mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-08 01:10:28 +00:00
22a4679837
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead This fixes the assert when moving multiheaded engines (introduced in r3144) Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs -Codechange: train subtype is now a bitmask This allows fast access to info like if it is a wagon or engine and if it is in front and so on Note: savegame version bump
1585 lines
45 KiB
C
1585 lines
45 KiB
C
/* $Id$ */
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/** @file tunnelbridge_cmd.c
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* This file deals with tunnels and bridges (non-gui stuff)
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* @todo seperate this file into two
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*/
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "map.h"
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#include "tile.h"
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#include "vehicle.h"
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#include "viewport.h"
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#include "command.h"
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#include "player.h"
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#include "town.h"
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#include "sound.h"
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#include "pbs.h"
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#include "debug.h"
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#include "variables.h"
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#include "bridge.h"
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#include "train.h"
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#include "table/bridge_land.h"
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extern const byte _track_sloped_sprites[14];
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extern const SpriteID _water_shore_sprites[15];
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extern void DrawCanalWater(TileIndex tile);
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const Bridge orig_bridge[] = {
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/*
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year of availablity
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| minimum length
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| | maximum length
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| | | price
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| | | | maximum speed
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| | | | | sprite to use in GUI string with description
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| | | | | | | */
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{ 0, 0, 16, 80, 32, 0xA24 , STR_5012_WOODEN , NULL, 0 },
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{ 0, 0, 2, 112, 48, 0xA26 | PALETTE_TO_STRUCT_RED , STR_5013_CONCRETE , NULL, 0 },
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{ 10, 0, 5, 144, 64, 0xA25 , STR_500F_GIRDER_STEEL , NULL, 0 },
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{ 0, 2, 10, 168, 80, 0xA22 | PALETTE_TO_STRUCT_CONCRETE, STR_5011_SUSPENSION_CONCRETE, NULL, 0 },
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{ 10, 3, 16, 185, 96, 0xA22 , STR_500E_SUSPENSION_STEEL , NULL, 0 },
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{ 10, 3, 16, 192, 112, 0xA22 | PALETTE_TO_STRUCT_YELLOW , STR_500E_SUSPENSION_STEEL , NULL, 0 },
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{ 10, 3, 7, 224, 160, 0xA23 , STR_5010_CANTILEVER_STEEL , NULL, 0 },
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{ 10, 3, 8, 232, 208, 0xA23 | PALETTE_TO_STRUCT_BROWN , STR_5010_CANTILEVER_STEEL , NULL, 0 },
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{ 10, 3, 9, 248, 240, 0xA23 | PALETTE_TO_STRUCT_RED , STR_5010_CANTILEVER_STEEL , NULL, 0 },
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{ 10, 0, 2, 240, 256, 0xA27 , STR_500F_GIRDER_STEEL , NULL, 0 },
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{ 75, 2, 16, 255, 320, 0xA28 , STR_5014_TUBULAR_STEEL , NULL, 0 },
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{ 85, 2, 32, 380, 512, 0xA28 | PALETTE_TO_STRUCT_YELLOW , STR_5014_TUBULAR_STEEL , NULL, 0 },
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{ 90, 2, 32, 510, 608, 0xA28 | PALETTE_TO_STRUCT_GREY , STR_BRIDGE_TUBULAR_SILICON , NULL, 0 }
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};
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// calculate the price factor for building a long bridge.
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// basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
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int CalcBridgeLenCostFactor(int x)
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{
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int n;
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int r;
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if (x < 2) return x;
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x -= 2;
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for (n = 0, r = 2;; n++) {
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if (x <= n) return r + x * n;
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r += n * n;
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x -= n;
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}
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}
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enum {
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// foundation, whole tile is leveled up (tileh's 7, 11, 13, 14) --> 3 corners raised
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BRIDGE_FULL_LEVELED_FOUNDATION = 1 << 7 | 1 << 11 | 1 << 13 | 1 << 14,
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// foundation, tile is partly leveled up (tileh's 1, 2, 4, 8) --> 1 corner raised
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BRIDGE_PARTLY_LEVELED_FOUNDATION = 1 << 1 | 1 << 2 | 1 << 4 | 1 << 8,
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// no foundations (X,Y direction) (tileh's 0, 3, 6, 9, 12)
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BRIDGE_NO_FOUNDATION = 1 << 0 | 1 << 3 | 1 << 6 | 1 << 9 | 1 << 12,
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};
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static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
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{
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const Bridge *bridge = &_bridge[index];
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assert(table < 7);
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if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
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return _bridge_sprite_table[index][table];
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} else {
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return bridge->sprite_table[table];
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}
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}
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/**
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* Determines which piece of a bridge is contained in the current tile
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* @param tile The tile to analyze
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* @return the piece
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*/
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static inline int GetBridgePiece(TileIndex tile)
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{
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return GB(_m[tile].m2, 0, 4);
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}
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/**
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* Determines the type of bridge on a tile
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* @param tile The tile to analyze
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* @return The bridge type
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*/
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static inline int GetBridgeType(TileIndex tile)
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{
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return GB(_m[tile].m2, 4, 4);
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}
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/** check if bridge can be built on slope
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* direction 0 = X-axis, direction 1 = Y-axis
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* is_start_tile = false <-- end tile
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* is_start_tile = true <-- start tile
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*/
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static uint32 CheckBridgeSlope(uint direction, uint tileh, bool is_start_tile)
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{
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if (IsSteepTileh(tileh)) return CMD_ERROR;
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if (is_start_tile) {
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/* check slope at start tile
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- no extra cost
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- direction X: tiles 0, 12
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- direction Y: tiles 0, 9
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*/
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if ((direction ? 0x201 : 0x1001) & (1 << tileh)) return 0;
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// disallow certain start tiles to avoid certain crooked bridges
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if (tileh == 2) return CMD_ERROR;
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} else {
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/* check slope at end tile
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- no extra cost
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- direction X: tiles 0, 3
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- direction Y: tiles 0, 6
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*/
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if ((direction? 0x41 : 0x9) & (1 << tileh)) return 0;
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// disallow certain end tiles to avoid certain crooked bridges
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if (tileh == 8) return CMD_ERROR;
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}
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/* disallow common start/end tiles to avoid certain crooked bridges e.g.
