Add: Improving town-owned bridges increases company rating (#13036)
[openttd-github.git] / src / tunnelbridge_cmd.cpp
blob7efdfed1e2206828da399afe9cf3228bc395a935
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 if (!(flags & DC_QUERY_COST)) {
377 /* Do not replace the bridge with the same bridge type. */
378 if ((bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || road_rt == roadtype || tram_rt == roadtype)) {
379 return_cmd_error(STR_ERROR_ALREADY_BUILT);
382 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
383 if (IsTileOwner(tile_start, OWNER_TOWN) && _game_mode != GM_EDITOR) {
384 Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
385 if (t == nullptr) return CMD_ERROR;
387 if (GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
388 SetDParam(0, t->index);
389 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
390 } else {
391 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_UP_STEP, RATING_MAXIMUM, flags);
396 /* Do not allow replacing another company's bridges. */
397 if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
398 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
401 /* The cost of clearing the current bridge. */
402 cost.AddCost(bridge_len * TunnelBridgeClearCost(tile_start, PR_CLEAR_BRIDGE));
403 owner = GetTileOwner(tile_start);
405 /* If bridge belonged to bankrupt company, it has a new owner now */
406 is_new_owner = (owner == OWNER_NONE);
407 if (is_new_owner) owner = company;
408 } else {
409 /* Build a new bridge. */
411 bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
413 /* Try and clear the start landscape */
414 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_start);
415 if (ret.Failed()) return ret;
416 cost = ret;
418 if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
419 cost.AddCost(terraform_cost_north);
421 /* Try and clear the end landscape */
422 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_end);
423 if (ret.Failed()) return ret;
424 cost.AddCost(ret);
426 /* false - end tile slope check */
427 if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
428 cost.AddCost(terraform_cost_south);
430 const TileIndex heads[] = {tile_start, tile_end};
431 for (int i = 0; i < 2; i++) {
432 if (IsBridgeAbove(heads[i])) {
433 TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
435 if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
437 if (z_start + 1 == GetBridgeHeight(north_head)) {
438 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
443 TileIndexDiff delta = TileOffsByAxis(direction);
444 for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
445 if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
447 if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
449 * Disallow too high bridges.
450 * Properly rendering a map where very high bridges (might) exist is expensive.
451 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
452 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
454 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
457 if (IsBridgeAbove(tile)) {
458 /* Disallow crossing bridges for the time being */
459 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
462 switch (GetTileType(tile)) {
463 case MP_WATER:
464 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
465 break;
467 case MP_RAILWAY:
468 if (!IsPlainRail(tile)) goto not_valid_below;
469 break;
471 case MP_ROAD:
472 if (IsRoadDepot(tile)) goto not_valid_below;
473 break;
475 case MP_TUNNELBRIDGE:
476 if (IsTunnel(tile)) break;
477 if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
478 if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
479 break;
481 case MP_OBJECT: {
482 const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
483 if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
484 if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
485 break;
488 case MP_CLEAR:
489 break;
491 default:
492 not_valid_below:;
493 /* try and clear the middle landscape */
494 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
495 if (ret.Failed()) return ret;
496 cost.AddCost(ret);
497 break;
500 if (flags & DC_EXEC) {
501 /* We do this here because when replacing a bridge with another
502 * type calling SetBridgeMiddle isn't needed. After all, the
503 * tile already has the has_bridge_above bits set. */
504 SetBridgeMiddle(tile, direction);
508 owner = company;
509 is_new_owner = true;
512 bool hasroad = road_rt != INVALID_ROADTYPE;
513 bool hastram = tram_rt != INVALID_ROADTYPE;
514 if (transport_type == TRANSPORT_ROAD) {
515 if (RoadTypeIsRoad(roadtype)) road_rt = roadtype;
516 if (RoadTypeIsTram(roadtype)) tram_rt = roadtype;
519 /* do the drill? */
520 if (flags & DC_EXEC) {
521 DiagDirection dir = AxisToDiagDir(direction);
523 Company *c = Company::GetIfValid(company);
524 switch (transport_type) {
525 case TRANSPORT_RAIL:
526 /* Add to company infrastructure count if required. */
527 if (is_new_owner && c != nullptr) c->infrastructure.rail[railtype] += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
528 MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
529 MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
530 SetTunnelBridgeReservation(tile_start, pbs_reservation);
531 SetTunnelBridgeReservation(tile_end, pbs_reservation);
532 break;
534 case TRANSPORT_ROAD: {
535 if (is_new_owner) {
536 /* Also give unowned present roadtypes to new owner */
537 if (hasroad && GetRoadOwner(tile_start, RTT_ROAD) == OWNER_NONE) hasroad = false;
538 if (hastram && GetRoadOwner(tile_start, RTT_TRAM) == OWNER_NONE) hastram = false;
540 if (c != nullptr) {
541 /* Add all new road types to the company infrastructure counter. */
542 if (!hasroad && road_rt != INVALID_ROADTYPE) {
543 /* A full diagonal road tile has two road bits. */
544 c->infrastructure.road[road_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
546 if (!hastram && tram_rt != INVALID_ROADTYPE) {
547 /* A full diagonal road tile has two road bits. */
548 c->infrastructure.road[tram_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
551 Owner owner_road = hasroad ? GetRoadOwner(tile_start, RTT_ROAD) : company;
552 Owner owner_tram = hastram ? GetRoadOwner(tile_start, RTT_TRAM) : company;
553 MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, road_rt, tram_rt);
554 MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), road_rt, tram_rt);
555 break;
558 case TRANSPORT_WATER:
559 if (is_new_owner && c != nullptr) c->infrastructure.water += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
560 MakeAqueductBridgeRamp(tile_start, owner, dir);
561 MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
562 CheckForDockingTile(tile_start);
563 CheckForDockingTile(tile_end);
564 break;
566 default:
567 NOT_REACHED();
570 /* Mark all tiles dirty */
571 MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
572 DirtyCompanyInfrastructureWindows(company);
575 if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
576 Track track = AxisToTrack(direction);
577 AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
578 YapfNotifyTrackLayoutChange(tile_start, track);
581 /* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
582 * It's unnecessary to execute this command every time for every bridge.
