2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
9 * @file tunnelbridge_cmd.cpp
10 * This file deals with tunnels and bridges (non-gui stuff)
11 * @todo separate this file into two
15 #include "newgrf_object.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
22 #include "pathfinder/yapf/yapf_cache.h"
23 #include "pathfinder/water_regions.h"
24 #include "newgrf_sound.h"
25 #include "autoslope.h"
26 #include "tunnelbridge_map.h"
27 #include "strings_func.h"
28 #include "timer/timer_game_calendar.h"
29 #include "clear_func.h"
30 #include "vehicle_func.h"
31 #include "sound_func.h"
32 #include "tunnelbridge.h"
33 #include "cheat_type.h"
34 #include "elrail_func.h"
36 #include "company_base.h"
37 #include "newgrf_railtype.h"
38 #include "newgrf_roadtype.h"
39 #include "object_base.h"
41 #include "company_gui.h"
42 #include "station_func.h"
43 #include "tunnelbridge_cmd.h"
44 #include "landscape_cmd.h"
45 #include "terraform_cmd.h"
47 #include "table/strings.h"
48 #include "table/bridge_land.h"
50 #include "safeguards.h"
52 BridgeSpec _bridge
[MAX_BRIDGES
]; ///< The specification of all bridges.
53 TileIndex _build_tunnel_endtile
; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
55 /** Z position of the bridge sprites relative to bridge height (downwards) */
56 static const int BRIDGE_Z_START
= 3;
60 * Mark bridge tiles dirty.
61 * Note: The bridge does not need to exist, everything is passed via parameters.
62 * @param begin Start tile.
63 * @param end End tile.
64 * @param direction Direction from \a begin to \a end.
65 * @param bridge_height Bridge height level.
67 void MarkBridgeDirty(TileIndex begin
, TileIndex end
, DiagDirection direction
, uint bridge_height
)
69 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
70 for (TileIndex t
= begin
; t
!= end
; t
+= delta
) {
71 MarkTileDirtyByTile(t
, bridge_height
- TileHeight(t
));
73 MarkTileDirtyByTile(end
);
77 * Mark bridge tiles dirty.
78 * @param tile Bridge head.
80 void MarkBridgeDirty(TileIndex tile
)
82 MarkBridgeDirty(tile
, GetOtherTunnelBridgeEnd(tile
), GetTunnelBridgeDirection(tile
), GetBridgeHeight(tile
));
85 /** Reset the data been eventually changed by the grf loaded. */
88 /* First, free sprite table data */
89 for (BridgeType i
= 0; i
< MAX_BRIDGES
; i
++) {
90 if (_bridge
[i
].sprite_table
!= nullptr) {
91 for (BridgePieces j
= BRIDGE_PIECE_NORTH
; j
< BRIDGE_PIECE_INVALID
; j
++) free(_bridge
[i
].sprite_table
[j
]);
92 free(_bridge
[i
].sprite_table
);
96 /* Then, wipe out current bridges */
97 memset(&_bridge
, 0, sizeof(_bridge
));
98 /* And finally, reinstall default data */
99 memcpy(&_bridge
, &_orig_bridge
, sizeof(_orig_bridge
));
103 * Calculate the price factor for building a long bridge.
104 * 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,
105 * @param length Length of the bridge.
106 * @return Price factor for the bridge.
108 int CalcBridgeLenCostFactor(int length
)
110 if (length
< 2) return length
;
114 for (int delta
= 1;; delta
++) {
115 for (int count
= 0; count
< delta
; count
++) {
116 if (length
== 0) return sum
;
124 * Get the foundation for a bridge.
125 * @param tileh The slope to build the bridge on.
126 * @param axis The axis of the bridge entrance.
127 * @return The foundation required.
129 Foundation
GetBridgeFoundation(Slope tileh
, Axis axis
)
131 if (tileh
== SLOPE_FLAT
||
132 ((tileh
== SLOPE_NE
|| tileh
== SLOPE_SW
) && axis
== AXIS_X
) ||
133 ((tileh
== SLOPE_NW
|| tileh
== SLOPE_SE
) && axis
== AXIS_Y
)) return FOUNDATION_NONE
;
135 return (HasSlopeHighestCorner(tileh
) ? InclinedFoundation(axis
) : FlatteningFoundation(tileh
));
139 * Determines if the track on a bridge ramp is flat or goes up/down.
141 * @param tileh Slope of the tile under the bridge head
142 * @param axis Orientation of bridge
143 * @return true iff the track is flat.
145 bool HasBridgeFlatRamp(Slope tileh
, Axis axis
)
147 ApplyFoundationToSlope(GetBridgeFoundation(tileh
, axis
), tileh
);
148 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
149 return (tileh
!= SLOPE_FLAT
);
152 static inline const PalSpriteID
*GetBridgeSpriteTable(int index
, BridgePieces table
)
154 const BridgeSpec
*bridge
= GetBridgeSpec(index
);
155 assert(table
< BRIDGE_PIECE_INVALID
);
156 if (bridge
->sprite_table
== nullptr || bridge
->sprite_table
[table
] == nullptr) {
157 return _bridge_sprite_table
[index
][table
];
159 return bridge
->sprite_table
[table
];
165 * Determines the foundation for the bridge head, and tests if the resulting slope is valid.
167 * @param bridge_piece Direction of the bridge head.
168 * @param axis Axis of the bridge
169 * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
170 * @param z TileZ corresponding to tileh, gets modified as well
171 * @return Error or cost for bridge foundation
173 static CommandCost
CheckBridgeSlope(BridgePieces bridge_piece
, Axis axis
, Slope
&tileh
, int &z
)
175 assert(bridge_piece
== BRIDGE_PIECE_NORTH
|| bridge_piece
== BRIDGE_PIECE_SOUTH
);
177 Foundation f
= GetBridgeFoundation(tileh
, axis
);
178 z
+= ApplyFoundationToSlope(f
, tileh
);
180 Slope valid_inclined
;
181 if (bridge_piece
== BRIDGE_PIECE_NORTH
) {
182 valid_inclined
= (axis
== AXIS_X
? SLOPE_NE
: SLOPE_NW
);
184 valid_inclined
= (axis
== AXIS_X
? SLOPE_SW
: SLOPE_SE
);
186 if ((tileh
!= SLOPE_FLAT
) && (tileh
!= valid_inclined
)) return CMD_ERROR
;
188 if (f
== FOUNDATION_NONE
) return CommandCost();
190 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
194 * Is a bridge of the specified type and length available?
195 * @param bridge_type Wanted type of bridge.
196 * @param bridge_len Wanted length of the bridge.
197 * @param flags Type of operation.
198 * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
200 CommandCost
CheckBridgeAvailability(BridgeType bridge_type
, uint bridge_len
, DoCommandFlag flags
)
202 if (flags
& DC_QUERY_COST
) {
203 if (bridge_len
<= _settings_game
.construction
.max_bridge_length
) return CommandCost();
204 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
207 if (bridge_type
>= MAX_BRIDGES
) return CMD_ERROR
;
209 const BridgeSpec
*b
= GetBridgeSpec(bridge_type
);
210 if (b
->avail_year
> TimerGameCalendar::year
) return CMD_ERROR
;
212 uint max
= std::min(b
->max_length
, _settings_game
.construction
.max_bridge_length
);
214 if (b
->min_length
> bridge_len
) return CMD_ERROR
;
215 if (bridge_len
<= max
) return CommandCost();
216 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
220 * Calculate the base cost of clearing a tunnel/bridge per tile.
221 * @param tile Start tile of the tunnel/bridge.
222 * @return How much clearing this tunnel/bridge costs per tile.
224 static Money
TunnelBridgeClearCost(TileIndex tile
, Price base_price
)
226 Money base_cost
= _price
[base_price
];
228 /* Add the cost of the transport that is on the tunnel/bridge. */
229 switch (GetTunnelBridgeTransportType(tile
)) {
230 case TRANSPORT_ROAD
: {
231 RoadType road_rt
= GetRoadTypeRoad(tile
);
232 RoadType tram_rt
= GetRoadTypeTram(tile
);
234 if (road_rt
!= INVALID_ROADTYPE
) {
235 base_cost
+= 2 * RoadClearCost(road_rt
);
237 if (tram_rt
!= INVALID_ROADTYPE
) {
238 base_cost
+= 2 * RoadClearCost(tram_rt
);
242 case TRANSPORT_RAIL
: base_cost
+= RailClearCost(GetRailType(tile
)); break;
243 /* Aquaducts have their own clear price. */
244 case TRANSPORT_WATER
: base_cost
= _price
[PR_CLEAR_AQUEDUCT
]; break;
253 * @param flags type of operation
254 * @param tile_end end tile
255 * @param tile_start start tile
256 * @param transport_type transport type.
257 * @param bridge_type bridge type (hi bh)
258 * @param road_rail_type rail type or road types.
