mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
1533 lines
41 KiB
C
1533 lines
41 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "map.h"
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#include "tile.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "command.h"
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#include "player.h"
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#include "town.h"
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#include "sound.h"
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extern void DrawCanalWater(uint tile);
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static const byte _bridge_available_year[MAX_BRIDGES] = {
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0, 0, 10, 0, 10, 10, 10, 10, 10, 10, 75, 85, 90
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};
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static const byte _bridge_minlen[MAX_BRIDGES] = {
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0, 0, 0, 2, 3, 3, 3, 3, 3, 0, 2, 2, 2
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};
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static const byte _bridge_maxlen[MAX_BRIDGES] = {
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16, 2, 5, 10, 16, 16, 7, 8, 9, 2, 16, 32, 32,
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};
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const uint16 _bridge_type_price_mod[MAX_BRIDGES] = {
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80, 112, 144, 168, 185, 192, 224, 232, 248, 240, 255, 380, 510,
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};
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const uint16 _bridge_speeds[MAX_BRIDGES] = {
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0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 0x0A0, 0x0D0, 0x0F0, 0x100, 0x140, 0x200, 0x260
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};
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const PalSpriteID _bridge_sprites[MAX_BRIDGES] = {
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0x0A24, 0x31E8A26, 0x0A25, 0x3208A22,
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0x0A22, 0x3218A22, 0x0A23, 0x31C8A23,
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0x31E8A23, 0x0A27, 0x0A28, 0x3218A28,
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0x3238A28,
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};
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const StringID _bridge_material[MAX_BRIDGES] = {
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STR_5012_WOODEN,
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STR_5013_CONCRETE,
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STR_500F_GIRDER_STEEL,
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STR_5011_SUSPENSION_CONCRETE,
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STR_500E_SUSPENSION_STEEL,
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STR_500E_SUSPENSION_STEEL,
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STR_5010_CANTILEVER_STEEL,
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STR_5010_CANTILEVER_STEEL,
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STR_5010_CANTILEVER_STEEL,
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STR_500F_GIRDER_STEEL,
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STR_5014_TUBULAR_STEEL,
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STR_5014_TUBULAR_STEEL,
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STR_BRIDGE_TUBULAR_SILICON,
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};
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// calculate the price factor for building a long bridge.
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// basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
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int CalcBridgeLenCostFactor(int x)
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{
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int n,r;
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if (x < 2) return x;
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x -= 2;
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for(n=0,r=2;;n++) {
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if (x <= n) return r + x * n;
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r += n * n;
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x -= n;
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}
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}
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enum {
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// foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
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BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
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// foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
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BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
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// no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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};
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/* check if bridge can be built on slope
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* direction 0 = X-axis, direction 1 = Y-axis
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* is_start_tile = false <-- end tile
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* is_start_tile = true <-- start tile
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*/
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static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile)
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{
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if (!(tileh & 0x10)) { // disable building on very steep slopes
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if (is_start_tile) {
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/* check slope at start tile
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- no extra cost
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- direction X: tiles 0,12
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- direction Y: tiles 0, 9
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*/
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if ((direction?0x201:0x1001) & (1 << tileh))
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return 0;
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// disallow certain start tiles to avoid certain crooked bridges
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if (tileh == 2)
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return CMD_ERROR;
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}
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else {
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/* check slope at end tile
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- no extra cost
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- direction X: tiles 0, 3
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- direction Y: tiles 0, 6
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*/
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if ((direction?0x41:0x9) & (1 << tileh))
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return 0;
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// disallow certain end tiles to avoid certain crooked bridges
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if (tileh == 8)
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return CMD_ERROR;
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}
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/* disallow common start/end tiles to avoid certain crooked bridges e.g.
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* start-tile: X 2,1 Y 2,4 (2 was disabled before)
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* end-tile: X 8,4 Y 8,1 (8 was disabled before)
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*/
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if ( (tileh == 1 && (is_start_tile != (bool)direction)) ||
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(tileh == 4 && (is_start_tile == (bool)direction)) )
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return CMD_ERROR;
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// slope foundations
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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
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return _price.terraform;
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}
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return CMD_ERROR;
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}
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uint32 GetBridgeLength(TileIndex begin, TileIndex end)
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{
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int x1, y1, x2, y2; // coordinates of starting and end tiles
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x1 = TileX(begin);
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y1 = TileY(begin);
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x2 = TileX(end);
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y2 = TileY(end);
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return abs((x2 + y2 - x1 - y1)) - 1;
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}
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bool CheckBridge_Stuff(byte bridge_type, int bridge_len)
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{
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int max; // max possible length of a bridge (with patch 100)
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if (_bridge_available_year[bridge_type] > _cur_year)
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return false;
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max = _bridge_maxlen[bridge_type];
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if (max >= 16 && _patches.longbridges)
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max = 100;
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if (bridge_len < _bridge_minlen[bridge_type] || bridge_len > max)
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return false;
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return true;
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}
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/** Build a Bridge
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* @param x,y end tile coord
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* @param p1 packed start tile coords (~ dx)
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* @param p2 various bitstuffed elements
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* - p2 = (bit 0- 7) - bridge type (hi bh)
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* - p2 = (bit 8-..) - rail type. bit15 ((x>>8)&0x80) means road bridge.
