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Files
OpenTTD/src/tunnelbridge_cmd.cpp
peter1138 1d891a8b15 (svn r12042) -Fix [FS#1676]: Reimplement how rivers and canals are stored in the map, allowing the sea/river/canal status to also be
stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the 
original water type.
2008-02-02 09:28:43 +00:00

1415 lines
47 KiB
C++

/* $Id$ */
/** @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
*/
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "tunnel_map.h"
#include "unmovable_map.h"
#include "viewport_func.h"
#include "command_func.h"
#include "town.h"
#include "variables.h"
#include "bridge.h"
#include "train.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "transparency.h"
#include "tunnelbridge_map.h"
#include "strings_func.h"
#include "date_func.h"
#include "functions.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "signal_func.h"
#include "tunnelbridge.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/bridge_land.h"
const Bridge orig_bridge[] = {
/*
year of availablity
| minimum length
| | maximum length
| | | price
| | | | maximum speed
| | | | | sprite to use in GUI string with description
| | | | | | | */
{ 0, 0, 16, 80, 32, 0xA24, PAL_NONE , STR_5012_WOODEN , NULL, 0 },
{ 0, 0, 2, 112, 48, 0xA26, PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 },
{ 1930, 0, 5, 144, 64, 0xA25, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 0, 2, 10, 168, 80, 0xA22, PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 },
{ 1930, 3, 16, 185, 96, 0xA22, PAL_NONE , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 16, 192, 112, 0xA22, PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 7, 224, 160, 0xA23, PAL_NONE , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 8, 232, 208, 0xA23, PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 9, 248, 240, 0xA23, PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 0, 2, 240, 256, 0xA27, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 1995, 2, 16, 255, 320, 0xA28, PAL_NONE , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2005, 2, 32, 380, 512, 0xA28, PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2010, 2, 32, 510, 608, 0xA28, PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 }
};
Bridge _bridge[MAX_BRIDGES];
/** calculate the price factor for building a long bridge.
* basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
*/
int CalcBridgeLenCostFactor(int x)
{
int n;
int r;
if (x < 2) return x;
x -= 2;
for (n = 0, r = 2;; n++) {
if (x <= n) return r + x * n;
r += n * n;
x -= n;
}
}
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if ((tileh == SLOPE_FLAT) ||
(((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
(((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
}
/**
* Determines if the track on a bridge ramp is flat or goes up/down.
*
* @param tileh Slope of the tile under the bridge head
* @param axis Orientation of bridge
* @return true iff the track is flat.
*/
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
{
ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
return (tileh != SLOPE_FLAT);
}
static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
{
const Bridge *bridge = &_bridge[index];
assert(table < 7);
if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
static inline byte GetBridgeFlags(int index) { return _bridge[index].flags;}
/**
* Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
*
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
{
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
/**
* Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
*
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
{
Foundation f = GetBridgeFoundation(*tileh, axis);
*z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
{
const Bridge *b = &_bridge[bridge_type];
uint max; // max possible length of a bridge (with patch 100)
if (bridge_type >= MAX_BRIDGES) return false;
if (b->avail_year > _cur_year) return false;
max = b->max_length;
if (max >= 16 && _patches.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
/** Build a Bridge
* @param end_tile end tile
* @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-..) - rail type or road types.
* - p2 = (bit 15 ) - set means road bridge.
