OpenTTD-patches/src/tunnelbridge_cmd.cpp

1438 lines
46 KiB
C++

/* $Id$ */
/** @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
*/
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
#include "rail_map.h"
#include "road_map.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "strings.h"
#include "functions.h"
#include "map.h"
#include "landscape.h"
#include "tile.h"
#include "tunnel_map.h"
#include "unmovable_map.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "player.h"
#include "town.h"
#include "sound.h"
#include "variables.h"
#include "bridge.h"
#include "train.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "date.h"
#include "newgrf_sound.h"
#include "table/bridge_land.h"
const Bridge orig_bridge[] = {
/*
year of availablity
| minimum length
| | maximum length
| | | price
| | | | maximum speed
| | | | | sprite to use in GUI string with description
| | | | | | | */
{ 0, 0, 16, 80, 32, 0xA24, PAL_NONE , STR_5012_WOODEN , NULL, 0 },
{ 0, 0, 2, 112, 48, 0xA26, PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 },
{ 1930, 0, 5, 144, 64, 0xA25, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 0, 2, 10, 168, 80, 0xA22, PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 },
{ 1930, 3, 16, 185, 96, 0xA22, PAL_NONE , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 16, 192, 112, 0xA22, PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 },
{ 1930, 3, 7, 224, 160, 0xA23, PAL_NONE , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 8, 232, 208, 0xA23, PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 3, 9, 248, 240, 0xA23, PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 },
{ 1930, 0, 2, 240, 256, 0xA27, PAL_NONE , STR_500F_GIRDER_STEEL , NULL, 0 },
{ 1995, 2, 16, 255, 320, 0xA28, PAL_NONE , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2005, 2, 32, 380, 512, 0xA28, PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 },
{ 2010, 2, 32, 510, 608, 0xA28, PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 }
};
Bridge _bridge[MAX_BRIDGES];
/** calculate the price factor for building a long bridge.
* basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
*/
int CalcBridgeLenCostFactor(int x)
{
int n;
int r;
if (x < 2) return x;
x -= 2;
for (n = 0, r = 2;; n++) {
if (x <= n) return r + x * n;
r += n * n;
x -= n;
}
}
#define M(x) (1 << (x))
enum BridgeFoundation {
/* foundation, whole tile is leveled up --> 3 corners raised */
BRIDGE_FULL_LEVELED_FOUNDATION = M(SLOPE_WSE) | M(SLOPE_NWS) | M(SLOPE_ENW) | M(SLOPE_SEN),
/* foundation, tile is partly leveled up --> 1 corner raised */
BRIDGE_PARTLY_LEVELED_FOUNDATION = M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N),
/* no foundations (X,Y direction) */
BRIDGE_NO_FOUNDATION = M(SLOPE_FLAT) | M(SLOPE_SW) | M(SLOPE_SE) | M(SLOPE_NW) | M(SLOPE_NE),
BRIDGE_HORZ_RAMP = (BRIDGE_PARTLY_LEVELED_FOUNDATION | BRIDGE_NO_FOUNDATION) & ~M(SLOPE_FLAT)
};
#undef M
static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
{
const Bridge *bridge = &_bridge[index];
assert(table < 7);
if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
return _bridge_sprite_table[index][table];
} else {
return bridge->sprite_table[table];
}
}
static inline byte GetBridgeFlags(int index) { return _bridge[index].flags;}
/** Check the slope at the bridge ramps in three easy steps:
* - valid slopes without foundation
* - valid slopes with foundation
* - rest is invalid
*/
#define M(x) (1 << (x))
static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope tileh)
{
uint32 valid;
valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_NE) : M(SLOPE_NW));
if (HASBIT(valid, tileh)) return CommandCost();
valid =
BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_N) | M(SLOPE_STEEP_N) |
(axis == AXIS_X ? M(SLOPE_E) | M(SLOPE_STEEP_E) : M(SLOPE_W) | M(SLOPE_STEEP_W));
if (HASBIT(valid, tileh)) return CommandCost(_price.terraform);
return CMD_ERROR;
}
static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope tileh)
{
uint32 valid;
valid = M(SLOPE_FLAT) | (axis == AXIS_X ? M(SLOPE_SW) : M(SLOPE_SE));
if (HASBIT(valid, tileh)) return CommandCost();
valid =
BRIDGE_FULL_LEVELED_FOUNDATION | M(SLOPE_S) | M(SLOPE_STEEP_S) |
(axis == AXIS_X ? M(SLOPE_W) | M(SLOPE_STEEP_W) : M(SLOPE_E) | M(SLOPE_STEEP_E));
if (HASBIT(valid, tileh)) return CommandCost(_price.terraform);
return CMD_ERROR;
}
#undef M
uint32 GetBridgeLength(TileIndex begin, TileIndex end)
{
int x1 = TileX(begin);
int y1 = TileY(begin);
int x2 = TileX(end);
int y2 = TileY(end);
return abs(x2 + y2 - x1 - y1) - 1;
}
bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
{
const Bridge *b = &_bridge[bridge_type];
uint max; // max possible length of a bridge (with patch 100)
if (bridge_type >= MAX_BRIDGES) return false;
if (b->avail_year > _cur_year) return false;
max = b->max_length;
if (max >= 16 && _patches.longbridges) max = 100;
return b->min_length <= bridge_len && bridge_len <= max;
}
/** Build a Bridge
* @param end_tile end tile
* @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-..) - rail type or road types.
