mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
1543 lines
52 KiB
C++
1543 lines
52 KiB
C++
/* $Id$ */
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/** @file tunnelbridge_cmd.cpp
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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 "rail_map.h"
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#include "landscape.h"
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#include "unmovable_map.h"
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#include "viewport_func.h"
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#include "command_func.h"
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#include "town.h"
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#include "variables.h"
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#include "train.h"
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#include "ship.h"
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#include "roadveh.h"
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#include "water_map.h"
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#include "yapf/yapf.h"
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#include "newgrf_sound.h"
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#include "autoslope.h"
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#include "tunnelbridge_map.h"
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#include "strings_func.h"
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#include "date_func.h"
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#include "functions.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "tunnelbridge.h"
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#include "engine_base.h"
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#include "cheat_type.h"
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#include "elrail_func.h"
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#include "landscape_type.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "table/bridge_land.h"
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BridgeSpec _bridge[MAX_BRIDGES];
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TileIndex _build_tunnel_endtile;
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/** Reset the data been eventually changed by the grf loaded. */
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void ResetBridges()
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{
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/* First, free sprite table data */
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for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
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if (_bridge[i].sprite_table != NULL) {
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for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
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free(_bridge[i].sprite_table);
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}
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}
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/* Then, wipe out current bidges */
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memset(&_bridge, 0, sizeof(_bridge));
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/* And finally, reinstall default data */
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memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
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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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*/
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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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Foundation GetBridgeFoundation(Slope tileh, Axis axis)
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{
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if ((tileh == SLOPE_FLAT) ||
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(((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
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(((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
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return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
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}
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/**
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* Determines if the track on a bridge ramp is flat or goes up/down.
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*
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* @param tileh Slope of the tile under the bridge head
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* @param axis Orientation of bridge
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* @return true iff the track is flat.
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*/
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bool HasBridgeFlatRamp(Slope tileh, Axis axis)
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{
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ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
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/* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
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return (tileh != SLOPE_FLAT);
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}
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static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
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{
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const BridgeSpec *bridge = GetBridgeSpec(index);
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assert(table < BRIDGE_PIECE_INVALID);
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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 the foundation for the north bridge head, and tests if the resulting slope is valid.
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*
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* @param axis Axis of the bridge
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* @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
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* @param z TileZ corresponding to tileh, gets modified as well
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* @return Error or cost for bridge foundation
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*/
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static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
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{
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Foundation f = GetBridgeFoundation(*tileh, axis);
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*z += ApplyFoundationToSlope(f, tileh);
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Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
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if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
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if (f == FOUNDATION_NONE) return CommandCost();
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return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
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}
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/**
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* Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
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*
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* @param axis Axis of the bridge
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* @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
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* @param z TileZ corresponding to tileh, gets modified as well
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* @return Error or cost for bridge foundation
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*/
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static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
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{
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Foundation f = GetBridgeFoundation(*tileh, axis);
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*z += ApplyFoundationToSlope(f, tileh);
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Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
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if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
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if (f == FOUNDATION_NONE) return CommandCost();
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return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
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}
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bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
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{
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if (flags & DC_QUERY_COST) {
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return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
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}
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if (bridge_type >= MAX_BRIDGES) return false;
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const BridgeSpec *b = GetBridgeSpec(bridge_type);
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if (b->avail_year > _cur_year) return false;
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uint max = b->max_length;
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if (max >= 16 && _settings_game.construction.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 end_tile end tile
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* @param flags type of operation
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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 8-14) - rail type or road types.
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* - p2 = (bit 15-16) - transport type.
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*/
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CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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BridgeType bridge_type;
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RailType railtype = INVALID_RAILTYPE;
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RoadTypes roadtypes = ROADTYPES_NONE;
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uint x;
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uint y;
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uint sx;
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uint sy;
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TileIndex tile_start;
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TileIndex tile_end;
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Slope tileh_start;
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Slope tileh_end;
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uint z_start;
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uint z_end;
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TileIndex tile;
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TileIndexDiff delta;
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uint bridge_len;
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Axis direction;
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CommandCost cost(EXPENSES_CONSTRUCTION);
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CommandCost ret;
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bool replace_bridge = false;
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BridgeType replaced_bridge_type;
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TransportType transport_type;
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/* unpack parameters */
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bridge_type = GB(p2, 0, 8);
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if (p1 >= MapSize()) return CMD_ERROR;
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transport_type = (TransportType)GB(p2, 15, 2);
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/* type of bridge */
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switch (transport_type) {
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case TRANSPORT_ROAD:
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roadtypes = (RoadTypes)GB(p2, 8, 2);
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if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
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break;
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case TRANSPORT_RAIL:
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railtype = (RailType)GB(p2, 8, 7);
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if (!ValParamRailtype(railtype)) return CMD_ERROR;
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break;
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case TRANSPORT_WATER:
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break;
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default:
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/* Airports don't have tunnels. */
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return CMD_ERROR;
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}
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x = TileX(end_tile);
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y = TileY(end_tile);
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sx = TileX(p1);
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sy = TileY(p1);
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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_ERROR_CANNOT_START_AND_END_ON);
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direction = AXIS_Y;
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if (y > sy) Swap(y, sy);
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} else if (y == sy) {
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direction = AXIS_X;
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if (x > sx) Swap(x, sx);
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} else {
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return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
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}
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bridge_len = sx + sy - x - y - 1;
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if (transport_type != TRANSPORT_WATER) {
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/* set and test bridge length, availability */
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if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
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}
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/* retrieve landscape height and ensure it's on land */
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tile_start = TileXY(x, y);
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tile_end = TileXY(sx, sy);
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if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
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return_cmd_error(STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH);
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}
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tileh_start = GetTileSlope(tile_start, &z_start);
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tileh_end = GetTileSlope(tile_end, &z_end);
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CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
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CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
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if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT);
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if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
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GetOtherBridgeEnd(tile_start) == tile_end &&
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GetTunnelBridgeTransportType(tile_start) == transport_type) {
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/* Replace a current bridge. */
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/* If this is a railway bridge, make sure the railtypes match. */
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if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
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return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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}
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/* Do not replace town bridges with lower speed bridges. */
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if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
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GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
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Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
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if (t == NULL) {
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return CMD_ERROR;
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} else {
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SetDParam(0, t->index);
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return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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}
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}
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/* Do not replace the bridge with the same bridge type. */
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if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
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return_cmd_error(STR_ERROR_ALREADY_BUILT);
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}
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/* Do not allow replacing another company's bridges. */
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if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
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return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
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}
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cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge.
