge) { TileIndex Heads[] = {tile_start, tile_end}; int i; for (i = 0; i < 2; i++) { if (MayHaveBridgeAbove(Heads[i])) { if (IsBridgeAbove(Heads[i])) { TileIndex north_head = GetNorthernBridgeEnd(Heads[i]); if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) { return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); } } } } } /* do the drill? */ if (flags & DC_EXEC) { DiagDirection dir = AxisToDiagDir(direction); Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player; switch (transport_type) { case TRANSPORT_RAIL: MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype); MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype); break; case TRANSPORT_ROAD: MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir, roadtypes); MakeRoadBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), roadtypes); break; case TRANSPORT_WATER: MakeAqueductBridgeRamp(tile_start, owner, dir); MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir)); break; default: NOT_REACHED(); break; } MarkTileDirtyByTile(tile_start); MarkTileDirtyByTile(tile_end); } delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); for (tile = tile_start + delta; tile != tile_end; tile += delta) { if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_BRIDGE_TOO_LOW_FOR_TERRAIN); if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) { /* Disallow crossing bridges for the time being */ return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); } switch (GetTileType(tile)) { case MP_WATER: if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below; break; case MP_RAILWAY: if (!IsPlainRailTile(tile)) goto not_valid_below; break; case MP_ROAD: if (IsRoadDepot(tile)) goto not_valid_below; break; case MP_TUNNELBRIDGE: if (IsTunnel(tile)) break; if (replace_bridge) break; if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below; if (z_start < GetBridgeHeight(tile)) goto not_valid_below; break; case MP_UNMOVABLE: if (!IsOwnedLand(tile)) goto not_valid_below; break; case MP_CLEAR: break; default: not_valid_below:; /* try and clear the middle landscape */ ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost.AddCost(ret); break; } if (flags & DC_EXEC) { SetBridgeMiddle(tile, direction); MarkTileDirtyByTile(tile); } } if (flags & DC_EXEC && transport_type == TRANSPORT_RAIL) { Track track = AxisToTrack(direction); AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_player); YapfNotifyTrackLayoutChange(tile_start, track); } /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) * It's unnecessary to execute this command every time for every bridge. So it is done only * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated */ if (!(flags & DC_QUERY_COST) || (IsValidPlayerID(_current_player) && GetPlayer(_current_player)->is_ai)) { bridge_len += 2; // begin and end tiles/ramps if (IsValidPlayerID(_current_player) && !_is_old_ai_player) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8); /* Aqueducts are a little more expensive. */ if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price.clear_water); } return cost; } /** Build Tunnel. * @param start_tile start tile of tunnel * @param flags type of operation * @param p1 railtype or roadtypes. bit 9 set means road tunnel * @param p2 unused */ CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2) { TileIndexDiff delta; TileIndex end_tile; DiagDirection direction; Slope start_tileh; Slope end_tileh; TransportType transport_type = (TransportType)GB(p1, 9, 1); uint start_z; uint end_z; CommandCost cost(EXPENSES_CONSTRUCTION); CommandCost ret; _build_tunnel_endtile = 0; if (transport_type == TRANSPORT_RAIL) { if (!ValParamRailtype((RailType)p1)) return CMD_ERROR; } else { const RoadTypes rts = (RoadTypes)GB(p1, 0, 3); if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR; } start_tileh = GetTileSlope(start_tile, &start_z); direction = GetInclinedSlopeDirection(start_tileh); if (direction == INVALID_DIAGDIR) return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL); if (IsWaterTile(start_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER); ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; /* XXX - do NOT change 'ret' in the loop, as it is used as the price * for the clearing of the entrance of the tunnel. Assigning it to * cost before the loop will yield different costs depending on start- * position, because of increased-cost-by-length: 'cost += cost >> 3' */ delta = TileOffsByDiagDir(direction); DiagDirection tunnel_in_way_dir; if (DiagDirToAxis(direction) == AXIS_Y) { tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE; } else { tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW; } end_tile = start_tile; /** Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/ int tiles_coef = 3; /** Number of tiles from start of tunnel */ int tiles = 0; /** Number of tiles at which the cost increase coefficient per tile is halved */ int tiles_bump = 25; for (;;) { end_tile += delta; end_tileh = GetTileSlope(end_tile, &end_z); if (start_z == end_z) break; if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) { return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY); } tiles++; if (tiles == tiles_bump) { tiles_coef++; tiles_bump *= 2; } cost.AddCost(_price.build_tunnel); cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels } /* Add the cost of the entrance */ cost.AddCost(_price.build_tunnel); cost.AddCost(ret); /* if the command fails from here on we want the end tile to be highlighted */ _build_tunnel_endtile = end_tile; if (IsWaterTile(end_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER); /* slope of end tile must be complementary to the slope of the start tile */ if (end_tileh != ComplementSlope(start_tileh)) { /* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming */ ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND); ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND); if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND); } else { ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; } cost.AddCost(_price.build_tunnel); cost.AddCost(ret); if (flags & DC_EXEC) { if (transport_type == TRANSPORT_RAIL) { MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4)); MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4)); AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_player); YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction)); } else { MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3)); MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3)); } } return cost; } static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile) { /* Floods can remove anything as well as the scenario editor */ if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true; /* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */ if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true; /* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */ if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true; return false; } static CommandCost DoClearTunnel(TileIndex tile, uint32 flags) { Town *t = NULL; TileIndex endtile; if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; endtile = GetOtherTunnelEnd(tile); if (GetVehicleTunnelBridge(tile, endtile) != NULL) return CMD_ERROR; _build_tunnel_endtile = endtile; if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating /* Check if you are allowed to remove the tunnel owned by a town * Removal depends on difficulty settings */ if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until * you have a "Poor" (0) town rating */ if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); } if (flags & DC_EXEC) { if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) { /* We first need to request values before calling DoClearSquare */ DiagDirection dir = GetTunnelBridgeDirection(tile); Track track = DiagDirToDiagTrack(dir); Owner owner = GetTileOwner(tile); Vehicle *v = NULL; if (GetTunnelBridgeReservation(tile)) { v = GetTrainForReservation(tile, track); if (v != NULL) FreeTrainTrackReservation(v); } DoClearSquare(tile); DoClearSquare(endtile); /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */ AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner); AddSideToSignalBuffer(endtile, dir, owner); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); if (v != NULL) TryPathReserve(v); } else { DoClearSquare(tile); DoClearSquare(endtile); } } return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_tunnel * (GetTunnelBridgeLength(tile, endtile) + 2)); } static CommandCost DoClearBridge(TileIndex tile, uint32 flags) { DiagDirection direction; TileIndexDiff delta; TileIndex endtile; Town *t = NULL; if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; endtile = GetOtherBridgeEnd(tile); if (GetVehicleTunnelBridge(tile, endtile) != NULL) return CMD_ERROR; direction = GetTunnelBridgeDirection(tile); delta = TileOffsByDiagDir(direction); if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating /* Check if you are allowed to remove the bridge owned by a town * Removal depends on difficulty settings */ if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until * you have a "Poor" (0) town rating */ if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); } if (flags & DC_EXEC) { /* read this value before actual removal of bridge */ bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL; Owner owner = GetTileOwner(tile); uint height = GetBridgeHeight(tile); Vehicle *v = NULL; if (rail && GetTunnelBridgeReservation(tile)) { v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction)); if (v != NULL) FreeTrainTrackReservation(v); } DoClearSquare(tile); DoClearSquare(endtile); for (TileIndex c = tile + delta; c != endtile; c += delta) { /* do not let trees appear from 'nowhere' after removing bridge */ if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) { uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT; if (height < minz) SetRoadside(c, ROADSIDE_PAVED); } ClearBridgeMiddle(c); MarkTileDirtyByTile(c); } if (rail) { /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */ AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner); AddSideToSignalBuffer(endtile, direction, owner); Track track = DiagDirToDiagTrack(direction); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); if (v != NULL) TryPathReserve(v, true); } } return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price.clear_bridge); } static CommandCost ClearTile_TunnelBridge(TileIndex tile, byte flags) { if (IsTunnel(tile)) { if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST); return DoClearTunnel(tile, flags); } else { // IsBridge(tile) if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); return DoClearBridge(tile, flags); } return CMD_ERROR; } /** * Draws the pillars under high bridges. * * @param psid Image and palette of a bridge pillar. * @param ti #TileInfo of current bridge-middle-tile. * @param axis Orientation of bridge. * @param type Bridge type. * @param x Sprite X position of front pillar. * @param y Sprite Y position of front pillar. * @param z_bridge Absolute height of bridge bottom. */ static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo* ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge) { /* Do not draw bridge pillars if they are invisible */ if (IsInvisibilitySet(TO_BRIDGES)) return; SpriteID image = psid->sprite; if (image != 0) { /* "side" specifies the side the pillars stand on. * The length of the pillars is then set to the height of the bridge over the corners of this edge. * * axis==AXIS_X axis==AXIS_Y * side==false SW NW * side==true NE SE * * I have no clue, why this was done this way. */ bool side = HasBit(image, 0); /* "dir" means the edge the pillars stand on */ DiagDirection dir = AxisToDiagDir(axis); if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir); /* Determine ground height under pillars */ int front_height = ti->z; int back_height = ti->z; GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height); /* x and y size of bounding-box of pillars */ int w = (axis == AXIS_X ? 16 : 2); int h = (axis == AXIS_X ? 2 : 16); /* sprite position of back facing pillar */ int x_back = x - (axis == AXIS_X ? 0 : 9); int y_back = y - (axis == AXIS_X ? 9 : 0); for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) { /* Draw front facing pillar */ if (cur_z >= front_height) { AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5); } /* Draw back facing pillar, but not the highest part directly under the bridge-floor */ if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) { AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5); } } } } /** * Draws the trambits over an already drawn (lower end) of a bridge. * @param x the x of the bridge * @param y the y of the bridge * @param z the z of the bridge * @param offset number representing whether to level or sloped and the direction * @param overlay do we want to still see the road? * @param head are we drawing bridge head? */ static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head) { static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } }; static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 }; static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 }; static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 }; static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 }; static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 }; static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 }; /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called * The bounding boxes here are the same as for bridge front/roof */ if (head || !IsInvisibilitySet(TO_BRIDGES)) { AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0x28, z, !head && IsTransparencySet(TO_BRIDGES)); } /* Do not draw catenary if it is set invisible */ if (!IsInvisibilitySet(TO_CATENARY)) { AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0x28, z, IsTransparencySet(TO_CATENARY)); } /* Start a new SpriteCombine for the front part */ EndSpriteCombine(); StartSpriteCombine(); /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */ if (!IsInvisibilitySet(TO_CATENARY)) { AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE, x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z, IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]); } } /** * Draws a tunnel of bridge tile. * For tunnels, this is rather simple, as you only needa draw the entrance. * Bridges are a bit more complex. base_offset is where the sprite selection comes into play * and it works a bit like a bitmask.
For bridge heads: * @param ti TileInfo of the structure to draw *