#include "stdafx.h" #include "ttd.h" #include "table/sprites.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "viewport.h" #include "command.h" #include "player.h" #include "town.h" #include "sound.h" extern void DrawCanalWater(uint tile); static const byte _bridge_available_year[MAX_BRIDGES] = { 0, 0, 10, 0, 10, 10, 10, 10, 10, 10, 75, 85, 90 }; static const byte _bridge_minlen[MAX_BRIDGES] = { 0, 0, 0, 2, 3, 3, 3, 3, 3, 0, 2, 2, 2 }; static const byte _bridge_maxlen[MAX_BRIDGES] = { 16, 2, 5, 10, 16, 16, 7, 8, 9, 2, 16, 32, 32, }; const uint16 _bridge_type_price_mod[MAX_BRIDGES] = { 80, 112, 144, 168, 185, 192, 224, 232, 248, 240, 255, 380, 510, }; const uint16 _bridge_speeds[MAX_BRIDGES] = { 0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 0x0A0, 0x0D0, 0x0F0, 0x100, 0x140, 0x200, 0x260 }; const PalSpriteID _bridge_sprites[MAX_BRIDGES] = { 0x0A24, 0x31E8A26, 0x0A25, 0x3208A22, 0x0A22, 0x3218A22, 0x0A23, 0x31C8A23, 0x31E8A23, 0x0A27, 0x0A28, 0x3218A28, 0x3238A28, }; const StringID _bridge_material[MAX_BRIDGES] = { STR_5012_WOODEN, STR_5013_CONCRETE, STR_500F_GIRDER_STEEL, STR_5011_SUSPENSION_CONCRETE, STR_500E_SUSPENSION_STEEL, STR_500E_SUSPENSION_STEEL, STR_5010_CANTILEVER_STEEL, STR_5010_CANTILEVER_STEEL, STR_5010_CANTILEVER_STEEL, STR_500F_GIRDER_STEEL, STR_5014_TUBULAR_STEEL, STR_5014_TUBULAR_STEEL, STR_BRIDGE_TUBULAR_SILICON, }; // 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,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; } } enum { // foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14, // foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8, // no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12) BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12, }; /* check if bridge can be built on slope * direction 0 = X-axis, direction 1 = Y-axis * is_start_tile = false <-- end tile * is_start_tile = true <-- start tile */ static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile) { if (!(tileh & 0x10)) { // disable building on very steep slopes if (is_start_tile) { /* check slope at start tile - no extra cost - direction X: tiles 0,12 - direction Y: tiles 0, 9 */ if ((direction?0x201:0x1001) & (1 << tileh)) return 0; // disallow certain start tiles to avoid certain crooked bridges if (tileh == 2) return CMD_ERROR; } else { /* check slope at end tile - no extra cost - direction X: tiles 0, 3 - direction Y: tiles 0, 6 */ if ((direction?0x41:0x9) & (1 << tileh)) return 0; // disallow certain end tiles to avoid certain crooked bridges if (tileh == 8) return CMD_ERROR; } /* disallow common start/end tiles to avoid certain crooked bridges e.g. * start-tile: X 2,1 Y 2,4 (2 was disabled before) * end-tile: X 8,4 Y 8,1 (8 was disabled before) */ if ( (tileh == 1 && (is_start_tile != (bool)direction)) || (tileh == 4 && (is_start_tile == (bool)direction)) ) return CMD_ERROR; // slope foundations if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh)) return _price.terraform; } return CMD_ERROR; } uint32 GetBridgeLength(TileIndex begin, TileIndex end) { int x1, y1, x2, y2; // coordinates of starting and end tiles x1 = TileX(begin); y1 = TileY(begin); x2 = TileX(end); y2 = TileY(end); return abs((x2 + y2 - x1 - y1)) - 1; } bool CheckBridge_Stuff(byte bridge_type, int bridge_len) { int max; // max possible length of a bridge (with patch 100) if (bridge_type >= MAX_BRIDGES) return false; if (_bridge_available_year[bridge_type] > _cur_year) return false; max = _bridge_maxlen[bridge_type]; if (max >= 16 && _patches.longbridges) max = 100; if (bridge_len < _bridge_minlen[bridge_type] || bridge_len > max) return false; return true; } /** Build a Bridge * @param x,y end tile coord * @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(int x, int y, uint32 flags, uint32 p1, uint32 p2) { int bridge_type; byte rail_or_road, railtype, m5; int sx,sy; TileInfo ti_start, ti_end, ti; /* OPT: only 2 of those are ever used */ int bridge_len, odd_middle_part; uint direction; int i; int32 cost, terraformcost, ret; bool allow_on_slopes; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* unpack parameters */ bridge_type = p2 & 0xFF; railtype = (byte)(p2 >> 8); if (p1 > MapSize()) return CMD_ERROR; // type of bridge if (HASBIT(railtype, 7)) { // bit 15 of original p2 param railtype = 0; rail_or_road = 2; } else { if (!ValParamRailtype(railtype)) return CMD_ERROR; rail_or_road = 0; } sx = TileX(p1) * 16; sy = TileY(p1) * 16; direction = 0; /* 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 = 1; if (y > sy) { intswap(y,sy); intswap(x,sx); } } else