1841 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1841 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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|  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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|  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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|  */
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| 
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| /**
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|  * @file tunnelbridge_cmd.cpp
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|  * This file deals with tunnels and bridges (non-gui stuff)
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|  * @todo seperate this file into two
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|  */
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| 
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| #include "stdafx.h"
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| #include "newgrf_object.h"
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| #include "viewport_func.h"
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| #include "cmd_helper.h"
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| #include "command_func.h"
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| #include "town.h"
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| #include "train.h"
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| #include "ship.h"
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| #include "roadveh.h"
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| #include "pathfinder/yapf/yapf_cache.h"
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| #include "newgrf_sound.h"
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| #include "autoslope.h"
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| #include "tunnelbridge_map.h"
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| #include "strings_func.h"
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| #include "date_func.h"
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| #include "clear_func.h"
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| #include "vehicle_func.h"
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| #include "sound_func.h"
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| #include "tunnelbridge.h"
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| #include "cheat_type.h"
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| #include "elrail_func.h"
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| #include "pbs.h"
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| #include "company_base.h"
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| #include "newgrf_railtype.h"
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| #include "object_base.h"
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| #include "water.h"
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| #include "company_gui.h"
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| 
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| #include "table/strings.h"
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| #include "table/bridge_land.h"
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| 
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| BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
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| TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
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| 
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| /** Z position of the bridge sprites relative to bridge height (downwards) */
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| static const int BRIDGE_Z_START = 3;
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| 
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| /** Reset the data been eventually changed by the grf loaded. */
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| void ResetBridges()
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| {
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| 	/* First, free sprite table data */
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| 	for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
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| 		if (_bridge[i].sprite_table != NULL) {
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| 			for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
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| 			free(_bridge[i].sprite_table);
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| 		}
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| 	}
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| 
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| 	/* Then, wipe out current bidges */
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| 	memset(&_bridge, 0, sizeof(_bridge));
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| 	/* And finally, reinstall default data */
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| 	memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
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| }
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| 
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| /**
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|  * Calculate the price factor for building a long bridge.
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|  * 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,
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|  * @param length Length of the bridge.
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|  * @return Price factor for the bridge.
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|  */
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| int CalcBridgeLenCostFactor(int length)
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| {
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| 	if (length < 2) return length;
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| 
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| 	length -= 2;
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| 	int sum = 2;
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| 	for (int delta = 1;; delta++) {
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| 		for (int count = 0; count < delta; count++) {
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| 			if (length == 0) return sum;
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| 			sum += delta;
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| 			length--;
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| 		}
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| 	}
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| }
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| 
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| /**
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|  * Get the foundation for a bridge.
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|  * @param tileh The slope to build the bridge on.
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|  * @param axis The axis of the bridge entrace.
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|  * @return The foundatiton required.
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|  */
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| Foundation GetBridgeFoundation(Slope tileh, Axis axis)
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| {
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| 	if (tileh == SLOPE_FLAT ||
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| 			((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
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| 			((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
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| 
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| 	return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
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| }
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| 
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| /**
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|  * Determines if the track on a bridge ramp is flat or goes up/down.
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|  *
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|  * @param tileh Slope of the tile under the bridge head
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|  * @param axis Orientation of bridge
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|  * @return true iff the track is flat.
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|  */
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| bool HasBridgeFlatRamp(Slope tileh, Axis axis)
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| {
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| 	ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
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| 	/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
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| 	return (tileh != SLOPE_FLAT);
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| }
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| 
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| static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
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| {
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| 	const BridgeSpec *bridge = GetBridgeSpec(index);
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| 	assert(table < BRIDGE_PIECE_INVALID);
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| 	if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
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| 		return _bridge_sprite_table[index][table];
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| 	} else {
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| 		return bridge->sprite_table[table];
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| 	}
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| }
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| 
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| 
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| /**
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|  * Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
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|  *
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|  * @param axis Axis of the bridge
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|  * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
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|  * @param z TileZ corresponding to tileh, gets modified as well
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|  * @return Error or cost for bridge foundation
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|  */
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| static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
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| {
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| 	Foundation f = GetBridgeFoundation(*tileh, axis);
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| 	*z += ApplyFoundationToSlope(f, tileh);
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| 
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| 	Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
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| 	if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
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| 
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| 	if (f == FOUNDATION_NONE) return CommandCost();
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| 
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| 	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
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| }
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| 
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| /**
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|  * Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
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|  *
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|  * @param axis Axis of the bridge
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|  * @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
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|  * @param z TileZ corresponding to tileh, gets modified as well
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|  * @return Error or cost for bridge foundation
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|  */
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| static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
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| {
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| 	Foundation f = GetBridgeFoundation(*tileh, axis);
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| 	*z += ApplyFoundationToSlope(f, tileh);
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| 
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| 	Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
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| 	if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
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| 
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| 	if (f == FOUNDATION_NONE) return CommandCost();
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| 
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| 	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
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| }
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| 
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| /**
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|  * Is a bridge of the specified type and length available?
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|  * @param bridge_type Wanted type of bridge.
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|  * @param bridge_len  Wanted length of the bridge.
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|  * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
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|  */
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| CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
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| {
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| 	if (flags & DC_QUERY_COST) {
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| 		if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
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| 		return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
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| 	}
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| 
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| 	if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
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| 
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| 	const BridgeSpec *b = GetBridgeSpec(bridge_type);
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| 	if (b->avail_year > _cur_year) return CMD_ERROR;
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| 
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| 	uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
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| 
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| 	if (b->min_length > bridge_len) return CMD_ERROR;
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| 	if (bridge_len <= max) return CommandCost();
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| 	return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
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| }
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| 
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| /**
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|  * Build a Bridge
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|  * @param end_tile end tile
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|  * @param flags type of operation
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|  * @param p1 packed start tile coords (~ dx)
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|  * @param p2 various bitstuffed elements
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|  * - p2 = (bit  0- 7) - bridge type (hi bh)
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|  * - p2 = (bit  8-11) - rail type or road types.
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|  * - p2 = (bit 15-16) - transport type.
