Update: Translations from eints
[openttd-github.git] / src / tunnelbridge_cmd.cpp
blob7ac7b37e8b9894d1293fc3c59472cb296ba2fd3e
1 /*
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/>.
6 */
8 /**
9 * @file tunnelbridge_cmd.cpp
10 * This file deals with tunnels and bridges (non-gui stuff)
11 * @todo separate this file into two
14 #include "stdafx.h"
15 #include "newgrf_object.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
18 #include "town.h"
19 #include "train.h"
20 #include "ship.h"
21 #include "roadveh.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"
35 #include "pbs.h"
36 #include "company_base.h"
37 #include "newgrf_railtype.h"
38 #include "newgrf_roadtype.h"
39 #include "object_base.h"
40 #include "water.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;
59 /**
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);
76 /**
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. */
86 void ResetBridges()
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;
112 length -= 2;
113 int sum = 2;
114 for (int delta = 1;; delta++) {
115 for (int count = 0; count < delta; count++) {
116 if (length == 0) return sum;
117 sum += delta;
118 length--;
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];
158 } else {
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);
183 } else {
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);
240 } break;
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;
245 default: break;
248 return base_cost;
252 * Build a Bridge
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);
270 /* type of bridge */
271 switch (transport_type) {
272 case TRANSPORT_ROAD:
273 roadtype = (RoadType)road_rail_type;
274 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
275 break;
277 case TRANSPORT_RAIL:
278 railtype = (RailType)road_rail_type;
279 if (!ValParamRailType(railtype)) return CMD_ERROR;
280 break;
282 case TRANSPORT_WATER:
283 break;
285 default:
286 /* Airports don't have bridges. */
287 return CMD_ERROR;
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);
306 Axis direction;
307 if (TileX(tile_start) == TileX(tile_end)) {
308 direction = AXIS_Y;
309 } else if (TileY(tile_start) == TileY(tile_end)) {
310 direction = AXIS_X;
311 } else {
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;
322 } else {
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);
339 Owner owner;
340 bool is_new_owner;
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) {
349 case TRANSPORT_RAIL:
350 /* Keep the reservation, the path stays valid. */
351 pbs_reservation = HasTunnelBridgeReservation(tile_start);
352 break;
354 case TRANSPORT_ROAD:
355 /* Do not remove road types when upgrading a bridge */
356 road_rt = GetRoadTypeRoad(tile_start);
357 tram_rt = GetRoadTypeTram(tile_start);
358 break;
360 default: break;
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);
382 if (t == nullptr) {
383 return CMD_ERROR;
384 } else {
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;
407 } else {
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;
415 cost = 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;
423 cost.AddCost(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)) {
462 case MP_WATER:
463 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
464 break;
466 case MP_RAILWAY:
467 if (!IsPlainRail(tile)) goto not_valid_below;
468 break;
470 case MP_ROAD:
471 if (IsRoadDepot(tile)) goto not_valid_below;
472 break;
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;
478 break;
480 case MP_OBJECT: {
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;
484 break;
487 case MP_CLEAR:
488 break;
490 default:
491 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;
495 cost.AddCost(ret);
496 break;
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);
507 owner = company;
508 is_new_owner = true;
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;
518 /* do the drill? */
519 if (flags & DC_EXEC) {
520 DiagDirection dir = AxisToDiagDir(direction);
522 Company *c = Company::GetIfValid(company);
523 switch (transport_type) {
524 case TRANSPORT_RAIL:
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);
531 break;
533 case TRANSPORT_ROAD: {
534 if (is_new_owner) {
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;
539 if (c != nullptr) {
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);
554 break;
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);
563 break;
565 default:
566 NOT_REACHED();
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) {
587 case TRANSPORT_ROAD:
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));
594 break;
596 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
597 default: 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);
604 } else {
605 /* Aqueducts use a separate base cost. */
606 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
611 return cost;
616 * Build Tunnel.