if (y == sy) { if (x > sx) { intswap(y,sy); intswap(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) >> 4) - 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 */ if ( ((FindLandscapeHeight(&ti_end, sx, sy), ti_end.type == MP_WATER) && ti_end.map5 == 0) || ((FindLandscapeHeight(&ti_start, x, y), ti_start.type == MP_WATER) && ti_start.map5 == 0)) return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH); if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) { ti_start.z += 8; ti_start.tileh = 0; } if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) { ti_end.z += 8; ti_end.tileh = 0; } if (ti_start.z != ti_end.z) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED); _error_message = STR_500C; // Towns are not allowed to use bridges on slopes. allow_on_slopes = ((!_is_ai_player || _patches.ainew_active) && _current_player != OWNER_TOWN && _patches.build_on_slopes); /* Try and clear the start landscape */ if (CmdFailed(ret = DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR))) return CMD_ERROR; cost = ret; // true - bridge-start-tile, false - bridge-end-tile terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true); if (terraformcost == CMD_ERROR || (terraformcost && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost += terraformcost; /* Try and clear the end landscape */ if (CmdFailed(ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR))) return CMD_ERROR; cost += ret; // false - end tile slope check terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false); if (terraformcost == CMD_ERROR || (terraformcost && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost += terraformcost; /* do the drill? */ if (flags & DC_EXEC) { /* build the start tile */ ModifyTile(ti_start.tile, MP_SETTYPE(MP_TUNNELBRIDGE) | MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5, (bridge_type << 4), /* map2 */ railtype, /* map3_lo */ 0x80 | direction | rail_or_road /* map5 */ ); /* build the end tile */ ModifyTile(ti_end.tile, MP_SETTYPE(MP_TUNNELBRIDGE) | MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5, (bridge_type << 4), /* map2 */ railtype, /* map3_lo */ 0x80 | 0x20 | direction | rail_or_road /* map5 */ ); } // position of middle part of the odd bridge (larger than MAX(i) otherwise) odd_middle_part = (bridge_len % 2) ? (bridge_len / 2) : bridge_len; for (i = 0; i != bridge_len; i++) { if (direction != 0) { y += 16; } else x += 16; FindLandscapeHeight(&ti, x, y); _error_message = STR_5009_LEVEL_LAND_OR_WATER_REQUIRED; if (ti.tileh != 0 && ti.z >= ti_start.z) return CMD_ERROR; // Find ship below if ( ti.type == MP_WATER && !EnsureNoVehicle(ti.tile) ) { _error_message = STR_980E_SHIP_IN_THE_WAY; return CMD_ERROR; } if (ti.type == MP_WATER) { if (ti.map5 > 1) goto not_valid_below; m5 = 0xC8; } else if (ti.type == MP_RAILWAY) { if (direction == 0) { if (ti.map5 != 2) goto not_valid_below; } else { if (ti.map5 != 1) goto not_valid_below; } m5 = 0xE0; } else if (ti.type == MP_STREET) { if (direction == 0) { if (ti.map5 != 5) goto not_valid_below; } else { if (ti.map5 != 10) goto not_valid_below; } m5 = 0xE8; } else { not_valid_below:; /* try and clear the middle landscape */ if (CmdFailed(ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR))) return CMD_ERROR; cost += ret; m5 = 0xC0; } /* do middle part of bridge */ if (flags & DC_EXEC) { _map5[ti.tile] = (byte)(m5 | direction | rail_or_road); SetTileType(ti.tile, MP_TUNNELBRIDGE); //bridges pieces sequence (middle parts) // bridge len 1: 0 // bridge len 2: 0 1 // bridge len 3: 0 4 1 // bridge len 4: 0 2 3 1 // bridge len 5: 0 2 5 3 1 // bridge len 6: 0 2 3 2 3 1 // bridge len 7: 0 2 3 4 2 3 1 // #0 - alwats 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) if(i==0) //first tile m5 = 0; else if (i==bridge_len-1) //last tile m5 = 1; else if(i==odd_middle_part) //we are on the middle of odd bridge: #5 on even pos, #4 on odd m5 = 5 - (i%2); else { // generate #2 and #3 in turns [i%2==0], after the middle of odd bridge // this sequence swaps [... XOR (i>odd_middle_part)], // for even bridges XOR does not apply as odd_middle_part==bridge_len m5 = 2 + ((i%2==0)^(i>odd_middle_part)); } _map2[ti.tile] = (bridge_type << 4) | m5; _map3_lo[ti.tile] &= 0xF; _map3_lo[ti.tile] |= (byte)(railtype << 4); MarkTileDirtyByTile(ti.tile); } } SetSignalsOnBothDir(ti_start.tile, (direction&1) ? 1 : 0); /* 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)) { bridge_len += 2; // begin and end tiles/ramps if (_current_player < MAX_PLAYERS && !(_is_ai_player && !