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|  * @param text unused
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|  * @return the cost of this operation or an error
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|  */
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| CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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| {
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| 	CompanyID company = _current_company;
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| 
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| 	RailType railtype = INVALID_RAILTYPE;
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| 	RoadTypes roadtypes = ROADTYPES_NONE;
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| 
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| 	/* unpack parameters */
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| 	BridgeType bridge_type = GB(p2, 0, 8);
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| 
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| 	if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
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| 
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| 	TransportType transport_type = Extract<TransportType, 15, 2>(p2);
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| 
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| 	/* type of bridge */
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| 	switch (transport_type) {
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| 		case TRANSPORT_ROAD:
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| 			roadtypes = Extract<RoadTypes, 8, 2>(p2);
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| 			if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
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| 			break;
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| 
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| 		case TRANSPORT_RAIL:
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| 			railtype = Extract<RailType, 8, 4>(p2);
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| 			if (!ValParamRailtype(railtype)) return CMD_ERROR;
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| 			break;
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| 
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| 		case TRANSPORT_WATER:
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| 			break;
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| 
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| 		default:
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| 			/* Airports don't have bridges. */
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| 			return CMD_ERROR;
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| 	}
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| 	TileIndex tile_start = p1;
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| 	TileIndex tile_end = end_tile;
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| 
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| 	if (company == OWNER_DEITY) {
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| 		if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
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| 		const Town *town = CalcClosestTownFromTile(tile_start);
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| 
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| 		company = OWNER_TOWN;
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| 
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| 		/* If we are not within a town, we are not owned by the town */
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| 		if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
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| 			company = OWNER_NONE;
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| 		}
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| 	}
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| 
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| 	if (tile_start == tile_end) {
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| 		return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
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| 	}
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| 
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| 	Axis direction;
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| 	if (TileX(tile_start) == TileX(tile_end)) {
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| 		direction = AXIS_Y;
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| 	} else if (TileY(tile_start) == TileY(tile_end)) {
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| 		direction = AXIS_X;
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| 	} else {
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| 		return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
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| 	}
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| 
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| 	if (tile_end < tile_start) Swap(tile_start, tile_end);
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| 
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| 	uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
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| 	if (transport_type != TRANSPORT_WATER) {
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| 		/* set and test bridge length, availability */
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| 		CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
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| 		if (ret.Failed()) return ret;
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| 	} else {
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| 		if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
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| 	}
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| 
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| 	int z_start;
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| 	int z_end;
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| 	Slope tileh_start = GetTileSlope(tile_start, &z_start);
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| 	Slope tileh_end = GetTileSlope(tile_end, &z_end);
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| 	bool pbs_reservation = false;
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| 
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| 	CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
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| 	CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
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| 
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| 	/* Aqueducts can't be built of flat land. */
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| 	if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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| 	if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
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| 
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| 	CommandCost cost(EXPENSES_CONSTRUCTION);
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| 	Owner owner;
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| 	if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
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| 			GetOtherBridgeEnd(tile_start) == tile_end &&
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| 			GetTunnelBridgeTransportType(tile_start) == transport_type) {
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| 		/* Replace a current bridge. */
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| 
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| 		/* If this is a railway bridge, make sure the railtypes match. */
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| 		if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
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| 			return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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| 		}
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| 
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| 		/* Do not replace town bridges with lower speed bridges. */
 | |
| 		if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
 | |
| 				GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
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| 			Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
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| 
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| 			if (t == NULL) {
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| 				return CMD_ERROR;
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| 			} else {
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| 				SetDParam(0, t->index);
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| 				return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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| 			}
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| 		}
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| 
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| 		/* Do not replace the bridge with the same bridge type. */
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| 		if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
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| 			return_cmd_error(STR_ERROR_ALREADY_BUILT);
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| 		}
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| 
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| 		/* Do not allow replacing another company's bridges. */
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| 		if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
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| 			return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
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| 		}
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| 
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| 		cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
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| 		owner = GetTileOwner(tile_start);
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| 
 | |
| 		switch (transport_type) {
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| 			case TRANSPORT_RAIL:
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| 				/* Keep the reservation, the path stays valid. */
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| 				pbs_reservation = HasTunnelBridgeReservation(tile_start);
 | |
| 				break;
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| 
 | |
| 			case TRANSPORT_ROAD:
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| 				/* Do not remove road types when upgrading a bridge */
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| 				roadtypes |= GetRoadTypes(tile_start);
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| 				break;
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| 
 | |
| 			default: break;
 | |
| 		}
 | |
| 	} else {
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| 		/* Build a new bridge. */
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| 
 | |
| 		bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
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| 
 | |
| 		/* Try and clear the start landscape */
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| 		CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 		if (ret.Failed()) return ret;
 | |
| 		cost = ret;
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| 
 | |
| 		if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
 | |
| 		cost.AddCost(terraform_cost_north);
 | |
| 
 | |
| 		/* Try and clear the end landscape */
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| 		ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 		if (ret.Failed()) return ret;
 | |
| 		cost.AddCost(ret);
 | |
| 
 | |
| 		/* false - end tile slope check */
 | |
| 		if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
 | |
| 		cost.AddCost(terraform_cost_south);
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| 
 | |
| 		const TileIndex heads[] = {tile_start, tile_end};
 | |
| 		for (int i = 0; i < 2; i++) {
 | |
| 			if (MayHaveBridgeAbove(heads[i])) {
 | |
| 				if (IsBridgeAbove(heads[i])) {
 | |
| 					TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
 | |
| 
 | |
| 					if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
 | |
| 
 | |
| 					if (z_start + 1 == GetBridgeHeight(north_head)) {
 | |
| 						return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | |
| 		for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
 | |
| 			if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
 | |
| 
 | |
| 			if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
 | |
| 				/* Disallow crossing bridges for the time being */
 | |
| 				return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
 | |
| 			}
 | |
| 
 | |
| 			switch (GetTileType(tile)) {
 | |
| 				case MP_WATER:
 | |
| 					if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
 | |
| 					break;
 | |
| 
 | |
| 				case MP_RAILWAY:
 | |
| 					if (!IsPlainRail(tile)) goto not_valid_below;
 | |
| 					break;
 | |
| 
 | |
| 				case MP_ROAD:
 | |
| 					if (IsRoadDepot(tile)) goto not_valid_below;
 | |
| 					break;
 | |
| 
 | |
| 				case MP_TUNNELBRIDGE:
 | |
| 					if (IsTunnel(tile)) break;
 | |
| 					if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
 | |
| 					if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
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| 					break;
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| 
 | |
| 				case MP_OBJECT: {
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| 					const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
 | |
| 					if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
 | |
| 					if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				case MP_CLEAR:
 | |
| 					break;
 | |
| 
 | |
| 				default:
 | |
| 	not_valid_below:;
 | |
| 					/* try and clear the middle landscape */
 | |
| 					ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 					if (ret.Failed()) return ret;
 | |
| 					cost.AddCost(ret);
 | |
| 					break;
 | |
| 			}
 | |
| 
 | |
| 			if (flags & DC_EXEC) {
 | |
| 				/* We do this here because when replacing a bridge with another
 | |
| 				 * type calling SetBridgeMiddle isn't needed. After all, the
 | |
| 				 * tile alread has the has_bridge_above bits set. */
 | |
| 				SetBridgeMiddle(tile, direction);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		owner = company;
 | |
| 	}
 | |
| 
 | |
| 	/* do the drill? */
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		DiagDirection dir = AxisToDiagDir(direction);
 | |
| 
 | |
| 		Company *c = Company::GetIfValid(owner);
 | |
| 		switch (transport_type) {
 | |
| 			case TRANSPORT_RAIL:
 | |
| 				/* Add to company infrastructure count if building a new bridge. */
 | |
| 				if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 				MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
 | |
| 				MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
 | |
| 				SetTunnelBridgeReservation(tile_start, pbs_reservation);
 | |
| 				SetTunnelBridgeReservation(tile_end,   pbs_reservation);
 | |
| 				break;
 | |
| 
 | |
| 			case TRANSPORT_ROAD:
 | |
| 				if (c != NULL) {
 | |
| 					/* Add all new road types to the company infrastructure counter. */
 | |
| 					RoadType new_rt;
 | |
| 					FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ (IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE)) {
 | |
| 						/* A full diagonal road tile has two road bits. */
 | |
| 						Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 					}
 | |
| 				}
 | |
| 				MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
 | |
| 				MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
 | |
| 				break;
 | |
| 
 | |
| 			case TRANSPORT_WATER:
 | |
| 				if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 				MakeAqueductBridgeRamp(tile_start, owner, dir);
 | |
| 				MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
 | |
| 				break;
 | |
| 
 | |
| 			default:
 | |
| 				NOT_REACHED();
 | |
| 		}
 | |
| 
 | |
| 		/* Mark all tiles dirty */
 | |
| 		TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | |
| 		for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
 | |
| 			MarkTileDirtyByTile(tile);
 | |
| 		}
 | |
| 		DirtyCompanyInfrastructureWindows(owner);
 | |
| 	}
 | |
| 
 | |
| 	if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
 | |
| 		Track track = AxisToTrack(direction);
 | |
| 		AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
 | |
| 		YapfNotifyTrackLayoutChange(tile_start, track);
 | |
| 	}
 | |
| 
 | |
| 	/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
 | |
| 	 * It's unnecessary to execute this command every time for every bridge. So it is done only
 | |
| 	 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
 | |
| 	 */
 | |
| 	Company *c = Company::GetIfValid(company);
 | |
| 	if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
 | |
| 		bridge_len += 2; // begin and end tiles/ramps
 | |
| 
 | |
| 		switch (transport_type) {
 | |
| 			case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
 | |
| 			case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
 | |
| 			default: break;
 | |
| 		}
 | |
| 
 | |
| 		if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
 | |
| 
 | |
| 		if (transport_type != TRANSPORT_WATER) {
 | |
| 			cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
 | |
| 		} else {
 | |
| 			/* Aqueducts use a separate base cost. */
 | |
| 			cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Build Tunnel.
