Fix #10490: Allow ships to exit depots if another is not moving at the exit point...
[openttd-github.git] / src / tunnelbridge_cmd.cpp
bloba2e9d67f1c219656e26cdbf5ab4b6dbe69ebc0ae
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, byte 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 int z_start;
328 int z_end;
329 Slope tileh_start = GetTileSlope(tile_start, &z_start);
330 Slope tileh_end = GetTileSlope(tile_end, &z_end);
331 bool pbs_reservation = false;
333 CommandCost terraform_cost_north = CheckBridgeSlope(BRIDGE_PIECE_NORTH, direction, &tileh_start, &z_start);
334 CommandCost terraform_cost_south = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, direction, &tileh_end, &z_end);
336 /* Aqueducts can't be built of flat land. */
337 if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
338 if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
340 CommandCost cost(EXPENSES_CONSTRUCTION);
341 Owner owner;
342 bool is_new_owner;
343 RoadType road_rt = INVALID_ROADTYPE;
344 RoadType tram_rt = INVALID_ROADTYPE;
345 if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
346 GetOtherBridgeEnd(tile_start) == tile_end &&
347 GetTunnelBridgeTransportType(tile_start) == transport_type) {
348 /* Replace a current bridge. */
350 switch (transport_type) {
351 case TRANSPORT_RAIL:
352 /* Keep the reservation, the path stays valid. */
353 pbs_reservation = HasTunnelBridgeReservation(tile_start);
354 break;
356 case TRANSPORT_ROAD:
357 /* Do not remove road types when upgrading a bridge */
358 road_rt = GetRoadTypeRoad(tile_start);
359 tram_rt = GetRoadTypeTram(tile_start);
360 break;
362 default: break;
365 /* If this is a railway bridge, make sure the railtypes match. */
366 if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
367 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
370 /* If this is a road bridge, make sure the roadtype matches. */
371 if (transport_type == TRANSPORT_ROAD) {
372 RoadType existing_rt = RoadTypeIsRoad(roadtype) ? road_rt : tram_rt;
373 if (existing_rt != roadtype && existing_rt != INVALID_ROADTYPE) {
374 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
378 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
379 if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
380 GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
381 _game_mode != GM_EDITOR) {
382 Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
384 if (t == nullptr) {
385 return CMD_ERROR;
386 } else {
387 SetDParam(0, t->index);
388 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
392 /* Do not replace the bridge with the same bridge type. */
393 if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || road_rt == roadtype || tram_rt == roadtype)) {
394 return_cmd_error(STR_ERROR_ALREADY_BUILT);
397 /* Do not allow replacing another company's bridges. */
398 if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
399 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
402 /* The cost of clearing the current bridge. */
403 cost.AddCost(bridge_len * TunnelBridgeClearCost(tile_start, PR_CLEAR_BRIDGE));
404 owner = GetTileOwner(tile_start);
406 /* If bridge belonged to bankrupt company, it has a new owner now */
407 is_new_owner = (owner == OWNER_NONE);
408 if (is_new_owner) owner = company;
409 } else {
410 /* Build a new bridge. */
412 bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
414 /* Try and clear the start landscape */
415 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_start);
416 if (ret.Failed()) return ret;
417 cost = ret;
419 if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
420 cost.AddCost(terraform_cost_north);
422 /* Try and clear the end landscape */
423 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_end);
424 if (ret.Failed()) return ret;
425 cost.AddCost(ret);
427 /* false - end tile slope check */
428 if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
429 cost.AddCost(terraform_cost_south);
431 const TileIndex heads[] = {tile_start, tile_end};
432 for (int i = 0; i < 2; i++) {
433 if (IsBridgeAbove(heads[i])) {
434 TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
436 if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
438 if (z_start + 1 == GetBridgeHeight(north_head)) {
439 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
444 TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
445 for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
446 if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
448 if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
450 * Disallow too high bridges.
451 * Properly rendering a map where very high bridges (might) exist is expensive.
452 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
453 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
455 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
458 if (IsBridgeAbove(tile)) {
459 /* Disallow crossing bridges for the time being */
460 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
463 switch (GetTileType(tile)) {
464 case MP_WATER:
465 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
466 break;
468 case MP_RAILWAY:
469 if (!IsPlainRail(tile)) goto not_valid_below;
470 break;
472 case MP_ROAD:
473 if (IsRoadDepot(tile)) goto not_valid_below;
474 break;
476 case MP_TUNNELBRIDGE:
477 if (IsTunnel(tile)) break;
478 if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
479 if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
480 break;
482 case MP_OBJECT: {
483 const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
484 if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
485 if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
486 break;
489 case MP_CLEAR:
490 break;
492 default:
493 not_valid_below:;
494 /* try and clear the middle landscape */
495 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
496 if (ret.Failed()) return ret;
497 cost.AddCost(ret);
498 break;
501 if (flags & DC_EXEC) {
502 /* We do this here because when replacing a bridge with another
503 * type calling SetBridgeMiddle isn't needed. After all, the
504 * tile already has the has_bridge_above bits set. */
505 SetBridgeMiddle(tile, direction);
509 owner = company;
510 is_new_owner = true;
513 bool hasroad = road_rt != INVALID_ROADTYPE;
514 bool hastram = tram_rt != INVALID_ROADTYPE;
515 if (transport_type == TRANSPORT_ROAD) {
516 if (RoadTypeIsRoad(roadtype)) road_rt = roadtype;
517 if (RoadTypeIsTram(roadtype)) tram_rt = roadtype;
520 /* do the drill? */
521 if (flags & DC_EXEC) {
522 DiagDirection dir = AxisToDiagDir(direction);
524 Company *c = Company::GetIfValid(company);
525 switch (transport_type) {
526 case TRANSPORT_RAIL:
527 /* Add to company infrastructure count if required. */
528 if (is_new_owner && c != nullptr) c->infrastructure.rail[railtype] += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
529 MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
530 MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
531 SetTunnelBridgeReservation(tile_start, pbs_reservation);
532 SetTunnelBridgeReservation(tile_end, pbs_reservation);
533 break;
535 case TRANSPORT_ROAD: {
536 if (is_new_owner) {
537 /* Also give unowned present roadtypes to new owner */
538 if (hasroad && GetRoadOwner(tile_start, RTT_ROAD) == OWNER_NONE) hasroad = false;
539 if (hastram && GetRoadOwner(tile_start, RTT_TRAM) == OWNER_NONE) hastram = false;
541 if (c != nullptr) {
542 /* Add all new road types to the company infrastructure counter. */
543 if (!hasroad && road_rt != INVALID_ROADTYPE) {
544 /* A full diagonal road tile has two road bits. */
545 c->infrastructure.road[road_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
547 if (!hastram && tram_rt != INVALID_ROADTYPE) {
548 /* A full diagonal road tile has two road bits. */
549 c->infrastructure.road[tram_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
552 Owner owner_road = hasroad ? GetRoadOwner(tile_start, RTT_ROAD) : company;
553 Owner owner_tram = hastram ? GetRoadOwner(tile_start, RTT_TRAM) : company;
554 MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, road_rt, tram_rt);
555 MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), road_rt, tram_rt);
556 break;
559 case TRANSPORT_WATER:
560 if (is_new_owner && c != nullptr) c->infrastructure.water += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
561 MakeAqueductBridgeRamp(tile_start, owner, dir);
562 MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
563 CheckForDockingTile(tile_start);
564 CheckForDockingTile(tile_end);
565 break;
567 default:
568 NOT_REACHED();
571 /* Mark all tiles dirty */
572 MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
573 DirtyCompanyInfrastructureWindows(company);
576 if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
577 Track track = AxisToTrack(direction);
578 AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
579 YapfNotifyTrackLayoutChange(tile_start, track);
582 /* Human players that build bridges get a selection to choose from (DC_QUERY_COST)
583 * It's unnecessary to execute this command every time for every bridge.