_patches.ainew_active)) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost += ((int64)bridge_len * _price.build_bridge * _bridge_type_price_mod[bridge_type]) >> 8; } return cost; } static bool DoCheckTunnelInWay(uint tile, uint z, uint dir) { TileInfo ti; int delta; delta = TileOffsByDir(dir); do { tile -= delta; FindLandscapeHeightByTile(&ti, tile); } while (z < ti.z); if (z == ti.z && ti.type == MP_TUNNELBRIDGE && (ti.map5&0xF0) == 0 && (ti.map5&3) == dir) { _error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY; return false; } return true; } bool CheckTunnelInWay(uint tile, int z) { return DoCheckTunnelInWay(tile,z,0) && DoCheckTunnelInWay(tile,z,1) && DoCheckTunnelInWay(tile,z,2) && DoCheckTunnelInWay(tile,z,3); } static byte _build_tunnel_bh; static byte _build_tunnel_railtype; static int32 DoBuildTunnel(int x, int y, int x2, int y2, uint32 flags, uint exc_tile) { TileIndex end_tile; int direction; int32 cost, ret; TileInfo ti; uint z; if ((uint)x > MapMaxX() * 16 - 1 || (uint)y > MapMaxY() * 16 - 1) return CMD_ERROR; /* check if valid, and make sure that (x,y) is smaller than (x2,y2) */ direction = 0; if (x == x2) { if (y == y2) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON); direction++; if (y > y2) { intswap(y,y2); intswap(x,x2); exc_tile|=2; } } else if (y == y2) { if (x > x2) { intswap(y,y2); intswap(x,x2); exc_tile|=2; } } else return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN); cost = 0; FindLandscapeHeight(&ti, x2, y2); end_tile = ti.tile; z = ti.z; if (exc_tile != 3) { if ( (direction ? 9U : 12U) != ti.tileh) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; cost += ret; } cost += _price.build_tunnel; for(;;) { if (direction) y2-=16; else x2-=16; if (x2 == x && y2 == y) break; FindLandscapeHeight(&ti, x2, y2); if (ti.z <= z) return_cmd_error(STR_5002); if (!_cheats.crossing_tunnels.value && !CheckTunnelInWay(ti.tile, z)) return CMD_ERROR; cost += _price.build_tunnel; cost += (cost >> 3); if (cost >= 400000000) cost = 400000000; } FindLandscapeHeight(&ti, x2, y2); if (ti.z != z) return_cmd_error(STR_5004); if (exc_tile != 1) { if ( (direction ? 6U : 3U) != ti.tileh) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; cost += ret; } if (flags & DC_EXEC) { ModifyTile(ti.tile, MP_SETTYPE(MP_TUNNELBRIDGE) | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5, _build_tunnel_railtype, /* map3lo */ ((_build_tunnel_bh << 1) | 2) - direction /* map5 */ ); ModifyTile(end_tile, MP_SETTYPE(MP_TUNNELBRIDGE) | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5, _build_tunnel_railtype, /* map3lo */ (_build_tunnel_bh << 1) | (direction ? 3:0)/* map5 */ ); UpdateSignalsOnSegment(end_tile, direction?7:1); } return cost + _price.build_tunnel; } /** Build Tunnel. * @param x,y start tile coord of tunnel * @param p1 railtype, 0x200 for road tunnel * @param p2 unused (XXX - ptr to uint that recieves end tile; wtf?????) */ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileInfo ti, tiorg; int direction; uint z; static const int8 _build_tunnel_coord_mod[4+1] = { -16, 0, 16, 0, -16 }; static const byte _build_tunnel_tileh[4] = {3, 9, 12, 6}; TileIndex excavated_tile; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR; _build_tunnel_railtype = (byte)(p1 & 0xFF); _build_tunnel_bh = (byte)(p1 >> 8); _build_tunnel_endtile = 0; excavated_tile = 0; FindLandscapeHeight(&tiorg, x, y); if (!EnsureNoVehicle(tiorg.tile)) return CMD_ERROR; if (!(direction=0, tiorg.tileh==12) && !(direction++, tiorg.tileh==6) && !(direction++, tiorg.tileh==3) && !(direction++, tiorg.tileh==9) ) return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL); z = tiorg.z; do { x += _build_tunnel_coord_mod[direction]; y += _build_tunnel_coord_mod[direction+1]; FindLandscapeHeight(&ti, x, y); } while (z != ti.z); _build_tunnel_endtile = ti.tile; if (!EnsureNoVehicle(ti.tile)) return CMD_ERROR; if (ti.tileh != _build_tunnel_tileh[direction]) { if (CmdFailed(DoCommandByTile(ti.tile, ti.tileh & ~_build_tunnel_tileh[direction], 0, flags, CMD_TERRAFORM_LAND))) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND); excavated_tile = 1; } return DoBuildTunnel(x, y, tiorg.x, tiorg.y, flags, excavated_tile); } TileIndex CheckTunnelBusy(TileIndex tile, uint *length) { uint z = GetTileZ(tile); byte m5 = _map5[tile]; int delta = TileOffsByDir(m5 & 3); uint len = 0; uint starttile = tile; Vehicle *v; do { tile += delta; len++; } while ( !IsTileType(tile, MP_TUNNELBRIDGE) || (_map5[tile] & 0xF0) != 0 || (byte)(_map5[tile] ^ 2) != m5 || 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 