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* start-tile: X 2,1 Y 2,4 (2 was disabled before)
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* end-tile: X 8,4 Y 8,1 (8 was disabled before)
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*/
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if ((tileh == 1 && is_start_tile != (bool)direction) ||
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(tileh == 4 && is_start_tile == (bool)direction)) {
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return CMD_ERROR;
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}
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// slope foundations
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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh))
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return _price.terraform;
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return CMD_ERROR;
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}
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uint32 GetBridgeLength(TileIndex begin, TileIndex end)
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{
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int x1 = TileX(begin);
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int y1 = TileY(begin);
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int x2 = TileX(end);
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int y2 = TileY(end);
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return abs(x2 + y2 - x1 - y1) - 1;
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}
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bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
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{
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const Bridge *b = &_bridge[bridge_type];
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uint max; // max possible length of a bridge (with patch 100)
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if (bridge_type >= MAX_BRIDGES) return false;
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if (b->avail_year > _cur_year) return false;
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max = b->max_length;
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if (max >= 16 && _patches.longbridges) max = 100;
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return b->min_length <= bridge_len && bridge_len <= max;
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}
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/** Build a Bridge
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* @param x,y end tile coord
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* @param p1 packed start tile coords (~ dx)
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* @param p2 various bitstuffed elements
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* - p2 = (bit 0- 7) - bridge type (hi bh)
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* - p2 = (bit 8-..) - rail type. bit15 ((x>>8)&0x80) means road bridge.
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*/
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int32 CmdBuildBridge(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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int bridge_type;
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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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uint bridge_len;
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uint odd_middle_part;
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uint direction;
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uint i;
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int32 cost, terraformcost, ret;
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bool allow_on_slopes;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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/* unpack parameters */
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bridge_type = GB(p2, 0, 8);
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railtype = GB(p2, 8, 8);
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if (p1 > MapSize()) return CMD_ERROR;
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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) 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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}
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/* set and test bridge length, availability */
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bridge_len = ((sx + sy - x - y) >> 4) - 1;
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if (!CheckBridge_Stuff(bridge_type, bridge_len)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
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/* retrieve landscape height and ensure it's on land */
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if (
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((FindLandscapeHeight(&ti_end, sx, sy),
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ti_end.type == MP_WATER) && ti_end.map5 == 0) ||
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((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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// Towns are not allowed to use bridges on slopes.
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allow_on_slopes = (!_is_old_ai_player
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&& _current_player != OWNER_TOWN && _patches.build_on_slopes);
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/* Try and clear the start landscape */
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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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ret = DoCommandByTile(ti_end.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) 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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// 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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}
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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) 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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_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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ret = DoCommandByTile(ti.tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) 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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_m[ti.tile].m5 = (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 - always 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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_m[ti.tile].m2 = (bridge_type << 4) | m5;
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SB(_m[ti.tile].m3, 4, 4, railtype);
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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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const Bridge *b = &_bridge[bridge_type];
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bridge_len += 2; // begin and end tiles/ramps
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if (_current_player < MAX_PLAYERS && !_is_old_ai_player)
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bridge_len = CalcBridgeLenCostFactor(bridge_len);
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cost += ((int64)bridge_len * _price.build_bridge * b->price) >> 8;
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}
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return cost;
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}
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static bool DoCheckTunnelInWay(TileIndex tile, uint z, uint dir)
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{
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TileIndexDiff delta = TileOffsByDir(dir);
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TileInfo ti;
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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 &&
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ti.type == MP_TUNNELBRIDGE &&
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GB(ti.map5, 4, 4) == 0 &&
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GB(ti.map5, 0, 2) == 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(TileIndex 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)
|
|
{
|
|
TileIndex end_tile;
|
|
int direction;
|
|
int32 cost, ret;
|
|
TileInfo ti;
|
|
uint z;
|
|
|
|
if ((uint)x > MapMaxX() * 16 - 1 || (uint)y > MapMaxY() * 16 - 1)
|
|
return CMD_ERROR;
|
|
|
|
/* check if valid, and make sure that (x,y) is smaller than (x2,y2) */
|
|
direction = 0;
|
|
if (x == x2) {
|
|
if (y == y2)
|
|
return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
|
|
direction++;
|
|
if (y > y2) {
|
|
intswap(y,y2);
|
|
intswap(x,x2);
|
|
exc_tile|=2;
|
|
}
|
|
} else if (y == y2) {
|
|
if (x > x2) {
|
|
intswap(y,y2);
|
|
intswap(x,x2);
|
|
exc_tile|=2;
|
|
}
|
|
} else
|
|
return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
|
|
|
|
cost = 0;
|
|
|
|
FindLandscapeHeight(&ti, x2, y2);
|
|
end_tile = ti.tile;
|
|
z = ti.z;
|
|
|
|
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 (CmdFailed(ret)) 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;
|
|
|
|
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;
|
|
|
|
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 (CmdFailed(ret)) 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.
