2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
9 * @file tunnelbridge_cmd.cpp
10 * This file deals with tunnels and bridges (non-gui stuff)
11 * @todo separate this file into two
15 #include "newgrf_object.h"
16 #include "viewport_func.h"
17 #include "command_func.h"
22 #include "pathfinder/yapf/yapf_cache.h"
23 #include "newgrf_sound.h"
24 #include "autoslope.h"
25 #include "tunnelbridge_map.h"
26 #include "strings_func.h"
27 #include "date_func.h"
28 #include "clear_func.h"
29 #include "vehicle_func.h"
30 #include "sound_func.h"
31 #include "tunnelbridge.h"
32 #include "cheat_type.h"
33 #include "elrail_func.h"
35 #include "company_base.h"
36 #include "newgrf_railtype.h"
37 #include "newgrf_roadtype.h"
38 #include "object_base.h"
40 #include "company_gui.h"
41 #include "station_func.h"
42 #include "tunnelbridge_cmd.h"
43 #include "landscape_cmd.h"
44 #include "terraform_cmd.h"
46 #include "table/strings.h"
47 #include "table/bridge_land.h"
49 #include "safeguards.h"
51 BridgeSpec _bridge
[MAX_BRIDGES
]; ///< The specification of all bridges.
52 TileIndex _build_tunnel_endtile
; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
54 /** Z position of the bridge sprites relative to bridge height (downwards) */
55 static const int BRIDGE_Z_START
= 3;
59 * Mark bridge tiles dirty.
60 * Note: The bridge does not need to exist, everything is passed via parameters.
61 * @param begin Start tile.
62 * @param end End tile.
63 * @param direction Direction from \a begin to \a end.
64 * @param bridge_height Bridge height level.
66 void MarkBridgeDirty(TileIndex begin
, TileIndex end
, DiagDirection direction
, uint bridge_height
)
68 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
69 for (TileIndex t
= begin
; t
!= end
; t
+= delta
) {
70 MarkTileDirtyByTile(t
, bridge_height
- TileHeight(t
));
72 MarkTileDirtyByTile(end
);
76 * Mark bridge tiles dirty.
77 * @param tile Bridge head.
79 void MarkBridgeDirty(TileIndex tile
)
81 MarkBridgeDirty(tile
, GetOtherTunnelBridgeEnd(tile
), GetTunnelBridgeDirection(tile
), GetBridgeHeight(tile
));
84 /** Reset the data been eventually changed by the grf loaded. */
87 /* First, free sprite table data */
88 for (BridgeType i
= 0; i
< MAX_BRIDGES
; i
++) {
89 if (_bridge
[i
].sprite_table
!= nullptr) {
90 for (BridgePieces j
= BRIDGE_PIECE_NORTH
; j
< BRIDGE_PIECE_INVALID
; j
++) free(_bridge
[i
].sprite_table
[j
]);
91 free(_bridge
[i
].sprite_table
);
95 /* Then, wipe out current bridges */
96 memset(&_bridge
, 0, sizeof(_bridge
));
97 /* And finally, reinstall default data */
98 memcpy(&_bridge
, &_orig_bridge
, sizeof(_orig_bridge
));
102 * Calculate the price factor for building a long bridge.
103 * 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,
104 * @param length Length of the bridge.
105 * @return Price factor for the bridge.
107 int CalcBridgeLenCostFactor(int length
)
109 if (length
< 2) return length
;
113 for (int delta
= 1;; delta
++) {
114 for (int count
= 0; count
< delta
; count
++) {
115 if (length
== 0) return sum
;
123 * Get the foundation for a bridge.
124 * @param tileh The slope to build the bridge on.
125 * @param axis The axis of the bridge entrance.
126 * @return The foundation required.
128 Foundation
GetBridgeFoundation(Slope tileh
, Axis axis
)
130 if (tileh
== SLOPE_FLAT
||
131 ((tileh
== SLOPE_NE
|| tileh
== SLOPE_SW
) && axis
== AXIS_X
) ||
132 ((tileh
== SLOPE_NW
|| tileh
== SLOPE_SE
) && axis
== AXIS_Y
)) return FOUNDATION_NONE
;
134 return (HasSlopeHighestCorner(tileh
) ? InclinedFoundation(axis
) : FlatteningFoundation(tileh
));
138 * Determines if the track on a bridge ramp is flat or goes up/down.