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replace_bridge = true;
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replaced_bridge_type = GetBridgeType(tile_start);
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/* Do not remove road types when upgrading a bridge */
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roadtypes |= GetRoadTypes(tile_start);
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} else {
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/* Build a new bridge. */
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bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
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/* Try and clear the start landscape */
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ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return ret;
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cost = ret;
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if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
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return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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cost.AddCost(terraform_cost_north);
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/* Try and clear the end landscape */
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ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return ret;
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cost.AddCost(ret);
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/* false - end tile slope check */
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if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
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return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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cost.AddCost(terraform_cost_south);
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if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
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}
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if (!replace_bridge) {
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TileIndex Heads[] = {tile_start, tile_end};
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int i;
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for (i = 0; i < 2; i++) {
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if (MayHaveBridgeAbove(Heads[i])) {
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if (IsBridgeAbove(Heads[i])) {
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TileIndex north_head = GetNorthernBridgeEnd(Heads[i]);
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if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
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return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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}
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}
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}
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}
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}
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/* do the drill? */
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if (flags & DC_EXEC) {
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DiagDirection dir = AxisToDiagDir(direction);
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Owner owner = replace_bridge ? GetTileOwner(tile_start) : _current_company;
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switch (transport_type) {
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case TRANSPORT_RAIL:
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MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
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MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
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break;
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case TRANSPORT_ROAD:
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MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir, roadtypes);
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MakeRoadBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), roadtypes);
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break;
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case TRANSPORT_WATER:
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MakeAqueductBridgeRamp(tile_start, owner, dir);
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MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
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break;
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default:
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NOT_REACHED();
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break;
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}
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MarkTileDirtyByTile(tile_start);
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MarkTileDirtyByTile(tile_end);
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}
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delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
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for (tile = tile_start + delta; tile != tile_end; tile += delta) {
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if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_BRIDGE_TOO_LOW_FOR_TERRAIN);
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if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) {
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/* Disallow crossing bridges for the time being */
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return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
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}
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switch (GetTileType(tile)) {
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case MP_WATER:
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if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
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break;
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case MP_RAILWAY:
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if (!IsPlainRail(tile)) goto not_valid_below;
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break;
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case MP_ROAD:
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if (IsRoadDepot(tile)) goto not_valid_below;
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break;
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case MP_TUNNELBRIDGE:
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if (IsTunnel(tile)) break;
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if (replace_bridge) break;
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if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
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if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
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break;
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case MP_UNMOVABLE:
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if (!IsOwnedLand(tile)) goto not_valid_below;
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break;
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case MP_CLEAR:
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break;
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default:
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not_valid_below:;
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/* try and clear the middle landscape */
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ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return ret;
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cost.AddCost(ret);
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break;
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}
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if (flags & DC_EXEC) {
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SetBridgeMiddle(tile, direction);
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MarkTileDirtyByTile(tile);
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}
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}
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if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
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Track track = AxisToTrack(direction);
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AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
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YapfNotifyTrackLayoutChange(tile_start, track);
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}
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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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Company *c = Company::GetIfValid(_current_company);
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if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
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bridge_len += 2; // begin and end tiles/ramps
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if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
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cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
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/* Aqueducts are a little more expensive. */
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if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price.clear_water);
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}
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return cost;
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}
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/** Build Tunnel.
