1503 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1503 lines
		
	
	
		
			44 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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/** @file tunnelbridge_cmd.c
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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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#include "stdafx.h"
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#include "openttd.h"
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#include "bridge_map.h"
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#include "rail_map.h"
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#include "road_map.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "tunnel_map.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "command.h"
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#include "player.h"
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#include "town.h"
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#include "sound.h"
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#include "variables.h"
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#include "bridge.h"
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#include "train.h"
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#include "water_map.h"
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#include "table/bridge_land.h"
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extern const byte _track_sloped_sprites[14];
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extern const SpriteID _water_shore_sprites[15];
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extern void DrawCanalWater(TileIndex tile);
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const Bridge orig_bridge[] = {
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/*
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	   year of availablity
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	   |  minimum length
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	   |  |   maximum length
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	   |  |   |    price
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	   |  |   |    |    maximum speed
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	   |  |   |    |    |  sprite to use in GUI                string with description
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	   |  |   |    |    |  |                                   |                            */
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	{  0, 0, 16,  80,  32, 0xA24                             , STR_5012_WOODEN             , NULL, 0 },
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	{  0, 0,  2, 112,  48, 0xA26 | PALETTE_TO_STRUCT_RED     , STR_5013_CONCRETE           , NULL, 0 },
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	{ 10, 0,  5, 144,  64, 0xA25                             , STR_500F_GIRDER_STEEL       , NULL, 0 },
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	{  0, 2, 10, 168,  80, 0xA22 | PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 },
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	{ 10, 3, 16, 185,  96, 0xA22                             , STR_500E_SUSPENSION_STEEL   , NULL, 0 },
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	{ 10, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW  , STR_500E_SUSPENSION_STEEL   , NULL, 0 },
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	{ 10, 3,  7, 224, 160, 0xA23                             , STR_5010_CANTILEVER_STEEL   , NULL, 0 },
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	{ 10, 3,  8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN   , STR_5010_CANTILEVER_STEEL   , NULL, 0 },
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	{ 10, 3,  9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED     , STR_5010_CANTILEVER_STEEL   , NULL, 0 },
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	{ 10, 0,  2, 240, 256, 0xA27                             , STR_500F_GIRDER_STEEL       , NULL, 0 },
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	{ 75, 2, 16, 255, 320, 0xA28                             , STR_5014_TUBULAR_STEEL      , NULL, 0 },
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	{ 85, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW  , STR_5014_TUBULAR_STEEL      , NULL, 0 },
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	{ 90, 2, 32, 510, 608, 0xA28 | PALETTE_TO_STRUCT_GREY    , STR_BRIDGE_TUBULAR_SILICON  , NULL, 0 }
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};
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Bridge _bridge[MAX_BRIDGES];
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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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int CalcBridgeLenCostFactor(int x)
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{
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	int n;
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	int r;
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	if (x < 2) return x;
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	x -= 2;
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	for (n = 0, r = 2;; n++) {
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		if (x <= n) return r + x * n;
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		r += n * n;
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		x -= n;
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	}
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}
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enum {
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	// foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
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	BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
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	// foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
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	BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
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	// no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
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	BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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};
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static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
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{
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	const Bridge *bridge = &_bridge[index];
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	assert(table < 7);
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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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 * Determines which piece of a bridge is contained in the current tile
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 * @param tile The tile to analyze
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 * @return the piece
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 */
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static inline int GetBridgePiece(TileIndex tile)
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{
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	return GB(_m[tile].m2, 0, 4);
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}
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/**
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 * Determines the type of bridge on a tile
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 * @param tile The tile to analyze
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 * @return The bridge type
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 */
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static inline int GetBridgeType(TileIndex tile)
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{
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	return GB(_m[tile].m2, 4, 4);
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}
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/**	check if bridge can be built on slope
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 *	direction 0 = X-axis, direction 1 = Y-axis
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 *	is_start_tile = false		<-- end tile
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 *	is_start_tile = true		<-- start tile
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 */
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static uint32 CheckBridgeSlope(Axis direction, uint tileh, bool is_start_tile)
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{
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	if (IsSteepTileh(tileh)) return CMD_ERROR;
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	if (is_start_tile) {
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		/* check slope at start tile
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				- no extra cost
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				- direction X: tiles 0, 12
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				- direction Y: tiles 0,  9
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		*/
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		if ((direction == AXIS_X ? 0x1001 : 0x201) & (1 << tileh)) return 0;
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		// disallow certain start tiles to avoid certain crooked bridges
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		if (tileh == 2) return CMD_ERROR;
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	} else {
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		/*	check slope at end tile
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				- no extra cost
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				- direction X: tiles 0, 3
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				- direction Y: tiles 0, 6
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		*/
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		if ((direction == AXIS_X ? 0x9 : 0x41) & (1 << tileh)) return 0;
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		// disallow certain end tiles to avoid certain crooked bridges
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		if (tileh == 8) return CMD_ERROR;
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	}
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	/*	disallow common start/end tiles to avoid certain crooked bridges e.g.
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	 *	start-tile:	X 2,1 Y 2,4 (2 was disabled before)
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	 *	end-tile:		X 8,4 Y 8,1 (8 was disabled before)
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	 */
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	if ((tileh == 1 && is_start_tile != (direction != AXIS_X)) ||
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			(tileh == 4 && is_start_tile == (direction != AXIS_X))) {
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		return CMD_ERROR;
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	}
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	// slope foundations
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	if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
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		return _price.terraform;
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	return CMD_ERROR;
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}
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uint32 GetBridgeLength(TileIndex begin, TileIndex end)
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{
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	int x1 = TileX(begin);
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	int y1 = TileY(begin);
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	int x2 = TileX(end);
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	int y2 = TileY(end);
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	return abs(x2 + y2 - x1 - y1) - 1;
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}
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bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
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{
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	const Bridge *b = &_bridge[bridge_type];
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	uint max; // max possible length of a bridge (with patch 100)
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	if (bridge_type >= MAX_BRIDGES) return false;
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	if (b->avail_year > _cur_year) return false;
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	max = b->max_length;
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	if (max >= 16 && _patches.longbridges) max = 100;
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	return b->min_length <= bridge_len && bridge_len <= max;
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}
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/** Build a Bridge
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 * @param x,y end tile coord
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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-..) - rail type. bit15 ((x>>8)&0x80) means road bridge.