140 * @param tileh Slope of the tile under the bridge head
141 * @param axis Orientation of bridge
142 * @return true iff the track is flat.
144 bool HasBridgeFlatRamp(Slope tileh
, Axis axis
)
146 ApplyFoundationToSlope(GetBridgeFoundation(tileh
, axis
), &tileh
);
147 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
148 return (tileh
!= SLOPE_FLAT
);
151 static inline const PalSpriteID
*GetBridgeSpriteTable(int index
, BridgePieces table
)
153 const BridgeSpec
*bridge
= GetBridgeSpec(index
);
154 assert(table
< BRIDGE_PIECE_INVALID
);
155 if (bridge
->sprite_table
== nullptr || bridge
->sprite_table
[table
] == nullptr) {
156 return _bridge_sprite_table
[index
][table
];
158 return bridge
->sprite_table
[table
];
164 * Determines the foundation for the bridge head, and tests if the resulting slope is valid.
166 * @param bridge_piece Direction of the bridge head.
167 * @param axis Axis of the bridge
168 * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
169 * @param z TileZ corresponding to tileh, gets modified as well
170 * @return Error or cost for bridge foundation
172 static CommandCost
CheckBridgeSlope(BridgePieces bridge_piece
, Axis axis
, Slope
*tileh
, int *z
)
174 assert(bridge_piece
== BRIDGE_PIECE_NORTH
|| bridge_piece
== BRIDGE_PIECE_SOUTH
);
176 Foundation f
= GetBridgeFoundation(*tileh
, axis
);
177 *z
+= ApplyFoundationToSlope(f
, tileh
);
179 Slope valid_inclined
;
180 if (bridge_piece
== BRIDGE_PIECE_NORTH
) {
181 valid_inclined
= (axis
== AXIS_X
? SLOPE_NE
: SLOPE_NW
);
183 valid_inclined
= (axis
== AXIS_X
? SLOPE_SW
: SLOPE_SE
);
185 if ((*tileh
!= SLOPE_FLAT
) && (*tileh
!= valid_inclined
)) return CMD_ERROR
;
187 if (f
== FOUNDATION_NONE
) return CommandCost();
189 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
193 * Is a bridge of the specified type and length available?
194 * @param bridge_type Wanted type of bridge.
195 * @param bridge_len Wanted length of the bridge.
196 * @param flags Type of operation.
197 * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
199 CommandCost
CheckBridgeAvailability(BridgeType bridge_type
, uint bridge_len
, DoCommandFlag flags
)
201 if (flags
& DC_QUERY_COST
) {
202 if (bridge_len
<= _settings_game
.construction
.max_bridge_length
) return CommandCost();
203 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
206 if (bridge_type
>= MAX_BRIDGES
) return CMD_ERROR
;
208 const BridgeSpec
*b
= GetBridgeSpec(bridge_type
);
209 if (b
->avail_year
> _cur_year
) return CMD_ERROR
;
211 uint max
= std::min(b
->max_length
, _settings_game
.construction
.max_bridge_length
);
213 if (b
->min_length
> bridge_len
) return CMD_ERROR
;
214 if (bridge_len
<= max
) return CommandCost();
215 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
219 * Calculate the base cost of clearing a tunnel/bridge per tile.
220 * @param tile Start tile of the tunnel/bridge.
221 * @return How much clearing this tunnel/bridge costs per tile.
223 static Money
TunnelBridgeClearCost(TileIndex tile
, Price base_price
)
225 Money base_cost
= _price
[base_price
];
227 /* Add the cost of the transport that is on the tunnel/bridge. */
228 switch (GetTunnelBridgeTransportType(tile
)) {
229 case TRANSPORT_ROAD
: {
230 RoadType road_rt
= GetRoadTypeRoad(tile
);
231 RoadType tram_rt
= GetRoadTypeTram(tile
);
233 if (road_rt
!= INVALID_ROADTYPE
) {
234 base_cost
+= 2 * RoadClearCost(road_rt
);
236 if (tram_rt
!= INVALID_ROADTYPE
) {
237 base_cost
+= 2 * RoadClearCost(tram_rt
);
241 case TRANSPORT_RAIL
: base_cost
+= RailClearCost(GetRailType(tile
)); break;
242 /* Aquaducts have their own clear price. */
243 case TRANSPORT_WATER
: base_cost
= _price
[PR_CLEAR_AQUEDUCT
]; break;
252 * @param flags type of operation
253 * @param tile_end end tile
254 * @param tile_start start tile
255 * @param transport_type transport type.