584 * So it is done only for humans and cost is computed in bridge_gui.cpp.
585 * For (non-spectated) AI, Towns this has to be of course calculated. */
586 Company *c = Company::GetIfValid(company);
587 if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai && company != _local_company)) {
588 switch (transport_type) {
589 case TRANSPORT_ROAD:
590 if (road_rt != INVALID_ROADTYPE) {
591 cost.AddCost(bridge_len * 2 * RoadBuildCost(road_rt));
593 if (tram_rt != INVALID_ROADTYPE) {
594 cost.AddCost(bridge_len * 2 * RoadBuildCost(tram_rt));
596 break;
598 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
599 default: break;
602 if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
604 if (transport_type != TRANSPORT_WATER) {
605 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
606 } else {
607 /* Aqueducts use a separate base cost. */
608 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
613 return cost;
618 * Build Tunnel.
619 * @param flags type of operation
620 * @param start_tile start tile of tunnel
621 * @param transport_type transport type
622 * @param road_rail_type railtype or roadtype
623 * @return the cost of this operation or an error
625 CommandCost CmdBuildTunnel(DoCommandFlag flags, TileIndex start_tile, TransportType transport_type, byte road_rail_type)
627 CompanyID company = _current_company;
629 RailType railtype = INVALID_RAILTYPE;
630 RoadType roadtype = INVALID_ROADTYPE;
631 _build_tunnel_endtile = 0;
632 switch (transport_type) {
633 case TRANSPORT_RAIL:
634 railtype = (RailType)road_rail_type;
635 if (!ValParamRailType(railtype)) return CMD_ERROR;
636 break;
638 case TRANSPORT_ROAD:
639 roadtype = (RoadType)road_rail_type;
640 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
641 break;
643 default: return CMD_ERROR;
646 if (company == OWNER_DEITY) {
647 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
648 const Town *town = CalcClosestTownFromTile(start_tile);
650 company = OWNER_TOWN;
652 /* If we are not within a town, we are not owned by the town */
653 if (town == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
654 company = OWNER_NONE;
658 int start_z;
659 int end_z;
660 Slope start_tileh = GetTileSlope(start_tile, &start_z);
661 DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
662 if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
664 if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
666 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, start_tile);
667 if (ret.Failed()) return ret;
669 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
670 * for the clearing of the entrance of the tunnel. Assigning it to
671 * cost before the loop will yield different costs depending on start-
672 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
674 TileIndexDiff delta = TileOffsByDiagDir(direction);
675 DiagDirection tunnel_in_way_dir;
676 if (DiagDirToAxis(direction) == AXIS_Y) {
677 tunnel_in_way_dir = (TileX(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
678 } else {
679 tunnel_in_way_dir = (TileY(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
682 TileIndex end_tile = start_tile;
684 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
685 int tiles_coef = 3;
686 /* Number of tiles from start of tunnel */
687 int tiles = 0;
688 /* Number of tiles at which the cost increase coefficient per tile is halved */
689 int tiles_bump = 25;
691 CommandCost cost(EXPENSES_CONSTRUCTION);
692 Slope end_tileh;
693 for (;;) {
694 end_tile += delta;
695 if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
696 end_tileh = GetTileSlope(end_tile, &end_z);
698 if (start_z == end_z) break;
700 if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
701 return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
704 tiles++;
705 if (tiles == tiles_bump) {
706 tiles_coef++;
707 tiles_bump *= 2;
710 cost.AddCost(_price[PR_BUILD_TUNNEL]);
711 cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
714 /* Add the cost of the entrance */
715 cost.AddCost(_price[PR_BUILD_TUNNEL]);
716 cost.AddCost(ret);
718 /* if the command fails from here on we want the end tile to be highlighted */
719 _build_tunnel_endtile = end_tile;
721 if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
723 if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
725 /* Clear the tile in any case */
726 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, end_tile);
727 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
728 cost.AddCost(ret);
730 /* slope of end tile must be complementary to the slope of the start tile */
731 if (end_tileh != ComplementSlope(start_tileh)) {
732 /* Mark the tile as already cleared for the terraform command.
733 * Do this for all tiles (like trees), not only objects. */
734 ClearedObjectArea *coa = FindClearedObject(end_tile);
735 if (coa == nullptr) {
736 coa = &_cleared_object_areas.emplace_back(ClearedObjectArea{ end_tile, TileArea(end_tile, 1, 1) });
739 /* Hide the tile from the terraforming command */
740 TileIndex old_first_tile = coa->first_tile;
741 coa->first_tile = INVALID_TILE;
743 /* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
744 * however it will never erase or re-order existing items.