259 * @return the cost of this operation or an error
261 CommandCost
CmdBuildBridge(DoCommandFlag flags
, TileIndex tile_end
, TileIndex tile_start
, TransportType transport_type
, BridgeType bridge_type
, uint8_t road_rail_type
)
263 CompanyID company
= _current_company
;
265 RailType railtype
= INVALID_RAILTYPE
;
266 RoadType roadtype
= INVALID_ROADTYPE
;
268 if (!IsValidTile(tile_start
)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER
);
271 switch (transport_type
) {
273 roadtype
= (RoadType
)road_rail_type
;
274 if (!ValParamRoadType(roadtype
)) return CMD_ERROR
;
278 railtype
= (RailType
)road_rail_type
;
279 if (!ValParamRailType(railtype
)) return CMD_ERROR
;
282 case TRANSPORT_WATER
:
286 /* Airports don't have bridges. */
290 if (company
== OWNER_DEITY
) {
291 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
292 const Town
*town
= CalcClosestTownFromTile(tile_start
);
294 company
= OWNER_TOWN
;
296 /* If we are not within a town, we are not owned by the town */
297 if (town
== nullptr || DistanceSquare(tile_start
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
298 company
= OWNER_NONE
;
302 if (tile_start
== tile_end
) {
303 return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON
);
307 if (TileX(tile_start
) == TileX(tile_end
)) {
309 } else if (TileY(tile_start
) == TileY(tile_end
)) {
312 return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN
);
315 if (tile_end
< tile_start
) Swap(tile_start
, tile_end
);
317 uint bridge_len
= GetTunnelBridgeLength(tile_start
, tile_end
);
318 if (transport_type
!= TRANSPORT_WATER
) {
319 /* set and test bridge length, availability */
320 CommandCost ret
= CheckBridgeAvailability(bridge_type
, bridge_len
, flags
);
321 if (ret
.Failed()) return ret
;
323 if (bridge_len
> _settings_game
.construction
.max_bridge_length
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
325 bridge_len
+= 2; // begin and end tiles/ramps
327 auto [tileh_start
, z_start
] = GetTileSlopeZ(tile_start
);
328 auto [tileh_end
, z_end
] = GetTileSlopeZ(tile_end
);
329 bool pbs_reservation
= false;
331 CommandCost terraform_cost_north
= CheckBridgeSlope(BRIDGE_PIECE_NORTH
, direction
, tileh_start
, z_start
);
332 CommandCost terraform_cost_south
= CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, direction
, tileh_end
, z_end
);
334 /* Aqueducts can't be built of flat land. */
335 if (transport_type
== TRANSPORT_WATER
&& (tileh_start
== SLOPE_FLAT
|| tileh_end
== SLOPE_FLAT
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
336 if (z_start
!= z_end
) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT
);
338 CommandCost
cost(EXPENSES_CONSTRUCTION
);
341 RoadType road_rt
= INVALID_ROADTYPE
;
342 RoadType tram_rt
= INVALID_ROADTYPE
;
343 if (IsBridgeTile(tile_start
) && IsBridgeTile(tile_end
) &&
344 GetOtherBridgeEnd(tile_start
) == tile_end
&&
345 GetTunnelBridgeTransportType(tile_start
) == transport_type
) {
346 /* Replace a current bridge. */
348 switch (transport_type
) {
350 /* Keep the reservation, the path stays valid. */
351 pbs_reservation
= HasTunnelBridgeReservation(tile_start
);
355 /* Do not remove road types when upgrading a bridge */
356 road_rt
= GetRoadTypeRoad(tile_start
);
357 tram_rt
= GetRoadTypeTram(tile_start
);
363 /* If this is a railway bridge, make sure the railtypes match. */
364 if (transport_type
== TRANSPORT_RAIL
&& GetRailType(tile_start
) != railtype
) {
365 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
368 /* If this is a road bridge, make sure the roadtype matches. */
369 if (transport_type
== TRANSPORT_ROAD
) {
370 RoadType existing_rt
= RoadTypeIsRoad(roadtype
) ? road_rt
: tram_rt
;
371 if (existing_rt
!= roadtype
&& existing_rt
!= INVALID_ROADTYPE
) {
372 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
376 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
377 if (!(flags
& DC_QUERY_COST
) && IsTileOwner(tile_start
, OWNER_TOWN
) &&
378 GetBridgeSpec(bridge_type
)->speed
< GetBridgeSpec(GetBridgeType(tile_start
))->speed
&&
379 _game_mode
!= GM_EDITOR
) {
380 Town
*t
= ClosestTownFromTile(tile_start
, UINT_MAX
);
385 SetDParam(0, t
->index
);
386 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
390 /* Do not replace the bridge with the same bridge type. */
391 if (!(flags
& DC_QUERY_COST
) && (bridge_type
== GetBridgeType(tile_start
)) && (transport_type
!= TRANSPORT_ROAD
|| road_rt
== roadtype
|| tram_rt
== roadtype
)) {
392 return_cmd_error(STR_ERROR_ALREADY_BUILT
);
395 /* Do not allow replacing another company's bridges. */
396 if (!IsTileOwner(tile_start
, company
) && !IsTileOwner(tile_start
, OWNER_TOWN
) && !IsTileOwner(tile_start
, OWNER_NONE
)) {
397 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER
);
400 /* The cost of clearing the current bridge. */
401 cost
.AddCost(bridge_len
* TunnelBridgeClearCost(tile_start
, PR_CLEAR_BRIDGE
));
402 owner
= GetTileOwner(tile_start
);
404 /* If bridge belonged to bankrupt company, it has a new owner now */
405 is_new_owner
= (owner
== OWNER_NONE
);
406 if (is_new_owner
) owner
= company
;
408 /* Build a new bridge. */
410 bool allow_on_slopes
= (_settings_game
.construction
.build_on_slopes
&& transport_type
!= TRANSPORT_WATER
);
412 /* Try and clear the start landscape */
413 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile_start
);
414 if (ret
.Failed()) return ret
;
417 if (terraform_cost_north
.Failed() || (terraform_cost_north
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
418 cost
.AddCost(terraform_cost_north
);
420 /* Try and clear the end landscape */
421 ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile_end
);
422 if (ret
.Failed()) return ret
;
425 /* false - end tile slope check */
426 if (terraform_cost_south
.Failed() || (terraform_cost_south
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
427 cost
.AddCost(terraform_cost_south
);
429 const TileIndex heads
[] = {tile_start
, tile_end
};
430 for (int i
= 0; i
< 2; i
++) {
431 if (IsBridgeAbove(heads
[i
])) {
432 TileIndex north_head
= GetNorthernBridgeEnd(heads
[i
]);
434 if (direction
== GetBridgeAxis(heads
[i
])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
436 if (z_start
+ 1 == GetBridgeHeight(north_head
)) {
437 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
442 TileIndexDiff delta
= TileOffsByAxis(direction
);
443 for (TileIndex tile
= tile_start
+ delta
; tile
!= tile_end
; tile
+= delta
) {
444 if (GetTileMaxZ(tile
) > z_start
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN
);
446 if (z_start
>= (GetTileZ(tile
) + _settings_game
.construction
.max_bridge_height
)) {
448 * Disallow too high bridges.
449 * Properly rendering a map where very high bridges (might) exist is expensive.
450 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
451 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
453 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN
);
456 if (IsBridgeAbove(tile
)) {
457 /* Disallow crossing bridges for the time being */
458 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
461 switch (GetTileType(tile
)) {
463 if (!IsWater(tile
) && !IsCoast(tile
)) goto not_valid_below
;
467 if (!IsPlainRail(tile
)) goto not_valid_below
;
471 if (IsRoadDepot(tile
)) goto not_valid_below
;
474 case MP_TUNNELBRIDGE
:
475 if (IsTunnel(tile
)) break;
476 if (direction
== DiagDirToAxis(GetTunnelBridgeDirection(tile
))) goto not_valid_below
;
477 if (z_start
< GetBridgeHeight(tile
)) goto not_valid_below
;
481 const ObjectSpec
*spec
= ObjectSpec::GetByTile(tile
);
482 if ((spec
->flags
& OBJECT_FLAG_ALLOW_UNDER_BRIDGE
) == 0) goto not_valid_below
;
483 if (GetTileMaxZ(tile
) + spec
->height
> z_start
) goto not_valid_below
;
492 /* try and clear the middle landscape */
493 ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
494 if (ret
.Failed()) return ret
;
499 if (flags
& DC_EXEC
) {
500 /* We do this here because when replacing a bridge with another
501 * type calling SetBridgeMiddle isn't needed. After all, the
502 * tile already has the has_bridge_above bits set. */
503 SetBridgeMiddle(tile
, direction
);
511 bool hasroad
= road_rt
!= INVALID_ROADTYPE
;
512 bool hastram
= tram_rt
!= INVALID_ROADTYPE
;
513 if (transport_type
== TRANSPORT_ROAD
) {
514 if (RoadTypeIsRoad(roadtype
)) road_rt
= roadtype
;
515 if (RoadTypeIsTram(roadtype
)) tram_rt
= roadtype
;
519 if (flags
& DC_EXEC
) {
520 DiagDirection dir
= AxisToDiagDir(direction
);
522 Company
*c
= Company::GetIfValid(company
);
523 switch (transport_type
) {
525 /* Add to company infrastructure count if required. */
526 if (is_new_owner
&& c
!= nullptr) c
->infrastructure
.rail
[railtype
] += bridge_len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
527 MakeRailBridgeRamp(tile_start
, owner
, bridge_type
, dir
, railtype
);
528 MakeRailBridgeRamp(tile_end
, owner
, bridge_type
, ReverseDiagDir(dir
), railtype
);
529 SetTunnelBridgeReservation(tile_start
, pbs_reservation
);
530 SetTunnelBridgeReservation(tile_end
, pbs_reservation
);
533 case TRANSPORT_ROAD
: {
535 /* Also give unowned present roadtypes to new owner */
536 if (hasroad
&& GetRoadOwner(tile_start
, RTT_ROAD
) == OWNER_NONE
) hasroad
= false;
537 if (hastram
&& GetRoadOwner(tile_start
, RTT_TRAM
) == OWNER_NONE
) hastram
= false;
540 /* Add all new road types to the company infrastructure counter. */
541 if (!hasroad
&& road_rt
!= INVALID_ROADTYPE
) {
542 /* A full diagonal road tile has two road bits. */
543 c
->infrastructure
.road
[road_rt
] += bridge_len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
545 if (!hastram
&& tram_rt
!= INVALID_ROADTYPE
) {
546 /* A full diagonal road tile has two road bits. */
547 c
->infrastructure
.road
[tram_rt
] += bridge_len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
550 Owner owner_road
= hasroad
? GetRoadOwner(tile_start
, RTT_ROAD
) : company
;
551 Owner owner_tram
= hastram
? GetRoadOwner(tile_start
, RTT_TRAM
) : company
;
552 MakeRoadBridgeRamp(tile_start
, owner
, owner_road
, owner_tram
, bridge_type
, dir
, road_rt
, tram_rt
);
553 MakeRoadBridgeRamp(tile_end
, owner
, owner_road
, owner_tram
, bridge_type
, ReverseDiagDir(dir
), road_rt
, tram_rt
);
557 case TRANSPORT_WATER
:
558 if (is_new_owner
&& c
!= nullptr) c
->infrastructure
.water
+= bridge_len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
559 MakeAqueductBridgeRamp(tile_start
, owner
, dir
);
560 MakeAqueductBridgeRamp(tile_end
, owner
, ReverseDiagDir(dir
));
561 CheckForDockingTile(tile_start
);
562 CheckForDockingTile(tile_end
);
569 /* Mark all tiles dirty */
570 MarkBridgeDirty(tile_start
, tile_end
, AxisToDiagDir(direction
), z_start
);
571 DirtyCompanyInfrastructureWindows(company
);
574 if ((flags
& DC_EXEC
) && transport_type
== TRANSPORT_RAIL
) {
575 Track track
= AxisToTrack(direction
);
576 AddSideToSignalBuffer(tile_start
, INVALID_DIAGDIR
, company
);
577 YapfNotifyTrackLayoutChange(tile_start
, track
);
580 /* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
581 * It's unnecessary to execute this command every time for every bridge.