 | |
|  * @param start_tile start tile of tunnel
 | |
|  * @param flags type of operation
 | |
|  * @param p1 bit 0-3 railtype or roadtypes
 | |
|  *           bit 8-9 transport type
 | |
|  * @param p2 unused
 | |
|  * @param text unused
 | |
|  * @return the cost of this operation or an error
 | |
|  */
 | |
| CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
 | |
| {
 | |
| 	CompanyID company = _current_company;
 | |
| 
 | |
| 	TransportType transport_type = Extract<TransportType, 8, 2>(p1);
 | |
| 
 | |
| 	RailType railtype = INVALID_RAILTYPE;
 | |
| 	RoadTypes rts = ROADTYPES_NONE;
 | |
| 	_build_tunnel_endtile = 0;
 | |
| 	switch (transport_type) {
 | |
| 		case TRANSPORT_RAIL:
 | |
| 			railtype = Extract<RailType, 0, 4>(p1);
 | |
| 			if (!ValParamRailtype(railtype)) return CMD_ERROR;
 | |
| 			break;
 | |
| 
 | |
| 		case TRANSPORT_ROAD:
 | |
| 			rts = Extract<RoadTypes, 0, 2>(p1);
 | |
| 			if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
 | |
| 			break;
 | |
| 
 | |
| 		default: return CMD_ERROR;
 | |
| 	}
 | |
| 
 | |
| 	if (company == OWNER_DEITY) {
 | |
| 		if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
 | |
| 		const Town *town = CalcClosestTownFromTile(start_tile);
 | |
| 
 | |
| 		company = OWNER_TOWN;
 | |
| 
 | |
| 		/* If we are not within a town, we are not owned by the town */
 | |
| 		if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
 | |
| 			company = OWNER_NONE;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	int start_z;
 | |
| 	int end_z;
 | |
| 	Slope start_tileh = GetTileSlope(start_tile, &start_z);
 | |
| 	DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
 | |
| 	if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
 | |
| 
 | |
| 	if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
 | |
| 
 | |
| 	CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	/* XXX - do NOT change 'ret' in the loop, as it is used as the price
 | |
| 	 * for the clearing of the entrance of the tunnel. Assigning it to
 | |
| 	 * cost before the loop will yield different costs depending on start-
 | |
| 	 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
 | |
| 
 | |
| 	TileIndexDiff delta = TileOffsByDiagDir(direction);
 | |
| 	DiagDirection tunnel_in_way_dir;
 | |
| 	if (DiagDirToAxis(direction) == AXIS_Y) {
 | |
| 		tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
 | |
| 	} else {
 | |
| 		tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
 | |
| 	}
 | |
| 
 | |
| 	TileIndex end_tile = start_tile;
 | |
| 
 | |
| 	/* Tile shift 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;
 | |
| 
 | |
| 	CommandCost cost(EXPENSES_CONSTRUCTION);
 | |
| 	Slope end_tileh;
 | |
| 	for (;;) {
 | |
| 		end_tile += delta;
 | |
| 		if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
 | |
| 		end_tileh = GetTileSlope(end_tile, &end_z);
 | |
| 
 | |
| 		if (start_z == end_z) break;
 | |
| 
 | |
| 		if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
 | |
| 			return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
 | |
| 		}
 | |
| 
 | |
| 		tiles++;
 | |
| 		if (tiles == tiles_bump) {
 | |
| 			tiles_coef++;
 | |
| 			tiles_bump *= 2;
 | |
| 		}
 | |
| 
 | |
| 		cost.AddCost(_price[PR_BUILD_TUNNEL]);
 | |
| 		cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
 | |
| 	}
 | |
| 
 | |
| 	/* Add the cost of the entrance */
 | |
| 	cost.AddCost(_price[PR_BUILD_TUNNEL]);
 | |
| 	cost.AddCost(ret);
 | |
| 
 | |
| 	/* if the command fails from here on we want the end tile to be highlighted */
 | |
| 	_build_tunnel_endtile = end_tile;
 | |
| 
 | |
| 	if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
 | |
| 
 | |
| 	if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
 | |
| 
 | |
| 	/* Clear the tile in any case */
 | |
| 	ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| 	if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
 | |
| 	cost.AddCost(ret);
 | |
| 
 | |
| 	/* slope of end tile must be complementary to the slope of the start tile */
 | |
| 	if (end_tileh != ComplementSlope(start_tileh)) {
 | |
| 		/* Mark the tile as already cleared for the terraform command.
 | |
| 		 * Do this for all tiles (like trees), not only objects. */
 | |
| 		ClearedObjectArea *coa = FindClearedObject(end_tile);
 | |
| 		if (coa == NULL) {
 | |
| 			coa = _cleared_object_areas.Append();
 | |
| 			coa->first_tile = end_tile;
 | |
| 			coa->area = TileArea(end_tile, 1, 1);
 | |
| 		}
 | |
| 
 | |
| 		/* Hide the tile from the terraforming command */
 | |
| 		TileIndex old_first_tile = coa->first_tile;
 | |
| 		coa->first_tile = INVALID_TILE;
 | |
| 		ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
 | |
| 		coa->first_tile = old_first_tile;
 | |
| 		if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
 | |
| 		cost.AddCost(ret);
 | |
| 	}
 | |
| 	cost.AddCost(_price[PR_BUILD_TUNNEL]);
 | |
| 
 | |
| 	/* Pay for the rail/road in the tunnel including entrances */
 | |
| 	switch (transport_type) {
 | |
| 		case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
 | |
| 		case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
 | |
| 		default: break;
 | |
| 	}
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		Company *c = Company::GetIfValid(company);
 | |
| 		uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 		if (transport_type == TRANSPORT_RAIL) {
 | |
| 			if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
 | |
| 			MakeRailTunnel(start_tile, company, direction,                 railtype);
 | |
| 			MakeRailTunnel(end_tile,   company, ReverseDiagDir(direction), railtype);
 | |
| 			AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
 | |
| 			YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
 | |
| 		} else {
 | |
| 			if (c != NULL) {
 | |
| 				RoadType rt;
 | |
| 				FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
 | |
| 					c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
 | |
| 				}
 | |
| 			}
 | |
| 			MakeRoadTunnel(start_tile, company, direction,                 rts);
 | |
| 			MakeRoadTunnel(end_tile,   company, ReverseDiagDir(direction), rts);
 | |
| 		}
 | |
| 		DirtyCompanyInfrastructureWindows(company);
 | |
| 	}
 | |
| 
 | |
| 	return cost;
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Are we allowed to remove the tunnel or bridge at \a tile?
 | |
|  * @param tile End point of the tunnel or bridge.
 | |
|  * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
 | |
|  */
 | |
| static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
 | |
| {
 | |
| 	/* Floods can remove anything as well as the scenario editor */
 | |
| 	if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
 | |
| 
 | |
| 	switch (GetTunnelBridgeTransportType(tile)) {
 | |
| 		case TRANSPORT_ROAD: {
 | |
| 			RoadTypes rts = GetRoadTypes(tile);
 | |
| 			Owner road_owner = _current_company;
 | |
| 			Owner tram_owner = _current_company;
 | |
| 
 | |
| 			if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
 | |
| 			if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
 | |
| 
 | |
| 			/* We can remove unowned road and if the town allows it */
 | |
| 			if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
 | |
| 				return CheckTileOwnership(tile);
 | |
| 			}
 | |
| 			if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
 | |
| 			if (tram_owner == OWNER_NONE) tram_owner = _current_company;
 | |
| 
 | |
| 			CommandCost ret = CheckOwnership(road_owner, tile);
 | |
| 			if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
 | |
| 			return ret;
 | |
| 		}
 | |
| 
 | |
| 		case TRANSPORT_RAIL:
 | |
| 			return CheckOwnership(GetTileOwner(tile));
 | |
| 
 | |
| 		case TRANSPORT_WATER: {
 | |
| 			/* Always allow to remove aqueducts without owner. */
 | |
| 			Owner aqueduct_owner = GetTileOwner(tile);
 | |
| 			if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
 | |
| 			return CheckOwnership(aqueduct_owner);
 | |
| 		}
 | |
| 
 | |
| 		default: NOT_REACHED();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Remove a tunnel from the game, update town rating, etc.
 | |
|  * @param tile Tile containing one of the endpoints of the tunnel.
