/* $Id$ */ /** @file tunnelbridge_cmd.c * 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 "table/sprites.h" #include "table/strings.h" #include "functions.h" #include "map.h" #include "tile.h" #include "tunnel_map.h" #include "unmovable_map.h" #include "vehicle.h" #include "viewport.h" #include "command.h" #include "player.h" #include "town.h" #include "sound.h" #include "variables.h" #include "bridge.h" #include "train.h" #include "water_map.h" #include "yapf/yapf.h" #include "date.h" #include "newgrf_sound.h" #include "table/bridge_land.h" const Bridge orig_bridge[] = { /* year of availablity | minimum length | | maximum length | | | price | | | | maximum speed | | | | | sprite to use in GUI string with description | | | | | | | */ { 0, 0, 16, 80, 32, 0xA24, PAL_NONE , STR_5012_WOODEN , NULL, 0 }, { 0, 0, 2, 112, 48, 0xA26, PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 }, { 1930, 0, 5, 144, 64, 0xA25, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 }, { 0, 2, 10, 168, 80, 0xA22, PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 }, { 1930, 3, 16, 185, 96, 0xA22, PAL_NONE , STR_500E_SUSPENSION_STEEL , NULL, 0 }, { 1930, 3, 16, 192, 112, 0xA22, PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 }, { 1930, 3, 7, 224, 160, 0xA23, PAL_NONE , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 1930, 3, 8, 232, 208, 0xA23, PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 1930, 3, 9, 248, 240, 0xA23, PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 1930, 0, 2, 240, 256, 0xA27, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 }, { 1995, 2, 16, 255, 320, 0xA28, PAL_NONE , STR_5014_TUBULAR_STEEL , NULL, 0 }, { 2005, 2, 32, 380, 512, 0xA28, PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 }, { 2010, 2, 32, 510, 608, 0xA28, PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 } }; Bridge _bridge[MAX_BRIDGES]; // 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; } } #define M(x) (1 << (x)) enum { // foundation, whole tile is leveled up --> 3 corners raised BRIDGE_FULL_LEVELED_FOUNDATION = M(SLOPE_WSE) | M(SLOPE_NWS) | M(SLOPE_ENW) | M(SLOPE_SEN), // foundation, tile is partly leveled up --> 1 corner raised BRIDGE_PARTLY_LEVELED_FOUNDATION = M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N), // no foundations (X,Y direction) BRIDGE_NO_FOUNDATION = M(SLOPE_FLAT) | M(SLOPE_SW) | M(SLOPE_SE) | M(SLOPE_NW) | M(SLOPE_NE), BRIDGE_HORZ_RAMP = (BRIDGE_PARTLY_LEVELED_FOUNDATION | BRIDGE_NO_FOUNDATION) & ~M(SLOPE_FLAT) }; #undef M static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table) { const Bridge *bridge = &_bridge[index]; assert(table < 7); if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) { return _bridge_sprite_table[index][table]; } else { return bridge->sprite_table[table]; } } static inline byte GetBridgeFlags(int index) { return _bridge[index].flags;} /** Check the slope at the bridge ramps in three easy steps: * - valid slopes without foundation * - valid slopes with foundation * - rest is invalid */ #define M(x) (1 << (x)) static int32 CheckBridgeSlopeNorth(Axis axis, Slope tileh) { uint32 valid; valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_NE) : M(SLOPE_NW)); if (HASBIT(valid, tileh)) return 0; valid = BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_N) | M(SLOPE_STEEP_N) | (axis == AXIS_X ? M(SLOPE_E) | M(SLOPE_STEEP_E) : M(SLOPE_W) | M(SLOPE_STEEP_W)); if (HASBIT(valid, tileh)) return _price.terraform; return CMD_ERROR; } static int32 CheckBridgeSlopeSouth(Axis axis, Slope tileh) { uint32 valid; valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_SW) : M(SLOPE_SE)); if (HASBIT(valid, tileh)) return 0; valid = BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_S) | M(SLOPE_STEEP_S) | (axis == AXIS_X ? M(SLOPE_W) | M(SLOPE_STEEP_W) : M(SLOPE_E) | M(SLOPE_STEEP_E)); if (HASBIT(valid, tileh)) return _price.terraform; return CMD_ERROR; } #undef M uint32 GetBridgeLength(TileIndex begin, TileIndex end) { int x1 = TileX(begin); int y1 = TileY(begin); int x2 = TileX(end); int y2 = TileY(end); return abs(x2 + y2 - x1 - y1) - 1; } bool CheckBridge_Stuff(byte bridge_type, uint bridge_len) { const Bridge *b = &_bridge[bridge_type]; uint max; // max possible length of a bridge (with patch 100) if (bridge_type >= MAX_BRIDGES) return false; if (b->avail_year > _cur_year) return false; max = b->max_length; if (max >= 16 && _patches.longbridges) max = 100; return b->min_length <= bridge_len && bridge_len <= max; } /** Build a Bridge * @param end_tile end tile * @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. bit15 ((x>>8)&0x80) means road bridge. */ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2) { int bridge_type; TransportType transport; RailType railtype; 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; int32 cost, terraformcost, ret; bool allow_on_slopes; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* unpack parameters */ bridge_type = GB(p2, 0, 8); if (p1 >= MapSize()) return CMD_ERROR; // type of bridge if (HASBIT(p2, 15)) { railtype = RAILTYPE_BEGIN; // ?? transport = TRANSPORT_ROAD; } else { if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR; railtype = (RailType)GB(p2, 8, 8); transport = TRANSPORT_RAIL; } 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) uintswap(y,sy); } else if (y == sy) { direction = AXIS_X; if (x > sx) uintswap(x,sx); } else { return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN); } /* set and test bridge length, availability */ bridge_len = sx + sy - x - y - 1; if (!CheckBridge_Stuff(bridge_type, bridge_len)) 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 (IsClearWaterTile(tile_start) || IsClearWaterTile(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); if (IsSteepSlope(tileh_start)) z_start += TILE_HEIGHT; if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_start)) { z_start += TILE_HEIGHT; tileh_start = SLOPE_FLAT; } if (IsSteepSlope(tileh_end)) z_end += TILE_HEIGHT; if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_end)) { z_end += TILE_HEIGHT; tileh_end = SLOPE_FLAT; } if (z_start != z_end) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED); // Towns are not allowed to use bridges on slopes. allow_on_slopes = (!_is_old_ai_player && _current_player != OWNER_TOWN && _patches.build_on_slopes); /* Try and clear the start landscape */ ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost = ret; terraformcost = CheckBridgeSlopeNorth(direction, tileh_start); if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost += terraformcost; /* Try and clear the end landscape */ ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost += ret; // false - end tile slope check terraformcost = CheckBridgeSlopeSouth(direction, tileh_end); if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost += terraformcost; { 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); if (transport == TRANSPORT_RAIL) { MakeRailBridgeRamp(tile_start, _current_player, bridge_type, dir, railtype); MakeRailBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir), railtype); } else { MakeRoadBridgeRamp(tile_start, _current_player, bridge_type, dir); MakeRoadBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir)); } 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) { uint z; if (GetTileSlope(tile, &z) != SLOPE_FLAT && z >= z_start) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED); if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) { /* Disallow crossing bridges for the time being */ return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); } switch (GetTileType(tile)) { case MP_WATER: if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY); if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below; break; case MP_RAILWAY: if (!IsPlainRailTile(tile)) goto not_valid_below; break; case MP_STREET: if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) goto not_valid_below; break; case MP_TUNNELBRIDGE: if (IsTunnel(tile)) break; if (direction == DiagDirToAxis(GetBridgeRampDirection(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: if (IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); 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 += ret; break; } if (flags & DC_EXEC) { SetBridgeMiddle(tile, direction); MarkTileDirtyByTile(tile); } } if (flags & DC_EXEC) { Track track = AxisToTrack(direction); SetSignalsOnBothDir(tile_start, track); 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)) { const Bridge *b = &_bridge[bridge_type]; bridge_len += 2; // begin and end tiles/ramps if (IsValidPlayer(_current_player) && !