int32 DoClearTunnel(uint tile, uint32 flags) { Town *t; TileIndex endtile; uint length; static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3}; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); // in scenario editor you can always destroy tunnels if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) { if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN) return CMD_ERROR; } endtile = CheckTunnelBusy(tile, &length); if (endtile == INVALID_TILE) return CMD_ERROR; _build_tunnel_endtile = endtile; t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty // check if you're allowed to remove the tunnel owned by a town // removal allowal depends on difficulty settings if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR ) { if (!CheckforTownRating(tile, 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!! ;) byte tile_dir = _map5[tile]&3; byte endtile_dir = _map5[endtile]&3; DoClearSquare(tile); DoClearSquare(endtile); UpdateSignalsOnSegment(tile, _updsignals_tunnel_dir[tile_dir]); UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[endtile_dir]); if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); } return _price.clear_tunnel * (length + 1); } static uint FindEdgesOfBridge(uint tile, uint *endtile) { int direction = _map5[tile] & 1; uint start; // find start of bridge for(;;) { if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0x80) break; tile += direction ? TILE_XY(0,-1) : TILE_XY(-1,0); } start = tile; // find end of bridge for(;;) { if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0xA0) break; tile += direction ? TILE_XY(0,1) : TILE_XY(1,0); } *endtile = tile; return start; } static int32 DoClearBridge(uint tile, uint32 flags) { uint endtile; Vehicle *v; Town *t; int direction; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); direction = _map5[tile]&1; /* delete stuff under the middle part if there's a transport route there..? */ if ((_map5[tile] & 0xE0) == 0xE0) { int32 cost; // check if we own the tile below the bridge.. if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))) return CMD_ERROR; cost = (_map5[tile] & 8) ? _price.remove_road * 2 : _price.remove_rail; if (flags & DC_EXEC) { _map5[tile] = _map5[tile] & ~0x38; _map_owner[tile] = OWNER_NONE; MarkTileDirtyByTile(tile); } return cost; /* delete canal under bridge */ } else if(_map5[tile] == 0xC8 && TilePixelHeight(tile) != 0) { int32 cost; // check for vehicles under bridge if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR; cost = _price.clear_water; if (flags & DC_EXEC) { _map5[tile] = _map5[tile] & ~0x38; _map_owner[tile] = OWNER_NONE; MarkTileDirtyByTile(tile); } return cost; } tile = FindEdgesOfBridge(tile, &endtile); // floods, scenario editor can always destroy bridges if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) { if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN) return CMD_ERROR; } if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR; /* Make sure there's no vehicle on the bridge Omit tile and endtile, since these are already checked, thus solving the problem of bridges over water, or higher bridges, where z is not increased, eg level bridge */ tile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0); endtile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0); /* Bridges on slopes might have their Z-value offset..correct this */ if ((v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile))) != NULL) { VehicleInTheWayErrMsg(v); return CMD_ERROR; } /* Put the tiles back to start/end position */ tile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0); endtile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0); t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty // check if you're allowed to remove the bridge owned by a town. // removal allowal depends on difficulty settings if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) { if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE)) return CMD_ERROR; } if (flags & DC_EXEC) { byte m5; uint c = tile; uint16 new_data; //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 (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); do { m5 = _map5[c]; if (m5 & 0x40) { if (m5 & 0x20) { static const uint16 _new_data_table[] = {0x1002, 0x1001, 0x2005, 0x200A, 0, 0, 0, 0}; new_data = _new_data_table[((m5 & 0x18) >> 2) | (m5&1)]; } else { if (!(m5 & 0x18)) goto clear_it; new_data = (GetTileSlope(c, NULL) == 0) ? 