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) {
631 case TRANSPORT_RAIL:
632 railtype = (RailType)road_rail_type;
633 if (!ValParamRailType(railtype)) return CMD_ERROR;
634 break;
636 case TRANSPORT_ROAD:
637 roadtype = (RoadType)road_rail_type;
638 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
639 break;
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;
674 } else {
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*/
681 int tiles_coef = 3;
682 /* Number of tiles from start of tunnel */
683 int tiles = 0;
684 /* Number of tiles at which the cost increase coefficient per tile is halved */
685 int tiles_bump = 25;
687 CommandCost cost(EXPENSES_CONSTRUCTION);
688 Slope end_tileh;
689 int end_z;
690 for (;;) {
691 end_tile += delta;
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);
701 tiles++;
702 if (tiles == tiles_bump) {
703 tiles_coef++;
704 tiles_bump *= 2;
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]);
713 cost.AddCost(ret);
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);
725 cost.AddCost(ret);
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
753 coa = nullptr;
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);
758 cost.AddCost(ret);
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));
778 } else {
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);
788 return cost;
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);
822 return ret;
825 case TRANSPORT_RAIL:
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;
857 Town *t = nullptr;
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);
883 Train *v = nullptr;
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);
894 DoClearSquare(tile);
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);
905 } else {
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));
910 DoClearSquare(tile);
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);
938 Town *t = nullptr;
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);
962 Train *v = nullptr;
964 if (rail && HasTunnelBridgeReservation(tile)) {
965 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
966 if (v != nullptr) FreeTrainTrackReservation(v);
969 /* Update company infrastructure counts. */
970 if (rail) {
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));
976 } else { // Aqueduct
977 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
979 DirtyCompanyInfrastructureWindows(owner);
981 DoClearSquare(tile);
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));
994 if (rail) {
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
1030 * @param x Pillar X
1031 * @param y Pillar Y
1032 * @param z Pillar Z
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
1048 * @param x Pillar X
1049 * @param y Pillar Y
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)
1056 int cur_z;
1057 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1058 DrawPillar(psid, x, y, cur_z, w, h, nullptr);
1060 return cur_z;
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];
1141 } else {
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;
1179 } else {
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,
1225 trans_back[i]);
1229 /* Start a new SpriteCombine for the front part */
1230 EndSpriteCombine();
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,
1237 trans_front[i],
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>
1253 * </ul>
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
1265 * 1 3
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;
1283 SpriteID image;
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.
1293 } else {
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);
1314 if (ground != 0) {
1315 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1316 draw_underlay = false;
1319 } else {
1320 if (tram_rti->UsesOverlay()) {
1321 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
1322 if (ground != 0) {
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;
1337 } else {
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;
1344 } else {
1345 catenary_sprite_base += 19;
1349 if (catenary_sprite_base != 0) {
1350 catenary = true;
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);
1354 } else {
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);
1366 } else {
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);
1375 catenary = true;
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;
1397 int base_offset;
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
1403 } else {
1404 base_offset = 8;
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];
1419 } else {
1420 psid = _aqueduct_sprites + base_offset;
1423 if (!ice) {
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);
1427 } else {
1428 DrawClearLandTile(ti, 3);
1430 } else {
1431 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1434 /* draw ramp */
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;
1447 int z = ti->z;
1448 if (ti->tileh != SLOPE_FLAT) {
1449 offset = (offset + 1) & 1;
1450 z += TILE_HEIGHT;
1451 } else {
1452 offset += 2;
1455 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1456 DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
1458 EndSpriteCombine();
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);
1463 if (surface != 0) {