|
|
* @param x,y start tile coord of tunnel
|
|
* @param p1 railtype, 0x200 for road tunnel
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
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};
|
|
TileIndex excavated_tile;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR;
|
|
|
|
_build_tunnel_railtype = GB(p1, 0, 8);
|
|
_build_tunnel_bh = GB(p1, 8, 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 (CmdFailed(DoCommandByTile(ti.tile, ti.tileh & ~_build_tunnel_tileh[direction], 0, flags, CMD_TERRAFORM_LAND)))
|
|
return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
|
|
excavated_tile = 1;
|
|
}
|
|
|
|
return DoBuildTunnel(x, y, tiorg.x, tiorg.y, flags, excavated_tile);
|
|
}
|
|
|
|
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
|
|
{
|
|
uint z = GetTileZ(tile);
|
|
byte m5 = _m[tile].m5;
|
|
int delta = TileOffsByDir(m5 & 3);
|
|
uint len = 0;
|
|
TileIndex starttile = tile;
|
|
Vehicle *v;
|
|
|
|
do {
|
|
tile += delta;
|
|
len++;
|
|
} while (
|
|
!IsTileType(tile, MP_TUNNELBRIDGE) ||
|
|
GB(_m[tile].m5, 4, 4) != 0 ||
|
|
(_m[tile].m5 ^ 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(TileIndex tile, uint32 flags)
|
|
{
|
|
Town *t;
|
|
TileIndex endtile;
|
|
uint length;
|
|
static const byte _updsignals_tunnel_dir[4] = { 5, 7, 1, 3};
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
// in scenario editor you can always destroy tunnels
|
|
if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
|
|
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !IsTileOwner(tile, OWNER_TOWN))
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
endtile = CheckTunnelBusy(tile, &length);
|
|
if (endtile == INVALID_TILE) return CMD_ERROR;
|
|
|
|
_build_tunnel_endtile = endtile;
|
|
|
|
t = ClosestTownFromTile(tile, (uint)-1); //needed for town rating penalty
|
|
// check if you're allowed to remove the tunnel owned by a town
|
|
// removal allowal depends on difficulty settings
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
|
|
if (!CheckforTownRating(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 = GB(_m[tile].m5, 0, 2);
|
|
byte endtile_dir = GB(_m[endtile].m5, 0, 2);
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
UpdateSignalsOnSegment(tile, _updsignals_tunnel_dir[tile_dir]);
|
|
UpdateSignalsOnSegment(endtile, _updsignals_tunnel_dir[endtile_dir]);
|
|
if (IsTileOwner(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 TileIndex FindEdgesOfBridge(TileIndex tile, TileIndex *endtile)
|
|
{
|
|
int direction = GB(_m[tile].m5, 0, 1);
|
|
TileIndex start;
|
|
|
|
// find start of bridge
|
|
for(;;) {
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0x80)
|
|
break;
|
|
tile += direction ? TileDiffXY(0, -1) : TileDiffXY(-1, 0);
|
|
}
|
|
|
|
start = tile;
|
|
|
|
// find end of bridge
|
|
for(;;) {
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && (_m[tile].m5 & 0xE0) == 0xA0)
|
|
break;
|
|
tile += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
}
|
|
|
|
*endtile = tile;
|
|
|
|
return start;
|
|
}
|
|
|
|
static int32 DoClearBridge(TileIndex tile, uint32 flags)
|
|
{
|
|
TileIndex endtile;
|
|
Vehicle *v;
|
|
Town *t;
|
|
int direction;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
direction = GB(_m[tile].m5, 0, 1);
|
|
|
|
/* delete stuff under the middle part if there's a transport route there..? */
|
|
if ((_m[tile].m5 & 0xE0) == 0xE0) {
|
|
int32 cost;
|
|
|
|
// check if we own the tile below the bridge..
|
|
if (_current_player != OWNER_WATER && (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile))))
|
|
return CMD_ERROR;
|
|
|
|
cost = (_m[tile].m5 & 8) ? _price.remove_road * 2 : _price.remove_rail;
|
|
|
|
if (flags & DC_EXEC) {
|
|
_m[tile].m5 = _m[tile].m5 & ~0x38;
|
|
SetTileOwner(tile, OWNER_NONE);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return cost;
|
|
|
|
/* delete canal under bridge */
|
|
} else if ((_m[tile].m5 & 0xC8) == 0xC8 && TilePixelHeight(tile) != 0) {
|
|
int32 cost;
|
|
|
|
// check for vehicles under bridge
|
|
if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR;
|
|
cost = _price.clear_water;
|
|
if (flags & DC_EXEC) {
|
|
_m[tile].m5 = _m[tile].m5 & ~0x38;
|
|
SetTileOwner(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) || !IsTileOwner(tile, OWNER_TOWN))
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
|
|
|
|
/* Make sure there's no vehicle on the bridge
|
|
Omit tile and endtile, since these are already checked, thus solving the problem
|
|
of bridges over water, or higher bridges, where z is not increased, eg level bridge
|
|
*/
|
|
tile += direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
endtile -= direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
/* Bridges on slopes might have their Z-value offset..correct this */
|
|
v = FindVehicleBetween(tile, endtile, TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile));
|
|
if (v != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
/* Put the tiles back to start/end position */
|
|
tile -= direction ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
endtile += direction ? TileDiffXY(0, 1) : TileDiffXY(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 (IsTileOwner(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;
|
|
byte pbs;
|
|
|
|
//checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
|
|
// you have a "Poor" (0) town rating
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
|
|
|
|
do {
|
|
m5 = _m[c].m5;
|
|
pbs = PBSTileReserved(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 (GB(m5, 3, 2) == 0) goto clear_it;
|
|
new_data = (GetTileSlope(c, NULL) == 0) ? 0x6000 : 0x6001;
|
|
}
|
|
|
|
SetTileType(c, new_data >> 12);
|
|
_m[c].m5 = (byte)new_data;
|
|
_m[c].m2 = 0;
|
|
_m[c].m4 &= 0x0F;
|
|
if (direction ? HASBIT(pbs,0) : HASBIT(pbs,1))
|
|
PBSReserveTrack(c, direction ? 0 : 1);
|
|
|
|
MarkTileDirtyByTile(c);
|
|
|
|
} else {
|
|
clear_it:;
|
|
DoClearSquare(c);
|
|
}
|
|
c += direction ? TileDiffXY(0, 1) : TileDiffXY(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(TileIndex tile, byte flags)
|
|
{
|
|
byte m5 = _m[tile].m5;
|
|
|
|
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(TileIndex tile, uint totype, bool exec)
|
|
{
|
|
TileIndex endtile;
|
|
uint length;
|
|
Vehicle *v;
|
|
|
|
if ((_m[tile].m5 & 0xFC) == 0x00) {
|
|
// railway tunnel
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
|
|
|
|
endtile = CheckTunnelBusy(tile, &length);
|
|
if (endtile == INVALID_TILE) return CMD_ERROR;
|
|
|
|
if (exec) {
|
|
SB(_m[tile].m3, 0, 4, totype);
|
|
SB(_m[endtile].m3, 0, 4, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
MarkTileDirtyByTile(endtile);
|
|
}
|
|
return (length + 1) * (_price.build_rail >> 1);
|
|
} else if ((_m[tile].m5 & 0xF8) == 0xE0) {
|
|
// bridge middle part with rail below
|
|
// only check for train under bridge
|
|
if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
|
|
return CMD_ERROR;
|
|
|
|
// tile is already of requested type?