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* @param start_tile start tile of tunnel
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* @param flags type of operation
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* @param p1 railtype or roadtypes. bit 9 set means road tunnel
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* @param p2 unused
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*/
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|
CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
TileIndexDiff delta;
|
|
TileIndex end_tile;
|
|
DiagDirection direction;
|
|
Slope start_tileh;
|
|
Slope end_tileh;
|
|
TransportType transport_type = (TransportType)GB(p1, 9, 1);
|
|
uint start_z;
|
|
uint end_z;
|
|
CommandCost cost(EXPENSES_CONSTRUCTION);
|
|
CommandCost ret;
|
|
|
|
_build_tunnel_endtile = 0;
|
|
if (transport_type == TRANSPORT_RAIL) {
|
|
if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
|
|
} else {
|
|
const RoadTypes rts = (RoadTypes)GB(p1, 0, 2);
|
|
if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
|
|
}
|
|
|
|
start_tileh = GetTileSlope(start_tile, &start_z);
|
|
direction = GetInclinedSlopeDirection(start_tileh);
|
|
if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
|
|
|
|
if (IsWaterTile(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
|
|
|
|
ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(ret)) return ret;
|
|
|
|
/* XXX - do NOT change 'ret' in the loop, as it is used as the price
|
|
* for the clearing of the entrance of the tunnel. Assigning it to
|
|
* cost before the loop will yield different costs depending on start-
|
|
* position, because of increased-cost-by-length: 'cost += cost >> 3' */
|
|
|
|
delta = TileOffsByDiagDir(direction);
|
|
DiagDirection tunnel_in_way_dir;
|
|
if (DiagDirToAxis(direction) == AXIS_Y) {
|
|
tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
|
|
} else {
|
|
tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
|
|
}
|
|
|
|
end_tile = start_tile;
|
|
|
|
/** Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
|
|
int tiles_coef = 3;
|
|
/** Number of tiles from start of tunnel */
|
|
int tiles = 0;
|
|
/** Number of tiles at which the cost increase coefficient per tile is halved */
|
|
int tiles_bump = 25;
|
|
|
|
for (;;) {
|
|
end_tile += delta;
|
|
if (!IsValidTile(end_tile)) return_cmd_error(STR_TUNNEL_THROUGH_MAP_BORDER);
|
|
end_tileh = GetTileSlope(end_tile, &end_z);
|
|
|
|
if (start_z == end_z) break;
|
|
|
|
if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
|
|
return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
|
|
}
|
|
|
|
tiles++;
|
|
if (tiles == tiles_bump) {
|
|
tiles_coef++;
|
|
tiles_bump *= 2;
|
|
}
|
|
|
|
cost.AddCost(_price.build_tunnel);
|
|
cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
|
|
}
|
|
|
|
/* Add the cost of the entrance */
|
|
cost.AddCost(_price.build_tunnel);
|
|
cost.AddCost(ret);
|
|
|
|
/* if the command fails from here on we want the end tile to be highlighted */
|
|
_build_tunnel_endtile = end_tile;
|
|
|
|
if (IsWaterTile(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
|
|
|
|
/* slope of end tile must be complementary to the slope of the start tile */
|
|
if (end_tileh != ComplementSlope(start_tileh)) {
|
|
/* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
|
|
* Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
|
|
* the tree on end_tile.
|
|
*/
|
|
ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(ret)) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
|
|
|
|
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
|
|
if (CmdFailed(ret)) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
|
|
} else {
|
|
ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(ret)) return ret;
|
|
}
|
|
cost.AddCost(_price.build_tunnel);
|
|
cost.AddCost(ret);
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (transport_type == TRANSPORT_RAIL) {
|
|
MakeRailTunnel(start_tile, _current_company, direction, (RailType)GB(p1, 0, 4));
|
|
MakeRailTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
|
|
AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
|
|
YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
|
|
} else {
|
|
MakeRoadTunnel(start_tile, _current_company, direction, (RoadTypes)GB(p1, 0, 2));
|
|
MakeRoadTunnel(end_tile, _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 2));
|
|
}
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
|
|
static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
|
|
{
|
|
/* Floods can remove anything as well as the scenario editor */
|
|
if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
|
|
|
|
switch (GetTunnelBridgeTransportType(tile)) {
|
|
case TRANSPORT_ROAD: {
|
|
RoadTypes rts = GetRoadTypes(tile);
|
|
Owner road_owner = _current_company;
|
|
Owner tram_owner = _current_company;
|
|
|
|
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
|
|
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
|
|
|
|
/* We can remove unowned road and if the town allows it */
|
|
if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return CheckTileOwnership(tile);
|
|
if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
|
|
if (tram_owner == OWNER_NONE) tram_owner = _current_company;
|
|
|
|
return CheckOwnership(road_owner) && CheckOwnership(tram_owner);
|
|
}
|
|
|
|
case TRANSPORT_RAIL:
|
|
case TRANSPORT_WATER:
|
|
return CheckOwnership(GetTileOwner(tile));
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
|
|
{
|
|
Town *t = NULL;
|
|
TileIndex endtile;
|
|
|
|
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
|
|
|
|
endtile = GetOtherTunnelEnd(tile);
|
|
|
|
if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
|
|
|
|
_build_tunnel_endtile = endtile;
|
|
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
|
|
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
|
|
|
|
/* Check if you are allowed to remove the tunnel owned by a town
|
|
* Removal depends on difficulty settings */
|
|
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
|
|
SetDParam(0, t->index);
|
|
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
|
|
}
|
|
}
|
|
|
|
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
|
|
* you have a "Poor" (0) town rating */
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
|
|
/* We first need to request values before calling DoClearSquare */
|
|
DiagDirection dir = GetTunnelBridgeDirection(tile);
|
|
Track track = DiagDirToDiagTrack(dir);
|
|
Owner owner = GetTileOwner(tile);
|
|
|
|
Train *v = NULL;
|
|
if (GetTunnelBridgeReservation(tile)) {
|
|
v = GetTrainForReservation(tile, track);
|
|
if (v != NULL) FreeTrainTrackReservation(v);
|
|
}
|
|
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
|
|
/* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
|
|
AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
|
|
AddSideToSignalBuffer(endtile, dir, owner);
|
|
|
|