* - p2 = (bit 15 ) - set means road bridge.
*/
CommandCost CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
{
uint bridge_type;
RailType railtype;
RoadTypes roadtypes;
uint x;
uint y;
uint sx;
uint sy;
TileIndex tile_start;
TileIndex tile_end;
Slope tileh_start;
Slope tileh_end;
uint z_start;
uint z_end;
TileIndex tile;
TileIndexDiff delta;
uint bridge_len;
Axis direction;
CommandCost cost, terraformcost, ret;
bool allow_on_slopes;
bool replace_bridge = false;
uint replaced_bridge_type;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* unpack parameters */
bridge_type = GB(p2, 0, 8);
if (p1 >= MapSize()) return CMD_ERROR;
/* type of bridge */
if (HASBIT(p2, 15)) {
railtype = INVALID_RAILTYPE; // road bridge
roadtypes = (RoadTypes)GB(p2, 8, 3);
if (!AreValidRoadTypes(roadtypes)) return CMD_ERROR;
} else {
if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
railtype = (RailType)GB(p2, 8, 8);
roadtypes = ROADTYPES_NONE;
}
x = TileX(end_tile);
y = TileY(end_tile);
sx = TileX(p1);
sy = TileY(p1);
/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
if (x == sx) {
if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
direction = AXIS_Y;
if (y > sy) Swap(y, sy);
} else if (y == sy) {
direction = AXIS_X;
if (x > sx) Swap(x, sx);
} else {
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
}
/* set and test bridge length, availability */
bridge_len = sx + sy - x - y - 1;
if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
/* retrieve landscape height and ensure it's on land */
tile_start = TileXY(x, y);
tile_end = TileXY(sx, sy);
if (IsClearWaterTile(tile_start) || IsClearWaterTile(tile_end)) {
return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
}
tileh_start = GetTileSlope(tile_start, &z_start);
tileh_end = GetTileSlope(tile_end, &z_end);
if (IsSteepSlope(tileh_start)) z_start += TILE_HEIGHT;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_start)) z_start += TILE_HEIGHT;
if (IsSteepSlope(tileh_end)) z_end += TILE_HEIGHT;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh_end)) z_end += TILE_HEIGHT;
if (z_start != z_end) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
/* Towns are not allowed to use bridges on slopes. */
allow_on_slopes = (!_is_old_ai_player
&& _current_player != OWNER_TOWN && _patches.build_on_slopes);
TransportType transport_type = railtype == INVALID_RAILTYPE ? TRANSPORT_ROAD : TRANSPORT_RAIL;
if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
GetOtherBridgeEnd(tile_start) == tile_end &&
GetBridgeTransportType(tile_start) == transport_type) {
/* Replace a current bridge. */
/* If this is a railway bridge, make sure the railtypes match. */
if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
/* Do not replace town bridges with lower speed bridges. */
if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
_bridge[bridge_type].speed < _bridge[GetBridgeType(tile_start)].speed) {
Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
if (t == NULL) {
return CMD_ERROR;
} else {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
/* Do not replace the bridge with the same bridge type. */
if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
return_cmd_error(STR_1007_ALREADY_BUILT);
}
/* Do not allow replacing another player's bridges. */
if (!IsTileOwner(tile_start, _current_player) && !IsTileOwner(tile_start, OWNER_TOWN)) {
return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER);
}
cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge.