582 * So it is done only for humans and cost is computed in bridge_gui.cpp.
583 * For (non-spectated) AI, Towns this has to be of course calculated. */
584 Company
*c
= Company::GetIfValid(company
);
585 if (!(flags
& DC_QUERY_COST
) || (c
!= nullptr && c
->is_ai
&& company
!= _local_company
)) {
586 switch (transport_type
) {
588 if (road_rt
!= INVALID_ROADTYPE
) {
589 cost
.AddCost(bridge_len
* 2 * RoadBuildCost(road_rt
));
591 if (tram_rt
!= INVALID_ROADTYPE
) {
592 cost
.AddCost(bridge_len
* 2 * RoadBuildCost(tram_rt
));
596 case TRANSPORT_RAIL
: cost
.AddCost(bridge_len
* RailBuildCost(railtype
)); break;
600 if (c
!= nullptr) bridge_len
= CalcBridgeLenCostFactor(bridge_len
);
602 if (transport_type
!= TRANSPORT_WATER
) {
603 cost
.AddCost((int64_t)bridge_len
* _price
[PR_BUILD_BRIDGE
] * GetBridgeSpec(bridge_type
)->price
>> 8);
605 /* Aqueducts use a separate base cost. */
606 cost
.AddCost((int64_t)bridge_len
* _price
[PR_BUILD_AQUEDUCT
]);
617 * @param flags type of operation
618 * @param start_tile start tile of tunnel
619 * @param transport_type transport type
620 * @param road_rail_type railtype or roadtype
621 * @return the cost of this operation or an error
623 CommandCost
CmdBuildTunnel(DoCommandFlag flags
, TileIndex start_tile
, TransportType transport_type
, uint8_t road_rail_type
)
625 CompanyID company
= _current_company
;
627 RailType railtype
= INVALID_RAILTYPE
;
628 RoadType roadtype
= INVALID_ROADTYPE
;
629 _build_tunnel_endtile
= 0;
630 switch (transport_type
) {
632 railtype
= (RailType
)road_rail_type
;
633 if (!ValParamRailType(railtype
)) return CMD_ERROR
;
637 roadtype
= (RoadType
)road_rail_type
;
638 if (!ValParamRoadType(roadtype
)) return CMD_ERROR
;
641 default: return CMD_ERROR
;
644 if (company
== OWNER_DEITY
) {
645 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
646 const Town
*town
= CalcClosestTownFromTile(start_tile
);
648 company
= OWNER_TOWN
;
650 /* If we are not within a town, we are not owned by the town */
651 if (town
== nullptr || DistanceSquare(start_tile
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
652 company
= OWNER_NONE
;
656 auto [start_tileh
, start_z
] = GetTileSlopeZ(start_tile
);
657 DiagDirection direction
= GetInclinedSlopeDirection(start_tileh
);
658 if (direction
== INVALID_DIAGDIR
) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL
);
660 if (HasTileWaterGround(start_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
662 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, start_tile
);
663 if (ret
.Failed()) return ret
;
665 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
666 * for the clearing of the entrance of the tunnel. Assigning it to
667 * cost before the loop will yield different costs depending on start-
668 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
670 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
671 DiagDirection tunnel_in_way_dir
;
672 if (DiagDirToAxis(direction
) == AXIS_Y
) {
673 tunnel_in_way_dir
= (TileX(start_tile
) < (Map::MaxX() / 2)) ? DIAGDIR_SW
: DIAGDIR_NE
;
675 tunnel_in_way_dir
= (TileY(start_tile
) < (Map::MaxX() / 2)) ? DIAGDIR_SE
: DIAGDIR_NW
;
678 TileIndex end_tile
= start_tile
;
680 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
682 /* Number of tiles from start of tunnel */
684 /* Number of tiles at which the cost increase coefficient per tile is halved */
687 CommandCost
cost(EXPENSES_CONSTRUCTION
);
692 if (!IsValidTile(end_tile
)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER
);
693 std::tie(end_tileh
, end_z
) = GetTileSlopeZ(end_tile
);
695 if (start_z
== end_z
) break;
697 if (!_cheats
.crossing_tunnels
.value
&& IsTunnelInWayDir(end_tile
, start_z
, tunnel_in_way_dir
)) {
698 return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY
);
702 if (tiles
== tiles_bump
) {
707 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
708 cost
.AddCost(cost
.GetCost() >> tiles_coef
); // add a multiplier for longer tunnels
711 /* Add the cost of the entrance */
712 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
715 /* if the command fails from here on we want the end tile to be highlighted */
716 _build_tunnel_endtile
= end_tile
;
718 if (tiles
> _settings_game
.construction
.max_tunnel_length
) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG
);
720 if (HasTileWaterGround(end_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
722 /* Clear the tile in any case */
723 ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, end_tile
);
724 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
727 /* slope of end tile must be complementary to the slope of the start tile */
728 if (end_tileh
!= ComplementSlope(start_tileh
)) {
729 /* Mark the tile as already cleared for the terraform command.
730 * Do this for all tiles (like trees), not only objects. */
731 ClearedObjectArea
*coa
= FindClearedObject(end_tile
);
732 if (coa
== nullptr) {
733 coa
= &_cleared_object_areas
.emplace_back(ClearedObjectArea
{ end_tile
, TileArea(end_tile
, 1, 1) });
736 /* Hide the tile from the terraforming command */
737 TileIndex old_first_tile
= coa
->first_tile
;
738 coa
->first_tile
= INVALID_TILE
;
740 /* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
741 * however it will never erase or re-order existing items.
742 * _cleared_object_areas is a value-type self-resizing vector, therefore appending items
743 * may result in a backing-store re-allocation, which would invalidate the coa pointer.
744 * The index of the coa pointer into the _cleared_object_areas vector remains valid,
745 * and can be used safely after the CMD_TERRAFORM_LAND operation.
746 * Deliberately clear the coa pointer to avoid leaving dangling pointers which could
747 * inadvertently be dereferenced.
749 ClearedObjectArea
*begin
= _cleared_object_areas
.data();
750 assert(coa
>= begin
&& coa
< begin
+ _cleared_object_areas
.size());
751 size_t coa_index
= coa
- begin
;
752 assert(coa_index
< UINT_MAX
); // more than 2**32 cleared areas would be a bug in itself
755 ret
= std::get
<0>(Command
<CMD_TERRAFORM_LAND
>::Do(flags
, end_tile
, end_tileh
& start_tileh
, false));
756 _cleared_object_areas
[(uint
)coa_index
].first_tile
= old_first_tile
;
757 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
760 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
762 /* Pay for the rail/road in the tunnel including entrances */
763 switch (transport_type
) {
764 case TRANSPORT_ROAD
: cost
.AddCost((tiles
+ 2) * RoadBuildCost(roadtype
) * 2); break;
765 case TRANSPORT_RAIL
: cost
.AddCost((tiles
+ 2) * RailBuildCost(railtype
)); break;
766 default: NOT_REACHED();
769 if (flags
& DC_EXEC
) {
770 Company
*c
= Company::GetIfValid(company
);
771 uint num_pieces
= (tiles
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
772 if (transport_type
== TRANSPORT_RAIL
) {
773 if (c
!= nullptr) c
->infrastructure
.rail
[railtype
] += num_pieces
;
774 MakeRailTunnel(start_tile
, company
, direction
, railtype
);
775 MakeRailTunnel(end_tile
, company
, ReverseDiagDir(direction
), railtype
);
776 AddSideToSignalBuffer(start_tile
, INVALID_DIAGDIR
, company
);
777 YapfNotifyTrackLayoutChange(start_tile
, DiagDirToDiagTrack(direction
));
779 if (c
!= nullptr) c
->infrastructure
.road
[roadtype
] += num_pieces
* 2; // A full diagonal road has two road bits.
780 RoadType road_rt
= RoadTypeIsRoad(roadtype
) ? roadtype
: INVALID_ROADTYPE
;
781 RoadType tram_rt
= RoadTypeIsTram(roadtype
) ? roadtype
: INVALID_ROADTYPE
;
782 MakeRoadTunnel(start_tile
, company
, direction
, road_rt
, tram_rt
);
783 MakeRoadTunnel(end_tile
, company
, ReverseDiagDir(direction
), road_rt
, tram_rt
);
785 DirtyCompanyInfrastructureWindows(company
);
793 * Are we allowed to remove the tunnel or bridge at \a tile?
794 * @param tile End point of the tunnel or bridge.