256 * @param bridge_type bridge type (hi bh)
257 * @param road_rail_type rail type or road types.
258 * @return the cost of this operation or an error
260 CommandCost
CmdBuildBridge(DoCommandFlag flags
, TileIndex tile_end
, TileIndex tile_start
, TransportType transport_type
, BridgeType bridge_type
, byte road_rail_type
)
262 CompanyID company
= _current_company
;
264 RailType railtype
= INVALID_RAILTYPE
;
265 RoadType roadtype
= INVALID_ROADTYPE
;
267 if (!IsValidTile(tile_start
)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER
);
270 switch (transport_type
) {
272 roadtype
= (RoadType
)road_rail_type
;
273 if (!ValParamRoadType(roadtype
)) return CMD_ERROR
;
277 railtype
= (RailType
)road_rail_type
;
278 if (!ValParamRailtype(railtype
)) return CMD_ERROR
;
281 case TRANSPORT_WATER
:
285 /* Airports don't have bridges. */
289 if (company
== OWNER_DEITY
) {
290 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
291 const Town
*town
= CalcClosestTownFromTile(tile_start
);
293 company
= OWNER_TOWN
;
295 /* If we are not within a town, we are not owned by the town */
296 if (town
== nullptr || DistanceSquare(tile_start
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
297 company
= OWNER_NONE
;
301 if (tile_start
== tile_end
) {
302 return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON
);
306 if (TileX(tile_start
) == TileX(tile_end
)) {
308 } else if (TileY(tile_start
) == TileY(tile_end
)) {
311 return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN
);
314 if (tile_end
< tile_start
) Swap(tile_start
, tile_end
);
316 uint bridge_len
= GetTunnelBridgeLength(tile_start
, tile_end
);
317 if (transport_type
!= TRANSPORT_WATER
) {
318 /* set and test bridge length, availability */
319 CommandCost ret
= CheckBridgeAvailability(bridge_type
, bridge_len
, flags
);
320 if (ret
.Failed()) return ret
;
322 if (bridge_len
> _settings_game
.construction
.max_bridge_length
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
324 bridge_len
+= 2; // begin and end tiles/ramps
328 Slope tileh_start
= GetTileSlope(tile_start
, &z_start
);
329 Slope tileh_end
= GetTileSlope(tile_end
, &z_end
);
330 bool pbs_reservation
= false;
332 CommandCost terraform_cost_north
= CheckBridgeSlope(BRIDGE_PIECE_NORTH
, direction
, &tileh_start
, &z_start
);
333 CommandCost terraform_cost_south
= CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, direction
, &tileh_end
, &z_end
);
335 /* Aqueducts can't be built of flat land. */
336 if (transport_type
== TRANSPORT_WATER
&& (tileh_start
== SLOPE_FLAT
|| tileh_end
== SLOPE_FLAT
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
337 if (z_start
!= z_end
) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT
);
339 CommandCost
cost(EXPENSES_CONSTRUCTION
);
342 RoadType road_rt
= INVALID_ROADTYPE
;
343 RoadType tram_rt
= INVALID_ROADTYPE
;
344 if (IsBridgeTile(tile_start
) && IsBridgeTile(tile_end
) &&
345 GetOtherBridgeEnd(tile_start
) == tile_end
&&
346 GetTunnelBridgeTransportType(tile_start
) == transport_type
) {
347 /* Replace a current bridge. */
349 switch (transport_type
) {
351 /* Keep the reservation, the path stays valid. */
352 pbs_reservation
= HasTunnelBridgeReservation(tile_start
);
356 /* Do not remove road types when upgrading a bridge */
357 road_rt
= GetRoadTypeRoad(tile_start
);
358 tram_rt
= GetRoadTypeTram(tile_start
);
364 /* If this is a railway bridge, make sure the railtypes match. */
365 if (transport_type
== TRANSPORT_RAIL
&& GetRailType(tile_start
) != railtype
) {
366 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
369 /* If this is a road bridge, make sure the roadtype matches. */
370 if (transport_type
== TRANSPORT_ROAD
) {
371 RoadType existing_rt
= RoadTypeIsRoad(roadtype
) ? road_rt
: tram_rt
;
372 if (existing_rt
!= roadtype
&& existing_rt
!= INVALID_ROADTYPE
) {
373 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
377 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
378 if (!(flags
& DC_QUERY_COST
) && IsTileOwner(tile_start
, OWNER_TOWN
) &&
379 GetBridgeSpec(bridge_type
)->speed
< GetBridgeSpec(GetBridgeType(tile_start
))->speed
&&
380 _game_mode
!= GM_EDITOR
) {
381 Town
*t
= ClosestTownFromTile(tile_start
, UINT_MAX
);
386 SetDParam(0, t
->index
);
387 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
391 /* Do not replace the bridge with the same bridge type. */
392 if (!(flags
& DC_QUERY_COST
) && (bridge_type
== GetBridgeType(tile_start
)) && (transport_type
!= TRANSPORT_ROAD
|| road_rt
== roadtype
|| tram_rt
== roadtype
)) {
393 return_cmd_error(STR_ERROR_ALREADY_BUILT
);
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
;
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
;