replace_bridge = true;
replaced_bridge_type = GetBridgeType(tile_start);
/* Do not remove road types when upgrading a bridge */
roadtypes |= GetRoadTypes(tile_start);
} else {
/* Build a new bridge. */
/* Try and clear the start landscape */
ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost = ret;
terraformcost = CheckBridgeSlopeNorth(direction, tileh_start);
if (CmdFailed(terraformcost) || (terraformcost.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraformcost);
/* Try and clear the end landscape */
ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
/* false - end tile slope check */
terraformcost = CheckBridgeSlopeSouth(direction, tileh_end);
if (CmdFailed(terraformcost) || (terraformcost.GetCost() != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
cost.AddCost(terraformcost);
}
if (!replace_bridge) {
TileIndex Heads[] = {tile_start, tile_end};
int i;
for (i = 0; i < 2; i++) {
if (MayHaveBridgeAbove(Heads[i])) {
if (IsBridgeAbove(Heads[i])) {
TileIndex north_head = GetNorthernBridgeEnd(Heads[i]);
if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
}
}
}
}
/* do the drill? */
if (flags & DC_EXEC) {
DiagDirection dir = AxisToDiagDir(direction);
Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_player;
if (railtype != INVALID_RAILTYPE) {
MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
} else {
MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir, roadtypes);
MakeRoadBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), roadtypes);
}
MarkTileDirtyByTile(tile_start);
MarkTileDirtyByTile(tile_end);
}
delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
for (tile = tile_start + delta; tile != tile_end; tile += delta) {
uint z;
if (GetTileSlope(tile, &z) != SLOPE_FLAT && z >= z_start) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) {
/* Disallow crossing bridges for the time being */
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
}
switch (GetTileType(tile)) {
case MP_WATER:
if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
break;
case MP_RAILWAY:
if (!IsPlainRailTile(tile)) goto not_valid_below;
break;
case MP_ROAD:
if (GetRoadTileType(tile) == ROAD_TILE_DEPOT) goto not_valid_below;
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(tile)) break;
if (replace_bridge) break;
if (direction == DiagDirToAxis(GetBridgeRampDirection(tile))) goto not_valid_below;
if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
break;
case MP_UNMOVABLE:
if (!IsOwnedLand(tile)) goto not_valid_below;
break;
case MP_CLEAR:
if (!replace_bridge && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
break;
default:
not_valid_below:;
/* try and clear the middle landscape */
ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
cost.AddCost(ret);
break;
}
if (flags & DC_EXEC) {
SetBridgeMiddle(tile, direction);
MarkTileDirtyByTile(tile);
}
}
if (flags & DC_EXEC) {
Track track = AxisToTrack(direction);
SetSignalsOnBothDir(tile_start, track);
YapfNotifyTrackLayoutChange(tile_start, track);
}
/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
* It's unnecessary to execute this command every time for every bridge. So it is done only
* and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
*/
if (!(flags & DC_QUERY_COST)) {
const Bridge *b = &_bridge[bridge_type];
bridge_len += 2; // begin and end tiles/ramps
if (IsValidPlayer(_current_player) && !_is_old_ai_player)
bridge_len = CalcBridgeLenCostFactor(bridge_len);
cost.AddCost((int64)bridge_len * _price.build_bridge * b->price >> 8);
}
return cost;
}
/** Build Tunnel.
* @param start_tile start tile of tunnel
* @param flags type of operation
* @param p1 railtype or roadtypes. bit 9 set means road tunnel
* @param p2 unused
*/
CommandCost CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
{
TileIndexDiff delta;
TileIndex end_tile;
DiagDirection direction;
Slope start_tileh;
Slope end_tileh;
uint start_z;
uint end_z;
CommandCost cost;
CommandCost ret;
_build_tunnel_endtile = 0;
if (!HASBIT(p1, 9)) {
if (!ValParamRailtype(p1)) return CMD_ERROR;
} else if (!AreValidRoadTypes((RoadTypes)GB(p1, 0, 3))) {
return CMD_ERROR;
}
start_tileh = GetTileSlope(start_tile, &start_z);
switch (start_tileh) {
case SLOPE_SW: direction = DIAGDIR_SW; break;
case SLOPE_SE: direction = DIAGDIR_SE; break;
case SLOPE_NW: direction = DIAGDIR_NW; break;
case SLOPE_NE: direction = DIAGDIR_NE; break;
default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
}
ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
* for the clearing of the entrance of the tunnel. Assigning it to
* cost before the loop will yield different costs depending on start-
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
delta = TileOffsByDiagDir(direction);
DiagDirection tunnel_in_way_dir;
if (OtherAxis(DiagDirToAxis(direction)) == AXIS_X) {
tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
} else {
tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
}
end_tile = start_tile;
/** Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/** Number of tiles from start of tunnel */
int tiles = 0;
/** Number of tiles at which the cost increase coefficient per tile is halved */
int tiles_bump = 25;
for (;;) {
end_tile += delta;
end_tileh = GetTileSlope(end_tile, &end_z);
if (start_z == end_z) break;
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
}
tiles++;
if (tiles == tiles_bump) {
tiles_coef++;
tiles_bump *= 2;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
}
/* Add the cost of the entrance */
cost.AddCost(_price.build_tunnel);
cost.AddCost(ret);
/* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
/* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
/* Some (rail) track bits might be terraformed into the correct direction,
* but that would still leave tracks on foundation. Therefor excavation will
* always fail for rail tiles. On the other hand, for road tiles it might
* succeed when there is only one road bit on the tile, but then that road
* bit is removed leaving a clear tile.