795 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
797 static inline CommandCost
CheckAllowRemoveTunnelBridge(TileIndex tile
)
799 /* Floods can remove anything as well as the scenario editor */
800 if (_current_company
== OWNER_WATER
|| _game_mode
== GM_EDITOR
) return CommandCost();
802 switch (GetTunnelBridgeTransportType(tile
)) {
803 case TRANSPORT_ROAD
: {
804 RoadType road_rt
= GetRoadTypeRoad(tile
);
805 RoadType tram_rt
= GetRoadTypeTram(tile
);
806 Owner road_owner
= _current_company
;
807 Owner tram_owner
= _current_company
;
809 if (road_rt
!= INVALID_ROADTYPE
) road_owner
= GetRoadOwner(tile
, RTT_ROAD
);
810 if (tram_rt
!= INVALID_ROADTYPE
) tram_owner
= GetRoadOwner(tile
, RTT_TRAM
);
812 /* We can remove unowned road and if the town allows it */
813 if (road_owner
== OWNER_TOWN
&& _current_company
!= OWNER_TOWN
&& !(_settings_game
.construction
.extra_dynamite
|| _cheats
.magic_bulldozer
.value
)) {
814 /* Town does not allow */
815 return CheckTileOwnership(tile
);
817 if (road_owner
== OWNER_NONE
|| road_owner
== OWNER_TOWN
) road_owner
= _current_company
;
818 if (tram_owner
== OWNER_NONE
) tram_owner
= _current_company
;
820 CommandCost ret
= CheckOwnership(road_owner
, tile
);
821 if (ret
.Succeeded()) ret
= CheckOwnership(tram_owner
, tile
);
826 return CheckOwnership(GetTileOwner(tile
));
828 case TRANSPORT_WATER
: {
829 /* Always allow to remove aqueducts without owner. */
830 Owner aqueduct_owner
= GetTileOwner(tile
);
831 if (aqueduct_owner
== OWNER_NONE
) aqueduct_owner
= _current_company
;
832 return CheckOwnership(aqueduct_owner
);
835 default: NOT_REACHED();
840 * Remove a tunnel from the game, update town rating, etc.
841 * @param tile Tile containing one of the endpoints of the tunnel.
842 * @param flags Command flags.
843 * @return Succeeded or failed command.
845 static CommandCost
DoClearTunnel(TileIndex tile
, DoCommandFlag flags
)
847 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
848 if (ret
.Failed()) return ret
;
850 TileIndex endtile
= GetOtherTunnelEnd(tile
);
852 ret
= TunnelBridgeIsFree(tile
, endtile
);
853 if (ret
.Failed()) return ret
;
855 _build_tunnel_endtile
= endtile
;
858 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
859 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
861 /* Check if you are allowed to remove the tunnel owned by a town
862 * Removal depends on difficulty settings */
863 ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
864 if (ret
.Failed()) return ret
;
867 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
868 * you have a "Poor" (0) town rating */
869 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
870 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
873 Money base_cost
= TunnelBridgeClearCost(tile
, PR_CLEAR_TUNNEL
);
874 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
876 if (flags
& DC_EXEC
) {
877 if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
) {
878 /* We first need to request values before calling DoClearSquare */
879 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
880 Track track
= DiagDirToDiagTrack(dir
);
881 Owner owner
= GetTileOwner(tile
);
884 if (HasTunnelBridgeReservation(tile
)) {
885 v
= GetTrainForReservation(tile
, track
);
886 if (v
!= nullptr) FreeTrainTrackReservation(v
);
889 if (Company::IsValidID(owner
)) {
890 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
891 DirtyCompanyInfrastructureWindows(owner
);
895 DoClearSquare(endtile
);
897 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
898 AddSideToSignalBuffer(tile
, ReverseDiagDir(dir
), owner
);
899 AddSideToSignalBuffer(endtile
, dir
, owner
);
901 YapfNotifyTrackLayoutChange(tile
, track
);
902 YapfNotifyTrackLayoutChange(endtile
, track
);
904 if (v
!= nullptr) TryPathReserve(v
);
906 /* A full diagonal road tile has two road bits. */
907 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile
), GetRoadOwner(tile
, RTT_ROAD
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
908 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile
), GetRoadOwner(tile
, RTT_TRAM
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
911 DoClearSquare(endtile
);
915 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
920 * Remove a bridge from the game, update town rating, etc.
921 * @param tile Tile containing one of the endpoints of the bridge.
922 * @param flags Command flags.
923 * @return Succeeded or failed command.
925 static CommandCost
DoClearBridge(TileIndex tile
, DoCommandFlag flags
)
927 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
928 if (ret
.Failed()) return ret
;
930 TileIndex endtile
= GetOtherBridgeEnd(tile
);
932 ret
= TunnelBridgeIsFree(tile
, endtile
);
933 if (ret
.Failed()) return ret
;
935 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
936 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
939 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
940 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
942 /* Check if you are allowed to remove the bridge owned by a town
943 * Removal depends on difficulty settings */
944 ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
945 if (ret
.Failed()) return ret
;
948 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
949 * you have a "Poor" (0) town rating */
950 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
951 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
954 Money base_cost
= TunnelBridgeClearCost(tile
, PR_CLEAR_BRIDGE
);
955 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
957 if (flags
& DC_EXEC
) {
958 /* read this value before actual removal of bridge */
959 bool rail
= GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
;
960 Owner owner
= GetTileOwner(tile
);
961 int height
= GetBridgeHeight(tile
);
964 if (rail
&& HasTunnelBridgeReservation(tile
)) {
965 v
= GetTrainForReservation(tile
, DiagDirToDiagTrack(direction
));
966 if (v
!= nullptr) FreeTrainTrackReservation(v
);
969 /* Update company infrastructure counts. */
971 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
972 } else if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_ROAD
) {
973 /* A full diagonal road tile has two road bits. */
974 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile
), GetRoadOwner(tile
, RTT_ROAD
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
975 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile
), GetRoadOwner(tile
, RTT_TRAM
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
977 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.water
-= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
979 DirtyCompanyInfrastructureWindows(owner
);
982 DoClearSquare(endtile
);
984 for (TileIndex c
= tile
+ delta
; c
!= endtile
; c
+= delta
) {
985 /* do not let trees appear from 'nowhere' after removing bridge */
986 if (IsNormalRoadTile(c
) && GetRoadside(c
) == ROADSIDE_TREES
) {
987 int minz
= GetTileMaxZ(c
) + 3;
988 if (height
< minz
) SetRoadside(c
, ROADSIDE_PAVED
);
990 ClearBridgeMiddle(c
);
991 MarkTileDirtyByTile(c
, height
- TileHeight(c
));
995 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
996 AddSideToSignalBuffer(tile
, ReverseDiagDir(direction
), owner
);
997 AddSideToSignalBuffer(endtile
, direction
, owner
);
999 Track track
= DiagDirToDiagTrack(direction
);
1000 YapfNotifyTrackLayoutChange(tile
, track
);
1001 YapfNotifyTrackLayoutChange(endtile
, track
);
1003 if (v
!= nullptr) TryPathReserve(v
, true);
1007 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
1011 * Remove a tunnel or a bridge from the game.
1012 * @param tile Tile containing one of the endpoints.
1013 * @param flags Command flags.
1014 * @return Succeeded or failed command.
1016 static CommandCost
ClearTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
)
1018 if (IsTunnel(tile
)) {
1019 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST
);
1020 return DoClearTunnel(tile
, flags
);
1021 } else { // IsBridge(tile)
1022 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
1023 return DoClearBridge(tile
, flags
);
1028 * Draw a single pillar sprite.
1029 * @param psid Pillarsprite
1033 * @param w Bounding box size in X direction
1034 * @param h Bounding box size in Y direction
1035 * @param subsprite Optional subsprite for drawing halfpillars
1037 static inline void DrawPillar(const PalSpriteID
*psid
, int x
, int y
, int z
, int w
, int h
, const SubSprite
*subsprite
)
1039 static const int PILLAR_Z_OFFSET
= TILE_HEIGHT
- BRIDGE_Z_START
; ///< Start offset of pillar wrt. bridge (downwards)
1040 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, w
, h
, BB_HEIGHT_UNDER_BRIDGE
- PILLAR_Z_OFFSET
, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, -PILLAR_Z_OFFSET
, subsprite
);
1044 * Draw two bridge pillars (north and south).
1045 * @param z_bottom Bottom Z
1046 * @param z_top Top Z
1047 * @param psid Pillarsprite
1050 * @param w Bounding box size in X direction
1051 * @param h Bounding box size in Y direction
1052 * @return Reached Z at the bottom
1054 static int DrawPillarColumn(int z_bottom
, int z_top
, const PalSpriteID
*psid
, int x
, int y
, int w
, int h
)
1057 for (cur_z
= z_top
; cur_z
>= z_bottom
; cur_z
-= TILE_HEIGHT
) {
1058 DrawPillar(psid
, x
, y
, cur_z
, w
, h
, nullptr);
1064 * Draws the pillars under high bridges.
1066 * @param psid Image and palette of a bridge pillar.
1067 * @param ti #TileInfo of current bridge-middle-tile.
1068 * @param axis Orientation of bridge.
1069 * @param drawfarpillar Whether to draw the pillar at the back
1070 * @param x Sprite X position of front pillar.
1071 * @param y Sprite Y position of front pillar.
1072 * @param z_bridge Absolute height of bridge bottom.
