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https://github.com/JGRennison/OpenTTD-patches.git
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1429 lines
42 KiB
C
1429 lines
42 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 "bridge_map.h"
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#include "rail_map.h"
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#include "road_map.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 "tunnel_map.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 "variables.h"
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#include "bridge.h"
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#include "train.h"
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#include "water_map.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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Bridge _bridge[MAX_BRIDGES];
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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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/** 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(Axis 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 == AXIS_X ? 0x1001 : 0x201) & (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 == AXIS_X ? 0x9 : 0x41) & (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 != (direction != AXIS_X)) ||
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(tileh == 4 && is_start_tile == (direction != AXIS_X))) {
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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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TransportType transport;
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RailType railtype;
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int sx,sy;
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TileIndex tile_start;
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TileIndex tile_end;
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uint tileh_start;
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uint 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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uint odd_middle_part;
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Axis 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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if (p1 >= MapSize()) return CMD_ERROR;
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// type of bridge
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if (HASBIT(p2, 15)) {
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railtype = 0;
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transport = TRANSPORT_ROAD;
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} else {
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if (!ValParamRailtype(GB(p2, 8, 8))) return CMD_ERROR;
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railtype = GB(p2, 8, 8);
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transport = TRANSPORT_RAIL;
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}
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sx = TileX(p1) * 16;
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sy = TileY(p1) * 16;
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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 = AXIS_Y;
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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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direction = AXIS_X;
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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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tile_start = TileVirtXY(x, y);
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tile_end = TileVirtXY(sx, sy);
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if ((IsTileType(tile_start, MP_WATER) && _m[tile_start].m5 == 0) ||
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(IsTileType(tile_end, MP_WATER) && _m[tile_end].m5 == 0)) {
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return_cmd_error(STR_02A0_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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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh_start)) {
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z_start += 8;
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tileh_start = 0;
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}
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if (BRIDGE_FULL_LEVELED_FOUNDATION & (1 << tileh_end)) {
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z_end += 8;
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tileh_end = 0;
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}
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if (z_start != z_end) 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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ret = DoCommandByTile(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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// true - bridge-start-tile, false - bridge-end-tile
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terraformcost = CheckBridgeSlope(direction, tileh_start, true);
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if (CmdFailed(terraformcost) || (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(tile_end, 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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// false - end tile slope check
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terraformcost = CheckBridgeSlope(direction, tileh_end, false);
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if (CmdFailed(terraformcost) || (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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DiagDirection dir = AxisToDiagDir(direction);
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if (transport == TRANSPORT_RAIL) {
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MakeRailBridgeRamp(tile_start, _current_player, bridge_type, dir, railtype);
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MakeRailBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir), railtype);
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} else {
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MakeRoadBridgeRamp(tile_start, _current_player, bridge_type, dir);
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MakeRoadBridgeRamp(tile_end, _current_player, bridge_type, ReverseDiagDir(dir));
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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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// 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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tile = tile_start;
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delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
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for (i = 0; i != bridge_len; i++) {
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TransportType transport_under;
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Owner owner_under = OWNER_NONE;
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RailType rail_under = INVALID_RAILTYPE;
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uint z;
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tile += delta;
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if (GetTileSlope(tile, &z) != 0 && z >= z_start) {
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return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
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}
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switch (GetTileType(tile)) {
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case MP_WATER:
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if (!EnsureNoVehicle(tile)) return_cmd_error(STR_980E_SHIP_IN_THE_WAY);
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if (_m[tile].m5 > 1) goto not_valid_below;
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transport_under = TRANSPORT_WATER;
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break;
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case MP_RAILWAY:
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if (GetRailTileType(tile) != RAIL_TYPE_NORMAL ||
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GetTrackBits(tile) != (direction == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X)) {
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goto not_valid_below;
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}
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transport_under = TRANSPORT_RAIL;
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owner_under = GetTileOwner(tile);
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rail_under = GetRailType(tile);
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break;
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case MP_STREET:
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if (GetRoadType(tile) != ROAD_NORMAL ||
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GetRoadBits(tile) != (direction == AXIS_X ? ROAD_Y : ROAD_X)) {
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goto not_valid_below;
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}
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transport_under = TRANSPORT_ROAD;
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owner_under = GetTileOwner(tile);
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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 = DoCommandByTile(tile, 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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transport_under = INVALID_TRANSPORT;
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break;
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}
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if (flags & DC_EXEC) {
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uint piece;
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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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piece = 0;
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} else if (i == bridge_len - 1) { // last tile
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piece = 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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piece = 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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piece = 2 + ((i % 2 == 0) ^ (i > odd_middle_part));
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}
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if (transport == TRANSPORT_RAIL) {
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MakeRailBridgeMiddle(tile, bridge_type, piece, direction, railtype);
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} else {
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MakeRoadBridgeMiddle(tile, bridge_type, piece, direction);
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}
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switch (transport_under) {
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case TRANSPORT_RAIL: SetRailUnderBridge(tile, owner_under, rail_under); break;
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case TRANSPORT_ROAD: SetRoadUnderBridge(tile, owner_under); break;
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case TRANSPORT_WATER: SetWaterUnderBridge(tile); break;
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default: SetClearUnderBridge(tile); break;
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}
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MarkTileDirtyByTile(tile);
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}
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}
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SetSignalsOnBothDir(tile_start, direction == AXIS_X ? TRACK_X : TRACK_Y);
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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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/** Build Tunnel.
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* @param x,y start tile coord of tunnel
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* @param p1 railtype, 0x200 for road tunnel
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* @param p2 unused
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*/
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int32 CmdBuildTunnel(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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TileIndexDiff delta;
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TileIndex start_tile;
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TileIndex end_tile;
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DiagDirection direction;
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uint start_tileh;
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uint end_tileh;
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uint start_z;
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uint end_z;
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int32 cost;
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int32 ret;
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_build_tunnel_endtile = 0;
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if (p1 != 0x200 && !ValParamRailtype(p1)) return CMD_ERROR;
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start_tile = TileVirtXY(x, y);
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start_tileh = GetTileSlope(start_tile, &start_z);
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switch (start_tileh) {
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case 3: direction = DIAGDIR_SW; break;
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case 6: direction = DIAGDIR_SE; break;
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case 9: direction = DIAGDIR_NW; break;
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case 12: direction = DIAGDIR_NE; break;
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|
default: return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
|
|
}
|
|
|
|
ret = DoCommandByTile(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(ret)) return ret;
|
|
cost = _price.build_tunnel + ret;
|
|
|
|
delta = TileOffsByDir(direction);
|
|
end_tile = start_tile;
|
|
for (;;) {
|
|
end_tile += delta;
|
|
end_tileh = GetTileSlope(end_tile, &end_z);
|
|
|
|
if (start_z == end_z) break;
|
|
|
|
if (!_cheats.crossing_tunnels.value && IsTunnelInWay(end_tile, start_z)) {
|
|
return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
|
|
}
|
|
|
|
cost += _price.build_tunnel;
|
|
cost += cost >> 3;
|
|
if (cost >= 400000000) cost = 400000000;
|
|
}
|
|
|
|
// if the command fails from here on we want the end tile to be highlighted
|
|
_build_tunnel_endtile = end_tile;
|
|
|
|
// slope of end tile must be complementary to the slope of the start tile
|
|
if (end_tileh != (15 ^ start_tileh)) {
|
|
ret = DoCommandByTile(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
|
|
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
|
|
} else {
|
|
ret = DoCommandByTile(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
|
|
if (CmdFailed(ret)) return ret;
|
|
}
|
|
cost += _price.build_tunnel + ret;
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (GB(p1, 9, 1) == TRANSPORT_RAIL) {
|
|
MakeRailTunnel(start_tile, _current_player, direction, GB(p1, 0, 4));
|
|
MakeRailTunnel(end_tile, _current_player, ReverseDiagDir(direction), GB(p1, 0, 4));
|
|
} else {
|
|
MakeRoadTunnel(start_tile, _current_player, direction);
|
|
MakeRoadTunnel(end_tile, _current_player, ReverseDiagDir(direction));
|
|
}
|
|
|
|
if (GB(p1, 9, 1) == 0) UpdateSignalsOnSegment(start_tile, direction);
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
TileIndex CheckTunnelBusy(TileIndex tile, uint *length)
|
|
{
|
|
uint z = GetTileZ(tile);
|
|
DiagDirection dir = GetTunnelDirection(tile);
|
|
TileIndexDiff delta = TileOffsByDir(dir);
|
|
uint len = 0;
|
|
TileIndex starttile = tile;
|
|
Vehicle *v;
|
|
|
|
do {
|
|
tile += delta;
|
|
len++;
|
|
} while (
|
|
!IsTunnelTile(tile) ||
|
|
ReverseDiagDir(GetTunnelDirection(tile)) != dir ||
|
|
GetTileZ(tile) != z
|
|
);
|
|
|
|
v = FindVehicleBetween(starttile, tile, z);
|
|
if (v != NULL) {
|
|
_error_message = v->type == VEH_Train ?