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
;
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
= (direction
== AXIS_X
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
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
)) {
464 if (!IsWater(tile
) && !IsCoast(tile
)) goto not_valid_below
;
468 if (!IsPlainRail(tile
)) goto not_valid_below
;
472 if (IsRoadDepot(tile
)) goto not_valid_below
;
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
;
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
;
493 /* try and clear the middle landscape */
494 ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
495 if (ret
.Failed()) return ret
;
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
);
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
;
520 if (flags
& DC_EXEC
) {
521 DiagDirection dir
= AxisToDiagDir(direction
);
523 Company
*c
= Company::GetIfValid(company
);
524 switch (transport_type
) {
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
);
534 case TRANSPORT_ROAD
: {
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;
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
);
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
);
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
) {
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
));
597 case TRANSPORT_RAIL
: cost
.AddCost(bridge_len
* RailBuildCost(railtype
)); break;
601 if (c
!= nullptr) bridge_len
= CalcBridgeLenCostFactor(bridge_len
);
603 if (transport_type
!= TRANSPORT_WATER
) {
604 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_BRIDGE
] * GetBridgeSpec(bridge_type
)->price
>> 8);
606 /* Aqueducts use a separate base cost. */
607 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_AQUEDUCT
]);
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
, byte 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
) {
633 railtype
= (RailType
)road_rail_type
;
634 if (!ValParamRailtype(railtype
)) return CMD_ERROR
;
638 roadtype
= (RoadType
)road_rail_type
;
639 if (!ValParamRoadType(roadtype
)) return CMD_ERROR
;
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
;
659 Slope start_tileh
= GetTileSlope(start_tile
, &start_z
);
660 DiagDirection direction
= GetInclinedSlopeDirection(start_tileh
);
661 if (direction
== INVALID_DIAGDIR
) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL
);
663 if (HasTileWaterGround(start_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
665 CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, start_tile
);
666 if (ret
.Failed()) return ret
;
668 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
669 * for the clearing of the entrance of the tunnel. Assigning it to
670 * cost before the loop will yield different costs depending on start-
671 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
673 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
674 DiagDirection tunnel_in_way_dir
;
675 if (DiagDirToAxis(direction
) == AXIS_Y
) {
676 tunnel_in_way_dir
= (TileX(start_tile
) < (MapMaxX() / 2)) ? DIAGDIR_SW
: DIAGDIR_NE
;
678 tunnel_in_way_dir
= (TileY(start_tile
) < (MapMaxX() / 2)) ? DIAGDIR_SE
: DIAGDIR_NW
;
681 TileIndex end_tile
= start_tile
;
683 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
685 /* Number of tiles from start of tunnel */
687 /* Number of tiles at which the cost increase coefficient per tile is halved */
690 CommandCost
cost(EXPENSES_CONSTRUCTION
);
694 if (!IsValidTile(end_tile
)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER
);
695 end_tileh
= GetTileSlope(end_tile
, &end_z
);
697 if (start_z
== end_z
) break;
699 if (!_cheats
.crossing_tunnels
.value
&& IsTunnelInWayDir(end_tile
, start_z
, tunnel_in_way_dir
)) {
700 return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY
);
704 if (tiles
== tiles_bump
) {
709 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
710 cost
.AddCost(cost
.GetCost() >> tiles_coef
); // add a multiplier for longer tunnels
713 /* Add the cost of the entrance */
714 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
717 /* if the command fails from here on we want the end tile to be highlighted */
718 _build_tunnel_endtile
= end_tile
;
720 if (tiles
> _settings_game
.construction
.max_tunnel_length
) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG
);
722 if (HasTileWaterGround(end_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
724 /* Clear the tile in any case */
725 ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, end_tile
);
726 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
729 /* slope of end tile must be complementary to the slope of the start tile */
730 if (end_tileh
!= ComplementSlope(start_tileh
)) {
731 /* Mark the tile as already cleared for the terraform command.