|
|
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
|
|
// change type.
|
|
if (exec) {
|
|
SB(_m[tile].m3, 0, 4, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return _price.build_rail >> 1;
|
|
} else if ((_m[tile].m5 & 0xC6) == 0x80) {
|
|
TileIndex starttile;
|
|
int32 cost;
|
|
uint z = TilePixelHeight(tile);
|
|
|
|
z += 8;
|
|
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
// railway bridge
|
|
starttile = tile = FindEdgesOfBridge(tile, &endtile);
|
|
// Make sure there's no vehicle on the bridge
|
|
v = FindVehicleBetween(tile, endtile, z);
|
|
if (v != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (!EnsureNoVehicle(starttile) || !EnsureNoVehicle(endtile)) {
|
|
_error_message = STR_8803_TRAIN_IN_THE_WAY;
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (GB(_m[tile].m3, 0, 4) == totype) return CMD_ERROR;
|
|
cost = 0;
|
|
do {
|
|
if (exec) {
|
|
if (tile == starttile || tile == endtile) {
|
|
SB(_m[tile].m3, 0, 4, totype);
|
|
} else {
|
|
SB(_m[tile].m3, 4, 4, totype);
|
|
}
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
cost += _price.build_rail >> 1;
|
|
tile += GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
} while (tile <= endtile);
|
|
|
|
return cost;
|
|
} else
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
|
|
// fast routine for getting the height of a middle bridge tile. 'tile' MUST be a middle bridge tile.
|
|
static uint GetBridgeHeight(const TileInfo *ti)
|
|
{
|
|
TileIndexDiff delta;
|
|
TileIndex tile = ti->tile;
|
|
|
|
// find the end tile of the bridge.
|
|
delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
do {
|
|
assert((_m[tile].m5 & 0xC0) == 0xC0); // bridge and middle part
|
|
tile += delta;
|
|
} while (_m[tile].m5 & 0x40); // while bridge middle parts
|
|
|
|
/* Return the height there (the height of the NORTH CORNER)
|
|
* If the end of the bridge is on a tileh 7 (all raised, except north corner),
|
|
* the z coordinate is 1 height level too low. Compensate for that */
|
|
return TilePixelHeight(tile) + (GetTileSlope(tile, NULL) == 7 ? 8 : 0);
|
|
}
|
|
|
|
static const byte _bridge_foundations[2][16] = {
|
|
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
|
{1,16,18,3,20,5,0,7,22,0,10,11,12,13,14},
|
|
{1,15,17,0,19,5,6,7,21,9,10,11, 0,13,14},
|
|
};
|
|
|
|
extern const byte _road_sloped_sprites[14];
|
|
|
|
static void DrawBridgePillars(const TileInfo *ti, int x, int y, int z)
|
|
{
|
|
const PalSpriteID *b;
|
|
PalSpriteID image;
|
|
int piece;
|
|
|
|
b = _bridge_poles_table[GetBridgeType(ti->tile)];
|
|
|
|
// Draw first piece
|
|
// (necessary for cantilever bridges)
|
|
|
|
image = b[12 + GB(ti->map5, 0, 1)];
|
|
piece = GetBridgePiece(ti->tile);
|
|
|
|
if (image != 0 && piece != 0) {
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
DrawGroundSpriteAt(image, x, y, z);
|
|
}
|
|
|
|
image = b[GB(ti->map5, 0, 1) * 6 + piece];
|
|
|
|
if (image != 0) {
|
|
int back_height, front_height, i=z;
|
|
const byte *p;
|
|
|
|
static const byte _tileh_bits[4][8] = {
|
|
{2,1,8,4, 16,11,0,9},
|
|
{1,8,4,2, 11,16,9,0},
|
|
{4,8,1,2, 16,11,0,9},
|
|
{2,4,8,1, 11,16,9,0},
|
|
};
|
|
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
|
|
p = _tileh_bits[(image & 1) * 2 + (ti->map5&0x01)];
|
|
front_height = ti->z + ((ti->tileh & p[0])?8:0);
|
|
back_height = ti->z + ((ti->tileh & p[1])?8:0);
|
|
|
|
if (IsSteepTileh(ti->tileh)) {
|
|
if (!(ti->tileh & p[2])) front_height += 8;
|
|
if (!(ti->tileh & p[3])) back_height += 8;
|
|
}
|
|
|
|
for(; z>=front_height || z>=back_height; z=z-8) {
|
|
if (z>=front_height) 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;
|
|
}
|
|
|
|
/**
|
|
* Draws a tunnel of bridge tile.