YapfNotifyTrackLayoutChange(tile, track);
|
|
YapfNotifyTrackLayoutChange(endtile, track);
|
|
|
|
if (v != NULL) TryPathReserve(v);
|
|
} else {
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
}
|
|
}
|
|
return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_tunnel * (GetTunnelBridgeLength(tile, endtile) + 2));
|
|
}
|
|
|
|
|
|
static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
|
|
{
|
|
DiagDirection direction;
|
|
TileIndexDiff delta;
|
|
TileIndex endtile;
|
|
Town *t = NULL;
|
|
|
|
if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
|
|
|
|
endtile = GetOtherBridgeEnd(tile);
|
|
|
|
if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
|
|
|
|
direction = GetTunnelBridgeDirection(tile);
|
|
delta = TileOffsByDiagDir(direction);
|
|
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
|
|
t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
|
|
|
|
/* Check if you are allowed to remove the bridge owned by a town
|
|
* Removal depends on difficulty settings */
|
|
if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
|
|
SetDParam(0, t->index);
|
|
return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
|
|
}
|
|
}
|
|
|
|
/* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
|
|
* you have a "Poor" (0) town rating */
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
/* read this value before actual removal of bridge */
|
|
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
|
|
Owner owner = GetTileOwner(tile);
|
|
uint height = GetBridgeHeight(tile);
|
|
Train *v = NULL;
|
|
|
|
if (rail && GetTunnelBridgeReservation(tile)) {
|
|
v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
|
|
if (v != NULL) FreeTrainTrackReservation(v);
|
|
}
|
|
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
for (TileIndex c = tile + delta; c != endtile; c += delta) {
|
|
/* do not let trees appear from 'nowhere' after removing bridge */
|
|
if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
|
|
uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
|
|
if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
|
|
}
|
|
ClearBridgeMiddle(c);
|
|
MarkTileDirtyByTile(c);
|
|
}
|
|
|
|
if (rail) {
|
|
/* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
|
|
AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
|
|
AddSideToSignalBuffer(endtile, direction, owner);
|
|
|
|
Track track = DiagDirToDiagTrack(direction);
|
|
YapfNotifyTrackLayoutChange(tile, track);
|
|
YapfNotifyTrackLayoutChange(endtile, track);
|
|
|
|
if (v != NULL) TryPathReserve(v, true);
|
|
}
|
|
}
|
|
|
|
return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price.clear_bridge);
|
|
}
|
|
|
|
static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
|
|
{
|
|
if (IsTunnel(tile)) {
|
|
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
|
|
return DoClearTunnel(tile, flags);
|
|
} else { // IsBridge(tile)
|
|
if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
|
|
return DoClearBridge(tile, flags);
|
|
}
|
|
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
/**
|
|
* Draws the pillars under high bridges.
|
|
*
|
|
* @param psid Image and palette of a bridge pillar.
|
|
* @param ti #TileInfo of current bridge-middle-tile.
|
|
* @param axis Orientation of bridge.
|
|
* @param type Bridge type.
|
|
* @param x Sprite X position of front pillar.
|
|
* @param y Sprite Y position of front pillar.
|
|
* @param z_bridge Absolute height of bridge bottom.
|
|
*/
|
|
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
|
|
{
|
|
/* Do not draw bridge pillars if they are invisible */
|
|
if (IsInvisibilitySet(TO_BRIDGES)) return;
|
|
|
|
SpriteID image = psid->sprite;
|
|
|
|
if (image != 0) {
|
|
/* "side" specifies the side the pillars stand on.
|
|
* The length of the pillars is then set to the height of the bridge over the corners of this edge.
|
|
*
|
|
* axis==AXIS_X axis==AXIS_Y
|
|
* side==false SW NW
|
|
* side==true NE SE
|
|
*
|
|
* I have no clue, why this was done this way.
|
|
*/
|
|
bool side = HasBit(image, 0);
|
|
|
|
/* "dir" means the edge the pillars stand on */
|
|
DiagDirection dir = AxisToDiagDir(axis);
|
|
if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
|
|
|
|
/* Determine ground height under pillars */
|
|
int front_height = ti->z;
|
|
int back_height = ti->z;
|
|
GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
|
|
|
|
/* x and y size of bounding-box of pillars */
|
|
int w = (axis == AXIS_X ? 16 : 2);
|
|
int h = (axis == AXIS_X ? 2 : 16);
|
|
/* sprite position of back facing pillar */
|
|
int x_back = x - (axis == AXIS_X ? 0 : 9);
|
|
int y_back = y - (axis == AXIS_X ? 9 : 0);
|
|
|
|
for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
|
|
/* Draw front facing pillar */
|
|
if (cur_z >= front_height) {
|
|
AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
|
|
}
|
|
|
|
/* Draw back facing pillar, but not the highest part directly under the bridge-floor */
|
|
if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
|
|
AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws the trambits over an already drawn (lower end) of a bridge.
|
|
* @param x the x of the bridge
|
|
* @param y the y of the bridge
|
|
* @param z the z of the bridge
|
|
* @param offset number representing whether to level or sloped and the direction
|
|
* @param overlay do we want to still see the road?
|
|
* @param head are we drawing bridge head?
|
|
*/
|
|
static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
|
|
{
|
|
static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
|
|
static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
|
|
static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
|
|
|
|
static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
|
|
static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
|
|
static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
|
|
static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
|
|
|
|
/* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
|
|
* The bounding boxes here are the same as for bridge front/roof */
|
|
if (head || !IsInvisibilitySet(TO_BRIDGES)) {
|
|
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
|
|
x, y, size_x[offset], size_y[offset], 0x28, z,
|
|
!head && IsTransparencySet(TO_BRIDGES));
|
|
}
|
|
|
|
/* Do not draw catenary if it is set invisible */
|
|
if (!IsInvisibilitySet(TO_CATENARY)) {
|
|
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
|
|
x, y, size_x[offset], size_y[offset], 0x28, z,
|
|
IsTransparencySet(TO_CATENARY));
|
|
}
|
|
|
|
/* Start a new SpriteCombine for the front part */
|
|
EndSpriteCombine();
|
|
StartSpriteCombine();
|
|
|
|
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
|
|
if (!IsInvisibilitySet(TO_CATENARY)) {
|
|
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
|
|
x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
|
|
IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws a tunnel of bridge tile.