*/
CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
uint bridge_type;
RailType railtype;
RoadTypes roadtypes;
uint x;
uint y;
uint sx;
uint sy;
TileIndex tile_start;
TileIndex tile_end;
Slope tileh_start;
Slope tileh_end;
uint z_start;
uint z_end;
TileIndex tile;
TileIndexDiff delta;
uint bridge_len;
Axis direction;
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost ret;
bool replace_bridge = false;
uint replaced_bridge_type;
/* unpack parameters */
bridge_type = GB(p2, 0, 8);
if (p1 >= MapSize()) return CMD_ERROR;
/* type of bridge */
if (HasBit(p2, 15)) {
railtype = INVALID_RAILTYPE; // road bridge
roadtypes = (RoadTypes)GB(p2, 8, 3);
if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_player, roadtypes)) return CMD_ERROR;
} else {
if (!ValParamRailtype((RailType)GB(p2, 8, 8))) return CMD_ERROR;
railtype = (RailType)GB(p2, 8, 8);
roadtypes = ROADTYPES_NONE;
}
x = TileX(end_tile);
y = TileY(end_tile);
sx = TileX(p1);
sy = TileY(p1);
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction = AXIS_Y;
if (y > sy) Swap(y, sy);
} else if (y == sy) {
direction = AXIS_X;
if (x > sx) Swap(x, sx);
} else {
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
}
/* set and test bridge length, availability */
bridge_len = sx + sy - x - y - 1;
if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
/* retrieve landscape height and ensure it's on land */
tile_start = TileXY(x, y);
tile_end = TileXY(sx, sy);
if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
}
tileh_start = GetTileSlope(tile_start, &z_start);
tileh_end = GetTileSlope(tile_end, &z_end);
CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT);
TransportType transport_type = railtype == INVALID_RAILTYPE ? TRANSPORT_ROAD : TRANSPORT_RAIL;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetTunnelBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
/* If this is a railway bridge, make sure the railtypes match. */
if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
/* Do not replace town bridges with lower speed bridges. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
_bridge[bridge_type].speed < _bridge[GetBridgeType(tile_start)].speed) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == NULL) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
return_cmd_error(STR_1007_ALREADY_BUILT);
}
/* Do not allow replacing another player's bridges. */
if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) {
return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER);
}
cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge.
replace_bridge = true;
replaced_bridge_type = GetBridgeType(tile_start);
/* Do not remove road types when upgrading a bridge */
roadtypes |= GetRoadTypes(tile_start);
} else {
/* Build a new bridge. */
bool allow_on_slopes = (!_is_old_ai_player && _patches.build_on_slopes);
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost = ret;
if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_north);
/* Try and clear the end landscape */
ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraform_cost_south);
}
if (!replace_bridge) {
TileIndex Heads[] = {tile_start, tile_end};
int i;
for (i = 0; i < 2; i++) {
if (MayHaveBridgeAbove(Heads[i])) {
if (IsBridgeAbove(Heads[i])) {
TileIndex north_head = GetNorthernBridgeEnd(Heads[i]);
if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
}
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player;
if (railtype != INVALID_RAILTYPE) {
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
} else {
MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir, roadtypes);
MakeRoadBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), roadtypes);
}
MarkTileDirtyByTile(tile_start);
MarkTileDirtyByTile(tile_end);
}
delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (tile = tile_start + delta; tile != tile_end; tile += delta) {
if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_BRIDGE_TOO_LOW_FOR_TERRAIN);
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!EnsureNoVehicleOnGround(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRailTile(tile)) goto not_valid_below;
break;
case MP_ROAD:
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) goto not_valid_below;
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(tile)) break;
if (replace_bridge) break;
if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_UNMOVABLE:
if (!IsOwnedLand(tile)) goto not_valid_below;
break;
case MP_CLEAR:
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
SetBridgeMiddle(tile, direction);
MarkTileDirtyByTile(tile);
}
}
if (flags & DC_EXEC && railtype != INVALID_RAILTYPE) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_player);
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge. So it is done only
* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
if (!(flags & DC_QUERY_COST)) {
const Bridge *b = &_bridge[bridge_type];
bridge_len += 2; // begin and end tiles/ramps
if (IsValidPlayer(_current_player) && !_is_old_ai_player)
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost.AddCost((int64)bridge_len * _price.build_bridge * b->price >> 8);
}
return cost;
}
/** Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 railtype or roadtypes. bit 9 set means road tunnel