583 * So it is done only for humans and cost is computed in bridge_gui.cpp.
584 * For (non-spectated) AI, Towns this has to be of course calculated. */
585 Company *c = Company::GetIfValid(company);
586 if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
587 switch (transport_type) {
588 case TRANSPORT_ROAD:
589 if (road_rt != INVALID_ROADTYPE) {
590 cost.AddCost(bridge_len * 2 * RoadBuildCost(road_rt));
592 if (tram_rt != INVALID_ROADTYPE) {
593 cost.AddCost(bridge_len * 2 * RoadBuildCost(tram_rt));
595 break;
597 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
598 default: break;
601 if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
603 if (transport_type != TRANSPORT_WATER) {
604 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
605 } else {
606 /* Aqueducts use a separate base cost. */
607 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
612 return cost;
617 * Build Tunnel.
618 * @param flags type of operation
619 * @param start_tile start tile of tunnel
620 * @param transport_type transport type
621 * @param road_rail_type railtype or roadtype
622 * @return the cost of this operation or an error
624 CommandCost CmdBuildTunnel(DoCommandFlag flags, TileIndex start_tile, TransportType transport_type, uint8_t road_rail_type)
626 CompanyID company = _current_company;
628 RailType railtype = INVALID_RAILTYPE;
629 RoadType roadtype = INVALID_ROADTYPE;
630 _build_tunnel_endtile = 0;
631 switch (transport_type) {
632 case TRANSPORT_RAIL:
633 railtype = (RailType)road_rail_type;
634 if (!ValParamRailType(railtype)) return CMD_ERROR;
635 break;
637 case TRANSPORT_ROAD:
638 roadtype = (RoadType)road_rail_type;
639 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
640 break;
642 default: return CMD_ERROR;
645 if (company == OWNER_DEITY) {
646 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
647 const Town *town = CalcClosestTownFromTile(start_tile);
649 company = OWNER_TOWN;
651 /* If we are not within a town, we are not owned by the town */
652 if (town == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
653 company = OWNER_NONE;
657 auto [start_tileh, start_z] = GetTileSlopeZ(start_tile);
658 DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
659 if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
661 if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
663 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, start_tile);
664 if (ret.Failed()) return ret;
666 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
667 * for the clearing of the entrance of the tunnel. Assigning it to
668 * cost before the loop will yield different costs depending on start-
669 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
671 TileIndexDiff delta = TileOffsByDiagDir(direction);
672 DiagDirection tunnel_in_way_dir;
673 if (DiagDirToAxis(direction) == AXIS_Y) {
674 tunnel_in_way_dir = (TileX(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
675 } else {
676 tunnel_in_way_dir = (TileY(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
679 TileIndex end_tile = start_tile;
681 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
682 int tiles_coef = 3;
683 /* Number of tiles from start of tunnel */
684 int tiles = 0;
685 /* Number of tiles at which the cost increase coefficient per tile is halved */
686 int tiles_bump = 25;
688 CommandCost cost(EXPENSES_CONSTRUCTION);
689 Slope end_tileh;
690 int end_z;
691 for (;;) {
692 end_tile += delta;
693 if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
694 std::tie(end_tileh, end_z) = GetTileSlopeZ(end_tile);
696 if (start_z == end_z) break;
698 if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
699 return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
702 tiles++;
703 if (tiles == tiles_bump) {
704 tiles_coef++;
705 tiles_bump *= 2;
708 cost.AddCost(_price[PR_BUILD_TUNNEL]);
709 cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
712 /* Add the cost of the entrance */
713 cost.AddCost(_price[PR_BUILD_TUNNEL]);
714 cost.AddCost(ret);
716 /* if the command fails from here on we want the end tile to be highlighted */
717 _build_tunnel_endtile = end_tile;
719 if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
721 if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
723 /* Clear the tile in any case */
724 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, end_tile);
725 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
726 cost.AddCost(ret);
728 /* slope of end tile must be complementary to the slope of the start tile */
729 if (end_tileh != ComplementSlope(start_tileh)) {
730 /* Mark the tile as already cleared for the terraform command.
731 * Do this for all tiles (like trees), not only objects. */
732 ClearedObjectArea *coa = FindClearedObject(end_tile);
733 if (coa == nullptr) {
734 coa = &_cleared_object_areas.emplace_back(ClearedObjectArea{ end_tile, TileArea(end_tile, 1, 1) });
737 /* Hide the tile from the terraforming command */
738 TileIndex old_first_tile = coa->first_tile;
739 coa->first_tile = INVALID_TILE;
741 /* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
742 * however it will never erase or re-order existing items.
743 * _cleared_object_areas is a value-type self-resizing vector, therefore appending items
744 * may result in a backing-store re-allocation, which would invalidate the coa pointer.
745 * The index of the coa pointer into the _cleared_object_areas vector remains valid,
746 * and can be used safely after the CMD_TERRAFORM_LAND operation.
747 * Deliberately clear the coa pointer to avoid leaving dangling pointers which could
748 * inadvertently be dereferenced.
750 ClearedObjectArea *begin = _cleared_object_areas.data();
751 assert(coa >= begin && coa < begin + _cleared_object_areas.size());
752 size_t coa_index = coa - begin;
753 assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
754 coa = nullptr;
756 ret = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(flags, end_tile, end_tileh & start_tileh, false));
757 _cleared_object_areas[(uint)coa_index].first_tile = old_first_tile;
758 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
759 cost.AddCost(ret);
761 cost.AddCost(_price[PR_BUILD_TUNNEL]);
763 /* Pay for the rail/road in the tunnel including entrances */
764 switch (transport_type) {
765 case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * RoadBuildCost(roadtype) * 2); break;
766 case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
767 default: NOT_REACHED();
770 if (flags & DC_EXEC) {
771 Company *c = Company::GetIfValid(company);
772 uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
773 if (transport_type == TRANSPORT_RAIL) {
774 if (c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
775 MakeRailTunnel(start_tile, company, direction, railtype);
776 MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
777 AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
778 YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
779 } else {
780 if (c != nullptr) c->infrastructure.road[roadtype] += num_pieces * 2; // A full diagonal road has two road bits.