* This therefor preserves the behaviour that half road tiles are always removable.
*/
if (IsTileType(end_tile, MP_RAILWAY)) return_cmd_error(STR_1008_MUST_REMOVE_RAILROAD_TRACK);
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
} else {
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return ret;
}
cost.AddCost(_price.build_tunnel);
cost.AddCost(ret);
if (flags & DC_EXEC) {
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
MakeRailTunnel(start_tile, _current_player, direction, (RailType)GB(p1, 0, 4));
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
UpdateSignalsOnSegment(start_tile, direction);
YapfNotifyTrackLayoutChange(start_tile, AxisToTrack(DiagDirToAxis(direction)));
} else {
MakeRoadTunnel(start_tile, _current_player, direction, (RoadTypes)GB(p1, 0, 3));
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
}
}
return cost;
}
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
{
uint z = GetTileZ(tile);
DiagDirection dir = GetTunnelDirection(tile);
TileIndexDiff delta = TileOffsByDiagDir(dir);
uint len = 0;
TileIndex starttile = tile;
Vehicle *v;
do {
tile += delta;
len++;
} while (
!IsTunnelTile(tile) ||
ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
GetTileZ(tile) != z
);
v = FindVehicleBetween(starttile, tile, z);
if (v != NULL) {
_error_message = v->type == VEH_TRAIN ?
STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
return INVALID_TILE;
}
if (length != NULL) *length = len;
return tile;
}
static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
{
/* Floods can remove anything as well as the scenario editor */
if (_current_player == OWNER_WATER || _game_mode == GM_EDITOR) return true;
/* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
/* Otherwise we can only remove town-owned stuff with extra patch-settings, or cheat */
if (IsTileOwner(tile, OWNER_TOWN) && (_patches.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
return false;
}
static CommandCost DoClearTunnel(TileIndex tile, uint32 flags)
{
Town *t = NULL;
TileIndex endtile;
uint length;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = CheckTunnelBusy(tile, &length);
if (endtile == INVALID_TILE) return CMD_ERROR;
_build_tunnel_endtile = endtile;
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the tunnel owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
/* We first need to request the direction before calling DoClearSquare
* else the direction is always 0.. dah!! ;) */
DiagDirection dir = GetTunnelDirection(tile);
Track track;
/* Adjust the town's player rating. Do this before removing the tile owner info. */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
DoClearSquare(tile);
DoClearSquare(endtile);
UpdateSignalsOnSegment(tile, ReverseDiagDir(dir));
UpdateSignalsOnSegment(endtile, dir);
track = AxisToTrack(DiagDirToAxis(dir));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
return CommandCost(_price.clear_tunnel * (length + 1));
}
static bool IsVehicleOnBridge(TileIndex starttile, TileIndex endtile, uint z)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if ((v->tile == starttile || v->tile == endtile) && v->z_pos == z) {
_error_message = VehicleInTheWayErrMsg(v);
return true;
}
}
return false;
}
static CommandCost DoClearBridge(TileIndex tile, uint32 flags)
{
DiagDirection direction;
TileIndexDiff delta;
TileIndex endtile;
Town *t = NULL;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
endtile = GetOtherBridgeEnd(tile);
byte bridge_height = GetBridgeHeight(tile);
if (FindVehicleOnTileZ(tile, bridge_height) != NULL ||
FindVehicleOnTileZ(endtile, bridge_height) != NULL ||
IsVehicleOnBridge(tile, endtile, bridge_height)) {
return CMD_ERROR;
}
direction = GetBridgeRampDirection(tile);
delta = TileOffsByDiagDir(direction);
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
t = ClosestTownFromTile(tile, (uint)-1); // town penalty rating
/* Check if you are allowed to remove the bridge owned by a town
* Removal depends on difficulty settings */
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
SetDParam(0, t->index);
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
}
}
if (flags & DC_EXEC) {
TileIndex c;
Track track;
/* 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);
DoClearSquare(tile);
DoClearSquare(endtile);
for (c = tile + delta; c != endtile; c += delta) {
ClearBridgeMiddle(c);
MarkTileDirtyByTile(c);
}
UpdateSignalsOnSegment(tile, ReverseDiagDir(direction));
UpdateSignalsOnSegment(endtile, direction);
track = AxisToTrack(DiagDirToAxis(direction));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
}
return CommandCost((DistanceManhattan(tile, endtile) + 1) * _price.clear_bridge);
}
static CommandCost ClearTile_TunnelBridge(TileIndex tile, byte flags)
{
if (IsTunnel(tile)) {
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
return DoClearTunnel(tile, flags);
} else if (IsBridge(tile)) { // XXX Is this necessary?