|
|
STR_5000_TRAIN_IN_TUNNEL : STR_5001_ROAD_VEHICLE_IN_TUNNEL;
|
|
return INVALID_TILE;
|
|
}
|
|
|
|
if (length != NULL) *length = len;
|
|
return tile;
|
|
}
|
|
|
|
static int32 DoClearTunnel(TileIndex tile, uint32 flags)
|
|
{
|
|
Town *t;
|
|
TileIndex endtile;
|
|
uint length;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
// in scenario editor you can always destroy tunnels
|
|
if (_game_mode != GM_EDITOR && !CheckTileOwnership(tile)) {
|
|
if (!(_patches.extra_dynamite || _cheats.magic_bulldozer.value) || !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(flags, t, TUNNELBRIDGE_REMOVE)) {
|
|
SetDParam(0, t->index);
|
|
return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
|
|
}
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
// We first need to request the direction before calling DoClearSquare
|
|
// else the direction is always 0.. dah!! ;)
|
|
DiagDirection dir = GetTunnelDirection(tile);
|
|
|
|
// Adjust the town's player rating. Do this before removing the tile owner info.
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
|
|
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
UpdateSignalsOnSegment(tile, ReverseDiagDir(dir));
|
|
UpdateSignalsOnSegment(endtile, dir);
|
|
}
|
|
return _price.clear_tunnel * (length + 1);
|
|
}
|
|
|
|
|
|
static int32 DoClearBridge(TileIndex tile, uint32 flags)
|
|
{
|
|
DiagDirection direction;
|
|
TileIndexDiff delta;
|
|
TileIndex endtile;
|
|
Vehicle *v;
|
|
Town *t;
|
|
|
|
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
|
|
|
|
if (IsBridgeMiddle(tile)) {
|
|
if (IsTransportUnderBridge(tile)) {
|
|
/* delete transport route under the bridge */
|
|
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;
|
|
|
|
if (GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
|
|
cost = _price.remove_rail;
|
|
} else {
|
|
cost = _price.remove_road * 2;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
SetClearUnderBridge(tile);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return cost;
|
|
} else if (IsWaterUnderBridge(tile) && TilePixelHeight(tile) != 0) {
|
|
/* delete canal under bridge */
|
|
|
|
// check for vehicles under bridge
|
|
if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
SetClearUnderBridge(tile);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return _price.clear_water;
|
|
}
|
|
|
|
tile = GetSouthernBridgeEnd(tile);
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
endtile = GetOtherBridgeEnd(tile);
|
|
|
|
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) return CMD_ERROR;
|
|
|
|
direction = GetBridgeRampDirection(tile);
|
|
delta = TileOffsByDir(direction);
|
|
|
|
/* 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
|
|
*/
|
|
/* Bridges on slopes might have their Z-value offset..correct this */
|
|
v = FindVehicleBetween(
|
|
tile + delta,
|
|
endtile - delta,
|
|
TilePixelHeight(tile) + 8 + GetCorrectTileHeight(tile)
|
|
);
|
|
if (v != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
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(flags, t, TUNNELBRIDGE_REMOVE)) return CMD_ERROR;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
TileIndex c;
|
|
|
|
//checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
|
|