781 RoadType road_rt = RoadTypeIsRoad(roadtype) ? roadtype : INVALID_ROADTYPE;
782 RoadType tram_rt = RoadTypeIsTram(roadtype) ? roadtype : INVALID_ROADTYPE;
783 MakeRoadTunnel(start_tile, company, direction, road_rt, tram_rt);
784 MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), road_rt, tram_rt);
786 DirtyCompanyInfrastructureWindows(company);
789 return cost;
794 * Are we allowed to remove the tunnel or bridge at \a tile?
795 * @param tile End point of the tunnel or bridge.
796 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
798 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
800 /* Floods can remove anything as well as the scenario editor */
801 if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
803 switch (GetTunnelBridgeTransportType(tile)) {
804 case TRANSPORT_ROAD: {
805 RoadType road_rt = GetRoadTypeRoad(tile);
806 RoadType tram_rt = GetRoadTypeTram(tile);
807 Owner road_owner = _current_company;
808 Owner tram_owner = _current_company;
810 if (road_rt != INVALID_ROADTYPE) road_owner = GetRoadOwner(tile, RTT_ROAD);
811 if (tram_rt != INVALID_ROADTYPE) tram_owner = GetRoadOwner(tile, RTT_TRAM);
813 /* We can remove unowned road and if the town allows it */
814 if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
815 /* Town does not allow */
816 return CheckTileOwnership(tile);
818 if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
819 if (tram_owner == OWNER_NONE) tram_owner = _current_company;
821 CommandCost ret = CheckOwnership(road_owner, tile);
822 if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
823 return ret;
826 case TRANSPORT_RAIL:
827 return CheckOwnership(GetTileOwner(tile));
829 case TRANSPORT_WATER: {
830 /* Always allow to remove aqueducts without owner. */
831 Owner aqueduct_owner = GetTileOwner(tile);
832 if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
833 return CheckOwnership(aqueduct_owner);
836 default: NOT_REACHED();
841 * Remove a tunnel from the game, update town rating, etc.
842 * @param tile Tile containing one of the endpoints of the tunnel.
843 * @param flags Command flags.
844 * @return Succeeded or failed command.
846 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
848 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
849 if (ret.Failed()) return ret;
851 TileIndex endtile = GetOtherTunnelEnd(tile);
853 ret = TunnelBridgeIsFree(tile, endtile);
854 if (ret.Failed()) return ret;
856 _build_tunnel_endtile = endtile;
858 Town *t = nullptr;
859 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
860 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
862 /* Check if you are allowed to remove the tunnel owned by a town
863 * Removal depends on difficulty settings */
864 ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
865 if (ret.Failed()) return ret;
868 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
869 * you have a "Poor" (0) town rating */
870 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
871 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
874 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_TUNNEL);
875 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
877 if (flags & DC_EXEC) {
878 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
879 /* We first need to request values before calling DoClearSquare */
880 DiagDirection dir = GetTunnelBridgeDirection(tile);
881 Track track = DiagDirToDiagTrack(dir);
882 Owner owner = GetTileOwner(tile);
884 Train *v = nullptr;
885 if (HasTunnelBridgeReservation(tile)) {
886 v = GetTrainForReservation(tile, track);
887 if (v != nullptr) FreeTrainTrackReservation(v);
890 if (Company::IsValidID(owner)) {
891 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
892 DirtyCompanyInfrastructureWindows(owner);
895 DoClearSquare(tile);
896 DoClearSquare(endtile);
898 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
899 AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
900 AddSideToSignalBuffer(endtile, dir, owner);
902 YapfNotifyTrackLayoutChange(tile, track);
903 YapfNotifyTrackLayoutChange(endtile, track);
905 if (v != nullptr) TryPathReserve(v);
906 } else {
907 /* A full diagonal road tile has two road bits. */
908 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
909 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
911 DoClearSquare(tile);
912 DoClearSquare(endtile);
916 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
921 * Remove a bridge from the game, update town rating, etc.
922 * @param tile Tile containing one of the endpoints of the bridge.
923 * @param flags Command flags.
924 * @return Succeeded or failed command.
926 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
928 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
929 if (ret.Failed()) return ret;
931 TileIndex endtile = GetOtherBridgeEnd(tile);
933 ret = TunnelBridgeIsFree(tile, endtile);
934 if (ret.Failed()) return ret;
936 DiagDirection direction = GetTunnelBridgeDirection(tile);
937 TileIndexDiff delta = TileOffsByDiagDir(direction);
939 Town *t = nullptr;
940 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
941 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
943 /* Check if you are allowed to remove the bridge owned by a town
944 * Removal depends on difficulty settings */
945 ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
946 if (ret.Failed()) return ret;
949 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
950 * you have a "Poor" (0) town rating */
951 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
952 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
955 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_BRIDGE);
956 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
958 if (flags & DC_EXEC) {
959 /* read this value before actual removal of bridge */
960 bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
961 Owner owner = GetTileOwner(tile);
962 int height = GetBridgeHeight(tile);
963 Train *v = nullptr;
965 if (rail && HasTunnelBridgeReservation(tile)) {
966 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
967 if (v != nullptr) FreeTrainTrackReservation(v);
970 /* Update company infrastructure counts. */
971 if (rail) {
972 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
973 } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
974 /* A full diagonal road tile has two road bits. */
975 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
976 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
977 } else { // Aqueduct
978 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
980 DirtyCompanyInfrastructureWindows(owner);
982 DoClearSquare(tile);
983 DoClearSquare(endtile);
985 for (TileIndex c = tile + delta; c != endtile; c += delta) {
986 /* do not let trees appear from 'nowhere' after removing bridge */
987 if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
988 int minz = GetTileMaxZ(c) + 3;
989 if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
991 ClearBridgeMiddle(c);
992 MarkTileDirtyByTile(c, height - TileHeight(c));
995 if (rail) {
996 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
997 AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
998 AddSideToSignalBuffer(endtile, direction, owner);
1000 Track track = DiagDirToDiagTrack(direction);
1001 YapfNotifyTrackLayoutChange(tile, track);
1002 YapfNotifyTrackLayoutChange(endtile, track);
1004 if (v != nullptr) TryPathReserve(v, true);
1008 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
1012 * Remove a tunnel or a bridge from the game.
