/* $Id$ */ /* * 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 tunnelbridge_cmd.cpp * This file deals with tunnels and bridges (non-gui stuff) * @todo separate this file into two */ #include "stdafx.h" #include "newgrf_object.h" #include "layer_func.h" #include "viewport_func.h" #include "cmd_helper.h" #include "command_func.h" #include "town.h" #include "train.h" #include "ship.h" #include "roadveh.h" #include "pathfinder/yapf/yapf_cache.h" #include "newgrf_sound.h" #include "autoslope.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "date_func.h" #include "clear_func.h" #include "vehicle_func.h" #include "vehicle_gui.h" #include "sound_func.h" #include "tunnelbridge.h" #include "cheat_type.h" #include "elrail_func.h" #include "pbs.h" #include "company_base.h" #include "newgrf_railtype.h" #include "object_base.h" #include "water.h" #include "company_gui.h" #include "table/strings.h" #include "table/bridge_land.h" BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges. TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes. /** Z position of the bridge sprites relative to bridge height (downwards) */ static const int BRIDGE_Z_START = 3; /** 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 bridges */ 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, * @param length Length of the bridge. * @return Price factor for the bridge. */ int CalcBridgeLenCostFactor(int length) { if (length < 2) return length; length -= 2; int sum = 2; for (int delta = 1;; delta++) { for (int count = 0; count < delta; count++) { if (length == 0) return sum; sum += delta; length--; } } } /** * Get the foundation for a bridge. * @param tileh The slope to build the bridge on. * @param axis The axis of the bridge entrance. * @return The foundation required. */ 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, int *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[PR_BUILD_FOUNDATION]); } /** * 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, int *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[PR_BUILD_FOUNDATION]); } /** * Is a bridge of the specified type and length available? * @param bridge_type Wanted type of bridge. * @param bridge_len Wanted length of the bridge. * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command. */ CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags) { if (flags & DC_QUERY_COST) { if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost(); return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG); } if (bridge_type >= MAX_BRIDGES) return CMD_ERROR; const BridgeSpec *b = GetBridgeSpec(bridge_type); if (b->avail_year > _cur_year) return CMD_ERROR; uint max = min(b->max_length, _settings_game.construction.max_bridge_length); if (b->min_length > bridge_len) return CMD_ERROR; if (bridge_len <= max) return CommandCost(); return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG); } /** * 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 8-11) - rail type or road types. * - p2 = (bit 15-16) - transport type. * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CompanyID company = _current_company; RailType railtype = INVALID_RAILTYPE; RoadTypes roadtypes = ROADTYPES_NONE; /* unpack parameters */ BridgeType bridge_type = GB(p2, 0, 8); if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER); TransportType transport_type = Extract(p2); /* type of bridge */ switch (transport_type) { case TRANSPORT_ROAD: roadtypes = Extract(p2); if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR; break; case TRANSPORT_RAIL: railtype = Extract(p2); if (!ValParamRailtype(railtype)) return CMD_ERROR; break; case TRANSPORT_WATER: break; default: /* Airports don't have bridges. */ return CMD_ERROR; } TileIndex tile_start = p1; TileIndex tile_end = end_tile; if (company == OWNER_DEITY) { if (transport_type != TRANSPORT_ROAD) return CMD_ERROR; const Town *town = CalcClosestTownFromTile(tile_start); company = OWNER_TOWN; /* If we are not within a town, we are not owned by the town */ if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) { company = OWNER_NONE; } } if (tile_start == tile_end) { return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON); } if (IsUnderground(tile_start) || IsUnderground(tile_end)) { return_cmd_error(STR_ERROR_UNDERGROUND_CAN_T_BUILD_UNDER_GROUND); } Axis direction; if (TileX(tile_start) == TileX(tile_end)) { direction = AXIS_Y; } else if (TileY(tile_start) == TileY(tile_end)) { direction = AXIS_X; } else { return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN); } if (tile_end < tile_start) Swap(tile_start, tile_end); uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end); if (transport_type != TRANSPORT_WATER) { /* set and test bridge length, availability */ CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags); if (ret.Failed()) return ret; } else { if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG); } int z_start; int z_end; Slope tileh_start = GetTileSlope(tile_start, &z_start); Slope tileh_end = GetTileSlope(tile_end, &z_end); bool pbs_reservation = false; CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start); CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end); /* Aqueducts can't be built of flat land. */ if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT); CommandCost cost(EXPENSES_CONSTRUCTION); Owner owner; 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_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); } /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */ if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) && GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed && _game_mode != GM_EDITOR) { Town *t = ClosestTownFromTile(tile_start, UINT_MAX); if (t == NULL) { return CMD_ERROR; } else { SetDParam(0, t->index); return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } } /* Do not replace the bridge with the same bridge type. */ if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) { return_cmd_error(STR_ERROR_ALREADY_BUILT); } /* Do not allow replacing another company's bridges. */ if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN)) { return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER); } cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge. owner = GetTileOwner(tile_start); switch (transport_type) { case TRANSPORT_RAIL: /* Keep the reservation, the path stays valid. */ pbs_reservation = HasTunnelBridgeReservation(tile_start); break; case TRANSPORT_ROAD: /* Do not remove road types when upgrading a bridge */ roadtypes |= GetRoadTypes(tile_start); break; default: break; } } else { /* Build a new bridge. */ bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER); /* Try and clear the start landscape */ CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; cost = ret; if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_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 (ret.Failed()) return ret; cost.AddCost(ret); /* false - end tile slope check */ if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); cost.AddCost(terraform_cost_south); const TileIndex heads[] = {tile_start, tile_end}; for (int 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_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); if (z_start + 1 == GetBridgeHeight(north_head)) { return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); } } } } TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) { if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN); if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) { /* Disallow crossing bridges for the time being */ return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); } switch (GetTileType(tile)) { case MP_WATER: if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below; break; case MP_RAILWAY: if (!IsPlainRail(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 (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below; if (z_start < GetBridgeHeight(tile)) goto not_valid_below; break; case MP_OBJECT: { const ObjectSpec *spec = ObjectSpec::GetByTile(tile); if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below; if (GetTileMaxZ(tile) + spec->height > z_start) 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 (ret.Failed()) return ret; cost.AddCost(ret); break; } if (flags & DC_EXEC) { /* We do this here because when replacing a bridge with another * type calling SetBridgeMiddle isn't needed. After all, the * tile already has the has_bridge_above bits set. */ SetBridgeMiddle(tile, direction); } } owner = company; } /* do the drill? */ if (flags & DC_EXEC) { DiagDirection dir = AxisToDiagDir(direction); Company *c = Company::GetIfValid(owner); switch (transport_type) { case TRANSPORT_RAIL: /* Add to company infrastructure count if building a new bridge. */ if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR; MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype); MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype); SetTunnelBridgeReservation(tile_start, pbs_reservation); SetTunnelBridgeReservation(tile_end, pbs_reservation); break; case TRANSPORT_ROAD: { RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE; if (c != NULL) { /* Add all new road types to the company infrastructure counter. */ RoadType new_rt; FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) { /* A full diagonal road tile has two road bits. */ Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR; } } Owner owner_road = owner; Owner owner_tram = owner; if (HasBit(prev_roadtypes, ROADTYPE_ROAD)) owner_road = GetRoadOwner(tile_start, ROADTYPE_ROAD); if (HasBit(prev_roadtypes, ROADTYPE_TRAM)) owner_tram = GetRoadOwner(tile_start, ROADTYPE_TRAM); MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, roadtypes); MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes); break; } case TRANSPORT_WATER: if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR; MakeAqueductBridgeRamp(tile_start, owner, dir); MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir)); break; default: NOT_REACHED(); } /* Mark all tiles dirty */ TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) { MarkTileDirtyByTile(tile); } DirtyCompanyInfrastructureWindows(owner); } if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) { Track track = AxisToTrack(direction); AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company); 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 */ Company *c = Company::GetIfValid(company); if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) { bridge_len += 2; // begin and end tiles/ramps switch (transport_type) { case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break; case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break; default: break; } if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len); if (transport_type != TRANSPORT_WATER) { cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8); } else { /* Aqueducts use a separate base cost. */ cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]); } } return cost; } /** * Build Tunnel. * @param start_tile start tile of tunnel * @param flags type of operation * @param p1 bit 0-3 railtype or roadtypes * bit 8-9 transport type * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CompanyID company = _current_company; TransportType transport_type = Extract(p1); RailType railtype = INVALID_RAILTYPE; RoadTypes rts = ROADTYPES_NONE; _build_tunnel_endtile = 0; switch (transport_type) { case TRANSPORT_RAIL: railtype = Extract(p1); if (!ValParamRailtype(railtype)) return CMD_ERROR; break; case TRANSPORT_ROAD: rts = Extract(p1); if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR; break; default: return CMD_ERROR; } if (company == OWNER_DEITY) { if (transport_type != TRANSPORT_ROAD) return CMD_ERROR; const Town *town = CalcClosestTownFromTile(start_tile); company = OWNER_TOWN; /* If we are not within a town, we are not owned by the town */ if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) { company = OWNER_NONE; } } int start_z; int end_z; Slope start_tileh = GetTileSlope(start_tile, &start_z); DiagDirection direction = GetInclinedSlopeDirection(start_tileh); if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL); if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) 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' */ TileIndexDiff 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; } TileIndex end_tile = start_tile; /* Tile shift coefficient. 