1074 static void DrawBridgePillars(const PalSpriteID
*psid
, const TileInfo
*ti
, Axis axis
, bool drawfarpillar
, int x
, int y
, int z_bridge
)
1076 static const int bounding_box_size
[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1077 static const int back_pillar_offset
[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1079 static const int INF
= 1000; ///< big number compared to sprite size
1080 static const SubSprite half_pillar_sub_sprite
[2][2] = {
1081 { { -14, -INF
, INF
, INF
}, { -INF
, -INF
, -15, INF
} }, // X axis, north and south
1082 { { -INF
, -INF
, 15, INF
}, { 16, -INF
, INF
, INF
} }, // Y axis, north and south
1085 if (psid
->sprite
== 0) return;
1087 /* Determine ground height under pillars */
1088 DiagDirection south_dir
= AxisToDiagDir(axis
);
1089 int z_front_north
= ti
->z
;
1090 int z_back_north
= ti
->z
;
1091 int z_front_south
= ti
->z
;
1092 int z_back_south
= ti
->z
;
1093 GetSlopePixelZOnEdge(ti
->tileh
, south_dir
, z_front_south
, z_back_south
);
1094 GetSlopePixelZOnEdge(ti
->tileh
, ReverseDiagDir(south_dir
), z_front_north
, z_back_north
);
1096 /* Shared height of pillars */
1097 int z_front
= std::max(z_front_north
, z_front_south
);
1098 int z_back
= std::max(z_back_north
, z_back_south
);
1100 /* x and y size of bounding-box of pillars */
1101 int w
= bounding_box_size
[axis
];
1102 int h
= bounding_box_size
[OtherAxis(axis
)];
1103 /* sprite position of back facing pillar */
1104 int x_back
= x
- back_pillar_offset
[axis
];
1105 int y_back
= y
- back_pillar_offset
[OtherAxis(axis
)];
1107 /* Draw front pillars */
1108 int bottom_z
= DrawPillarColumn(z_front
, z_bridge
, psid
, x
, y
, w
, h
);
1109 if (z_front_north
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1110 if (z_front_south
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1112 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1113 int z_bridge_back
= z_bridge
- 2 * (int)TILE_HEIGHT
;
1114 if (drawfarpillar
&& (z_back_north
<= z_bridge_back
|| z_back_south
<= z_bridge_back
)) {
1115 bottom_z
= DrawPillarColumn(z_back
, z_bridge_back
, psid
, x_back
, y_back
, w
, h
);
1116 if (z_back_north
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1117 if (z_back_south
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1122 * Retrieve the sprites required for catenary on a road/tram bridge.
1123 * @param rti RoadTypeInfo for the road or tram type to get catenary for
1124 * @param head_tile Bridge head tile with roadtype information
1125 * @param offset Sprite offset identifying flat to sloped bridge tiles
1126 * @param head Are we drawing bridge head?
1127 * @param[out] spr_back Back catenary sprite to use
1128 * @param[out] spr_front Front catenary sprite to use
1130 static void GetBridgeRoadCatenary(const RoadTypeInfo
*rti
, TileIndex head_tile
, int offset
, bool head
, SpriteID
&spr_back
, SpriteID
&spr_front
)
1132 static const SpriteID back_offsets
[6] = { 95, 96, 99, 102, 100, 101 };
1133 static const SpriteID front_offsets
[6] = { 97, 98, 103, 106, 104, 105 };
1135 /* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
1136 spr_back
= GetCustomRoadSprite(rti
, head_tile
, ROTSG_CATENARY_BACK
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1137 spr_front
= GetCustomRoadSprite(rti
, head_tile
, ROTSG_CATENARY_FRONT
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1138 if (spr_back
== 0 && spr_front
== 0) {
1139 spr_back
= SPR_TRAMWAY_BASE
+ back_offsets
[offset
];
1140 spr_front
= SPR_TRAMWAY_BASE
+ front_offsets
[offset
];
1142 if (spr_back
!= 0) spr_back
+= 23 + offset
;
1143 if (spr_front
!= 0) spr_front
+= 23 + offset
;
1148 * Draws the road and trambits over an already drawn (lower end) of a bridge.
1149 * @param head_tile bridge head tile with roadtype information
1150 * @param x the x of the bridge
1151 * @param y the y of the bridge
1152 * @param z the z of the bridge
1153 * @param offset sprite offset identifying flat to sloped bridge tiles
1154 * @param head are we drawing bridge head?
1156 static void DrawBridgeRoadBits(TileIndex head_tile
, int x
, int y
, int z
, int offset
, bool head
)
1158 RoadType road_rt
= GetRoadTypeRoad(head_tile
);
1159 RoadType tram_rt
= GetRoadTypeTram(head_tile
);
1160 const RoadTypeInfo
*road_rti
= road_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(road_rt
);
1161 const RoadTypeInfo
*tram_rti
= tram_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(tram_rt
);
1163 SpriteID seq_back
[4] = { 0 };
1164 bool trans_back
[4] = { false };
1165 SpriteID seq_front
[4] = { 0 };
1166 bool trans_front
[4] = { false };
1168 static const SpriteID overlay_offsets
[6] = { 0, 1, 11, 12, 13, 14 };
1169 if (head
|| !IsInvisibilitySet(TO_BRIDGES
)) {
1170 /* Road underlay takes precedence over tram */
1171 trans_back
[0] = !head
&& IsTransparencySet(TO_BRIDGES
);
1172 if (road_rti
!= nullptr) {
1173 if (road_rti
->UsesOverlay()) {
1174 seq_back
[0] = GetCustomRoadSprite(road_rti
, head_tile
, ROTSG_BRIDGE
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
) + offset
;
1176 } else if (tram_rti
!= nullptr) {
1177 if (tram_rti
->UsesOverlay()) {
1178 seq_back
[0] = GetCustomRoadSprite(tram_rti
, head_tile
, ROTSG_BRIDGE
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
) + offset
;
1180 seq_back
[0] = SPR_TRAMWAY_BRIDGE
+ offset
;
1184 /* Draw road overlay */
1185 trans_back
[1] = !head
&& IsTransparencySet(TO_BRIDGES
);
1186 if (road_rti
!= nullptr) {
1187 if (road_rti
->UsesOverlay()) {
1188 seq_back
[1] = GetCustomRoadSprite(road_rti
, head_tile
, ROTSG_OVERLAY
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1189 if (seq_back
[1] != 0) seq_back
[1] += overlay_offsets
[offset
];
1193 /* Draw tram overlay */
1194 trans_back
[2] = !head
&& IsTransparencySet(TO_BRIDGES
);
1195 if (tram_rti
!= nullptr) {
1196 if (tram_rti
->UsesOverlay()) {
1197 seq_back
[2] = GetCustomRoadSprite(tram_rti
, head_tile
, ROTSG_OVERLAY
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1198 if (seq_back
[2] != 0) seq_back
[2] += overlay_offsets
[offset
];
1199 } else if (road_rti
!= nullptr) {
1200 seq_back
[2] = SPR_TRAMWAY_OVERLAY
+ overlay_offsets
[offset
];
1204 /* Road catenary takes precedence over tram */
1205 trans_back
[3] = IsTransparencySet(TO_CATENARY
);
1206 trans_front
[0] = IsTransparencySet(TO_CATENARY
);
1207 if (road_rti
!= nullptr && HasRoadCatenaryDrawn(road_rt
)) {
1208 GetBridgeRoadCatenary(road_rti
, head_tile
, offset
, head
, seq_back
[3], seq_front
[0]);
1209 } else if (tram_rti
!= nullptr && HasRoadCatenaryDrawn(tram_rt
)) {
1210 GetBridgeRoadCatenary(tram_rti
, head_tile
, offset
, head
, seq_back
[3], seq_front
[0]);
1214 static const uint size_x
[6] = { 1, 16, 16, 1, 16, 1 };
1215 static const uint size_y
[6] = { 16, 1, 1, 16, 1, 16 };
1216 static const uint front_bb_offset_x
[6] = { 15, 0, 0, 15, 0, 15 };
1217 static const uint front_bb_offset_y
[6] = { 0, 15, 15, 0, 15, 0 };
1219 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1220 * The bounding boxes here are the same as for bridge front/roof */
1221 for (uint i
= 0; i
< lengthof(seq_back
); ++i
) {
1222 if (seq_back
[i
] != 0) {
1223 AddSortableSpriteToDraw(seq_back
[i
], PAL_NONE
,
1224 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1229 /* Start a new SpriteCombine for the front part */
1231 StartSpriteCombine();
1233 for (uint i
= 0; i
< lengthof(seq_front
); ++i
) {
1234 if (seq_front
[i
] != 0) {
1235 AddSortableSpriteToDraw(seq_front
[i
], PAL_NONE
,
1236 x
, y
, size_x
[offset
] + front_bb_offset_x
[offset
], size_y
[offset
] + front_bb_offset_y
[offset
], 0x28, z
,
1238 front_bb_offset_x
[offset
], front_bb_offset_y
[offset
]);
1244 * Draws a tunnel of bridge tile.
1245 * For tunnels, this is rather simple, as you only need to draw the entrance.
1246 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1247 * and it works a bit like a bitmask.<p> For bridge heads:
1248 * @param ti TileInfo of the structure to draw
1249 * <ul><li>Bit 0: direction</li>
1250 * <li>Bit 1: northern or southern heads</li>
1251 * <li>Bit 2: Set if the bridge head is sloped</li>
1252 * <li>Bit 3 and more: Railtype Specific subset</li>
1254 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1256 static void DrawTile_TunnelBridge(TileInfo
*ti
)
1258 TransportType transport_type
= GetTunnelBridgeTransportType(ti
->tile
);
1259 DiagDirection tunnelbridge_direction
= GetTunnelBridgeDirection(ti
->tile
);
1261 if (IsTunnel(ti
->tile
)) {
1262 /* Front view of tunnel bounding boxes:
1264 * 122223 <- BB_Z_SEPARATOR
1266 * 1 3 1,3 = empty helper BB
1267 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1271 static const int _tunnel_BB
[4][12] = {
1272 /* tunnnel-roof | Z-separator | tram-catenary
1273 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1274 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1275 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1276 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1277 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1279 const int *BB_data
= _tunnel_BB
[tunnelbridge_direction
];
1281 bool catenary
= false;
1284 SpriteID railtype_overlay
= 0;
1285 if (transport_type
== TRANSPORT_RAIL
) {
1286 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1287 image
= rti
->base_sprites
.tunnel
;
1288 if (rti
->UsesOverlay()) {
1289 /* Check if the railtype has custom tunnel portals. */
1290 railtype_overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL_PORTAL
);
1291 if (railtype_overlay
!= 0) image
= SPR_RAILTYPE_TUNNEL_BASE
; // Draw blank grass tunnel base.