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*/
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int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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int bridge_type;
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byte rail_or_road, railtype, m5;
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int sx,sy;
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TileInfo ti_start, ti_end, ti; /* OPT: only 2 of those are ever used */
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int bridge_len, odd_middle_part;
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uint direction;
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int i;
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int32 cost, terraformcost, ret;
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bool allow_on_slopes;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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/* unpack parameters */
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bridge_type = p2 & 0xFF;
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railtype = (byte)(p2 >> 8);
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/* Out of bounds bridge */
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if (bridge_type >= MAX_BRIDGES) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
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// type of bridge
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if (HASBIT(railtype, 7)) { // bit 15 of original p2 param
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railtype = 0;
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rail_or_road = 2;
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} else {
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if (!ValParamRailtype(railtype)) return CMD_ERROR;
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rail_or_road = 0;
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}
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sx = TileX(p1) * 16;
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sy = TileY(p1) * 16;
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direction = 0;
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/* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
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if (x == sx) {
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if (y == sy)
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return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
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direction = 1;
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if (y > sy) {
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intswap(y,sy);
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intswap(x,sx);
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}
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} else if (y == sy) {
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if (x > sx) {
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intswap(y,sy);
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intswap(x,sx);
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}
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} else
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return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
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/* retrieve landscape height and ensure it's on land */
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if (
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((FindLandscapeHeight(&ti_end, sx, sy),
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ti_end.type == MP_WATER) && ti_end.map5 == 0) ||
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((FindLandscapeHeight(&ti_start, x, y),
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ti_start.type == MP_WATER) && ti_start.map5 == 0))
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return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_start.tileh)) {
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ti_start.z += 8;
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ti_start.tileh = 0;
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}
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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti_end.tileh)) {
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ti_end.z += 8;
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ti_end.tileh = 0;
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}
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if (ti_start.z != ti_end.z)
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return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
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_error_message = STR_500C;
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// Towns are not allowed to use bridges on slopes.
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allow_on_slopes = ((!_is_ai_player || _patches.ainew_active)
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&& _current_player != OWNER_TOWN
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&& _patches.build_on_slopes);
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/* Try and clear the start landscape */
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if (CmdFailed(ret = DoCommandByTile(ti_start.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)))
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return CMD_ERROR;
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cost = ret;
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// true - bridge-start-tile, false - bridge-end-tile
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terraformcost = CheckBridgeSlope(direction, ti_start.tileh, true);
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if (terraformcost == CMD_ERROR || (terraformcost && !allow_on_slopes))
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return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
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cost += terraformcost;
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/* Try and clear the end landscape */
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if (CmdFailed(ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)))
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return CMD_ERROR;
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cost += ret;
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// false - end tile slope check
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terraformcost = CheckBridgeSlope(direction, ti_end.tileh, false);
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if (terraformcost == CMD_ERROR || (terraformcost && !allow_on_slopes))
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return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
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cost += terraformcost;
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/* do the drill? */
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if (flags & DC_EXEC) {
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/* build the start tile */
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ModifyTile(ti_start.tile,
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MP_SETTYPE(MP_TUNNELBRIDGE) |
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MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
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(bridge_type << 4), /* map2 */
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railtype, /* map3_lo */
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0x80 | direction | rail_or_road /* map5 */
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);
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/* build the end tile */
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ModifyTile(ti_end.tile,
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MP_SETTYPE(MP_TUNNELBRIDGE) |
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MP_MAP2 | MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
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(bridge_type << 4), /* map2 */
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railtype, /* map3_lo */
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0x80 | 0x20 | direction | rail_or_road /* map5 */
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);
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}
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/* set various params */
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bridge_len = ((sx + sy - x - y) >> 4) - 1;
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//position of middle part of the odd bridge (larger than MAX(i) otherwise)
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odd_middle_part=(bridge_len%2)?(bridge_len/2):bridge_len;
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for(i = 0; i != bridge_len; i++) {
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if (direction != 0)
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y+=16;
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else
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x+=16;
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FindLandscapeHeight(&ti, x, y);
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_error_message = STR_5009_LEVEL_LAND_OR_WATER_REQUIRED;
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if (ti.tileh != 0 && ti.z >= ti_start.z)
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return CMD_ERROR;
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// Find ship below
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if ( ti.type == MP_WATER && !EnsureNoVehicle(ti.tile) )
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{
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_error_message = STR_980E_SHIP_IN_THE_WAY;
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return CMD_ERROR;
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}
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if (ti.type == MP_WATER) {
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if (ti.map5 > 1) goto not_valid_below;
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m5 = 0xC8;
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} else if (ti.type == MP_RAILWAY) {
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if (direction == 0) {
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if (ti.map5 != 2) goto not_valid_below;
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} else {
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if (ti.map5 != 1) goto not_valid_below;
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}
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m5 = 0xE0;
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} else if (ti.type == MP_STREET) {
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if (direction == 0) {
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if (ti.map5 != 5) goto not_valid_below;
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} else {
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if (ti.map5 != 10) goto not_valid_below;
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}
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m5 = 0xE8;
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} else {
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not_valid_below:;
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/* try and clear the middle landscape */
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if (CmdFailed(ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR)))
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return CMD_ERROR;
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cost += ret;
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m5 = 0xC0;
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}
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/* do middle part of bridge */
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if (flags & DC_EXEC) {