// you have a "Poor" (0) town rating
|
|
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
|
|
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
|
|
|
|
DoClearSquare(tile);
|
|
DoClearSquare(endtile);
|
|
for (c = tile + delta; c != endtile; c += delta) {
|
|
if (IsTransportUnderBridge(c)) {
|
|
if (GetTransportTypeUnderBridge(c) == TRANSPORT_RAIL) {
|
|
MakeRailNormal(c, GetTileOwner(c), GetRailBitsUnderBridge(c), GetRailType(c));
|
|
} else {
|
|
uint town = IsTileOwner(c, OWNER_TOWN) ? ClosestTownFromTile(c, (uint)-1)->index : 0;
|
|
MakeRoadNormal(c, GetTileOwner(c), GetRoadBitsUnderBridge(c), town);
|
|
}
|
|
MarkTileDirtyByTile(c);
|
|
} else {
|
|
if (IsClearUnderBridge(c)) {
|
|
DoClearSquare(c);
|
|
} else {
|
|
if (GetTileSlope(c, NULL) == 0) {
|
|
MakeWater(c);
|
|
} else {
|
|
MakeShore(c);
|
|
}
|
|
MarkTileDirtyByTile(c);
|
|
}
|
|
}
|
|
}
|
|
|
|
UpdateSignalsOnSegment(tile, ReverseDiagDir(direction));
|
|
UpdateSignalsOnSegment(endtile, direction);
|
|
}
|
|
|
|
return (DistanceManhattan(tile, endtile) + 1) * _price.clear_bridge;
|
|
}
|
|
|
|
static int32 ClearTile_TunnelBridge(TileIndex tile, byte flags)
|
|
{
|
|
if (IsTunnel(tile)) {
|
|
if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
|
|
return DoClearTunnel(tile, flags);
|
|
} else if (IsBridge(tile)) { // XXX Is this necessary?
|
|
if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
|
|
return DoClearBridge(tile, flags);
|
|
}
|
|
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
int32 DoConvertTunnelBridgeRail(TileIndex tile, uint totype, bool exec)
|
|
{
|
|
TileIndex endtile;
|
|
uint length;
|
|
Vehicle *v;
|
|
|
|
if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_RAIL) {
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
if (GetRailType(tile) == totype) return CMD_ERROR;
|
|
|
|
endtile = CheckTunnelBusy(tile, &length);
|
|
if (endtile == INVALID_TILE) return CMD_ERROR;
|
|
|
|
if (exec) {
|
|
SetRailType(tile, totype);
|
|
SetRailType(endtile, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
MarkTileDirtyByTile(endtile);
|
|
}
|
|
return (length + 1) * (_price.build_rail >> 1);
|
|
} else if (IsBridge(tile) &&
|
|
IsBridgeMiddle(tile) &&
|
|
IsTransportUnderBridge(tile) &&
|
|
GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
|
|
// only check for train under bridge
|
|
if (!CheckTileOwnership(tile) || !EnsureNoVehicleZ(tile, TilePixelHeight(tile)))
|
|
return CMD_ERROR;
|
|
|
|
if (GetRailType(tile) == totype) return CMD_ERROR;
|
|
|
|
if (exec) {
|
|
SetRailType(tile, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
return _price.build_rail >> 1;
|
|
} else if (IsBridge(tile) && IsBridgeRamp(tile) && GetBridgeTransportType(tile) == TRANSPORT_RAIL) {
|
|
TileIndexDiff delta;
|
|
int32 cost;
|
|
uint z = TilePixelHeight(tile);
|
|
|
|
z += 8;
|
|
|
|
if (!CheckTileOwnership(tile)) return CMD_ERROR;
|
|
|
|
endtile = GetOtherBridgeEnd(tile);
|
|
// Make sure there's no vehicle on the bridge
|
|
v = FindVehicleBetween(tile, endtile, z);
|
|
if (v != NULL) {
|
|
VehicleInTheWayErrMsg(v);
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (!EnsureNoVehicle(tile) || !EnsureNoVehicle(endtile)) {
|
|
_error_message = STR_8803_TRAIN_IN_THE_WAY;