1013 * @param tile Tile containing one of the endpoints.
1014 * @param flags Command flags.
1015 * @return Succeeded or failed command.
1017 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
1019 if (IsTunnel(tile)) {
1020 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
1021 return DoClearTunnel(tile, flags);
1022 } else { // IsBridge(tile)
1023 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
1024 return DoClearBridge(tile, flags);
1029 * Draw a single pillar sprite.
1030 * @param psid Pillarsprite
1031 * @param x Pillar X
1032 * @param y Pillar Y
1033 * @param z Pillar Z
1034 * @param w Bounding box size in X direction
1035 * @param h Bounding box size in Y direction
1036 * @param subsprite Optional subsprite for drawing halfpillars
1038 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
1040 static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
1041 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);
1045 * Draw two bridge pillars (north and south).
1046 * @param z_bottom Bottom Z
1047 * @param z_top Top Z
1048 * @param psid Pillarsprite
1049 * @param x Pillar X
1050 * @param y Pillar Y
1051 * @param w Bounding box size in X direction
1052 * @param h Bounding box size in Y direction
1053 * @return Reached Z at the bottom
1055 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1057 int cur_z;
1058 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1059 DrawPillar(psid, x, y, cur_z, w, h, nullptr);
1061 return cur_z;
1065 * Draws the pillars under high bridges.
1067 * @param psid Image and palette of a bridge pillar.
1068 * @param ti #TileInfo of current bridge-middle-tile.
1069 * @param axis Orientation of bridge.
1070 * @param drawfarpillar Whether to draw the pillar at the back
1071 * @param x Sprite X position of front pillar.
1072 * @param y Sprite Y position of front pillar.
1073 * @param z_bridge Absolute height of bridge bottom.
1075 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1077 static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1078 static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1080 static const int INF = 1000; ///< big number compared to sprite size
1081 static const SubSprite half_pillar_sub_sprite[2][2] = {
1082 { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1083 { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1086 if (psid->sprite == 0) return;
1088 /* Determine ground height under pillars */
1089 DiagDirection south_dir = AxisToDiagDir(axis);
1090 int z_front_north = ti->z;
1091 int z_back_north = ti->z;
1092 int z_front_south = ti->z;
1093 int z_back_south = ti->z;
1094 GetSlopePixelZOnEdge(ti->tileh, south_dir, z_front_south, z_back_south);
1095 GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), z_front_north, z_back_north);
1097 /* Shared height of pillars */
1098 int z_front = std::max(z_front_north, z_front_south);
1099 int z_back = std::max(z_back_north, z_back_south);
1101 /* x and y size of bounding-box of pillars */
1102 int w = bounding_box_size[axis];
1103 int h = bounding_box_size[OtherAxis(axis)];
1104 /* sprite position of back facing pillar */
1105 int x_back = x - back_pillar_offset[axis];
1106 int y_back = y - back_pillar_offset[OtherAxis(axis)];
1108 /* Draw front pillars */
1109 int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1110 if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1111 if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1113 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1114 int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1115 if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1116 bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1117 if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1118 if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1123 * Retrieve the sprites required for catenary on a road/tram bridge.
1124 * @param rti RoadTypeInfo for the road or tram type to get catenary for
1125 * @param head_tile Bridge head tile with roadtype information
1126 * @param offset Sprite offset identifying flat to sloped bridge tiles
1127 * @param head Are we drawing bridge head?
1128 * @param[out] spr_back Back catenary sprite to use
1129 * @param[out] spr_front Front catenary sprite to use
1131 static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
1133 static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1134 static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1136 /* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
1137 spr_back = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1138 spr_front = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1139 if (spr_back == 0 && spr_front == 0) {
1140 spr_back = SPR_TRAMWAY_BASE + back_offsets[offset];
1141 spr_front = SPR_TRAMWAY_BASE + front_offsets[offset];
1142 } else {
1143 if (spr_back != 0) spr_back += 23 + offset;
1144 if (spr_front != 0) spr_front += 23 + offset;
1149 * Draws the road and trambits over an already drawn (lower end) of a bridge.
1150 * @param head_tile bridge head tile with roadtype information
1151 * @param x the x of the bridge
1152 * @param y the y of the bridge
1153 * @param z the z of the bridge
1154 * @param offset sprite offset identifying flat to sloped bridge tiles
1155 * @param head are we drawing bridge head?