|
|
* For tunnels, this is rather simple, as you only needa draw the entrance.
|
|
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
|
|
* and it works a bit like a bitmask.<p> For bridge heads:
|
|
* @param ti TileInfo of the structure to draw
|
|
* <ul><li>Bit 0: direction</li>
|
|
* <li>Bit 1: northern or southern heads</li>
|
|
* <li>Bit 2: Set if the bridge head is sloped</li>
|
|
* <li>Bit 3 and more: Railtype Specific subset</li>
|
|
* </ul>
|
|
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
|
|
*/
|
|
static void DrawTile_TunnelBridge(TileInfo *ti)
|
|
{
|
|
SpriteID image;
|
|
TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
|
|
DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
|
|
|
|
if (IsTunnel(ti->tile)) {
|
|
/* Front view of tunnel bounding boxes:
|
|
*
|
|
* 122223 <- BB_Z_SEPARATOR
|
|
* 1 3
|
|
* 1 3 1,3 = empty helper BB
|
|
* 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
|
|
*
|
|
*/
|
|
|
|
static const int _tunnel_BB[4][12] = {
|
|
/* tunnnel-roof | Z-separator | tram-catenary
|
|
* w h bb_x bb_y| x y w h |bb_x bb_y w h */
|
|
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
|
|
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
|
|
{ 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
|
|
{ 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
|
|
};
|
|
const int *BB_data = _tunnel_BB[tunnelbridge_direction];
|
|
|
|
bool catenary = false;
|
|
|
|
if (transport_type == TRANSPORT_RAIL) {
|
|
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
|
|
} else {
|
|
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
|
|
}
|
|
|
|
if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
|
|
|
|
image += tunnelbridge_direction * 2;
|
|
DrawGroundSprite(image, PAL_NONE);
|
|
|
|
/* PBS debugging, draw reserved tracks darker */
|
|
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && GetTunnelBridgeReservation(ti->tile))) {
|
|
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
|
|
DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, PALETTE_CRASH);
|
|
}
|
|
|
|
if (transport_type == TRANSPORT_ROAD) {
|
|
RoadTypes rts = GetRoadTypes(ti->tile);
|
|
|
|
if (HasBit(rts, ROADTYPE_TRAM)) {
|
|
static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
|
|
|
|
DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
|
|
|
|
/* Do not draw wires if they are invisible */
|
|
if (!IsInvisibilitySet(TO_CATENARY)) {
|
|
catenary = true;
|
|
StartSpriteCombine();
|
|
AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
|
|
}
|
|
}
|
|
} else if (HasCatenaryDrawn(GetRailType(ti->tile))) {
|
|
/* Maybe draw pylons on the entry side */
|
|
DrawCatenary(ti);
|
|
|
|
catenary = true;
|
|
StartSpriteCombine();
|
|
/* Draw wire above the ramp */
|
|
DrawCatenaryOnTunnel(ti);
|
|
}
|
|
|
|
AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
|
|
|
|
if (catenary) EndSpriteCombine();
|
|
|
|
/* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
|
|
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x , ti->y , BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
|
|
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
|
|
|
|
DrawBridgeMiddle(ti);
|
|
} else { // IsBridge(ti->tile)
|
|
const PalSpriteID *psid;
|
|
int base_offset;
|
|
bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
|
|
|
|
if (transport_type == TRANSPORT_RAIL) {
|
|
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
|
|
assert(base_offset != 8); // This one is used for roads
|
|
} else {
|
|
base_offset = 8;
|
|
}
|
|
|
|
/* as the lower 3 bits are used for other stuff, make sure they are clear */
|
|
assert( (base_offset & 0x07) == 0x00);
|
|
|
|
DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
|
|
|
|
/* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
|
|
base_offset += (6 - tunnelbridge_direction) % 4;
|
|
|
|
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
|
|
|
|
/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
|
|
if (transport_type != TRANSPORT_WATER) {
|
|
psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
|
|
} else {
|
|
psid = _aqueduct_sprites + base_offset;
|
|
}
|
|
|
|
if (!ice) {
|
|
DrawClearLandTile(ti, 3);
|
|
} else {
|
|
DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
|
|
}
|
|
|
|
/* draw ramp */
|
|
|
|
/* Draw Trambits and PBS Reservation as SpriteCombine */
|
|
if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
|
|
|
|
/* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
|
|
* it doesn't disappear behind it
|
|
*/
|
|
/* Bridge heads are drawn solid no matter how invisibility/transparency is set */
|
|
AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
|
|
|
|
if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && transport_type == TRANSPORT_RAIL && GetTunnelBridgeReservation(ti->tile)) {
|
|
const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
|
|
if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
|
|
AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
|
|
} else {
|
|
AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
|
|
}
|
|
}
|
|
|
|
if (transport_type == TRANSPORT_ROAD) {
|
|
RoadTypes rts = GetRoadTypes(ti->tile);
|
|
|
|
if (HasBit(rts, ROADTYPE_TRAM)) {
|
|
uint offset = tunnelbridge_direction;
|
|
uint z = ti->z;
|
|
if (ti->tileh != SLOPE_FLAT) {
|
|
offset = (offset + 1) & 1;
|
|
z += TILE_HEIGHT;
|
|
} else {
|
|
offset += 2;
|
|
}
|
|
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
|
|
DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
|
|
}
|
|
EndSpriteCombine();
|
|
} else if (transport_type == TRANSPORT_RAIL) {
|
|
EndSpriteCombine();
|
|
if (HasCatenaryDrawn(GetRailType(ti->tile))) {
|
|
DrawCatenary(ti);
|
|
}
|
|
}
|
|
|
|
DrawBridgeMiddle(ti);
|
|
}
|
|
}
|
|
|
|
|
|
/** Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
|
|
* bridges pieces sequence (middle parts).