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
return DoClearBridge(tile, flags);
}
return CMD_ERROR;
}
/**
* Switches the rail type for a tunnel or a bridgehead. As the railtype
* on the bridge are determined by the one of the bridgehead, this
* functions converts the railtype on the entire bridge.
* @param tile The tile on which the railtype is to be convert.
* @param totype The railtype we want to convert to
* @param exec Switches between test and execute mode
* @return The cost and state of the operation
* @retval CMD_ERROR An error occured during the operation.
*/
CommandCost DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
{
if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) {
uint length;
TileIndex endtile;
/* If not coverting rail <-> el. rail, any vehicle cannot be in tunnel */
if (!IsCompatibleRail(GetRailType(tile), totype)) {
endtile = CheckTunnelBusy(tile, &length);
if (endtile == INVALID_TILE) return CMD_ERROR;
} else {
endtile = GetOtherTunnelEnd(tile);
length = DistanceManhattan(tile, endtile);
}
if (exec) {
SetRailType(tile, totype);
SetRailType(endtile, totype);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
Track track = AxisToTrack(DiagDirToAxis(GetTunnelDirection(tile)));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
VehicleFromPos(tile, &tile, UpdateTrainPowerProc);
VehicleFromPos(endtile, &endtile, UpdateTrainPowerProc);
}
return CommandCost((length + 1) * (_price.build_rail >> 1));
} else if (IsBridge(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) {
TileIndex endtile = GetOtherBridgeEnd(tile);
byte bridge_height = GetBridgeHeight(tile);
if (!IsCompatibleRail(GetRailType(tile), totype) &&
(FindVehicleOnTileZ(tile, bridge_height) != NULL ||
FindVehicleOnTileZ(endtile, bridge_height) != NULL ||
IsVehicleOnBridge(tile, endtile, bridge_height))) {
return CMD_ERROR;
}
if (exec) {
SetRailType(tile, totype);
SetRailType(endtile, totype);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(endtile);
Track track = AxisToTrack(DiagDirToAxis(GetBridgeRampDirection(tile)));
TileIndexDiff delta = TileOffsByDiagDir(GetBridgeRampDirection(tile));
YapfNotifyTrackLayoutChange(tile, track);
YapfNotifyTrackLayoutChange(endtile, track);
VehicleFromPos(tile, &tile, UpdateTrainPowerProc);
VehicleFromPos(endtile, &endtile, UpdateTrainPowerProc);
for (tile += delta; tile != endtile; tile += delta) {
MarkTileDirtyByTile(tile); // TODO encapsulate this into a function
}
}
return CommandCost((DistanceManhattan(tile, endtile) + 1) * (_price.build_rail >> 1));
} else {
return CMD_ERROR;
}
}
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo* ti, Axis axis, uint type, int x, int y, int z)
{
SpriteID image = psid->sprite;
if (image != 0) {
bool drawfarpillar = !HASBIT(GetBridgeFlags(type), 0);
int back_height, front_height;
int i = z;
const byte *p;
static const byte _tileh_bits[4][8] = {
{ 2, 1, 8, 4, 16, 2, 0, 9 },
{ 1, 8, 4, 2, 2, 16, 9, 0 },
{ 4, 8, 1, 2, 16, 2, 0, 9 },
{ 2, 4, 8, 1, 2, 16, 9, 0 }
};
p = _tileh_bits[(image & 1) * 2 + (axis == AXIS_X ? 0 : 1)];
front_height = ti->z + (ti->tileh & p[0] ? TILE_HEIGHT : 0);
back_height = ti->z + (ti->tileh & p[1] ? TILE_HEIGHT : 0);
if (IsSteepSlope(ti->tileh)) {
if (!(ti->tileh & p[2])) front_height += TILE_HEIGHT;
if (!(ti->tileh & p[3])) back_height += TILE_HEIGHT;
}
for (; z >= front_height || z >= back_height; z -= TILE_HEIGHT) {
/* HACK set height of the BB of pillars to 1, because the origin of the
* sprites is at the top
*/
if (z >= front_height) { // front facing pillar
AddSortableSpriteToDraw(image, psid->pal, x, y, p[4], p[5], 1, z, HASBIT(_transparent_opt, TO_BRIDGES));
}
if (drawfarpillar && z >= back_height && z < i - TILE_HEIGHT) { // back facing pillar
AddSortableSpriteToDraw(image, psid->pal, x - p[6], y - p[7], p[4], p[5], 1, z, HASBIT(_transparent_opt, TO_BRIDGES));
}
}
}
}
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
if (HASBIT(BRIDGE_NO_FOUNDATION, tileh)) return FOUNDATION_NONE;
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) return FlatteningFoundation(tileh);
return InclinedFoundation(axis);
}
/**
* Draws the trambits over an already drawn (lower end) of a bridge.