745 * _cleared_object_areas is a value-type self-resizing vector, therefore appending items
746 * may result in a backing-store re-allocation, which would invalidate the coa pointer.
747 * The index of the coa pointer into the _cleared_object_areas vector remains valid,
748 * and can be used safely after the CMD_TERRAFORM_LAND operation.
749 * Deliberately clear the coa pointer to avoid leaving dangling pointers which could
750 * inadvertently be dereferenced.
752 ClearedObjectArea *begin = _cleared_object_areas.data();
753 assert(coa >= begin && coa < begin + _cleared_object_areas.size());
754 size_t coa_index = coa - begin;
755 assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
756 coa = nullptr;
758 ret = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(flags, end_tile, end_tileh & start_tileh, false));
759 _cleared_object_areas[(uint)coa_index].first_tile = old_first_tile;
760 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
761 cost.AddCost(ret);
763 cost.AddCost(_price[PR_BUILD_TUNNEL]);
765 /* Pay for the rail/road in the tunnel including entrances */
766 switch (transport_type) {
767 case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * RoadBuildCost(roadtype) * 2); break;
768 case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
769 default: NOT_REACHED();
772 if (flags & DC_EXEC) {
773 Company *c = Company::GetIfValid(company);
774 uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
775 if (transport_type == TRANSPORT_RAIL) {
776 if (c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
777 MakeRailTunnel(start_tile, company, direction, railtype);
778 MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
779 AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
780 YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
781 } else {
782 if (c != nullptr) c->infrastructure.road[roadtype] += num_pieces * 2; // A full diagonal road has two road bits.
783 RoadType road_rt = RoadTypeIsRoad(roadtype) ? roadtype : INVALID_ROADTYPE;
784 RoadType tram_rt = RoadTypeIsTram(roadtype) ? roadtype : INVALID_ROADTYPE;
785 MakeRoadTunnel(start_tile, company, direction, road_rt, tram_rt);
786 MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), road_rt, tram_rt);
788 DirtyCompanyInfrastructureWindows(company);
791 return cost;
796 * Are we allowed to remove the tunnel or bridge at \a tile?
797 * @param tile End point of the tunnel or bridge.
798 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
800 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
802 /* Floods can remove anything as well as the scenario editor */
803 if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
805 switch (GetTunnelBridgeTransportType(tile)) {
806 case TRANSPORT_ROAD: {
807 RoadType road_rt = GetRoadTypeRoad(tile);
808 RoadType tram_rt = GetRoadTypeTram(tile);
809 Owner road_owner = _current_company;
810 Owner tram_owner = _current_company;
812 if (road_rt != INVALID_ROADTYPE) road_owner = GetRoadOwner(tile, RTT_ROAD);
813 if (tram_rt != INVALID_ROADTYPE) tram_owner = GetRoadOwner(tile, RTT_TRAM);
815 /* We can remove unowned road and if the town allows it */
816 if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
817 /* Town does not allow */
818 return CheckTileOwnership(tile);
820 if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
821 if (tram_owner == OWNER_NONE) tram_owner = _current_company;
823 CommandCost ret = CheckOwnership(road_owner, tile);
824 if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
825 return ret;
828 case TRANSPORT_RAIL:
829 return CheckOwnership(GetTileOwner(tile));
831 case TRANSPORT_WATER: {
832 /* Always allow to remove aqueducts without owner. */
833 Owner aqueduct_owner = GetTileOwner(tile);
834 if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
835 return CheckOwnership(aqueduct_owner);
838 default: NOT_REACHED();
843 * Remove a tunnel from the game, update town rating, etc.
844 * @param tile Tile containing one of the endpoints of the tunnel.
845 * @param flags Command flags.
846 * @return Succeeded or failed command.
848 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
850 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
851 if (ret.Failed()) return ret;
853 TileIndex endtile = GetOtherTunnelEnd(tile);
855 ret = TunnelBridgeIsFree(tile, endtile);
856 if (ret.Failed()) return ret;
858 _build_tunnel_endtile = endtile;
860 Town *t = nullptr;
861 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
862 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
864 /* Check if you are allowed to remove the tunnel owned by a town
865 * Removal depends on difficulty settings */
866 ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
867 if (ret.Failed()) return ret;
870 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
871 * you have a "Poor" (0) town rating */
872 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
873 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
876 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_TUNNEL);
877 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
879 if (flags & DC_EXEC) {
880 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
881 /* We first need to request values before calling DoClearSquare */
882 DiagDirection dir = GetTunnelBridgeDirection(tile);
883 Track track = DiagDirToDiagTrack(dir);
884 Owner owner = GetTileOwner(tile);
886 Train *v = nullptr;
887 if (HasTunnelBridgeReservation(tile)) {
888 v = GetTrainForReservation(tile, track);
889 if (v != nullptr) FreeTrainTrackReservation(v);
892 if (Company::IsValidID(owner)) {
893 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
894 DirtyCompanyInfrastructureWindows(owner);
897 DoClearSquare(tile);
898 DoClearSquare(endtile);
900 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
901 AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
902 AddSideToSignalBuffer(endtile, dir, owner);
904 YapfNotifyTrackLayoutChange(tile, track);
905 YapfNotifyTrackLayoutChange(endtile, track);
907 if (v != nullptr) TryPathReserve(v);
908 } else {
909 /* A full diagonal road tile has two road bits. */
910 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
911 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
913 DoClearSquare(tile);
914 DoClearSquare(endtile);
918 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
923 * Remove a bridge from the game, update town rating, etc.
924 * @param tile Tile containing one of the endpoints of the bridge.
925 * @param flags Command flags.
926 * @return Succeeded or failed command.