732 * Do this for all tiles (like trees), not only objects. */
733 ClearedObjectArea
*coa
= FindClearedObject(end_tile
);
734 if (coa
== nullptr) {
735 coa
= &_cleared_object_areas
.emplace_back(ClearedObjectArea
{ end_tile
, TileArea(end_tile
, 1, 1) });
738 /* Hide the tile from the terraforming command */
739 TileIndex old_first_tile
= coa
->first_tile
;
740 coa
->first_tile
= INVALID_TILE
;
742 /* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
743 * however it will never erase or re-order existing items.
744 * _cleared_object_areas is a value-type self-resizing vector, therefore appending items
745 * may result in a backing-store re-allocation, which would invalidate the coa pointer.
746 * The index of the coa pointer into the _cleared_object_areas vector remains valid,
747 * and can be used safely after the CMD_TERRAFORM_LAND operation.
748 * Deliberately clear the coa pointer to avoid leaving dangling pointers which could
749 * inadvertently be dereferenced.
751 ClearedObjectArea
*begin
= _cleared_object_areas
.data();
752 assert(coa
>= begin
&& coa
< begin
+ _cleared_object_areas
.size());
753 size_t coa_index
= coa
- begin
;
754 assert(coa_index
< UINT_MAX
); // more than 2**32 cleared areas would be a bug in itself
757 ret
= std::get
<0>(Command
<CMD_TERRAFORM_LAND
>::Do(flags
, end_tile
, end_tileh
& start_tileh
, false));
758 _cleared_object_areas
[(uint
)coa_index
].first_tile
= old_first_tile
;
759 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
762 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
764 /* Pay for the rail/road in the tunnel including entrances */
765 switch (transport_type
) {
766 case TRANSPORT_ROAD
: cost
.AddCost((tiles
+ 2) * RoadBuildCost(roadtype
) * 2); break;
767 case TRANSPORT_RAIL
: cost
.AddCost((tiles
+ 2) * RailBuildCost(railtype
)); break;
768 default: NOT_REACHED();
771 if (flags
& DC_EXEC
) {
772 Company
*c
= Company::GetIfValid(company
);
773 uint num_pieces
= (tiles
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
774 if (transport_type
== TRANSPORT_RAIL
) {
775 if (c
!= nullptr) c
->infrastructure
.rail
[railtype
] += num_pieces
;
776 MakeRailTunnel(start_tile
, company
, direction
, railtype
);
777 MakeRailTunnel(end_tile
, company
, ReverseDiagDir(direction
), railtype
);
778 AddSideToSignalBuffer(start_tile
, INVALID_DIAGDIR
, company
);
779 YapfNotifyTrackLayoutChange(start_tile
, DiagDirToDiagTrack(direction
));
781 if (c
!= nullptr) c
->infrastructure
.road
[roadtype
] += num_pieces
* 2; // A full diagonal road has two road bits.
782 RoadType road_rt
= RoadTypeIsRoad(roadtype
) ? roadtype
: INVALID_ROADTYPE
;
783 RoadType tram_rt
= RoadTypeIsTram(roadtype
) ? roadtype
: INVALID_ROADTYPE
;
784 MakeRoadTunnel(start_tile
, company
, direction
, road_rt
, tram_rt
);
785 MakeRoadTunnel(end_tile
, company
, ReverseDiagDir(direction
), road_rt
, tram_rt
);
787 DirtyCompanyInfrastructureWindows(company
);
795 * Are we allowed to remove the tunnel or bridge at \a tile?
796 * @param tile End point of the tunnel or bridge.
