/* $Id$ */ /** @file tunnelbridge_cmd.c * This file deals with tunnels and bridges (non-gui stuff) * @todo seperate this file into two */ #include "stdafx.h" #include "openttd.h" #include "road_map.h" #include "table/sprites.h" #include "table/strings.h" #include "functions.h" #include "map.h" #include "tile.h" #include "tunnel_map.h" #include "vehicle.h" #include "viewport.h" #include "command.h" #include "player.h" #include "town.h" #include "sound.h" #include "variables.h" #include "bridge.h" #include "train.h" #include "table/bridge_land.h" extern const byte _track_sloped_sprites[14]; extern const SpriteID _water_shore_sprites[15]; extern void DrawCanalWater(TileIndex tile); const Bridge orig_bridge[] = { /* year of availablity | minimum length | | maximum length | | | price | | | | maximum speed | | | | | sprite to use in GUI string with description | | | | | | | */ { 0, 0, 16, 80, 32, 0xA24 , STR_5012_WOODEN , NULL, 0 }, { 0, 0, 2, 112, 48, 0xA26 | PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 }, { 10, 0, 5, 144, 64, 0xA25 , STR_500F_GIRDER_STEEL , NULL, 0 }, { 0, 2, 10, 168, 80, 0xA22 | PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 }, { 10, 3, 16, 185, 96, 0xA22 , STR_500E_SUSPENSION_STEEL , NULL, 0 }, { 10, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 }, { 10, 3, 7, 224, 160, 0xA23 , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 10, 3, 8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 10, 3, 9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 }, { 10, 0, 2, 240, 256, 0xA27 , STR_500F_GIRDER_STEEL , NULL, 0 }, { 75, 2, 16, 255, 320, 0xA28 , STR_5014_TUBULAR_STEEL , NULL, 0 }, { 85, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 }, { 90, 2, 32, 510, 608, 0xA28 | PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 } }; Bridge _bridge[MAX_BRIDGES]; // calculate the price factor for building a long bridge. // basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8, int CalcBridgeLenCostFactor(int x) { int n; int r; if (x < 2) return x; x -= 2; for (n = 0, r = 2;; n++) { if (x <= n) return r + x * n; r += n * n; x -= n; } } 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, }; static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table) { const Bridge *bridge = &_bridge[index]; assert(table < 7); if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) { return _bridge_sprite_table[index][table]; } else { return bridge->sprite_table[table]; } } /** * Determines which piece of a bridge is contained in the current tile * @param tile The tile to analyze * @return the piece */ static inline int GetBridgePiece(TileIndex tile) { return GB(_m[tile].m2, 0, 4); } /** * Determines the type of bridge on a tile * @param tile The tile to analyze * @return The bridge type */ static inline int GetBridgeType(TileIndex tile) { return GB(_m[tile].m2, 4, 4); } /** 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(Axis direction, uint tileh, bool is_start_tile) { if (IsSteepTileh(tileh)) return CMD_ERROR; if (is_start_tile) { /* check slope at start tile - no extra cost - direction X: tiles 0, 12 - direction Y: tiles 0, 9 */ if ((direction == AXIS_X ? 0x1001 : 0x201) & (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 == AXIS_X ? 0x9 : 0x41) & (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 != (direction != AXIS_X)) || (tileh == 4 && is_start_tile == (direction != AXIS_X))) { 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 = TileX(begin); int y1 = TileY(begin); int x2 = TileX(end); int y2 = TileY(end); return abs(x2 + y2 - x1 - y1) - 1; } bool CheckBridge_Stuff(byte bridge_type, uint bridge_len) { const Bridge *b = &_bridge[bridge_type]; uint max; // max possible length of a bridge (with patch 100) if (bridge_type >= MAX_BRIDGES) return false; if (b->avail_year > _cur_year) return false; max = b->max_length; if (max >= 16 && _patches.longbridges) max = 100; return b->min_length <= bridge_len && bridge_len <= max; } /** Build a Bridge * @param 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 */ uint bridge_len; uint odd_middle_part; Axis direction; uint i; int32 cost, terraformcost, ret; bool allow_on_slopes; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* unpack parameters */ bridge_type = GB(p2, 0, 8); railtype = GB(p2, 8, 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; /* check if valid, and make sure that (x,y) are smaller than (sx,sy) */ if (x == sx) { if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON); direction = AXIS_Y; if (y > sy) { intswap(y,sy); intswap(x,sx); } } else if (y == sy) { direction = AXIS_X; 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); // Towns are not allowed to use bridges on slopes. allow_on_slopes = (!_is_old_ai_player && _current_player != OWNER_TOWN && _patches.build_on_slopes); /* Try and clear the start landscape */ 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 (CmdFailed(terraformcost) || (terraformcost && !allow_on_slopes)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); cost += terraformcost; /* Try and clear the end landscape */ ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; cost += ret; // false - end tile slope check terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false); if (CmdFailed(terraformcost) || (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 == AXIS_X) { x += 16; } else { y += 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; switch (ti.type){ case MP_WATER: if (!EnsureNoVehicle(ti.tile)) { _error_message = STR_980E_SHIP_IN_THE_WAY; return CMD_ERROR; } if (ti.map5 > 1) goto not_valid_below; m5 = 0xC8; break; case