 | |
|  * @param flags Command flags.
 | |
|  * @return Succeeded or failed command.
 | |
|  */
 | |
| static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
 | |
| {
 | |
| 	CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	TileIndex endtile = GetOtherTunnelEnd(tile);
 | |
| 
 | |
| 	ret = TunnelBridgeIsFree(tile, endtile);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	_build_tunnel_endtile = endtile;
 | |
| 
 | |
| 	Town *t = NULL;
 | |
| 	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | |
| 		t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
 | |
| 
 | |
| 		/* Check if you are allowed to remove the tunnel owned by a town
 | |
| 		 * Removal depends on difficulty settings */
 | |
| 		CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
 | |
| 		if (ret.Failed()) return ret;
 | |
| 	}
 | |
| 
 | |
| 	/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
 | |
| 	 * you have a "Poor" (0) town rating */
 | |
| 	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | |
| 		ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
 | |
| 	}
 | |
| 
 | |
| 	uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
 | |
| 			/* We first need to request values before calling DoClearSquare */
 | |
| 			DiagDirection dir = GetTunnelBridgeDirection(tile);
 | |
| 			Track track = DiagDirToDiagTrack(dir);
 | |
| 			Owner owner = GetTileOwner(tile);
 | |
| 
 | |
| 			Train *v = NULL;
 | |
| 			if (HasTunnelBridgeReservation(tile)) {
 | |
| 				v = GetTrainForReservation(tile, track);
 | |
| 				if (v != NULL) FreeTrainTrackReservation(v);
 | |
| 			}
 | |
| 
 | |
| 			if (Company::IsValidID(owner)) {
 | |
| 				Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 				DirtyCompanyInfrastructureWindows(owner);
 | |
| 			}
 | |
| 
 | |
| 			DoClearSquare(tile);
 | |
| 			DoClearSquare(endtile);
 | |
| 
 | |
| 			/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
 | |
| 			AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
 | |
| 			AddSideToSignalBuffer(endtile, dir,                 owner);
 | |
| 
 | |
| 			YapfNotifyTrackLayoutChange(tile,    track);
 | |
| 			YapfNotifyTrackLayoutChange(endtile, track);
 | |
| 
 | |
| 			if (v != NULL) TryPathReserve(v);
 | |
| 		} else {
 | |
| 			RoadType rt;
 | |
| 			FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
 | |
| 				/* A full diagonal road tile has two road bits. */
 | |
| 				Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
 | |
| 				if (c != NULL) {
 | |
| 					c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 					DirtyCompanyInfrastructureWindows(c->index);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			DoClearSquare(tile);
 | |
| 			DoClearSquare(endtile);
 | |
| 		}
 | |
| 	}
 | |
| 	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Remove a bridge from the game, update town rating, etc.
 | |
|  * @param tile Tile containing one of the endpoints of the bridge.
 | |
|  * @param flags Command flags.
 | |
|  * @return Succeeded or failed command.
 | |
|  */
 | |
| static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
 | |
| {
 | |
| 	CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	TileIndex endtile = GetOtherBridgeEnd(tile);
 | |
| 
 | |
| 	ret = TunnelBridgeIsFree(tile, endtile);
 | |
| 	if (ret.Failed()) return ret;
 | |
| 
 | |
| 	DiagDirection direction = GetTunnelBridgeDirection(tile);
 | |
| 	TileIndexDiff delta = TileOffsByDiagDir(direction);
 | |
| 
 | |
| 	Town *t = NULL;
 | |
| 	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | |
| 		t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
 | |
| 
 | |
| 		/* Check if you are allowed to remove the bridge owned by a town
 | |
| 		 * Removal depends on difficulty settings */
 | |
| 		CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
 | |
| 		if (ret.Failed()) return ret;
 | |
| 	}
 | |
| 
 | |
| 	/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
 | |
| 	 * you have a "Poor" (0) town rating */
 | |
| 	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | |
| 		ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
 | |
| 	}
 | |
| 
 | |
| 	Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
 | |
| 	uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		/* read this value before actual removal of bridge */
 | |
| 		bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
 | |
| 		Owner owner = GetTileOwner(tile);
 | |
| 		int height = GetBridgeHeight(tile);
 | |
| 		Train *v = NULL;
 | |
| 
 | |
| 		if (rail && HasTunnelBridgeReservation(tile)) {
 | |
| 			v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
 | |
| 			if (v != NULL) FreeTrainTrackReservation(v);
 | |
| 		}
 | |
| 
 | |
| 		/* Update company infrastructure counts. */
 | |
| 		if (rail) {
 | |
| 			if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 		} else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
 | |
| 			RoadType rt;
 | |
| 			FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
 | |
| 				Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
 | |
| 				if (c != NULL) {
 | |
| 					/* A full diagonal road tile has two road bits. */
 | |
| 					c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 					DirtyCompanyInfrastructureWindows(c->index);
 | |
| 				}
 | |
| 			}
 | |
| 		} else { // Aqueduct
 | |
| 			if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
 | |
| 		}
 | |
| 		DirtyCompanyInfrastructureWindows(owner);
 | |
| 
 | |
| 		DoClearSquare(tile);
 | |
| 		DoClearSquare(endtile);
 | |
| 		for (TileIndex c = tile + delta; c != endtile; c += delta) {
 | |
| 			/* do not let trees appear from 'nowhere' after removing bridge */
 | |
| 			if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
 | |
| 				int minz = GetTileMaxZ(c) + 3;
 | |
| 				if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
 | |
| 			}
 | |
| 			ClearBridgeMiddle(c);
 | |
| 			MarkTileDirtyByTile(c);
 | |
| 		}
 | |
| 
 | |
| 		if (rail) {
 | |
| 			/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
 | |
| 			AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
 | |
| 			AddSideToSignalBuffer(endtile, direction,                 owner);
 | |
| 
 | |
| 			Track track = DiagDirToDiagTrack(direction);
 | |
| 			YapfNotifyTrackLayoutChange(tile,    track);
 | |
| 			YapfNotifyTrackLayoutChange(endtile, track);
 | |
| 
 | |
| 			if (v != NULL) TryPathReserve(v, true);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Remove a tunnel or a bridge from the game.
 | |
|  * @param tile Tile containing one of the endpoints.
 | |
|  * @param flags Command flags.
 | |
|  * @return Succeeded or failed command.
 | |
|  */
 | |
| static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
 | |
| {
 | |
| 	if (IsTunnel(tile)) {
 | |
| 		if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
 | |
| 		return DoClearTunnel(tile, flags);
 | |
| 	} else { // IsBridge(tile)
 | |
| 		if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
 | |
| 		return DoClearBridge(tile, flags);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draw a single pillar sprite.
 | |
|  * @param psid      Pillarsprite
 | |
|  * @param x         Pillar X
 | |
|  * @param y         Pillar Y
 | |
|  * @param z         Pillar Z
 | |
|  * @param w         Bounding box size in X direction
 | |
|  * @param h         Bounding box size in Y direction
 | |
|  * @param subsprite Optional subsprite for drawing halfpillars
 | |
|  */
 | |
| static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
 | |
| {
 | |
| 	static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
 | |
| 	AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draw two bridge pillars (north and south).
 | |
|  * @param z_bottom Bottom Z
 | |
|  * @param z_top    Top Z
 | |
|  * @param psid     Pillarsprite
 | |
|  * @param x        Pillar X
 | |
|  * @param y        Pillar Y
 | |
|  * @param w        Bounding box size in X direction
 | |
|  * @param h        Bounding box size in Y direction
 | |
|  * @return Reached Z at the bottom
 | |
|  */
 | |
| static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
 | |
| {
 | |
| 	int cur_z;
 | |
| 	for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
 | |
| 		DrawPillar(psid, x, y, cur_z, w, h, NULL);
 | |
| 	}
 | |
| 	return cur_z;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draws the pillars under high bridges.
 | |
|  *
 | |
|  * @param psid Image and palette of a bridge pillar.
 | |
|  * @param ti #TileInfo of current bridge-middle-tile.
 | |
|  * @param axis Orientation of bridge.
 | |
|  * @param drawfarpillar Whether to draw the pillar at the back
 | |
|  * @param x Sprite X position of front pillar.