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (GetRailType(tile) == totype) return CMD_ERROR;
|
|
|
|
if (exec) {
|
|
SetRailType(tile, totype);
|
|
SetRailType(endtile, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
MarkTileDirtyByTile(endtile);
|
|
}
|
|
cost = 2 * (_price.build_rail >> 1);
|
|
delta = TileOffsByDir(GetBridgeRampDirection(tile));
|
|
for (tile += delta; tile != endtile; tile += delta) {
|
|
if (exec) {
|
|
SetRailTypeOnBridge(tile, totype);
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
cost += _price.build_rail >> 1;
|
|
}
|
|
|
|
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)
|
|
{
|
|
TileIndex tile = GetSouthernBridgeEnd(ti->tile);
|
|
|
|
/* 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)
|
|
{
|
|
Axis axis = GetBridgeAxis(ti->tile);
|
|
const PalSpriteID *b;
|
|
PalSpriteID image;
|
|
int piece;
|
|
|
|
b = _bridge_poles_table[GetBridgeType(ti->tile)];
|
|
|
|
// Draw first piece
|
|
// (necessary for cantilever bridges)
|
|
|
|
image = b[axis == AXIS_X ? 12 : 13];
|
|
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[piece + (axis == AXIS_X ? 0 : 6)];
|
|
|
|
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 + (axis == AXIS_X ? 0 : 1)];
|
|
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) {
|
|
// front facing pillar
|
|
AddSortableSpriteToDraw(image, x,y, p[4], p[5], 0x28, z);
|
|
}
|
|
if (z >= back_height && z < i - 8) {
|
|
// back facing pillar
|
|
AddSortableSpriteToDraw(image, x - p[6], y - p[7], p[4], p[5], 0x28, z);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
uint GetBridgeFoundation(uint tileh, Axis axis)
|
|
{
|
|
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)
|
|
) && (
|
|
axis == AXIS_X ||
|
|
(i++, axis == AXIS_Y)
|
|
)) {
|
|
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;
|
|
|
|
if (IsTunnel(ti->tile)) {
|
|
if (GetTunnelTransportType(ti->tile) == TRANSPORT_RAIL) {
|
|
image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
|
|
} else {
|
|
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
|
|
}
|
|
|
|
if (ice) image += 32;
|
|
|
|
image += GetTunnelDirection(ti->tile) * 2;
|
|
DrawGroundSprite(image);
|
|
|
|
AddSortableSpriteToDraw(image+1, ti->x + 15, ti->y + 15, 1, 1, 8, (byte)ti->z);
|
|
} else if (IsBridge(ti->tile)) { // XXX is this necessary?
|
|
int base_offset;
|
|
|
|
if (GetBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
|
|
RailType rt;
|
|
|
|
if (IsBridgeRamp(ti->tile)) {
|
|
rt = GetRailType(ti->tile);
|
|
} else {
|
|
rt = GetRailTypeOnBridge(ti->tile);
|
|
}
|
|
|
|
base_offset = GetRailTypeInfo(rt)->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);
|
|
|
|
if (IsBridgeRamp(ti->tile)) {
|
|
if (!(BRIDGE_NO_FOUNDATION & (1 << ti->tileh))) { // no foundations for 0, 3, 6, 9, 12
|
|
int f = GetBridgeFoundation(ti->tileh, DiagDirToAxis(GetBridgeRampDirection(ti->tile)));
|
|
if (f) DrawFoundation(ti, f);
|
|
}
|
|
|
|
// HACK Wizardry to convert the bridge ramp direction into a sprite offset
|
|
base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4;
|
|
|
|
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.
|
|
Axis axis = GetBridgeAxis(ti->tile);
|
|
uint z;
|
|
int x,y;
|
|
|
|
if (IsTransportUnderBridge(ti->tile)) {
|
|
// draw foundation?