* @param p2 unused
*/
CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndexDiff delta;
TileIndex end_tile;
DiagDirection direction;
Slope start_tileh;
Slope end_tileh;
uint start_z;
uint end_z;
CommandCost cost(EXPENSES_CONSTRUCTION);
CommandCost ret;
_build_tunnel_endtile = 0;
if (!HasBit(p1, 9)) {
if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
} else {
const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_player, rts)) return CMD_ERROR;
}
start_tileh = GetTileSlope(start_tile, &start_z);
direction = GetInclinedSlopeDirection(start_tileh);
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
if (IsWaterTile(start_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
* for the clearing of the entrance of the tunnel. Assigning it to
* cost before the loop will yield different costs depending on start-
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
delta = TileOffsByDiagDir(direction);
DiagDirection tunnel_in_way_dir;
if (OtherAxis(DiagDirToAxis(direction)) == AXIS_X) {
tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
} else {
tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
}
end_tile = start_tile;
/** Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/** Number of tiles from start of tunnel */
int tiles = 0;
/** Number of tiles at which the cost increase coefficient per tile is halved */
int tiles_bump = 25;
for (;;) {
end_tile += delta;
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price.build_tunnel);
cost.AddCost(ret);
/* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
if (IsWaterTile(end_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
/* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
/* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming */
ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
} else {
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(ret);
if (flags & DC_EXEC) {
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_player);
YapfNotifyTrackLayoutChange(start_tile, AxisToTrack(DiagDirToAxis(direction)));
} else {
MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3));
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
}
}
return cost;
}
static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true;
/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
if (IsTileOwner(tile, OWNER_TOWN) && (_patches.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
return false;
}
static CommandCost DoClearTunnel(TileIndex tile, uint32 flags)
{
Town *t = NULL;
TileIndex endtile;
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = GetOtherTunnelEnd(tile);
if (GetVehicleTunnelBridge(tile, endtile) != NULL) return CMD_ERROR;
_build_tunnel_endtile = endtile;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the tunnel owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* 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);
}
if (flags & DC_EXEC) {
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
/* We first need to request values before calling DoClearSquare */
DiagDirection dir = GetTunnelBridgeDirection(tile);
Owner owner = GetTileOwner(tile);
DoClearSquare(tile);
DoClearSquare(endtile);
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
AddSideToSignalBuffer(endtile, dir, owner);
Track track = AxisToTrack(DiagDirToAxis(dir));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
} else {
DoClearSquare(tile);
DoClearSquare(endtile);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_tunnel * (GetTunnelBridgeLength(tile, endtile) + 2));
}
static CommandCost DoClearBridge(TileIndex tile, uint32 flags)
{
DiagDirection direction;
TileIndexDiff delta;
TileIndex endtile;
Town *t = NULL;
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = GetOtherBridgeEnd(tile);
if (GetVehicleTunnelBridge(tile, endtile) != NULL) return CMD_ERROR;
direction = GetTunnelBridgeDirection(tile);
delta = TileOffsByDiagDir(direction);
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the bridge owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* 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);
}
if (flags & DC_EXEC) {
/* read this value before actual removal of bridge */
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
Owner owner = GetTileOwner(tile);
DoClearSquare(tile);
DoClearSquare(endtile);
for (TileIndex c = tile + delta; c != endtile; c += delta) {
ClearBridgeMiddle(c);
MarkTileDirtyByTile(c);
}
if (rail) {
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
AddSideToSignalBuffer(endtile, direction, owner);
Track track = AxisToTrack(DiagDirToAxis(direction));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
}
return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price.clear_bridge);
}
static CommandCost ClearTile_TunnelBridge(TileIndex tile, byte flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else { // IsBridge(tile)
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
return CMD_ERROR;
}
/**
* Draws the pillars under high bridges.
*
* @param psid Image and palette of a bridge pillar.
* @param ti #TileInfo of current bridge-middle-tile.
* @param axis Orientation of bridge.
* @param type Bridge type.
* @param x Sprite X position of front pillar.