 | |
|  * @param y Sprite Y position of front pillar.
 | |
|  * @param z_bridge Absolute height of bridge bottom.
 | |
|  */
 | |
| static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
 | |
| {
 | |
| 	static const int bounding_box_size[2]  = {16, 2}; ///< bounding box size of pillars along bridge direction
 | |
| 	static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
 | |
| 
 | |
| 	static const int INF = 1000; ///< big number compared to sprite size
 | |
| 	static const SubSprite half_pillar_sub_sprite[2][2] = {
 | |
| 		{ {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
 | |
| 		{ { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
 | |
| 	};
 | |
| 
 | |
| 	if (psid->sprite == 0) return;
 | |
| 
 | |
| 	/* Determine ground height under pillars */
 | |
| 	DiagDirection south_dir = AxisToDiagDir(axis);
 | |
| 	int z_front_north = ti->z;
 | |
| 	int z_back_north = ti->z;
 | |
| 	int z_front_south = ti->z;
 | |
| 	int z_back_south = ti->z;
 | |
| 	GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
 | |
| 	GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
 | |
| 
 | |
| 	/* Shared height of pillars */
 | |
| 	int z_front = max(z_front_north, z_front_south);
 | |
| 	int z_back = max(z_back_north, z_back_south);
 | |
| 
 | |
| 	/* x and y size of bounding-box of pillars */
 | |
| 	int w = bounding_box_size[axis];
 | |
| 	int h = bounding_box_size[OtherAxis(axis)];
 | |
| 	/* sprite position of back facing pillar */
 | |
| 	int x_back = x - back_pillar_offset[axis];
 | |
| 	int y_back = y - back_pillar_offset[OtherAxis(axis)];
 | |
| 
 | |
| 	/* Draw front pillars */
 | |
| 	int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
 | |
| 	if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
 | |
| 	if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
 | |
| 
 | |
| 	/* Draw back pillars, skip top two parts, which are hidden by the bridge */
 | |
| 	int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
 | |
| 	if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
 | |
| 		bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
 | |
| 		if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
 | |
| 		if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draws the trambits over an already drawn (lower end) of a bridge.
 | |
|  * @param x       the x of the bridge
 | |
|  * @param y       the y of the bridge
 | |
|  * @param z       the z of the bridge
 | |
|  * @param offset  number representing whether to level or sloped and the direction
 | |
|  * @param overlay do we want to still see the road?
 | |
|  * @param head    are we drawing bridge head?
 | |
|  */
 | |
| static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
 | |
| {
 | |
| 	static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
 | |
| 	static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
 | |
| 	static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
 | |
| 
 | |
| 	static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
 | |
| 	static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
 | |
| 	static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
 | |
| 	static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
 | |
| 
 | |
| 	/* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
 | |
| 	 * The bounding boxes here are the same as for bridge front/roof */
 | |
| 	if (head || !IsInvisibilitySet(TO_BRIDGES)) {
 | |
| 		AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
 | |
| 			x, y, size_x[offset], size_y[offset], 0x28, z,
 | |
| 			!head && IsTransparencySet(TO_BRIDGES));
 | |
| 	}
 | |
| 
 | |
| 	/* Do not draw catenary if it is set invisible */
 | |
| 	if (!IsInvisibilitySet(TO_CATENARY)) {
 | |
| 		AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
 | |
| 			x, y, size_x[offset], size_y[offset], 0x28, z,
 | |
| 			IsTransparencySet(TO_CATENARY));
 | |
| 	}
 | |
| 
 | |
| 	/* Start a new SpriteCombine for the front part */
 | |
| 	EndSpriteCombine();
 | |
| 	StartSpriteCombine();
 | |
| 
 | |
| 	/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
 | |
| 	if (!IsInvisibilitySet(TO_CATENARY)) {
 | |
| 		AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
 | |
| 			x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
 | |
| 			IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draws a 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)
 | |
| {
 | |
| 	TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
 | |
| 	DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
 | |
| 
 | |
| 	if (IsTunnel(ti->tile)) {
 | |
| 		/* Front view of tunnel bounding boxes:
 | |
| 		 *
 | |
| 		 *   122223  <- BB_Z_SEPARATOR
 | |
| 		 *   1    3
 | |
| 		 *   1    3                1,3 = empty helper BB
 | |
| 		 *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
 | |
| 		 *
 | |
| 		 */
 | |
| 
 | |
| 		static const int _tunnel_BB[4][12] = {
 | |
| 			/*  tunnnel-roof  |  Z-separator  | tram-catenary
 | |
| 			 * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
 | |
| 			{  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
 | |
| 			{  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
 | |
| 			{  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
 | |
| 			{  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
 | |
| 		};
 | |
| 		const int *BB_data = _tunnel_BB[tunnelbridge_direction];
 | |
| 
 | |
| 		bool catenary = false;
 | |
| 
 | |
| 		SpriteID image;
 | |
| 		SpriteID railtype_overlay = 0;
 | |
| 		if (transport_type == TRANSPORT_RAIL) {
 | |
| 			const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
 | |
| 			image = rti->base_sprites.tunnel;
 | |
| 			if (rti->UsesOverlay()) {
 | |
| 				/* Check if the railtype has custom tunnel portals. */
 | |
| 				railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
 | |
| 				if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
 | |
| 			}
 | |
| 		} else {
 | |
| 			image = SPR_TUNNEL_ENTRY_REAR_ROAD;
 | |
| 		}
 | |
| 
 | |
| 		if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
 | |
| 
 | |
| 		image += tunnelbridge_direction * 2;
 | |
| 		DrawGroundSprite(image, PAL_NONE);
 | |
| 
 | |
| 		if (transport_type == TRANSPORT_ROAD) {
 | |
| 			RoadTypes rts = GetRoadTypes(ti->tile);
 | |
| 
 | |
| 			if (HasBit(rts, ROADTYPE_TRAM)) {
 | |
| 				static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
 | |
| 
 | |
| 				DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
 | |
| 
 | |
| 				/* Do not draw wires if they are invisible */
 | |
| 				if (!IsInvisibilitySet(TO_CATENARY)) {
 | |
| 					catenary = true;
 | |
| 					StartSpriteCombine();
 | |
| 					AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
 | |
| 				}
 | |
| 			}
 | |
| 		} else {
 | |
| 			const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
 | |
| 			if (rti->UsesOverlay()) {
 | |
| 				SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
 | |
| 				if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
 | |
| 			}
 | |
| 
 | |
| 			/* PBS debugging, draw reserved tracks darker */
 | |
| 			if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
 | |
| 				DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
 | |
| 			}
 | |
| 
 | |
| 			if (HasCatenaryDrawn(GetRailType(ti->tile))) {
 | |
| 				/* Maybe draw pylons on the entry side */
 | |
| 				DrawCatenary(ti);
 | |
| 
 | |
| 				catenary = true;
 | |
| 				StartSpriteCombine();
 | |
| 				/* Draw wire above the ramp */
 | |
| 				DrawCatenaryOnTunnel(ti);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
 | |
| 
 | |
| 		AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
 | |
| 		/* Draw railtype tunnel portal overlay if defined. */
 | |
| 		if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
 | |
| 
 | |
| 		if (catenary || railtype_overlay != 0) EndSpriteCombine();
 | |
| 
 | |
| 		/* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
 | |
| 		AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
 | |
| 		AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
 | |
| 
 | |
| 		DrawBridgeMiddle(ti);
 | |
| 	} else { // IsBridge(ti->tile)
 | |
| 		const PalSpriteID *psid;
 | |
| 		int base_offset;
 | |
| 		bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
 | |
| 
 | |
| 		if (transport_type == TRANSPORT_RAIL) {
 | |
| 			base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
 | |
| 			assert(base_offset != 8); // This one is used for roads