* @param x the x of the bridge
* @param y the y of the bridge
* @param z the z of the bridge
* @param offset number representing whether to level or sloped and the direction
* @param overlay do we want to still see the road?
*/
static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay)
{
static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
static const uint size_x[6] = { 11, 16, 16, 16, 16, 16 };
static const uint size_y[6] = { 16, 11, 16, 16, 16, 16 };
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 1 : 0, z, HASBIT(_transparent_opt, TO_BRIDGES));
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0, z, HASBIT(_transparent_opt, TO_BUILDINGS));
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 0x30 : 0x10, z, HASBIT(_transparent_opt, TO_BUILDINGS));
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
SpriteID image;
if (IsTunnel(ti->tile)) {
if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (HasTunnelSnowOrDesert(ti->tile)) image += 32;
image += GetTunnelDirection(ti->tile) * 2;
DrawGroundSprite(image, PAL_NONE);
if (GetTunnelTransportType(ti->tile) == TRANSPORT_ROAD) {
DiagDirection dir = GetTunnelDirection(ti->tile);
RoadTypes rts = GetRoadTypes(ti->tile);
if (HASBIT(rts, ROADTYPE_TRAM)) {
static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][dir], PAL_NONE);
AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + dir, PAL_NONE, ti->x, ti->y, 16, 16, 16, (byte)ti->z, HASBIT(_transparent_opt, TO_BUILDINGS));
}
} else if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
}
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, 1, 1, 8, (byte)ti->z);
DrawBridgeMiddle(ti);
} else if (IsBridge(ti->tile)) { // XXX is this necessary?
const PalSpriteID *psid;
int base_offset;
bool ice = HasBridgeSnowOrDesert(ti->tile);
if (GetBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
/* as the lower 3 bits are used for other stuff, make sure they are clear */
assert( (base_offset & 0x07) == 0x00);
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(GetBridgeRampDirection(ti->tile))));
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4;
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
/* Table number 6 always refers to the bridge heads for any bridge type */
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
if (!ice) {
DrawClearLandTile(ti, 3);
} else {
DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
}
/* draw ramp */
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
* it doesn't disappear behind it
*/
AddSortableSpriteToDraw(
psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z, HASBIT(_transparent_opt, TO_BRIDGES)
);
if (GetBridgeTransportType(ti->tile) == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(ti->tile);
if (HASBIT(rts, ROADTYPE_TRAM)) {
uint offset = GetBridgeRampDirection(ti->tile);
uint z = ti->z;
if (ti->tileh != SLOPE_FLAT) {
offset = (offset + 1) & 1;
z += TILE_HEIGHT;
} else {
offset += 2;
}
DrawBridgeTramBits(ti->x, ti->y, z, offset, HASBIT(rts, ROADTYPE_ROAD));
}
} else if (GetRailType(ti->tile) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
}
DrawBridgeMiddle(ti);
} else {
NOT_REACHED();
}
}
/** Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
* bridges pieces sequence (middle parts)
* bridge len 1: 0
* bridge len 2: 0 1
* bridge len 3: 0 4 1
* bridge len 4: 0 2 3 1
* bridge len 5: 0 2 5 3 1
* bridge len 6: 0 2 3 2 3 1
* bridge len 7: 0 2 3 4 2 3 1
* #0 - always as first, #1 - always as last (if len>1)
* #2,#3 are to pair in order
* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
* @param north Northernmost tile of bridge
* @param south Southernmost tile of bridge
* @return Index of bridge piece
*/
static uint CalcBridgePiece(uint north, uint south)
{
if (north == 1) {
return 0;
} else if (south == 1) {
return 1;
} else if (north < south) {
return north & 1 ? 3 : 2;
} else if (north > south) {
return south & 1 ? 2 : 3;
} else {
return north & 1 ? 5 : 4;
}
}
void DrawBridgeMiddle(const TileInfo* ti)
{
const PalSpriteID* psid;
uint base_offset;
TileIndex rampnorth;
TileIndex rampsouth;
Axis axis;
uint piece;
uint type;
int x;
int y;
uint z;
if (!IsBridgeAbove(ti->tile)) return;
rampnorth = GetNorthernBridgeEnd(ti->tile);
rampsouth = GetSouthernBridgeEnd(ti->tile);
axis = GetBridgeAxis(ti->tile);
piece = CalcBridgePiece(
DistanceManhattan(ti->tile, rampnorth),
DistanceManhattan(ti->tile, rampsouth)
);
type = GetBridgeType(rampsouth);
if (GetBridgeTransportType(rampsouth) == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
} else {
base_offset = 8;
}
psid = base_offset + GetBridgeSpriteTable(type, piece);
if (axis != AXIS_X) psid += 4;
x = ti->x;
y = ti->y;
uint bridge_z = GetBridgeHeight(rampsouth);
z = bridge_z - 3;