928 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
930 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
931 if (ret.Failed()) return ret;
933 TileIndex endtile = GetOtherBridgeEnd(tile);
935 ret = TunnelBridgeIsFree(tile, endtile);
936 if (ret.Failed()) return ret;
938 DiagDirection direction = GetTunnelBridgeDirection(tile);
939 TileIndexDiff delta = TileOffsByDiagDir(direction);
941 Town *t = nullptr;
942 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
943 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
945 /* Check if you are allowed to remove the bridge owned by a town
946 * Removal depends on difficulty settings */
947 ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
948 if (ret.Failed()) return ret;
951 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
952 * you have a "Poor" (0) town rating */
953 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
954 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
957 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_BRIDGE);
958 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
960 if (flags & DC_EXEC) {
961 /* read this value before actual removal of bridge */
962 bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
963 Owner owner = GetTileOwner(tile);
964 int height = GetBridgeHeight(tile);
965 Train *v = nullptr;
967 if (rail && HasTunnelBridgeReservation(tile)) {
968 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
969 if (v != nullptr) FreeTrainTrackReservation(v);
972 /* Update company infrastructure counts. */
973 if (rail) {
974 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
975 } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
976 /* A full diagonal road tile has two road bits. */
977 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
978 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
979 } else { // Aqueduct
980 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
982 DirtyCompanyInfrastructureWindows(owner);
984 DoClearSquare(tile);
985 DoClearSquare(endtile);
987 for (TileIndex c = tile + delta; c != endtile; c += delta) {
988 /* do not let trees appear from 'nowhere' after removing bridge */
989 if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
990 int minz = GetTileMaxZ(c) + 3;
991 if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
993 ClearBridgeMiddle(c);
994 MarkTileDirtyByTile(c, height - TileHeight(c));
997 if (rail) {
998 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
999 AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
1000 AddSideToSignalBuffer(endtile, direction, owner);
1002 Track track = DiagDirToDiagTrack(direction);
1003 YapfNotifyTrackLayoutChange(tile, track);
1004 YapfNotifyTrackLayoutChange(endtile, track);
1006 if (v != nullptr) TryPathReserve(v, true);
1010 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
1014 * Remove a tunnel or a bridge from the game.
1015 * @param tile Tile containing one of the endpoints.
1016 * @param flags Command flags.
1017 * @return Succeeded or failed command.
1019 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
1021 if (IsTunnel(tile)) {
1022 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
1023 return DoClearTunnel(tile, flags);
1024 } else { // IsBridge(tile)
1025 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
1026 return DoClearBridge(tile, flags);
1031 * Draw a single pillar sprite.
1032 * @param psid Pillarsprite
1033 * @param x Pillar X
1034 * @param y Pillar Y
1035 * @param z Pillar Z
1036 * @param w Bounding box size in X direction
1037 * @param h Bounding box size in Y direction
1038 * @param subsprite Optional subsprite for drawing halfpillars
1040 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
1042 static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
1043 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);
1047 * Draw two bridge pillars (north and south).
1048 * @param z_bottom Bottom Z
1049 * @param z_top Top Z
1050 * @param psid Pillarsprite
1051 * @param x Pillar X
1052 * @param y Pillar Y
1053 * @param w Bounding box size in X direction
1054 * @param h Bounding box size in Y direction
1055 * @return Reached Z at the bottom
1057 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1059 int cur_z;
1060 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1061 DrawPillar(psid, x, y, cur_z, w, h, nullptr);
1063 return cur_z;
1067 * Draws the pillars under high bridges.
1069 * @param psid Image and palette of a bridge pillar.
1070 * @param ti #TileInfo of current bridge-middle-tile.
1071 * @param axis Orientation of bridge.
1072 * @param drawfarpillar Whether to draw the pillar at the back
1073 * @param x Sprite X position of front pillar.
1074 * @param y Sprite Y position of front pillar.
1075 * @param z_bridge Absolute height of bridge bottom.
1077 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1079 static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1080 static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1082 static const int INF = 1000; ///< big number compared to sprite size
1083 static const SubSprite half_pillar_sub_sprite[2][2] = {
1084 { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1085 { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1088 if (psid->sprite == 0) return;
1090 /* Determine ground height under pillars */
1091 DiagDirection south_dir = AxisToDiagDir(axis);
1092 int z_front_north = ti->z;
1093 int z_back_north = ti->z;
1094 int z_front_south = ti->z;
1095 int z_back_south = ti->z;
1096 GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
1097 GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
1099 /* Shared height of pillars */
1100 int z_front = std::max(z_front_north, z_front_south);
1101 int z_back = std::max(z_back_north, z_back_south);
1103 /* x and y size of bounding-box of pillars */
1104 int w = bounding_box_size[axis];
1105 int h = bounding_box_size[OtherAxis(axis)];
1106 /* sprite position of back facing pillar */
1107 int x_back = x - back_pillar_offset[axis];
1108 int y_back = y - back_pillar_offset[OtherAxis(axis)];
1110 /* Draw front pillars */
1111 int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1112 if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1113 if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1115 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1116 int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1117 if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1118 bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1119 if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1120 if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1125 * Retrieve the sprites required for catenary on a road/tram bridge.
1126 * @param rti RoadTypeInfo for the road or tram type to get catenary for
1127 * @param head_tile Bridge head tile with roadtype information
1128 * @param offset Sprite offset identifying flat to sloped bridge tiles
1129 * @param head Are we drawing bridge head?
1130 * @param[out] spr_back Back catenary sprite to use
1131 * @param[out] spr_front Front catenary sprite to use
1133 static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
1135 static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1136 static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1138 /* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
1139 spr_back = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1140 spr_front = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1141 if (spr_back == 0 && spr_front == 0) {
1142 spr_back = SPR_TRAMWAY_BASE + back_offsets[offset];
1143 spr_front = SPR_TRAMWAY_BASE + front_offsets[offset];
1144 } else {
1145 if (spr_back != 0) spr_back += 23 + offset;
1146 if (spr_front != 0) spr_front += 23 + offset;
1151 * Draws the road and trambits over an already drawn (lower end) of a bridge.
1152 * @param head_tile bridge head tile with roadtype information
1153 * @param x the x of the bridge
1154 * @param y the y of the bridge
1155 * @param z the z of the bridge
1156 * @param offset sprite offset identifying flat to sloped bridge tiles
1157 * @param head are we drawing bridge head?