 | |
| 		} else {
 | |
| 			base_offset = 8;
 | |
| 		}
 | |
| 
 | |
| 		/* as the lower 3 bits are used for other stuff, make sure they are clear */
 | |
| 		assert( (base_offset & 0x07) == 0x00);
 | |
| 
 | |
| 		DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
 | |
| 
 | |
| 		/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
 | |
| 		base_offset += (6 - tunnelbridge_direction) % 4;
 | |
| 
 | |
| 		if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
 | |
| 
 | |
| 		/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
 | |
| 		if (transport_type != TRANSPORT_WATER) {
 | |
| 			psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
 | |
| 		} else {
 | |
| 			psid = _aqueduct_sprites + base_offset;
 | |
| 		}
 | |
| 
 | |
| 		if (!ice) {
 | |
| 			TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
 | |
| 			if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
 | |
| 				DrawShoreTile(ti->tileh);
 | |
| 			} else {
 | |
| 				DrawClearLandTile(ti, 3);
 | |
| 			}
 | |
| 		} else {
 | |
| 			DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
 | |
| 		}
 | |
| 
 | |
| 		/* draw ramp */
 | |
| 
 | |
| 		/* Draw Trambits and PBS Reservation as SpriteCombine */
 | |
| 		if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
 | |
| 
 | |
| 		/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
 | |
| 		 * it doesn't disappear behind it
 | |
| 		 */
 | |
| 		/* Bridge heads are drawn solid no matter how invisibility/transparency is set */
 | |
| 		AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
 | |
| 
 | |
| 		if (transport_type == TRANSPORT_ROAD) {
 | |
| 			RoadTypes rts = GetRoadTypes(ti->tile);
 | |
| 
 | |
| 			if (HasBit(rts, ROADTYPE_TRAM)) {
 | |
| 				uint offset = tunnelbridge_direction;
 | |
| 				int z = ti->z;
 | |
| 				if (ti->tileh != SLOPE_FLAT) {
 | |
| 					offset = (offset + 1) & 1;
 | |
| 					z += TILE_HEIGHT;
 | |
| 				} else {
 | |
| 					offset += 2;
 | |
| 				}
 | |
| 				/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
 | |
| 				DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
 | |
| 			}
 | |
| 			EndSpriteCombine();
 | |
| 		} else if (transport_type == TRANSPORT_RAIL) {
 | |
| 			const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
 | |
| 			if (rti->UsesOverlay()) {
 | |
| 				SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
 | |
| 				if (surface != 0) {
 | |
| 					if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
 | |
| 						AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
 | |
| 					} else {
 | |
| 						AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
 | |
| 					}
 | |
| 				}
 | |
| 				/* Don't fallback to non-overlay sprite -- the spec states that
 | |
| 				 * if an overlay is present then the bridge surface must be
 | |
| 				 * present. */
 | |
| 			}
 | |
| 
 | |
| 			/* PBS debugging, draw reserved tracks darker */
 | |
| 			if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
 | |
| 				if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
 | |
| 					AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
 | |
| 				} else {
 | |
| 					AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			EndSpriteCombine();
 | |
| 			if (HasCatenaryDrawn(GetRailType(ti->tile))) {
 | |
| 				DrawCatenary(ti);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		DrawBridgeMiddle(ti);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
 | |
|  * bridges pieces sequence (middle parts).
 | |
|  * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
 | |
|  * bridge len 1: BRIDGE_PIECE_NORTH
 | |
|  * bridge len 2: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_SOUTH
 | |
|  * bridge len 3: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_MIDDLE_ODD   BRIDGE_PIECE_SOUTH
 | |
|  * bridge len 4: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_SOUTH
 | |
|  * bridge len 5: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_MIDDLE_EVEN  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_SOUTH
 | |
|  * bridge len 6: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_SOUTH
 | |
|  * bridge len 7: BRIDGE_PIECE_NORTH  BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_MIDDLE_ODD   BRIDGE_PIECE_INNER_NORTH  BRIDGE_PIECE_INNER_SOUTH  BRIDGE_PIECE_SOUTH
 | |
|  * #0 - always as first, #1 - always as last (if len>1)
 | |
|  * #2,#3 are to pair in order
 | |
|  * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
 | |
|  * @param north Northernmost tile of bridge
 | |
|  * @param south Southernmost tile of bridge
 | |
|  * @return Index of bridge piece
 | |
|  */
 | |
| static BridgePieces CalcBridgePiece(uint north, uint south)
 | |
| {
 | |
| 	if (north == 1) {
 | |
| 		return BRIDGE_PIECE_NORTH;
 | |
| 	} else if (south == 1) {
 | |
| 		return BRIDGE_PIECE_SOUTH;
 | |
| 	} else if (north < south) {
 | |
| 		return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
 | |
| 	} else if (north > south) {
 | |
| 		return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
 | |
| 	} else {
 | |
| 		return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Draw the middle bits of a bridge.
 | |
|  * @param ti Tile information of the tile to draw it on.
 | |
|  */
 | |
| void DrawBridgeMiddle(const TileInfo *ti)
 | |
| {
 | |
| 	/* Sectional view of bridge bounding boxes:
 | |
| 	 *
 | |
| 	 *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
 | |
| 	 *  1           2                                  3 = empty helper BB
 | |
| 	 *  1     7     2                                4,5 = pillars under higher bridges
 | |
| 	 *  1 6 88888 6 2                                  6 = elrail-pylons
 | |
| 	 *  1 6 88888 6 2                                  7 = elrail-wire
 | |
| 	 *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
 | |
| 	 *  3333333333333  <- BB_Z_SEPARATOR
 | |
| 	 *                 <- unused
 | |
| 	 *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
 | |
| 	 *    4       5
 | |
| 	 *    4       5
 | |
| 	 *
 | |
| 	 */
 | |
| 
 | |
| 	if (!IsBridgeAbove(ti->tile)) return;
 | |
| 
 | |
| 	TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
 | |
| 	TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
 | |
| 	TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
 | |
| 
 | |
| 	Axis axis = GetBridgeAxis(ti->tile);
 | |
| 	BridgePieces piece = CalcBridgePiece(
 | |
| 		GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
 | |
| 		GetTunnelBridgeLength(ti->tile, rampsouth) + 1
 | |
| 	);
 | |
| 
 | |
| 	const PalSpriteID *psid;
 | |
| 	bool drawfarpillar;
 | |
| 	if (transport_type != TRANSPORT_WATER) {
 | |
| 		BridgeType type =  GetBridgeType(rampsouth);
 | |
| 		drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
 | |
| 
 | |
| 		uint base_offset;
 | |
| 		if (transport_type == TRANSPORT_RAIL) {
 | |
| 			base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
 | |
| 		} else {
 | |
| 			base_offset = 8;
 | |
| 		}
 | |
| 
 | |
| 		psid = base_offset + GetBridgeSpriteTable(type, piece);
 | |
| 	} else {
 | |
| 		drawfarpillar = true;
 | |
| 		psid = _aqueduct_sprites;
 | |
| 	}
 | |
| 
 | |
| 	if (axis != AXIS_X) psid += 4;
 | |
| 
 | |
| 	int x = ti->x;
 | |
| 	int y = ti->y;
 | |
| 	uint bridge_z = GetBridgePixelHeight(rampsouth);
 | |
| 	int z = bridge_z - BRIDGE_Z_START;
 | |
| 
 | |
| 	/* Add a bounding box that separates the bridge from things below it. */
 | |
| 	AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
 | |
| 
 | |
| 	/* Draw Trambits as SpriteCombine */
 | |
| 	if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
 | |
| 
 | |
| 	/* Draw floor and far part of bridge*/
 | |
| 	if (!IsInvisibilitySet(TO_BRIDGES)) {
 | |
| 		if (axis == AXIS_X) {
 | |
| 			AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
 | |
| 		} else {
 | |
| 			AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	psid++;
 | |
| 
 | |
| 	if (transport_type == TRANSPORT_ROAD) {
 | |
| 		RoadTypes rts = GetRoadTypes(rampsouth);
 | |
| 
 | |
| 		if (HasBit(rts, ROADTYPE_TRAM)) {
 | |
| 			/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
 | |
| 			DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
 | |
| 		} else {
 | |
| 			EndSpriteCombine();
 | |
| 			StartSpriteCombine();
 | |
| 		}
 | |
| 	} else if (transport_type == TRANSPORT_RAIL) {
 | |
| 		const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
 | |