* @param y Sprite Y position of front pillar.
* @param z_bridge Absolute height of bridge bottom.
*/
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo* ti, Axis axis, uint type, int x, int y, int z_bridge)
{
SpriteID image = psid->sprite;
if (image != 0) {
bool drawfarpillar = !HasBit(GetBridgeFlags(type), 0);
/* "side" specifies the side the pillars stand on.
* The length of the pillars is then set to the height of the bridge over the corners of this edge.
*
* axis==AXIS_X axis==AXIS_Y
* side==false SW NW
* side==true NE SE
*
* I have no clue, why this was done this way.
*/
bool side = HasBit(image, 0);
/* "dir" means the edge the pillars stand on */
DiagDirection dir = AxisToDiagDir(axis);
if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
/* Determine ground height under pillars */
int front_height = ti->z;
int back_height = ti->z;
GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
/* x and y size of bounding-box of pillars */
int w = (axis == AXIS_X ? 16 : 2);
int h = (axis == AXIS_X ? 2 : 16);
/* sprite position of back facing pillar */
int x_back = x - (axis == AXIS_X ? 0 : 9);
int y_back = y - (axis == AXIS_X ? 9 : 0);
for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
/* Draw front facing pillar */
if (cur_z >= front_height) {
AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
}
/* Draw back facing pillar, but not the highest part directly under the bridge-floor */
if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
}
}
}
}
/**
* Draws the trambits over an already drawn (lower end) of a bridge.
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset number representing whether to level or sloped and the direction
* @param overlay do we want to still see the road?
*/
static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay)
{
static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
/* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
* The bounding boxes here are the same as for bridge front/roof */
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0x28, z, IsTransparencySet(TO_BRIDGES));
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0x28, z, IsTransparencySet(TO_BUILDINGS));
/* Start a new SpriteCombine for the front part */
EndSpriteCombine();
StartSpriteCombine();
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE, x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z, IsTransparencySet(TO_BUILDINGS), front_bb_offset_x[offset], front_bb_offset_y[offset]);
}
/**
* 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.<p> For bridge heads:
* @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
SpriteID image;
if (IsTunnel(ti->tile)) {
/* Front view of tunnel bounding boxes:
*
* 122223 <- BB_Z_SEPARATOR
* 1 3
* 1 3 1,3 = empty helper BB
* 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
*
*/
static const int _tunnel_BB[4][12] = {
/* tunnnel-roof | Z-separator | tram-catenary
* w h bb_x bb_y| x y w h |bb_x bb_y w h */
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
};
const int *BB_data = _tunnel_BB[GetTunnelBridgeDirection(ti->tile)];
bool catenary = false;
if (GetTunnelBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
image += GetTunnelBridgeDirection(ti->tile) * 2;
DrawGroundSprite(image, PAL_NONE);
if (GetTunnelBridgeTransportType(ti->tile) == TRANSPORT_ROAD) {
DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][dir], PAL_NONE);
catenary = true;
StartSpriteCombine();
AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + dir, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_BUILDINGS), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
}
} else if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
catenary = true;
StartSpriteCombine();
DrawCatenaryOnTunnel(ti);
}
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
if (catenary) EndSpriteCombine();
/* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x , ti->y , BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
DrawBridgeMiddle(ti);
} else { // IsBridge(ti->tile)
const PalSpriteID *psid;
int base_offset;
bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
if (GetTunnelBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(GetTunnelBridgeDirection(ti->tile))));
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - GetTunnelBridgeDirection(ti->tile)) % 4;
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
/* Table number 6 always refers to the bridge heads for any bridge type */
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
if (!ice) {
DrawClearLandTile(ti, 3);
} else {
DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
}
/* draw ramp */
/* Draw Trambits as SpriteCombine */