0x6000 : 0x6001; } SetTileType(c, new_data >> 12); _map5[c] = (byte)new_data; _map2[c] = 0; MarkTileDirtyByTile(c); } else { clear_it:; DoClearSquare(c); } c += direction ? TILE_XY(0,1) : TILE_XY(1,0); } while (c <= endtile); SetSignalsOnBothDir(tile, direction); SetSignalsOnBothDir(endtile, direction); } return ((((endtile - tile) >> (direction?8:0))&0xFF)+1) * _price.clear_bridge; } static int32 ClearTile_TunnelBridge(uint tile, byte flags) { byte m5 = _map5[tile]; if ((m5 & 0xF0) == 0) { if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST); return DoClearTunnel(tile, flags); } else if (m5 & 0x80) { if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST); return DoClearBridge(tile, flags); } return CMD_ERROR; } int32 DoConvertTunnelBridgeRail(uint tile, uint totype, bool exec) { TileIndex endtile; uint length; Vehicle *v; if ((_map5[tile] & 0xFC) == 0x00) { // railway tunnel if (!CheckTileOwnership(tile)) return CMD_ERROR; if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR; endtile = CheckTunnelBusy(tile, &length); if (endtile == INVALID_TILE) return CMD_ERROR; if (exec) { _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype; _map3_lo[endtile] = (_map3_lo[endtile] & 0xF0) + totype; MarkTileDirtyByTile(tile); MarkTileDirtyByTile(endtile); } return (length + 1) * (_price.build_rail >> 1); } else if ((_map5[tile] & 0xF8) == 0xE0) { // bridge middle part with rail below // only check for train under bridge if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR; // tile is already of requested type? if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR; // change type. if (exec) { _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype; MarkTileDirtyByTile(tile); } return _price.build_rail >> 1; } else if ((_map5[tile]&0xC6) == 0x80) { TileIndex starttile; int32 cost; uint z = TilePixelHeight(tile); z += 8; if (!CheckTileOwnership(tile)) return CMD_ERROR; // railway bridge starttile = tile = FindEdgesOfBridge(tile, &endtile); // Make sure there's no vehicle on the bridge if ((v=FindVehicleBetween(tile, endtile, z)) != NULL) { VehicleInTheWayErrMsg(v); return CMD_ERROR; } if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) { _error_message = STR_8803_TRAIN_IN_THE_WAY; return CMD_ERROR; } if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR; cost = 0; do { if (exec) { if (tile == starttile || tile == endtile) { _map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype; } else { _map3_lo[tile] = (_map3_lo[tile] & 0x0F) + (totype << 4); } MarkTileDirtyByTile(tile); } cost += (_price.build_rail>>1); tile += _map5[tile]&1 ? TILE_XY(0,1) : TILE_XY(1,0); } while (tile <= endtile); return cost; } else return CMD_ERROR; } // fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile. static uint GetBridgeHeight(const TileInfo *ti) { uint delta; TileIndex tile = ti->tile; // find the end tile of the bridge. delta = (_map5[tile] & 1) ? TILE_XY(0,1) : TILE_XY(1,0); do { assert((_map5[tile] & 0xC0) == 0xC0); // bridge and middle part tile += delta; } while (_map5[tile] & 0x40); // while bridge middle parts /* Return the height there (the height of the NORTH CORNER) * If the end of the bridge is on a tileh 7 (all raised, except north corner), * the z coordinate is 1 height level too low. Compensate for that */ return TilePixelHeight(tile) + (GetTileSlope(tile, NULL) == 7 ? 8 : 0); } static const byte _bridge_foundations[2][16] = { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 {1,16,18,3,20,5,0,7,22,0,10,11,12,13,14}, {1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14}, }; extern const byte _road_sloped_sprites[14]; #include "table/track_land.h" #include "table/bridge_land.h" #include "table/tunnel_land.h" #include "table/water_land.h" static void DrawBridgePillars(TileInfo *ti, int x, int y, int z) { const uint32 *b; uint32 image; int piece; b = _bridge_poles_table[_map2[ti->tile]>>4]; // Draw first piece // (necessary for cantilever bridges) image = b[12 + (ti->map5&0x01)]; piece = _map2[ti->tile]&0xF; if (image != 0 && piece != 0) { if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; DrawGroundSpriteAt(image, x, y, z); } image = b[(ti->map5&0x01)*6 + piece]; if (image != 0) { int back_height, front_height, i=z; const byte *p; static const byte _tileh_bits[4][8] = { {2,1,8,4, 16,11,0,9}, {1,8,4,2, 11,16,9,0}, {4,8,1,2, 16,11,0,9}, {2,4,8,1, 11,16,9,0}, }; if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)]; front_height = ti->z + ((ti->tileh & p[0])?8:0); back_height = ti->z + ((ti->tileh & p[1])?8:0); if (ti->tileh & 0x10) { if (!(ti->tileh & p[2])) front_height += 8; if (!