1294 image
= SPR_TUNNEL_ENTRY_REAR_ROAD
;
1297 if (HasTunnelBridgeSnowOrDesert(ti
->tile
)) image
+= railtype_overlay
!= 0 ? 8 : 32;
1299 image
+= tunnelbridge_direction
* 2;
1300 DrawGroundSprite(image
, PAL_NONE
);
1302 if (transport_type
== TRANSPORT_ROAD
) {
1303 RoadType road_rt
= GetRoadTypeRoad(ti
->tile
);
1304 RoadType tram_rt
= GetRoadTypeTram(ti
->tile
);
1305 const RoadTypeInfo
*road_rti
= road_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(road_rt
);
1306 const RoadTypeInfo
*tram_rti
= tram_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(tram_rt
);
1307 uint sprite_offset
= DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? 1 : 0;
1308 bool draw_underlay
= true;
1310 /* Road underlay takes precedence over tram */
1311 if (road_rti
!= nullptr) {
1312 if (road_rti
->UsesOverlay()) {
1313 SpriteID ground
= GetCustomRoadSprite(road_rti
, ti
->tile
, ROTSG_TUNNEL
);
1315 DrawGroundSprite(ground
+ tunnelbridge_direction
, PAL_NONE
);
1316 draw_underlay
= false;
1320 if (tram_rti
->UsesOverlay()) {
1321 SpriteID ground
= GetCustomRoadSprite(tram_rti
, ti
->tile
, ROTSG_TUNNEL
);
1323 DrawGroundSprite(ground
+ tunnelbridge_direction
, PAL_NONE
);
1324 draw_underlay
= false;
1329 DrawRoadOverlays(ti
, PAL_NONE
, road_rti
, tram_rti
, sprite_offset
, sprite_offset
, draw_underlay
);
1331 /* Road catenary takes precedence over tram */
1332 SpriteID catenary_sprite_base
= 0;
1333 if (road_rti
!= nullptr && HasRoadCatenaryDrawn(road_rt
)) {
1334 catenary_sprite_base
= GetCustomRoadSprite(road_rti
, ti
->tile
, ROTSG_CATENARY_FRONT
);
1335 if (catenary_sprite_base
== 0) {
1336 catenary_sprite_base
= SPR_TRAMWAY_TUNNEL_WIRES
;
1338 catenary_sprite_base
+= 19;
1340 } else if (tram_rti
!= nullptr && HasRoadCatenaryDrawn(tram_rt
)) {
1341 catenary_sprite_base
= GetCustomRoadSprite(tram_rti
, ti
->tile
, ROTSG_CATENARY_FRONT
);
1342 if (catenary_sprite_base
== 0) {
1343 catenary_sprite_base
= SPR_TRAMWAY_TUNNEL_WIRES
;
1345 catenary_sprite_base
+= 19;
1349 if (catenary_sprite_base
!= 0) {
1351 StartSpriteCombine();
1352 AddSortableSpriteToDraw(catenary_sprite_base
+ 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
);
1355 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1356 if (rti
->UsesOverlay()) {
1357 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL
);
1358 if (surface
!= 0) DrawGroundSprite(surface
+ tunnelbridge_direction
, PAL_NONE
);
1361 /* PBS debugging, draw reserved tracks darker */
1362 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1363 if (rti
->UsesOverlay()) {
1364 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1365 DrawGroundSprite(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
);
1367 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
);
1371 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1372 /* Maybe draw pylons on the entry side */
1373 DrawRailCatenary(ti
);
1376 StartSpriteCombine();
1377 /* Draw wire above the ramp */
1378 DrawRailCatenaryOnTunnel(ti
);
1382 if (railtype_overlay
!= 0 && !catenary
) StartSpriteCombine();
1384 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
);
1385 /* Draw railtype tunnel portal overlay if defined. */
1386 if (railtype_overlay
!= 0) AddSortableSpriteToDraw(railtype_overlay
+ tunnelbridge_direction
, 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
);
1388 if (catenary
|| railtype_overlay
!= 0) EndSpriteCombine();
1390 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1391 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, ti
->x
, ti
->y
, BB_data
[6], BB_data
[7], TILE_HEIGHT
, ti
->z
);
1392 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
);
1394 DrawBridgeMiddle(ti
);
1395 } else { // IsBridge(ti->tile)
1396 const PalSpriteID
*psid
;
1398 bool ice
= HasTunnelBridgeSnowOrDesert(ti
->tile
);
1400 if (transport_type
== TRANSPORT_RAIL
) {
1401 base_offset
= GetRailTypeInfo(GetRailType(ti
->tile
))->bridge_offset
;
1402 assert(base_offset
!= 8); // This one is used for roads
1407 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1408 assert( (base_offset
& 0x07) == 0x00);
1410 DrawFoundation(ti
, GetBridgeFoundation(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
)));
1412 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1413 base_offset
+= (6 - tunnelbridge_direction
) % 4;
1415 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1416 if (transport_type
!= TRANSPORT_WATER
) {
1417 if (ti
->tileh
== SLOPE_FLAT
) base_offset
+= 4; // sloped bridge head
1418 psid
= &GetBridgeSpriteTable(GetBridgeType(ti
->tile
), BRIDGE_PIECE_HEAD
)[base_offset
];
1420 psid
= _aqueduct_sprites
+ base_offset
;
1424 TileIndex next
= ti
->tile
+ TileOffsByDiagDir(tunnelbridge_direction
);
1425 if (ti
->tileh
!= SLOPE_FLAT
&& ti
->z
== 0 && HasTileWaterClass(next
) && GetWaterClass(next
) == WATER_CLASS_SEA
) {
1426 DrawShoreTile(ti
->tileh
);
1428 DrawClearLandTile(ti
, 3);
1431 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE
+ SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
);
1436 /* Draw Trambits and PBS Reservation as SpriteCombine */
1437 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1439 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1440 * it doesn't disappear behind it
1442 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1443 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, ti
->x
, ti
->y
, 16, 16, ti
->tileh
== SLOPE_FLAT
? 0 : 8, ti
->z
);
1445 if (transport_type
== TRANSPORT_ROAD
) {
1446 uint offset
= tunnelbridge_direction
;
1448 if (ti
->tileh
!= SLOPE_FLAT
) {
1449 offset
= (offset
+ 1) & 1;
1455 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1456 DrawBridgeRoadBits(ti
->tile
, ti
->x
, ti
->y
, z
, offset
, true);
1459 } else if (transport_type
== TRANSPORT_RAIL
) {
1460 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1461 if (rti
->UsesOverlay()) {
1462 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_BRIDGE
);
1464 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1465 AddSortableSpriteToDraw(surface
+ ((DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
) ? RTBO_X
: RTBO_Y
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1467 AddSortableSpriteToDraw(surface
+ RTBO_SLOPE
+ tunnelbridge_direction
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1470 /* Don't fallback to non-overlay sprite -- the spec states that
1471 * if an overlay is present then the bridge surface must be
1475 /* PBS debugging, draw reserved tracks darker */
1476 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1477 if (rti
->UsesOverlay()) {
1478 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1479 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1480 AddSortableSpriteToDraw(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1482 AddSortableSpriteToDraw(overlay
+ RTO_SLOPE_NE
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1485 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1486 AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1488 AddSortableSpriteToDraw(rti
->base_sprites
.single_sloped
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1494 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1495 DrawRailCatenary(ti
);
1499 DrawBridgeMiddle(ti
);
1505 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1506 * bridges pieces sequence (middle parts).
1507 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1508 * bridge len 1: BRIDGE_PIECE_NORTH
1509 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1510 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1511 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1512 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1513 * 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
1514 * 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
1515 * #0 - always as first, #1 - always as last (if len>1)
1516 * #2,#3 are to pair in order
1517 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1518 * @param north Northernmost tile of bridge
1519 * @param south Southernmost tile of bridge
1520 * @return Index of bridge piece
1522 static BridgePieces
CalcBridgePiece(uint north
, uint south
)
1525 return BRIDGE_PIECE_NORTH
;
1526 } else if (south
== 1) {
1527 return BRIDGE_PIECE_SOUTH
;
1528 } else if (north
< south
) {
1529 return north
& 1 ? BRIDGE_PIECE_INNER_SOUTH
: BRIDGE_PIECE_INNER_NORTH
;
1530 } else if (north
> south
) {
1531 return south
& 1 ? BRIDGE_PIECE_INNER_NORTH
: BRIDGE_PIECE_INNER_SOUTH
;
1533 return north
& 1 ? BRIDGE_PIECE_MIDDLE_EVEN
: BRIDGE_PIECE_MIDDLE_ODD
;
1538 * Draw the middle bits of a bridge.
1539 * @param ti Tile information of the tile to draw it on.