if (GetTunnelBridgeTransportType(ti->tile) == TRANSPORT_ROAD) StartSpriteCombine();
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
AddSortableSpriteToDraw(
psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z, IsTransparencySet(TO_BRIDGES)
);
if (GetTunnelBridgeTransportType(ti->tile) == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HasBit(rts, ROADTYPE_TRAM)) {
uint offset = GetTunnelBridgeDirection(ti->tile);
uint z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD));
}
EndSpriteCombine();
} else if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
}
DrawBridgeMiddle(ti);
}
}
/** Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
* 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)
* @param north Northernmost tile of bridge
* @param south Southernmost tile of bridge
* @return Index of bridge piece
*/
static uint CalcBridgePiece(uint north, uint south)
{
if (north == 1) {
return 0;
} else if (south == 1) {
return 1;
} else if (north < south) {
return north & 1 ? 3 : 2;
} else if (north > south) {
return south & 1 ? 2 : 3;
} else {
return north & 1 ? 5 : 4;
}
}
void DrawBridgeMiddle(const TileInfo* ti)
{
/* Sectional view of bridge bounding boxes:
*
* 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
* 1 2 3 = empty helper BB
* 1 7 2 4,5 = pillars under higher bridges
* 1 6 88888 6 2 6 = elrail-pylons
* 1 6 88888 6 2 7 = elrail-wire
* 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
* 3333333333333 <- BB_Z_SEPARATOR
* <- unused
* 4 5 <- BB_HEIGHT_UNDER_BRIDGE
* 4 5
* 4 5
*
*/
/* Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
const PalSpriteID* psid;
uint base_offset;
TileIndex rampnorth;
TileIndex rampsouth;
Axis axis;
uint piece;
uint type;
int x;
int y;
uint z;
if (!IsBridgeAbove(ti->tile)) return;
rampnorth = GetNorthernBridgeEnd(ti->tile);
rampsouth = GetSouthernBridgeEnd(ti->tile);
axis = GetBridgeAxis(ti->tile);
piece = CalcBridgePiece(
GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
GetTunnelBridgeLength(ti->tile, rampsouth) + 1
);
type = GetBridgeType(rampsouth);
if (GetTunnelBridgeTransportType(rampsouth) == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
} else {
base_offset = 8;
}
psid = base_offset + GetBridgeSpriteTable(type, piece);
if (axis != AXIS_X) psid += 4;
x = ti->x;
y = ti->y;
uint bridge_z = GetBridgeHeight(rampsouth);
z = bridge_z - BRIDGE_Z_START;
/* Add a bounding box, that separates the bridge from things below it. */
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
/* Draw Trambits as SpriteCombine */
if (GetTunnelBridgeTransportType(rampsouth) == TRANSPORT_ROAD) StartSpriteCombine();
/* Draw floor and far part of bridge*/
if (axis == AXIS_X) {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
} else {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
}
psid++;
if (GetTunnelBridgeTransportType(rampsouth) == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(rampsouth);
if (HasBit(rts, ROADTYPE_TRAM)) {
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD));
} else {
EndSpriteCombine();
StartSpriteCombine();
}
} else if (GetRailType(rampsouth) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
}
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (axis == AXIS_X) {
y += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
} else {
x += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
}
/* Draw TramFront as SpriteCombine */
if (GetTunnelBridgeTransportType(rampsouth) == TRANSPORT_ROAD) EndSpriteCombine();
psid++;
if (ti->z + 5 == z) {
/* draw poles below for small bridges */
if (psid->sprite != 0) {
SpriteID image = psid->sprite;
SpriteID pal = psid->pal;
if (IsTransparencySet(TO_BRIDGES)) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
DrawGroundSpriteAt(image, pal, x, y, z);
}
} else if (_patches.bridge_pillars) {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, type, x, y, z);
}
}
static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
/* In the tunnel entrance? */
if (5 <= pos && pos <= 10) return z;
} else { // IsBridge(tile)
DiagDirection dir = GetTunnelBridgeDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
/* On the bridge ramp? */
if (5 <= pos && pos <= 10) {
uint delta;
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
case DIAGDIR_SE: delta = y / 2; break;
case DIAGDIR_SW: delta = x / 2; break;
case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
}
return z + 1 + delta;
}
}
return z + GetPartialZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
}
static void GetAcceptedCargo_TunnelBridge(TileIndex 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(TileIndex tile, TileDesc *td)
{
if (IsTunnel(tile)) {
td->str = (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) ?