|
|
* Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
|
|
* bridge len 1: BRIDGE_PIECE_NORTH
|
|
* bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
|
|
* bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
|
|
* bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
|
|
* bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
|
|
* bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
|
|
* bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
|
|
* #0 - always as first, #1 - always as last (if len>1)
|
|
* #2,#3 are to pair in order
|
|
* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
|
|
* @param north Northernmost tile of bridge
|
|
* @param south Southernmost tile of bridge
|
|
* @return Index of bridge piece
|
|
*/
|
|
static BridgePieces CalcBridgePiece(uint north, uint south)
|
|
{
|
|
if (north == 1) {
|
|
return BRIDGE_PIECE_NORTH;
|
|
} else if (south == 1) {
|
|
return BRIDGE_PIECE_SOUTH;
|
|
} else if (north < south) {
|
|
return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
|
|
} else if (north > south) {
|
|
return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
|
|
} else {
|
|
return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
|
|
}
|
|
}
|
|
|
|
|
|
void DrawBridgeMiddle(const TileInfo *ti)
|
|
{
|
|
/* Sectional view of bridge bounding boxes:
|
|
*
|
|
* 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
|
|
* 1 2 3 = empty helper BB
|
|
* 1 7 2 4,5 = pillars under higher bridges
|
|
* 1 6 88888 6 2 6 = elrail-pylons
|
|
* 1 6 88888 6 2 7 = elrail-wire
|
|
* 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
|
|
* 3333333333333 <- BB_Z_SEPARATOR
|
|
* <- unused
|
|
* 4 5 <- BB_HEIGHT_UNDER_BRIDGE
|
|
* 4 5
|
|
* 4 5
|
|
*
|
|
*/
|
|
|
|
/* Z position of the bridge sprites relative to bridge height (downwards) */
|
|
static const int BRIDGE_Z_START = 3;
|
|
|
|
if (!IsBridgeAbove(ti->tile)) return;
|
|
|
|
TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
|
|
TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
|
|
TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
|
|
|
|
Axis axis = GetBridgeAxis(ti->tile);
|
|
BridgePieces piece = CalcBridgePiece(
|
|
GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
|
|
GetTunnelBridgeLength(ti->tile, rampsouth) + 1
|
|
);
|
|
|
|
const PalSpriteID *psid;
|
|
bool drawfarpillar;
|
|
if (transport_type != TRANSPORT_WATER) {
|
|
BridgeType type = GetBridgeType(rampsouth);
|
|
drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
|
|
|
|
uint base_offset;
|
|
if (transport_type == TRANSPORT_RAIL) {
|
|
base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
|
|
} else {
|
|
base_offset = 8;
|
|
}
|
|
|
|
psid = base_offset + GetBridgeSpriteTable(type, piece);
|
|
} else {
|
|
drawfarpillar = true;
|
|
psid = _aqueduct_sprites;
|
|
}
|
|
|
|
if (axis != AXIS_X) psid += 4;
|
|
|
|
int x = ti->x;
|
|
int y = ti->y;
|
|
uint bridge_z = GetBridgeHeight(rampsouth);
|
|
uint z = bridge_z - BRIDGE_Z_START;
|
|
|
|
/* Add a bounding box, that separates the bridge from things below it. */
|
|
AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
|
|
|
|
/* Draw Trambits as SpriteCombine */
|
|
if (transport_type == TRANSPORT_ROAD) StartSpriteCombine();
|
|
|
|
/* Draw floor and far part of bridge*/
|
|
if (!IsInvisibilitySet(TO_BRIDGES)) {
|
|
if (axis == AXIS_X) {
|
|
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
|
|
} else {
|
|
AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
|
|
}
|
|
}
|
|
|
|
psid++;
|
|
|
|
if (transport_type == TRANSPORT_ROAD) {
|
|
RoadTypes rts = GetRoadTypes(rampsouth);
|
|
|
|
if (HasBit(rts, ROADTYPE_TRAM)) {
|
|
/* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
|
|
DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
|
|
} else {
|
|
EndSpriteCombine();
|
|
StartSpriteCombine();
|
|
}
|
|
} else if (transport_type == TRANSPORT_RAIL) {
|
|
if (HasCatenaryDrawn(GetRailType(rampsouth))) {
|
|
DrawCatenaryOnBridge(ti);
|
|
}
|
|
}
|
|
|
|
/* draw roof, the component of the bridge which is logically between the vehicle and the camera */
|
|
if (!IsInvisibilitySet(TO_BRIDGES)) {
|
|
if (axis == AXIS_X) {
|
|
y += 12;
|
|
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
|
|
} else {
|
|
x += 12;
|
|
if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
|
|
}
|
|
}
|
|
|
|
/* Draw TramFront as SpriteCombine */
|
|
if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
|
|
|
|
/* Do not draw anything more if bridges are invisible */
|
|