|
|
* For tunnels, this is rather simple, as you only needa draw the entrance.
|
|
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
|
|
* and it works a bit like a bitmask.<p> For bridge heads:
|
|
* <ul><li>Bit 0: direction</li>
|
|
* <li>Bit 1: northern or southern heads</li>
|
|
* <li>Bit 2: Set if the bridge head is sloped</li>
|
|
* <li>Bit 3 and more: Railtype Specific subset</li>
|
|
* </ul>
|
|
* For middle parts:
|
|
* <ul><li>Bits 0-1: need to be 0</li>
|
|
* <li>Bit 2: direction</li>
|
|
* <li>Bit 3 and above: Railtype Specific subset</li>
|
|
* </ul>
|
|
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
|
|
*/
|
|
static void DrawTile_TunnelBridge(TileInfo *ti)
|
|
{
|
|
uint32 image;
|
|
const PalSpriteID *b;
|
|
bool ice = _m[ti->tile].m4 & 0x80;
|
|
|
|
// draw tunnel?
|
|
if ((ti->map5 & 0xF0) == 0) {
|
|
if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
|
|
image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
|
|
} else {
|
|
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
|
|
}
|
|
|
|
if (ice) image += 32;
|
|
|
|
image += GB(ti->map5, 0, 2) * 2;
|
|
DrawGroundSprite(image);
|
|
|
|
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
|
|
// draw bridge?
|
|
} else if (ti->map5 & 0x80) {
|
|
RailType rt;
|
|
int base_offset;
|
|
|
|
if (HASBIT(ti->map5, 1)) { /* This is a road bridge */
|
|
base_offset = 8;
|
|
} else { /* Rail bridge */
|
|
if (HASBIT(ti->map5, 6)) { /* The bits we need depend on the fact whether it is a bridge head or not */
|
|
rt = GB(_m[ti->tile].m3, 4, 3);
|
|
} else {
|
|
rt = GB(_m[ti->tile].m3, 0, 3);
|
|
}
|
|
|
|
base_offset = GetRailTypeInfo(rt)->bridge_offset;
|
|
assert(base_offset != 8); /* This one is used for roads */
|
|
}
|
|
|
|
/* as the lower 3 bits are used for other stuff, make sure they are clear */
|
|
assert( (base_offset & 0x07) == 0x00);
|
|
|
|
if (!(ti->map5 & 0x40)) { // bridge ramps
|
|
if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
|
|
int f = GetBridgeFoundation(ti->tileh, ti->map5 & 0x1); // pass direction
|
|
if (f) DrawFoundation(ti, f);
|
|
|
|
// default sloped sprites..
|
|
if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
|
|
}
|
|
|
|
/* Cope for the direction of the bridge */
|
|
if (HASBIT(ti->map5, 0)) base_offset++;
|
|
|
|
if (ti->map5 & 0x20) base_offset += 2; // which side
|
|
if (ti->tileh == 0) base_offset += 4; // sloped bridge head
|
|
|
|
/* Table number 6 always refers to the bridge heads for any bridge type */
|
|
image = GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
|
|
|
|
if (!ice) {
|
|
DrawClearLandTile(ti, 3);
|
|
} else {
|
|
DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh]);
|
|
}
|
|
|
|
// draw ramp
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 16, 7, ti->z);
|
|
} else {
|
|
// bridge middle part.
|
|
uint z;
|
|
int x,y;
|
|
|
|
image = GB(ti->map5, 3, 2); // type of stuff under bridge (only defined for 0,1)
|
|
/** @todo So why do we even WASTE that one bit?! (map5, bit 4) */
|
|
assert(image <= 1);
|
|
|
|
if (!(ti->map5 & 0x20)) {
|
|
// draw land under bridge
|
|
if (ice) image += 2;
|
|
|
|
if (image != 1 || ti->tileh == 0)
|
|
DrawGroundSprite(_bridge_land_below[image] + _tileh_to_sprite[ti->tileh]);
|
|
else
|
|
DrawGroundSprite(_water_shore_sprites[ti->tileh]);
|
|
|
|
// draw canal water?
|
|
if (ti->map5 & 8 && ti->z != 0) DrawCanalWater(ti->tile);
|
|
} else {
|
|
// draw transport route under bridge
|
|
|
|
// draw foundation?