1157 static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
1159 RoadType road_rt = GetRoadTypeRoad(head_tile);
1160 RoadType tram_rt = GetRoadTypeTram(head_tile);
1161 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1162 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1164 SpriteID seq_back[4] = { 0 };
1165 bool trans_back[4] = { false };
1166 SpriteID seq_front[4] = { 0 };
1167 bool trans_front[4] = { false };
1169 static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
1170 if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1171 /* Road underlay takes precedence over tram */
1172 trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
1173 if (road_rti != nullptr) {
1174 if (road_rti->UsesOverlay()) {
1175 seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1177 } else if (tram_rti != nullptr) {
1178 if (tram_rti->UsesOverlay()) {
1179 seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1180 } else {
1181 seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
1185 /* Draw road overlay */
1186 trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
1187 if (road_rti != nullptr) {
1188 if (road_rti->UsesOverlay()) {
1189 seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1190 if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
1194 /* Draw tram overlay */
1195 trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
1196 if (tram_rti != nullptr) {
1197 if (tram_rti->UsesOverlay()) {
1198 seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1199 if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
1200 } else if (road_rti != nullptr) {
1201 seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
1205 /* Road catenary takes precedence over tram */
1206 trans_back[3] = IsTransparencySet(TO_CATENARY);
1207 trans_front[0] = IsTransparencySet(TO_CATENARY);
1208 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1209 GetBridgeRoadCatenary(road_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1210 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1211 GetBridgeRoadCatenary(tram_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1215 static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1216 static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1217 static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1218 static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1220 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1221 * The bounding boxes here are the same as for bridge front/roof */
1222 for (uint i = 0; i < lengthof(seq_back); ++i) {
1223 if (seq_back[i] != 0) {
1224 AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
1225 x, y, size_x[offset], size_y[offset], 0x28, z,
1226 trans_back[i]);
1230 /* Start a new SpriteCombine for the front part */
1231 EndSpriteCombine();
1232 StartSpriteCombine();
1234 for (uint i = 0; i < lengthof(seq_front); ++i) {
1235 if (seq_front[i] != 0) {
1236 AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
1237 x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1238 trans_front[i],
1239 front_bb_offset_x[offset], front_bb_offset_y[offset]);
1245 * Draws a tunnel of bridge tile.
1246 * For tunnels, this is rather simple, as you only need to draw the entrance.
1247 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1248 * and it works a bit like a bitmask.<p> For bridge heads:
1249 * @param ti TileInfo of the structure to draw
1250 * <ul><li>Bit 0: direction</li>
1251 * <li>Bit 1: northern or southern heads</li>
1252 * <li>Bit 2: Set if the bridge head is sloped</li>
1253 * <li>Bit 3 and more: Railtype Specific subset</li>
1254 * </ul>
1255 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1257 static void DrawTile_TunnelBridge(TileInfo *ti)
1259 TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1260 DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1262 if (IsTunnel(ti->tile)) {
1263 /* Front view of tunnel bounding boxes:
1265 * 122223 <- BB_Z_SEPARATOR
1266 * 1 3
1267 * 1 3 1,3 = empty helper BB
1268 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1272 static const int _tunnel_BB[4][12] = {
1273 /* tunnnel-roof | Z-separator | tram-catenary
1274 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1275 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1276 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1277 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1278 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1280 const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1282 bool catenary = false;
1284 SpriteID image;
1285 SpriteID railtype_overlay = 0;
1286 if (transport_type == TRANSPORT_RAIL) {
1287 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1288 image = rti->base_sprites.tunnel;
1289 if (rti->UsesOverlay()) {
1290 /* Check if the railtype has custom tunnel portals. */
1291 railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1292 if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1294 } else {
1295 image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1298 if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1300 image += tunnelbridge_direction * 2;
1301 DrawGroundSprite(image, PAL_NONE);
1303 if (transport_type == TRANSPORT_ROAD) {
1304 RoadType road_rt = GetRoadTypeRoad(ti->tile);
1305 RoadType tram_rt = GetRoadTypeTram(ti->tile);
1306 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1307 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1308 uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
1309 bool draw_underlay = true;
1311 /* Road underlay takes precedence over tram */
1312 if (road_rti != nullptr) {
1313 if (road_rti->UsesOverlay()) {
1314 SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_TUNNEL);
1315 if (ground != 0) {
1316 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1317 draw_underlay = false;
1320 } else {
1321 if (tram_rti->UsesOverlay()) {
1322 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
1323 if (ground != 0) {
1324 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1325 draw_underlay = false;
1330 DrawRoadOverlays(ti, PAL_NONE, road_rti, tram_rti, sprite_offset, sprite_offset, draw_underlay);
1332 /* Road catenary takes precedence over tram */
1333 SpriteID catenary_sprite_base = 0;
1334 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1335 catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
1336 if (catenary_sprite_base == 0) {
1337 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1338 } else {
1339 catenary_sprite_base += 19;
1341 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1342 catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
1343 if (catenary_sprite_base == 0) {
1344 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1345 } else {
1346 catenary_sprite_base += 19;
1350 if (catenary_sprite_base != 0) {
1351 catenary = true;
1352 StartSpriteCombine();
1353 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 } else {
1356 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1357 if (rti->UsesOverlay()) {
1358 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1359 if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1362 /* PBS debugging, draw reserved tracks darker */
1363 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1364 if (rti->UsesOverlay()) {
1365 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1366 DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1367 } else {
1368 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1372 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1373 /* Maybe draw pylons on the entry side */
1374 DrawRailCatenary(ti);
1376 catenary = true;
1377 StartSpriteCombine();
1378 /* Draw wire above the ramp */
1379 DrawRailCatenaryOnTunnel(ti);
1383 if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1385 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);
1386 /* Draw railtype tunnel portal overlay if defined. */
1387 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);
1389 if (catenary || railtype_overlay != 0) EndSpriteCombine();
1391 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1392 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1393 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);
1395 DrawBridgeMiddle(ti);
1396 } else { // IsBridge(ti->tile)
1397 const PalSpriteID *psid;
1398 int base_offset;
1399 bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1401 if (transport_type == TRANSPORT_RAIL) {
1402 base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1403 assert(base_offset != 8); // This one is used for roads
1404 } else {
1405 base_offset = 8;
1408 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1409 assert( (base_offset & 0x07) == 0x00);
1411 DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1413 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1414 base_offset += (6 - tunnelbridge_direction) % 4;
1416 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1417 if (transport_type != TRANSPORT_WATER) {
1418 if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1419 psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1420 } else {
1421 psid = _aqueduct_sprites + base_offset;
1424 if (!ice) {
1425 TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1426 if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1427 DrawShoreTile(ti->tileh);
1428 } else {
1429 DrawClearLandTile(ti, 3);
1431 } else {
1432 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1435 /* draw ramp */
1437 /* Draw Trambits and PBS Reservation as SpriteCombine */
1438 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1440 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1441 * it doesn't disappear behind it
1443 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1444 AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1446 if (transport_type == TRANSPORT_ROAD) {
1447 uint offset = tunnelbridge_direction;
1448 int z = ti->z;
1449 if (ti->tileh != SLOPE_FLAT) {
1450 offset = (offset + 1) & 1;
1451 z += TILE_HEIGHT;
1452 } else {
1453 offset += 2;
1456 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1457 DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
1459 EndSpriteCombine();
1460 } else if (transport_type == TRANSPORT_RAIL) {
1461 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1462 if (rti->UsesOverlay()) {
1463 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1464 if (surface != 0) {
1465 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1466 AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1467 } else {
1468 AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1471 /* Don't fallback to non-overlay sprite -- the spec states that
1472 * if an overlay is present then the bridge surface must be
1473 * present. */
1476 /* PBS debugging, draw reserved tracks darker */
1477 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1478 if (rti->UsesOverlay()) {
1479 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1480 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1481 AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1482 } else {
1483 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1485 } else {
1486 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1487 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 } else {
1489 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1494 EndSpriteCombine();
1495 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1496 DrawRailCatenary(ti);
1500 DrawBridgeMiddle(ti);
1506 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1507 * bridges pieces sequence (middle parts).