| 		if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
 | |
| 			SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
 | |
| 			if (surface != 0) {
 | |
| 				AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
 | |
| 			}
 | |
| 		}
 | |
| 		EndSpriteCombine();
 | |
| 
 | |
| 		if (HasCatenaryDrawn(GetRailType(rampsouth))) {
 | |
| 			DrawCatenaryOnBridge(ti);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
 | |
| 	if (!IsInvisibilitySet(TO_BRIDGES)) {
 | |
| 		if (axis == AXIS_X) {
 | |
| 			y += 12;
 | |
| 			if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
 | |
| 		} else {
 | |
| 			x += 12;
 | |
| 			if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/* Draw TramFront as SpriteCombine */
 | |
| 	if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
 | |
| 
 | |
| 	/* Do not draw anything more if bridges are invisible */
 | |
| 	if (IsInvisibilitySet(TO_BRIDGES)) return;
 | |
| 
 | |
| 	psid++;
 | |
| 	if (ti->z + 5 == z) {
 | |
| 		/* draw poles below for small bridges */
 | |
| 		if (psid->sprite != 0) {
 | |
| 			SpriteID image = psid->sprite;
 | |
| 			SpriteID pal   = psid->pal;
 | |
| 			if (IsTransparencySet(TO_BRIDGES)) {
 | |
| 				SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
 | |
| 				pal = PALETTE_TO_TRANSPARENT;
 | |
| 			}
 | |
| 
 | |
| 			DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
 | |
| 		}
 | |
| 	} else {
 | |
| 		/* draw pillars below for high bridges */
 | |
| 		DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
 | |
| {
 | |
| 	int z;
 | |
| 	Slope tileh = GetTilePixelSlope(tile, &z);
 | |
| 
 | |
| 	x &= 0xF;
 | |
| 	y &= 0xF;
 | |
| 
 | |
| 	if (IsTunnel(tile)) {
 | |
| 		uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
 | |
| 
 | |
| 		/* In the tunnel entrance? */
 | |
| 		if (5 <= pos && pos <= 10) return z;
 | |
| 	} else { // IsBridge(tile)
 | |
| 		DiagDirection dir = GetTunnelBridgeDirection(tile);
 | |
| 		uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
 | |
| 
 | |
| 		z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
 | |
| 
 | |
| 		/* On the bridge ramp? */
 | |
| 		if (5 <= pos && pos <= 10) {
 | |
| 			int delta;
 | |
| 
 | |
| 			if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
 | |
| 
 | |
| 			switch (dir) {
 | |
| 				default: NOT_REACHED();
 | |
| 				case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
 | |
| 				case DIAGDIR_SE: delta = y / 2; break;
 | |
| 				case DIAGDIR_SW: delta = x / 2; break;
 | |
| 				case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
 | |
| 			}
 | |
| 			return z + 1 + delta;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return z + GetPartialPixelZ(x, y, tileh);
 | |
| }
 | |
| 
 | |
| static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
 | |
| {
 | |
| 	return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
 | |
| }
 | |
| 
 | |
| static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
 | |
| {
 | |
| 	TransportType tt = GetTunnelBridgeTransportType(tile);
 | |
| 
 | |
| 	if (IsTunnel(tile)) {
 | |
| 		td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
 | |
| 	} else { // IsBridge(tile)
 | |
| 		td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
 | |
| 	}
 | |
| 	td->owner[0] = GetTileOwner(tile);
 | |
| 
 | |
| 	Owner road_owner = INVALID_OWNER;
 | |
| 	Owner tram_owner = INVALID_OWNER;
 | |
| 	RoadTypes rts = GetRoadTypes(tile);
 | |
| 	if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
 | |
| 	if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
 | |
| 
 | |
| 	/* Is there a mix of owners? */
 | |
| 	if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
 | |
| 			(road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
 | |
| 		uint i = 1;
 | |
| 		if (road_owner != INVALID_OWNER) {
 | |
| 			td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
 | |
| 			td->owner[i] = road_owner;
 | |
| 			i++;
 | |
| 		}
 | |
| 		if (tram_owner != INVALID_OWNER) {
 | |
| 			td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
 | |
| 			td->owner[i] = tram_owner;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (tt == TRANSPORT_RAIL) {
 | |
| 		const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
 | |
| 		td->rail_speed = rti->max_speed;
 | |
| 
 | |
| 		if (!IsTunnel(tile)) {
 | |
| 			uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
 | |
| 			if (td->rail_speed == 0 || spd < td->rail_speed) {
 | |
| 				td->rail_speed = spd;
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| static void TileLoop_TunnelBridge(TileIndex tile)
 | |
| {
 | |
| 	bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
 | |
| 	switch (_settings_game.game_creation.landscape) {
 | |
| 		case LT_ARCTIC: {
 | |
| 			/* As long as we do not have a snow density, we want to use the density
 | |
| 			 * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
 | |
| 			 * (Independent of foundations) */
 | |
| 			int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
 | |
| 			if (snow_or_desert != (z > GetSnowLine())) {
 | |
| 				SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
 | |
| 				MarkTileDirtyByTile(tile);
 | |
| 			}
 | |
| 			break;
 | |
| 		}
 | |
| 
 | |
| 		case LT_TROPIC:
 | |
| 			if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
 | |
| 				SetTunnelBridgeSnowOrDesert(tile, true);
 | |
| 				MarkTileDirtyByTile(tile);
 | |
| 			}
 | |
| 			break;
 | |
| 
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
 | |
| {
 | |
| 	TransportType transport_type = GetTunnelBridgeTransportType(tile);
 | |
| 	if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
 | |
| 
 | |
| 	DiagDirection dir = GetTunnelBridgeDirection(tile);
 | |
| 	if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
 | |
| 	return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
 | |
| }
 | |
| 
 | |
| static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
 | |
| {
 | |
| 	TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
 | |
| 	/* Set number of pieces to zero if it's the southern tile as we
 | |
| 	 * don't want to update the infrastructure counts twice. */
 | |
| 	uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
 | |
| 
 | |
| 	for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
 | |
| 		/* Update all roadtypes, no matter if they are present */
 | |
| 		if (GetRoadOwner(tile, rt) == old_owner) {
 | |
| 			if (HasBit(GetRoadTypes(tile), rt)) {
 | |
| 				/* Update company infrastructure counts. A full diagonal road tile has two road bits.
 | |
| 				 * No need to dirty windows here, we'll redraw the whole screen anyway. */
 | |
| 				Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
 | |
| 				if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
 | |
| 			}
 | |
| 
 | |
| 			SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (!IsTileOwner(tile, old_owner)) return;
 | |
| 
 | |
| 	/* Update company infrastructure counts for rail and water as well.
 | |
| 	 * No need to dirty windows here, we'll redraw the whole screen anyway. */
 | |
| 	TransportType tt = GetTunnelBridgeTransportType(tile);
 | |
| 	Company *old = Company::Get(old_owner);
 | |
| 	if (tt == TRANSPORT_RAIL) {
 | |
| 		old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
 | |
| 		if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
 | |
| 	} else if (tt == TRANSPORT_WATER) {
 | |
| 		old->infrastructure.water -= num_pieces;
 | |
| 		if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
 | |
| 	}
 | |
| 
 | |
| 	if (new_owner != INVALID_OWNER) {
 | |
| 		SetTileOwner(tile, new_owner);
 | |
| 	} else {
 | |
| 		if (tt == TRANSPORT_RAIL) {
 | |
| 			/* Since all of our vehicles have been removed, it is safe to remove the rail
 | |
| 			 * bridge / tunnel. */
 | |
| 			CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
 | |
| 			assert(ret.Succeeded());
 | |
| 		} else {
 | |
| 			/* In any other case, we can safely reassign the ownership to OWNER_NONE. */
 | |
| 			SetTileOwner(tile, OWNER_NONE);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Frame when the 'enter tunnel' sound should be played. This is the second
 | |
|  * frame on a tile, so the sound is played shortly after entering the tunnel
 | |
|  * tile, while the vehicle is still visible.
 | |
|  */
 | |
| static const byte TUNNEL_SOUND_FRAME = 1;
 | |
| 
 | |
| /**
 | |
|  * Frame when a vehicle should be hidden in a tunnel with a certain direction.