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; CommandCost cost(EXPENSES_CONSTRUCTION); Slope end_tileh; for (;;) { end_tile += delta; if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER); if (IsUnderground(start_tile) || IsUnderground(end_tile)) { return_cmd_error(STR_ERROR_UNDERGROUND_CAN_T_BUILD_UNDER_GROUND); } 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_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); } tiles++; if (tiles == tiles_bump) { tiles_coef++; tiles_bump *= 2; } cost.AddCost(_price[PR_BUILD_TUNNEL]); cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels } /* Add the cost of the entrance */ cost.AddCost(_price[PR_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 (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG); if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); /* Clear the tile in any case */ ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND); cost.AddCost(ret); /* slope of end tile must be complementary to the slope of the start tile */ if (end_tileh != ComplementSlope(start_tileh)) { /* Mark the tile as already cleared for the terraform command. * Do this for all tiles (like trees), not only objects. */ ClearedObjectArea *coa = FindClearedObject(end_tile); if (coa == NULL) { coa = _cleared_object_areas.Append(); coa->first_tile = end_tile; coa->area = TileArea(end_tile, 1, 1); } /* Hide the tile from the terraforming command */ TileIndex old_first_tile = coa->first_tile; coa->first_tile = INVALID_TILE; ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND); coa->first_tile = old_first_tile; if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND); cost.AddCost(ret); } cost.AddCost(_price[PR_BUILD_TUNNEL]); /* Pay for the rail/road in the tunnel including entrances */ switch (transport_type) { case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break; case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break; default: break; } if (flags & DC_EXEC) { Company *c = Company::GetIfValid(company); uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR; if (transport_type == TRANSPORT_RAIL) { if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces; MakeRailTunnel(start_tile, company, direction, railtype); MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype); AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company); YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction)); } else { if (c != NULL) { RoadType rt; FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) { c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits. } } MakeRoadTunnel(start_tile, company, direction, rts); MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), rts); } DirtyCompanyInfrastructureWindows(company); } return cost; } /** * Are we allowed to remove the tunnel or bridge at \a tile? * @param tile End point of the tunnel or bridge. * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise. */ static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile) { /* Floods can remove anything as well as the scenario editor */ if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost(); switch (GetTunnelBridgeTransportType(tile)) { case TRANSPORT_ROAD: { RoadTypes rts = GetRoadTypes(tile); Owner road_owner = _current_company; Owner tram_owner = _current_company; if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD); if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM); /* We can remove unowned road and if the town allows it */ if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) { return CheckTileOwnership(tile); } if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company; if (tram_owner == OWNER_NONE) tram_owner = _current_company; CommandCost ret = CheckOwnership(road_owner, tile); if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile); return ret; } case TRANSPORT_RAIL: return CheckOwnership(GetTileOwner(tile)); case TRANSPORT_WATER: { /* Always allow to remove aqueducts without owner. */ Owner aqueduct_owner = GetTileOwner(tile); if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company; return CheckOwnership(aqueduct_owner); } default: NOT_REACHED(); } } /** * Remove a tunnel from the game, update town rating, etc. * @param tile Tile containing one of the endpoints of the tunnel. * @param flags Command flags. * @return Succeeded or failed command. */ static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags) { CommandCost ret = CheckAllowRemoveTunnelBridge(tile); if (ret.Failed()) return ret; TileIndex endtile = GetOtherTunnelEnd(tile); ret = TunnelBridgeIsFree(tile, endtile); if (ret.Failed()) return ret; _build_tunnel_endtile = endtile; Town *t = NULL; if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating /* Check if you are allowed to remove the tunnel owned by a town * Removal depends on difficulty settings */ CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE); if (ret.Failed()) return ret; } /* 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, flags); } uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles. 