1508 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1509 * bridge len 1: BRIDGE_PIECE_NORTH
1510 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1511 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1512 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1513 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1514 * 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
1515 * 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
1516 * #0 - always as first, #1 - always as last (if len>1)
1517 * #2,#3 are to pair in order
1518 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1519 * @param north Northernmost tile of bridge
1520 * @param south Southernmost tile of bridge
1521 * @return Index of bridge piece
1523 static BridgePieces CalcBridgePiece(uint north, uint south)
1525 if (north == 1) {
1526 return BRIDGE_PIECE_NORTH;
1527 } else if (south == 1) {
1528 return BRIDGE_PIECE_SOUTH;
1529 } else if (north < south) {
1530 return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1531 } else if (north > south) {
1532 return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1533 } else {
1534 return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1539 * Draw the middle bits of a bridge.
1540 * @param ti Tile information of the tile to draw it on.
1542 void DrawBridgeMiddle(const TileInfo *ti)
1544 /* Sectional view of bridge bounding boxes:
1546 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1547 * 1 2 3 = empty helper BB
1548 * 1 7 2 4,5 = pillars under higher bridges
1549 * 1 6 88888 6 2 6 = elrail-pylons
1550 * 1 6 88888 6 2 7 = elrail-wire
1551 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1552 * 3333333333333 <- BB_Z_SEPARATOR
1553 * <- unused
1554 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1555 * 4 5
1556 * 4 5
1560 if (!IsBridgeAbove(ti->tile)) return;
1562 TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1563 TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1564 TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1566 Axis axis = GetBridgeAxis(ti->tile);
1567 BridgePieces piece = CalcBridgePiece(
1568 GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1569 GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1572 const PalSpriteID *psid;
1573 bool drawfarpillar;
1574 if (transport_type != TRANSPORT_WATER) {
1575 BridgeType type = GetBridgeType(rampsouth);
1576 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1578 uint base_offset;
1579 if (transport_type == TRANSPORT_RAIL) {
1580 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1581 } else {
1582 base_offset = 8;
1585 psid = base_offset + GetBridgeSpriteTable(type, piece);
1586 } else {
1587 drawfarpillar = true;
1588 psid = _aqueduct_sprites;
1591 if (axis != AXIS_X) psid += 4;
1593 int x = ti->x;
1594 int y = ti->y;
1595 uint bridge_z = GetBridgePixelHeight(rampsouth);
1596 int z = bridge_z - BRIDGE_Z_START;
1598 /* Add a bounding box that separates the bridge from things below it. */
1599 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1601 /* Draw Trambits as SpriteCombine */
1602 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1604 /* Draw floor and far part of bridge*/
1605 if (!IsInvisibilitySet(TO_BRIDGES)) {
1606 if (axis == AXIS_X) {
1607 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1608 } else {
1609 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1613 psid++;
1615 if (transport_type == TRANSPORT_ROAD) {
1616 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1617 DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
1618 } else if (transport_type == TRANSPORT_RAIL) {
1619 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1620 if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1621 SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1622 if (surface != 0) {
1623 AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1627 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
1628 if (rti->UsesOverlay()) {
1629 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1630 AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1631 } else {
1632 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));
1636 EndSpriteCombine();
1638 if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1639 DrawRailCatenaryOnBridge(ti);
1643 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1644 if (!IsInvisibilitySet(TO_BRIDGES)) {
1645 if (axis == AXIS_X) {
1646 y += 12;
1647 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1648 } else {
1649 x += 12;
1650 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1654 /* Draw TramFront as SpriteCombine */
1655 if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1657 /* Do not draw anything more if bridges are invisible */
1658 if (IsInvisibilitySet(TO_BRIDGES)) return;
1660 psid++;
1661 DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1665 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y, bool ground_vehicle)
1667 auto [tileh, z] = GetTilePixelSlope(tile);
1669 x &= 0xF;
1670 y &= 0xF;
1672 if (IsTunnel(tile)) {
1673 /* In the tunnel entrance? */
1674 if (ground_vehicle) return z;
1675 } else { // IsBridge(tile)
1676 DiagDirection dir = GetTunnelBridgeDirection(tile);
1677 z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), tileh);
1679 /* On the bridge ramp? */
1680 if (ground_vehicle) {
1681 if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1683 switch (dir) {
1684 default: NOT_REACHED();
1685 case DIAGDIR_NE: tileh = SLOPE_NE; break;
1686 case DIAGDIR_SE: tileh = SLOPE_SE; break;
1687 case DIAGDIR_SW: tileh = SLOPE_SW; break;
1688 case DIAGDIR_NW: tileh = SLOPE_NW; break;
1693 return z + GetPartialPixelZ(x, y, tileh);
1696 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1698 return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
1701 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1703 TransportType tt = GetTunnelBridgeTransportType(tile);
1705 if (IsTunnel(tile)) {
1706 td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1707 } else { // IsBridge(tile)
1708 td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1710 td->owner[0] = GetTileOwner(tile);
1712 Owner road_owner = INVALID_OWNER;
1713 Owner tram_owner = INVALID_OWNER;
1714 RoadType road_rt = GetRoadTypeRoad(tile);
1715 RoadType tram_rt = GetRoadTypeTram(tile);
1716 if (road_rt != INVALID_ROADTYPE) {