1159 static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
1161 RoadType road_rt = GetRoadTypeRoad(head_tile);
1162 RoadType tram_rt = GetRoadTypeTram(head_tile);
1163 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1164 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1166 SpriteID seq_back[4] = { 0 };
1167 bool trans_back[4] = { false };
1168 SpriteID seq_front[4] = { 0 };
1169 bool trans_front[4] = { false };
1171 static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
1172 if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1173 /* Road underlay takes precedence over tram */
1174 trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
1175 if (road_rti != nullptr) {
1176 if (road_rti->UsesOverlay()) {
1177 seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1179 } else if (tram_rti != nullptr) {
1180 if (tram_rti->UsesOverlay()) {
1181 seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1182 } else {
1183 seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
1187 /* Draw road overlay */
1188 trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
1189 if (road_rti != nullptr) {
1190 if (road_rti->UsesOverlay()) {
1191 seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1192 if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
1196 /* Draw tram overlay */
1197 trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
1198 if (tram_rti != nullptr) {
1199 if (tram_rti->UsesOverlay()) {
1200 seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1201 if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
1202 } else if (road_rti != nullptr) {
1203 seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
1207 /* Road catenary takes precedence over tram */
1208 trans_back[3] = IsTransparencySet(TO_CATENARY);
1209 trans_front[0] = IsTransparencySet(TO_CATENARY);
1210 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1211 GetBridgeRoadCatenary(road_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1212 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1213 GetBridgeRoadCatenary(tram_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1217 static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1218 static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1219 static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1220 static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1222 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1223 * The bounding boxes here are the same as for bridge front/roof */
1224 for (uint i = 0; i < lengthof(seq_back); ++i) {
1225 if (seq_back[i] != 0) {
1226 AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
1227 x, y, size_x[offset], size_y[offset], 0x28, z,
1228 trans_back[i]);
1232 /* Start a new SpriteCombine for the front part */
1233 EndSpriteCombine();
1234 StartSpriteCombine();
1236 for (uint i = 0; i < lengthof(seq_front); ++i) {
1237 if (seq_front[i] != 0) {
1238 AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
1239 x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1240 trans_front[i],
1241 front_bb_offset_x[offset], front_bb_offset_y[offset]);
1247 * Draws a tunnel of bridge tile.
1248 * For tunnels, this is rather simple, as you only need to draw the entrance.
1249 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1250 * and it works a bit like a bitmask.<p> For bridge heads:
1251 * @param ti TileInfo of the structure to draw
1252 * <ul><li>Bit 0: direction</li>
1253 * <li>Bit 1: northern or southern heads</li>
1254 * <li>Bit 2: Set if the bridge head is sloped</li>
1255 * <li>Bit 3 and more: Railtype Specific subset</li>
1256 * </ul>
1257 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1259 static void DrawTile_TunnelBridge(TileInfo *ti)
1261 TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1262 DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1264 if (IsTunnel(ti->tile)) {
1265 /* Front view of tunnel bounding boxes:
1267 * 122223 <- BB_Z_SEPARATOR
1268 * 1 3
1269 * 1 3 1,3 = empty helper BB
1270 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1274 static const int _tunnel_BB[4][12] = {
1275 /* tunnnel-roof | Z-separator | tram-catenary
1276 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1277 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1278 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1279 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1280 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1282 const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1284 bool catenary = false;
1286 SpriteID image;
1287 SpriteID railtype_overlay = 0;
1288 if (transport_type == TRANSPORT_RAIL) {
1289 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1290 image = rti->base_sprites.tunnel;
1291 if (rti->UsesOverlay()) {
1292 /* Check if the railtype has custom tunnel portals. */
1293 railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1294 if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1296 } else {
1297 image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1300 if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1302 image += tunnelbridge_direction * 2;
1303 DrawGroundSprite(image, PAL_NONE);
1305 if (transport_type == TRANSPORT_ROAD) {
1306 RoadType road_rt = GetRoadTypeRoad(ti->tile);
1307 RoadType tram_rt = GetRoadTypeTram(ti->tile);
1308 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1309 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1310 uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
1311 bool draw_underlay = true;
1313 /* Road underlay takes precedence over tram */
1314 if (road_rti != nullptr) {
1315 if (road_rti->UsesOverlay()) {
1316 SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_TUNNEL);
1317 if (ground != 0) {
1318 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1319 draw_underlay = false;
1322 } else {
1323 if (tram_rti->UsesOverlay()) {
1324 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
1325 if (ground != 0) {
1326 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1327 draw_underlay = false;
1332 DrawRoadOverlays(ti, PAL_NONE, road_rti, tram_rti, sprite_offset, sprite_offset, draw_underlay);
1334 /* Road catenary takes precedence over tram */
1335 SpriteID catenary_sprite_base = 0;
1336 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1337 catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
1338 if (catenary_sprite_base == 0) {
1339 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1340 } else {
1341 catenary_sprite_base += 19;
1343 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1344 catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
1345 if (catenary_sprite_base == 0) {
1346 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1347 } else {
1348 catenary_sprite_base += 19;
1352 if (catenary_sprite_base != 0) {
1353 catenary = true;
1354 StartSpriteCombine();
1355 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);
1357 } else {
1358 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1359 if (rti->UsesOverlay()) {
1360 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1361 if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1364 /* PBS debugging, draw reserved tracks darker */
1365 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1366 if (rti->UsesOverlay()) {
1367 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1368 DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1369 } else {
1370 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1374 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1375 /* Maybe draw pylons on the entry side */
1376 DrawRailCatenary(ti);
1378 catenary = true;
1379 StartSpriteCombine();
1380 /* Draw wire above the ramp */
1381 DrawRailCatenaryOnTunnel(ti);
1385 if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1387 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);
1388 /* Draw railtype tunnel portal overlay if defined. */
1389 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);
1391 if (catenary || railtype_overlay != 0) EndSpriteCombine();
1393 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1394 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1395 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);
1397 DrawBridgeMiddle(ti);
1398 } else { // IsBridge(ti->tile)
1399 const PalSpriteID *psid;
1400 int base_offset;
1401 bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1403 if (transport_type == TRANSPORT_RAIL) {
1404 base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1405 assert(base_offset != 8); // This one is used for roads
1406 } else {
1407 base_offset = 8;
1410 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1411 assert( (base_offset & 0x07) == 0x00);
1413 DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1415 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1416 base_offset += (6 - tunnelbridge_direction) % 4;
1418 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1419 if (transport_type != TRANSPORT_WATER) {
1420 if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1421 psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1422 } else {
1423 psid = _aqueduct_sprites + base_offset;
1426 if (!ice) {
1427 TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1428 if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1429 DrawShoreTile(ti->tileh);
1430 } else {
1431 DrawClearLandTile(ti, 3);
1433 } else {
1434 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1437 /* draw ramp */
1439 /* Draw Trambits and PBS Reservation as SpriteCombine */
1440 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1442 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1443 * it doesn't disappear behind it
1445 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1446 AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1448 if (transport_type == TRANSPORT_ROAD) {
1449 uint offset = tunnelbridge_direction;
1450 int z = ti->z;
1451 if (ti->tileh != SLOPE_FLAT) {
1452 offset = (offset + 1) & 1;
1453 z += TILE_HEIGHT;
1454 } else {
1455 offset += 2;
1458 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1459 DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
1461 EndSpriteCombine();
1462 } else if (transport_type == TRANSPORT_RAIL) {
1463 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1464 if (rti->UsesOverlay()) {
1465 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1466 if (surface != 0) {
1467 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1468 AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1469 } else {
1470 AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1473 /* Don't fallback to non-overlay sprite -- the spec states that
1474 * if an overlay is present then the bridge surface must be
1475 * present. */
1478 /* PBS debugging, draw reserved tracks darker */
1479 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1480 if (rti->UsesOverlay()) {
1481 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1482 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1483 AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1484 } else {
1485 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1487 } else {
1488 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1489 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);
1490 } else {
1491 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1496 EndSpriteCombine();
1497 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1498 DrawRailCatenary(ti);
1502 DrawBridgeMiddle(ti);
1508 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1509 * bridges pieces sequence (middle parts).