|
|
if (ti->tileh) {
|
|
int f = _bridge_foundations[ti->map5&1][ti->tileh];
|
|
if (f) DrawFoundation(ti, f);
|
|
}
|
|
|
|
if (!(image&1)) {
|
|
const RailtypeInfo *rti = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4));
|
|
// railway
|
|
image = SPR_RAIL_TRACK_Y + (ti->map5 & 1);
|
|
if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
|
|
image += rti->total_offset;
|
|
if (ice) image += rti->snow_offset;
|
|
} else {
|
|
// road
|
|
image = SPR_ROAD_Y + (ti->map5 & 1);
|
|
if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
|
|
if (ice) image += 19;
|
|
}
|
|
DrawGroundSprite(image);
|
|
}
|
|
|
|
/* Cope for the direction of the bridge */
|
|
if (HASBIT(ti->map5, 0)) base_offset += 4;
|
|
|
|
/* base_offset needs to be 0 due to the structure of the sprite table see table/bridge_land.h */
|
|
assert( (base_offset & 0x03) == 0x00);
|
|
// get bridge sprites
|
|
b = GetBridgeSpriteTable(GetBridgeType(ti->tile), GetBridgePiece(ti->tile)) + base_offset;
|
|
|
|
z = GetBridgeHeight(ti) + 5;
|
|
|
|
// draw rail or road component
|
|
image = b[0];
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, (ti->map5&1)?11:16, (ti->map5&1)?16:11, 1, z);
|
|
|
|
x = ti->x;
|
|
y = ti->y;
|
|
image = b[1];
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
|
|
// draw roof, the component of the bridge which is logically between the vehicle and the camera
|
|
if (ti->map5&1) {
|
|
x += 12;
|
|
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 1, 16, 0x28, z);
|
|
} else {
|
|
y += 12;
|
|
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x,y, 16, 1, 0x28, z);
|
|
}
|
|
|
|
if (ti->z + 5 == z ) {
|
|
// draw poles below for small bridges
|
|
image = b[2];
|
|
if (image) {
|
|
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
|
|
DrawGroundSpriteAt(image, x, y, z);
|
|
}
|
|
} else if (_patches.bridge_pillars) {
|
|
// draw pillars below for high bridges
|
|
DrawBridgePillars(ti, x, y, z);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_debug_pbs_level >= 1) {
|
|
byte pbs = PBSTileReserved(ti->tile);
|
|
if (pbs & TRACK_BIT_DIAG1) DrawGroundSprite(0x3ED | PALETTE_CRASH);
|
|
if (pbs & TRACK_BIT_DIAG2) DrawGroundSprite(0x3EE | PALETTE_CRASH);
|
|
if (pbs & TRACK_BIT_UPPER) DrawGroundSprite(0x3EF | PALETTE_CRASH);
|
|
if (pbs & TRACK_BIT_LOWER) DrawGroundSprite(0x3F0 | PALETTE_CRASH);
|
|
if (pbs & TRACK_BIT_LEFT) DrawGroundSprite(0x3F2 | PALETTE_CRASH);
|
|
if (pbs & TRACK_BIT_RIGHT) DrawGroundSprite(0x3F1 | PALETTE_CRASH);
|
|
}
|
|
}
|
|
|
|
static uint GetSlopeZ_TunnelBridge(const TileInfo* ti)
|
|
{
|
|
uint z = ti->z;
|
|
uint x = ti->x & 0xF;
|
|
uint y = ti->y & 0xF;
|
|
uint tileh = ti->tileh;
|
|
|
|
// swap directions if Y tunnel/bridge to let the code handle the X case only.
|
|
if (ti->map5 & 1) uintswap(x,y);
|
|
|
|
// to the side of the tunnel/bridge?
|
|
if (IS_INT_INSIDE(y, 5, 10+1)) {
|
|
// tunnel?
|
|
if ((ti->map5 & 0xF0) == 0) return z;
|
|
|
|
// bridge?
|
|
if (ti->map5 & 0x80) {
|
|
// bridge ending?
|
|
if (!(ti->map5 & 0x40)) {
|
|
if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh)) // 7, 11, 13, 14
|
|
z += 8;
|
|
|
|
// no ramp for bridge ending
|
|
if ((BRIDGE_PARTLY_LEVELED_FOUNDATION & (1 << tileh) || BRIDGE_NO_FOUNDATION & (1 << tileh)) && tileh != 0) {
|
|
return z + 8;
|
|
} else if (!(ti->map5 & 0x20)) { // northern / southern ending
|
|
// ramp
|
|
return (z + (x>>1) + 1);
|
|
} else {
|
|
// ramp in opposite dir
|
|
return (z + ((x^0xF)>>1));
|
|
}
|
|
|
|
// bridge middle part
|
|
} else {
|
|
// build on slopes?
|
|
if (tileh != 0) z += 8;
|
|
|
|
// keep the same elevation because we're on the bridge?
|
|
if (_get_z_hint >= z + 8) return _get_z_hint;
|
|
|
|
// actually on the bridge, but not yet in the shared area.
|
|
if (!IS_INT_INSIDE(x, 5, 10 + 1)) return GetBridgeHeight(ti) + 8;
|
|
|
|
// in the shared area, assume that we're below the bridge, cause otherwise the hint would've caught it.
|
|
// if rail or road below then it means it's possibly build on slope below the bridge.
|
|
if (ti->map5 & 0x20) {
|
|
uint f = _bridge_foundations[ti->map5 & 1][tileh];
|
|
// make sure that the slope is not inclined foundation
|
|
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
|
|
|
|
// change foundation type? XXX - should be const; accessor function!