1717 const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
1718 td->roadtype = rti->strings.name;
1719 td->road_speed = rti->max_speed / 2;
1720 road_owner = GetRoadOwner(tile, RTT_ROAD);
1722 if (tram_rt != INVALID_ROADTYPE) {
1723 const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
1724 td->tramtype = rti->strings.name;
1725 td->tram_speed = rti->max_speed / 2;
1726 tram_owner = GetRoadOwner(tile, RTT_TRAM);
1729 /* Is there a mix of owners? */
1730 if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1731 (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1732 uint i = 1;
1733 if (road_owner != INVALID_OWNER) {
1734 td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1735 td->owner[i] = road_owner;
1736 i++;
1738 if (tram_owner != INVALID_OWNER) {
1739 td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1740 td->owner[i] = tram_owner;
1744 if (tt == TRANSPORT_RAIL) {
1745 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1746 td->rail_speed = rti->max_speed;
1747 td->railtype = rti->strings.name;
1749 if (!IsTunnel(tile)) {
1750 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1751 /* rail speed special-cases 0 as unlimited, hides display of limit etc. */
1752 if (spd == UINT16_MAX) spd = 0;
1753 if (td->rail_speed == 0 || spd < td->rail_speed) {
1754 td->rail_speed = spd;
1757 } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1758 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1759 /* road speed special-cases 0 as unlimited, hides display of limit etc. */
1760 if (spd == UINT16_MAX) spd = 0;
1761 if (road_rt != INVALID_ROADTYPE && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
1762 if (tram_rt != INVALID_ROADTYPE && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_speed = spd;
1767 static void TileLoop_TunnelBridge(TileIndex tile)
1769 bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1770 switch (_settings_game.game_creation.landscape) {
1771 case LT_ARCTIC: {
1772 /* As long as we do not have a snow density, we want to use the density
1773 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1774 * (Independent of foundations) */
1775 int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1776 if (snow_or_desert != (z > GetSnowLine())) {
1777 SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1778 MarkTileDirtyByTile(tile);
1780 break;
1783 case LT_TROPIC:
1784 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1785 SetTunnelBridgeSnowOrDesert(tile, true);
1786 MarkTileDirtyByTile(tile);
1788 break;
1790 default:
1791 break;
1795 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1797 TransportType transport_type = GetTunnelBridgeTransportType(tile);
1798 if (transport_type != mode || (transport_type == TRANSPORT_ROAD && !HasTileRoadType(tile, (RoadTramType)sub_mode))) return 0;
1800 DiagDirection dir = GetTunnelBridgeDirection(tile);
1801 if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1802 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
1805 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1807 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1808 /* Set number of pieces to zero if it's the southern tile as we
1809 * don't want to update the infrastructure counts twice. */
1810 uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1812 for (RoadTramType rtt : _roadtramtypes) {
1813 /* Update all roadtypes, no matter if they are present */
1814 if (GetRoadOwner(tile, rtt) == old_owner) {
1815 RoadType rt = GetRoadType(tile, rtt);
1816 if (rt != INVALID_ROADTYPE) {
1817 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1818 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1819 Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1820 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1823 SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1827 if (!IsTileOwner(tile, old_owner)) return;
1829 /* Update company infrastructure counts for rail and water as well.
1830 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1831 TransportType tt = GetTunnelBridgeTransportType(tile);
1832 Company *old = Company::Get(old_owner);
1833 if (tt == TRANSPORT_RAIL) {
1834 old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1835 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1836 } else if (tt == TRANSPORT_WATER) {
1837 old->infrastructure.water -= num_pieces;
1838 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1841 if (new_owner != INVALID_OWNER) {
1842 SetTileOwner(tile, new_owner);
1843 } else {
1844 if (tt == TRANSPORT_RAIL) {
1845 /* Since all of our vehicles have been removed, it is safe to remove the rail
1846 * bridge / tunnel. */
1847 [[maybe_unused]] CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_BANKRUPT, tile);
1848 assert(ret.Succeeded());
1849 } else {
1850 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1851 SetTileOwner(tile, OWNER_NONE);
1857 * Helper to prepare the ground vehicle when entering a bridge. This get called
1858 * when entering the bridge, at the last frame of travel on the bridge head.
1859 * Our calling function gets called before UpdateInclination/UpdateZPosition,
1860 * which normally controls the Z-coordinate. However, in the wormhole of the
1861 * bridge the vehicle is in a strange state so UpdateInclination does not get
1862 * called for the wormhole of the bridge and as such the going up/down bits
1863 * would remain set. As such, this function clears those. In doing so, the call
1864 * to UpdateInclination will not update the Z-coordinate, so that has to be
1865 * done here as well.
1866 * @param gv The ground vehicle entering the bridge.
1868 template <typename T>
1869 static void PrepareToEnterBridge(T *gv)
1871 if (HasBit(gv->gv_flags, GVF_GOINGUP_BIT)) {
1872 gv->z_pos++;
1873 ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
1874 } else {
1875 ClrBit(gv->gv_flags, GVF_GOINGDOWN_BIT);
1880 * Frame when the 'enter tunnel' sound should be played. This is the second
1881 * frame on a tile, so the sound is played shortly after entering the tunnel
1882 * tile, while the vehicle is still visible.
1884 static const uint8_t TUNNEL_SOUND_FRAME = 1;
1887 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
1888 * This differs per direction, because of visibility / bounding box issues.
1889 * Note that direction, in this case, is the direction leading into the tunnel.