(ti->tileh & p[3])) back_height += 8; } for(; z>=front_height || z>=back_height; z=z-8) { if (z>=front_height) AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z); // front facing pillar if (z>=back_height && z<i-8) AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z); // back facing pillar } } } uint GetBridgeFoundation(uint tileh, byte direction) { int i; // normal level sloped building (7, 11, 13, 14) if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) return tileh; // inclined sloped building if ( ((i=0, tileh == 1) || (i+=2, tileh == 2) || (i+=2, tileh == 4) || (i+=2, tileh == 8)) && ( direction == 0 || (i++, direction == 1)) ) return i + 15; return 0; } static void DrawTile_TunnelBridge(TileInfo *ti) { uint32 image; uint tmp; const uint32 *b; bool ice = _map3_hi[ti->tile] & 0x80; // draw tunnel? if ( (byte)(ti->map5&0xF0) == 0) { /* railway type */ image = (_map3_lo[ti->tile] & 0xF) * 8; /* ice? */ if (ice) image += 32; image += _draw_tunnel_table_1[(ti->map5 >> 2) & 0x3]; image += (ti->map5 & 3) << 1; DrawGroundSprite(image); AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z); // draw bridge? } else if ((byte)ti->map5 & 0x80) { // get type of track on the bridge. tmp = _map3_lo[ti->tile]; if (ti->map5 & 0x40) tmp >>= 4; tmp &= 0xF; // 0 = rail bridge // 1 = road bridge // 2 = monorail bridge // 3 = maglev bridge // add direction and fix stuff. if (tmp != 0) tmp++; tmp = (ti->map5&3) + (tmp*2); if (!(ti->map5 & 0x40)) { // bridge ramps if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12 int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction if (f) DrawFoundation(ti, f); // default sloped sprites.. if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3; } // bridge ending. b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][6]; b += (tmp&(3<<1))*4; /* actually ((tmp>>2)&3)*8 */ b += (tmp&1); // direction if (ti->tileh == 0) b += 4; // sloped "entrance" ? if (ti->map5 & 0x20) b += 2; // which side image = *b; if (!ice) { DrawClearLandTile(ti, 3); } else { DrawGroundSprite(0x11C6 + _tileh_to_sprite[ti->tileh]); } // draw ramp if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z); } else { // bridge middle part. uint z; int x,y; image = (ti->map5 >> 3) & 3; // type of stuff under bridge (only defined for 0,1) assert(image <= 1); if (!(ti->map5 & 0x20)) { // draw land under bridge if (ice) image += 2; // ice too? if (image != 1 || ti->tileh == 0) DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]); else DrawGroundSprite(_water_shore_sprites[ti->tileh]); // draw canal water? if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile); } else { // draw transport route under bridge // draw foundation? if (ti->tileh) { int f = _bridge_foundations[ti->map5&1][ti->tileh]; if (f) DrawFoundation(ti, f); } if (!(image&1)) { // railway image = 0x3F3 + (ti->map5 & 1); if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3; image += (_map3_lo[ti->tile] & 0xF) * TRACKTYPE_SPRITE_PITCH; if (ice) image += 26; // ice? } else { // road image = 1332 + (ti->map5 & 1); if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F; if (ice) image += 19; // ice? } DrawGroundSprite(image); } // get bridge sprites b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][_map2[ti->tile]&0xF] + tmp * 4; z = GetBridgeHeight(ti) + 5; // draw rail image = b[0]; if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z); x = ti->x; y = ti->y; image = b[1]; if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; // draw roof if (ti->map5&1) { x += 12; if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z); } else { y += 12; if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z); } if (ti->z + 5 == z ) { // draw poles below for small bridges image = b[2]; if (image) { if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000; DrawGroundSpriteAt(image, x, y, z); } } else if (_patches.bridge_pillars) { // draw pillars below for high bridges DrawBridgePillars(ti, x, y, z); } } } } static uint GetSlopeZ_TunnelBridge(TileInfo *ti) { uint z = ti->z; uint x = ti->x & 0xF; uint y = ti->y & 0xF; // swap directions if Y tunnel/bridge to let the code handle the X case only. if (ti->map5 & 1) intswap(x,y); // to the side of the tunnel/bridge? if (IS_INT_INSIDE(y, 5, 10+1)) { // tunnel? if ( (ti->map5 & 0xF0) == 0) return z; // bridge? if ( ti->map5 & 0x80 ) { // bridge ending? if (!(ti->map5 & 0x40)) { if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti->tileh)) // 7, 11, 13, 14 z += 8; // no ramp for bridge ending if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << ti->tileh) || BRIDGE_NO_FOUNDATION & (1 << ti->tileh)) && ti->tileh != 0) { return z + 8; } else if (!