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_map5[ti.tile] = (byte)(m5 | direction | rail_or_road);
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SetTileType(ti.tile, MP_TUNNELBRIDGE);
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//bridges pieces sequence (middle parts)
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// bridge len 1: 0
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// bridge len 2: 0 1
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// bridge len 3: 0 4 1
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// bridge len 4: 0 2 3 1
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// bridge len 5: 0 2 5 3 1
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// bridge len 6: 0 2 3 2 3 1
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// bridge len 7: 0 2 3 4 2 3 1
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// #0 - alwats as first, #1 - always as last (if len>1)
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// #2,#3 are to pair in order
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// for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
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if(i==0) //first tile
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m5 = 0;
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else if (i==bridge_len-1) //last tile
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m5 = 1;
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else if(i==odd_middle_part) //we are on the middle of odd bridge: #5 on even pos, #4 on odd
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m5 = 5 - (i%2);
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else {
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// generate #2 and #3 in turns [i%2==0], after the middle of odd bridge
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// this sequence swaps [... XOR (i>odd_middle_part)],
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// for even bridges XOR does not apply as odd_middle_part==bridge_len
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m5 = 2 + ((i%2==0)^(i>odd_middle_part));
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}
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_map2[ti.tile] = (bridge_type << 4) | m5;
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_map3_lo[ti.tile] &= 0xF;
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_map3_lo[ti.tile] |= (byte)(railtype << 4);
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MarkTileDirtyByTile(ti.tile);
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}
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}
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SetSignalsOnBothDir(ti_start.tile, (direction&1) ? 1 : 0);
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/* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
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It's unnecessary to execute this command every time for every bridge. So it is done only
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and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
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*/
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if (!(flags & DC_QUERY_COST)) {
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bridge_len += 2; // begin and end tiles/ramps
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if (_current_player < MAX_PLAYERS && !(_is_ai_player && !_patches.ainew_active))
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bridge_len = CalcBridgeLenCostFactor(bridge_len);
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cost += ((int64)bridge_len * _price.build_bridge * _bridge_type_price_mod[bridge_type]) >> 8;
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}
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return cost;
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}
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static bool DoCheckTunnelInWay(uint tile, uint z, uint dir)
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{
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TileInfo ti;
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int delta;
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delta = TileOffsByDir(dir);
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do {
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tile -= delta;
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FindLandscapeHeightByTile(&ti, tile);
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} while (z < ti.z);
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if (z == ti.z && ti.type == MP_TUNNELBRIDGE && (ti.map5&0xF0) == 0 && (ti.map5&3) == dir) {
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_error_message = STR_5003_ANOTHER_TUNNEL_IN_THE_WAY;
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return false;
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}
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return true;
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}
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bool CheckTunnelInWay(uint tile, int z)
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{
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return DoCheckTunnelInWay(tile,z,0) &&
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DoCheckTunnelInWay(tile,z,1) &&
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DoCheckTunnelInWay(tile,z,2) &&
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DoCheckTunnelInWay(tile,z,3);
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}
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static byte _build_tunnel_bh;
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static byte _build_tunnel_railtype;
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static int32 DoBuildTunnel(int x, int y, int x2, int y2, uint32 flags, uint exc_tile)
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{
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uint end_tile;
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int direction;
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int32 cost, ret;
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TileInfo ti;
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uint z;
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if ((uint)x > MapMaxX() * 16 - 1 || (uint)y > MapMaxY() * 16 - 1)
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return CMD_ERROR;
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/* check if valid, and make sure that (x,y) is smaller than (x2,y2) */
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direction = 0;
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if (x == x2) {
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if (y == y2)
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return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
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direction++;
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if (y > y2) {
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intswap(y,y2);
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intswap(x,x2);
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exc_tile|=2;
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}
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} else if (y == y2) {
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if (x > x2) {
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intswap(y,y2);
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intswap(x,x2);
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exc_tile|=2;
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}
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} else
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return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
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cost = 0;
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FindLandscapeHeight(&ti, x2, y2);
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end_tile = ti.tile;
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z = ti.z;
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if (exc_tile != 3) {
|
|
if ( (direction ? 9U : 12U) != ti.tileh)
|
|
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
|
|
ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (ret == CMD_ERROR)
|
|
return CMD_ERROR;
|
|
cost += ret;
|
|
}
|
|
cost += _price.build_tunnel;
|
|
|
|
for(;;) {
|
|
if (direction) y2-=16; else x2-=16;
|
|
|
|
if (x2 == x && y2 == y)
|
|
break;
|
|
|
|
FindLandscapeHeight(&ti, x2, y2);
|
|
if (ti.z <= z)
|
|
return_cmd_error(STR_5002);
|
|
|
|
if (!_cheats.crossing_tunnels.value && !CheckTunnelInWay(ti.tile, z))
|
|
return CMD_ERROR;
|
|
|
|
cost += _price.build_tunnel;
|
|
cost += (cost >> 3);
|
|
|
|
if (cost >= 400000000)
|
|
cost = 400000000;
|
|
}
|
|
|
|
FindLandscapeHeight(&ti, x2, y2);
|
|
if (ti.z != z)
|
|
return_cmd_error(STR_5004);
|
|
|
|
if (exc_tile != 1) {
|
|
if ( (direction ? 6U : 3U) != ti.tileh)
|
|
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
|
|
|
|
ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (ret == CMD_ERROR)
|
|
return CMD_ERROR;
|
|
cost += ret;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
ModifyTile(ti.tile,
|
|
MP_SETTYPE(MP_TUNNELBRIDGE) |
|
|
MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
|
|
_build_tunnel_railtype, /* map3lo */
|
|
((_build_tunnel_bh << 1) | 2) - direction /* map5 */
|
|
);
|
|
|
|
ModifyTile(end_tile,
|
|
MP_SETTYPE(MP_TUNNELBRIDGE) |
|
|
MP_MAP3LO | MP_MAPOWNER_CURRENT | MP_MAP5,
|
|
_build_tunnel_railtype, /* map3lo */
|
|
(_build_tunnel_bh << 1) | (direction ? 3:0)/* map5 */
|
|
);
|
|
|
|
UpdateSignalsOnSegment(end_tile, direction?7:1);
|
|
}
|
|
|
|
return cost + _price.build_tunnel;
|
|
}
|
|
|
|
/* Build Tunnel
|
|
* x,y - start tile coord
|
|
* p1 - railtype
|
|
* p2 - ptr to uint that recieves end tile
|
|
*/
|
|
int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
TileInfo ti, tiorg;
|
|
int direction;
|
|
uint z;
|
|
static const int8 _build_tunnel_coord_mod[4+1] = { -16, 0, 16, 0, -16 };
|
|
static const byte _build_tunnel_tileh[4] = {3, 9, 12, 6};
|
|
uint excavated_tile;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
_build_tunnel_railtype = (byte)(p1 & 0xFF);
|
|
_build_tunnel_bh = (byte)(p1 >> 8);
|
|
|
|
_build_tunnel_endtile = 0;
|
|
excavated_tile = 0;
|
|
|
|
FindLandscapeHeight(&tiorg, x, y);
|
|
|
|
if (!EnsureNoVehicle(tiorg.tile))
|
|
return CMD_ERROR;
|
|
|
|
if (!(direction=0, tiorg.tileh==12) &&
|
|
!(direction++, tiorg.tileh==6) &&
|
|
!(direction++, tiorg.tileh==3) &&
|
|
!(direction++, tiorg.tileh==9) )
|
|
return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
|
|
|
|
z = tiorg.z;
|
|
do {
|
|
x += _build_tunnel_coord_mod[direction];
|
|
y += _build_tunnel_coord_mod[direction+1];
|
|
FindLandscapeHeight(&ti, x, y);
|
|
} while (z != ti.z);
|
|
_build_tunnel_endtile = ti.tile;
|
|
|
|
|
|
if (!EnsureNoVehicle(ti.tile))
|
|
return CMD_ERROR;
|
|
|
|
if (ti.tileh != _build_tunnel_tileh[direction]) {
|
|
if (DoCommandByTile(ti.tile, ti.tileh & ~_build_tunnel_tileh[direction], 0, flags, CMD_TERRAFORM_LAND) == CMD_ERROR)
|
|
return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
|
|
excavated_tile = 1;
|
|
}
|
|
|
|
if (flags & DC_EXEC && DoBuildTunnel(x,y,tiorg.x,tiorg.y,flags&~DC_EXEC,excavated_tile) == CMD_ERROR)
|
|
return CMD_ERROR;
|
|
|
|
return DoBuildTunnel(x,y,tiorg.x, tiorg.y,flags,excavated_tile);
|
|
}
|
|
|
|
static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3};
|
|
|
|
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
|
|
{
|
|
uint z = GetTileZ(tile);
|
|
byte m5 = _map5[tile];
|
|
int delta = TileOffsByDir(m5 & 3);
|
|
uint len = 0;
|
|
uint starttile = tile;
|
|
Vehicle *v;
|
|
|
|
do {
|
|
tile += delta;
|
|
len++;
|
|
} while (
|
|
!IsTileType(tile, MP_TUNNELBRIDGE) ||
|
|
(_map5[tile] & 0xF0) != 0 ||
|
|
(byte)(_map5[tile] ^ 2) != m5 ||
|
|
GetTileZ(tile) != z
|
|
);
|
|
|
|
v = FindVehicleBetween(starttile, tile, z);
|
|
if (v != NULL) {
|
|
_error_message = v->type == VEH_Train ?