if (IsInvisibilitySet(TO_BRIDGES)) return;
|
|
|
|
psid++;
|
|
if (ti->z + 5 == z) {
|
|
/* draw poles below for small bridges */
|
|
if (psid->sprite != 0) {
|
|
SpriteID image = psid->sprite;
|
|
SpriteID pal = psid->pal;
|
|
if (IsTransparencySet(TO_BRIDGES)) {
|
|
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
|
|
pal = PALETTE_TO_TRANSPARENT;
|
|
}
|
|
|
|
DrawGroundSpriteAt(image, pal, x, y, z);
|
|
}
|
|
} else if (_settings_client.gui.bridge_pillars) {
|
|
/* draw pillars below for high bridges */
|
|
DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
|
|
}
|
|
}
|
|
|
|
|
|
static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
|
|
{
|
|
uint z;
|
|
Slope tileh = GetTileSlope(tile, &z);
|
|
|
|
x &= 0xF;
|
|
y &= 0xF;
|
|
|
|
if (IsTunnel(tile)) {
|
|
uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
|
|
|
|
/* In the tunnel entrance? */
|
|
if (5 <= pos && pos <= 10) return z;
|
|
} else { // IsBridge(tile)
|
|
DiagDirection dir = GetTunnelBridgeDirection(tile);
|
|
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
|
|
|
|
z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
|
|
|
|
/* On the bridge ramp? */
|
|
if (5 <= pos && pos <= 10) {
|
|
uint delta;
|
|
|
|
if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
|
|
|
|
switch (dir) {
|
|
default: NOT_REACHED();
|
|
case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
|
|
case DIAGDIR_SE: delta = y / 2; break;
|
|
case DIAGDIR_SW: delta = x / 2; break;
|
|
case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
|
|
}
|
|
return z + 1 + delta;
|
|
}
|
|
}
|
|
|
|
return z + GetPartialZ(x, y, tileh);
|
|
}
|
|
|
|
static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
|
|
{
|
|
return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
|
|
}
|
|
|
|
static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
|
|
{
|
|
TransportType tt = GetTunnelBridgeTransportType(tile);
|
|
|
|
if (IsTunnel(tile)) {
|
|
td->str = (tt == TRANSPORT_RAIL) ? STR_TUNNEL_DESCRIPTION_RAILROAD : STR_TUNNEL_DESCRIPTION_ROAD;
|
|
} else { // IsBridge(tile)
|
|
td->str = (tt == TRANSPORT_WATER) ? STR_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
|
|
}
|
|
td->owner[0] = GetTileOwner(tile);
|
|
|
|
Owner road_owner = INVALID_OWNER;
|
|
Owner tram_owner = INVALID_OWNER;
|
|
RoadTypes rts = GetRoadTypes(tile);
|
|
if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
|
|
if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
|
|
|
|
/* Is there a mix of owners? */
|
|
if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
|
|
(road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
|
|
uint i = 1;
|
|
if (road_owner != INVALID_OWNER) {
|
|
td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
|
|
td->owner[i] = road_owner;
|
|
i++;
|
|
}
|
|
if (tram_owner != INVALID_OWNER) {
|
|
td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
|
|
td->owner[i] = tram_owner;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void TileLoop_TunnelBridge(TileIndex tile)
|
|
{
|
|
bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
|
|
switch (_settings_game.game_creation.landscape) {
|
|
case LT_ARCTIC:
|
|
if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
|
|
SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
case LT_TROPIC:
|
|
if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
|
|
SetTunnelBridgeSnowOrDesert(tile, true);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
|
|
{
|
|
TransportType transport_type = GetTunnelBridgeTransportType(tile);
|
|
if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
|
|
|
|
DiagDirection dir = GetTunnelBridgeDirection(tile);
|
|
if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
|
|
return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
|
|
}
|
|
|
|
static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
|
|
{
|
|
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
|
|
/* Update all roadtypes, no matter if they are present */
|
|
if (GetRoadOwner(tile, rt) == old_owner) {
|
|
SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
|
|
}
|
|
}
|
|
|
|
if (!IsTileOwner(tile, old_owner)) return;
|
|
|
|
if (new_owner != INVALID_OWNER) {
|
|
SetTileOwner(tile, new_owner);
|
|
} else {
|
|
if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) {
|
|
/* When clearing the bridge/tunnel failed there are still vehicles on/in
|
|
* the bridge/tunnel. As all *our* vehicles are already removed, they
|
|
* must be of another owner. Therefore this can't be rail tunnel/bridge.