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); Train *v = NULL; if (HasTunnelBridgeReservation(tile)) { v = GetTrainForReservation(tile, track); if (v != NULL) FreeTrainTrackReservation(v); } if (Company::IsValidID(owner)) { Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR; DirtyCompanyInfrastructureWindows(owner); } 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 { RoadType rt; FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) { /* A full diagonal road tile has two road bits. */ Company *c = Company::GetIfValid(GetRoadOwner(tile, rt)); if (c != NULL) { c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR; DirtyCompanyInfrastructureWindows(c->index); } } DoClearSquare(tile); DoClearSquare(endtile); } } return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len); } /** * Remove a bridge from the game, update town rating, etc. * @param tile Tile containing one of the endpoints of the bridge. * @param flags Command flags. * @return Succeeded or failed command. */ static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags) { CommandCost ret = CheckAllowRemoveTunnelBridge(tile); if (ret.Failed()) return ret; TileIndex endtile = GetOtherBridgeEnd(tile); ret = TunnelBridgeIsFree(tile, endtile); if (ret.Failed()) return ret; DiagDirection direction = GetTunnelBridgeDirection(tile); TileIndexDiff delta = TileOffsByDiagDir(direction); Town *t = NULL; if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating /* Check if you are allowed to remove the bridge owned by a town * Removal depends on difficulty settings */ CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE); if (ret.Failed()) return ret; } /* 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, flags); } Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT]; uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles. if (flags & DC_EXEC) { /* read this value before actual removal of bridge */ bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL; Owner owner = GetTileOwner(tile); int height = GetBridgeHeight(tile); Train *v = NULL; if (rail && HasTunnelBridgeReservation(tile)) { v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction)); if (v != NULL) FreeTrainTrackReservation(v); } /* Update company infrastructure counts. */ if (rail) { if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR; } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) { RoadType rt; FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) { Company *c = Company::GetIfValid(GetRoadOwner(tile, rt)); if (c != NULL) { /* A full diagonal road tile has two road bits. */ c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR; DirtyCompanyInfrastructureWindows(c->index); } } } else { // Aqueduct if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR; } DirtyCompanyInfrastructureWindows(owner); 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) { int minz = GetTileMaxZ(c) + 3; 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, len * base_cost); } /** * Remove a tunnel or a bridge from the game. * @param tile Tile containing one of the endpoints. * @param flags Command flags. * @return Succeeded or failed command. */ static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags) { if (IsTunnel(tile)) { if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST); return DoClearTunnel(tile, flags); } else { // IsBridge(tile) if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); return DoClearBridge(tile, flags); } } /** * Draw a single pillar sprite. * @param psid Pillarsprite * @param x Pillar X * @param y Pillar Y * @param z Pillar Z * @param w Bounding box size in X direction * @param h Bounding box size in Y direction * @param subsprite Optional subsprite for drawing halfpillars */ static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite) { static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite); } /** * Draw two bridge pillars (north and south). * @param z_bottom Bottom Z * @param z_top Top Z * @param psid Pillarsprite * @param x Pillar X * @param y Pillar Y * @param w Bounding box size in X direction * @param h Bounding box size in Y direction * @return Reached Z at the bottom */ static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h) { int cur_z; for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) { DrawPillar(psid, x, y, cur_z, w, h, NULL); } return cur_z; } /** * 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 drawfarpillar Whether to draw the pillar at the back * @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) { static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar static const int INF = 1000; ///< big number compared to sprite size static const SubSprite half_pillar_sub_sprite[2][2] = { { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south }; if (psid->sprite == 0) return; /* Determine ground height under pillars */ DiagDirection south_dir = AxisToDiagDir(axis); int z_front_north = ti->z; int z_back_north = ti->z; int z_front_south = ti->z; int z_back_south = ti->z; GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south); GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north); /* Shared height of pillars */ int z_front = max(z_front_north, z_front_south); int z_back = max(z_back_north, z_back_south); /* x and y size of bounding-box of pillars */ int w = bounding_box_size[axis]; int h = bounding_box_size[OtherAxis(axis)]; /* sprite position of back facing pillar */ int x_back = x - back_pillar_offset[axis]; int y_back = y - back_pillar_offset[OtherAxis(axis)]; /* Draw front pillars */ int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h); if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]); if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]); /* Draw back pillars, skip top two parts, which are hidden by the bridge */ int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT; if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) { bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h); if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]); if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]); } } /** * 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, int 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 signal on tunnel / bridge entrance tile. */ static void DrawTunnelBridgeRampSignal(const TileInfo *ti) { bool side = (_settings_game.vehicle.road_side != 0) &&_settings_game.construction.train_signal_side; static const Point SignalPositions[2][4] = { { /* X X Y Y Signals on the left side */ {13, 3}, { 2, 13}, { 3, 4}, {13, 14} }, {/* X X Y Y Signals on the right side */ {14, 13}, { 3, 3}, {13, 2}, { 3, 13} } }; uint position; DiagDirection dir = GetTunnelBridgeDirection(ti->tile); switch (dir) { default: NOT_REACHED(); case DIAGDIR_NE: position = 0; break; case DIAGDIR_SE: position = 2; break; case DIAGDIR_SW: position = 1; break; case DIAGDIR_NW: position = 3; break; } uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x; uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y; uint z = ti->z; if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC); SpriteID sprite; if (variant == SIG_ELECTRIC) { /* Normal electric signals are picked from original sprites. */ sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + IsTunnelBridgeWithSignGreen(ti->tile)); } else { /* All other signals are picked from add on sprites. */ sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + IsTunnelBridgeWithSignGreen(ti->tile)); } AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR); } /* Draws a signal on tunnel / bridge entrance tile. */ static void DrawBrigeSignalOnMiddelPart(const TileInfo *ti, TileIndex bridge_start_tile, uint z) { uint bridge_signal_position = 0; int m2_position = 0; uint bridge_section = GetTunnelBridgeLength(ti->tile, bridge_start_tile) + 1; while (bridge_signal_position <= bridge_section) { bridge_signal_position += _settings_client.gui.simulated_wormhole_signals; if (bridge_signal_position == bridge_section) { bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side; static const Point SignalPositions[2][4] = { { /* X X Y Y Signals on the left side */ {11, 3}, { 4, 13}, { 3, 4}, {11, 13} }, {/* X X Y Y Signals on the right side */ {11, 13}, { 4, 3}, {13, 4}, { 3, 11} } }; uint position; switch (GetTunnelBridgeDirection(bridge_start_tile)) { default: NOT_REACHED(); case DIAGDIR_NE: position = 0; break; case DIAGDIR_SE: position = 2; break; case DIAGDIR_SW: position = 1; break; case DIAGDIR_NW: position = 3; break; } uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x; uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y; z += 5; SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC); SpriteID sprite; if (variant == SIG_ELECTRIC) { /* Normal electric signals are picked from original sprites. */ sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position)); } else { /* All other signals are picked from add on sprites. */ sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position)); } AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR); } m2_position++; } } /** * Draws a tunnel of bridge tile. * For tunnels, this is rather simple, as you only need to 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 *

  • Bit 0: direction
  • *
  • Bit 1: northern or southern heads
  • *
  • Bit 2: Set if the bridge head is sloped
  • *
  • Bit 3 and more: Railtype Specific subset
  • *
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3 */ static void DrawTile_TunnelBridge(TileInfo *ti) { TransportType transport_type = GetTunnelBridgeTransportType(ti->tile); DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile); if (IsTunnel(ti->tile)) { /* Front view of tunnel bounding boxes: * * 122223 <- BB_Z_SEPARATOR * 1 3 * 1 3 1,3 = empty helper BB * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail) * */ static const int _tunnel_BB[4][12] = { /* tunnnel-roof | Z-separator | tram-catenary * w h bb_x bb_y| x y w h |bb_x bb_y w h */ { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW }; const int *BB_data = _tunnel_BB[tunnelbridge_direction]; bool catenary = false; SpriteID image; SpriteID railtype_overlay = 0; if (transport_type == TRANSPORT_RAIL) { const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile)); image = rti->base_sprites.tunnel; if (rti->UsesOverlay()) { /* Check if the railtype has custom tunnel portals. */ railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL); if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base. } } else { image = SPR_TUNNEL_ENTRY_REAR_ROAD; } if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32; image += tunnelbridge_direction * 2; DrawGroundSprite(image, PAL_NONE); if (transport_type == TRANSPORT_ROAD) { RoadTypes rts = GetRoadTypes(ti->tile); if (HasBit(rts, ROADTYPE_TRAM)) { static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } }; DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE); /* Do not draw wires if they are invisible */ if (!IsInvisibilitySet(TO_CATENARY)) { catenary = true; StartSpriteCombine(); AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR); } } } else { const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile)); if (rti->UsesOverlay()) { SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL); if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE); } /* PBS debugging, draw reserved tracks darker */ if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) { DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH); } if (HasCatenaryDrawn(GetRailType(ti->tile))) { /* Maybe draw pylons on the entry side */ DrawCatenary(ti); catenary = true; StartSpriteCombine(); /* Draw wire above the ramp */ DrawCatenaryOnTunnel(ti); } } if (railtype_overlay != 0 && !catenary) StartSpriteCombine(); AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR); /* Draw railtype tunnel portal overlay if defined. */ if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR); if (catenary || railtype_overlay != 0) EndSpriteCombine(); /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */ AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z); AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z); /* Draw signals for tunnel. */ if (IsTunnelBridgeEntrance(ti->tile)) DrawTunnelBridgeRampSignal(ti); DrawBridgeMiddle(ti); } else { // IsBridge(ti->tile) const PalSpriteID *psid; int base_offset; bool ice = HasTunnelBridgeSnowOrDesert(ti->tile); if (transport_type == TRANSPORT_RAIL) { base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset; assert(base_offset != 8); // This one is used for roads } else { base_offset = 8; } /* as the lower 3 bits are used for other stuff, make sure they are clear */ assert( (base_offset & 0x07) == 0x00); DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction))); /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */ base_offset += (6 - tunnelbridge_direction) % 4; if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */ if (transport_type != TRANSPORT_WATER) { psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset]; } else { psid = _aqueduct_sprites + base_offset; } if (!ice) { TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction); if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) { DrawShoreTile(ti->tileh); } else { DrawClearLandTile(ti, 3); } } else { DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE); } /* draw ramp */ /* Draw Trambits and PBS Reservation as SpriteCombine */ if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine(); /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on * it doesn't disappear behind it */ /* Bridge heads are drawn solid no matter how invisibility/transparency is set */ AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z); if (transport_type == TRANSPORT_ROAD) { RoadTypes rts = GetRoadTypes(ti->tile); if (HasBit(rts, ROADTYPE_TRAM)) { uint offset = tunnelbridge_direction; int z = ti->z; if (ti->tileh != SLOPE_FLAT) { offset = (offset + 1) & 1; z += TILE_HEIGHT; } else { offset += 2; } /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */ DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true); } EndSpriteCombine(); } else if (transport_type == TRANSPORT_RAIL) { const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile)); if (rti->UsesOverlay()) { SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE); if (surface != 0) { if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) { AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8); } else { AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z); } } /* Don't fallback to non-overlay sprite -- the spec states that * if an overlay is present then the bridge surface must be * present. */ } /* PBS debugging, draw reserved tracks darker */ if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) { if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) { AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8); } else { AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z); } } EndSpriteCombine(); if (HasCatenaryDrawn(GetRailType(ti->tile))) { DrawCatenary(ti); } } /* Draw signals for bridge. */ if (HasWormholeSignals(ti->tile)) DrawTunnelBridgeRampSignal(ti); DrawBridgeMiddle(ti); } } /** * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge. * bridges pieces sequence (middle parts). * Note that it is not covering the bridge heads, which are always referenced by the same sprite table. * bridge len 1: BRIDGE_PIECE_NORTH * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH * bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH * bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH * #0 - always as first, #1 - always as last (if len>1) * #2,#3 are to pair in order * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0) * @param north Northernmost tile of bridge * @param south Southernmost tile of bridge * @return Index of bridge piece */ static BridgePieces CalcBridgePiece(uint north, uint south) { if (north == 1) { return BRIDGE_PIECE_NORTH; } else if (south == 1) { return BRIDGE_PIECE_SOUTH; } else if (north < south) { return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH; } else if (north > south) { return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH; } else { return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD; } } /** * Draw the middle bits of a bridge. * @param ti Tile information of the tile to draw it on. */ void DrawBridgeMiddle(const TileInfo *ti) { /* Sectional view of bridge bounding boxes: * * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary * 1 2 3 = empty helper BB * 1 7 2 4,5 = pillars under higher bridges * 1 6 88888 6 2 6 = elrail-pylons * 1 6 88888 6 2 7 = elrail-wire * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge * 3333333333333 <- BB_Z_SEPARATOR * <- unused * 4 5 <- BB_HEIGHT_UNDER_BRIDGE * 4 5 * 4 5 * */ if (!IsBridgeAbove(ti->tile)) return; TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile); TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile); TransportType transport_type = GetTunnelBridgeTransportType(rampsouth); Axis axis = GetBridgeAxis(ti->tile); BridgePieces piece = CalcBridgePiece( GetTunnelBridgeLength(ti->tile, rampnorth) + 1, GetTunnelBridgeLength(ti->tile, rampsouth) + 1 ); const PalSpriteID *psid; bool drawfarpillar; if (transport_type != TRANSPORT_WATER) { BridgeType type = GetBridgeType(rampsouth); drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0); uint base_offset; if (transport_type == TRANSPORT_RAIL) { base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset; } else { base_offset = 8; } psid = base_offset + GetBridgeSpriteTable(type, piece); } else { drawfarpillar = true; psid = _aqueduct_sprites; } if (axis != AXIS_X) psid += 4; int x = ti->x; int y = ti->y; uint bridge_z = GetBridgePixelHeight(rampsouth); int z = bridge_z - BRIDGE_Z_START; /* Add a bounding box that separates the bridge from things below it. */ AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR); /* Draw Trambits as SpriteCombine */ if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine(); /* Draw floor and far part of bridge*/ if (!IsInvisibilitySet(TO_BRIDGES)) { if (axis == AXIS_X) { AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START); } else { AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START); } } psid++; if (transport_type == TRANSPORT_ROAD) { RoadTypes rts = GetRoadTypes(rampsouth); if (HasBit(rts, ROADTYPE_TRAM)) { /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */ DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false); } else { EndSpriteCombine(); StartSpriteCombine(); } } else if (transport_type == TRANSPORT_RAIL) { const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth)); if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) { SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE); if (surface != 0) { AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES)); } } EndSpriteCombine(); if (HasCatenaryDrawn(GetRailType(rampsouth))) { DrawCatenaryOnBridge(ti); } if (HasWormholeSignals(rampsouth)) { IsTunnelBridgeExit(rampsouth) ? DrawBrigeSignalOnMiddelPart(ti, rampnorth, z): DrawBrigeSignalOnMiddelPart(ti, rampsouth, z); } } /* draw roof, the component of the bridge which is logically between the vehicle and the camera */ if (!IsInvisibilitySet(TO_BRIDGES)) { if (axis == AXIS_X) { y += 