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);
1466 } else {
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
1472 * present. */
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);
1481 } else {
1482 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1484 } else {
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);
1487 } else {
1488 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1493 EndSpriteCombine();
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)
1524 if (north == 1) {
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;
1532 } else {
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
1552 * <- unused
1553 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1554 * 4 5
1555 * 4 5
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;
1572 bool drawfarpillar;
1573 if (transport_type != TRANSPORT_WATER) {
1574 BridgeType type = GetBridgeType(rampsouth);
1575 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1577 uint base_offset;
1578 if (transport_type == TRANSPORT_RAIL) {
1579 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1580 } else {
1581 base_offset = 8;
1584 psid = base_offset + GetBridgeSpriteTable(type, piece);
1585 } else {
1586 drawfarpillar = true;
1587 psid = _aqueduct_sprites;
1590 if (axis != AXIS_X) psid += 4;
1592 int x = ti->x;
1593 int y = ti->y;
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);
1607 } else {
1608 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1612 psid++;
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);
1621 if (surface != 0) {
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));
1630 } else {
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));
1635 EndSpriteCombine();
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) {
1645 y += 12;
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);
1647 } else {
1648 x += 12;
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;
1659 psid++;
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);
1668 x &= 0xF;
1669 y &= 0xF;
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;
1682 switch (dir) {
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])) {
1731 uint i = 1;
1732 if (road_owner != INVALID_OWNER) {
1733 td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1734 td->owner[i] = road_owner;
1735 i++;
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) {
1770 case LT_ARCTIC: {
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);
1779 break;
1782 case LT_TROPIC:
1783 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1784 SetTunnelBridgeSnowOrDesert(tile, true);
1785 MarkTileDirtyByTile(tile);
1787 break;
1789 default:
1790 break;
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);
1842 } else {
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());
1848 } else {
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)) {
1871 gv->z_pos++;
1872 ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
1873 } else {
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]) {
1921 t->tile = tile;
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 ?? */
1930 t->tile = tile;
1931 t->track = DiagDirToDiagTrackBits(vdir);
1932 assert(t->track);
1933 t->vehstatus &= ~VS_HIDDEN;
1934 return VETSB_ENTERED_WORMHOLE;
1936 } else if (v->type == VEH_ROAD) {
1937 RoadVehicle *rv = RoadVehicle::From(v);
1939 /* Enter tunnel? */
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);
1944 rv->tile = tile;
1945 rv->state = RVSB_WORMHOLE;
1946 rv->vehstatus |= VS_HIDDEN;
1947 return VETSB_ENTERED_WORMHOLE;
1948 } else {
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) {
1955 rv->tile = tile;
1956 rv->state = DiagDirToDiagTrackdir(vdir);
1957 rv->frame = frame;
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);
1972 if (vdir == dir) {
1973 /* Vehicle enters bridge at the last frame inside this tile. */
1974 if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1975 switch (v->type) {
1976 case VEH_TRAIN: {
1977 Train *t = Train::From(v);
1978 t->track = TRACK_BIT_WORMHOLE;
1979 PrepareToEnterBridge(t);
1980 break;
1983 case VEH_ROAD: {
1984 RoadVehicle *rv = RoadVehicle::From(v);
1985 rv->state = RVSB_WORMHOLE;
1986 PrepareToEnterBridge(rv);
1987 break;
1990 case VEH_SHIP:
1991 Ship::From(v)->state = TRACK_BIT_WORMHOLE;
1992 break;
1994 default: NOT_REACHED();
1996 return VETSB_ENTERED_WORMHOLE;
1997 } else if (vdir == ReverseDiagDir(dir)) {
1998 v->tile = tile;
1999 switch (v->type) {
2000 case VEH_TRAIN: {
2001 Train *t = Train::From(v);
2002 if (t->track == TRACK_BIT_WORMHOLE) {
2003 t->track = DiagDirToDiagTrackBits(vdir);
2004 return VETSB_ENTERED_WORMHOLE;
2006 break;
2009 case VEH_ROAD: {
2010 RoadVehicle *rv = RoadVehicle::From(v);
2011 if (rv->state == RVSB_WORMHOLE) {
2012 rv->state = DiagDirToDiagTrackdir(vdir);
2013 rv->frame = 0;
2014 return VETSB_ENTERED_WORMHOLE;
2016 break;
2019 case VEH_SHIP: {
2020 Ship *ship = Ship::From(v);
2021 if (ship->state == TRACK_BIT_WORMHOLE) {
2022 ship->state = DiagDirToDiagTrackBits(vdir);
2023 return VETSB_ENTERED_WORMHOLE;
2025 break;
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);
2040 CommandCost res;
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);
2047 } else {
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