|
|
STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
|
|
return INVALID_TILE;
|
|
}
|
|
|
|
if (length != NULL) *length = len;
|
|
return tile;
|
|
}
|
|
|
|
static int32 DoClearTunnel(uint tile, uint32 flags)
|
|
{
|
|
Town *t;
|
|
uint endtile;
|
|
uint length;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
// in scenario editor you can always destroy tunnels
|
|
if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
|
|
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
endtile = CheckTunnelBusy(tile, &length);
|
|
if (endtile == INVALID_TILE) return CMD_ERROR;
|
|
|
|
_build_tunnel_endtile = endtile;
|
|
|
|
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
|
|
// check if you're allowed to remove the tunnel owned by a town
|
|
// removal allowal depends on difficulty settings
|
|
if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR ) {
|
|
if (!CheckforTownRating(tile, 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!! ;)
|
|
byte tile_dir = _map5[tile]&3;
|
|
byte endtile_dir = _map5[endtile]&3;
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
UpdateSignalsOnSegment(tile, _updsignals_tunnel_dir[tile_dir]);
|
|
UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[endtile_dir]);
|
|
if (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
|
|
}
|
|
return _price.clear_tunnel * (length + 1);
|
|
}
|
|
|
|
static uint FindEdgesOfBridge(uint tile, uint *endtile)
|
|
{
|
|
int direction = _map5[tile] & 1;
|
|
uint start;
|
|
|
|
// find start of bridge
|
|
for(;;) {
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0x80)
|
|
break;
|
|
tile += direction ? TILE_XY(0,-1) : TILE_XY(-1,0);
|
|
}
|
|
|
|
start = tile;
|
|
|
|
// find end of bridge
|
|
for(;;) {
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xE0) == 0xA0)
|
|
break;
|
|
tile += direction ? TILE_XY(0,1) : TILE_XY(1,0);
|
|
}
|
|
|
|
*endtile = tile;
|
|
|
|
return start;
|
|
}
|
|
|
|
static int32 DoClearBridge(uint tile, uint32 flags)
|
|
{
|
|
uint endtile;
|
|
Vehicle *v;
|
|
Town *t;
|
|
int direction;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
direction = _map5[tile]&1;
|
|
|
|
/* delete stuff under the middle part if there's a transport route there..? */
|
|
if ((_map5[tile] & 0xE0) == 0xE0) {
|
|
int32 cost;
|
|
|
|
// check if we own the tile below the bridge..
|
|
if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile))))
|
|
return CMD_ERROR;
|
|
|
|
cost = (_map5[tile] & 8) ? _price.remove_road * 2 : _price.remove_rail;
|
|
|
|
if (flags & DC_EXEC) {
|
|
_map5[tile] = _map5[tile] & ~0x38;
|
|
_map_owner[tile] = OWNER_NONE;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return cost;
|
|
|
|
/* delete canal under bridge */
|
|
} else if(_map5[tile] == 0xC8 && TilePixelHeight(tile) != 0) {
|
|
int32 cost;
|
|
|
|
// check for vehicles under bridge
|
|
if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
|
|
return CMD_ERROR;
|
|
cost = _price.clear_water;
|
|
if (flags & DC_EXEC) {
|
|
_map5[tile] = _map5[tile] & ~0x38;
|
|
_map_owner[tile] = OWNER_NONE;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return cost;
|
|
}
|
|
|
|
tile = FindEdgesOfBridge(tile, &endtile);
|
|
|
|
// floods, scenario editor can always destroy bridges
|
|
if (_current_player != OWNER_WATER && _game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
|
|
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || _map_owner[tile] != OWNER_TOWN)
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile))
|
|
return CMD_ERROR;
|
|
|
|
/* Make sure there's no vehicle on the bridge
|
|
Omit tile and endtile, since these are already checked, thus solving the problem
|
|
of bridges over water, or higher bridges, where z is not increased, eg level bridge
|
|
*/
|
|
tile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
|
|
endtile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
|
|
/* Bridges on slopes might have their Z-value offset..correct this */
|
|
if ((v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile))) != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
/* Put the tiles back to start/end position */
|
|
tile -= direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
|
|
endtile += direction ? TILE_XY(0, 1) : TILE_XY( 1,0);
|
|
|
|
|
|
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
|
|
// check if you're allowed to remove the bridge owned by a town.