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else { // IsBridge(tile)
td->str = _bridge_tile_str[GetTunnelBridgeTransportType(tile) << 4 | GetBridgeType(tile)];
}
td->owner = GetTileOwner(tile);
}
static void AnimateTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
switch (_opt.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
MarkTileDirtyByTile(tile);
}
break;
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
SetTunnelBridgeSnowOrDesert(tile, true);
MarkTileDirtyByTile(tile);
}
break;
default:
break;
}
}
static void ClickTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode)
{
if (GetTunnelBridgeTransportType(tile) != mode) return 0;
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0) return 0;
return AxisToTrackBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))) * 0x101;
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else {
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
/* When clearing the bridge/tunnel failed there are still vehicles on/in
* the bridge/tunnel. As all *our* vehicles are already removed, they
* must be of another owner. Therefor this must be a road bridge/tunnel.
* In that case we can safely reassign the ownership to OWNER_NONE. */
assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD);
SetTileOwner(tile, OWNER_NONE);
}
}
}
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};
/** Get the trackdir of the exit of a tunnel */
static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
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 VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
int z = GetSlopeZ(x, y) - v->z_pos;
if (abs(z) > 2) return VETSB_CANNOT_ENTER;
if (IsTunnel(tile)) {
byte fc;
DiagDirection dir;
DiagDirection vdir;
if (v->type == VEH_TRAIN) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelBridgeDirection(tile);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = TRACK_BIT_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
v->tile = tile;
v->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(v->u.rail.track);
v->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelBridgeDirection(tile);
vdir = DirToDiagDir(v->direction);
/* Enter tunnel? */
if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = RVSB_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
if (dir == ReverseDiagDir(vdir) && (
/* 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 VETSB_ENTERED_WORMHOLE;
}
}
} else { // IsBridge(tile)
DiagDirection dir;
if (v->IsPrimaryVehicle()) {
/* modify speed of vehicle */
uint16 spd = _bridge[GetBridgeType(tile)].speed;
if (v->type == VEH_ROAD) spd *= 2;
if (v->cur_speed > spd) v->cur_speed = spd;
}
dir = GetTunnelBridgeDirection(tile);
if (DirToDiagDir(v->direction) == dir) {
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: if ((x & 0xF) != 0) return VETSB_CONTINUE; break;
case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_NW: if ((y & 0xF) != 0) return VETSB_CONTINUE; break;
}
if (v->type == VEH_TRAIN) {
v->u.rail.track = TRACK_BIT_WORMHOLE;
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
} else {
v->u.road.state = RVSB_WORMHOLE;
}
return VETSB_ENTERED_WORMHOLE;
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
v->tile = tile;
if (v->type == VEH_TRAIN) {
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
} else {
if (v->u.road.state == RVSB_WORMHOLE) {
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
}
return VETSB_CONTINUE;
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
if (_patches.build_on_slopes && AutoslopeEnabled() && IsBridge(tile)) {
DiagDirection direction = GetTunnelBridgeDirection(tile);
Axis axis = DiagDirToAxis(direction);
CommandCost res;
uint z_old;
Slope tileh_old = GetTileSlope(tile, &z_old);
/* Check if new slope is valid for bridges in general (so we can savely call GetBridgeFoundation()) */
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
} else {
CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
}
/* Surface slope is valid and remains unchanged? */
if (!CmdFailed(res) && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
}
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern 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 */
GetFoundation_TunnelBridge, /* get_foundation_proc */
TerraformTile_TunnelBridge, /* terraform_tile_proc */
};