1890 * When entering a tunnel, hide the vehicle when it reaches the given frame.
1891 * When leaving a tunnel, show the vehicle when it is one frame further
1892 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
1894 extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1896 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1898 int z = GetSlopePixelZ(x, y, true) - v->z_pos;
1900 if (abs(z) > 2) return VETSB_CANNOT_ENTER;
1901 /* Direction into the wormhole */
1902 const DiagDirection dir = GetTunnelBridgeDirection(tile);
1903 /* Direction of the vehicle */
1904 const DiagDirection vdir = DirToDiagDir(v->direction);
1905 /* New position of the vehicle on the tile */
1906 uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1907 /* Number of units moved by the vehicle since entering the tile */
1908 uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1910 if (IsTunnel(tile)) {
1911 if (v->type == VEH_TRAIN) {
1912 Train *t = Train::From(v);
1914 if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1915 if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1916 if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1917 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1919 return VETSB_CONTINUE;
1921 if (frame == _tunnel_visibility_frame[dir]) {
1922 t->tile = tile;
1923 t->track = TRACK_BIT_WORMHOLE;
1924 t->vehstatus |= VS_HIDDEN;
1925 return VETSB_ENTERED_WORMHOLE;
1929 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1930 /* We're at the tunnel exit ?? */
1931 t->tile = tile;
1932 t->track = DiagDirToDiagTrackBits(vdir);
1933 assert(t->track);
1934 t->vehstatus &= ~VS_HIDDEN;
1935 return VETSB_ENTERED_WORMHOLE;
1937 } else if (v->type == VEH_ROAD) {
1938 RoadVehicle *rv = RoadVehicle::From(v);
1940 /* Enter tunnel? */
1941 if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1942 if (frame == _tunnel_visibility_frame[dir]) {
1943 /* Frame should be equal to the next frame number in the RV's movement */
1944 assert(frame == rv->frame + 1);
1945 rv->tile = tile;
1946 rv->state = RVSB_WORMHOLE;
1947 rv->vehstatus |= VS_HIDDEN;
1948 return VETSB_ENTERED_WORMHOLE;
1949 } else {
1950 return VETSB_CONTINUE;
1954 /* We're at the tunnel exit ?? */
1955 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1956 rv->tile = tile;
1957 rv->state = DiagDirToDiagTrackdir(vdir);
1958 rv->frame = frame;
1959 rv->vehstatus &= ~VS_HIDDEN;
1960 return VETSB_ENTERED_WORMHOLE;
1963 } else { // IsBridge(tile)
1964 if (v->type != VEH_SHIP) {
1965 /* modify speed of vehicle */
1966 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1968 if (v->type == VEH_ROAD) spd *= 2;
1969 Vehicle *first = v->First();
1970 first->cur_speed = std::min(first->cur_speed, spd);
1973 if (vdir == dir) {
1974 /* Vehicle enters bridge at the last frame inside this tile. */
1975 if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1976 switch (v->type) {
1977 case VEH_TRAIN: {
1978 Train *t = Train::From(v);
1979 t->track = TRACK_BIT_WORMHOLE;
1980 PrepareToEnterBridge(t);
1981 break;
1984 case VEH_ROAD: {
1985 RoadVehicle *rv = RoadVehicle::From(v);
1986 rv->state = RVSB_WORMHOLE;
1987 PrepareToEnterBridge(rv);
1988 break;
1991 case VEH_SHIP:
1992 Ship::From(v)->state = TRACK_BIT_WORMHOLE;
1993 break;
1995 default: NOT_REACHED();
1997 return VETSB_ENTERED_WORMHOLE;
1998 } else if (vdir == ReverseDiagDir(dir)) {
1999 v->tile = tile;
2000 switch (v->type) {
2001 case VEH_TRAIN: {
2002 Train *t = Train::From(v);
2003 if (t->track == TRACK_BIT_WORMHOLE) {
2004 t->track = DiagDirToDiagTrackBits(vdir);
2005 return VETSB_ENTERED_WORMHOLE;
2007 break;
2010 case VEH_ROAD: {
2011 RoadVehicle *rv = RoadVehicle::From(v);
2012 if (rv->state == RVSB_WORMHOLE) {
2013 rv->state = DiagDirToDiagTrackdir(vdir);
2014 rv->frame = 0;
2015 return VETSB_ENTERED_WORMHOLE;
2017 break;
2020 case VEH_SHIP: {
2021 Ship *ship = Ship::From(v);
2022 if (ship->state == TRACK_BIT_WORMHOLE) {
2023 ship->state = DiagDirToDiagTrackBits(vdir);
2024 return VETSB_ENTERED_WORMHOLE;
2026 break;
2029 default: NOT_REACHED();
2033 return VETSB_CONTINUE;
2036 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
2038 if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
2039 DiagDirection direction = GetTunnelBridgeDirection(tile);
2040 Axis axis = DiagDirToAxis(direction);
2041 CommandCost res;
2042 auto [tileh_old, z_old] = GetTileSlopeZ(tile);
2044 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2045 if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
2046 CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_old, z_old);
2047 res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_new, z_new);
2048 } else {
2049 CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, tileh_old, z_old);
2050 res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, tileh_new, z_new);
2053 /* Surface slope is valid and remains unchanged? */
2054 if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
2057 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
2060 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
2061 DrawTile_TunnelBridge, // draw_tile_proc
2062 GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
2063 ClearTile_TunnelBridge, // clear_tile_proc
2064 nullptr, // add_accepted_cargo_proc
2065 GetTileDesc_TunnelBridge, // get_tile_desc_proc
2066 GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
2067 nullptr, // click_tile_proc
2068 nullptr, // animate_tile_proc
2069 TileLoop_TunnelBridge, // tile_loop_proc
2070 ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
2071 nullptr, // add_produced_cargo_proc
2072 VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
2073 GetFoundation_TunnelBridge, // get_foundation_proc
2074 TerraformTile_TunnelBridge, // terraform_tile_proc