|
|
// removal allowal depends on difficulty settings
|
|
if(_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR) {
|
|
if (!CheckforTownRating(tile, flags, t, TUNNELBRIDGE_REMOVE))
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
byte m5;
|
|
uint c = tile;
|
|
uint16 new_data;
|
|
|
|
//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 (_map_owner[tile] == OWNER_TOWN && _game_mode != GM_EDITOR)
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
|
|
|
|
do {
|
|
m5 = _map5[c];
|
|
|
|
if (m5 & 0x40) {
|
|
if (m5 & 0x20) {
|
|
static const uint16 _new_data_table[] = {0x1002, 0x1001, 0x2005, 0x200A, 0, 0, 0, 0};
|
|
new_data = _new_data_table[((m5 & 0x18) >> 2) | (m5&1)];
|
|
} else {
|
|
if (!(m5 & 0x18)) goto clear_it;
|
|
new_data = (GetTileSlope(c, NULL) == 0) ? 0x6000 : 0x6001;
|
|
}
|
|
|
|
SetTileType(c, new_data >> 12);
|
|
_map5[c] = (byte)new_data;
|
|
_map2[c] = 0;
|
|
|
|
MarkTileDirtyByTile(c);
|
|
|
|
} else {
|
|
clear_it:;
|
|
DoClearSquare(c);
|
|
}
|
|
c += direction ? TILE_XY(0,1) : TILE_XY(1,0);
|
|
} while (c <= endtile);
|
|
|
|
SetSignalsOnBothDir(tile, direction);
|
|
SetSignalsOnBothDir(endtile, direction);
|
|
|
|
}
|
|
|
|
return ((((endtile - tile) >> (direction?8:0))&0xFF)+1) * _price.clear_bridge;
|
|
}
|
|
|
|
static int32 ClearTile_TunnelBridge(uint tile, byte flags) {
|
|
byte m5 = _map5[tile];
|
|
|
|
if ((m5 & 0xF0) == 0) {
|
|
if (flags & DC_AUTO)
|
|
return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
|
|
|
|
return DoClearTunnel(tile, flags);
|
|
} else if (m5 & 0x80) {
|
|
if (flags & DC_AUTO)
|
|
return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
|
|
|
|
return DoClearBridge(tile, flags);
|
|
}
|
|
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
int32 DoConvertTunnelBridgeRail(uint tile, uint totype, bool exec)
|
|
{
|
|
uint endtile;
|
|
uint length;
|
|
Vehicle *v;
|
|
|
|
if ((_map5[tile] & 0xFC) == 0x00) {
|
|
// railway tunnel
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
|
|
|
|
endtile = CheckTunnelBusy(tile, &length);
|
|
if (endtile == INVALID_TILE) return CMD_ERROR;
|
|
|
|
if (exec) {
|
|
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
|
|
_map3_lo[endtile] = (_map3_lo[endtile] & 0xF0) + totype;
|
|
MarkTileDirtyByTile(tile);
|
|
MarkTileDirtyByTile(endtile);
|
|
}
|
|
return (length + 1) * (_price.build_rail >> 1);
|
|
} else if ((_map5[tile] & 0xF8) == 0xE0) {
|
|
// bridge middle part with rail below
|
|
// only check for train under bridge
|
|
if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
|
|
return CMD_ERROR;
|
|
|
|
// tile is already of requested type?
|
|
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
|
|
// change type.
|
|
if (exec) {
|
|
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return _price.build_rail >> 1;
|
|
} else if ((_map5[tile]&0xC6) == 0x80) {
|
|
uint starttile;
|
|
int32 cost;
|
|
uint z = TilePixelHeight(tile);
|
|
|
|
z += 8;
|
|
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
// railway bridge
|
|
starttile = tile = FindEdgesOfBridge(tile, &endtile);
|
|
// Make sure there's no vehicle on the bridge
|
|
if ((v=FindVehicleBetween(tile, endtile, z)) != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) {
|
|
_error_message = STR_8803_TRAIN_IN_THE_WAY;
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if ( (uint)(_map3_lo[tile] & 0xF) == totype) return CMD_ERROR;
|
|
cost = 0;
|
|
do {
|
|
if (exec) {
|
|
if (tile == starttile || tile == endtile) {
|
|
_map3_lo[tile] = (_map3_lo[tile] & 0xF0) + totype;
|
|
} else {
|
|
_map3_lo[tile] = (_map3_lo[tile] & 0x0F) + (totype << 4);
|
|
}
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
cost += (_price.build_rail>>1);
|
|
tile += _map5[tile]&1 ? TILE_XY(0,1) : TILE_XY(1,0);
|
|
} while (tile <= endtile);
|
|
|
|
return cost;
|
|
} else
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
|
|
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
|
|
static uint GetBridgeHeight(const TileInfo *ti)
|
|
{
|
|
uint delta;
|
|
TileIndex tile = ti->tile;
|
|
|
|
// find the end tile of the bridge.