1541 void DrawBridgeMiddle(const TileInfo
*ti
)
1543 /* Sectional view of bridge bounding boxes:
1545 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1546 * 1 2 3 = empty helper BB
1547 * 1 7 2 4,5 = pillars under higher bridges
1548 * 1 6 88888 6 2 6 = elrail-pylons
1549 * 1 6 88888 6 2 7 = elrail-wire
1550 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1551 * 3333333333333 <- BB_Z_SEPARATOR
1553 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1559 if (!IsBridgeAbove(ti
->tile
)) return;
1561 TileIndex rampnorth
= GetNorthernBridgeEnd(ti
->tile
);
1562 TileIndex rampsouth
= GetSouthernBridgeEnd(ti
->tile
);
1563 TransportType transport_type
= GetTunnelBridgeTransportType(rampsouth
);
1565 Axis axis
= GetBridgeAxis(ti
->tile
);
1566 BridgePieces piece
= CalcBridgePiece(
1567 GetTunnelBridgeLength(ti
->tile
, rampnorth
) + 1,
1568 GetTunnelBridgeLength(ti
->tile
, rampsouth
) + 1
1571 const PalSpriteID
*psid
;
1573 if (transport_type
!= TRANSPORT_WATER
) {
1574 BridgeType type
= GetBridgeType(rampsouth
);
1575 drawfarpillar
= !HasBit(GetBridgeSpec(type
)->flags
, 0);
1578 if (transport_type
== TRANSPORT_RAIL
) {
1579 base_offset
= GetRailTypeInfo(GetRailType(rampsouth
))->bridge_offset
;
1584 psid
= base_offset
+ GetBridgeSpriteTable(type
, piece
);
1586 drawfarpillar
= true;
1587 psid
= _aqueduct_sprites
;
1590 if (axis
!= AXIS_X
) psid
+= 4;
1594 uint bridge_z
= GetBridgePixelHeight(rampsouth
);
1595 int z
= bridge_z
- BRIDGE_Z_START
;
1597 /* Add a bounding box that separates the bridge from things below it. */
1598 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, x
, y
, 16, 16, 1, bridge_z
- TILE_HEIGHT
+ BB_Z_SEPARATOR
);
1600 /* Draw Trambits as SpriteCombine */
1601 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1603 /* Draw floor and far part of bridge*/
1604 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1605 if (axis
== AXIS_X
) {
1606 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 1, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1608 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 1, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1614 if (transport_type
== TRANSPORT_ROAD
) {
1615 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1616 DrawBridgeRoadBits(rampsouth
, x
, y
, bridge_z
, axis
^ 1, false);
1617 } else if (transport_type
== TRANSPORT_RAIL
) {
1618 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(rampsouth
));
1619 if (rti
->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES
)) {
1620 SpriteID surface
= GetCustomRailSprite(rti
, rampsouth
, RTSG_BRIDGE
, TCX_ON_BRIDGE
);
1622 AddSortableSpriteToDraw(surface
+ axis
, PAL_NONE
, x
, y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1626 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& !IsInvisibilitySet(TO_BRIDGES
) && HasTunnelBridgeReservation(rampnorth
)) {
1627 if (rti
->UsesOverlay()) {
1628 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1629 AddSortableSpriteToDraw(overlay
+ RTO_X
+ axis
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1631 AddSortableSpriteToDraw(axis
== AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1637 if (HasRailCatenaryDrawn(GetRailType(rampsouth
))) {
1638 DrawRailCatenaryOnBridge(ti
);
1642 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1643 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1644 if (axis
== AXIS_X
) {
1646 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 4, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 3, BRIDGE_Z_START
);
1649 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 4, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 3, 0, BRIDGE_Z_START
);
1653 /* Draw TramFront as SpriteCombine */
1654 if (transport_type
== TRANSPORT_ROAD
) EndSpriteCombine();
1656 /* Do not draw anything more if bridges are invisible */
1657 if (IsInvisibilitySet(TO_BRIDGES
)) return;
1660 DrawBridgePillars(psid
, ti
, axis
, drawfarpillar
, x
, y
, z
);
1664 static int GetSlopePixelZ_TunnelBridge(TileIndex tile
, uint x
, uint y
, bool ground_vehicle
)
1666 auto [tileh
, z
] = GetTilePixelSlope(tile
);
1671 if (IsTunnel(tile
)) {
1672 /* In the tunnel entrance? */
1673 if (ground_vehicle
) return z
;
1674 } else { // IsBridge(tile)
1675 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1676 z
+= ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh
, DiagDirToAxis(dir
)), tileh
);
1678 /* On the bridge ramp? */
1679 if (ground_vehicle
) {
1680 if (tileh
!= SLOPE_FLAT
) return z
+ TILE_HEIGHT
;
1683 default: NOT_REACHED();
1684 case DIAGDIR_NE
: tileh
= SLOPE_NE
; break;
1685 case DIAGDIR_SE
: tileh
= SLOPE_SE
; break;
1686 case DIAGDIR_SW
: tileh
= SLOPE_SW
; break;
1687 case DIAGDIR_NW
: tileh
= SLOPE_NW
; break;
1692 return z
+ GetPartialPixelZ(x
, y
, tileh
);
1695 static Foundation
GetFoundation_TunnelBridge(TileIndex tile
, Slope tileh
)
1697 return IsTunnel(tile
) ? FOUNDATION_NONE
: GetBridgeFoundation(tileh
, DiagDirToAxis(GetTunnelBridgeDirection(tile
)));
1700 static void GetTileDesc_TunnelBridge(TileIndex tile
, TileDesc
*td
)
1702 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1704 if (IsTunnel(tile
)) {
1705 td
->str
= (tt
== TRANSPORT_RAIL
) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD
: STR_LAI_TUNNEL_DESCRIPTION_ROAD
;
1706 } else { // IsBridge(tile)
1707 td
->str
= (tt
== TRANSPORT_WATER
) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT
: GetBridgeSpec(GetBridgeType(tile
))->transport_name
[tt
];
1709 td
->owner
[0] = GetTileOwner(tile
);
1711 Owner road_owner
= INVALID_OWNER
;
1712 Owner tram_owner
= INVALID_OWNER
;
1713 RoadType road_rt
= GetRoadTypeRoad(tile
);
1714 RoadType tram_rt
= GetRoadTypeTram(tile
);
1715 if (road_rt
!= INVALID_ROADTYPE
) {
1716 const RoadTypeInfo
*rti
= GetRoadTypeInfo(road_rt
);
1717 td
->roadtype
= rti
->strings
.name
;
1718 td
->road_speed
= rti
->max_speed
/ 2;
1719 road_owner
= GetRoadOwner(tile
, RTT_ROAD
);
1721 if (tram_rt
!= INVALID_ROADTYPE
) {
1722 const RoadTypeInfo
*rti
= GetRoadTypeInfo(tram_rt
);
1723 td
->tramtype
= rti
->strings
.name
;
1724 td
->tram_speed
= rti
->max_speed
/ 2;
1725 tram_owner
= GetRoadOwner(tile
, RTT_TRAM
);
1728 /* Is there a mix of owners? */
1729 if ((tram_owner
!= INVALID_OWNER
&& tram_owner
!= td
->owner
[0]) ||
1730 (road_owner
!= INVALID_OWNER
&& road_owner
!= td
->owner
[0])) {
1732 if (road_owner
!= INVALID_OWNER
) {
1733 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_ROAD_OWNER
;
1734 td
->owner
[i
] = road_owner
;
1737 if (tram_owner
!= INVALID_OWNER
) {
1738 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_TRAM_OWNER
;
1739 td
->owner
[i
] = tram_owner
;
1743 if (tt
== TRANSPORT_RAIL
) {
1744 const RailTypeInfo
*rti
= GetRailTypeInfo(GetRailType(tile
));
1745 td
->rail_speed
= rti
->max_speed
;
1746 td
->railtype
= rti
->strings
.name
;
1748 if (!IsTunnel(tile
)) {
1749 uint16_t spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1750 /* rail speed special-cases 0 as unlimited, hides display of limit etc. */
1751 if (spd
== UINT16_MAX
) spd
= 0;
1752 if (td
->rail_speed
== 0 || spd
< td
->rail_speed
) {
1753 td
->rail_speed
= spd
;
1756 } else if (tt
== TRANSPORT_ROAD
&& !IsTunnel(tile
)) {
1757 uint16_t spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1758 /* road speed special-cases 0 as unlimited, hides display of limit etc. */
1759 if (spd
== UINT16_MAX
) spd
= 0;
1760 if (road_rt
!= INVALID_ROADTYPE
&& (td
->road_speed
== 0 || spd
< td
->road_speed
)) td
->road_speed
= spd
;
1761 if (tram_rt
!= INVALID_ROADTYPE
&& (td
->tram_speed
== 0 || spd
< td
->tram_speed
)) td
->tram_speed
= spd
;
1766 static void TileLoop_TunnelBridge(TileIndex tile
)
1768 bool snow_or_desert
= HasTunnelBridgeSnowOrDesert(tile
);
1769 switch (_settings_game
.game_creation
.landscape
) {
1771 /* As long as we do not have a snow density, we want to use the density
1772 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1773 * (Independent of foundations) */
1774 int z
= IsBridge(tile
) ? GetTileMaxZ(tile
) : GetTileZ(tile
);
1775 if (snow_or_desert
!= (z
> GetSnowLine())) {
1776 SetTunnelBridgeSnowOrDesert(tile
, !snow_or_desert
);
1777 MarkTileDirtyByTile(tile
);
1783 if (GetTropicZone(tile
) == TROPICZONE_DESERT
&& !snow_or_desert
) {
1784 SetTunnelBridgeSnowOrDesert(tile
, true);
1785 MarkTileDirtyByTile(tile
);
1794 static TrackStatus
GetTileTrackStatus_TunnelBridge(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
1796 TransportType transport_type
= GetTunnelBridgeTransportType(tile
);
1797 if (transport_type
!= mode
|| (transport_type
== TRANSPORT_ROAD
&& !HasTileRoadType(tile
, (RoadTramType
)sub_mode
))) return 0;
1799 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1800 if (side
!= INVALID_DIAGDIR
&& side
!= ReverseDiagDir(dir
)) return 0;
1801 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir
)), TRACKDIR_BIT_NONE
);
1804 static void ChangeTileOwner_TunnelBridge(TileIndex tile
, Owner old_owner
, Owner new_owner
)
1806 TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
1807 /* Set number of pieces to zero if it's the southern tile as we
1808 * don't want to update the infrastructure counts twice. */
1809 uint num_pieces
= tile
< other_end
? (GetTunnelBridgeLength(tile
, other_end
) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
: 0;
1811 for (RoadTramType rtt
: _roadtramtypes
) {
1812 /* Update all roadtypes, no matter if they are present */
1813 if (GetRoadOwner(tile
, rtt
) == old_owner
) {
1814 RoadType rt
= GetRoadType(tile
, rtt
);
1815 if (rt
!= INVALID_ROADTYPE
) {
1816 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1817 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1818 Company::Get(old_owner
)->infrastructure
.road
[rt
] -= num_pieces
* 2;
1819 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.road
[rt
] += num_pieces
* 2;
1822 SetRoadOwner(tile
, rtt
, new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
);
1826 if (!IsTileOwner(tile
, old_owner
)) return;
1828 /* Update company infrastructure counts for rail and water as well.