|
|
if (ti->tileh) {
|
|
int f = _bridge_foundations[axis][ti->tileh];
|
|
if (f) DrawFoundation(ti, f);
|
|
}
|
|
|
|
if (GetTransportTypeUnderBridge(ti->tile) == TRANSPORT_RAIL) {
|
|
const RailtypeInfo* rti = GetRailTypeInfo(GetRailType(ti->tile));
|
|
|
|
if (ti->tileh == 0) {
|
|
image = (axis == AXIS_X ? SPR_RAIL_TRACK_Y : SPR_RAIL_TRACK_X);
|
|
} else {
|
|
image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
|
|
}
|
|
image += rti->total_offset;
|
|
if (ice) image += rti->snow_offset;
|
|
} else {
|
|
if (ti->tileh == 0) {
|
|
image = (axis == AXIS_X ? SPR_ROAD_Y : SPR_ROAD_X);
|
|
} else {
|
|
image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
|
|
}
|
|
if (ice) image += 19;
|
|
}
|
|
DrawGroundSprite(image);
|
|
} else {
|
|
if (IsClearUnderBridge(ti->tile)) {
|
|
image = (ice ? SPR_FLAT_SNOWY_TILE : SPR_FLAT_GRASS_TILE);
|
|
DrawGroundSprite(image + _tileh_to_sprite[ti->tileh]);
|
|
} else {
|
|
if (ti->tileh == 0) {
|
|
DrawGroundSprite(SPR_FLAT_WATER_TILE);
|
|
if (ti->z != 0) DrawCanalWater(ti->tile);
|
|
} else {
|
|
DrawGroundSprite(_water_shore_sprites[ti->tileh]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (axis != AXIS_X) 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);
|
|
if (axis == AXIS_X) {
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, 16, 11, 1, z);
|
|
} else {
|
|
AddSortableSpriteToDraw(image, ti->x, ti->y, 11, 16, 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 (axis == AXIS_X) {
|
|
y += 12;
|
|
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 16, 1, 0x28, z);
|
|
} else {
|
|
x += 12;
|
|
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, x, y, 1, 16, 0x28, z);
|
|
}
|
|
|
|
if (ti->z + 5 == z) {
|
|
// draw poles below for small bridges
|
|
image = b[2];
|
|
if (image != 0) {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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); // XXX bogus: it could be a tunnel, bridge ramp or bridge middle tile
|
|
|
|
// to the side of the tunnel/bridge?
|
|
if (IS_INT_INSIDE(y, 5, 10+1)) {
|
|
if (IsTunnel(ti->tile)) return z;
|
|
|
|
// bridge?
|
|
if (IsBridge(ti->tile)) {
|
|
if (IsBridgeRamp(ti->tile)) {
|
|
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);
|
|
}
|
|
} 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 (IsTransportUnderBridge(ti->tile)) {
|
|
uint f = _bridge_foundations[GetBridgeAxis(ti->tile)][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 (IsBridge(ti->tile) && IsBridgeMiddle(ti->tile) && IsTransportUnderBridge(ti->tile)) {
|
|
uint f;
|
|
if (tileh != 0) z += 8;
|
|
f = _bridge_foundations[GetBridgeAxis(ti->tile)][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 (IsTunnel(tile)) {
|
|
td->str = (GetTunnelTransportType(tile) == TRANSPORT_RAIL) ?