 | |
|  * This differs per direction, because of visibility / bounding box issues.
 | |
|  * Note that direction, in this case, is the direction leading into the tunnel.
 | |
|  * When entering a tunnel, hide the vehicle when it reaches the given frame.
 | |
|  * When leaving a tunnel, show the vehicle when it is one frame further
 | |
|  * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
 | |
|  */
 | |
| extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
 | |
| 
 | |
| static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
 | |
| {
 | |
| 	int z = GetSlopePixelZ(x, y) - v->z_pos;
 | |
| 
 | |
| 	if (abs(z) > 2) return VETSB_CANNOT_ENTER;
 | |
| 	/* Direction into the wormhole */
 | |
| 	const DiagDirection dir = GetTunnelBridgeDirection(tile);
 | |
| 	/* Direction of the vehicle */
 | |
| 	const DiagDirection vdir = DirToDiagDir(v->direction);
 | |
| 	/* New position of the vehicle on the tile */
 | |
| 	byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
 | |
| 	/* Number of units moved by the vehicle since entering the tile */
 | |
| 	byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
 | |
| 
 | |
| 	if (IsTunnel(tile)) {
 | |
| 		if (v->type == VEH_TRAIN) {
 | |
| 			Train *t = Train::From(v);
 | |
| 
 | |
| 			if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
 | |
| 				if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
 | |
| 					if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
 | |
| 						SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
 | |
| 					}
 | |
| 					return VETSB_CONTINUE;
 | |
| 				}
 | |
| 				if (frame == _tunnel_visibility_frame[dir]) {
 | |
| 					t->tile = tile;
 | |
| 					t->track = TRACK_BIT_WORMHOLE;
 | |
| 					t->vehstatus |= VS_HIDDEN;
 | |
| 					return VETSB_ENTERED_WORMHOLE;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
 | |
| 				/* We're at the tunnel exit ?? */
 | |
| 				t->tile = tile;
 | |
| 				t->track = DiagDirToDiagTrackBits(vdir);
 | |
| 				assert(t->track);
 | |
| 				t->vehstatus &= ~VS_HIDDEN;
 | |
| 				return VETSB_ENTERED_WORMHOLE;
 | |
| 			}
 | |
| 		} else if (v->type == VEH_ROAD) {
 | |
| 			RoadVehicle *rv = RoadVehicle::From(v);
 | |
| 
 | |
| 			/* Enter tunnel? */
 | |
| 			if (rv->state != RVSB_WORMHOLE && dir == vdir) {
 | |
| 				if (frame == _tunnel_visibility_frame[dir]) {
 | |
| 					/* Frame should be equal to the next frame number in the RV's movement */
 | |
| 					assert(frame == rv->frame + 1);
 | |
| 					rv->tile = tile;
 | |
| 					rv->state = RVSB_WORMHOLE;
 | |
| 					rv->vehstatus |= VS_HIDDEN;
 | |
| 					return VETSB_ENTERED_WORMHOLE;
 | |
| 				} else {
 | |
| 					return VETSB_CONTINUE;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			/* We're at the tunnel exit ?? */
 | |
| 			if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
 | |
| 				rv->tile = tile;
 | |
| 				rv->state = DiagDirToDiagTrackdir(vdir);
 | |
| 				rv->frame = frame;
 | |
| 				rv->vehstatus &= ~VS_HIDDEN;
 | |
| 				return VETSB_ENTERED_WORMHOLE;
 | |
| 			}
 | |
| 		}
 | |
| 	} else { // IsBridge(tile)
 | |
| 		if (v->type != VEH_SHIP) {
 | |
| 			/* modify speed of vehicle */
 | |
| 			uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
 | |
| 
 | |
| 			if (v->type == VEH_ROAD) spd *= 2;
 | |
| 			Vehicle *first = v->First();
 | |
| 			first->cur_speed = min(first->cur_speed, spd);
 | |
| 		}
 | |
| 
 | |
| 		if (vdir == dir) {
 | |
| 			/* Vehicle enters bridge at the last frame inside this tile. */
 | |
| 			if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
 | |
| 			switch (v->type) {
 | |
| 				case VEH_TRAIN: {
 | |
| 					Train *t = Train::From(v);
 | |
| 					t->track = TRACK_BIT_WORMHOLE;
 | |
| 					ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
 | |
| 					ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				case VEH_ROAD: {
 | |
| 					RoadVehicle *rv = RoadVehicle::From(v);
 | |
| 					rv->state = RVSB_WORMHOLE;
 | |
| 					/* There are no slopes inside bridges / tunnels. */
 | |
| 					ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
 | |
| 					ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				case VEH_SHIP:
 | |
| 					Ship::From(v)->state = TRACK_BIT_WORMHOLE;
 | |
| 					break;
 | |
| 
 | |
| 				default: NOT_REACHED();
 | |
| 			}
 | |
| 			return VETSB_ENTERED_WORMHOLE;
 | |
| 		} else if (vdir == ReverseDiagDir(dir)) {
 | |
| 			v->tile = tile;
 | |
| 			switch (v->type) {
 | |
| 				case VEH_TRAIN: {
 | |
| 					Train *t = Train::From(v);
 | |
| 					if (t->track == TRACK_BIT_WORMHOLE) {
 | |
| 						t->track = DiagDirToDiagTrackBits(vdir);
 | |
| 						return VETSB_ENTERED_WORMHOLE;
 | |
| 					}
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				case VEH_ROAD: {
 | |
| 					RoadVehicle *rv = RoadVehicle::From(v);
 | |
| 					if (rv->state == RVSB_WORMHOLE) {
 | |
| 						rv->state = DiagDirToDiagTrackdir(vdir);
 | |
| 						rv->frame = 0;
 | |
| 						return VETSB_ENTERED_WORMHOLE;
 | |
| 					}
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				case VEH_SHIP: {
 | |
| 					Ship *ship = Ship::From(v);
 | |
| 					if (ship->state == TRACK_BIT_WORMHOLE) {
 | |
| 						ship->state = DiagDirToDiagTrackBits(vdir);
 | |
| 						return VETSB_ENTERED_WORMHOLE;
 | |
| 					}
 | |
| 					break;
 | |
| 				}
 | |
| 
 | |
| 				default: NOT_REACHED();
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	return VETSB_CONTINUE;
 | |
| }
 | |
| 
 | |
| static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
 | |
| {
 | |
| 	if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
 | |
| 		DiagDirection direction = GetTunnelBridgeDirection(tile);
 | |
| 		Axis axis = DiagDirToAxis(direction);
 | |
| 		CommandCost res;
 | |
| 		int z_old;
 | |
| 		Slope tileh_old = GetTileSlope(tile, &z_old);
 | |
| 
 | |
| 		/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
 | |
| 		if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
 | |
| 			CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
 | |
| 			res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
 | |
| 		} else {
 | |
| 			CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
 | |
| 			res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
 | |
| 		}
 | |
| 
 | |
| 		/* Surface slope is valid and remains unchanged? */
 | |
| 		if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
 | |
| 	}
 | |
| 
 | |
| 	return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | |
| }
 | |
| 
 | |
| extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
 | |
| 	DrawTile_TunnelBridge,           // draw_tile_proc
 | |
| 	GetSlopePixelZ_TunnelBridge,     // get_slope_z_proc
 | |
| 	ClearTile_TunnelBridge,          // clear_tile_proc
 | |
| 	NULL,                            // add_accepted_cargo_proc
 | |
| 	GetTileDesc_TunnelBridge,        // get_tile_desc_proc
 | |
| 	GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
 | |
| 	NULL,                            // click_tile_proc
 | |
| 	NULL,                            // animate_tile_proc
 | |
| 	TileLoop_TunnelBridge,           // tile_loop_proc
 | |
| 	ChangeTileOwner_TunnelBridge,    // change_tile_owner_proc
 | |
| 	NULL,                            // add_produced_cargo_proc
 | |
| 	VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
 | |
| 	GetFoundation_TunnelBridge,      // get_foundation_proc
 | |
| 	TerraformTile_TunnelBridge,      // terraform_tile_proc
 | |
| };
 | 