(ti->map5 & 0x20)) { // northern / southern ending // ramp return (z + (x>>1) + 1); } else { // ramp in opposite dir return (z + ((x^0xF)>>1)); } // bridge middle part } else { // build on slopes? if (ti->tileh) z+=8; // keep the same elevation because we're on the bridge? if (_get_z_hint >= z + 8) return _get_z_hint; // actually on the bridge, but not yet in the shared area. if (!IS_INT_INSIDE(x, 5, 10+1)) return GetBridgeHeight(ti) + 8; // in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it. // if rail or road below then it means it's possibly build on slope below the bridge. if (ti->map5 & 0x20) { uint f = _bridge_foundations[ti->map5&1][ti->tileh]; // make sure that the slope is not inclined foundation if (IS_BYTE_INSIDE(f, 1, 15)) return z; // change foundation type? if (f) ti->tileh = _inclined_tileh[f - 15]; } // no transport route, fallback to default } } } else { // if it's a bridge middle with transport route below, then we need to compensate for build on slopes if ( (ti->map5 & (0x80 + 0x40 + 0x20)) == (0x80 + 0x40 + 0x20)) { uint f; if (ti->tileh) z += 8; f = _bridge_foundations[ti->map5&1][ti->tileh]; if (IS_BYTE_INSIDE(f, 1, 15)) return z; if (f) ti->tileh = _inclined_tileh[f - 15]; } } // default case z = ti->z; return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + z; } static uint GetSlopeTileh_TunnelBridge(TileInfo *ti) { // not accurate, but good enough for slope graphics drawing return 0; } static void GetAcceptedCargo_TunnelBridge(uint tile, AcceptedCargo ac) { /* not used */ } static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = { STR_501F_WOODEN_RAIL_BRIDGE, STR_5020_CONCRETE_RAIL_BRIDGE, STR_501C_STEEL_GIRDER_RAIL_BRIDGE, STR_501E_REINFORCED_CONCRETE_SUSPENSION, STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE, STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE, STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE, STR_501C_STEEL_GIRDER_RAIL_BRIDGE, STR_5027_TUBULAR_RAIL_BRIDGE, STR_5027_TUBULAR_RAIL_BRIDGE, STR_5027_TUBULAR_RAIL_BRIDGE, 0,0,0, STR_5025_WOODEN_ROAD_BRIDGE, STR_5026_CONCRETE_ROAD_BRIDGE, STR_5022_STEEL_GIRDER_ROAD_BRIDGE, STR_5024_REINFORCED_CONCRETE_SUSPENSION, STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE, STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE, STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE, STR_5022_STEEL_GIRDER_ROAD_BRIDGE, STR_5028_TUBULAR_ROAD_BRIDGE, STR_5028_TUBULAR_ROAD_BRIDGE, STR_5028_TUBULAR_ROAD_BRIDGE, 0,0,0, }; static void GetTileDesc_TunnelBridge(uint tile, TileDesc *td) { int delta; if ((_map5[tile] & 0x80) == 0) { td->str = STR_5017_RAILROAD_TUNNEL + ((_map5[tile] >> 2) & 3); } else { td->str = _bridge_tile_str[ (_map2[tile] >> 4) + (((_map5[tile]>>1)&3)<<4) ]; /* scan to the end of the bridge, that's where the owner is stored */ if (_map5[tile] & 0x40) { delta = _map5[tile] & 1 ? TILE_XY(0,-1) : TILE_XY(-1,0); do tile += delta; while (_map5[tile] & 0x40); } } td->owner = _map_owner[tile]; } static void AnimateTile_TunnelBridge(uint tile) { /* not used */ } static void TileLoop_TunnelBridge(uint tile) { if (_opt.landscape == LT_HILLY) { if ( GetTileZ(tile) > _opt.snow_line) { if (!(_map3_hi[tile] & 0x80)) { _map3_hi[tile] |= 0x80; MarkTileDirtyByTile(tile); } } else { if (_map3_hi[tile] & 0x80) { _map3_hi[tile] &= ~0x80; MarkTileDirtyByTile(tile); } } } else if (_opt.landscape == LT_DESERT) { if (GetMapExtraBits(tile) == 1 && !(_map3_hi[tile]&0x80)) { _map3_hi[tile] |= 0x80; MarkTileDirtyByTile(tile); } } // if it's a bridge with water below, call tileloop_water on it. if ((_map5[tile] & 0xF8) == 0xC8) TileLoop_Water(tile); } static void ClickTile_TunnelBridge(uint tile) { /* not used */ } static uint32 GetTileTrackStatus_TunnelBridge(uint tile, TransportType mode) { uint32 result; byte m5 = _map5[tile]; if ((m5 & 0xF0) == 0) { /* This is a tunnel */ if (((m5 & 0xCU) >> 2) == mode) { /* Tranport in the tunnel is compatible */ return m5&1 ? 0x202 : 0x101; } } else if (m5 & 0x80) { /* This is a bridge */ result = 0; if (((m5 & 0x6U) >> 1) == mode) { /* Transport over the bridge is compatible */ result = m5&1 ? 0x202 : 0x101; } if (m5 & 0x40) { /* Bridge middle part */ if (!(m5 & 0x20)) { /* Clear ground or water underneath */ if ((m5 & 0x18) != 8) /* Clear ground */ return result; else if (mode != TRANSPORT_WATER) return result; } else { /* Transport underneath */ if ((m5 & 0x18U) >> 3 != mode) /* Incompatible transport underneath */ return result; } /* If we've not returned yet, there is a compatible * transport or water beneath, so we can add it to * result */ /* Why is this xor'd ? Can't it just be or'd? */ result ^= m5&1 ? 