797 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
799 static inline CommandCost
CheckAllowRemoveTunnelBridge(TileIndex tile
)
801 /* Floods can remove anything as well as the scenario editor */
802 if (_current_company
== OWNER_WATER
|| _game_mode
== GM_EDITOR
) return CommandCost();
804 switch (GetTunnelBridgeTransportType(tile
)) {
805 case TRANSPORT_ROAD
: {
806 RoadType road_rt
= GetRoadTypeRoad(tile
);
807 RoadType tram_rt
= GetRoadTypeTram(tile
);
808 Owner road_owner
= _current_company
;
809 Owner tram_owner
= _current_company
;
811 if (road_rt
!= INVALID_ROADTYPE
) road_owner
= GetRoadOwner(tile
, RTT_ROAD
);
812 if (tram_rt
!= INVALID_ROADTYPE
) tram_owner
= GetRoadOwner(tile
, RTT_TRAM
);
814 /* We can remove unowned road and if the town allows it */
815 if (road_owner
== OWNER_TOWN
&& _current_company
!= OWNER_TOWN
&& !(_settings_game
.construction
.extra_dynamite
|| _cheats
.magic_bulldozer
.value
)) {
816 /* Town does not allow */
817 return CheckTileOwnership(tile
);
819 if (road_owner
== OWNER_NONE
|| road_owner
== OWNER_TOWN
) road_owner
= _current_company
;
820 if (tram_owner
== OWNER_NONE
) tram_owner
= _current_company
;
822 CommandCost ret
= CheckOwnership(road_owner
, tile
);
823 if (ret
.Succeeded()) ret
= CheckOwnership(tram_owner
, tile
);
828 return CheckOwnership(GetTileOwner(tile
));
830 case TRANSPORT_WATER
: {
831 /* Always allow to remove aqueducts without owner. */
832 Owner aqueduct_owner
= GetTileOwner(tile
);
833 if (aqueduct_owner
== OWNER_NONE
) aqueduct_owner
= _current_company
;
834 return CheckOwnership(aqueduct_owner
);
837 default: NOT_REACHED();
842 * Remove a tunnel from the game, update town rating, etc.
843 * @param tile Tile containing one of the endpoints of the tunnel.
844 * @param flags Command flags.
845 * @return Succeeded or failed command.
847 static CommandCost
DoClearTunnel(TileIndex tile
, DoCommandFlag flags
)
849 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
850 if (ret
.Failed()) return ret
;
852 TileIndex endtile
= GetOtherTunnelEnd(tile
);
854 ret
= TunnelBridgeIsFree(tile
, endtile
);
855 if (ret
.Failed()) return ret
;
857 _build_tunnel_endtile
= endtile
;
860 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
861 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
863 /* Check if you are allowed to remove the tunnel owned by a town
864 * Removal depends on difficulty settings */
865 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
866 if (ret
.Failed()) return ret
;
869 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
870 * you have a "Poor" (0) town rating */
871 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
872 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
875 Money base_cost
= TunnelBridgeClearCost(tile
, PR_CLEAR_TUNNEL
);
876 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
878 if (flags
& DC_EXEC
) {
879 if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
) {
880 /* We first need to request values before calling DoClearSquare */
881 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
882 Track track
= DiagDirToDiagTrack(dir
);
883 Owner owner
= GetTileOwner(tile
);
886 if (HasTunnelBridgeReservation(tile
)) {
887 v
= GetTrainForReservation(tile
, track
);
888 if (v
!= nullptr) FreeTrainTrackReservation(v
);
891 if (Company::IsValidID(owner
)) {
892 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
893 DirtyCompanyInfrastructureWindows(owner
);
897 DoClearSquare(endtile
);
899 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
900 AddSideToSignalBuffer(tile
, ReverseDiagDir(dir
), owner
);
901 AddSideToSignalBuffer(endtile
, dir
, owner
);
903 YapfNotifyTrackLayoutChange(tile
, track
);
904 YapfNotifyTrackLayoutChange(endtile
, track
);
906 if (v
!= nullptr) TryPathReserve(v
);
908 /* A full diagonal road tile has two road bits. */
909 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile
), GetRoadOwner(tile
, RTT_ROAD
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
910 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile
), GetRoadOwner(tile
, RTT_TRAM
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
913 DoClearSquare(endtile
);
917 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
922 * Remove a bridge from the game, update town rating, etc.
923 * @param tile Tile containing one of the endpoints of the bridge.
924 * @param flags Command flags.