|
|
STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
|
|
} else {
|
|
td->str = _bridge_tile_str[GetBridgeTransportType(tile) << 4 | GetBridgeType(tile)];
|
|
|
|
// the owner is stored at the end of the bridge
|
|
if (IsBridgeMiddle(tile)) tile = GetSouthernBridgeEnd(tile);
|
|
}
|
|
td->owner = GetTileOwner(tile);
|
|
}
|
|
|
|
|
|
static void AnimateTile_TunnelBridge(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
static void TileLoop_TunnelBridge(TileIndex tile)
|
|
{
|
|
switch (_opt.landscape) {
|
|
case 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);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LT_DESERT:
|
|
if (GetMapExtraBits(tile) == 1 && !(_m[tile].m4 & 0x80)) {
|
|
_m[tile].m4 |= 0x80;
|
|
MarkTileDirtyByTile(tile);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (IsBridge(tile) && IsBridgeMiddle(tile) && IsWaterUnderBridge(tile)) {
|
|
TileLoop_Water(tile);
|
|
}
|
|
}
|
|
|
|
static void ClickTile_TunnelBridge(TileIndex tile)
|
|
{
|
|
/* not used */
|
|
}
|
|
|
|
|
|
static uint32 GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode)
|
|
{
|
|
uint32 result;
|
|
|
|
if (IsTunnel(tile)) {
|
|
if (GetTunnelTransportType(tile) == mode) {
|
|
return DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? 0x101 : 0x202;
|
|
}
|
|
} else if (IsBridge(tile)) { // XXX is this necessary?
|
|
/* This is a bridge */
|
|
result = 0;
|
|
if (GetBridgeTransportType(tile) == mode) {
|
|
/* Transport over the bridge is compatible */
|
|
result = (GetBridgeAxis(tile) == AXIS_X ? 0x101 : 0x202);
|
|
}
|
|
if (IsBridgeMiddle(tile)) {
|
|
/* Bridge middle part */
|
|
if (IsTransportUnderBridge(tile)) {
|
|
if (GetTransportTypeUnderBridge(tile) != mode) return result;
|
|
} else {
|
|
if (IsClearUnderBridge(tile)) {
|
|
return result;
|
|
} else {
|
|
if (mode != TRANSPORT_WATER) 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 ^= (GetBridgeAxis(tile) == AXIS_X ? 0x202 : 0x101);
|
|
}
|
|
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 (IsBridge(tile) && IsBridgeMiddle(tile) && IsTransportUnderBridge(tile)) {
|
|
// the stuff BELOW the middle part is owned by the deleted player.
|
|
if (GetTransportTypeUnderBridge(tile) == TRANSPORT_RAIL) {
|
|
SetClearUnderBridge(tile);
|
|
} else {
|
|
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)
|
|
{
|
|
if (IsTunnel(tile)) {
|
|
int z = GetSlopeZ(x, y) - v->z_pos;
|
|
byte fc;
|
|
DiagDirection dir;
|
|
DiagDirection vdir;
|
|
|
|
if (myabs(z) > 2) return 8;
|
|
|
|
if (v->type == VEH_Train) {
|
|
fc = (x & 0xF) + (y << 4);
|
|
|
|
dir = GetTunnelDirection(tile);
|
|
vdir = DirToDiagDir(v->direction);
|
|
|
|
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]) {
|
|
v->tile = tile;
|
|
v->u.rail.track = 0x40;
|
|
v->vehstatus |= VS_HIDDEN;
|
|
return 4;
|
|
}
|
|
}
|
|
|
|
if (dir == ReverseDiagDir(vdir) && 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 = GetTunnelDirection(tile);
|
|
vdir = DirToDiagDir(v->direction);
|
|
|
|
// 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 == ReverseDiagDir(vdir) && (
|
|
/* We're at the tunnel exit ?? */
|
|
fc == _tunnel_fractcoord_6[dir] ||
|
|
fc == _tunnel_fractcoord_7[dir]
|
|
) &&
|
|
z == 0) {
|
|
v->tile = tile;
|
|
v->u.road.state = _road_exit_tunnel_state[dir];
|
|
v->u.road.frame = _road_exit_tunnel_frame[dir];
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
return 4;
|
|
}
|
|
}
|
|
} else if (IsBridge(tile)) { // XXX is this necessary?
|
|
if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
|
|
uint h;
|
|
|
|
// Compensate for possible foundation
|
|
if (GetTileSlope(tile, &h) != 0) h += 8;
|
|
if (IsBridgeRamp(tile) ||
|
|
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 (v->cur_speed > spd) 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 (IsTunnelTile(tile) && GetTileZ(tile) == z) break;
|
|
}
|
|
return tile;
|
|
}
|
|
|
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const TileTypeProcs _tile_type_tunnelbridge_procs = {
|
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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 */
|
|
};
|