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 */
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int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	int bridge_type;
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	TransportType transport;
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	RailType railtype;
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	int sx,sy;
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	TileInfo ti_start, ti_end;
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	TileIndex tile;
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	TileIndexDiff delta;
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	uint bridge_len;
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	uint odd_middle_part;
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	Axis direction;
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	uint i;
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	int32 cost, terraformcost, ret;
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	bool allow_on_slopes;
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	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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	/* unpack parameters */
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	bridge_type = GB(p2, 0, 8);
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	if (p1 >= MapSize()) return CMD_ERROR;
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	// type of bridge
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	if (HASBIT(p2, 15)) {
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		railtype = 0;
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		transport = TRANSPORT_ROAD;
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	} else {
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		if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
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		railtype = GB(p2, 8, 8);
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		transport = TRANSPORT_RAIL;
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	}
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	sx = TileX(p1) * 16;
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	sy = TileY(p1) * 16;
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	/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
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	if (x == sx) {
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		if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
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		direction = AXIS_Y;
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		if (y > sy) {
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			intswap(y,sy);
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			intswap(x,sx);
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		}
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	} else if (y == sy) {
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		direction = AXIS_X;
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		if (x > sx) {
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			intswap(y,sy);
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			intswap(x,sx);
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		}
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	} else {
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		return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
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	}
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	/* set and test bridge length, availability */
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	bridge_len = ((sx + sy - x - y) >> 4) - 1;
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	if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
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	/* retrieve landscape height and ensure it's on land */
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	if ((
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				FindLandscapeHeight(&ti_end, sx, sy),
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				ti_end.type == MP_WATER && ti_end.map5 == 0
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			) || (
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				FindLandscapeHeight(&ti_start, x, y),
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				ti_start.type == MP_WATER && ti_start.map5 == 0
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			)) {
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		return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
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	}
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	if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) {
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		ti_start.z += 8;
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		ti_start.tileh = 0;
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	}
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	if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) {
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		ti_end.z += 8;
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		ti_end.tileh = 0;
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	}
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	if (ti_start.z != ti_end.z)
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		return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
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	// Towns are not allowed to use bridges on slopes.
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	allow_on_slopes = (!_is_old_ai_player
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	                   && _current_player != OWNER_TOWN && _patches.build_on_slopes);
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	/* Try and clear the start landscape */
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	ret = DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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	if (CmdFailed(ret)) return ret;
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	cost = ret;
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	// true - bridge-start-tile, false - bridge-end-tile
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	terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true);
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	if (CmdFailed(terraformcost) || (terraformcost && !allow_on_slopes))
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		return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
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	cost += terraformcost;
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	/* Try and clear the end landscape */
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	ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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	if (CmdFailed(ret)) return ret;
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	cost += ret;
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	// false - end tile slope check
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	terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false);
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	if (CmdFailed(terraformcost) || (terraformcost && !allow_on_slopes))
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		return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
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	cost += terraformcost;
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	/* do the drill? */
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	if (flags & DC_EXEC) {
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		/* build the start tile */
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		ModifyTile(ti_start.tile,
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			MP_SETTYPE(MP_TUNNELBRIDGE) |
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			MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
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			(bridge_type << 4), /* map2 */
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			railtype, /* map3_lo */
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			0x80 | direction | transport << 1 /* map5 */
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		);
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		/* build the end tile */
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		ModifyTile(ti_end.tile,
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			MP_SETTYPE(MP_TUNNELBRIDGE) |
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			MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
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			(bridge_type << 4), /* map2 */
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			railtype, /* map3_lo */
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			0x80 | 0x20 | direction | transport << 1 /* map5 */
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		);
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	}
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	// position of middle part of the odd bridge (larger than MAX(i) otherwise)
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	odd_middle_part = (bridge_len % 2) ? (bridge_len / 2) : bridge_len;
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	tile = ti_start.tile;
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	delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
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	for (i = 0; i != bridge_len; i++) {
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		TransportType transport_under;
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		Owner owner_under = OWNER_NONE;
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		RailType rail_under = INVALID_RAILTYPE;
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		uint z;
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		tile += delta;
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		if (GetTileSlope(tile, &z) != 0 && z >= ti_start.z) {
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			return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
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		}
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		switch (GetTileType(tile)) {
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			case MP_WATER:
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				if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
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				if (_m[tile].m5 > 1) goto not_valid_below;
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				transport_under = TRANSPORT_WATER;
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				break;
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			case MP_RAILWAY:
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				if (_m[tile].m5 != (direction == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X)) {
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					goto not_valid_below;
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				}
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				transport_under = TRANSPORT_RAIL;
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				owner_under = GetTileOwner(tile);
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				rail_under = GB(_m[tile].m3, 0, 4);
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				break;
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			case MP_STREET:
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				if (GetRoadType(tile) != ROAD_NORMAL ||
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						GetRoadBits(tile) != (direction == AXIS_X ? ROAD_Y : ROAD_X)) {
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					goto not_valid_below;
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				}
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				transport_under = TRANSPORT_ROAD;
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				owner_under = GetTileOwner(tile);
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				break;
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			default:
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not_valid_below:;
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				/* try and clear the middle landscape */
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				ret = DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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				if (CmdFailed(ret)) return ret;
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				cost += ret;
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				transport_under = INVALID_TRANSPORT;
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				break;
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		}
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		/* do middle part of bridge */
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		if (flags & DC_EXEC) {
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			uint piece;
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			SetTileType(tile, MP_TUNNELBRIDGE);
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			//bridges pieces sequence (middle parts)
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			// bridge len 1: 0
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			// bridge len 2: 0 1
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			// bridge len 3: 0 4 1
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			// bridge len 4: 0 2 3 1
 | 
						|
			// bridge len 5: 0 2 5 3 1
 | 
						|
			// bridge len 6: 0 2 3 2 3 1
 | 
						|
			// bridge len 7: 0 2 3 4 2 3 1
 | 
						|
			// #0 - always as first, #1 - always as last (if len>1)
 | 
						|
			// #2,#3 are to pair in order
 | 
						|
			// for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
 | 
						|
 | 
						|
			if (i == 0) { // first tile
 | 
						|
				piece = 0;
 | 
						|
			} else if (i == bridge_len - 1) { // last tile
 | 
						|
				piece = 1;
 | 
						|
			} else if (i == odd_middle_part) { // we are on the middle of odd bridge: #5 on even pos, #4 on odd
 | 
						|
				piece = 5 - (i % 2);
 | 
						|
			} else {
 | 
						|
					// generate #2 and #3 in turns [i%2==0], after the middle of odd bridge
 | 
						|
					// this sequence swaps [... XOR (i>odd_middle_part)],
 | 
						|
					// for even bridges XOR does not apply as odd_middle_part==bridge_len
 | 
						|
					piece = 2 + ((i % 2 == 0) ^ (i > odd_middle_part));
 | 
						|
			}
 | 
						|
 | 
						|
			_m[tile].m2 = (bridge_type << 4) | piece;
 | 
						|
			SB(_m[tile].m3, 4, 4, railtype);
 | 
						|
			_m[tile].m5 = 0xC0 | transport << 1 | direction;
 | 
						|
			switch (transport_under) {
 | 
						|
				case TRANSPORT_RAIL:  SetRailUnderBridge(tile, owner_under, rail_under); break;
 | 
						|
				case TRANSPORT_ROAD:  SetRoadUnderBridge(tile, owner_under); break;
 | 
						|
				case TRANSPORT_WATER: SetWaterUnderBridge(tile); break;
 | 
						|
				default:              SetClearUnderBridge(tile); break;
 | 
						|
			}
 | 
						|
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	SetSignalsOnBothDir(ti_start.tile, direction == AXIS_X ? TRACK_X : TRACK_Y);
 | 
						|
 | 
						|
	/*	for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
 | 
						|
			It's unnecessary to execute this command every time for every bridge. So it is done only
 | 
						|
			and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
 | 
						|
	*/
 | 
						|
	if (!(flags & DC_QUERY_COST)) {
 | 
						|
		const Bridge *b = &_bridge[bridge_type];
 | 
						|
 | 
						|
		bridge_len += 2;	// begin and end tiles/ramps
 | 
						|
 | 
						|
		if (_current_player < MAX_PLAYERS && !_is_old_ai_player)
 | 
						|
			bridge_len = CalcBridgeLenCostFactor(bridge_len);
 | 
						|
 | 
						|
		cost += (int64)bridge_len * _price.build_bridge * b->price >> 8;
 | 
						|
	}
 | 
						|
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/** Build Tunnel.
 | 
						|
 * @param x,y start tile coord of tunnel
 | 
						|
 * @param p1 railtype, 0x200 for road tunnel
 | 
						|
 * @param p2 unused
 | 
						|
 */
 | 
						|
int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	TileIndexDiff delta;
 | 
						|
	TileIndex start_tile;
 | 
						|
	TileIndex end_tile;
 | 
						|
	DiagDirection direction;
 | 
						|
	uint start_tileh;
 | 
						|
	uint end_tileh;
 | 
						|
	uint start_z;
 | 
						|
	uint end_z;
 | 
						|
	int32 cost;
 | 
						|
	int32 ret;
 | 
						|
 | 
						|
	_build_tunnel_endtile = 0;
 | 
						|
 | 
						|
	if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR;
 | 
						|
 | 
						|
	start_tile = TileVirtXY(x, y);
 | 
						|
	start_tileh = GetTileSlope(start_tile, &start_z);
 | 
						|
 | 
						|
	switch (start_tileh) {
 | 
						|
		case  3: direction = DIAGDIR_SW; break;
 | 
						|
		case  6: direction = DIAGDIR_SE; break;
 | 
						|
		case  9: direction = DIAGDIR_NW; break;
 | 
						|
		case 12: direction = DIAGDIR_NE; break;
 | 
						|
		default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
 | 
						|
	}
 | 
						|
 | 
						|
	ret = DoCommandByTile(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | 
						|
	if (CmdFailed(ret)) return ret;
 | 
						|
	cost = _price.build_tunnel + ret;
 | 
						|
 | 
						|
	delta = TileOffsByDir(direction);
 | 
						|
	end_tile = start_tile;
 | 
						|
	for (;;) {
 | 
						|
		end_tile += delta;
 | 
						|
		end_tileh = GetTileSlope(end_tile, &end_z);
 | 
						|
 | 
						|
		if (start_z == end_z) break;
 | 
						|
 | 
						|
		if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) {
 | 
						|
			return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
 | 
						|
		}
 | 
						|
 | 
						|
		cost += _price.build_tunnel;
 | 
						|
		cost += cost >> 3;
 | 
						|
		if (cost >= 400000000) cost = 400000000;
 | 
						|
	}
 | 
						|
 | 
						|
	// if the command fails from here on we want the end tile to be highlighted
 | 
						|
	_build_tunnel_endtile = end_tile;
 | 
						|
 | 
						|
	// slope of end tile must be complementary to the slope of the start tile
 | 
						|
	if (end_tileh != (15 ^ start_tileh)) {
 | 
						|
		ret = DoCommandByTile(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
 | 
						|
		if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
 | 
						|
	} else {
 | 
						|
		ret = DoCommandByTile(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
 | 
						|
		if (CmdFailed(ret)) return ret;
 | 
						|
	}
 | 
						|
	cost += _price.build_tunnel + ret;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
 | 
						|
			MakeRailTunnel(start_tile, _current_player, direction,                 GB(p1, 0, 4));
 | 
						|
			MakeRailTunnel(end_tile,   _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
 | 
						|
		} else {
 | 
						|
			MakeRoadTunnel(start_tile, _current_player, direction);
 | 
						|
			MakeRoadTunnel(end_tile,   _current_player, ReverseDiagDir(direction));
 | 
						|
		}
 | 
						|
 | 
						|
		if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, direction);
 | 
						|
	}
 | 
						|
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
 | 
						|
{
 | 
						|
	uint z = GetTileZ(tile);
 | 
						|
	DiagDirection dir = GetTunnelDirection(tile);
 | 
						|
	TileIndexDiff delta = TileOffsByDir(dir);
 | 
						|
	uint len = 0;
 | 
						|
	TileIndex starttile = tile;
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
	do {
 | 
						|
		tile += delta;
 | 
						|
		len++;
 | 
						|
	} while (
 | 
						|
		!IsTunnelTile(tile) ||
 | 
						|
		ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
 | 
						|
		GetTileZ(tile) != z
 | 
						|
	);
 | 
						|
 | 
						|
	v = FindVehicleBetween(starttile, tile, z);
 | 
						|
	if (v != NULL) {
 | 
						|
		_error_message = v->type == VEH_Train ?
 | 
						|
			STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
 | 
						|
		return INVALID_TILE;
 | 
						|
	}
 | 
						|
 | 
						|
	if (length != NULL) *length = len;
 | 
						|
	return tile;
 | 
						|
}
 | 
						|
 | 
						|
static int32 DoClearTunnel(TileIndex tile, uint32 flags)
 | 
						|
{
 | 
						|
	Town *t;
 | 
						|
	TileIndex endtile;
 | 
						|
	uint length;
 | 
						|
 | 
						|
	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 | 
						|
 | 
						|
	// in scenario editor you can always destroy tunnels
 | 
						|
	if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
 | 
						|
		if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
 | 
						|
			return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	endtile = CheckTunnelBusy(tile, &length);
 | 
						|
	if (endtile == INVALID_TILE) return CMD_ERROR;
 | 
						|
 | 
						|
	_build_tunnel_endtile = endtile;
 | 
						|
 | 
						|
	t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
 | 
						|
	// check if you're allowed to remove the tunnel owned by a town
 | 
						|
	// removal allowal depends on difficulty settings
 | 
						|
	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | 
						|
		if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
 | 
						|
			SetDParam(0, t->index);
 | 
						|
			return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		// We first need to request the direction before calling DoClearSquare
 | 
						|
		//  else the direction is always 0.. dah!! ;)
 | 
						|
		DiagDirection dir = GetTunnelDirection(tile);
 | 
						|
 | 
						|
		// Adjust the town's player rating. Do this before removing the tile owner info.
 | 
						|
		if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
 | 
						|
			ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
 | 
						|
 | 
						|
		DoClearSquare(tile);
 | 
						|
		DoClearSquare(endtile);
 | 
						|
		UpdateSignalsOnSegment(tile, ReverseDiagDir(dir));
 | 
						|
		UpdateSignalsOnSegment(endtile, dir);
 | 
						|
	}
 | 
						|
	return _price.clear_tunnel * (length + 1);
 | 
						|
}
 | 
						|
 | 
						|
static TileIndex FindEdgesOfBridge(TileIndex tile, TileIndex *endtile)
 | 
						|
{
 | 
						|
	Axis direction = GB(_m[tile].m5, 0, 1);
 | 
						|
	TileIndex start;
 | 
						|
 | 
						|
	// find start of bridge
 | 
						|
	for (;;) {
 | 
						|
		if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0x80)
 | 
						|
			break;
 | 
						|
		tile += (direction == AXIS_X ? TileDiffXY(-1, 0) : TileDiffXY(0, -1));
 | 
						|
	}
 | 
						|
 | 
						|
	start = tile;
 | 
						|
 | 
						|
	// find end of bridge
 | 
						|
	for (;;) {
 | 
						|
		if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0xA0)
 | 
						|
			break;
 | 
						|
		tile += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
	}
 | 
						|
 | 
						|
	*endtile = tile;
 | 
						|
 | 
						|
	return start;
 | 
						|
}
 | 
						|
 | 
						|
static int32 DoClearBridge(TileIndex tile, uint32 flags)
 | 
						|
{
 | 
						|
	TileIndex endtile;
 | 
						|
	Vehicle *v;
 | 
						|
	Town *t;
 | 
						|
	Axis direction;
 | 
						|
 | 
						|
	SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
 | 
						|
 | 
						|
	direction = GB(_m[tile].m5, 0, 1);
 | 
						|
 | 
						|
	/* delete stuff under the middle part if there's a transport route there..? */
 | 
						|
	if ((_m[tile].m5 & 0xE0) == 0xE0) {
 | 
						|
		int32 cost;
 | 
						|
 | 
						|
		// check if we own the tile below the bridge..
 | 
						|
		if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile))))
 | 
						|
			return CMD_ERROR;
 | 
						|
 | 
						|
		cost = (_m[tile].m5 & 8) ? _price.remove_road * 2 : _price.remove_rail;
 | 
						|
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			SetClearUnderBridge(tile);
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
		}
 | 
						|
		return cost;
 | 
						|
 | 
						|
	/* delete canal under bridge */
 | 
						|
	} else if ((_m[tile].m5 & 0xC8) == 0xC8 && TilePixelHeight(tile) != 0) {
 | 
						|
		int32 cost;
 | 
						|
 | 
						|
		// check for vehicles under bridge
 | 
						|
		if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR;
 | 
						|
		cost = _price.clear_water;
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			SetClearUnderBridge(tile);
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
		}
 | 
						|
		return cost;
 | 
						|
	}
 | 
						|
 | 
						|
	tile = FindEdgesOfBridge(tile, &endtile);
 | 
						|
 | 
						|
	// floods, scenario editor can always destroy bridges
 | 
						|
	if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
 | 
						|
		if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
 | 
						|
			return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
 | 
						|
 | 
						|
	/*	Make sure there's no vehicle on the bridge
 | 
						|
			Omit tile and endtile, since these are already checked, thus solving the problem
 | 
						|
			of bridges over water, or higher bridges, where z is not increased, eg level bridge
 | 
						|
	*/
 | 
						|
	tile		+= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
	endtile	-= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
	/* Bridges on slopes might have their Z-value offset..correct this */
 | 
						|
	v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile));
 | 
						|
	if (v != NULL) {
 | 
						|
		VehicleInTheWayErrMsg(v);
 | 
						|
		return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Put the tiles back to start/end position */
 | 
						|
	tile		-= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
	endtile	+= (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
 | 
						|
	t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
 | 
						|
	// check if you're allowed to remove the bridge owned by a town.
 | 
						|
	// removal allowal depends on difficulty settings
 | 
						|
	if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
 | 
						|
		if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		TileIndex c = tile;
 | 
						|
 | 
						|
		//checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
 | 
						|
		// you have a "Poor" (0) town rating
 | 
						|
		if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
 | 
						|
			ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
 | 
						|
 | 
						|
		do {
 | 
						|
			if (!(_m[c].m5 & 0x40)) {
 | 
						|
				// bridge ramp
 | 
						|
				DoClearSquare(c);
 | 
						|
			} else {
 | 
						|
				// bridge middle part
 | 
						|
				if (_m[c].m5 & 0x20) {
 | 
						|
					// transport under bridge
 | 
						|
					if (GB(_m[c].m5, 3, 2) == TRANSPORT_RAIL) {
 | 
						|
						MakeRailNormal(c, GetTileOwner(c), _m[c].m5 & 1 ? TRACK_BIT_X : TRACK_BIT_Y, GB(_m[c].m3, 0, 3));
 | 
						|
					} else {
 | 
						|
						MakeRoadNormal(c, GetTileOwner(c), _m[c].m5 & 1 ? ROAD_X : ROAD_Y, 0); // XXX Determine town, missing till now
 | 
						|
					}
 | 
						|
					MarkTileDirtyByTile(c);
 | 
						|
				} else {
 | 
						|
					// clear under bridge
 | 
						|
					if (GB(_m[c].m5, 3, 2) == 0) {
 | 
						|
						// grass under bridge
 | 
						|
						DoClearSquare(c);
 | 
						|
					} else {
 | 
						|
						// water under bridge
 | 
						|
						if (GetTileSlope(c, NULL) == 0) {
 | 
						|
							MakeWater(c);
 | 
						|
						} else {
 | 
						|
							MakeShore(c);
 | 
						|
						}
 | 
						|
						MarkTileDirtyByTile(c);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			c += (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
 | 
						|
		} while (c <= endtile);
 | 
						|
 | 
						|
		SetSignalsOnBothDir(tile,    direction == AXIS_X ? TRACK_X : TRACK_Y);
 | 
						|
		SetSignalsOnBothDir(endtile, direction == AXIS_X ? TRACK_X : TRACK_Y);
 | 
						|
	}
 | 
						|
 | 
						|
	if (direction == AXIS_X) {
 | 
						|
		return (TileX(endtile) - TileX(tile) + 1) * _price.clear_bridge;
 | 
						|
	} else {
 | 
						|
		return (TileY(endtile) - TileY(tile) + 1) * _price.clear_bridge;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags)
 | 
						|
{
 | 
						|
	byte m5 = _m[tile].m5;
 | 
						|
 | 
						|
	if (IsTunnel(tile)) {
 | 
						|
		if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
 | 
						|
		return DoClearTunnel(tile, flags);
 | 
						|
	} else if (m5 & 0x80) {
 | 
						|
		if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
 | 
						|
		return DoClearBridge(tile, flags);
 | 
						|
	}
 | 
						|
 | 
						|
	return CMD_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
int32 DoConvertTunnelBridgeRail(TileIndex tile, uint totype, bool exec)
 | 
						|
{
 | 
						|
	TileIndex endtile;
 | 
						|
	uint length;
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
	if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) {
 | 
						|
		if (!CheckTileOwnership(tile)) return CMD_ERROR;
 | 
						|
 | 
						|
		if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
 | 
						|
 | 
						|
		endtile = CheckTunnelBusy(tile, &length);
 | 
						|
		if (endtile == INVALID_TILE) return CMD_ERROR;
 | 
						|
 | 
						|
		if (exec) {
 | 
						|
			SB(_m[tile].m3, 0, 4, totype);
 | 
						|
			SB(_m[endtile].m3, 0, 4, totype);
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
			MarkTileDirtyByTile(endtile);
 | 
						|
		}
 | 
						|
		return (length + 1) * (_price.build_rail >> 1);
 | 
						|
	} else if ((_m[tile].m5 & 0xF8) == 0xE0) {
 | 
						|
		// bridge middle part with rail below
 | 
						|
		// only check for train under bridge
 | 
						|
		if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
 | 
						|
			return CMD_ERROR;
 | 
						|
 | 
						|
		// tile is already of requested type?
 | 
						|
		if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
 | 
						|
		// change type.
 | 
						|
		if (exec) {
 | 
						|
			SB(_m[tile].m3, 0, 4, totype);
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
		}
 | 
						|
		return _price.build_rail >> 1;
 | 
						|
	} else if ((_m[tile].m5 & 0xC6) == 0x80) {
 | 
						|
		TileIndex starttile;
 | 
						|
		int32 cost;
 | 
						|
		uint z = TilePixelHeight(tile);
 | 
						|
 | 
						|
		z += 8;
 | 
						|
 | 
						|
		if (!CheckTileOwnership(tile)) return CMD_ERROR;
 | 
						|
 | 
						|
		// railway bridge
 | 
						|
		starttile = tile = FindEdgesOfBridge(tile, &endtile);
 | 
						|
		// Make sure there's no vehicle on the bridge
 | 
						|
		v = FindVehicleBetween(tile, endtile, z);
 | 
						|
		if (v != NULL) {
 | 
						|
			VehicleInTheWayErrMsg(v);
 | 
						|
			return CMD_ERROR;
 | 
						|
		}
 | 
						|
 | 
						|
		if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) {
 | 
						|
			_error_message = STR_8803_TRAIN_IN_THE_WAY;
 | 
						|
			return CMD_ERROR;
 | 
						|
		}
 | 
						|
 | 
						|
		if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
 | 
						|
		cost = 0;
 | 
						|
		do {
 | 
						|
			if (exec) {
 | 
						|
				if (tile == starttile || tile == endtile) {
 | 
						|
					SB(_m[tile].m3, 0, 4, totype);
 | 
						|
				} else {
 | 
						|
					SB(_m[tile].m3, 4, 4, totype);
 | 
						|
				}
 | 
						|
				MarkTileDirtyByTile(tile);
 | 
						|
			}
 | 
						|
			cost += _price.build_rail >> 1;
 | 
						|
			tile += GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
 | 
						|
		} while (tile <= endtile);
 | 
						|
 | 
						|
		return cost;
 | 
						|
	} else
 | 
						|
		return CMD_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
 | 
						|
static uint GetBridgeHeight(const TileInfo *ti)
 | 
						|
{
 | 
						|
	TileIndexDiff delta;
 | 
						|
	TileIndex tile = ti->tile;
 | 
						|
 | 
						|
	// find the end tile of the bridge.
 | 
						|
	delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
 | 
						|
	do {
 | 
						|
		assert((_m[tile].m5 & 0xC0) == 0xC0);	// bridge and middle part
 | 
						|
		tile += delta;
 | 
						|
	} while (_m[tile].m5 & 0x40);	// while bridge middle parts
 | 
						|
 | 
						|
	/* Return the height there (the height of the NORTH CORNER)
 | 
						|
	 * If the end of the bridge is on a tileh 7 (all raised, except north corner),
 | 
						|
	 * the z coordinate is 1 height level too low. Compensate for that */
 | 
						|
	return TilePixelHeight(tile) + (GetTileSlope(tile, NULL) == 7 ? 8 : 0);
 | 
						|
}
 | 
						|
 | 
						|
static const byte _bridge_foundations[2][16] = {
 | 
						|
// 0 1  2  3  4 5 6 7  8 9 10 11 12 13 14 15
 | 
						|
	{1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
 | 
						|
	{1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
 | 
						|
};
 | 
						|
 | 
						|
extern const byte _road_sloped_sprites[14];
 | 
						|
 | 
						|
static void DrawBridgePillars(const TileInfo *ti, int x, int y, int z)
 | 
						|
{
 | 
						|
	const PalSpriteID *b;
 | 
						|
	PalSpriteID image;
 | 
						|
	int piece;
 | 
						|
 | 
						|
	b = _bridge_poles_table[GetBridgeType(ti->tile)];
 | 
						|
 | 
						|
	// Draw first piece
 | 
						|
	// (necessary for cantilever bridges)
 | 
						|
 | 
						|
	image = b[12 + GB(ti->map5, 0, 1)];
 | 
						|
	piece = GetBridgePiece(ti->tile);
 | 
						|
 | 
						|
	if (image != 0 && piece != 0) {
 | 
						|
		if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
		DrawGroundSpriteAt(image, x, y, z);
 | 
						|
	}
 | 
						|
 | 
						|
	image = b[GB(ti->map5, 0, 1) * 6 + piece];
 | 
						|
 | 
						|
	if (image != 0) {
 | 
						|
		int back_height, front_height, i=z;
 | 
						|
		const byte *p;
 | 
						|
 | 
						|
		static const byte _tileh_bits[4][8] = {
 | 
						|
			{2,1,8,4,  16,11,0,9},
 | 
						|
			{1,8,4,2,  11,16,9,0},
 | 
						|
			{4,8,1,2,  16,11,0,9},
 | 
						|
			{2,4,8,1,  11,16,9,0},
 | 
						|
		};
 | 
						|
 | 
						|
		if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
 | 
						|
		p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
 | 
						|
		front_height = ti->z + ((ti->tileh & p[0])?8:0);
 | 
						|
		back_height = ti->z + ((ti->tileh & p[1])?8:0);
 | 
						|
 | 
						|
		if (IsSteepTileh(ti->tileh)) {
 | 
						|
			if (!(ti->tileh & p[2])) front_height += 8;
 | 
						|
			if (!(ti->tileh & p[3])) back_height += 8;
 | 
						|
		}
 | 
						|
 | 
						|
		for (; z >= front_height || z >= back_height; z = z - 8) {
 | 
						|
			if (z >= front_height) {
 | 
						|
				// front facing pillar
 | 
						|
				AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z);
 | 
						|
			}
 | 
						|
			if (z >= back_height && z < i - 8) {
 | 
						|
				// back facing pillar
 | 
						|
				AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
uint GetBridgeFoundation(uint tileh, Axis axis)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
	// normal level sloped building (7, 11, 13, 14)
 | 
						|
	if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) return tileh;
 | 
						|
 | 
						|
	// inclined sloped building
 | 
						|
	if ((
 | 
						|
				(i  = 0, tileh == 1) ||
 | 
						|
				(i += 2, tileh == 2) ||
 | 
						|
				(i += 2, tileh == 4) ||
 | 
						|
				(i += 2, tileh == 8)
 | 
						|
			) && (
 | 
						|
				      axis == AXIS_X ||
 | 
						|
				(i++, axis == AXIS_Y)
 | 
						|
			)) {
 | 
						|
		return i + 15;
 | 
						|
	}
 | 
						|
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
  * Draws a tunnel of bridge tile.
 | 
						|
  * For tunnels, this is rather simple, as you only needa draw the entrance.
 | 
						|
  * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
 | 
						|
  * and it works a bit like a bitmask.<p> For bridge heads:
 | 
						|
  * <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>
 | 
						|
  * For middle parts:
 | 
						|
  * <ul><li>Bits 0-1: need to be 0</li>
 | 
						|
  * <li>Bit 2: direction</li>
 | 
						|
  * <li>Bit 3 and above: 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)
 | 
						|
{
 | 
						|
	uint32 image;
 | 
						|
	const PalSpriteID *b;
 | 
						|
	bool ice = _m[ti->tile].m4 & 0x80;
 | 
						|
 | 
						|
	// draw tunnel?
 | 
						|
	if (IsTunnel(ti->tile)) {
 | 
						|
		if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
 | 
						|
			image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
 | 
						|
		} else {
 | 
						|
			image = SPR_TUNNEL_ENTRY_REAR_ROAD;
 | 
						|
		}
 | 
						|
 | 
						|
		if (ice) image += 32;
 | 
						|
 | 
						|
		image += GetTunnelDirection(ti->tile) * 2;
 | 
						|
		DrawGroundSprite(image);
 | 
						|
 | 
						|
		AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
 | 
						|
	// draw bridge?
 | 
						|
	} else if (ti->map5 & 0x80) {
 | 
						|
		RailType rt;
 | 
						|
		int base_offset;
 | 
						|
 | 
						|
		if (HASBIT(ti->map5, 1)) { /* This is a road bridge */
 | 
						|
			base_offset = 8;
 | 
						|
		} else { /* Rail bridge */
 | 
						|
			if (HASBIT(ti->map5, 6)) { /* The bits we need depend on the fact whether it is a bridge head or not */
 | 
						|
				rt = GB(_m[ti->tile].m3, 4, 3);
 | 
						|
			} else {
 | 
						|
				rt = GB(_m[ti->tile].m3, 0, 3);
 | 
						|
			}
 | 
						|
 | 
						|
			base_offset = GetRailTypeInfo(rt)->bridge_offset;
 | 
						|
			assert(base_offset != 8); /* This one is used for roads */
 | 
						|
		}
 | 
						|
 | 
						|
		/* as the lower 3 bits are used for other stuff, make sure they are clear */
 | 
						|
		assert( (base_offset & 0x07) == 0x00);
 | 
						|
 | 
						|
		if (!(ti->map5 & 0x40)) {	// bridge ramps
 | 
						|
			if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) {	// no foundations for 0, 3, 6, 9, 12
 | 
						|
				int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1);	// pass direction
 | 
						|
				if (f) DrawFoundation(ti, f);
 | 
						|
			}
 | 
						|
 | 
						|
			/* Cope for the direction of the bridge */
 | 
						|
			if (HASBIT(ti->map5, 0)) base_offset++;
 | 
						|
 | 
						|
			if (ti->map5 & 0x20) base_offset += 2; // which side
 | 
						|
			if (ti->tileh == 0) base_offset += 4; // sloped bridge head
 | 
						|
 | 
						|
			/* Table number 6 always refers to the bridge heads for any bridge type */
 | 
						|
			image = GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
 | 
						|
 | 
						|
			if (!ice) {
 | 
						|
				DrawClearLandTile(ti, 3);
 | 
						|
			} else {
 | 
						|
				DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh]);
 | 
						|
			}
 | 
						|
 | 
						|
			// draw ramp
 | 
						|
			if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
			AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
 | 
						|
		} else {
 | 
						|
			// bridge middle part.
 | 
						|
			uint z;
 | 
						|
			int x,y;
 | 
						|
 | 
						|
			image = GB(ti->map5, 3, 2); // type of stuff under bridge (only defined for 0,1)
 | 
						|
			/** @todo So why do we even WASTE that one bit?! (map5, bit 4) */
 | 
						|
			assert(image <= 1);
 | 
						|
 | 
						|
			if (!(ti->map5 & 0x20)) {
 | 
						|
				// draw land under bridge
 | 
						|
				if (ice) image += 2;
 | 
						|
 | 
						|
				if (image != 1 || ti->tileh == 0) {
 | 
						|
					DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
 | 
						|
				} else {
 | 
						|
					DrawGroundSprite(_water_shore_sprites[ti->tileh]);
 | 
						|
				}
 | 
						|
 | 
						|
				// draw canal water?
 | 
						|
				if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
 | 
						|
			} else {
 | 
						|
				// draw transport route under bridge
 | 
						|
 | 
						|
				// draw foundation?
 | 
						|
				if (ti->tileh) {
 | 
						|
					int f = _bridge_foundations[ti->map5&1][ti->tileh];
 | 
						|
					if (f) DrawFoundation(ti, f);
 | 
						|
				}
 | 
						|
 | 
						|
				if (!(image&1)) {
 | 
						|
					const RailtypeInfo *rti = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4));
 | 
						|
					// railway
 | 
						|
					image = SPR_RAIL_TRACK_Y + (ti->map5 & 1);
 | 
						|
					if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
 | 
						|
					image += rti->total_offset;
 | 
						|
					if (ice) image += rti->snow_offset;
 | 
						|
				} else {
 | 
						|
					// road
 | 
						|
					image = SPR_ROAD_Y + (ti->map5 & 1);
 | 
						|
					if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
 | 
						|
					if (ice) image += 19;
 | 
						|
				}
 | 
						|
				DrawGroundSprite(image);
 | 
						|
			}
 | 
						|
 | 
						|
			/* Cope for the direction of the bridge */
 | 
						|
			if (HASBIT(ti->map5, 0)) base_offset += 4;
 | 
						|
 | 
						|
			/*  base_offset needs to be 0 due to the structure of the sprite table see table/bridge_land.h */
 | 
						|
			assert( (base_offset & 0x03) == 0x00);
 | 
						|
			// get bridge sprites
 | 
						|
			b = GetBridgeSpriteTable(GetBridgeType(ti->tile), GetBridgePiece(ti->tile)) + base_offset;
 | 
						|
 | 
						|
			z = GetBridgeHeight(ti) + 5;
 | 
						|
 | 
						|
			// draw rail or road component
 | 
						|
			image = b[0];
 | 
						|
			if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
			AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z);
 | 
						|
 | 
						|
			x = ti->x;
 | 
						|
			y = ti->y;
 | 
						|
			image = b[1];
 | 
						|
			if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
 | 
						|
			// draw roof, the component of the bridge which is logically between the vehicle and the camera
 | 
						|
			if (ti->map5 & 1) {
 | 
						|
				x += 12;
 | 
						|
				if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
 | 
						|
			} else {
 | 
						|
				y += 12;
 | 
						|
				if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
 | 
						|
			}
 | 
						|
 | 
						|
			if (ti->z + 5 == z) {
 | 
						|
				// draw poles below for small bridges
 | 
						|
				image = b[2];
 | 
						|
				if (image != 0) {
 | 
						|
					if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
 | 
						|
					DrawGroundSpriteAt(image, x, y, z);
 | 
						|
				}
 | 
						|
			} else if (_patches.bridge_pillars) {
 | 
						|
				// draw pillars below for high bridges
 | 
						|
				DrawBridgePillars(ti, x, y, z);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static uint GetSlopeZ_TunnelBridge(const TileInfo* ti)
 | 
						|
{
 | 
						|
	uint z = ti->z;
 | 
						|
	uint x = ti->x & 0xF;
 | 
						|
	uint y = ti->y & 0xF;
 | 
						|
	uint tileh = ti->tileh;
 | 
						|
 | 
						|
	// swap directions if Y tunnel/bridge to let the code handle the X case only.
 | 
						|
	if (ti->map5 & 1) uintswap(x,y);
 | 
						|
 | 
						|
	// to the side of the tunnel/bridge?
 | 
						|
	if (IS_INT_INSIDE(y, 5, 10+1)) {
 | 
						|
		// tunnel?
 | 
						|
		if ((ti->map5 & 0xF0) == 0) return z;
 | 
						|
 | 
						|
		// bridge?
 | 
						|
		if (ti->map5 & 0x80) {
 | 
						|
			// bridge ending?
 | 
						|
			if (!(ti->map5 & 0x40)) {
 | 
						|
				if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) // 7, 11, 13, 14
 | 
						|
					z += 8;
 | 
						|
 | 
						|
				// no ramp for bridge ending
 | 
						|
				if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_NO_FOUNDATION & (1 << tileh)) && tileh != 0) {
 | 
						|
					return z + 8;
 | 
						|
				} else if (!(ti->map5 & 0x20)) { // northern / southern ending
 | 
						|
					// ramp
 | 
						|
					return z + (x >> 1) + 1;
 | 
						|
				} else {
 | 
						|
					// ramp in opposite dir
 | 
						|
					return z + ((x ^ 0xF) >> 1);
 | 
						|
				}
 | 
						|
 | 
						|
			// bridge middle part
 | 
						|
			} else {
 | 
						|
				// build on slopes?
 | 
						|
				if (tileh != 0) z += 8;
 | 
						|
 | 
						|
				// keep the same elevation because we're on the bridge?
 | 
						|
				if (_get_z_hint >= z + 8) return _get_z_hint;
 | 
						|
 | 
						|
				// actually on the bridge, but not yet in the shared area.
 | 
						|
				if (!IS_INT_INSIDE(x, 5, 10 + 1)) return GetBridgeHeight(ti) + 8;
 | 
						|
 | 
						|
				// in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
 | 
						|
				// if rail or road below then it means it's possibly build on slope below the bridge.
 | 
						|
				if (ti->map5 & 0x20) {
 | 
						|
					uint f = _bridge_foundations[ti->map5 & 1][tileh];
 | 
						|
					// make sure that the slope is not inclined foundation
 | 
						|
					if (IS_BYTE_INSIDE(f, 1, 15)) return z;
 | 
						|
 | 
						|
					// change foundation type? XXX - should be const; accessor function!
 | 
						|
					if (f != 0) tileh = _inclined_tileh[f - 15];
 | 
						|
				}
 | 
						|
 | 
						|
				// no transport route, fallback to default
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		// if it's a bridge middle with transport route below, then we need to compensate for build on slopes
 | 
						|
		if ((ti->map5 & (0x80 | 0x40 | 0x20)) == (0x80 | 0x40 | 0x20)) {
 | 
						|
			uint f;
 | 
						|
			if (tileh != 0) z += 8;
 | 
						|
			f = _bridge_foundations[ti->map5 & 1][tileh];
 | 
						|
			if (IS_BYTE_INSIDE(f, 1, 15)) return z;
 | 
						|
			if (f != 0) tileh = _inclined_tileh[f - 15];
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	// default case
 | 
						|
	return GetPartialZ(ti->x & 0xF, ti->y & 0xF, tileh) + ti->z;
 | 
						|
}
 | 
						|
 | 
						|
static uint GetSlopeTileh_TunnelBridge(const TileInfo* ti)
 | 
						|
{
 | 
						|
	// not accurate, but good enough for slope graphics drawing
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
 | 
						|
{
 | 
						|
	/* not used */
 | 
						|
}
 | 
						|
 | 
						|
static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
 | 
						|
	STR_501F_WOODEN_RAIL_BRIDGE,
 | 
						|
	STR_5020_CONCRETE_RAIL_BRIDGE,
 | 
						|
	STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
 | 
						|
	STR_501E_REINFORCED_CONCRETE_SUSPENSION,
 | 
						|
	STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
 | 
						|
	STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
 | 
						|
	STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
 | 
						|
	STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
 | 
						|
	STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
 | 
						|
	STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
 | 
						|
	STR_5027_TUBULAR_RAIL_BRIDGE,
 | 
						|
	STR_5027_TUBULAR_RAIL_BRIDGE,
 | 
						|
	STR_5027_TUBULAR_RAIL_BRIDGE,
 | 
						|
	0,0,0,
 | 
						|
 | 
						|
	STR_5025_WOODEN_ROAD_BRIDGE,
 | 
						|
	STR_5026_CONCRETE_ROAD_BRIDGE,
 | 
						|
	STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
 | 
						|
	STR_5024_REINFORCED_CONCRETE_SUSPENSION,
 | 
						|
	STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
 | 
						|
	STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
 | 
						|
	STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
 | 
						|
	STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
 | 
						|
	STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
 | 
						|
	STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
 | 
						|
	STR_5028_TUBULAR_ROAD_BRIDGE,
 | 
						|
	STR_5028_TUBULAR_ROAD_BRIDGE,
 | 
						|
	STR_5028_TUBULAR_ROAD_BRIDGE,
 | 
						|
	0,0,0,
 | 
						|
};
 | 
						|
 | 
						|
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
 | 
						|
{
 | 
						|
	if (IsTunnel(tile)) {
 | 
						|
		td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
 | 
						|
			STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
 | 
						|
	} else {
 | 
						|
		td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
 | 
						|
 | 
						|
		/* scan to the end of the bridge, that's where the owner is stored */
 | 
						|
		if (_m[tile].m5 & 0x40) {
 | 
						|
			TileIndexDiff delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, -1) : TileDiffXY(-1, 0);
 | 
						|
 | 
						|
			do tile += delta; while (_m[tile].m5 & 0x40);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	td->owner = GetTileOwner(tile);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void AnimateTile_TunnelBridge(TileIndex tile)
 | 
						|
{
 | 
						|
	/* not used */
 | 
						|
}
 | 
						|
 | 
						|
static void TileLoop_TunnelBridge(TileIndex tile)
 | 
						|
{
 | 
						|
	switch (_opt.landscape) {
 | 
						|
		case LT_HILLY:
 | 
						|
			if (GetTileZ(tile) > _opt.snow_line) {
 | 
						|
				if (!(_m[tile].m4 & 0x80)) {
 | 
						|
					_m[tile].m4 |= 0x80;
 | 
						|
					MarkTileDirtyByTile(tile);
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				if (_m[tile].m4 & 0x80) {
 | 
						|
					_m[tile].m4 &= ~0x80;
 | 
						|
					MarkTileDirtyByTile(tile);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case LT_DESERT:
 | 
						|
			if (GetMapExtraBits(tile) == 1 && !(_m[tile].m4 & 0x80)) {
 | 
						|
				_m[tile].m4 |= 0x80;
 | 
						|
				MarkTileDirtyByTile(tile);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
	}
 | 
						|
 | 
						|
	// if it's a bridge with water below, call tileloop_water on it.
 | 
						|
	if ((_m[tile].m5 & 0xF8) == 0xC8) TileLoop_Water(tile);
 | 
						|
}
 | 
						|
 | 
						|
static void ClickTile_TunnelBridge(TileIndex tile)
 | 
						|
{
 | 
						|
	/* not used */
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode)
 | 
						|
{
 | 
						|
	uint32 result;
 | 
						|
	byte m5 = _m[tile].m5;
 | 
						|
 | 
						|
	if (IsTunnel(tile)) {
 | 
						|
		if (GetTunnelTransportType(tile) == mode) {
 | 
						|
			return DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? 0x101 : 0x202;
 | 
						|
		}
 | 
						|
	} else if (m5 & 0x80) {
 | 
						|
		/* This is a bridge */
 | 
						|
		result = 0;
 | 
						|
		if (GB(m5, 1, 2) == mode) {
 | 
						|
			/* Transport over the bridge is compatible */
 | 
						|
			result = m5 & 1 ? 0x202 : 0x101;
 | 
						|
		}
 | 
						|
		if (m5 & 0x40) {
 | 
						|
			/* Bridge middle part */
 | 
						|
			if (!(m5 & 0x20)) {
 | 
						|
				/* Clear ground or water underneath */
 | 
						|
				if ((m5 & 0x18) != 8) {
 | 
						|
					/* Clear ground */
 | 
						|
					return result;
 | 
						|
				} else {
 | 
						|
					if (mode != TRANSPORT_WATER) return result;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				/* Transport underneath */
 | 
						|
				if (GB(m5, 3, 2) != mode) {
 | 
						|
					/* Incompatible transport underneath */
 | 
						|
					return result;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			/* If we've not returned yet, there is a compatible
 | 
						|
			 * transport or water beneath, so we can add it to
 | 
						|
			 * result */
 | 
						|
			/* Why is this xor'd ? Can't it just be or'd? */
 | 
						|
			result ^= m5 & 1 ? 0x101 : 0x202;
 | 
						|
		}
 | 
						|
		return result;
 | 
						|
	} else {
 | 
						|
		assert(0); /* This should never occur */
 | 
						|
	}
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
 | 
						|
{
 | 
						|
	if (!IsTileOwner(tile, old_player)) return;
 | 
						|
 | 
						|
	if (new_player != OWNER_SPECTATOR) {
 | 
						|
		SetTileOwner(tile, new_player);
 | 
						|
	}	else {
 | 
						|
		if ((_m[tile].m5 & 0xC0) == 0xC0) {
 | 
						|
			// the stuff BELOW the middle part is owned by the deleted player.
 | 
						|
			if (!(_m[tile].m5 & (1 << 4 | 1 << 3))) {
 | 
						|
				// convert railway into grass.
 | 
						|
				SetClearUnderBridge(tile);
 | 
						|
			} else {
 | 
						|
				// for road, change the owner of the road to local authority
 | 
						|
				SetTileOwner(tile, OWNER_NONE);
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8};
 | 
						|
static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38};
 | 
						|
static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48};
 | 
						|
static const byte _exit_tunnel_track[4] = {1,2,1,2};
 | 
						|
 | 
						|
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
 | 
						|
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
 | 
						|
 | 
						|
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
 | 
						|
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
 | 
						|
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
 | 
						|
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
 | 
						|
 | 
						|
static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
 | 
						|
{
 | 
						|
	if (IsTunnel(tile)) {
 | 
						|
		int z = GetSlopeZ(x, y) - v->z_pos;
 | 
						|
		byte fc;
 | 
						|
		DiagDirection dir;
 | 
						|
		DiagDirection vdir;
 | 
						|
 | 
						|
		if (myabs(z) > 2) return 8;
 | 
						|
 | 
						|
		if (v->type == VEH_Train) {
 | 
						|
			fc = (x & 0xF) + (y << 4);
 | 
						|
 | 
						|
			dir = GetTunnelDirection(tile);
 | 
						|
			vdir = DirToDiagDir(v->direction);
 | 
						|
 | 
						|
			if (v->u.rail.track != 0x40 && dir == vdir) {
 | 
						|
				if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
 | 
						|
					if (v->spritenum < 4)
 | 
						|
						SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
 | 
						|
					return 0;
 | 
						|
				}
 | 
						|
				if (fc == _tunnel_fractcoord_2[dir]) {
 | 
						|
					v->tile = tile;
 | 
						|
					v->u.rail.track = 0x40;
 | 
						|
					v->vehstatus |= VS_HIDDEN;
 | 
						|
					return 4;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
 | 
						|
				/* We're at the tunnel exit ?? */
 | 
						|
				v->tile = tile;
 | 
						|
				v->u.rail.track = _exit_tunnel_track[dir];
 | 
						|
				assert(v->u.rail.track);
 | 
						|
				v->vehstatus &= ~VS_HIDDEN;
 | 
						|
				return 4;
 | 
						|
			}
 | 
						|
		} else if (v->type == VEH_Road) {
 | 
						|
			fc = (x & 0xF) + (y << 4);
 | 
						|
			dir = GetTunnelDirection(tile);
 | 
						|
			vdir = DirToDiagDir(v->direction);
 | 
						|
 | 
						|
			// Enter tunnel?
 | 
						|
			if (v->u.road.state != 0xFF && dir == vdir) {
 | 
						|
				if (fc == _tunnel_fractcoord_4[dir] ||
 | 
						|
						fc == _tunnel_fractcoord_5[dir]) {
 | 
						|
					v->tile = tile;
 | 
						|
					v->u.road.state = 0xFF;
 | 
						|
					v->vehstatus |= VS_HIDDEN;
 | 
						|
					return 4;
 | 
						|
				} else {
 | 
						|
					return 0;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			if (dir == ReverseDiagDir(vdir) && (
 | 
						|
						/* We're at the tunnel exit ?? */
 | 
						|
						fc == _tunnel_fractcoord_6[dir] ||
 | 
						|
						fc == _tunnel_fractcoord_7[dir]
 | 
						|
					) &&
 | 
						|
					z == 0) {
 | 
						|
				v->tile = tile;
 | 
						|
				v->u.road.state = _road_exit_tunnel_state[dir];
 | 
						|
				v->u.road.frame = _road_exit_tunnel_frame[dir];
 | 
						|
				v->vehstatus &= ~VS_HIDDEN;
 | 
						|
				return 4;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else if (_m[tile].m5 & 0x80) {
 | 
						|
		if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
 | 
						|
			uint h;
 | 
						|
 | 
						|
			// Compensate for possible foundation
 | 
						|
			if (GetTileSlope(tile, &h) != 0) h += 8;
 | 
						|
			if (!(_m[tile].m5 & 0x40) || // start/end tile of bridge
 | 
						|
					myabs(h - v->z_pos) > 2) { // high above the ground -> on the bridge
 | 
						|
				/* modify speed of vehicle */
 | 
						|
				uint16 spd = _bridge[GetBridgeType(tile)].speed;
 | 
						|
				if (v->type == VEH_Road) spd *= 2;
 | 
						|
				if (v->cur_speed > spd) v->cur_speed = spd;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v)
 | 
						|
{
 | 
						|
	TileIndex tile;
 | 
						|
	TileIndexDiff delta = (v->direction & 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
 | 
						|
	byte z = v->z_pos;
 | 
						|
 | 
						|
	for (tile = v->tile;; tile += delta) {
 | 
						|
		if (IsTunnelTile(tile) && GetTileZ(tile) == z) break;
 | 
						|
	}
 | 
						|
	return tile;
 | 
						|
}
 | 
						|
 | 
						|
const TileTypeProcs _tile_type_tunnelbridge_procs = {
 | 
						|
	DrawTile_TunnelBridge,					/* draw_tile_proc */
 | 
						|
	GetSlopeZ_TunnelBridge,					/* get_slope_z_proc */
 | 
						|
	ClearTile_TunnelBridge,					/* clear_tile_proc */
 | 
						|
	GetAcceptedCargo_TunnelBridge,	/* get_accepted_cargo_proc */
 | 
						|
	GetTileDesc_TunnelBridge,				/* get_tile_desc_proc */
 | 
						|
	GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */
 | 
						|
	ClickTile_TunnelBridge,					/* click_tile_proc */
 | 
						|
	AnimateTile_TunnelBridge,				/* animate_tile_proc */
 | 
						|
	TileLoop_TunnelBridge,					/* tile_loop_clear */
 | 
						|
	ChangeTileOwner_TunnelBridge,		/* change_tile_owner_clear */
 | 
						|
	NULL,														/* get_produced_cargo_proc */
 | 
						|
	VehicleEnter_TunnelBridge,			/* vehicle_enter_tile_proc */
 | 
						|
	NULL,														/* vehicle_leave_tile_proc */
 | 
						|
	GetSlopeTileh_TunnelBridge,			/* get_slope_tileh_proc */
 | 
						|
};
 |