1829 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1830 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1831 Company
*old
= Company::Get(old_owner
);
1832 if (tt
== TRANSPORT_RAIL
) {
1833 old
->infrastructure
.rail
[GetRailType(tile
)] -= num_pieces
;
1834 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.rail
[GetRailType(tile
)] += num_pieces
;
1835 } else if (tt
== TRANSPORT_WATER
) {
1836 old
->infrastructure
.water
-= num_pieces
;
1837 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.water
+= num_pieces
;
1840 if (new_owner
!= INVALID_OWNER
) {
1841 SetTileOwner(tile
, new_owner
);
1843 if (tt
== TRANSPORT_RAIL
) {
1844 /* Since all of our vehicles have been removed, it is safe to remove the rail
1845 * bridge / tunnel. */
1846 [[maybe_unused
]] CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
| DC_BANKRUPT
, tile
);
1847 assert(ret
.Succeeded());
1849 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1850 SetTileOwner(tile
, OWNER_NONE
);
1856 * Helper to prepare the ground vehicle when entering a bridge. This get called
1857 * when entering the bridge, at the last frame of travel on the bridge head.
1858 * Our calling function gets called before UpdateInclination/UpdateZPosition,
1859 * which normally controls the Z-coordinate. However, in the wormhole of the
1860 * bridge the vehicle is in a strange state so UpdateInclination does not get
1861 * called for the wormhole of the bridge and as such the going up/down bits
1862 * would remain set. As such, this function clears those. In doing so, the call
1863 * to UpdateInclination will not update the Z-coordinate, so that has to be
1864 * done here as well.
1865 * @param gv The ground vehicle entering the bridge.
1867 template <typename T
>
1868 static void PrepareToEnterBridge(T
*gv
)
1870 if (HasBit(gv
->gv_flags
, GVF_GOINGUP_BIT
)) {
1872 ClrBit(gv
->gv_flags
, GVF_GOINGUP_BIT
);
1874 ClrBit(gv
->gv_flags
, GVF_GOINGDOWN_BIT
);
1879 * Frame when the 'enter tunnel' sound should be played. This is the second
1880 * frame on a tile, so the sound is played shortly after entering the tunnel
1881 * tile, while the vehicle is still visible.
1883 static const uint8_t TUNNEL_SOUND_FRAME
= 1;
1886 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
1887 * This differs per direction, because of visibility / bounding box issues.
1888 * Note that direction, in this case, is the direction leading into the tunnel.
1889 * When entering a tunnel, hide the vehicle when it reaches the given frame.
1890 * When leaving a tunnel, show the vehicle when it is one frame further
1891 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
1893 extern const uint8_t _tunnel_visibility_frame
[DIAGDIR_END
] = {12, 8, 8, 12};
1895 static VehicleEnterTileStatus
VehicleEnter_TunnelBridge(Vehicle
*v
, TileIndex tile
, int x
, int y
)
1897 int z
= GetSlopePixelZ(x
, y
, true) - v
->z_pos
;
1899 if (abs(z
) > 2) return VETSB_CANNOT_ENTER
;
1900 /* Direction into the wormhole */
1901 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1902 /* Direction of the vehicle */
1903 const DiagDirection vdir
= DirToDiagDir(v
->direction
);
1904 /* New position of the vehicle on the tile */
1905 uint8_t pos
= (DiagDirToAxis(vdir
) == AXIS_X
? x
: y
) & TILE_UNIT_MASK
;
1906 /* Number of units moved by the vehicle since entering the tile */
1907 uint8_t frame
= (vdir
== DIAGDIR_NE
|| vdir
== DIAGDIR_NW
) ? TILE_SIZE
- 1 - pos
: pos
;
1909 if (IsTunnel(tile
)) {
1910 if (v
->type
== VEH_TRAIN
) {
1911 Train
*t
= Train::From(v
);
1913 if (t
->track
!= TRACK_BIT_WORMHOLE
&& dir
== vdir
) {
1914 if (t
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
1915 if (!PlayVehicleSound(t
, VSE_TUNNEL
) && RailVehInfo(t
->engine_type
)->engclass
== 0) {
1916 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, v
);
1918 return VETSB_CONTINUE
;
1920 if (frame
== _tunnel_visibility_frame
[dir
]) {
1922 t
->track
= TRACK_BIT_WORMHOLE
;
1923 t
->vehstatus
|= VS_HIDDEN
;
1924 return VETSB_ENTERED_WORMHOLE
;
1928 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
1929 /* We're at the tunnel exit ?? */
1931 t
->track
= DiagDirToDiagTrackBits(vdir
);
1933 t
->vehstatus
&= ~VS_HIDDEN
;
1934 return VETSB_ENTERED_WORMHOLE
;
1936 } else if (v
->type
== VEH_ROAD
) {
1937 RoadVehicle
*rv
= RoadVehicle::From(v
);
1940 if (rv
->state
!= RVSB_WORMHOLE
&& dir
== vdir
) {
1941 if (frame
== _tunnel_visibility_frame
[dir
]) {
1942 /* Frame should be equal to the next frame number in the RV's movement */
1943 assert(frame
== rv
->frame
+ 1);
1945 rv
->state
= RVSB_WORMHOLE
;
1946 rv
->vehstatus
|= VS_HIDDEN
;
1947 return VETSB_ENTERED_WORMHOLE
;
1949 return VETSB_CONTINUE
;
1953 /* We're at the tunnel exit ?? */
1954 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
1956 rv
->state
= DiagDirToDiagTrackdir(vdir
);
1958 rv
->vehstatus
&= ~VS_HIDDEN
;
1959 return VETSB_ENTERED_WORMHOLE
;
1962 } else { // IsBridge(tile)
1963 if (v
->type
!= VEH_SHIP
) {
1964 /* modify speed of vehicle */
1965 uint16_t spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1967 if (v
->type
== VEH_ROAD
) spd
*= 2;
1968 Vehicle
*first
= v
->First();
1969 first
->cur_speed
= std::min(first
->cur_speed
, spd
);
1973 /* Vehicle enters bridge at the last frame inside this tile. */
1974 if (frame
!= TILE_SIZE
- 1) return VETSB_CONTINUE
;
1977 Train
*t
= Train::From(v
);
1978 t
->track
= TRACK_BIT_WORMHOLE
;
1979 PrepareToEnterBridge(t
);
1984 RoadVehicle
*rv
= RoadVehicle::From(v
);
1985 rv
->state
= RVSB_WORMHOLE
;
1986 PrepareToEnterBridge(rv
);
1991 Ship::From(v
)->state
= TRACK_BIT_WORMHOLE
;
1994 default: NOT_REACHED();
1996 return VETSB_ENTERED_WORMHOLE
;
1997 } else if (vdir
== ReverseDiagDir(dir
)) {
2001 Train
*t
= Train::From(v
);
2002 if (t
->track
== TRACK_BIT_WORMHOLE
) {
2003 t
->track
= DiagDirToDiagTrackBits(vdir
);
2004 return VETSB_ENTERED_WORMHOLE
;
2010 RoadVehicle
*rv
= RoadVehicle::From(v
);
2011 if (rv
->state
== RVSB_WORMHOLE
) {
2012 rv
->state
= DiagDirToDiagTrackdir(vdir
);
2014 return VETSB_ENTERED_WORMHOLE
;
2020 Ship
*ship
= Ship::From(v
);
2021 if (ship
->state
== TRACK_BIT_WORMHOLE
) {
2022 ship
->state
= DiagDirToDiagTrackBits(vdir
);
2023 return VETSB_ENTERED_WORMHOLE
;
2028 default: NOT_REACHED();
2032 return VETSB_CONTINUE
;
2035 static CommandCost
TerraformTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
2037 if (_settings_game
.construction
.build_on_slopes
&& AutoslopeEnabled() && IsBridge(tile
) && GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) {
2038 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
2039 Axis axis
= DiagDirToAxis(direction
);
2041 auto [tileh_old
, z_old
] = GetTileSlopeZ(tile
);
2043 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2044 if ((direction
== DIAGDIR_NW
) || (direction
== DIAGDIR_NE
)) {
2045 CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, axis
, tileh_old
, z_old
);
2046 res
= CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, axis
, tileh_new
, z_new
);
2048 CheckBridgeSlope(BRIDGE_PIECE_NORTH
, axis
, tileh_old
, z_old
);
2049 res
= CheckBridgeSlope(BRIDGE_PIECE_NORTH
, axis
, tileh_new
, z_new
);
2052 /* Surface slope is valid and remains unchanged? */
2053 if (res
.Succeeded() && (z_old
== z_new
) && (tileh_old
== tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2056 return Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
2059 extern const TileTypeProcs _tile_type_tunnelbridge_procs
= {
2060 DrawTile_TunnelBridge
, // draw_tile_proc
2061 GetSlopePixelZ_TunnelBridge
, // get_slope_z_proc
2062 ClearTile_TunnelBridge
, // clear_tile_proc
2063 nullptr, // add_accepted_cargo_proc
2064 GetTileDesc_TunnelBridge
, // get_tile_desc_proc
2065 GetTileTrackStatus_TunnelBridge
, // get_tile_track_status_proc
2066 nullptr, // click_tile_proc
2067 nullptr, // animate_tile_proc
2068 TileLoop_TunnelBridge
, // tile_loop_proc
2069 ChangeTileOwner_TunnelBridge
, // change_tile_owner_proc
2070 nullptr, // add_produced_cargo_proc
2071 VehicleEnter_TunnelBridge
, // vehicle_enter_tile_proc
2072 GetFoundation_TunnelBridge
, // get_foundation_proc
2073 TerraformTile_TunnelBridge
, // terraform_tile_proc