MP_RAILWAY: if (ti.map5 != (direction == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X)) { goto not_valid_below; } m5 = 0xE0; break; case MP_STREET: if (GetRoadType(ti.tile) != ROAD_NORMAL || GetRoadBits(ti.tile) != (direction == AXIS_X ? ROAD_Y : ROAD_X)) { goto not_valid_below; } m5 = 0xE8; break; default: not_valid_below:; /* try and clear the middle landscape */ ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return CMD_ERROR; cost += ret; m5 = 0xC0; break; } /* do middle part of bridge */ if (flags & DC_EXEC) { _m[ti.tile].m5 = (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 - 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) 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)); } _m[ti.tile].m2 = (bridge_type << 4) | m5; SB(_m[ti.tile].m3, 4, 4, railtype); MarkTileDirtyByTile(ti.tile); } } SetSignalsOnBothDir(ti_start.tile, direction == AXIS_X ? TRACK_X : TRACK_Y); /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST) It's unnecessary to execute this command every time for every bridge. So it is done only and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated */ if (!(flags & DC_QUERY_COST)) { const Bridge *b = &_bridge[bridge_type]; bridge_len += 2; // begin and end tiles/ramps if (_current_player < MAX_PLAYERS && !_is_old_ai_player) bridge_len = CalcBridgeLenCostFactor(bridge_len); cost += (int64)bridge_len * _price.build_bridge * b->price >> 8; } return cost; } /** Build Tunnel. * @param x,y start tile coord of tunnel * @param p1 railtype, 0x200 for road tunnel * @param p2 unused */ int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileIndexDiff delta; TileIndex start_tile; TileIndex end_tile; DiagDirection direction; uint start_tileh; uint end_tileh; uint start_z; uint end_z; int32 cost; int32 ret; _build_tunnel_endtile = 0; if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR; start_tile = TileVirtXY(x, y); start_tileh = GetTileSlope(start_tile, &start_z); switch (start_tileh) { case 3: direction = DIAGDIR_SW; break; case 6: direction = DIAGDIR_SE; break; case 9: direction = DIAGDIR_NW; break; case 12: direction = DIAGDIR_NE; break; default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL); } ret = DoCommandByTile(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; cost = _price.build_tunnel + ret; delta = TileOffsByDir(direction); end_tile = start_tile; for (;;) { end_tile += delta; end_tileh = GetTileSlope(end_tile, &end_z); if (start_z == end_z) break; if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) { return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY); } cost += _price.build_tunnel; cost += cost >> 3; if (cost >= 400000000) cost = 400000000; } // if the command fails from here on we want the end tile to be highlighted _build_tunnel_endtile = end_tile; // slope of end tile must be complementary to the slope of the start tile if (end_tileh != (15 ^ start_tileh)) { ret = DoCommandByTile(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND); if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND); } else { ret = DoCommandByTile(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(ret)) return ret; } cost += _price.build_tunnel + ret; if (flags & DC_EXEC) { if (GB(p1, 9, 1) == TRANSPORT_RAIL) { MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4)); MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4)); } else { MakeRoadTunnel(start_tile, _current_player, direction); MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction)); } if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, DiagDirToDir(direction)); } return cost; } TileIndex CheckTunnelBusy(TileIndex tile, uint *length) { uint z = GetTileZ(tile); DiagDirection dir = GetTunnelDirection(tile); TileIndexDiff delta = TileOffsByDir(dir); uint len = 0; TileIndex starttile = tile; Vehicle *v; do { tile += delta; len++; } while ( !IsTileType(tile, MP_TUNNELBRIDGE) || GB(_m[tile].m5, 4, 4) != 0 || ReverseDiagDir(GetTunnelDirection(tile)) != dir || GetTileZ(tile) != z ); v = FindVehicleBetween(starttile, tile, z); if (v != NULL) { _error_message = v->type == VEH_Train ? STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL; return INVALID_TILE; } if (length != NULL) *length = len; return tile; } static int32 DoClearTunnel(TileIndex tile, uint32 flags) { Town *t; TileIndex endtile; uint length; 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) || !IsTileOwner(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 (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) { SetDParam(0, t->index); return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES); } } if (flags & DC_EXEC) { // We first need to request the direction before calling DoClearSquare // else the direction is always 0.. dah!! ;) DiagDirection dir = GetTunnelDirection(tile); // Adjust the town's player rating. Do this before removing the tile owner info. if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); DoClearSquare(tile); DoClearSquare(endtile); UpdateSignalsOnSegment(tile, DiagDirToDir(ReverseDiagDir(dir))); UpdateSignalsOnSegment(endtile, DiagDirToDir(dir)); } return _price.clear_tunnel * (length + 1); } static TileIndex FindEdgesOfBridge(TileIndex tile, TileIndex *endtile) { Axis direction = GB(_m[tile].m5, 0, 1); TileIndex start; // find start of bridge for (;;) { if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0x80) break; tile += (direction == AXIS_X ? TileDiffXY(-1, 0) : TileDiffXY(0, -1)); } start = tile; // find end of bridge for (;;) { if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0xA0) break; tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); } *endtile = tile; return start; } static int32 DoClearBridge(TileIndex tile, uint32 flags) { TileIndex endtile; Vehicle *v; Town *t; Axis direction; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); direction = GB(_m[tile].m5, 0, 1); /* delete stuff under the middle part if there's a transport route there..? */ if ((_m[tile].m5 & 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 = (_m[tile].m5 & 8) ? _price.remove_road * 2 : _price.remove_rail; if (flags & DC_EXEC) { _m[tile].m5 = _m[tile].m5 & ~0x38; SetTileOwner(tile, OWNER_NONE); MarkTileDirtyByTile(tile); } return cost; /* delete canal under bridge */ } else if ((_m[tile].m5 & 0xC8) == 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) { _m[tile].m5 = _m[tile].m5 & ~0x38; SetTileOwner(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) || !IsTileOwner(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 == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); endtile -= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); /* Bridges on slopes might have their Z-value offset..correct this */ v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile)); if (v != NULL) { VehicleInTheWayErrMsg(v); return CMD_ERROR; } /* Put the tiles back to start/end position */ tile -= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); endtile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); 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 (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) { if (!CheckforTownRating(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 (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM); do { m5 = _m[c].m5; 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 (GB(m5, 3, 2) == 0) goto clear_it; new_data = (GetTileSlope(c, NULL) == 0) ? 0x6000 : 0x6001; } SetTileType(c, new_data >> 12); _m[c].m5 = (byte)new_data; _m[c].m2 = 0; _m[c].m4 &= 0x0F; MarkTileDirtyByTile(c); } else { clear_it:; DoClearSquare(c); } c += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); } while (c <= endtile); SetSignalsOnBothDir(tile, direction == AXIS_X ? TRACK_X : TRACK_Y); SetSignalsOnBothDir(endtile, direction == AXIS_X ? TRACK_X : TRACK_Y); } if (direction == AXIS_X) { return (TileX(endtile) - TileX(tile) + 1) * _price.clear_bridge; } else { return (TileY(endtile) - TileY(tile) + 1) * _price.clear_bridge; } } static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags) { byte m5 = _m[tile].m5; 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(TileIndex tile, uint totype, bool exec) { TileIndex endtile; uint length; Vehicle *v; if ((_m[tile].m5 & 0xFC) == 0x00) { // railway tunnel if (!CheckTileOwnership(tile)) return CMD_ERROR; if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR; endtile = CheckTunnelBusy(tile, &length); if (endtile == INVALID_TILE) return CMD_ERROR; if (exec) { SB(_m[tile].m3, 0, 4, totype); SB(_m[endtile].m3, 0, 4, totype); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(endtile); } return (length + 1) * (_price.build_rail >> 1); } else if ((_m[tile].m5 & 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 (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR; // change type. if (exec) { SB(_m[tile].m3, 0, 4, totype); MarkTileDirtyByTile(tile); } return _price.build_rail >> 1; } else if ((_m[tile].m5 & 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 v = FindVehicleBetween(tile, endtile, z); if (v != NULL) { VehicleInTheWayErrMsg(v); return CMD_ERROR; } if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) { _error_message = STR_8803_TRAIN_IN_THE_WAY; return CMD_ERROR; } if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR; cost = 0; do { if (exec) { if (tile == starttile || tile == endtile) { SB(_m[tile].m3, 0, 4, totype); } else { SB(_m[tile].m3, 4, 4, totype); } MarkTileDirtyByTile(tile); } cost += _price.build_rail >> 1; tile += GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(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) { TileIndexDiff delta; TileIndex tile = ti->tile; // find the end tile of the bridge. delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0); do { assert((_m[tile].m5 & 0xC0) == 0xC0); // bridge and middle part tile += delta; } while (_m[tile].m5 & 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]; static void DrawBridgePillars(const TileInfo *ti, int x, int y, int z) { const PalSpriteID *b; PalSpriteID image; int piece; b = _bridge_poles_table[GetBridgeType(ti->tile)]; // Draw first piece // (necessary for cantilever bridges) image = b[12 + GB(ti->map5, 0, 1)]; piece = GetBridgePiece(ti->tile); if (image != 0 && piece != 0) { if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); DrawGroundSpriteAt(image, x, y, z); } image = b[GB(ti->map5, 0, 1) * 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) MAKE_TRANSPARENT(image); 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 (IsSteepTileh(ti->tileh)) { 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) { // front facing pillar AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z); } if (z >= back_height && z < i - 8) { // back facing pillar AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z); } } } } uint GetBridgeFoundation(uint tileh, Axis axis) { 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) ) && ( axis == AXIS_X || (i++, axis == AXIS_Y) )) { return i + 15; } return 0; } /** * Draws a tunnel of bridge tile. * For tunnels, this is rather simple, as you only needa draw the entrance. * Bridges are a bit more complex. base_offset is where the sprite selection comes into play * and it works a bit like a bitmask.
For bridge heads: *