1510 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1511 * bridge len 1: BRIDGE_PIECE_NORTH
1512 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1513 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1514 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1515 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1516 * 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
1517 * 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
1518 * #0 - always as first, #1 - always as last (if len>1)
1519 * #2,#3 are to pair in order
1520 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1521 * @param north Northernmost tile of bridge
1522 * @param south Southernmost tile of bridge
1523 * @return Index of bridge piece
1525 static BridgePieces CalcBridgePiece(uint north, uint south)
1527 if (north == 1) {
1528 return BRIDGE_PIECE_NORTH;
1529 } else if (south == 1) {
1530 return BRIDGE_PIECE_SOUTH;
1531 } else if (north < south) {
1532 return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1533 } else if (north > south) {
1534 return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1535 } else {
1536 return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1541 * Draw the middle bits of a bridge.
1542 * @param ti Tile information of the tile to draw it on.
1544 void DrawBridgeMiddle(const TileInfo *ti)
1546 /* Sectional view of bridge bounding boxes:
1548 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1549 * 1 2 3 = empty helper BB
1550 * 1 7 2 4,5 = pillars under higher bridges
1551 * 1 6 88888 6 2 6 = elrail-pylons
1552 * 1 6 88888 6 2 7 = elrail-wire
1553 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1554 * 3333333333333 <- BB_Z_SEPARATOR
1555 * <- unused
1556 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1557 * 4 5
1558 * 4 5
1562 if (!IsBridgeAbove(ti->tile)) return;
1564 TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1565 TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1566 TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1568 Axis axis = GetBridgeAxis(ti->tile);
1569 BridgePieces piece = CalcBridgePiece(
1570 GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1571 GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1574 const PalSpriteID *psid;
1575 bool drawfarpillar;
1576 if (transport_type != TRANSPORT_WATER) {
1577 BridgeType type = GetBridgeType(rampsouth);
1578 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1580 uint base_offset;
1581 if (transport_type == TRANSPORT_RAIL) {
1582 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1583 } else {
1584 base_offset = 8;
1587 psid = base_offset + GetBridgeSpriteTable(type, piece);
1588 } else {
1589 drawfarpillar = true;
1590 psid = _aqueduct_sprites;
1593 if (axis != AXIS_X) psid += 4;
1595 int x = ti->x;
1596 int y = ti->y;
1597 uint bridge_z = GetBridgePixelHeight(rampsouth);
1598 int z = bridge_z - BRIDGE_Z_START;
1600 /* Add a bounding box that separates the bridge from things below it. */
1601 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1603 /* Draw Trambits as SpriteCombine */
1604 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1606 /* Draw floor and far part of bridge*/
1607 if (!IsInvisibilitySet(TO_BRIDGES)) {
1608 if (axis == AXIS_X) {
1609 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1610 } else {
1611 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1615 psid++;
1617 if (transport_type == TRANSPORT_ROAD) {
1618 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1619 DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
1620 } else if (transport_type == TRANSPORT_RAIL) {
1621 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1622 if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1623 SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1624 if (surface != 0) {
1625 AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1629 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
1630 if (rti->UsesOverlay()) {
1631 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1632 AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1633 } else {
1634 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));
1638 EndSpriteCombine();
1640 if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1641 DrawRailCatenaryOnBridge(ti);
1645 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1646 if (!IsInvisibilitySet(TO_BRIDGES)) {
1647 if (axis == AXIS_X) {
1648 y += 12;
1649 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1650 } else {
1651 x += 12;
1652 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1656 /* Draw TramFront as SpriteCombine */
1657 if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1659 /* Do not draw anything more if bridges are invisible */
1660 if (IsInvisibilitySet(TO_BRIDGES)) return;
1662 psid++;
1663 DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1667 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y, bool ground_vehicle)
1669 int z;
1670 Slope tileh = GetTilePixelSlope(tile, &z);
1672 x &= 0xF;
1673 y &= 0xF;
1675 if (IsTunnel(tile)) {
1676 /* In the tunnel entrance? */
1677 if (ground_vehicle) return z;
1678 } else { // IsBridge(tile)
1679 DiagDirection dir = GetTunnelBridgeDirection(tile);
1680 z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
1682 /* On the bridge ramp? */
1683 if (ground_vehicle) {
1684 if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1686 switch (dir) {
1687 default: NOT_REACHED();
1688 case DIAGDIR_NE: tileh = SLOPE_NE; break;
1689 case DIAGDIR_SE: tileh = SLOPE_SE; break;
1690 case DIAGDIR_SW: tileh = SLOPE_SW; break;
1691 case DIAGDIR_NW: tileh = SLOPE_NW; break;
1696 return z + GetPartialPixelZ(x, y, tileh);
1699 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1701 return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
1704 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1706 TransportType tt = GetTunnelBridgeTransportType(tile);
1708 if (IsTunnel(tile)) {
1709 td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1710 } else { // IsBridge(tile)
1711 td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1713 td->owner[0] = GetTileOwner(tile);
1715 Owner road_owner = INVALID_OWNER;
1716 Owner tram_owner = INVALID_OWNER;