12; if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START); } else { x += 12; if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START); } } /* Draw TramFront as SpriteCombine */ if (transport_type == TRANSPORT_ROAD) EndSpriteCombine(); /* Do not draw anything more if bridges are invisible */ if (IsInvisibilitySet(TO_BRIDGES)) return; psid++; if (ti->z + 5 == z) { /* draw poles below for small bridges */ if (psid->sprite != 0) { SpriteID image = psid->sprite; SpriteID pal = psid->pal; if (IsTransparencySet(TO_BRIDGES)) { SetBit(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z); } } else { /* draw pillars below for high bridges */ DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z); } } static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y) { int z; Slope tileh = GetTilePixelSlope(tile, &z); x &= 0xF; y &= 0xF; if (IsTunnel(tile)) { uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x); /* In the tunnel entrance? */ if (5 <= pos && pos <= 10) return z; } else { // IsBridge(tile) DiagDirection dir = GetTunnelBridgeDirection(tile); uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x); z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh); /* On the bridge ramp? */ if (5 <= pos && pos <= 10) { int delta; if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT; switch (dir) { default: NOT_REACHED(); case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break; case DIAGDIR_SE: delta = y / 2; break; case DIAGDIR_SW: delta = x / 2; break; case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break; } return z + 1 + delta; } } return z + GetPartialPixelZ(x, y, tileh); } static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh) { return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile))); } static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td) { TransportType tt = GetTunnelBridgeTransportType(tile); if (IsTunnel(tile)) { td->str = (tt == TRANSPORT_RAIL) ? HasWormholeSignals(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD; } else { // IsBridge(tile) td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : HasWormholeSignals(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt]; } td->owner[0] = GetTileOwner(tile); Owner road_owner = INVALID_OWNER; Owner tram_owner = INVALID_OWNER; RoadTypes rts = GetRoadTypes(tile); if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD); if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM); /* Is there a mix of owners? */ if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) || (road_owner != INVALID_OWNER && road_owner != td->owner[0])) { uint i = 1; if (road_owner != INVALID_OWNER) { td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER; td->owner[i] = road_owner; i++; } if (tram_owner != INVALID_OWNER) { td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER; td->owner[i] = tram_owner; } } if (tt == TRANSPORT_RAIL) { const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile)); td->rail_speed = rti->max_speed; if (!IsTunnel(tile)) { uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed; if (td->rail_speed == 0 || spd < td->rail_speed) { td->rail_speed = spd; } } } } static void TileLoop_TunnelBridge(TileIndex tile) { bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile); switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: { /* As long as we do not have a snow density, we want to use the density * from the entry edge. For tunnels this is the lowest point for bridges the highest point. * (Independent of foundations) */ int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile); if (snow_or_desert != (z > GetSnowLine())) { SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert); MarkTileDirtyByTile(tile); } break; } case LT_TROPIC: if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) { SetTunnelBridgeSnowOrDesert(tile, true); MarkTileDirtyByTile(tile); } break; default: break; } } static bool ClickTile_TunnelBridge(TileIndex tile) { /* Show vehicles found in tunnel. */ if (IsTunnelTile(tile)) { int count = 0; const Train *t; TileIndex tile_end = GetOtherTunnelBridgeEnd(tile); FOR_ALL_TRAINS(t) { if (!t->IsFrontEngine()) continue; if (tile == t->tile || tile_end == t->tile) { ShowVehicleViewWindow(t); count++; } if (count > 19) break; // no more than 20 windows open } if (count > 0) return true; } return false; } static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { TransportType transport_type = GetTunnelBridgeTransportType(tile); if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0; DiagDirection dir = GetTunnelBridgeDirection(tile); if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0; return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE); } static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner) { TileIndex other_end = GetOtherTunnelBridgeEnd(tile); /* Set number of pieces to zero if it's the southern tile as we * don't want to update the infrastructure counts twice. */ uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0; for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) { /* Update all roadtypes, no matter if they are present */ if (GetRoadOwner(tile, rt) == old_owner) { if (HasBit(GetRoadTypes(tile), rt)) { /* Update company infrastructure counts. A full diagonal road tile has two road bits. * No need to dirty windows here, we'll redraw the whole screen anyway. */ Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2; if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2; } SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner); } } if (!IsTileOwner(tile, old_owner)) return; /* Update company infrastructure counts for rail and water as well. * No need to dirty windows here, we'll redraw the whole screen anyway. */ TransportType tt = GetTunnelBridgeTransportType(tile); Company *old = Company::Get(old_owner); if (tt == TRANSPORT_RAIL) { old->infrastructure.rail[GetRailType(tile)] -= num_pieces; if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces; } else if (tt == TRANSPORT_WATER) { old->infrastructure.water -= num_pieces; if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces; } if (new_owner != INVALID_OWNER) { SetTileOwner(tile, new_owner); } else { if (tt == TRANSPORT_RAIL) { /* Since all of our vehicles have been removed, it is safe to remove the rail * bridge / tunnel. */ CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR); assert(ret.Succeeded()); } else { /* In any other case, we can safely reassign the ownership to OWNER_NONE. */ SetTileOwner(tile, OWNER_NONE); } } } /** * Frame when the 'enter tunnel' sound should be played. This is the second * frame on a tile, so the sound is played shortly after entering the tunnel * tile, while the vehicle is still visible. */ static const byte TUNNEL_SOUND_FRAME = 1; /** * Frame when a vehicle should be hidden in a tunnel with a certain direction. * This differs per direction, because of visibility / bounding box issues. * Note that direction, in this case, is the direction leading into the tunnel. * When entering a tunnel, hide the vehicle when it reaches the given frame. * When leaving a tunnel, show the vehicle when it is one frame further * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1 */ extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12}; static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y) { int z = GetSlopePixelZ(x, y) - v->z_pos; if (abs(z) > 2) return VETSB_CANNOT_ENTER; /* Direction into the wormhole */ const DiagDirection dir = GetTunnelBridgeDirection(tile); /* Direction of the vehicle */ const DiagDirection vdir = DirToDiagDir(v->direction); /* New position of the vehicle on the tile */ byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK; /* Number of units moved by the vehicle since entering the tile */ byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos; if (IsTunnel(tile)) { if (v->type == VEH_TRAIN) { Train *t = Train::From(v); if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) { if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) { if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) { SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v); } return VETSB_CONTINUE; } if (frame == _tunnel_visibility_frame[dir]) { t->tile = tile; t->track = TRACK_BIT_WORMHOLE; t->vehstatus |= VS_HIDDEN; return VETSB_ENTERED_WORMHOLE; } } if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) { /* We're at the tunnel exit ?? */ t->tile = tile; t->track = DiagDirToDiagTrackBits(vdir); assert(t->track); t->vehstatus &= ~VS_HIDDEN; return VETSB_ENTERED_WORMHOLE; } } else if (v->type == VEH_ROAD) { RoadVehicle *rv = RoadVehicle::From(v); /* Enter tunnel? */ if (rv->state != RVSB_WORMHOLE && dir == vdir) { if (frame == _tunnel_visibility_frame[dir]) { /* Frame should be equal to the next frame number in the RV's movement */ assert(frame == rv->frame + 1); rv->tile = tile; rv->state = RVSB_WORMHOLE; rv->vehstatus |= VS_HIDDEN; return VETSB_ENTERED_WORMHOLE; } else { return VETSB_CONTINUE; } } /* We're at the tunnel exit ?? */ if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) { rv->tile = tile; rv->state = DiagDirToDiagTrackdir(vdir); rv->frame = frame; rv->vehstatus &= ~VS_HIDDEN; return VETSB_ENTERED_WORMHOLE; } } } else { // IsBridge(tile) if (v->type != VEH_SHIP) { /* modify speed of vehicle */ uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed; if (v->type == VEH_ROAD) spd *= 2; Vehicle *first = v->First(); first->cur_speed = min(first->cur_speed, spd); } if (vdir == dir) { /* Vehicle enters bridge at the last frame inside this tile. */ if (frame != TILE_SIZE - 1) return VETSB_CONTINUE; switch (v->type) { case VEH_TRAIN: { Train *t = Train::From(v); t->track = TRACK_BIT_WORMHOLE; ClrBit(t->gv_flags, GVF_GOINGUP_BIT); ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT); break; } case VEH_ROAD: { RoadVehicle *rv = RoadVehicle::From(v); rv->state = RVSB_WORMHOLE; /* There are no slopes inside bridges / tunnels. */ ClrBit(rv->gv_flags, GVF_GOINGUP_BIT); ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT); break; } case VEH_SHIP: Ship::From(v)->state = TRACK_BIT_WORMHOLE; break; default: NOT_REACHED(); } return VETSB_ENTERED_WORMHOLE; } else if (vdir == ReverseDiagDir(dir)) { v->tile = tile; switch (v->type) { case VEH_TRAIN: { Train *t = Train::From(v); if (t->track == TRACK_BIT_WORMHOLE) { t->track = DiagDirToDiagTrackBits(vdir); return VETSB_ENTERED_WORMHOLE; } break; } case VEH_ROAD: { RoadVehicle *rv = RoadVehicle::From(v); if (rv->state == RVSB_WORMHOLE) { rv->state = DiagDirToDiagTrackdir(vdir); rv->frame = 0; return VETSB_ENTERED_WORMHOLE; } break; } case VEH_SHIP: { Ship *ship = Ship::From(v); if (ship->state == TRACK_BIT_WORMHOLE) { ship->state = DiagDirToDiagTrackBits(vdir); return VETSB_ENTERED_WORMHOLE; } break; } default: NOT_REACHED(); } } } return VETSB_CONTINUE; } static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new) { if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) { DiagDirection direction = GetTunnelBridgeDirection(tile); Axis axis = DiagDirToAxis(direction); CommandCost res; int z_old; Slope tileh_old = GetTileSlope(tile, &z_old); /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */ if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) { CheckBridgeSlopeSouth(axis, &tileh_old, &z_old); res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new); } else { CheckBridgeSlopeNorth(axis, &tileh_old, &z_old); res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new); } /* Surface slope is valid and remains unchanged? */ if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } extern const TileTypeProcs _tile_type_tunnelbridge_procs = { DrawTile_TunnelBridge, // draw_tile_proc GetSlopePixelZ_TunnelBridge, // get_slope_z_proc ClearTile_TunnelBridge, // clear_tile_proc NULL, // add_accepted_cargo_proc GetTileDesc_TunnelBridge, // get_tile_desc_proc GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc ClickTile_TunnelBridge, // click_tile_proc NULL, // animate_tile_proc TileLoop_TunnelBridge, // tile_loop_proc ChangeTileOwner_TunnelBridge, // change_tile_owner_proc NULL, // add_produced_cargo_proc VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc GetFoundation_TunnelBridge, // get_foundation_proc TerraformTile_TunnelBridge, // terraform_tile_proc };