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|
#include "stdafx.h"
#include "openttd.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) uintswap(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 */
};
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