|
|
if (f != 0) tileh = _inclined_tileh[f - 15];
|
|
}
|
|
|
|
// no transport route, fallback to default
|
|
}
|
|
}
|
|
} else {
|
|
// if it's a bridge middle with transport route below, then we need to compensate for build on slopes
|
|
if ((ti->map5 & (0x80 | 0x40 | 0x20)) == (0x80 | 0x40 | 0x20)) {
|
|
uint f;
|
|
if (tileh != 0) z += 8;
|
|
f = _bridge_foundations[ti->map5 & 1][tileh];
|
|
if (IS_BYTE_INSIDE(f, 1, 15)) return z;
|
|
if (f != 0) tileh = _inclined_tileh[f - 15];
|
|
}
|
|
}
|
|
|
|
// default case
|
|
return GetPartialZ(ti->x & 0xF, ti->y & 0xF, tileh) + ti->z;
|
|
}
|
|
|
|
static uint GetSlopeTileh_TunnelBridge(const TileInfo* ti)
|
|
{
|
|
// not accurate, but good enough for slope graphics drawing
|
|
return 0;
|
|
}
|
|
|
|
|
|
static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
static const StringID _bridge_tile_str[(MAX_BRIDGES + 3) + (MAX_BRIDGES + 3)] = {
|
|
STR_501F_WOODEN_RAIL_BRIDGE,
|
|
STR_5020_CONCRETE_RAIL_BRIDGE,
|
|
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
|
|
STR_501E_REINFORCED_CONCRETE_SUSPENSION,
|
|
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
|
|
STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE,
|
|
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
|
|
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
|
|
STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE,
|
|
STR_501C_STEEL_GIRDER_RAIL_BRIDGE,
|
|
STR_5027_TUBULAR_RAIL_BRIDGE,
|
|
STR_5027_TUBULAR_RAIL_BRIDGE,
|
|
STR_5027_TUBULAR_RAIL_BRIDGE,
|
|
0,0,0,
|
|
|
|
STR_5025_WOODEN_ROAD_BRIDGE,
|
|
STR_5026_CONCRETE_ROAD_BRIDGE,
|
|
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
|
|
STR_5024_REINFORCED_CONCRETE_SUSPENSION,
|
|
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
|
|
STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE,
|
|
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
|
|
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
|
|
STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE,
|
|
STR_5022_STEEL_GIRDER_ROAD_BRIDGE,
|
|
STR_5028_TUBULAR_ROAD_BRIDGE,
|
|
STR_5028_TUBULAR_ROAD_BRIDGE,
|
|
STR_5028_TUBULAR_ROAD_BRIDGE,
|
|
0,0,0,
|
|
};
|
|
|
|
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
|
|
{
|
|
if ((_m[tile].m5 & 0x80) == 0) {
|
|
td->str =
|
|
(GB(_m[tile].m5, 2, 2) == 0) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
|
|
} else {
|
|
td->str = _bridge_tile_str[GB(_m[tile].m5, 1, 2) << 4 | GB(_m[tile].m2, 4, 4)];
|
|
|
|
/* scan to the end of the bridge, that's where the owner is stored */
|
|
if (_m[tile].m5 & 0x40) {
|
|
TileIndexDiff delta = GB(_m[tile].m5, 0, 1) ? TileDiffXY(0, -1) : TileDiffXY(-1, 0);
|
|
|
|
do tile += delta; while (_m[tile].m5 & 0x40);
|
|
}
|
|
}
|
|
td->owner = GetTileOwner(tile);
|
|
}
|
|
|
|
|
|
static void AnimateTile_TunnelBridge(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
static void TileLoop_TunnelBridge(TileIndex tile)
|
|
{
|
|
if (_opt.landscape == LT_HILLY) {
|
|
if (GetTileZ(tile) > _opt.snow_line) {
|
|
if (!(_m[tile].m4 & 0x80)) {
|
|
_m[tile].m4 |= 0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
} else {
|
|
if (_m[tile].m4 & 0x80) {
|
|
_m[tile].m4 &= ~0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
} else if (_opt.landscape == LT_DESERT) {
|
|
if (GetMapExtraBits(tile) == 1 && !(_m[tile].m4&0x80)) {
|
|
_m[tile].m4 |= 0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
}
|
|
|
|
// if it's a bridge with water below, call tileloop_water on it.
|
|
if ((_m[tile].m5 & 0xF8) == 0xC8) TileLoop_Water(tile);
|
|
}
|
|
|
|
static void ClickTile_TunnelBridge(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
|
|
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode)
|
|
{
|
|
uint32 result;
|
|
byte m5 = _m[tile].m5;
|
|
|
|
if ((m5 & 0xF0) == 0) {
|
|
/* This is a tunnel */
|
|
if (GB(m5, 2, 2) == mode) {
|
|
/* Tranport in the tunnel is compatible */
|
|
return m5&1 ? 0x202 : 0x101;
|
|
}
|
|
} else if (m5 & 0x80) {
|
|
/* This is a bridge */
|
|
result = 0;
|
|
if (GB(m5, 1, 2) == mode) {
|
|
/* Transport over the bridge is compatible */
|
|
result = m5 & 1 ? 0x202 : 0x101;
|
|
}
|
|
if (m5 & 0x40) {
|
|
/* Bridge middle part */
|
|
if (!(m5 & 0x20)) {
|
|
/* Clear ground or water underneath */
|
|
if ((m5 & 0x18) != 8) {
|
|
/* Clear ground */
|
|
return result;
|
|
} else {
|
|
if (mode != TRANSPORT_WATER) return result;
|
|
}
|
|
} else {
|
|
/* Transport underneath */
|
|
if (GB(m5, 3, 2) != mode) {
|
|
/* Incompatible transport underneath */
|
|
return result;
|
|
}
|
|
}
|
|
/* If we've not returned yet, there is a compatible
|
|
* transport or water beneath, so we can add it to
|
|
* result */
|
|
/* Why is this xor'd ? Can't it just be or'd? */
|
|
result ^= m5 & 1 ? 0x101 : 0x202;
|
|
}
|
|
return result;
|
|
} else {
|
|
assert(0); /* This should never occur */
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void ChangeTileOwner_TunnelBridge(TileIndex tile, PlayerID old_player, PlayerID new_player)
|
|
{
|
|
if (!IsTileOwner(tile, old_player)) return;
|
|
|
|
if (new_player != OWNER_SPECTATOR) {
|
|
SetTileOwner(tile, new_player);
|
|
} else {
|
|
if ((_m[tile].m5 & 0xC0) == 0xC0) {
|
|
// the stuff BELOW the middle part is owned by the deleted player.
|
|
if (!(_m[tile].m5 & (1 << 4 | 1 << 3))) {
|
|
// convert railway into grass.
|
|
_m[tile].m5 &= ~(1 << 5 | 1 << 4 | 1 << 3); // no transport route under bridge anymore..