0x101 : 0x202; } return result; } else { assert(0); /* This should never occur */ } return 0; } static void ChangeTileOwner_TunnelBridge(uint tile, byte old_player, byte new_player) { if (_map_owner[tile] != old_player) return; if (new_player != 255) { _map_owner[tile] = new_player; } else { if((_map5[tile] & 0xC0)==0xC0) { // the stuff BELOW the middle part is owned by the deleted player. if (!(_map5[tile] & (1 << 4 | 1 << 3))) { // convert railway into grass. _map5[tile] &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore.. } else { // for road, change the owner of the road to local authority _map_owner[tile] = OWNER_NONE; } } else { DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); } } } static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8}; static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38}; static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48}; static const byte _exit_tunnel_track[4] = {1,2,1,2}; static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1}; static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4}; static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29}; static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25}; static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45}; static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49}; static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y) { int z; int dir, vdir; byte fc; if ((_map5[tile] & 0xF0) == 0) { z = GetSlopeZ(x, y) - v->z_pos; if (myabs(z) > 2) return 8; if (v->type == VEH_Train) { fc = (x&0xF)+(y<<4); dir = _map5[tile] & 3; vdir = v->direction >> 1; if (v->u.rail.track != 0x40 && dir == vdir) { if (v->subtype == TS_Front_Engine && fc == _tunnel_fractcoord_1[dir]) { if (v->spritenum < 4) SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v); return 0; } if (fc == _tunnel_fractcoord_2[dir]) { v->tile = tile; v->u.rail.track = 0x40; v->vehstatus |= VS_HIDDEN; return 4; } } if (dir == (vdir^2) && fc == _tunnel_fractcoord_3[dir] && z == 0) { /* We're at the tunnel exit ?? */ v->tile = tile; v->u.rail.track = _exit_tunnel_track[dir]; assert(v->u.rail.track); v->vehstatus &= ~VS_HIDDEN; return 4; } } else if (v->type == VEH_Road) { fc = (x&0xF)+(y<<4); dir = _map5[tile] & 3; vdir = v->direction >> 1; // Enter tunnel? if (v->u.road.state != 0xFF && dir == vdir) { if (fc == _tunnel_fractcoord_4[dir] || fc == _tunnel_fractcoord_5[dir]) { v->tile = tile; v->u.road.state = 0xFF; v->vehstatus |= VS_HIDDEN; return 4; } else { return 0; } } if (dir == (vdir^2) && ( /* We're at the tunnel exit ?? */ fc == _tunnel_fractcoord_6[dir] || fc == _tunnel_fractcoord_7[dir]) && z == 0) { v->tile = tile; v->u.road.state = _road_exit_tunnel_state[dir]; v->u.road.frame = _road_exit_tunnel_frame[dir]; v->vehstatus &= ~VS_HIDDEN; return 4; } } } else if (_map5[tile] & 0x80) { if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == TS_Front_Engine)) { uint h; if (GetTileSlope(tile, &h) != 0) h += 8; // Compensate for possible foundation if (!(_map5[tile] & 0x40) || // start/end tile of bridge myabs(h - v->z_pos) > 2) { // high above the ground -> on the bridge /* modify speed of vehicle */ uint16 spd = _bridge_speeds[_map2[tile] >> 4]; if (v->type == VEH_Road) spd<<=1; if (spd < v->cur_speed) v->cur_speed = spd; } } } return 0; } TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v) { TileIndex tile; TileIndexDiff delta = (v->direction & 2) ? TILE_XY(0, 1) : TILE_XY(1, 0); byte z = v->z_pos; for (tile = v->tile;; tile += delta) { if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xF0) == 0 && GetTileZ(tile) == z) break; } return tile; } const TileTypeProcs _tile_type_tunnelbridge_procs = { DrawTile_TunnelBridge, /* draw_tile_proc */ GetSlopeZ_TunnelBridge, /* get_slope_z_proc */ ClearTile_TunnelBridge, /* clear_tile_proc */ GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */ GetTileDesc_TunnelBridge, /* get_tile_desc_proc */ GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */ ClickTile_TunnelBridge, /* click_tile_proc */ AnimateTile_TunnelBridge, /* animate_tile_proc */ TileLoop_TunnelBridge, /* tile_loop_clear */ ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */ NULL, /* get_produced_cargo_proc */ VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */ NULL, /* vehicle_leave_tile_proc */ GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */ };