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OpenTTD-patches/src/tunnelbridge_cmd.cpp

3365 lines
126 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/**
* @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo separate this file into two
*/
#include "stdafx.h"
#include "newgrf_object.h"
#include "viewport_func.h"
#include "cmd_helper.h"
#include "command_func.h"
#include "town.h"
#include "train.h"
#include "ship.h"
#include "roadveh.h"
#include "pathfinder/yapf/yapf_cache.h"
#include "pathfinder/water_regions.h"
#include "newgrf_sound.h"
#include "autoslope.h"
#include "tunnelbridge_map.h"
#include "bridge_signal_map.h"
#include "tunnel_base.h"
#include "strings_func.h"
#include "date_func.h"
#include "clear_func.h"
#include "vehicle_func.h"
#include "vehicle_gui.h"
#include "sound_func.h"
#include "tunnelbridge.h"
#include "cheat_type.h"
#include "elrail_func.h"
#include "pbs.h"
#include "company_base.h"
#include "newgrf_railtype.h"
#include "newgrf_roadtype.h"
#include "object_base.h"
#include "water.h"
#include "company_gui.h"
#include "viewport_func.h"
#include "station_map.h"
#include "industry_map.h"
#include "object_map.h"
#include "newgrf_station.h"
#include "station_func.h"
#include "tracerestrict.h"
#include "newgrf_roadstop.h"
#include "newgrf_newsignals.h"
#include "spritecache.h"
#include "table/strings.h"
#include "table/bridge_land.h"
#include "safeguards.h"
BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
/** Z position of the bridge sprites relative to bridge height (downwards) */
static const int BRIDGE_Z_START = 3;
extern void DrawTrackBits(TileInfo *ti, TrackBits track);
extern void DrawRoadBitsTunnelBridge(TileInfo *ti);
extern const RoadBits _invalid_tileh_slopes_road[2][15];
extern CommandCost IsRailStationBridgeAboveOk(TileIndex tile, const StationSpec *statspec, byte layout, TileIndex northern_bridge_end, TileIndex southern_bridge_end, int bridge_height,
BridgeType bridge_type, TransportType bridge_transport_type);
extern CommandCost IsRoadStopBridgeAboveOK(TileIndex tile, const RoadStopSpec *spec, bool drive_through, DiagDirection entrance,
TileIndex northern_bridge_end, TileIndex southern_bridge_end, int bridge_height,
BridgeType bridge_type, TransportType bridge_transport_type);
/**
* Mark bridge tiles dirty.
* Note: The bridge does not need to exist, everything is passed via parameters.
* @param begin Start tile.
* @param end End tile.
* @param direction Direction from \a begin to \a end.
* @param bridge_height Bridge height level.
*/
void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height, ViewportMarkDirtyFlags flags)
{
TileIndexDiff delta = TileOffsByDiagDir(direction);
for (TileIndex t = begin; t != end; t += delta) {
MarkTileDirtyByTile(t, flags, bridge_height - TileHeight(t));
}
MarkTileDirtyByTile(end, flags);
}
/**
* Mark bridge tiles dirty.
* @param tile Bridge head.
*/
void MarkBridgeDirty(TileIndex tile, ViewportMarkDirtyFlags flags)
{
MarkBridgeDirty(tile, GetOtherTunnelBridgeEnd(tile), GetTunnelBridgeDirection(tile), GetBridgeHeight(tile), flags);
}
/**
* Mark bridge or tunnel tiles dirty.
* @param tile Bridge head or tunnel entrance.
*/
void MarkBridgeOrTunnelDirty(TileIndex tile, ViewportMarkDirtyFlags flags)
{
if (IsBridge(tile)) {
MarkBridgeDirty(tile, flags);
} else {
MarkTileDirtyByTile(tile, flags);
MarkTileDirtyByTile(GetOtherTunnelBridgeEnd(tile), flags);
}
}
/**
* Mark bridge or tunnel tiles dirty on tunnel/bridge head reservation change
* @param tile Bridge head or tunnel entrance.
*/
void MarkBridgeOrTunnelDirtyOnReservationChange(TileIndex tile, ViewportMarkDirtyFlags flags)
{
if (IsTunnelBridgeWithSignalSimulation(tile)) {
if (IsBridge(tile)) {
MarkTileDirtyByTile(tile, flags);
} else {
MarkTileGroundDirtyByTile(tile, flags);
}
} else if (IsBridge(tile)) {
MarkBridgeDirty(tile, flags);
} else {
MarkTileGroundDirtyByTile(tile, flags);
}
}
uint GetBestTunnelBridgeSignalSimulationSpacing(TileIndex begin, TileIndex end, int target)
{
if (target <= 2) return target;
int length = GetTunnelBridgeLength(begin, end);
if (target > length || ((length + 1) % target) == 0) return target;
int lower = target - (target / 4);
int upper = std::min<int>(16, target + (target / 3));
if ((target * 2) >= length) {
/* See whether signal would be better in the middle */
lower = (length + 1) / 2;
}
int best_gap = -1;
int best_spacing = 0;
for (int i = lower; i <= upper; i++) {
int gap = length % i;
if (gap > best_gap) {
best_gap = gap;
best_spacing = i;
}
}
return best_spacing;
}
/**
* Get number of signals on bridge or tunnel with signal simulation.
* @param begin The begin of the tunnel or bridge.
* @param end The end of the tunnel or bridge.
* @pre IsTunnelBridgeWithSignalSimulation(begin)
*/
uint GetTunnelBridgeSignalSimulationSignalCount(TileIndex begin, TileIndex end)
{
uint result = 2 + (GetTunnelBridgeLength(begin, end) / GetTunnelBridgeSignalSimulationSpacing(begin));
if (IsTunnelBridgeSignalSimulationBidirectional(begin)) result *= 2;
return result;
}
/** Reset the data been eventually changed by the grf loaded. */
void ResetBridges()
{
/* First, free sprite table data */
for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
if (_bridge[i].sprite_table != nullptr) {
for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
free(_bridge[i].sprite_table);
}
}
/* Then, wipe out current bridges */
memset(&_bridge, 0, sizeof(_bridge));
/* And finally, reinstall default data */
memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
}
/**
* Calculate the price factor for building a long bridge.
* Basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
* @param length Length of the bridge.
* @return Price factor for the bridge.
*/
int CalcBridgeLenCostFactor(int length)
{
if (length < 2) return length;
length -= 2;
int sum = 2;
for (int delta = 1;; delta++) {
for (int count = 0; count < delta; count++) {
if (length == 0) return sum;
sum += delta;
length--;
}
}
}
/**
* Get the foundation for a bridge.
* @param tileh The slope to build the bridge on.
* @param axis The axis of the bridge entrance.
* @return The foundation required.
*/
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if (tileh == SLOPE_FLAT ||
((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
}
/**
* Determines if the track on a bridge ramp is flat or goes up/down.
*
* @param tileh Slope of the tile under the bridge head
* @param axis Orientation of bridge
* @return true iff the track is flat.
*/
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
{
ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), tileh);
/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
return (tileh != SLOPE_FLAT);
}
static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
{
const BridgeSpec *bridge = GetBridgeSpec(index);
assert(table < BRIDGE_PIECE_INVALID);
if (bridge->sprite_table == nullptr || bridge->sprite_table[table] == nullptr) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
/**
* Determines the foundation for the bridge head, and tests if the resulting slope is valid.
*
* @param bridge_piece Direction of the bridge head.
* @param axis Axis of the bridge
* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
* @param z TileZ corresponding to tileh, gets modified as well
* @return Error or cost for bridge foundation
*/
static CommandCost CheckBridgeSlope(BridgePieces bridge_piece, Axis axis, Slope &tileh, int &z)
{
assert(bridge_piece == BRIDGE_PIECE_NORTH || bridge_piece == BRIDGE_PIECE_SOUTH);
Foundation f = GetBridgeFoundation(tileh, axis);
z += ApplyFoundationToSlope(f, tileh);
Slope valid_inclined;
if (bridge_piece == BRIDGE_PIECE_NORTH) {
valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
} else {
valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
}
if ((tileh != SLOPE_FLAT) && (tileh != valid_inclined)) return CMD_ERROR;
if (f == FOUNDATION_NONE) return CommandCost();
return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
}
/**
* Is a bridge of the specified type and length available?
* @param bridge_type Wanted type of bridge.
* @param bridge_len Wanted length of the bridge.
* @param flags Type of operation.
* @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
*/
CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
{
if (flags & DC_QUERY_COST) {
if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
if (b->avail_year > CalTime::CurYear()) return CMD_ERROR;
uint max = std::min(b->max_length, _settings_game.construction.max_bridge_length);
if (b->min_length > bridge_len) return CMD_ERROR;
if (bridge_len <= max) return CommandCost();
return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
bool MayTownBuildBridgeType(BridgeType bridge_type)
{
if (bridge_type >= MAX_BRIDGES) return false;
const BridgeSpec *b = GetBridgeSpec(bridge_type);
return !HasBit(b->ctrl_flags, BSCF_NOT_AVAILABLE_TOWN);
}
/**
* Calculate the base cost of clearing a tunnel/bridge per tile.
* @param tile Start tile of the tunnel/bridge.
* @return How much clearing this tunnel/bridge costs per tile.
*/
static Money TunnelBridgeClearCost(TileIndex tile, Price base_price)
{
Money base_cost = _price[base_price];
/* Add the cost of the transport that is on the tunnel/bridge. */
switch (GetTunnelBridgeTransportType(tile)) {
case TRANSPORT_ROAD: {
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
auto check_rtt = [&](RoadTramType rtt) -> bool {
return IsTunnel(tile) || DiagDirToRoadBits(GetTunnelBridgeDirection(tile)) & GetCustomBridgeHeadRoadBits(tile, rtt);
};
if (road_rt != INVALID_ROADTYPE && check_rtt(RTT_ROAD)) {
base_cost += 2 * RoadClearCost(road_rt);
}
if (tram_rt != INVALID_ROADTYPE && check_rtt(RTT_TRAM)) {
base_cost += 2 * RoadClearCost(tram_rt);
}
} break;
case TRANSPORT_RAIL: base_cost += RailClearCost(GetRailType(tile)); break;
/* Aquaducts have their own clear price. */
case TRANSPORT_WATER: base_cost = _price[PR_CLEAR_AQUEDUCT]; break;
default: break;
}
return base_cost;
}
/**
* Build a Bridge
* @param end_tile end tile
* @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-13) - rail type or road types.
* - p2 = (bit 15-16) - transport type.
* - p2 = (bit 17) - script command
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32_t p1, uint32_t p2, const char *text)
{
CompanyID company = _current_company;
RailType railtype = INVALID_RAILTYPE;
RoadType roadtype = INVALID_ROADTYPE;
/* unpack parameters */
BridgeType bridge_type = GB(p2, 0, 8);
if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
TransportType transport_type = Extract<TransportType, 15, 2>(p2);
bool script_cmd = HasBit(p2, 17);
/* type of bridge */
switch (transport_type) {
case TRANSPORT_ROAD:
roadtype = Extract<RoadType, 8, 6>(p2);
if (!ValParamRoadType(roadtype)) return CMD_ERROR;
break;
case TRANSPORT_RAIL:
railtype = Extract<RailType, 8, 6>(p2);
if (!ValParamRailType(railtype)) return CMD_ERROR;
break;
case TRANSPORT_WATER:
break;
default:
/* Airports don't have bridges. */
return CMD_ERROR;
}
TileIndex tile_start = p1;
TileIndex tile_end = end_tile;
if ((flags & DC_TOWN) && !(MayTownModifyRoad(tile_start) && MayTownModifyRoad(tile_end))) return CMD_ERROR;
if (company == OWNER_DEITY) {
if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
const Town *town = CalcClosestTownFromTile(tile_start);
company = OWNER_TOWN;
/* If we are not within a town, we are not owned by the town */
if (town == nullptr || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
if (tile_start == tile_end) {
return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
}
Axis direction;
if (TileX(tile_start) == TileX(tile_end)) {
direction = AXIS_Y;
} else if (TileY(tile_start) == TileY(tile_end)) {
direction = AXIS_X;
} else {
return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
}
if (tile_end < tile_start) Swap(tile_start, tile_end);
uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
if (transport_type != TRANSPORT_WATER) {
/* set and test bridge length, availability */
CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
if (ret.Failed()) return ret;
if (script_cmd && HasBit(GetBridgeSpec(bridge_type)->ctrl_flags, BSCF_NOT_AVAILABLE_AI_GS)) return CMD_ERROR;
} else {
if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
}
bridge_len += 2; // begin and end tiles/ramps
auto [tileh_start, z_start] = GetTileSlopeZ(tile_start);
auto [tileh_end, z_end] = GetTileSlopeZ(tile_end);
CommandCost terraform_cost_north = CheckBridgeSlope(BRIDGE_PIECE_NORTH, direction, tileh_start, z_start);
CommandCost terraform_cost_south = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, direction, tileh_end, z_end);
/* Aqueducts can't be built of flat land. */
if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
CommandCost cost(EXPENSES_CONSTRUCTION);
Owner owner;
bool is_new_owner;
bool is_upgrade = false;
std::vector<Train *> vehicles_affected;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetTunnelBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
/* If this is a railway bridge, make sure the railtypes match. */
if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
/* If this is a road bridge, make sure the roadtype matches. */
if (transport_type == TRANSPORT_ROAD) {
RoadType start_existing_rt = GetRoadType(tile_start, GetRoadTramType(roadtype));
RoadType end_existing_rt = GetRoadType(tile_end, GetRoadTramType(roadtype));
if ((start_existing_rt != roadtype && start_existing_rt != INVALID_ROADTYPE) || (end_existing_rt != roadtype && end_existing_rt != INVALID_ROADTYPE)) {
return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
/* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
_game_mode != GM_EDITOR) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == nullptr) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (GetRoadType(tile_start, GetRoadTramType(roadtype)) == roadtype && GetRoadType(tile_end, GetRoadTramType(roadtype)) == roadtype))) {
return_cmd_error(STR_ERROR_ALREADY_BUILT);
}
/* Do not allow replacing another company's bridges. */
if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
}
if (transport_type == TRANSPORT_RAIL && _settings_game.vehicle.train_braking_model == TBM_REALISTIC && GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
CommandCost ret = CheckTrainInTunnelBridgePreventsTrackModification(tile_start, tile_end);
if (ret.Failed()) return ret;
for (TileIndex t : { tile_start, tile_end }) {
TrackBits reserved = GetBridgeReservationTrackBits(t);
Track track;
while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
Train *v = GetTrainForReservation(t, track);
if (v != nullptr) {
CommandCost ret = CheckTrainReservationPreventsTrackModification(v);
if (ret.Failed()) return ret;
if (flags & DC_EXEC) {
FreeTrainTrackReservation(v);
vehicles_affected.push_back(v);
}
}
}
}
}
/* The cost of clearing the current bridge. */
cost.AddCost(bridge_len * TunnelBridgeClearCost(tile_start, PR_CLEAR_BRIDGE));
owner = GetTileOwner(tile_start);
/* If bridge belonged to bankrupt company, it has a new owner now */
is_new_owner = (owner == OWNER_NONE);
if (is_new_owner) owner = company;
TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
if (IsTileType(tile, MP_STATION)) {
switch (GetStationType(tile)) {
case STATION_RAIL:
case STATION_WAYPOINT: {
CommandCost ret = IsRailStationBridgeAboveOk(tile, GetStationSpec(tile), GetStationGfx(tile), tile_start, tile_end, z_start + 1, bridge_type, transport_type);
if (ret.Failed()) {
if (ret.GetErrorMessage() != INVALID_STRING_ID) return ret;
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
}
break;
}
case STATION_BUS:
case STATION_TRUCK:
case STATION_ROADWAYPOINT: {
CommandCost ret = IsRoadStopBridgeAboveOK(tile, GetRoadStopSpec(tile), IsDriveThroughStopTile(tile), GetRoadStopDir(tile),
tile_start, tile_end, z_start + 1, bridge_type, transport_type);
if (ret.Failed()) {
if (ret.GetErrorMessage() != INVALID_STRING_ID) return ret;
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
}
break;
}
case STATION_BUOY:
/* Buoys are always allowed */
break;
default:
if (!(GetStationType(tile) == STATION_DOCK && _settings_game.construction.allow_docks_under_bridges)) {
CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
}
break;
}
}
}
is_upgrade = true;
} else {
/* Build a new bridge. */
bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
/* Try and clear the start landscape */
CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (ret.Failed()) return ret;
cost = ret;
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 */
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);
const TileIndex heads[] = {tile_start, tile_end};
for (int i = 0; i < 2; 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 (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
/*
* Disallow too high bridges.
* Properly rendering a map where very high bridges (might) exist is expensive.
* See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
* for a detailed discussion. z_start here is one heightlevel below the bridge level.
*/
return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
}
if (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;
break;
case MP_OBJECT: {
if (_settings_game.construction.allow_grf_objects_under_bridges && GetObjectType(tile) >= NEW_OBJECT_OFFSET) break;
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_STATION: {
switch (GetStationType(tile)) {
case STATION_AIRPORT:
goto not_valid_below;
case STATION_RAIL:
case STATION_WAYPOINT: {
CommandCost ret = IsRailStationBridgeAboveOk(tile, GetStationSpec(tile), GetStationGfx(tile), tile_start, tile_end, z_start + 1, bridge_type, transport_type);
if (ret.Failed()) {
if (ret.GetErrorMessage() != INVALID_STRING_ID) return ret;
goto not_valid_below;
}
break;
}
case STATION_BUS:
case STATION_TRUCK:
case STATION_ROADWAYPOINT: {
CommandCost ret = IsRoadStopBridgeAboveOK(tile, GetRoadStopSpec(tile), IsDriveThroughStopTile(tile), GetRoadStopDir(tile),
tile_start, tile_end, z_start + 1, bridge_type, transport_type);
if (ret.Failed()) {
if (ret.GetErrorMessage() != INVALID_STRING_ID) return ret;
goto not_valid_below;
}
break;
}
case STATION_BUOY:
/* Buoys are always allowed */
break;
default:
if (!(GetStationType(tile) == STATION_DOCK && _settings_game.construction.allow_docks_under_bridges)) goto not_valid_below;
break;
}
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 already has the has_bridge_above bits set. */
SetBridgeMiddle(tile, direction);
}
}
owner = company;
is_new_owner = true;
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Company *c = Company::GetIfValid(company);
switch (transport_type) {
case TRANSPORT_RAIL:
if (is_upgrade) SubtractRailTunnelBridgeInfrastructure(tile_start, tile_end);
/* Add to company infrastructure count if required. */
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype, is_upgrade);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype, is_upgrade);
AddRailTunnelBridgeInfrastructure(tile_start, tile_end);
break;
case TRANSPORT_ROAD: {
if (is_upgrade) SubtractRoadTunnelBridgeInfrastructure(tile_start, tile_end);
auto make_bridge_ramp = [company, owner, is_upgrade, is_new_owner, bridge_type, roadtype](TileIndex t, DiagDirection d) {
RoadType road_rt = is_upgrade ? GetRoadTypeRoad(t) : INVALID_ROADTYPE;
RoadType tram_rt = is_upgrade ? GetRoadTypeTram(t) : INVALID_ROADTYPE;
bool hasroad = road_rt != INVALID_ROADTYPE;
bool hastram = tram_rt != INVALID_ROADTYPE;
if (RoadTypeIsRoad(roadtype)) road_rt = roadtype;
if (RoadTypeIsTram(roadtype)) tram_rt = roadtype;
if (is_new_owner) {
/* Also give unowned present roadtypes to new owner */
if (hasroad && GetRoadOwner(t, RTT_ROAD) == OWNER_NONE) hasroad = false;
if (hastram && GetRoadOwner(t, RTT_TRAM) == OWNER_NONE) hastram = false;
}
Owner owner_road = hasroad ? GetRoadOwner(t, RTT_ROAD) : company;
Owner owner_tram = hastram ? GetRoadOwner(t, RTT_TRAM) : company;
if (is_upgrade) {
RoadBits road_bits = GetCustomBridgeHeadRoadBits(t, RTT_ROAD);
RoadBits tram_bits = GetCustomBridgeHeadRoadBits(t, RTT_TRAM);
MakeRoadBridgeRamp(t, owner, owner_road, owner_tram, bridge_type, d, road_rt, tram_rt);
auto add_road_bits = [roadtype, d, t](RoadTramType rtt, RoadBits bits, RoadType build_rt) {
if (GetRoadTramType(roadtype) == rtt) {
bits |= DiagDirToRoadBits(d);
if (HasAtMostOneBit(bits)) bits |= DiagDirToRoadBits(ReverseDiagDir(d));
}
if (build_rt != INVALID_ROADTYPE) SetCustomBridgeHeadRoadBits(t, rtt, bits);
};
add_road_bits(RTT_ROAD, road_bits, road_rt);
add_road_bits(RTT_TRAM, tram_bits, tram_rt);
} else {
MakeRoadBridgeRamp(t, owner, owner_road, owner_tram, bridge_type, d, road_rt, tram_rt);
}
};
make_bridge_ramp(tile_start, dir);
make_bridge_ramp(tile_end, ReverseDiagDir(dir));
AddRoadTunnelBridgeInfrastructure(tile_start, tile_end);
if (RoadLayoutChangeNotificationEnabled(true)) {
if (IsRoadCustomBridgeHead(tile_start) || IsRoadCustomBridgeHead(tile_end)) {
NotifyRoadLayoutChanged();
} else {
NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(tile_start, tile_end, dir, GetRoadTramType(roadtype));
}
}
UpdateRoadCachedOneWayStatesAroundTile(tile_start);
UpdateRoadCachedOneWayStatesAroundTile(tile_end);
break;
}
case TRANSPORT_WATER:
if (is_new_owner && c != nullptr) c->infrastructure.water += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
MakeAqueductBridgeRamp(tile_start, owner, dir);
MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
CheckForDockingTile(tile_start);
CheckForDockingTile(tile_end);
InvalidateWaterRegion(tile_start);
InvalidateWaterRegion(tile_end);
break;
default:
NOT_REACHED();
}
/* Mark all tiles dirty */
MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
DirtyCompanyInfrastructureWindows(company);
}
if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
Track track = AxisToTrack(direction);
AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(tile_start, track);
for (uint i = 0; i < vehicles_affected.size(); ++i) {
TryPathReserve(vehicles_affected[i], true);
}
}
/* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge.
* So it is done only for humans and cost is computed in bridge_gui.cpp.
* For (non-spectated) AI, Towns this has to be of course calculated. */
Company *c = Company::GetIfValid(company);
if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
switch (transport_type) {
case TRANSPORT_ROAD: {
cost.AddCost(bridge_len * 2 * RoadBuildCost(roadtype));
if (is_upgrade && DiagDirToRoadBits(GetTunnelBridgeDirection(tile_start)) & GetCustomBridgeHeadRoadBits(tile_start, OtherRoadTramType(GetRoadTramType(roadtype)))) {
cost.AddCost(bridge_len * 2 * RoadBuildCost(GetRoadType(tile_start, OtherRoadTramType(GetRoadTramType(roadtype)))));
}
break;
}
case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
default: break;
}
if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
if (transport_type != TRANSPORT_WATER) {
cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
} else {
/* Aqueducts use a separate base cost. */
cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
}
}
return cost;
}
/**
* Check if the amount of tiles of the chunnel ramp is between allowed limits.
* @param tile the actual tile.
* @param ramp ramp_start tile.
* @param delta the tile offset.
* @return an empty string if between limits or a formatted string for the error message.
*/
static inline StringID IsRampBetweenLimits(TileIndex ramp_start, TileIndex tile, TileIndexDiff delta)
{
uint min_length = 4;
uint max_length = 9;
if (Delta(ramp_start, tile) < (uint)abs(delta) * min_length || (uint)abs(delta) * max_length < Delta(ramp_start, tile)) {
/* Add 1 in message to have consistency with cursor count in game. */
SetDParam(0, min_length - 1);
SetDParam(1, max_length - 1);
return STR_ERROR_CHUNNEL_RAMP;
}
return STR_NULL;
}
/**
* See if chunnel building is possible.
* All chunnel related issues are tucked away in one procedure
* @pre only on z level 0.
* @param tile start tile of tunnel.
* @param direction the direction we want to build.
* @param is_chunnel pointer to set if chunnel is allowed or not.
* @param sea_tiles pointer for the amount of tiles used to cross a sea.
* @return an error message or if success the is_chunnel flag is set to true and the amount of tiles needed to cross the water is returned.
*/
static inline CommandCost CanBuildChunnel(TileIndex tile, DiagDirection direction, bool &is_chunnel, int &sea_tiles)
{
const int start_z = 0;
bool crossed_sea = false;
TileIndex ramp_start = tile;
if (GetTileZ(tile) > 0) return_cmd_error(STR_ERROR_CHUNNEL_ONLY_OVER_SEA);
const TileIndexDiff delta = TileOffsByDiagDir(direction);
for (;;) {
tile += delta;
if (!IsValidTile(tile)) return_cmd_error(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER);
_build_tunnel_endtile = tile;
Slope end_tileh;
int end_z;
std::tie(end_tileh, end_z) = GetTileSlopeZ(tile);
if (start_z == end_z) {
/* Handle chunnels only on sea level and only one time crossing. */
if (!crossed_sea &&
(IsCoastTile(tile) ||
(IsValidTile(tile + delta) && HasTileWaterGround(tile + delta)) ||
(IsValidTile(tile + delta * 2) && HasTileWaterGround(tile + delta * 2)))) {
/* A shore was found, check if start ramp was too short or too long. */
StringID err_msg = IsRampBetweenLimits(ramp_start, tile, delta);
if (err_msg > STR_NULL) return_cmd_error(err_msg);
/* Pass the water and find a proper shore tile that potentially
* could have a tunnel portal behind. */
for (;;) {
end_tileh = GetTileSlope(tile);
if (direction == DIAGDIR_NE && (end_tileh & SLOPE_NE) == SLOPE_NE) break;
if (direction == DIAGDIR_SE && (end_tileh & SLOPE_SE) == SLOPE_SE) break;
if (direction == DIAGDIR_SW && (end_tileh & SLOPE_SW) == SLOPE_SW) break;
if (direction == DIAGDIR_NW && (end_tileh & SLOPE_NW) == SLOPE_NW) break;
/* No drilling under oil rigs.*/
if ((IsTileType(tile, MP_STATION) && IsOilRig(tile)) ||
(IsTileType(tile, MP_INDUSTRY) &&
GetIndustryGfx(tile) >= GFX_OILRIG_1 &&
GetIndustryGfx(tile) <= GFX_OILRIG_5)) return_cmd_error(STR_ERROR_NO_DRILLING_ABOVE_CHUNNEL);
if (IsTileType(tile, MP_WATER) && IsSea(tile)) crossed_sea = true;
if (!_cheats.crossing_tunnels.value && IsTunnelInWay(tile, start_z)) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
tile += delta;
if (!IsValidTile(tile)) return_cmd_error(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER);
_build_tunnel_endtile = tile;
sea_tiles++;
}
if (!crossed_sea) return_cmd_error(STR_ERROR_CHUNNEL_ONLY_OVER_SEA);
ramp_start = tile;
} else {
/* Check if end ramp was too short or too long after crossing the sea. */
if (crossed_sea) {
StringID err_msg = IsRampBetweenLimits(ramp_start, tile, delta);
if (err_msg > STR_NULL) return_cmd_error(err_msg);
}
break;
}
}
if (!_cheats.crossing_tunnels.value && IsTunnelInWay(tile, start_z)) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
}
is_chunnel = crossed_sea;
return CommandCost();
}
/**
* Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 bit 0-5 railtype or roadtype
* 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_t p1, uint32_t p2, const char *text)
{
CompanyID company = _current_company;
TransportType transport_type = Extract<TransportType, 8, 2>(p1);
RailType railtype = INVALID_RAILTYPE;
RoadType roadtype = INVALID_ROADTYPE;
_build_tunnel_endtile = 0;
switch (transport_type) {
case TRANSPORT_RAIL:
railtype = Extract<RailType, 0, 6>(p1);
if (!ValParamRailType(railtype)) return CMD_ERROR;
break;
case TRANSPORT_ROAD:
roadtype = Extract<RoadType, 0, 6>(p1);
if (!ValParamRoadType(roadtype)) return CMD_ERROR;
if (RoadNoTunnels(roadtype)) return_cmd_error(STR_ERROR_TUNNEL_DISALLOWED_ROAD);
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 == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
company = OWNER_NONE;
}
}
auto [start_tileh, start_z] = GetTileSlopeZ(start_tile);
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);
TileIndex end_tile = start_tile;
/* Tile shift coefficient. 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;
/* flags for chunnels. */
bool is_chunnel = false;
bool crossed_sea = false;
/* Number of tiles counted for crossing sea */
int sea_tiles = 0;
if (start_z == 0 && _settings_game.construction.chunnel) {
CommandCost chunnel_test = CanBuildChunnel(start_tile, direction, is_chunnel, sea_tiles);
if (chunnel_test.Failed()) return chunnel_test;
}
Slope end_tileh;
int end_z;
for (;;) {
end_tile += delta;
if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
std::tie(end_tileh, end_z) = GetTileSlopeZ(end_tile);
if (start_z == end_z) {
if (is_chunnel && !crossed_sea){
end_tile += sea_tiles * delta;
tiles += sea_tiles;
crossed_sea = true;
} else {
break;
}
}
if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) {
_build_tunnel_endtile = end_tile;
return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
}
/* The cost of the digging. */
CommandCost cost(EXPENSES_CONSTRUCTION);
for (int i = 1; i <= tiles; i++) {
if (i == 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 == nullptr) {
coa = &_cleared_object_areas.emplace_back(ClearedObjectArea{ end_tile, TileArea(end_tile, 1, 1) });
}
/* Hide the tile from the terraforming command */
TileIndex old_first_tile = coa->first_tile;
coa->first_tile = INVALID_TILE;
/* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
* however it will never erase or re-order existing items.
* _cleared_object_areas is a value-type self-resizing vector, therefore appending items
* may result in a backing-store re-allocation, which would invalidate the coa pointer.
* The index of the coa pointer into the _cleared_object_areas vector remains valid,
* and can be used safely after the CMD_TERRAFORM_LAND operation.
* Deliberately clear the coa pointer to avoid leaving dangling pointers which could
* inadvertently be dereferenced.
*/
ClearedObjectArea *begin = _cleared_object_areas.data();
assert(coa >= begin && coa < begin + _cleared_object_areas.size());
size_t coa_index = coa - begin;
assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
coa = nullptr;
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
_cleared_object_areas[(uint)coa_index].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) * RoadBuildCost(roadtype) * 2); break;
case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
default: NOT_REACHED();
}
if (is_chunnel) cost.MultiplyCost(2);
if (flags & DC_EXEC) {
Company *c = Company::GetIfValid(company);
uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
/* The most northern tile first. */
TileIndex tn = start_tile;
TileIndex ts = end_tile;
if(start_tile > end_tile) Swap(tn, ts);
if (!Tunnel::CanAllocateItem()) return_cmd_error(STR_ERROR_TUNNEL_TOO_MANY);
const int height = TileHeight(tn);
const Tunnel *t = new Tunnel(tn, ts, height, is_chunnel);
ViewportMapStoreTunnel(tn, ts, height, true);
if (transport_type == TRANSPORT_RAIL) {
if (!IsTunnelTile(start_tile) && c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
MakeRailTunnel(start_tile, company, t->index, direction, railtype);
MakeRailTunnel(end_tile, company, t->index, ReverseDiagDir(direction), railtype);
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
} else {
if (c != nullptr) c->infrastructure.road[roadtype] += num_pieces * 2; // A full diagonal road has two road bits.
if (RoadLayoutChangeNotificationEnabled(true)) NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(start_tile, end_tile, direction, GetRoadTramType(roadtype));
RoadType road_rt = RoadTypeIsRoad(roadtype) ? roadtype : INVALID_ROADTYPE;
RoadType tram_rt = RoadTypeIsTram(roadtype) ? roadtype : INVALID_ROADTYPE;
MakeRoadTunnel(start_tile, company, t->index, direction, road_rt, tram_rt);
MakeRoadTunnel(end_tile, company, t->index, ReverseDiagDir(direction), road_rt, tram_rt);
UpdateRoadCachedOneWayStatesAroundTile(start_tile);
UpdateRoadCachedOneWayStatesAroundTile(end_tile);
}
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: {
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
Owner road_owner = _current_company;
Owner tram_owner = _current_company;
if (road_rt != INVALID_ROADTYPE) road_owner = GetRoadOwner(tile, RTT_ROAD);
if (tram_rt != INVALID_ROADTYPE) tram_owner = GetRoadOwner(tile, RTT_TRAM);
/* We can remove unowned road and if the town allows it */
if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
/* Town does not allow */
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;
const Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(tile));
TileIndex endtile = GetOtherTunnelEnd(tile);
ret = TunnelBridgeIsFree(tile, endtile);
if (ret.Failed()) return ret;
_build_tunnel_endtile = endtile;
Town *t = nullptr;
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 */
ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
if (ret.Failed()) return ret;
}
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL && _settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
DiagDirection dir = GetTunnelBridgeDirection(tile);
Track track = DiagDirToDiagTrack(dir);
if (HasTunnelReservation(tile)) {
CommandCost ret = CheckTrainReservationPreventsTrackModification(tile, track);
if (ret.Failed()) return ret;
}
if (HasTunnelReservation(endtile)) {
ret = CheckTrainReservationPreventsTrackModification(endtile, track);
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);
}
const bool is_chunnel = Tunnel::GetByTile(tile)->is_chunnel;
Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_TUNNEL);
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);
std::vector<Train *> vehicles_affected;
auto check_tile = [&](TileIndex t) {
if (HasTunnelReservation(t)) {
Train *v = GetTrainForReservation(t, track);
if (v != nullptr) {
FreeTrainTrackReservation(v);
vehicles_affected.push_back(v);
}
}
};
check_tile(tile);
check_tile(endtile);
if (Company::IsValidID(owner)) {
Company *c = Company::Get(owner);
c->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
if (IsTunnelBridgeWithSignalSimulation(tile)) { // handle tunnel/bridge signals.
c->infrastructure.signal -= GetTunnelBridgeSignalSimulationSignalCount(tile, endtile);
TraceRestrictNotifySignalRemoval(tile, track);
TraceRestrictNotifySignalRemoval(endtile, track);
}
DirtyCompanyInfrastructureWindows(owner);
}
delete Tunnel::GetByTile(tile);
DoClearSquare(tile);
DoClearSquare(endtile);
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
AddSideToSignalBuffer(endtile, dir, owner);
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
for (Train *v : vehicles_affected) {
TryPathReserve(v);
}
} else {
/* A full diagonal road tile has two road bits. */
UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
if (RoadLayoutChangeNotificationEnabled(false)) {
NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(tile, endtile, GetTunnelBridgeDirection(tile), RTT_ROAD);
NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(tile, endtile, GetTunnelBridgeDirection(tile), RTT_TRAM);
}
delete Tunnel::GetByTile(tile);
DoClearSquare(tile);
DoClearSquare(endtile);
UpdateRoadCachedOneWayStatesAroundTile(tile);
UpdateRoadCachedOneWayStatesAroundTile(endtile);
}
ViewportMapInvalidateTunnelCacheByTile(tile < endtile ? tile : endtile, axis);
}
return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost * (is_chunnel ? 2 : 1));
}
/**
* 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 = nullptr;
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 */
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);
}
CommandCost cost(EXPENSES_CONSTRUCTION);
const bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
TrackBits tile_tracks = TRACK_BIT_NONE;
TrackBits endtile_tracks = TRACK_BIT_NONE;
if (rail) {
tile_tracks = GetCustomBridgeHeadTrackBits(tile);
endtile_tracks = GetCustomBridgeHeadTrackBits(endtile);
cost.AddCost(RailClearCost(GetRailType(tile)) * (CountBits(GetPrimaryTunnelBridgeTrackBits(tile)) + CountBits(GetPrimaryTunnelBridgeTrackBits(endtile)) - 2));
for (TileIndex t : { tile, endtile }) {
if (GetSecondaryTunnelBridgeTrackBits(t)) cost.AddCost(RailClearCost(GetSecondaryRailType(t)));
if (_settings_game.vehicle.train_braking_model == TBM_REALISTIC) {
TrackBits reserved = GetBridgeReservationTrackBits(t);
Track track;
while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
CommandCost ret = CheckTrainReservationPreventsTrackModification(t, track);
if (ret.Failed()) return ret;
}
}
}
}
Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_BRIDGE);
uint middle_len = GetTunnelBridgeLength(tile, endtile);
uint len = middle_len + 2; // Don't forget the end tiles.
cost.AddCost(len * base_cost);
if (flags & DC_EXEC) {
/* read this value before actual removal of bridge */
Owner owner = GetTileOwner(tile);
int height = GetBridgeHeight(tile);
std::vector<Train *> vehicles_affected;
if (rail) {
auto find_train_reservations = [&vehicles_affected](TileIndex tile) {
TrackBits reserved = GetBridgeReservationTrackBits(tile);
Track track;
while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
Train *v = GetTrainForReservation(tile, track);
if (v != nullptr) {
FreeTrainTrackReservation(v);
vehicles_affected.push_back(v);
}
}
};
find_train_reservations(tile);
find_train_reservations(endtile);
}
bool removetile = false;
bool removeendtile = false;
bool update_road = false;
/* Update company infrastructure counts. */
if (rail) {
SubtractRailTunnelBridgeInfrastructure(tile, endtile);
if (IsTunnelBridgeWithSignalSimulation(tile)) {
TraceRestrictNotifySignalRemoval(tile, FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)));
TraceRestrictNotifySignalRemoval(endtile, FindFirstTrack(GetAcrossTunnelBridgeTrackBits(endtile)));
}
} else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
SubtractRoadTunnelBridgeInfrastructure(tile, endtile);
if (RoadLayoutChangeNotificationEnabled(false)) {
if (IsRoadCustomBridgeHead(tile) || IsRoadCustomBridgeHead(endtile)) {
NotifyRoadLayoutChanged();
} else {
if (HasRoadTypeRoad(tile)) NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(tile, endtile, direction, RTT_ROAD);
if (HasRoadTypeTram(tile)) NotifyRoadLayoutChangedIfSimpleTunnelBridgeNonLeaf(tile, endtile, direction, RTT_TRAM);
}
}
update_road = true;
} else { // Aqueduct
if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
removetile = IsDockingTile(tile);
removeendtile = IsDockingTile(endtile);
}
DirtyAllCompanyInfrastructureWindows();
if (IsTunnelBridgeSignalSimulationEntrance(tile)) {
ClearBridgeEntranceSimulatedSignals(tile);
SetBridgeSignalStyle(tile, 0);
}
if (IsTunnelBridgeSignalSimulationEntrance(endtile)) {
ClearBridgeEntranceSimulatedSignals(endtile);
SetBridgeSignalStyle(endtile, 0);
}
DoClearSquare(tile);
DoClearSquare(endtile);
if (removetile) RemoveDockingTile(tile);
if (removeendtile) RemoveDockingTile(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, VMDF_NOT_MAP_MODE, height - TileHeight(c));
}
if (rail) {
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
auto notify_track_change = [owner](TileIndex tile, DiagDirection direction, TrackBits tracks) {
auto check_dir = [&](DiagDirection d) {
if (DiagdirReachesTracks(d) & tracks) AddSideToSignalBuffer(tile, d, owner);
};
check_dir(ChangeDiagDir(direction, DIAGDIRDIFF_90RIGHT));
check_dir(ChangeDiagDir(direction, DIAGDIRDIFF_REVERSE));
check_dir(ChangeDiagDir(direction, DIAGDIRDIFF_90LEFT));
while (tracks != TRACK_BIT_NONE) {
YapfNotifyTrackLayoutChange(tile, RemoveFirstTrack(&tracks));
}
};
notify_track_change(tile, direction, tile_tracks);
notify_track_change(endtile, ReverseDiagDir(direction), endtile_tracks);
for (uint i = 0; i < vehicles_affected.size(); ++i) {
TryPathReserve(vehicles_affected[i], true);
}
}
if (update_road) {
UpdateRoadCachedOneWayStatesAroundTile(tile);
UpdateRoadCachedOneWayStatesAroundTile(endtile);
}
}
return 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, nullptr);
}
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 = std::max(z_front_north, z_front_south);
int z_back = std::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]);
}
}
/**
* Retrieve the sprites required for catenary on a road/tram bridge.
* @param rti RoadTypeInfo for the road or tram type to get catenary for
* @param head_tile Bridge head tile with roadtype information
* @param offset Sprite offset identifying flat to sloped bridge tiles
* @param head Are we drawing bridge head?
* @param[out] spr_back Back catenary sprite to use
* @param[out] spr_front Front catenary sprite to use
*/
static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
{
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
/* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
spr_back = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
spr_front = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (spr_back == 0 && spr_front == 0) {
spr_back = SPR_TRAMWAY_BASE + back_offsets[offset];
spr_front = SPR_TRAMWAY_BASE + front_offsets[offset];
} else {
if (spr_back != 0) spr_back += 23 + offset;
if (spr_front != 0) spr_front += 23 + offset;
}
}
/**
* Draws the road and trambits over an already drawn (lower end) of a bridge.
* @param head_tile bridge head tile with roadtype information
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset sprite offset identifying flat to sloped bridge tiles
* @param head are we drawing bridge head?
*/
static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
{
RoadType road_rt = GetRoadTypeRoad(head_tile);
RoadType tram_rt = GetRoadTypeTram(head_tile);
if (IsRoadCustomBridgeHeadTile(head_tile)) {
RoadBits entrance_bit = DiagDirToRoadBits(GetTunnelBridgeDirection(head_tile));
if (road_rt != INVALID_ROADTYPE && !(GetCustomBridgeHeadRoadBits(head_tile, RTT_ROAD) & entrance_bit)) road_rt = INVALID_ROADTYPE;
if (tram_rt != INVALID_ROADTYPE && !(GetCustomBridgeHeadRoadBits(head_tile, RTT_TRAM) & entrance_bit)) tram_rt = INVALID_ROADTYPE;
}
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
SpriteID seq_back[4] = { 0 };
bool trans_back[4] = { false };
SpriteID seq_front[4] = { 0 };
bool trans_front[4] = { false };
static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
if (head || !IsInvisibilitySet(TO_BRIDGES)) {
/* Road underlay takes precedence over tram */
trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
}
} else if (tram_rti != nullptr) {
if (tram_rti->UsesOverlay()) {
seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
} else {
seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
}
}
/* Draw road overlay */
trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
}
}
/* Draw tram overlay */
trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
if (tram_rti != nullptr) {
if (tram_rti->UsesOverlay()) {
seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
} else if (road_rti != nullptr) {
seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
}
}
/* Road catenary takes precedence over tram */
trans_back[3] = IsTransparencySet(TO_CATENARY);
trans_front[0] = IsTransparencySet(TO_CATENARY);
if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
GetBridgeRoadCatenary(road_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
} else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
GetBridgeRoadCatenary(tram_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
}
}
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 */
for (uint i = 0; i < lengthof(seq_back); ++i) {
if (seq_back[i] != 0) {
AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
x, y, size_x[offset], size_y[offset], 0x28, z,
trans_back[i]);
}
}
/* Start a new SpriteCombine for the front part */
EndSpriteCombine();
StartSpriteCombine();
for (uint i = 0; i < lengthof(seq_front); ++i) {
if (seq_front[i] != 0) {
AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
trans_front[i],
front_bb_offset_x[offset], front_bb_offset_y[offset]);
}
}
}
static void DrawTunnelBridgeRampSingleSignal(const TileInfo *ti, bool is_green, uint position, SignalType type, bool show_exit)
{
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
uint8_t style = GetTunnelBridgeSignalStyle(ti->tile);
side ^= HasBit(_signal_style_masks.signal_opposite_side, style);
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{13, 3}, { 2, 13}, { 3, 4}, {13, 14}
}, {/* X X Y Y Signals on the right side */
{14, 13}, { 3, 3}, {13, 2}, { 3, 13}
}
};
uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side != show_exit][position ^ (show_exit ? 1 : 0)].x;
uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side != show_exit][position ^ (show_exit ? 1 : 0)].y;
uint z = ti->z;
if (ti->tileh == SLOPE_FLAT && side == show_exit && dir == DIAGDIR_SE) z += 2;
if (ti->tileh == SLOPE_FLAT && side != show_exit && dir == DIAGDIR_SW) z += 2;
if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head
SignalVariant variant = IsTunnelBridgeSemaphore(ti->tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
uint8_t aspect = 0;
if (is_green) {
if (_extra_aspects > 0) {
aspect = show_exit ? GetTunnelBridgeExitSignalAspect(ti->tile) : GetTunnelBridgeEntranceSignalAspect(ti->tile);
} else {
aspect = 1;
}
}
bool show_restricted = IsTunnelBridgeRestrictedSignal(ti->tile);
const TraceRestrictProgram *prog = show_restricted ? GetExistingTraceRestrictProgram(ti->tile, FindFirstTrack(GetAcrossTunnelBridgeTrackBits(ti->tile))) : nullptr;
CustomSignalSpriteContext ctx = { show_exit ? CSSC_TUNNEL_BRIDGE_EXIT : CSSC_TUNNEL_BRIDGE_ENTRANCE };
if (IsTunnel(ti->tile)) ctx.ctx_flags |= CSSCF_TUNNEL;
const CustomSignalSpriteResult result = GetCustomSignalSprite(rti, ti->tile, type, variant, aspect, ctx, style, prog, z);
PalSpriteID sprite = result.sprite;
bool is_custom_sprite = (sprite.sprite != 0);
if (is_custom_sprite) {
sprite.sprite += position;
} else {
if (variant == SIG_ELECTRIC && type == SIGTYPE_BLOCK) {
/* Normal electric signals are picked from original sprites. */
sprite = { SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + is_green), PAL_NONE };
if (_settings_client.gui.show_all_signal_default == SSDM_ON) sprite.sprite += SPR_DUP_ORIGINAL_SIGNALS_BASE - SPR_ORIGINAL_SIGNALS_BASE;
} else {
/* All other signals are picked from add on sprites. */
sprite = { SPR_SIGNALS_BASE + ((type - 1) * 16 + variant * 64 + (position << 1) + is_green) + (IsSignalSpritePBS(type) ? 64 : 0), PAL_NONE };
if (_settings_client.gui.show_all_signal_default == SSDM_ON) sprite.sprite += SPR_DUP_SIGNALS_BASE - SPR_SIGNALS_BASE;
}
SpriteFile *file = GetOriginFile(sprite.sprite);
is_custom_sprite = (file != nullptr) && (file->flags & SFF_USERGRF);
}
if (is_custom_sprite && show_restricted && style == 0 && _settings_client.gui.show_restricted_signal_recolour &&
_settings_client.gui.show_all_signal_default == SSDM_RESTRICTED_RECOLOUR && !result.restricted_valid && variant == SIG_ELECTRIC) {
/* Use duplicate sprite block, instead of GRF-specified signals */
sprite = { (type == SIGTYPE_BLOCK && variant == SIG_ELECTRIC) ? SPR_DUP_ORIGINAL_SIGNALS_BASE : SPR_DUP_SIGNALS_BASE - 16, PAL_NONE };
sprite.sprite += type * 16 + variant * 64 + position * 2 + is_green + (IsSignalSpritePBS(type) ? 64 : 0);
is_custom_sprite = false;
}
if (!is_custom_sprite && show_restricted && variant == SIG_ELECTRIC && _settings_client.gui.show_restricted_signal_recolour) {
extern void DrawRestrictedSignal(SignalType type, SpriteID sprite, int x, int y, int z, int dz, int bb_offset_z);
DrawRestrictedSignal(type, sprite.sprite, x, y, z, TILE_HEIGHT, BB_Z_SEPARATOR);
} else {
AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
}
}
/* Draws a signal on tunnel / bridge entrance tile. */
static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
{
DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
uint position;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: position = 0; break;
case DIAGDIR_SE: position = 2; break;
case DIAGDIR_SW: position = 1; break;
case DIAGDIR_NW: position = 3; break;
}
if (IsTunnelBridgeSignalSimulationExit(ti->tile)) {
SignalType type = SIGTYPE_BLOCK;
if (IsTunnelBridgePBS(ti->tile)) {
type = IsTunnelBridgeSignalSimulationEntrance(ti->tile) ? SIGTYPE_PBS : SIGTYPE_PBS_ONEWAY;
}
DrawTunnelBridgeRampSingleSignal(ti, (GetTunnelBridgeExitSignalState(ti->tile) == SIGNAL_STATE_GREEN), position ^ 1, type, true);
}
if (IsTunnelBridgeSignalSimulationEntrance(ti->tile)) {
DrawTunnelBridgeRampSingleSignal(ti, (GetTunnelBridgeEntranceSignalState(ti->tile) == SIGNAL_STATE_GREEN), position, SIGTYPE_BLOCK, false);
}
}
static void GetBridgeSignalXY(TileIndex tile, DiagDirection bridge_direction, bool opposite_side, uint &position, uint &x, uint &y)
{
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
side ^= opposite_side;
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{11, 3}, { 4, 13}, { 3, 4}, {11, 13}
}, {/* X X Y Y Signals on the right side */
{11, 13}, { 4, 3}, {13, 4}, { 3, 11}
}
};
switch (bridge_direction) {
default: NOT_REACHED();
case DIAGDIR_NE: position = 0; break;
case DIAGDIR_SE: position = 2; break;
case DIAGDIR_SW: position = 1; break;
case DIAGDIR_NW: position = 3; break;
}
x = TileX(tile) * TILE_SIZE + SignalPositions[side][position].x;
y = TileY(tile) * TILE_SIZE + SignalPositions[side][position].y;
}
/* Draws a signal on tunnel / bridge entrance tile. */
static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_start_tile, TileIndex bridge_end_tile, uint z)
{
uint bridge_signal_position = 0;
int m2_position = 0;
const uint bridge_section = GetTunnelBridgeLength(ti->tile, bridge_start_tile) + 1;
const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(bridge_start_tile);
while (bridge_signal_position <= bridge_section) {
bridge_signal_position += simulated_wormhole_signals;
if (bridge_signal_position == bridge_section) {
uint8_t style = GetBridgeSignalStyle(bridge_start_tile);
uint position, x, y;
GetBridgeSignalXY(ti->tile, GetTunnelBridgeDirection(bridge_start_tile), HasBit(_signal_style_masks.signal_opposite_side, style), position, x, y);
SignalVariant variant = IsTunnelBridgeSemaphore(bridge_start_tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
SignalState state = GetBridgeEntranceSimulatedSignalState(bridge_start_tile, m2_position);
uint8_t aspect = 0;
if (state == SIGNAL_STATE_GREEN) {
aspect = 1;
if (_extra_aspects > 0) {
const uint bridge_length = GetTunnelBridgeLength(bridge_start_tile, bridge_end_tile) + 1;
while (true) {
bridge_signal_position += simulated_wormhole_signals;
if (bridge_signal_position >= bridge_length) {
if (GetTunnelBridgeExitSignalState(bridge_end_tile) == SIGNAL_STATE_GREEN) aspect += GetTunnelBridgeExitSignalAspect(bridge_end_tile);
break;
}
m2_position++;
if (GetBridgeEntranceSimulatedSignalState(bridge_start_tile, m2_position) != SIGNAL_STATE_GREEN) break;
aspect++;
if (aspect >= GetMaximumSignalAspect()) break;
}
}
}
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(bridge_start_tile));
PalSpriteID sprite = GetCustomSignalSprite(rti, bridge_start_tile, SIGTYPE_BLOCK, variant, aspect, { CSSC_BRIDGE_MIDDLE }, style).sprite;
if (sprite.sprite != 0) {
sprite.sprite += position;
} else {
if (variant == SIG_ELECTRIC) {
/* Normal electric signals are picked from original sprites. */
sprite.sprite = SPR_ORIGINAL_SIGNALS_BASE + (position << 1) + (state == SIGNAL_STATE_GREEN ? 1 : 0);
if (_settings_client.gui.show_all_signal_default == SSDM_ON) sprite.sprite += SPR_DUP_ORIGINAL_SIGNALS_BASE - SPR_ORIGINAL_SIGNALS_BASE;
} else {
/* All other signals are picked from add on sprites. */
sprite.sprite = SPR_SIGNALS_BASE + (variant * 64) + (position << 1) - 16 + (state == SIGNAL_STATE_GREEN ? 1 : 0);
if (_settings_client.gui.show_all_signal_default == SSDM_ON) sprite.sprite += SPR_DUP_SIGNALS_BASE - SPR_SIGNALS_BASE;
}
sprite.pal = PAL_NONE;
}
AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z + 5, false, 0, 0, BB_Z_SEPARATOR);
break;
}
m2_position++;
}
}
void MarkSingleBridgeSignalDirty(TileIndex tile, TileIndex bridge_start_tile)
{
if (_signal_sprite_oversized) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
bool opposite_side = false;
if (_signal_style_masks.signal_opposite_side != 0) {
opposite_side = HasBit(_signal_style_masks.signal_opposite_side, GetTunnelBridgeSignalStyle(bridge_start_tile));
}
uint position, x, y;
GetBridgeSignalXY(tile, GetTunnelBridgeDirection(bridge_start_tile), opposite_side, position, x, y);
Point pt = RemapCoords(x, y, GetBridgePixelHeight(bridge_start_tile) + 5 - BRIDGE_Z_START);
MarkAllViewportsDirty(
pt.x - SIGNAL_DIRTY_LEFT,
pt.y - SIGNAL_DIRTY_TOP,
pt.x + SIGNAL_DIRTY_RIGHT,
pt.y + SIGNAL_DIRTY_BOTTOM,
VMDF_NOT_MAP_MODE
);
}
static int GetTunnelBridgeSignalZNonRailCustom(TileIndex tile, bool side, bool exit, DiagDirection dir)
{
int z;
if (IsTunnel(tile)) {
z = GetTileZ(tile) * TILE_HEIGHT;
} else {
Slope slope;
std::tie(slope, z) = GetTilePixelSlope(tile);
if (slope == SLOPE_FLAT) {
if (side == exit && dir == DIAGDIR_SE) z += 2;
if (side != exit && dir == DIAGDIR_SW) z += 2;
} else {
z += 8;
}
}
return z;
}
int GetTunnelBridgeSignalZ(TileIndex tile, bool exit)
{
if (IsRailCustomBridgeHeadTile(tile)) {
return GetTileMaxPixelZ(tile);
}
bool opposite_side = false;
if (_signal_style_masks.signal_opposite_side != 0) {
opposite_side = HasBit(_signal_style_masks.signal_opposite_side, GetTunnelBridgeSignalStyle(tile));
}
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
side ^= opposite_side;
return GetTunnelBridgeSignalZNonRailCustom(tile, side, exit, GetTunnelBridgeDirection(tile));
}
void MarkTunnelBridgeSignalDirty(TileIndex tile, bool exit)
{
if (_signal_sprite_oversized) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
bool opposite_side = false;
if (_signal_style_masks.signal_opposite_side != 0) {
opposite_side = HasBit(_signal_style_masks.signal_opposite_side, GetTunnelBridgeSignalStyle(tile));
}
if (IsRailCustomBridgeHeadTile(tile)) {
Trackdir td = exit ? GetTunnelBridgeExitTrackdir(tile) : GetTunnelBridgeEntranceTrackdir(tile);
MarkSingleSignalDirtyAtZ(tile, td, opposite_side, GetTileMaxPixelZ(tile));
return;
}
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
DiagDirection dir = GetTunnelBridgeDirection(tile);
side ^= opposite_side;
uint position;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: position = 0; break;
case DIAGDIR_SE: position = 2; break;
case DIAGDIR_SW: position = 1; break;
case DIAGDIR_NW: position = 3; break;
}
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{13, 3}, { 2, 13}, { 3, 4}, {13, 14}
}, {/* X X Y Y Signals on the right side */
{14, 13}, { 3, 3}, {13, 2}, { 3, 13}
}
};
uint x = TileX(tile) * TILE_SIZE + SignalPositions[side != exit][position].x;
uint y = TileY(tile) * TILE_SIZE + SignalPositions[side != exit][position].y;
int z = GetTunnelBridgeSignalZNonRailCustom(tile, side, exit, dir);
Point pt = RemapCoords(x, y, z);
MarkAllViewportsDirty(
pt.x - SIGNAL_DIRTY_LEFT,
pt.y - SIGNAL_DIRTY_TOP,
pt.x + SIGNAL_DIRTY_RIGHT,
pt.y + SIGNAL_DIRTY_BOTTOM,
VMDF_NOT_MAP_MODE
);
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only need to 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, DrawTileProcParams params)
{
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) {
RoadType road_rt = GetRoadTypeRoad(ti->tile);
RoadType tram_rt = GetRoadTypeTram(ti->tile);
const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
bool draw_underlay = true;
/* Road underlay takes precedence over tram */
if (road_rti != nullptr) {
if (road_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_TUNNEL);
if (ground != 0) {
DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
draw_underlay = false;
}
}
} else {
if (tram_rti->UsesOverlay()) {
SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
if (ground != 0) {
DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
draw_underlay = false;
}
}
}
DrawRoadOverlays(ti, PAL_NONE, road_rti, tram_rti, sprite_offset, sprite_offset, draw_underlay);
/* Road catenary takes precedence over tram */
SpriteID catenary_sprite_base = 0;
if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
if (catenary_sprite_base == 0) {
catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
} else {
catenary_sprite_base += 19;
}
} else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
if (catenary_sprite_base == 0) {
catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
} else {
catenary_sprite_base += 19;
}
}
if (catenary_sprite_base != 0) {
catenary = true;
StartSpriteCombine();
AddSortableSpriteToDraw(catenary_sprite_base + 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 && HasTunnelReservation(ti->tile)) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
} else {
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
}
}
if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
/* Maybe draw pylons on the entry side */
DrawRailCatenary(ti);
catenary = true;
StartSpriteCombine();
/* Draw wire above the ramp */
DrawRailCatenaryOnTunnel(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);
/* Draw signals for tunnel. */
if (IsTunnelBridgeWithSignalSimulation(ti->tile)) DrawTunnelBridgeRampSignal(ti);
DrawBridgeMiddle(ti);
} else { // IsBridge(ti->tile)
if (transport_type == TRANSPORT_ROAD && IsRoadCustomBridgeHead(ti->tile)) {
DrawRoadBitsTunnelBridge(ti);
DrawBridgeMiddle(ti);
return;
}
if (transport_type == TRANSPORT_RAIL && IsRailCustomBridgeHead(ti->tile)) {
const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
DrawTrackBits(ti, GetCustomBridgeHeadTrackBits(ti->tile));
if (HasBit(_display_opt, DO_FULL_DETAIL)) {
extern void DrawTrackDetails(const TileInfo *ti, const RailTypeInfo *rti, const RailGroundType rgt);
DrawTrackDetails(ti, rti, GetTunnelBridgeGroundType(ti->tile));
}
if (HasRailCatenaryDrawn(GetRailType(ti->tile), GetTileSecondaryRailTypeIfValid(ti->tile))) {
DrawRailCatenary(ti);
}
if (IsTunnelBridgeWithSignalSimulation(ti->tile)) {
extern void DrawSingleSignal(TileIndex tile, const RailTypeInfo *rti, Track track, SignalState condition,
SignalOffsets image, uint pos, SignalType type, SignalVariant variant, const TraceRestrictProgram *prog, CustomSignalSpriteContext context);
DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
SignalVariant variant = IsTunnelBridgeSemaphore(ti->tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
Track t = FindFirstTrack(GetAcrossTunnelBridgeTrackBits(ti->tile));
auto draw_signals = [&](uint position, SignalOffsets image, DiagDirection towards) {
if (dir == towards) {
/* flip signal directions */
position ^= 1;
image = (SignalOffsets)(image ^ 1);
}
const TraceRestrictProgram *prog = IsTunnelBridgeRestrictedSignal(ti->tile) ? GetExistingTraceRestrictProgram(ti->tile, t) : nullptr;
if (IsTunnelBridgeSignalSimulationEntrance(ti->tile)) {
CustomSignalSpriteContext ctx = { CSSC_TUNNEL_BRIDGE_ENTRANCE };
DrawSingleSignal(ti->tile, rti, t, GetTunnelBridgeEntranceSignalState(ti->tile), image, position, SIGTYPE_BLOCK, variant, prog, ctx);
}
if (IsTunnelBridgeSignalSimulationExit(ti->tile)) {
SignalType type = SIGTYPE_BLOCK;
if (IsTunnelBridgePBS(ti->tile)) {
type = IsTunnelBridgeSignalSimulationEntrance(ti->tile) ? SIGTYPE_PBS : SIGTYPE_PBS_ONEWAY;
}
CustomSignalSpriteContext ctx = { CSSC_TUNNEL_BRIDGE_EXIT };
DrawSingleSignal(ti->tile, rti, t, GetTunnelBridgeExitSignalState(ti->tile), (SignalOffsets)(image ^ 1), position ^ 1, type, variant, prog, ctx);
}
};
switch (t) {
default: NOT_REACHED();
case TRACK_X: draw_signals( 8, SIGNAL_TO_SOUTHWEST, DIAGDIR_SW); break;
case TRACK_Y: draw_signals(10, SIGNAL_TO_SOUTHEAST, DIAGDIR_NW); break;
case TRACK_UPPER: draw_signals( 4, SIGNAL_TO_WEST, DIAGDIR_NW); break;
case TRACK_LOWER: draw_signals( 6, SIGNAL_TO_WEST, DIAGDIR_SW); break;
case TRACK_LEFT: draw_signals( 0, SIGNAL_TO_NORTH, DIAGDIR_NW); break;
case TRACK_RIGHT: draw_signals( 2, SIGNAL_TO_NORTH, DIAGDIR_NE); break;
}
}
DrawBridgeMiddle(ti);
return;
}
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;
/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
if (transport_type != TRANSPORT_WATER) {
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
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) {
uint offset = tunnelbridge_direction;
int z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
/* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, 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 && GetBridgeReservationTrackBits(ti->tile) != TRACK_BIT_NONE) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
} else {
AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
}
} else {
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 (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
DrawRailCatenary(ti);
}
}
/* Draw signals for bridge. */
if (IsTunnelBridgeWithSignalSimulation(ti->tile)) DrawTunnelBridgeRampSignal(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;
}
}
BridgePiecePillarFlags GetBridgeTilePillarFlags(TileIndex tile, TileIndex northern_bridge_end, TileIndex southern_bridge_end, BridgeType bridge_type, TransportType bridge_transport_type)
{
if (bridge_transport_type == TRANSPORT_WATER) return BPPF_ALL_CORNERS;
BridgePieces piece = CalcBridgePiece(
GetTunnelBridgeLength(tile, northern_bridge_end) + 1,
GetTunnelBridgeLength(tile, southern_bridge_end) + 1
);
assert(piece < BRIDGE_PIECE_HEAD);
const BridgeSpec *spec = GetBridgeSpec(bridge_type);
const Axis axis = TileX(northern_bridge_end) == TileX(southern_bridge_end) ? AXIS_Y : AXIS_X;
if (!HasBit(spec->ctrl_flags, BSCF_INVALID_PILLAR_FLAGS)) {
return (BridgePiecePillarFlags) spec->pillar_flags[piece * 2 + (axis == AXIS_Y ? 1 : 0)];
} else {
uint base_offset;
if (bridge_transport_type == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(southern_bridge_end))->bridge_offset;
} else {
base_offset = 8;
}
const PalSpriteID *psid = base_offset + GetBridgeSpriteTable(bridge_type, piece);
if (axis == AXIS_Y) psid += 4;
return (BridgePiecePillarFlags) (psid[2].sprite != 0 ? BPPF_ALL_CORNERS : 0);
}
}
BridgePieceDebugInfo GetBridgePieceDebugInfo(TileIndex tile)
{
TileIndex rampnorth = GetNorthernBridgeEnd(tile);
TileIndex rampsouth = GetSouthernBridgeEnd(tile);
BridgePieces piece = CalcBridgePiece(
GetTunnelBridgeLength(tile, rampnorth) + 1,
GetTunnelBridgeLength(tile, rampsouth) + 1
);
BridgePiecePillarFlags pillar_flags = GetBridgeTilePillarFlags(tile, rampnorth, rampsouth, GetBridgeType(rampnorth), GetTunnelBridgeTransportType(rampnorth));
const Axis axis = TileX(rampnorth) == TileX(rampsouth) ? AXIS_Y : AXIS_X;
uint pillar_index = piece * 2 + (axis == AXIS_Y ? 1 : 0);
return { piece, pillar_flags, pillar_index };
}
/**
* 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 RoadCatenary
* 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. */
ViewportSortableSpriteSpecialFlags special_flags = VSSF_NONE;
if (IsPlainRailTile(ti->tile) && (GetTrackBits(ti->tile) & (TRACK_BIT_LEFT | TRACK_BIT_RIGHT | TRACK_BIT_LOWER)) != 0) {
/* Problematic diagonal rail track is underneath this bridge */
special_flags = VSSSF_SORT_SPECIAL | VSSSF_SORT_SORT_BRIDGE_BB;
}
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR, false, 0, 0, 0, nullptr, special_flags);
/* 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) {
/* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
} 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));
}
}
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES)
&& !IsTunnelBridgeWithSignalSimulation(rampnorth) && (HasAcrossBridgeReservation(rampnorth) || HasAcrossBridgeReservation(rampsouth))) {
if (rti->UsesOverlay()) {
SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
} else {
AddSortableSpriteToDraw(axis == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
}
}
EndSpriteCombine();
if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
DrawRailCatenaryOnBridge(ti);
}
if (IsTunnelBridgeSignalSimulationEntrance(rampsouth)) DrawBridgeSignalOnMiddlePart(ti, rampsouth, rampnorth, z);
if (IsTunnelBridgeSignalSimulationEntrance(rampnorth)) DrawBridgeSignalOnMiddlePart(ti, rampnorth, rampsouth, z);
}
/* 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++;
DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
}
static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y, bool ground_vehicle)
{
auto [tileh, z] = GetTilePixelSlope(tile);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
/* In the tunnel entrance? */
if (ground_vehicle) return z;
} else { // IsBridge(tile)
if (IsCustomBridgeHeadTile(tile)) {
return z + TILE_HEIGHT + (IsSteepSlope(tileh) ? TILE_HEIGHT : 0);
}
DiagDirection dir = GetTunnelBridgeDirection(tile);
z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), tileh);
/* On the bridge ramp? */
if (ground_vehicle) {
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: tileh = SLOPE_NE; break;
case DIAGDIR_SE: tileh = SLOPE_SE; break;
case DIAGDIR_SW: tileh = SLOPE_SW; break;
case DIAGDIR_NW: tileh = SLOPE_NW; break;
}
}
}
return z + GetPartialPixelZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
if (IsCustomBridgeHeadTile(tile)) return FOUNDATION_LEVELED;
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)) {
if (Tunnel::GetByTile(tile)->is_chunnel) {
td->str = (tt == TRANSPORT_RAIL) ? IsTunnelBridgeWithSignalSimulation(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL_CHUNNEL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_CHUNNEL : STR_LAI_TUNNEL_DESCRIPTION_ROAD_CHUNNEL;
} else {
td->str = (tt == TRANSPORT_RAIL) ? IsTunnelBridgeWithSignalSimulation(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
}
} else { // IsBridge(tile)
td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : IsTunnelBridgeWithSignalSimulation(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
}
if (tt == TRANSPORT_RAIL) {
uint8_t style = GetTunnelBridgeSignalStyle(tile);
if (style > 0) {
/* Add suffix about signal style */
td->dparam[0] = td->str;
td->dparam[1] = style == 0 ? STR_BUILD_SIGNAL_DEFAULT_STYLE : _new_signal_styles[style - 1].name;
td->str = STR_LAI_RAIL_DESCRIPTION_TRACK_SIGNAL_STYLE;
}
if (IsTunnelBridgeWithSignalSimulation(tile) && IsTunnelBridgeRestrictedSignal(tile)) {
td->dparam[3] = td->dparam[2];
td->dparam[2] = td->dparam[1];
td->dparam[1] = td->dparam[0];
td->dparam[0] = td->str;
td->str = STR_LAI_RAIL_DESCRIPTION_RESTRICTED_SIGNAL;
}
}
td->owner[0] = GetTileOwner(tile);
if (tt == TRANSPORT_ROAD) {
Owner road_owner = INVALID_OWNER;
Owner tram_owner = INVALID_OWNER;
RoadType road_rt = GetRoadTypeRoad(tile);
RoadType tram_rt = GetRoadTypeTram(tile);
if (road_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
td->roadtype = rti->strings.name;
td->road_speed = rti->max_speed / 2;
road_owner = GetRoadOwner(tile, RTT_ROAD);
}
if (tram_rt != INVALID_ROADTYPE) {
const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
td->tramtype = rti->strings.name;
td->tram_speed = rti->max_speed / 2;
tram_owner = GetRoadOwner(tile, RTT_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 (!IsTunnel(tile)) {
uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* road speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (road_rt != INVALID_ROADTYPE && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
if (tram_rt != INVALID_ROADTYPE && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_speed = spd;
}
}
if (tt == TRANSPORT_RAIL) {
RailType rt = GetRailType(tile);
const RailTypeInfo *rti = GetRailTypeInfo(rt);
td->rail_speed = rti->max_speed;
td->railtype = rti->strings.name;
RailType secondary_rt = GetTileSecondaryRailTypeIfValid(tile);
if (secondary_rt != rt && secondary_rt != INVALID_RAILTYPE) {
const RailTypeInfo *secondary_rti = GetRailTypeInfo(secondary_rt);
td->rail_speed2 = secondary_rti->max_speed;
td->railtype2 = secondary_rti->strings.name;
}
if (!IsTunnel(tile)) {
uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
/* rail speed special-cases 0 as unlimited, hides display of limit etc. */
if (spd == UINT16_MAX) spd = 0;
if (td->rail_speed == 0 || spd < td->rail_speed) {
td->rail_speed = spd;
}
}
}
}
static const RailGroundType _tunnel_bridge_fence_table[4][5] = {
{ // DIAGDIR_NE
RAIL_GROUND_FENCE_NW,
RAIL_GROUND_FENCE_SE,
RAIL_GROUND_FENCE_SW,
RAIL_GROUND_FENCE_VERT2,
RAIL_GROUND_FENCE_HORIZ1,
},
{ // DIAGDIR_SE
RAIL_GROUND_FENCE_NW,
RAIL_GROUND_FENCE_NE,
RAIL_GROUND_FENCE_SW,
RAIL_GROUND_FENCE_VERT2,
RAIL_GROUND_FENCE_HORIZ2,
},
{ // DIAGDIR_SW
RAIL_GROUND_FENCE_NW,
RAIL_GROUND_FENCE_SE,
RAIL_GROUND_FENCE_NE,
RAIL_GROUND_FENCE_VERT1,
RAIL_GROUND_FENCE_HORIZ2,
},
{ // DIAGDIR_NW
RAIL_GROUND_FENCE_SE,
RAIL_GROUND_FENCE_NE,
RAIL_GROUND_FENCE_SW,
RAIL_GROUND_FENCE_VERT1,
RAIL_GROUND_FENCE_HORIZ1,
},
};
RailGroundType GetTunnelBridgeGroundType(TileIndex tile)
{
uint8_t ground_bits = GetTunnelBridgeGroundBits(tile);
if (ground_bits == 0) return RAIL_GROUND_GRASS;
if (ground_bits == 1) return RAIL_GROUND_ICE_DESERT;
if (ground_bits == 2) return RAIL_GROUND_BARREN;
return _tunnel_bridge_fence_table[GetTunnelBridgeDirection(tile)][ground_bits - 3];
}
static uint8_t MapTunnelBridgeGroundTypeBits(TileIndex tile, RailGroundType type)
{
uint8_t ground_bits;
switch (type) {
case RAIL_GROUND_BARREN:
ground_bits = 2;
break;
case RAIL_GROUND_GRASS:
ground_bits = 0;
break;
case RAIL_GROUND_FENCE_NW:
ground_bits = 3;
break;
case RAIL_GROUND_FENCE_SE:
ground_bits = GetTunnelBridgeDirection(tile) == DIAGDIR_NW ? 3 : 4;
break;
case RAIL_GROUND_FENCE_NE:
ground_bits = GetTunnelBridgeDirection(tile) == DIAGDIR_SW ? 5 : 4;
break;
case RAIL_GROUND_FENCE_SW:
ground_bits = 5;
break;
case RAIL_GROUND_FENCE_VERT1:
case RAIL_GROUND_FENCE_VERT2:
ground_bits = 6;
break;
case RAIL_GROUND_FENCE_HORIZ1:
case RAIL_GROUND_FENCE_HORIZ2:
ground_bits = 7;
break;
case RAIL_GROUND_ICE_DESERT:
ground_bits = 1;
break;
default:
NOT_REACHED();
}
return ground_bits;
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
const uint8_t old_ground_bits = GetTunnelBridgeGroundBits(tile);
bool snow_or_desert = false;
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 edge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
snow_or_desert = (z > GetSnowLine());
break;
}
case LT_TROPIC:
snow_or_desert = (GetTropicZone(tile) == TROPICZONE_DESERT);
break;
default:
break;
}
RailGroundType new_ground;
if (snow_or_desert) {
new_ground = RAIL_GROUND_ICE_DESERT;
} else {
new_ground = RAIL_GROUND_GRASS;
if (IsRailCustomBridgeHeadTile(tile) && old_ground_bits != 2) { // wait until bottom is green
/* determine direction of fence */
TrackBits rail = GetCustomBridgeHeadTrackBits(tile);
extern RailGroundType RailTrackToFence(TileIndex tile, TrackBits rail);
new_ground = RailTrackToFence(tile, rail);
}
}
uint8_t ground_bits = MapTunnelBridgeGroundTypeBits(tile, new_ground);
if (ground_bits != old_ground_bits) {
SetTunnelBridgeGroundBits(tile, ground_bits);
MarkTileDirtyByTile(tile);
}
}
static bool ClickTile_TunnelBridge(TileIndex tile)
{
if (_ctrl_pressed && IsTunnelBridgeWithSignalSimulation(tile)) {
TrackBits trackbits = TrackdirBitsToTrackBits(GetTileTrackdirBits(tile, TRANSPORT_RAIL, 0));
if (trackbits & TRACK_BIT_VERT) { // N-S direction
trackbits = (_tile_fract_coords.x <= _tile_fract_coords.y) ? TRACK_BIT_RIGHT : TRACK_BIT_LEFT;
}
if (trackbits & TRACK_BIT_HORZ) { // E-W direction
trackbits = (_tile_fract_coords.x + _tile_fract_coords.y <= 15) ? TRACK_BIT_UPPER : TRACK_BIT_LOWER;
}
Track track = FindFirstTrack(trackbits);
if (HasTrack(GetAcrossTunnelBridgeTrackBits(tile), track)) {
ShowTraceRestrictProgramWindow(tile, track);
return true;
}
}
/* Show vehicles found in tunnel. */
if (IsTunnelTile(tile)) {
int count = 0;
TileIndex tile_end = GetOtherTunnelBridgeEnd(tile);
for (const Train *t : Train::IterateFrontOnly()) {
if (!t->IsFrontEngine()) continue;
if (tile == t->tile || tile_end == t->tile) {
ShowVehicleViewWindow(t);
count++;
}
if (count > 19) break; // no more than 20 windows open
}
if (count > 0) return true;
}
return false;
}
extern const TrackBits _road_trackbits[16];
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 && !HasTileRoadType(tile, (RoadTramType)GB(sub_mode, 0, 8)))) return 0;
DiagDirection dir = GetTunnelBridgeDirection(tile);
if (side != INVALID_DIAGDIR && side == dir) return 0;
if (mode == TRANSPORT_ROAD && IsRoadCustomBridgeHeadTile(tile)) {
TrackBits bits = _road_trackbits[GetCustomBridgeHeadRoadBits(tile, (RoadTramType)GB(sub_mode, 0, 8))];
return CombineTrackStatus(TrackBitsToTrackdirBits(bits), TRACKDIR_BIT_NONE);
}
return CombineTrackStatus(TrackBitsToTrackdirBits(mode == TRANSPORT_RAIL ? GetTunnelBridgeTrackBits(tile) : DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
}
static void UpdateRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end, bool add) {
/* A full diagonal road has two road bits. */
const uint half_middle_len = GetTunnelBridgeLength(begin, end) * TUNNELBRIDGE_TRACKBIT_FACTOR;
const uint half_len = half_middle_len + (2 * TUNNELBRIDGE_TRACKBIT_FACTOR);
for (TileIndex t : { begin, end }) {
for (RoadTramType rtt : _roadtramtypes) {
RoadType rt = GetRoadType(t, rtt);
if (rt == INVALID_ROADTYPE) continue;
Company * const c = Company::GetIfValid(GetRoadOwner(t, rtt));
if (c != nullptr) {
uint infra = 0;
if (IsBridge(t)) {
const RoadBits bits = GetCustomBridgeHeadRoadBits(t, rtt);
infra += CountBits(bits) * TUNNELBRIDGE_TRACKBIT_FACTOR;
if (bits & DiagDirToRoadBits(GetTunnelBridgeDirection(t))) {
infra += half_middle_len;
}
} else {
infra += half_len;
}
if (add) {
c->infrastructure.road[rt] += infra;
} else {
c->infrastructure.road[rt] -= infra;
}
}
}
}
}
void AddRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
UpdateRoadTunnelBridgeInfrastructure(begin, end, true);
}
void SubtractRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
UpdateRoadTunnelBridgeInfrastructure(begin, end, false);
}
static void UpdateRailTunnelBridgeInfrastructure(Company *c, TileIndex begin, TileIndex end, bool add) {
const uint middle_len = GetTunnelBridgeLength(begin, end) * TUNNELBRIDGE_TRACKBIT_FACTOR;
if (c != nullptr) {
uint primary_count = middle_len + GetTunnelBridgeHeadOnlyPrimaryRailInfrastructureCount(begin) + GetTunnelBridgeHeadOnlyPrimaryRailInfrastructureCount(end);
if (add) {
c->infrastructure.rail[GetRailType(begin)] += primary_count;
} else {
c->infrastructure.rail[GetRailType(begin)] -= primary_count;
}
auto add_secondary_railtype = [&](TileIndex t) {
uint secondary_count = GetTunnelBridgeHeadOnlySecondaryRailInfrastructureCount(t);
if (secondary_count) {
if (add) {
c->infrastructure.rail[GetSecondaryRailType(t)] += secondary_count;
} else {
c->infrastructure.rail[GetSecondaryRailType(t)] -= secondary_count;
}
}
};
add_secondary_railtype(begin);
add_secondary_railtype(end);
if (IsTunnelBridgeWithSignalSimulation(begin)) {
if (add) {
c->infrastructure.signal += GetTunnelBridgeSignalSimulationSignalCount(begin, end);
} else {
c->infrastructure.signal -= GetTunnelBridgeSignalSimulationSignalCount(begin, end);
}
}
}
}
void AddRailTunnelBridgeInfrastructure(Company *c, TileIndex begin, TileIndex end) {
UpdateRailTunnelBridgeInfrastructure(c, begin, end, true);
}
void SubtractRailTunnelBridgeInfrastructure(Company *c, TileIndex begin, TileIndex end) {
UpdateRailTunnelBridgeInfrastructure(c, begin, end, false);
}
void AddRailTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
UpdateRailTunnelBridgeInfrastructure(Company::GetIfValid(GetTileOwner(begin)), begin, end, true);
}
void SubtractRailTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
UpdateRailTunnelBridgeInfrastructure(Company::GetIfValid(GetTileOwner(begin)), begin, end, false);
}
void SetTunnelBridgeSignalStyleExtended(TileIndex t, TileIndex end, uint8_t style)
{
if (IsTunnel(t)) {
SetTunnelSignalStyle(t, end, style);
} else {
SetBridgeSignalStyle(t, style);
SetBridgeSignalStyle(end, style);
}
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
{
const TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
const TransportType tt = GetTunnelBridgeTransportType(tile);
if (tt == TRANSPORT_ROAD && tile < other_end) {
/* Only execute this for one of the two ends */
SubtractRoadTunnelBridgeInfrastructure(tile, other_end);
for (RoadTramType rtt : _roadtramtypes) {
/* Update all roadtypes, no matter if they are present */
if (GetRoadOwner(tile, rtt) == old_owner) {
SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
if (GetRoadOwner(other_end, rtt) == old_owner) {
SetRoadOwner(other_end, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
}
}
AddRoadTunnelBridgeInfrastructure(tile, other_end);
}
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. */
Company *old = Company::Get(old_owner);
if (tt == TRANSPORT_RAIL && tile < other_end) {
/* Only execute this for one of the two ends */
SubtractRailTunnelBridgeInfrastructure(old, tile, other_end);
if (new_owner != INVALID_OWNER) AddRailTunnelBridgeInfrastructure(Company::Get(new_owner), tile, other_end);
}
if (tt == TRANSPORT_WATER) {
/* Set number of pieces to zero if it's the southern tile as we
* don't want to update the infrastructure counts twice. */
const uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
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. */
[[maybe_unused]] 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);
}
}
}
/**
* Helper to prepare the ground vehicle when entering a bridge. This get called
* when entering the bridge, at the last frame of travel on the bridge head.
* Our calling function gets called before UpdateInclination/UpdateZPosition,
* which normally controls the Z-coordinate. However, in the wormhole of the
* bridge the vehicle is in a strange state so UpdateInclination does not get
* called for the wormhole of the bridge and as such the going up/down bits
* would remain set. As such, this function clears those. In doing so, the call
* to UpdateInclination will not update the Z-coordinate, so that has to be
* done here as well.
* @param gv The ground vehicle entering the bridge.
*/
template <typename T>
static void PrepareToEnterBridge(T *gv)
{
if (HasBit(gv->gv_flags, GVF_GOINGUP_BIT)) {
gv->z_pos++;
ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
} else {
ClrBit(gv->gv_flags, GVF_GOINGDOWN_BIT);
}
}
/**
* 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};
extern const byte _tunnel_turnaround_pre_visibility_frame[DIAGDIR_END] = {31, 27, 27, 31};
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
/* Direction into the wormhole */
const DiagDirection dir = GetTunnelBridgeDirection(tile);
/* New position of the vehicle on the tile */
int pos = (DiagDirToAxis(dir) == AXIS_X ? x - (TileX(tile) * TILE_SIZE) : y - (TileY(tile) * TILE_SIZE));
/* Number of units moved by the vehicle since entering the tile */
int frame = (dir == DIAGDIR_NE || dir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
if (frame > (int) TILE_SIZE || frame < 0) return VETSB_CANNOT_ENTER;
if (frame == TILE_SIZE) {
TileIndexDiffC offset = TileIndexDiffCByDiagDir(ReverseDiagDir(dir));
x += offset.x;
y += offset.y;
}
int z = GetSlopePixelZ(x, y, true) - v->z_pos;
if (abs(z) > 2) return VETSB_CANNOT_ENTER;
if (IsTunnel(tile)) {
/* Direction of the vehicle */
const DiagDirection vdir = DirToDiagDir(v->direction);
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;
if (Tunnel::GetByTile(tile)->is_chunnel) SetBit(t->gv_flags, GVF_CHUNNEL_BIT);
t->vehstatus |= VS_HIDDEN;
t->UpdateIsDrawn();
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && frame == (int) (_tunnel_visibility_frame[dir] - 1) && z == 0) {
/* We're at the tunnel exit ?? */
if (t->tile != tile && GetOtherTunnelEnd(t->tile) != tile) return VETSB_CONTINUE; // In chunnel
t->tile = tile;
t->track = DiagDirToDiagTrackBits(vdir);
assert(t->track);
t->vehstatus &= ~VS_HIDDEN;
t->UpdateIsDrawn();
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_msg(frame == rv->frame + 1 || rv->frame == _tunnel_turnaround_pre_visibility_frame[dir],
"frame: %u, rv->frame: %u, dir: %u, _tunnel_turnaround_pre_visibility_frame[dir]: %u", frame, rv->frame, dir, _tunnel_turnaround_pre_visibility_frame[dir]);
rv->tile = tile;
rv->InvalidateImageCache();
rv->state = RVSB_WORMHOLE;
if (Tunnel::GetByTile(tile)->is_chunnel) SetBit(rv->gv_flags, GVF_CHUNNEL_BIT);
rv->vehstatus |= VS_HIDDEN;
rv->UpdateIsDrawn();
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
/* We're at the tunnel exit ?? */
if (dir == ReverseDiagDir(vdir) && frame == (int) (_tunnel_visibility_frame[dir] - 1) && z == 0) {
if (rv->tile != tile && GetOtherTunnelEnd(rv->tile) != tile) return VETSB_CONTINUE; // In chunnel
rv->tile = tile;
rv->InvalidateImageCache();
rv->state = DiagDirToDiagTrackdir(vdir);
rv->frame = TILE_SIZE - (frame + 1);
rv->vehstatus &= ~VS_HIDDEN;
rv->UpdateIsDrawn();
return VETSB_ENTERED_WORMHOLE;
}
}
} else { // IsBridge(tile)
if (v->vehstatus & VS_HIDDEN) return VETSB_CONTINUE; // Building bridges between chunnel portals allowed.
if (v->type != VEH_SHIP) {
/* modify speed of vehicle */
uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
if (v->type == VEH_ROAD) spd *= 2;
Vehicle *first = v->First();
first->cur_speed = std::min(first->cur_speed, spd);
}
const Direction bridge_dir = DiagDirToDir(dir);
if (v->direction == bridge_dir) {
switch (v->type) {
case VEH_TRAIN: {
/* Trains enter bridge at the first frame beyond this tile. */
if (frame != TILE_SIZE) return VETSB_CONTINUE;
Train *t = Train::From(v);
t->track = TRACK_BIT_WORMHOLE;
SetBit(t->First()->flags, VRF_CONSIST_SPEED_REDUCTION);
/* Do not call PrepareToEnterBridge because that also increments z_pos if
* GVF_GOINGUP_BIT is set.
* That is not required because this is occuring at frame == TILE_SIZE,
* instead at TILE_SIZE - 1 */
ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
break;
}
case VEH_ROAD: {
/* Non-train vehicles enter bridge at the last frame inside this tile. */
if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
RoadVehicle *rv = RoadVehicle::From(v);
if (IsRoadCustomBridgeHeadTile(tile)) {
RoadBits bits = ROAD_NONE;
if (HasRoadTypeRoad(tile) && HasBit(rv->compatible_roadtypes, GetRoadTypeRoad(tile))) bits |= GetCustomBridgeHeadRoadBits(tile, RTT_ROAD);
if (HasRoadTypeTram(tile) && HasBit(rv->compatible_roadtypes, GetRoadTypeTram(tile))) bits |= GetCustomBridgeHeadRoadBits(tile, RTT_TRAM);
if (!(bits & DiagDirToRoadBits(GetTunnelBridgeDirection(tile)))) return VETSB_CONTINUE;
}
rv->InvalidateImageCache();
rv->state = RVSB_WORMHOLE;
PrepareToEnterBridge(rv);
break;
}
case VEH_SHIP:
/* Non-train vehicles enter bridge at the last frame inside this tile. */
if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
Ship::From(v)->state = TRACK_BIT_WORMHOLE;
break;
default: NOT_REACHED();
}
return VETSB_ENTERED_WORMHOLE;
} else if (v->direction == ReverseDir(bridge_dir)) {
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->track & TRACK_BIT_WORMHOLE) {
if (IsRailCustomBridgeHeadTile(tile)) {
return VETSB_ENTERED_WORMHOLE;
} else {
v->tile = tile;
t->track = DiagDirToDiagTrackBits(DirToDiagDir(v->direction));
}
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_ROAD: {
v->tile = tile;
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state == RVSB_WORMHOLE) {
rv->InvalidateImageCache();
rv->state = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
rv->frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
break;
}
case VEH_SHIP: {
v->tile = tile;
Ship *ship = Ship::From(v);
if (ship->state == TRACK_BIT_WORMHOLE) {
ship->state = DiagDirToDiagTrackBits(DirToDiagDir(v->direction));
return VETSB_ENTERED_WORMHOLE;
}
break;
}
default: NOT_REACHED();
}
} else if (v->type == VEH_TRAIN && IsRailCustomBridgeHeadTile(tile)) {
DirDiff dir_diff = DirDifference(v->direction, bridge_dir);
DirDiff reverse_dir_diff = DirDifference(v->direction, ReverseDir(bridge_dir));
if (dir_diff == DIRDIFF_45RIGHT || dir_diff == DIRDIFF_45LEFT) {
if (frame != TILE_SIZE) return VETSB_CONTINUE;
Train *t = Train::From(v);
TileIndex other = GetOtherTunnelBridgeEnd(tile);
if (GetTunnelBridgeLength(tile, other) == 0 && IsRailCustomBridgeHead(other)) {
t->track |= TRACK_BIT_WORMHOLE;
} else {
t->direction = bridge_dir;
t->track = TRACK_BIT_WORMHOLE;
}
SetBit(t->First()->flags, VRF_CONSIST_SPEED_REDUCTION);
ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
return VETSB_ENTERED_WORMHOLE;
}
if (reverse_dir_diff == DIRDIFF_45RIGHT || reverse_dir_diff == DIRDIFF_45LEFT) {
Train *t = Train::From(v);
if (t->track & TRACK_BIT_WORMHOLE) return VETSB_ENTERED_WORMHOLE;
}
}
}
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;
auto [tileh_old, z_old] = GetTileSlopeZ(tile);
if (IsRoadCustomBridgeHeadTile(tile)) {
const RoadBits pieces = GetCustomBridgeHeadAllRoadBits(tile);
const RoadBits entrance_piece = DiagDirToRoadBits(direction);
/* Steep slopes behave the same as slopes with one corner raised. */
const Slope normalised_tileh_new = IsSteepSlope(tileh_new) ? SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh_new)) : tileh_new;
if ((_invalid_tileh_slopes_road[0][normalised_tileh_new & SLOPE_ELEVATED] & (pieces & ~entrance_piece)) != ROAD_NONE) {
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
}
if (IsRailCustomBridgeHeadTile(tile)) {
extern bool IsValidFlatRailBridgeHeadTrackBits(Slope normalised_slope, DiagDirection bridge_direction, TrackBits tracks);
/* Steep slopes behave the same as slopes with one corner raised. */
const Slope normalised_tileh_new = IsSteepSlope(tileh_new) ? SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh_new)) : tileh_new;
if (!IsValidFlatRailBridgeHeadTrackBits(normalised_tileh_new, direction, GetCustomBridgeHeadTrackBits(tile))) {
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
}
/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_old, z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_new, z_new);
} else {
CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, tileh_old, z_old);
res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, 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
nullptr, // add_accepted_cargo_proc
GetTileDesc_TunnelBridge, // get_tile_desc_proc
GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
ClickTile_TunnelBridge, // click_tile_proc
nullptr, // animate_tile_proc
TileLoop_TunnelBridge, // tile_loop_proc
ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
nullptr, // add_produced_cargo_proc
VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
GetFoundation_TunnelBridge, // get_foundation_proc
TerraformTile_TunnelBridge, // terraform_tile_proc
};