|
|
} else {
|
|
// for road, change the owner of the road to local authority
|
|
SetTileOwner(tile, OWNER_NONE);
|
|
}
|
|
} else {
|
|
DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static const byte _tunnel_fractcoord_1[4] = {0x8E,0x18,0x81,0xE8};
|
|
static const byte _tunnel_fractcoord_2[4] = {0x81,0x98,0x87,0x38};
|
|
static const byte _tunnel_fractcoord_3[4] = {0x82,0x88,0x86,0x48};
|
|
static const byte _exit_tunnel_track[4] = {1,2,1,2};
|
|
|
|
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
|
|
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
|
|
|
|
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
|
|
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
|
|
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
|
|
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
|
|
|
|
static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
|
|
{
|
|
int z;
|
|
int dir, vdir;
|
|
byte fc;
|
|
|
|
if (GB(_m[tile].m5, 4, 4) == 0) {
|
|
z = GetSlopeZ(x, y) - v->z_pos;
|
|
if (myabs(z) > 2)
|
|
return 8;
|
|
|
|
if (v->type == VEH_Train) {
|
|
fc = (x&0xF)+(y<<4);
|
|
|
|
dir = GB(_m[tile].m5, 0, 2);
|
|
vdir = v->direction >> 1;
|
|
|
|
if (v->u.rail.track != 0x40 && dir == vdir) {
|
|
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
|
|
if (v->spritenum < 4)
|
|
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
|
|
return 0;
|
|
}
|
|
if (fc == _tunnel_fractcoord_2[dir]) {
|
|
if (v->next == NULL)
|
|
PBSClearTrack(v->tile, FIND_FIRST_BIT(v->u.rail.track));
|
|
v->tile = tile;
|
|
v->u.rail.track = 0x40;
|
|
v->vehstatus |= VS_HIDDEN;
|
|
return 4;
|
|
}
|
|
}
|
|
|
|
if (dir == (vdir^2) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
|
|
/* We're at the tunnel exit ?? */
|
|
v->tile = tile;
|
|
v->u.rail.track = _exit_tunnel_track[dir];
|
|
assert(v->u.rail.track);
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
return 4;
|
|
}
|
|
} else if (v->type == VEH_Road) {
|
|
fc = (x&0xF)+(y<<4);
|
|
dir = GB(_m[tile].m5, 0, 2);
|
|
vdir = v->direction >> 1;
|
|
|
|
// Enter tunnel?
|
|
if (v->u.road.state != 0xFF && dir == vdir) {
|
|
if (fc == _tunnel_fractcoord_4[dir] ||
|
|
fc == _tunnel_fractcoord_5[dir]) {
|
|
|
|
v->tile = tile;
|
|
v->u.road.state = 0xFF;
|
|
v->vehstatus |= VS_HIDDEN;
|
|
return 4;
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (dir == (vdir^2) && (
|
|
/* We're at the tunnel exit ?? */
|
|
fc == _tunnel_fractcoord_6[dir] ||
|
|
fc == _tunnel_fractcoord_7[dir]) &&
|
|
z == 0) {
|
|
v->tile = tile;
|
|
v->u.road.state = _road_exit_tunnel_state[dir];
|
|
v->u.road.frame = _road_exit_tunnel_frame[dir];
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
return 4;
|
|
}
|
|
}
|
|
} else if (_m[tile].m5 & 0x80) {
|
|
if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
|
|
uint h;
|
|
|
|
if (GetTileSlope(tile, &h) != 0)
|
|
h += 8; // Compensate for possible foundation
|
|
if (!(_m[tile].m5 & 0x40) || // start/end tile of bridge
|
|
myabs(h - v->z_pos) > 2) { // high above the ground -> on the bridge
|
|
/* modify speed of vehicle */
|
|
uint16 spd = _bridge[GetBridgeType(tile)].speed;
|
|
if (v->type == VEH_Road) spd *= 2;
|
|
if (spd < v->cur_speed) v->cur_speed = spd;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v)
|
|
{
|
|
TileIndex tile;
|
|
TileIndexDiff delta = (v->direction & 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
|
|
byte z = v->z_pos;
|
|
|
|
for (tile = v->tile;; tile += delta) {
|
|
if (IsTileType(tile, MP_TUNNELBRIDGE) && GB(_m[tile].m5, 4, 4) == 0 &&
|
|
GetTileZ(tile) == z)
|
|
break;
|
|
}
|
|
return tile;
|
|
}
|
|
|
|
const TileTypeProcs _tile_type_tunnelbridge_procs = {
|
|
DrawTile_TunnelBridge, /* draw_tile_proc */
|
|
GetSlopeZ_TunnelBridge, /* get_slope_z_proc */
|
|
ClearTile_TunnelBridge, /* clear_tile_proc */
|
|
GetAcceptedCargo_TunnelBridge, /* get_accepted_cargo_proc */
|
|
GetTileDesc_TunnelBridge, /* get_tile_desc_proc */
|
|
GetTileTrackStatus_TunnelBridge,/* get_tile_track_status_proc */
|
|
ClickTile_TunnelBridge, /* click_tile_proc */
|
|
AnimateTile_TunnelBridge, /* animate_tile_proc */
|
|
TileLoop_TunnelBridge, /* tile_loop_clear */
|
|
ChangeTileOwner_TunnelBridge, /* change_tile_owner_clear */
|
|
NULL, /* get_produced_cargo_proc */
|
|
VehicleEnter_TunnelBridge, /* vehicle_enter_tile_proc */
|
|
NULL, /* vehicle_leave_tile_proc */
|
|
GetSlopeTileh_TunnelBridge, /* get_slope_tileh_proc */
|
|
};
|