1717 RoadType road_rt = GetRoadTypeRoad(tile);
1718 RoadType tram_rt = GetRoadTypeTram(tile);
1719 if (road_rt != INVALID_ROADTYPE) {
1720 const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
1721 td->roadtype = rti->strings.name;
1722 td->road_speed = rti->max_speed / 2;
1723 road_owner = GetRoadOwner(tile, RTT_ROAD);
1725 if (tram_rt != INVALID_ROADTYPE) {
1726 const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
1727 td->tramtype = rti->strings.name;
1728 td->tram_speed = rti->max_speed / 2;
1729 tram_owner = GetRoadOwner(tile, RTT_TRAM);
1732 /* Is there a mix of owners? */
1733 if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1734 (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1735 uint i = 1;
1736 if (road_owner != INVALID_OWNER) {
1737 td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1738 td->owner[i] = road_owner;
1739 i++;
1741 if (tram_owner != INVALID_OWNER) {
1742 td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1743 td->owner[i] = tram_owner;
1747 if (tt == TRANSPORT_RAIL) {
1748 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1749 td->rail_speed = rti->max_speed;
1750 td->railtype = rti->strings.name;
1752 if (!IsTunnel(tile)) {
1753 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1754 /* rail speed special-cases 0 as unlimited, hides display of limit etc. */
1755 if (spd == UINT16_MAX) spd = 0;
1756 if (td->rail_speed == 0 || spd < td->rail_speed) {
1757 td->rail_speed = spd;
1760 } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1761 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1762 /* road speed special-cases 0 as unlimited, hides display of limit etc. */
1763 if (spd == UINT16_MAX) spd = 0;
1764 if (road_rt != INVALID_ROADTYPE && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
1765 if (tram_rt != INVALID_ROADTYPE && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_speed = spd;
1770 static void TileLoop_TunnelBridge(TileIndex tile)
1772 bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1773 switch (_settings_game.game_creation.landscape) {
1774 case LT_ARCTIC: {
1775 /* As long as we do not have a snow density, we want to use the density
1776 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1777 * (Independent of foundations) */
1778 int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1779 if (snow_or_desert != (z > GetSnowLine())) {
1780 SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1781 MarkTileDirtyByTile(tile);
1783 break;
1786 case LT_TROPIC:
1787 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1788 SetTunnelBridgeSnowOrDesert(tile, true);
1789 MarkTileDirtyByTile(tile);
1791 break;
1793 default:
1794 break;
1798 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1800 TransportType transport_type = GetTunnelBridgeTransportType(tile);
1801 if (transport_type != mode || (transport_type == TRANSPORT_ROAD && !HasTileRoadType(tile, (RoadTramType)sub_mode))) return 0;
1803 DiagDirection dir = GetTunnelBridgeDirection(tile);
1804 if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1805 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
1808 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1810 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1811 /* Set number of pieces to zero if it's the southern tile as we
1812 * don't want to update the infrastructure counts twice. */
1813 uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1815 for (RoadTramType rtt : _roadtramtypes) {
1816 /* Update all roadtypes, no matter if they are present */
1817 if (GetRoadOwner(tile, rtt) == old_owner) {
1818 RoadType rt = GetRoadType(tile, rtt);
1819 if (rt != INVALID_ROADTYPE) {
1820 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1821 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1822 Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1823 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1826 SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1830 if (!IsTileOwner(tile, old_owner)) return;
1832 /* Update company infrastructure counts for rail and water as well.
1833 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1834 TransportType tt = GetTunnelBridgeTransportType(tile);
1835 Company *old = Company::Get(old_owner);
1836 if (tt == TRANSPORT_RAIL) {
1837 old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1838 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1839 } else if (tt == TRANSPORT_WATER) {
1840 old->infrastructure.water -= num_pieces;
1841 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1844 if (new_owner != INVALID_OWNER) {
1845 SetTileOwner(tile, new_owner);
1846 } else {
1847 if (tt == TRANSPORT_RAIL) {
1848 /* Since all of our vehicles have been removed, it is safe to remove the rail
1849 * bridge / tunnel. */
1850 [[maybe_unused]] CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC | DC_BANKRUPT, tile);
1851 assert(ret.Succeeded());
1852 } else {
1853 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1854 SetTileOwner(tile, OWNER_NONE);
1860 * Helper to prepare the ground vehicle when entering a bridge. This get called
1861 * when entering the bridge, at the last frame of travel on the bridge head.
1862 * Our calling function gets called before UpdateInclination/UpdateZPosition,
1863 * which normally controls the Z-coordinate. However, in the wormhole of the
1864 * bridge the vehicle is in a strange state so UpdateInclination does not get
1865 * called for the wormhole of the bridge and as such the going up/down bits
1866 * would remain set. As such, this function clears those. In doing so, the call
1867 * to UpdateInclination will not update the Z-coordinate, so that has to be
1868 * done here as well.
1869 * @param gv The ground vehicle entering the bridge.
1871 template <typename T>
1872 static void PrepareToEnterBridge(T *gv)
1874 if (HasBit(gv->gv_flags, GVF_GOINGUP_BIT)) {
1875 gv->z_pos++;
1876 ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
1877 } else {
1878 ClrBit(gv->gv_flags, GVF_GOINGDOWN_BIT);
1883 * Frame when the 'enter tunnel' sound should be played. This is the second
1884 * frame on a tile, so the sound is played shortly after entering the tunnel
1885 * tile, while the vehicle is still visible.