|
|
* In that case we can safely reassign the ownership to OWNER_NONE. */
|
|
assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
|
|
SetTileOwner(tile, OWNER_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static const byte _tunnel_fractcoord_1[4] = {0x8E, 0x18, 0x81, 0xE8};
|
|
static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
|
|
static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
|
|
static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
|
|
|
|
/** Get the trackdir of the exit of a tunnel */
|
|
static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
|
|
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
|
|
};
|
|
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
|
|
|
|
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
|
|
static const byte _tunnel_fractcoord_5[4] = {0x92, 0x89, 0x58, 0x25};
|
|
static const byte _tunnel_fractcoord_6[4] = {0x92, 0x89, 0x56, 0x45};
|
|
static const byte _tunnel_fractcoord_7[4] = {0x52, 0x85, 0x96, 0x49};
|
|
|
|
static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
|
|
{
|
|
int z = GetSlopeZ(x, y) - v->z_pos;
|
|
|
|
if (abs(z) > 2) return VETSB_CANNOT_ENTER;
|
|
const DiagDirection dir = GetTunnelBridgeDirection(tile);
|
|
|
|
if (IsTunnel(tile)) {
|
|
byte fc;
|
|
DiagDirection vdir;
|
|
|
|
if (v->type == VEH_TRAIN) {
|
|
Train *t = Train::From(v);
|
|
fc = (x & 0xF) + (y << 4);
|
|
|
|
vdir = DirToDiagDir(t->direction);
|
|
|
|
if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
|
|
if (t->IsFrontEngine() && fc == _tunnel_fractcoord_1[dir]) {
|
|
if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
|
|
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
|
|
}
|
|
return VETSB_CONTINUE;
|
|
}
|
|
if (fc == _tunnel_fractcoord_2[dir]) {
|
|
t->tile = tile;
|
|
t->track = TRACK_BIT_WORMHOLE;
|
|
t->vehstatus |= VS_HIDDEN;
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
}
|
|
|
|
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
|
|
/* We're at the tunnel exit ?? */
|
|
t->tile = tile;
|
|
t->track = (TrackBits)_exit_tunnel_track[dir];
|
|
assert(t->track);
|
|
t->vehstatus &= ~VS_HIDDEN;
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
} else if (v->type == VEH_ROAD) {
|
|
RoadVehicle *rv = RoadVehicle::From(v);
|
|
fc = (x & 0xF) + (y << 4);
|
|
vdir = DirToDiagDir(v->direction);
|
|
|
|
/* Enter tunnel? */
|
|
if (rv->state != RVSB_WORMHOLE && dir == vdir) {
|
|
if (fc == _tunnel_fractcoord_4[dir] ||
|
|
fc == _tunnel_fractcoord_5[dir]) {
|
|
rv->tile = tile;
|
|
rv->state = RVSB_WORMHOLE;
|
|
rv->vehstatus |= VS_HIDDEN;
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
} else {
|
|
return VETSB_CONTINUE;
|
|
}
|
|
}
|
|
|
|
if (dir == ReverseDiagDir(vdir) && (
|
|
/* We're at the tunnel exit ?? */
|
|
fc == _tunnel_fractcoord_6[dir] ||
|
|
fc == _tunnel_fractcoord_7[dir]
|
|
) &&
|
|
z == 0) {
|
|
rv->tile = tile;
|
|
rv->state = _road_exit_tunnel_state[dir];
|
|
rv->frame = _road_exit_tunnel_frame[dir];
|
|
rv->vehstatus &= ~VS_HIDDEN;
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
}
|
|
} else { // IsBridge(tile)
|
|
|
|
if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
|
|
/* modify speed of vehicle */
|
|
uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
|
|
|
|
if (v->type == VEH_ROAD) spd *= 2;
|
|
if (v->cur_speed > spd) v->cur_speed = spd;
|
|
}
|
|
|
|
if (DirToDiagDir(v->direction) == dir) {
|
|
switch (dir) {
|
|
default: NOT_REACHED();
|
|
case DIAGDIR_NE: if ((x & 0xF) != 0) return VETSB_CONTINUE; break;
|
|
case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
|
|
case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
|
|
case DIAGDIR_NW: if ((y & 0xF) != 0) return VETSB_CONTINUE; break;
|
|
}
|
|
switch (v->type) {
|
|
case VEH_TRAIN: {
|
|
Train *t = Train::From(v);
|
|
t->track = TRACK_BIT_WORMHOLE;
|
|
ClrBit(t->flags, VRF_GOINGUP);
|
|
ClrBit(t->flags, VRF_GOINGDOWN);
|
|
} break;
|
|
|
|
case VEH_ROAD:
|
|
RoadVehicle::From(v)->state = RVSB_WORMHOLE;
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
Ship::From(v)->state = TRACK_BIT_WORMHOLE;
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
|
|
v->tile = tile;
|
|
switch (v->type) {
|
|
case VEH_TRAIN: {
|
|
Train *t = Train::From(v);
|
|
if (t->track == TRACK_BIT_WORMHOLE) {
|
|
t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
} break;
|
|
|
|
case VEH_ROAD: {
|
|
RoadVehicle *rv = RoadVehicle::From(v);
|
|
if (rv->state == RVSB_WORMHOLE) {
|
|
rv->state = _road_exit_tunnel_state[dir];
|
|
rv->frame = 0;
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
} break;
|
|
|
|
case VEH_SHIP: {
|
|
Ship *ship = Ship::From(v);
|
|
if (ship->state == TRACK_BIT_WORMHOLE) {
|
|
ship->state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
|
|
return VETSB_ENTERED_WORMHOLE;
|
|
}
|
|
} break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
}
|
|
return VETSB_CONTINUE;
|
|
}
|
|
|
|
static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
|
|
{
|
|
if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
|
|
DiagDirection direction = GetTunnelBridgeDirection(tile);
|
|
Axis axis = DiagDirToAxis(direction);
|
|
CommandCost res;
|
|
uint z_old;
|
|
Slope tileh_old = GetTileSlope(tile, &z_old);
|
|
|
|
/* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
|
|
if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
|
|
CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
|
|
res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
|
|
} else {
|
|
CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
|
|
res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
|
|
}
|
|
|
|
/* Surface slope is valid and remains unchanged? */
|
|
if (!CmdFailed(res) && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
|
|
}
|
|
|
|
return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
}
|
|
|
|
extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
|
|
DrawTile_TunnelBridge, // draw_tile_proc
|
|
GetSlopeZ_TunnelBridge, // get_slope_z_proc
|
|
ClearTile_TunnelBridge, // clear_tile_proc
|
|
NULL, // add_accepted_cargo_proc
|
|
GetTileDesc_TunnelBridge, // get_tile_desc_proc
|
|
GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
|
|
NULL, // click_tile_proc
|
|
NULL, // animate_tile_proc
|
|
TileLoop_TunnelBridge, // tile_loop_clear
|
|
ChangeTileOwner_TunnelBridge, // change_tile_owner_clear
|
|
NULL, // add_produced_cargo_proc
|
|
VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
|
|
GetFoundation_TunnelBridge, // get_foundation_proc
|
|
TerraformTile_TunnelBridge, // terraform_tile_proc
|
|
};
|