if (axis == AXIS_X) {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 11, 1, z, HASBIT(_transparent_opt, TO_BRIDGES));
} else {
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 11, 16, 1, z, HASBIT(_transparent_opt, TO_BRIDGES));
}
psid++;
if (GetBridgeTransportType(rampsouth) == TRANSPORT_ROAD) {
RoadTypes rts = GetRoadTypes(rampsouth);
if (HASBIT(rts, ROADTYPE_TRAM)) {
DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HASBIT(rts, ROADTYPE_ROAD));
}
} else if (GetRailType(rampsouth) == RAILTYPE_ELECTRIC) {
DrawCatenary(ti);
}
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (axis == AXIS_X) {
y += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, HASBIT(_transparent_opt, TO_BRIDGES));
} else {
x += 12;
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, HASBIT(_transparent_opt, TO_BRIDGES));
}
psid++;
if (ti->z + 5 == z) {
/* draw poles below for small bridges */
if (psid->sprite != 0) {
SpriteID image = psid->sprite;
SpriteID pal = psid->pal;
if (HASBIT(_transparent_opt, TO_BRIDGES)) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
DrawGroundSpriteAt(image, pal, x, y, z);
}
} else if (_patches.bridge_pillars) {
/* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, type, x, y, z);
}
}
static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
{
uint z;
Slope tileh = GetTileSlope(tile, &z);
x &= 0xF;
y &= 0xF;
if (IsTunnel(tile)) {
uint pos = (DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? y : x);
/* In the tunnel entrance? */
if (5 <= pos && pos <= 10) return z;
} else {
DiagDirection dir = GetBridgeRampDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
/* On the bridge ramp? */
if (5 <= pos && pos <= 10) {
uint delta;
if (HASBIT(BRIDGE_HORZ_RAMP, tileh)) return z + TILE_HEIGHT;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
case DIAGDIR_SE: delta = y / 2; break;
case DIAGDIR_SW: delta = x / 2; break;
case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
}
return z + 1 + delta;
}
}
return z + GetPartialZ(x, y, tileh);
}
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
{
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetBridgeRampDirection(tile)));
}
static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
{
/* not used */
}
static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
STR_501F_WOODEN_RAIL_BRIDGE,
STR_5020_CONCRETE_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_501E_REINFORCED_CONCRETE_SUSPENSION,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
STR_5027_TUBULAR_RAIL_BRIDGE,
0, 0, 0,
STR_5025_WOODEN_ROAD_BRIDGE,
STR_5026_CONCRETE_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5024_REINFORCED_CONCRETE_SUSPENSION,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
STR_5028_TUBULAR_ROAD_BRIDGE,
0, 0, 0,
};
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
{
if (IsTunnel(tile)) {
td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
} else {
td->str = _bridge_tile_str[GetBridgeTransportType(tile) << 4 | GetBridgeType(tile)];
}
td->owner = GetTileOwner(tile);
}
static void AnimateTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static void TileLoop_TunnelBridge(TileIndex tile)
{
bool snow_or_desert = IsTunnelTile(tile) ? HasTunnelSnowOrDesert(tile) : HasBridgeSnowOrDesert(tile);
switch (_opt.landscape) {
case LT_ARCTIC:
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
if (IsTunnelTile(tile)) {
SetTunnelSnowOrDesert(tile, !snow_or_desert);
} else {
SetBridgeSnowOrDesert(tile, !snow_or_desert);
}
MarkTileDirtyByTile(tile);
}
break;
case LT_TROPIC:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
if (IsTunnelTile(tile)) {
SetTunnelSnowOrDesert(tile, true);
} else {
SetBridgeSnowOrDesert(tile, true);
}
MarkTileDirtyByTile(tile);
}
break;
}
}
static void ClickTile_TunnelBridge(TileIndex tile)
{
/* not used */
}
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode)
{
if (IsTunnel(tile)) {
if (GetTunnelTransportType(tile) != mode) return 0;
if (GetTunnelTransportType(tile) == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0) return 0;
return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(tile))) * 0x101;
} else {
if (GetBridgeTransportType(tile) != mode) return 0;
if (GetBridgeTransportType(tile) == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0) return 0;
return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(tile))) * 0x101;
}
}
static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
{
if (!IsTileOwner(tile, old_player)) return;
if (new_player != PLAYER_SPECTATOR) {
SetTileOwner(tile, new_player);
} else {
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR))) {
/* When clearing the bridge/tunnel failed there are still vehicles on/in
* the bridge/tunnel. As all *our* vehicles are already removed, they
* must be of another owner. Therefor this must be a road bridge/tunnel.