1887 static const byte TUNNEL_SOUND_FRAME = 1;
1890 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
1891 * This differs per direction, because of visibility / bounding box issues.
1892 * Note that direction, in this case, is the direction leading into the tunnel.
1893 * When entering a tunnel, hide the vehicle when it reaches the given frame.
1894 * When leaving a tunnel, show the vehicle when it is one frame further
1895 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
1897 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1899 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1901 int z = GetSlopePixelZ(x, y, true) - v->z_pos;
1903 if (abs(z) > 2) return VETSB_CANNOT_ENTER;
1904 /* Direction into the wormhole */
1905 const DiagDirection dir = GetTunnelBridgeDirection(tile);
1906 /* Direction of the vehicle */
1907 const DiagDirection vdir = DirToDiagDir(v->direction);
1908 /* New position of the vehicle on the tile */
1909 byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1910 /* Number of units moved by the vehicle since entering the tile */
1911 byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1913 if (IsTunnel(tile)) {
1914 if (v->type == VEH_TRAIN) {
1915 Train *t = Train::From(v);
1917 if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1918 if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1919 if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1920 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1922 return VETSB_CONTINUE;
1924 if (frame == _tunnel_visibility_frame[dir]) {
1925 t->tile = tile;
1926 t->track = TRACK_BIT_WORMHOLE;
1927 t->vehstatus |= VS_HIDDEN;
1928 return VETSB_ENTERED_WORMHOLE;
1932 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1933 /* We're at the tunnel exit ?? */
1934 t->tile = tile;
1935 t->track = DiagDirToDiagTrackBits(vdir);
1936 assert(t->track);
1937 t->vehstatus &= ~VS_HIDDEN;
1938 return VETSB_ENTERED_WORMHOLE;
1940 } else if (v->type == VEH_ROAD) {
1941 RoadVehicle *rv = RoadVehicle::From(v);
1943 /* Enter tunnel? */
1944 if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1945 if (frame == _tunnel_visibility_frame[dir]) {
1946 /* Frame should be equal to the next frame number in the RV's movement */
1947 assert(frame == rv->frame + 1);
1948 rv->tile = tile;
1949 rv->state = RVSB_WORMHOLE;
1950 rv->vehstatus |= VS_HIDDEN;
1951 return VETSB_ENTERED_WORMHOLE;
1952 } else {
1953 return VETSB_CONTINUE;
1957 /* We're at the tunnel exit ?? */
1958 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1959 rv->tile = tile;
1960 rv->state = DiagDirToDiagTrackdir(vdir);
1961 rv->frame = frame;
1962 rv->vehstatus &= ~VS_HIDDEN;
1963 return VETSB_ENTERED_WORMHOLE;
1966 } else { // IsBridge(tile)
1967 if (v->type != VEH_SHIP) {
1968 /* modify speed of vehicle */
1969 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1971 if (v->type == VEH_ROAD) spd *= 2;
1972 Vehicle *first = v->First();
1973 first->cur_speed = std::min(first->cur_speed, spd);
1976 if (vdir == dir) {
1977 /* Vehicle enters bridge at the last frame inside this tile. */
1978 if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1979 switch (v->type) {
1980 case VEH_TRAIN: {
1981 Train *t = Train::From(v);
1982 t->track = TRACK_BIT_WORMHOLE;
1983 PrepareToEnterBridge(t);
1984 break;
1987 case VEH_ROAD: {
1988 RoadVehicle *rv = RoadVehicle::From(v);
1989 rv->state = RVSB_WORMHOLE;
1990 PrepareToEnterBridge(rv);
1991 break;
1994 case VEH_SHIP:
1995 Ship::From(v)->state = TRACK_BIT_WORMHOLE;
1996 break;
1998 default: NOT_REACHED();
2000 return VETSB_ENTERED_WORMHOLE;
2001 } else if (vdir == ReverseDiagDir(dir)) {
2002 v->tile = tile;
2003 switch (v->type) {
2004 case VEH_TRAIN: {
2005 Train *t = Train::From(v);
2006 if (t->track == TRACK_BIT_WORMHOLE) {
2007 t->track = DiagDirToDiagTrackBits(vdir);
2008 return VETSB_ENTERED_WORMHOLE;
2010 break;
2013 case VEH_ROAD: {
2014 RoadVehicle *rv = RoadVehicle::From(v);
2015 if (rv->state == RVSB_WORMHOLE) {
2016 rv->state = DiagDirToDiagTrackdir(vdir);
2017 rv->frame = 0;
2018 return VETSB_ENTERED_WORMHOLE;
2020 break;
2023 case VEH_SHIP: {
2024 Ship *ship = Ship::From(v);
2025 if (ship->state == TRACK_BIT_WORMHOLE) {
2026 ship->state = DiagDirToDiagTrackBits(vdir);
2027 return VETSB_ENTERED_WORMHOLE;
2029 break;
2032 default: NOT_REACHED();
2036 return VETSB_CONTINUE;
2039 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
2041 if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
2042 DiagDirection direction = GetTunnelBridgeDirection(tile);
2043 Axis axis = DiagDirToAxis(direction);
2044 CommandCost res;
2045 int z_old;
2046 Slope tileh_old = GetTileSlope(tile, &z_old);
2048 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2049 if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
2050 CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_old, &z_old);
2051 res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, &tileh_new, &z_new);
2052 } else {
2053 CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_old, &z_old);
2054 res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, &tileh_new, &z_new);
2057 /* Surface slope is valid and remains unchanged? */
2058 if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
2061 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
2064 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
2065 DrawTile_TunnelBridge, // draw_tile_proc
2066 GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
2067 ClearTile_TunnelBridge, // clear_tile_proc
2068 nullptr, // add_accepted_cargo_proc
2069 GetTileDesc_TunnelBridge, // get_tile_desc_proc
2070 GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
2071 nullptr, // click_tile_proc
2072 nullptr, // animate_tile_proc
2073 TileLoop_TunnelBridge, // tile_loop_proc
2074 ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
2075 nullptr, // add_produced_cargo_proc
2076 VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
2077 GetFoundation_TunnelBridge, // get_foundation_proc
2078 TerraformTile_TunnelBridge, // terraform_tile_proc