_is_old_ai_player) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost += (int64)bridge_len * _price.build_bridge * b->price >> 8; } return cost; } /** Build Tunnel. * @param tile start tile of tunnel * @param p1 railtype, 0x200 for road tunnel * @param p2 unused */ int32 CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2) { TileIndexDiff delta; TileIndex end_tile; DiagDirection direction; Slope start_tileh; Slope end_tileh; uint start_z; uint end_z; int32 cost; int32 ret; _build_tunnel_endtile = 0; if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR; start_tileh = GetTileSlope(start_tile, &start_z); switch (start_tileh) { case SLOPE_SW: direction = DIAGDIR_SW; break; case SLOPE_SE: direction = DIAGDIR_SE; break; case SLOPE_NW: direction = DIAGDIR_NW; break; case SLOPE_NE: direction = DIAGDIR_NE; break; default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL); } 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' */ cost = 0; delta = TileOffsByDiagDir(direction); end_tile = start_tile; for (;;) { end_tile += delta; end_tileh = GetTileSlope(end_tile, &end_z); if (start_z == end_z) break; if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) { return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY); } cost += _price.build_tunnel; cost += cost >> 3; // add a multiplier for longer tunnels if (cost >= 400000000) cost = 400000000; } /* Add the cost of the entrance */ cost += _price.build_tunnel + ret; // if the command fails from here on we want the end tile to be highlighted _build_tunnel_endtile = end_tile; // slope of end tile must be complementary to the slope of the start tile if (end_tileh != ComplementSlope(start_tileh)) { 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 += _price.build_tunnel + ret; if (flags & DC_EXEC) { if (GB(p1, 9, 1) == 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)); UpdateSignalsOnSegment(start_tile, direction); YapfNotifyTrackLayoutChange(start_tile, AxisToTrack(DiagDirToAxis(direction))); } else { MakeRoadTunnel(start_tile, _current_player, direction); MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction)); } } return cost; } TileIndex CheckTunnelBusy(TileIndex tile, uint *length) { uint z = GetTileZ(tile); DiagDirection dir = GetTunnelDirection(tile); TileIndexDiff delta = TileOffsByDiagDir(dir); uint len = 0; TileIndex starttile = tile; Vehicle *v; do { tile += delta; len++; } while ( !IsTunnelTile(tile) || ReverseDiagDir(GetTunnelDirection(tile)) != dir || GetTileZ(tile) != z ); v = FindVehicleBetween(starttile, tile, z); if (v != NULL) { _error_message = v->type == VEH_Train ? STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL; return INVALID_TILE; } if (length != NULL) *length = len; return tile; } 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) && (_patches.extra_dynamite || _cheats.magic_bulldozer.value)) return true; return false; } static int32 DoClearTunnel(TileIndex tile, uint32 flags) { Town *t = NULL; TileIndex endtile; uint length; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; endtile = CheckTunnelBusy(tile, &length); if (endtile == INVALID_TILE) 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); } } if (flags & DC_EXEC) { // We first need to request the direction before calling DoClearSquare // else the direction is always 0.. dah!! ;) DiagDirection dir = GetTunnelDirection(tile); Track track; // Adjust the town's player rating. Do this before removing the tile owner info. if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); DoClearSquare(tile); DoClearSquare(endtile); UpdateSignalsOnSegment(tile, ReverseDiagDir(dir)); UpdateSignalsOnSegment(endtile, dir); track = AxisToTrack(DiagDirToAxis(dir)); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); } return _price.clear_tunnel * (length + 1); } static bool IsVehicleOnBridge(TileIndex starttile, TileIndex endtile, uint z) { const Vehicle *v; FOR_ALL_VEHICLES(v) { if ((v->tile == starttile || v->tile == endtile) && v->z_pos == z) { _error_message = VehicleInTheWayErrMsg(v); return true; } } return false; } static int32 DoClearBridge(TileIndex tile, uint32 flags) { DiagDirection direction; TileIndexDiff delta; TileIndex endtile; Town *t = NULL; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR; endtile = GetOtherBridgeEnd(tile); if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile) || IsVehicleOnBridge(tile, endtile, GetBridgeHeight(tile))) { return CMD_ERROR; } direction = GetBridgeRampDirection(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); } } if (flags & DC_EXEC) { TileIndex c; Track track; //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); DoClearSquare(tile); DoClearSquare(endtile); for (c = tile + delta; c != endtile; c += delta) { ClearBridgeMiddle(c); MarkTileDirtyByTile(c); } UpdateSignalsOnSegment(tile, ReverseDiagDir(direction)); UpdateSignalsOnSegment(endtile, direction); track = AxisToTrack(DiagDirToAxis(direction)); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); } return (DistanceManhattan(tile, endtile) + 1) * _price.clear_bridge; } static int32 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 if (IsBridge(tile)) { // XXX Is this necessary? if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); return DoClearBridge(tile, flags); } return CMD_ERROR; } int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec) { TileIndex endtile; if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) { uint length; if (!CheckTileOwnership(tile)) return CMD_ERROR; if (GetRailType(tile) == totype) return CMD_ERROR; // 'hidden' elrails can't be downgraded to normal rail when elrails are disabled if (_patches.disable_elrails && totype == RAILTYPE_RAIL && GetRailType(tile) == RAILTYPE_ELECTRIC) return CMD_ERROR; endtile = CheckTunnelBusy(tile, &length); if (endtile == INVALID_TILE) return CMD_ERROR; if (exec) { Track track; SetRailType(tile, totype); SetRailType(endtile, totype); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(endtile); track = AxisToTrack(DiagDirToAxis(GetTunnelDirection(tile))); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); } return (length + 1) * (_price.build_rail >> 1); } else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) { if (!CheckTileOwnership(tile)) return CMD_ERROR; endtile = GetOtherBridgeEnd(tile); if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile) || IsVehicleOnBridge(tile, endtile, GetBridgeHeight(tile))) { return CMD_ERROR; } if (GetRailType(tile) == totype) return CMD_ERROR; if (exec) { TileIndexDiff delta; Track track; SetRailType(tile, totype); SetRailType(endtile, totype); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(endtile); track = AxisToTrack(DiagDirToAxis(GetBridgeRampDirection(tile))); YapfNotifyTrackLayoutChange(tile, track); YapfNotifyTrackLayoutChange(endtile, track); delta = TileOffsByDiagDir(GetBridgeRampDirection(tile)); for (tile += delta; tile != endtile; tile += delta) { MarkTileDirtyByTile(tile); // TODO encapsulate this into a function } } return (DistanceManhattan(tile, endtile) + 1) * (_price.build_rail >> 1); } else { return CMD_ERROR; } } static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo* ti, Axis axis, uint type, int x, int y, int z) { SpriteID image = psid->sprite; if (image != 0) { bool drawfarpillar = !HASBIT(GetBridgeFlags(type), 0); int back_height, front_height; int i = z; const byte *p; SpriteID pal; static const byte _tileh_bits[4][8] = { { 2, 1, 8, 4, 16, 2, 0, 9 }, { 1, 8, 4, 2, 2, 16, 9, 0 }, { 4, 8, 1, 2, 16, 2, 0, 9 }, { 2, 4, 8, 1, 2, 16, 9, 0 } }; if (_display_opt & DO_TRANS_BUILDINGS) { SETBIT(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } else { pal = psid->pal; } p = _tileh_bits[(image & 1) * 2 + (axis == AXIS_X ? 0 : 1)]; front_height = ti->z + (ti->tileh & p[0] ? TILE_HEIGHT : 0); back_height = ti->z + (ti->tileh & p[1] ? TILE_HEIGHT : 0); if (IsSteepSlope(ti->tileh)) { if (!(ti->tileh & p[2])) front_height += TILE_HEIGHT; if (!(ti->tileh & p[3])) back_height += TILE_HEIGHT; } for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) { /* HACK set height of the BB of pillars to 1, because the origin of the * sprites is at the top */ if (z >= front_height) { // front facing pillar AddSortableSpriteToDraw(image, pal, x, y, p[4], p[5], 1, z); } if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar AddSortableSpriteToDraw(image, pal, x - p[6], y - p[7], p[4], p[5], 1, z); } } } } uint GetBridgeFoundation(Slope tileh, Axis axis) { uint i; if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) return tileh; // inclined sloped building switch (tileh) { case SLOPE_W: case SLOPE_STEEP_W: i = 0; break; case SLOPE_S: case SLOPE_STEEP_S: i = 2; break; case SLOPE_E: case SLOPE_STEEP_E: i = 4; break; case SLOPE_N: case SLOPE_STEEP_N: i = 6; break; default: return 0; } if (axis != AXIS_X) ++i; return i + 15; } /** * 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: *