* In that case we can safely reassign the ownership to OWNER_NONE. */
assert((IsTunnel(tile) ? GetTunnelTransportType(tile) : GetBridgeTransportType(tile)) == TRANSPORT_ROAD);
SetTileOwner(tile, OWNER_NONE);
}
}
}
static const byte _tunnel_fractcoord_1[4] = {0x8E, 0x18, 0x81, 0xE8};
static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
/** Get the trackdir of the exit of a tunnel */
static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
{
int z = GetSlopeZ(x, y) - v->z_pos;
if (myabs(z) > 2) return VETSB_CANNOT_ENTER;
if (IsTunnel(tile)) {
byte fc;
DiagDirection dir;
DiagDirection vdir;
if (v->type == VEH_TRAIN) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = TRACK_BIT_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
v->tile = tile;
v->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(v->u.rail.track);
v->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
fc = (x & 0xF) + (y << 4);
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
/* Enter tunnel? */
if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = RVSB_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
return VETSB_CONTINUE;
}
}
if (dir == ReverseDiagDir(vdir) && (
/* We're at the tunnel exit ?? */
fc == _tunnel_fractcoord_6[dir] ||
fc == _tunnel_fractcoord_7[dir]
) &&
z == 0) {
v->tile = tile;
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = _road_exit_tunnel_frame[dir];
v->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
} else if (IsBridge(tile)) { // XXX is this necessary?
DiagDirection dir;
if (v->HasFront() && v->IsPrimaryVehicle()) {
/* modify speed of vehicle */
uint16 spd = _bridge[GetBridgeType(tile)].speed;
if (v->type == VEH_ROAD) spd *= 2;
if (v->cur_speed > spd) v->cur_speed = spd;
}
dir = GetBridgeRampDirection(tile);
if (DirToDiagDir(v->direction) == dir) {
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: if ((x & 0xF) != 0) return VETSB_CONTINUE; break;
case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
case DIAGDIR_NW: if ((y & 0xF) != 0) return VETSB_CONTINUE; break;
}
if (v->type == VEH_TRAIN) {
v->u.rail.track = TRACK_BIT_WORMHOLE;
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
} else {
v->u.road.state = RVSB_WORMHOLE;
}
return VETSB_ENTERED_WORMHOLE;
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
v->tile = tile;
if (v->type == VEH_TRAIN) {
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
} else {
if (v->u.road.state == RVSB_WORMHOLE) {
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = 0;
return VETSB_ENTERED_WORMHOLE;
}
}
return VETSB_CONTINUE;
}
}
return VETSB_CONTINUE;
}
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, uint32 flags, uint z_new, Slope tileh_new)
{
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
}
extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
DrawTile_TunnelBridge, /* draw_tile_proc */
GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
ClearTile_TunnelBridge, /* clear_tile_proc */
GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
GetTileTrackStatus_TunnelBridge, /* get_tile_track_status_proc */
ClickTile_TunnelBridge, /* click_tile_proc */
AnimateTile_TunnelBridge, /* animate_tile_proc */
TileLoop_TunnelBridge, /* tile_loop_clear */
ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
NULL, /* get_produced_cargo_proc */
VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
GetFoundation_TunnelBridge, /* get_foundation_proc */
TerraformTile_TunnelBridge, /* terraform_tile_proc */
};