|
|
delta = (_map5[tile] & 1) ? TILE_XY(0,1) : TILE_XY(1,0);
|
|
do {
|
|
assert((_map5[tile] & 0xC0) == 0xC0); // bridge and middle part
|
|
tile += delta;
|
|
} while (_map5[tile] & 0x40); // while bridge middle parts
|
|
|
|
/* Return the height there (the height of the NORTH CORNER)
|
|
* If the end of the bridge is on a tileh 7 (all raised, except north corner),
|
|
* the z coordinate is 1 height level too low. Compensate for that */
|
|
return TilePixelHeight(tile) + (GetTileSlope(tile, NULL) == 7 ? 8 : 0);
|
|
}
|
|
|
|
static const byte _bridge_foundations[2][16] = {
|
|
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
|
{1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
|
|
{1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
|
|
};
|
|
|
|
extern const byte _road_sloped_sprites[14];
|
|
|
|
#include "table/track_land.h"
|
|
#include "table/bridge_land.h"
|
|
#include "table/tunnel_land.h"
|
|
#include "table/water_land.h"
|
|
|
|
static void DrawBridgePillars(TileInfo *ti, int x, int y, int z)
|
|
{
|
|
const uint32 *b;
|
|
uint32 image;
|
|
int piece;
|
|
|
|
b = _bridge_poles_table[_map2[ti->tile]>>4];
|
|
|
|
// Draw first piece
|
|
// (necessary for cantilever bridges)
|
|
image = b[12 + (ti->map5&0x01)];
|
|
piece = _map2[ti->tile]&0xF;
|
|
if (image != 0 && piece != 0) {
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
DrawGroundSpriteAt(image, x, y, z);
|
|
}
|
|
|
|
image = b[(ti->map5&0x01)*6 + piece];
|
|
|
|
if (image != 0) {
|
|
int back_height, front_height, i=z;
|
|
const byte *p;
|
|
|
|
static const byte _tileh_bits[4][8] = {
|
|
{2,1,8,4, 16,11,0,9},
|
|
{1,8,4,2, 11,16,9,0},
|
|
{4,8,1,2, 16,11,0,9},
|
|
{2,4,8,1, 11,16,9,0},
|
|
};
|
|
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
|
|
p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
|
|
front_height = ti->z + ((ti->tileh & p[0])?8:0);
|
|
back_height = ti->z + ((ti->tileh & p[1])?8:0);
|
|
if (ti->tileh & 0x10) {
|
|
if (!(ti->tileh & p[2])) front_height += 8;
|
|
if (!(ti->tileh & p[3])) back_height += 8;
|
|
}
|
|
|
|
for(; z>=front_height || z>=back_height; z=z-8) {
|
|
if (z>=front_height) AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z); // front facing pillar
|
|
if (z>=back_height && z<i-8) AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z); // back facing pillar
|
|
}
|
|
}
|
|
}
|
|
|
|
uint GetBridgeFoundation(uint tileh, byte direction) {
|
|
int i;
|
|
// normal level sloped building (7, 11, 13, 14)
|
|
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh))
|
|
return tileh;
|
|
|
|
// inclined sloped building
|
|
if ( ((i=0, tileh == 1) || (i+=2, tileh == 2) || (i+=2, tileh == 4) || (i+=2, tileh == 8)) &&
|
|
( direction == 0 || (i++, direction == 1)) )
|
|
return i + 15;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void DrawTile_TunnelBridge(TileInfo *ti)
|
|
{
|
|
uint32 image;
|
|
uint tmp;
|
|
const uint32 *b;
|
|
bool ice = _map3_hi[ti->tile] & 0x80;
|
|
|
|
// draw tunnel?
|
|
if ( (byte)(ti->map5&0xF0) == 0) {
|
|
/* railway type */
|
|
image = (_map3_lo[ti->tile] & 0xF) * 8;
|
|
|
|
/* ice? */
|
|
if (ice)
|
|
image += 32;
|
|
|
|
image += _draw_tunnel_table_1[(ti->map5 >> 2) & 0x3];
|
|
image += (ti->map5 & 3) << 1;
|
|
DrawGroundSprite(image);
|
|
|
|
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
|
|
// draw bridge?
|
|
} else if ((byte)ti->map5 & 0x80) {
|
|
// get type of track on the bridge.
|
|
tmp = _map3_lo[ti->tile];
|
|
if (ti->map5 & 0x40) tmp >>= 4;
|
|
tmp &= 0xF;
|
|
|
|
// 0 = rail bridge
|
|
// 1 = road bridge
|
|
// 2 = monorail bridge
|
|
// 3 = maglev bridge
|
|
|
|
// add direction and fix stuff.
|
|
if (tmp != 0) tmp++;
|
|
tmp = (ti->map5&3) + (tmp*2);
|
|
|
|
if (!(ti->map5 & 0x40)) { // bridge ramps
|
|
|
|
if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
|
|
int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction
|
|
if (f) DrawFoundation(ti, f);
|
|
|
|
// default sloped sprites..
|
|
if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
|
|
}
|
|
|
|
// bridge ending.
|
|
b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][6];
|
|
b += (tmp&(3<<1))*4; /* actually ((tmp>>2)&3)*8 */
|
|
b += (tmp&1); // direction
|
|
if (ti->tileh == 0) b += 4; // sloped "entrance" ?
|
|
if (ti->map5 & 0x20) b += 2; // which side
|
|
|
|
image = *b;
|
|
|
|
if (!ice) {
|
|
DrawClearLandTile(ti, 3);
|
|
} else {
|
|
DrawGroundSprite(0x11C6 + _tileh_to_sprite[ti->tileh]);
|
|
}
|
|
|
|
// draw ramp
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
|
|
} else {
|
|
// bridge middle part.
|
|
uint z;
|
|
int x,y;
|
|
|
|
image = (ti->map5 >> 3) & 3; // type of stuff under bridge (only defined for 0,1)
|
|
assert(image <= 1);
|
|
|
|
if (!(ti->map5 & 0x20)) {
|
|
// draw land under bridge
|
|
if (ice) image += 2; // ice too?
|
|
|
|
if (image != 1 || ti->tileh == 0)
|
|
DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
|
|
else
|
|
DrawGroundSprite(_water_shore_sprites[ti->tileh]);
|
|
|
|
// draw canal water?
|
|
if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
|
|
} else {
|
|
// draw transport route under bridge
|
|
|
|
// draw foundation?
|
|
if (ti->tileh) {
|
|
int f = _bridge_foundations[ti->map5&1][ti->tileh];
|
|
if (f) DrawFoundation(ti, f);
|
|
}
|
|
|
|
if (!(image&1)) {
|
|
// railway
|
|
image = 0x3F3 + (ti->map5 & 1);
|
|
if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
|
|
image += (_map3_lo[ti->tile] & 0xF) * TRACKTYPE_SPRITE_PITCH;
|
|
if (ice) image += 26; // ice?
|
|
} else {
|
|
// road
|
|
image = 1332 + (ti->map5 & 1);
|
|
if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
|
|
if (ice) image += 19; // ice?
|
|
}
|
|
DrawGroundSprite(image);
|
|
}
|
|
// get bridge sprites
|
|
b = _bridge_sprite_table[(_map2[ti->tile] >> 4) & 0xF][_map2[ti->tile]&0xF] + tmp * 4;
|
|
|
|
z = GetBridgeHeight(ti) + 5;
|
|
|
|
// draw rail
|
|
image = b[0];
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z);
|
|
|
|
x = ti->x;
|
|
y = ti->y;
|
|
image = b[1];
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
|
|
// draw roof
|
|
if (ti->map5&1) {
|
|
x += 12;
|
|
if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
|
|
} else {
|
|
y += 12;
|
|
if (image&0x3FFF) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
|
|
}
|
|
|
|
if (ti->z + 5 == z ) {
|
|
// draw poles below for small bridges
|
|
image = b[2];
|
|
if (image) {
|
|
if (_display_opt & DO_TRANS_BUILDINGS) image = (image & 0x3FFF) | 0x03224000;
|
|
DrawGroundSpriteAt(image, x, y, z);
|
|
}
|
|
} else if (_patches.bridge_pillars) {
|
|
// draw pillars below for high bridges
|
|
DrawBridgePillars(ti, x, y, z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static uint GetSlopeZ_TunnelBridge(TileInfo *ti) {
|
|
uint z = ti->z;
|
|
uint x = ti->x & 0xF;
|
|
uint y = ti->y & 0xF;
|
|
|
|
// swap directions if Y tunnel/bridge to let the code handle the X case only.
|
|
if (ti->map5 & 1) intswap(x,y);
|
|
|
|
// to the side of the tunnel/bridge?
|
|
if (IS_INT_INSIDE(y, 5, 10+1)) {
|
|
// tunnel?
|
|
if ( (ti->map5 & 0xF0) == 0)
|
|
return z;
|
|
|
|
// bridge?
|
|
if ( ti->map5 & 0x80 ) {
|
|
// bridge ending?
|
|
if (!(ti->map5 & 0x40)) {
|
|
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << ti->tileh)) // 7, 11, 13, 14
|
|
z += 8;
|
|
|
|
// no ramp for bridge ending
|
|
if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << ti->tileh) || BRIDGE_NO_FOUNDATION & (1 << ti->tileh)) && ti->tileh != 0) {
|
|
return z + 8;
|
|
|
|
} else if (!(ti->map5 & 0x20)) { // northern / southern ending
|
|
// ramp
|
|
return (z + (x>>1) + 1);
|
|
} else {
|
|
// ramp in opposite dir
|
|
return (z + ((x^0xF)>>1));
|
|
}
|
|
|
|
// bridge middle part
|
|
} else {
|
|
// build on slopes?
|
|
if (ti->tileh) z+=8;
|
|
|
|
// keep the same elevation because we're on the bridge?
|
|
if (_get_z_hint >= z + 8)
|
|
return _get_z_hint;
|
|
|
|
// actually on the bridge, but not yet in the shared area.
|
|
if (!IS_INT_INSIDE(x, 5, 10+1))
|
|
return GetBridgeHeight(ti) + 8;
|
|
|
|
// in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
|
|
// if rail or road below then it means it's possibly build on slope below the bridge.
|
|
if (ti->map5 & 0x20) {
|
|
uint f = _bridge_foundations[ti->map5&1][ti->tileh];
|
|
// make sure that the slope is not inclined foundation
|
|
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
|
|
|
|
// change foundation type?
|
|
if (f) ti->tileh = _inclined_tileh[f - 15];
|
|
}
|
|
|
|
// no transport route, fallback to default
|
|
}
|
|
}
|
|
} else {
|
|
// if it's a bridge middle with transport route below, then we need to compensate for build on slopes
|
|
if ( (ti->map5 & (0x80 + 0x40 + 0x20)) == (0x80 + 0x40 + 0x20)) {
|
|
uint f;
|
|
if (ti->tileh) z += 8;
|
|
f = _bridge_foundations[ti->map5&1][ti->tileh];
|
|
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
|
|
if (f) ti->tileh = _inclined_tileh[f - 15];
|
|
}
|
|
}
|
|
|
|
// default case
|
|
z = ti->z;
|
|
return GetPartialZ(ti->x&0xF, ti->y&0xF, ti->tileh) + z;
|
|
}
|
|
|
|
static uint GetSlopeTileh_TunnelBridge(TileInfo *ti) {
|
|
// not accurate, but good enough for slope graphics drawing
|
|
return 0;
|
|
}
|
|
|
|
|
|
static void GetAcceptedCargo_TunnelBridge(uint 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(uint tile, TileDesc *td)
|
|
{
|
|
int delta;
|
|
|
|
if ((_map5[tile] & 0x80) == 0) {
|
|
td->str = STR_5017_RAILROAD_TUNNEL + ((_map5[tile] >> 2) & 3);
|
|
} else {
|
|
td->str = _bridge_tile_str[ (_map2[tile] >> 4) + (((_map5[tile]>>1)&3)<<4) ];
|
|
|
|
/* scan to the end of the bridge, that's where the owner is stored */
|
|
if (_map5[tile] & 0x40) {
|
|
delta = _map5[tile] & 1 ? TILE_XY(0,-1) : TILE_XY(-1,0);
|
|
do tile += delta; while (_map5[tile] & 0x40);
|
|
}
|
|
}
|
|
td->owner = _map_owner[tile];
|
|
}
|
|
|
|
|
|
static void AnimateTile_TunnelBridge(uint tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
static void TileLoop_TunnelBridge(uint tile)
|
|
{
|
|
if (_opt.landscape == LT_HILLY) {
|
|
if ( GetTileZ(tile) > _opt.snow_line) {
|
|
if (!(_map3_hi[tile] & 0x80)) {
|
|
_map3_hi[tile] |= 0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
} else {
|
|
if (_map3_hi[tile] & 0x80) {
|
|
_map3_hi[tile] &= ~0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
} else if (_opt.landscape == LT_DESERT) {
|
|
if (GetMapExtraBits(tile) == 1 && !(_map3_hi[tile]&0x80)) {
|
|
_map3_hi[tile] |= 0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
|
|
// if it's a bridge with water below, call tileloop_water on it.
|
|
if ((_map5[tile] & 0xF8) == 0xC8) TileLoop_Water(tile);
|
|
}
|
|
|
|
static void ClickTile_TunnelBridge(uint tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
|
|
static uint32 GetTileTrackStatus_TunnelBridge(uint tile, TransportType mode)
|
|
{
|
|
uint32 result;
|
|
byte m5 = _map5[tile];
|
|
|
|
if ((m5 & 0xF0) == 0) {
|
|
/* This is a tunnel */
|
|
if (((m5 & 0xCU) >> 2) == mode) {
|
|
/* Tranport in the tunnel is compatible */
|
|
return m5&1 ? 0x202 : 0x101;
|
|
}
|
|
} else if (m5 & 0x80) {
|
|
/* This is a bridge */
|
|
result = 0;
|
|
if (((m5 & 0x6U) >> 1) == mode) {
|
|
/* Transport over the bridge is compatible */
|
|
result = m5&1 ? 0x202 : 0x101;
|
|
}
|
|
if (m5 & 0x40) {
|
|
/* Bridge middle part */
|
|
if (!(m5 & 0x20)) {
|
|
/* Clear ground or water underneath */
|
|
if ((m5 & 0x18) != 8)
|
|
/* Clear ground */
|
|
return result;
|
|
else
|
|
if (mode != TRANSPORT_WATER)
|
|
return result;
|
|
} else {
|
|
/* Transport underneath */
|
|
if ((m5 & 0x18U) >> 3 != mode)
|
|
/* Incompatible transport underneath */
|
|
return result;
|
|
}
|
|
/* If we've not returned yet, there is a compatible
|
|
* transport or water beneath, so we can add it to
|
|
* result */
|
|
/* Why is this xor'd ? Can't it just be or'd? */
|
|
result ^= m5&1 ? 0x101 : 0x202;
|
|
}
|
|
return result;
|
|
} else {
|
|
assert(0); /* This should never occur */
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_TunnelBridge(uint tile, byte old_player, byte new_player)
|
|
{
|
|
if (_map_owner[tile] != old_player)
|
|
return;
|
|
|
|
if (new_player != 255) {
|
|
_map_owner[tile] = new_player;
|
|
} else {
|
|
if((_map5[tile] & 0xC0)==0xC0) {
|
|
// the stuff BELOW the middle part is owned by the deleted player.
|
|
if (!(_map5[tile] & (1 << 4 | 1 << 3))) {
|
|
// convert railway into grass.
|
|
_map5[tile] &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore..
|
|
} else {
|
|
// for road, change the owner of the road to local authority
|
|
_map_owner[tile] = OWNER_NONE;
|
|
}
|
|
} else {
|
|
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8};
|
|
static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38};
|
|
static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48};
|
|
static const byte _exit_tunnel_track[4] = {1,2,1,2};
|
|
|
|
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
|
|
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
|
|
|
|
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
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static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
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static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
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static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
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static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
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{
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int z;
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int dir, vdir;
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byte fc;
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if ((_map5[tile] & 0xF0) == 0) {
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z = GetSlopeZ(x, y) - v->z_pos;
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if (myabs(z) > 2)
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return 8;
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if (v->type == VEH_Train) {
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fc = (x&0xF)+(y<<4);
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dir = _map5[tile] & 3;
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vdir = v->direction >> 1;
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if (v->u.rail.track != 0x40 && dir == vdir) {
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if (v->subtype == TS_Front_Engine && fc == _tunnel_fractcoord_1[dir]) {
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if (v->spritenum < 4)
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SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
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return 0;
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}
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if (fc == _tunnel_fractcoord_2[dir]) {
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v->tile = tile;
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v->u.rail.track = 0x40;
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v->vehstatus |= VS_HIDDEN;
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return 4;
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}
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}
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if (dir == (vdir^2) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
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/* We're at the tunnel exit ?? */
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v->tile = tile;
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v->u.rail.track = _exit_tunnel_track[dir];
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assert(v->u.rail.track);
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v->vehstatus &= ~VS_HIDDEN;
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return 4;
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}
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} else if (v->type == VEH_Road) {
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fc = (x&0xF)+(y<<4);
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dir = _map5[tile] & 3;
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vdir = v->direction >> 1;
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// Enter tunnel?
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if (v->u.road.state != 0xFF && dir == vdir) {
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if (fc == _tunnel_fractcoord_4[dir] ||
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fc == _tunnel_fractcoord_5[dir]) {
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v->tile = tile;
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v->u.road.state = 0xFF;
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v->vehstatus |= VS_HIDDEN;
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return 4;
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} else {
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return 0;
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}
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}
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if (dir == (vdir^2) && (
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/* We're at the tunnel exit ?? */
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fc == _tunnel_fractcoord_6[dir] ||
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fc == _tunnel_fractcoord_7[dir]) &&
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z == 0) {
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v->tile = tile;
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v->u.road.state = _road_exit_tunnel_state[dir];
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v->u.road.frame = _road_exit_tunnel_frame[dir];
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v->vehstatus &= ~VS_HIDDEN;
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return 4;
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}
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}
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} else if (_map5[tile] & 0x80) {
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if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == TS_Front_Engine)) {
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uint h;
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if (GetTileSlope(tile, &h) != 0)
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h += 8; // Compensate for possible foundation
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if (!(_map5[tile] & 0x40) || // start/end tile of bridge
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myabs(h - v->z_pos) > 2) { // high above the ground -> on the bridge
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/* modify speed of vehicle */
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uint16 spd = _bridge_speeds[_map2[tile] >> 4];
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if (v->type == VEH_Road) spd<<=1;
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if (spd < v->cur_speed)
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v->cur_speed = spd;
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}
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}
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}
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return 0;
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}
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TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v)
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{
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TileIndex tile;
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TileIndexDiff delta = (v->direction & 2) ? TILE_XY(0, 1) : TILE_XY(1, 0);
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byte z = v->z_pos;
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for (tile = v->tile;; tile += delta) {
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if (IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0xF0) == 0 &&
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GetTileZ(tile) == z)
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break;
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}
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return tile;
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}
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const TileTypeProcs _tile_type_tunnelbridge_procs = {
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DrawTile_TunnelBridge, /* draw_tile_proc */
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GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
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ClearTile_TunnelBridge, /* clear_tile_proc */
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GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
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GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
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GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */
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ClickTile_TunnelBridge, /* click_tile_proc */
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AnimateTile_TunnelBridge, /* animate_tile_proc */
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TileLoop_TunnelBridge, /* tile_loop_clear */
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ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
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NULL, /* get_produced_cargo_proc */
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VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
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NULL, /* vehicle_leave_tile_proc */
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GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */
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};
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