925 * @return Succeeded or failed command.
927 static CommandCost
DoClearBridge(TileIndex tile
, DoCommandFlag flags
)
929 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
930 if (ret
.Failed()) return ret
;
932 TileIndex endtile
= GetOtherBridgeEnd(tile
);
934 ret
= TunnelBridgeIsFree(tile
, endtile
);
935 if (ret
.Failed()) return ret
;
937 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
938 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
941 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
942 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
944 /* Check if you are allowed to remove the bridge owned by a town
945 * Removal depends on difficulty settings */
946 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
947 if (ret
.Failed()) return ret
;
950 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
951 * you have a "Poor" (0) town rating */
952 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
953 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
956 Money base_cost
= TunnelBridgeClearCost(tile
, PR_CLEAR_BRIDGE
);
957 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
959 if (flags
& DC_EXEC
) {
960 /* read this value before actual removal of bridge */
961 bool rail
= GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
;
962 Owner owner
= GetTileOwner(tile
);
963 int height
= GetBridgeHeight(tile
);
966 if (rail
&& HasTunnelBridgeReservation(tile
)) {
967 v
= GetTrainForReservation(tile
, DiagDirToDiagTrack(direction
));
968 if (v
!= nullptr) FreeTrainTrackReservation(v
);
971 /* Update company infrastructure counts. */
973 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
974 } else if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_ROAD
) {
975 /* A full diagonal road tile has two road bits. */
976 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile
), GetRoadOwner(tile
, RTT_ROAD
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
977 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile
), GetRoadOwner(tile
, RTT_TRAM
), -(int)(len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
));
979 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.water
-= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
981 DirtyCompanyInfrastructureWindows(owner
);
984 DoClearSquare(endtile
);
986 for (TileIndex c
= tile
+ delta
; c
!= endtile
; c
+= delta
) {
987 /* do not let trees appear from 'nowhere' after removing bridge */
988 if (IsNormalRoadTile(c
) && GetRoadside(c
) == ROADSIDE_TREES
) {
989 int minz
= GetTileMaxZ(c
) + 3;
990 if (height
< minz
) SetRoadside(c
, ROADSIDE_PAVED
);
992 ClearBridgeMiddle(c
);
993 MarkTileDirtyByTile(c
, height
- TileHeight(c
));
997 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
998 AddSideToSignalBuffer(tile
, ReverseDiagDir(direction
), owner
);
999 AddSideToSignalBuffer(endtile
, direction
, owner
);
1001 Track track
= DiagDirToDiagTrack(direction
);
1002 YapfNotifyTrackLayoutChange(tile
, track
);
1003 YapfNotifyTrackLayoutChange(endtile
, track
);
1005 if (v
!= nullptr) TryPathReserve(v
, true);
1009 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
1013 * Remove a tunnel or a bridge from the game.
1014 * @param tile Tile containing one of the endpoints.
1015 * @param flags Command flags.
1016 * @return Succeeded or failed command.
1018 static CommandCost
ClearTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
)
1020 if (IsTunnel(tile
)) {
1021 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST
);
1022 return DoClearTunnel(tile
, flags
);
1023 } else { // IsBridge(tile)
1024 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
1025 return DoClearBridge(tile
, flags
);
1030 * Draw a single pillar sprite.
1031 * @param psid Pillarsprite
1035 * @param w Bounding box size in X direction
1036 * @param h Bounding box size in Y direction
1037 * @param subsprite Optional subsprite for drawing halfpillars
1039 static inline void DrawPillar(const PalSpriteID
*psid
, int x
, int y
, int z
, int w
, int h
, const SubSprite
*subsprite
)
1041 static const int PILLAR_Z_OFFSET
= TILE_HEIGHT
- BRIDGE_Z_START
; ///< Start offset of pillar wrt. bridge (downwards)
1042 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
);
1046 * Draw two bridge pillars (north and south).
1047 * @param z_bottom Bottom Z
1048 * @param z_top Top Z
1049 * @param psid Pillarsprite
1052 * @param w Bounding box size in X direction
1053 * @param h Bounding box size in Y direction
1054 * @return Reached Z at the bottom
1056 static int DrawPillarColumn(int z_bottom
, int z_top
, const PalSpriteID
*psid
, int x
, int y
, int w
, int h
)
1059 for (cur_z
= z_top
; cur_z
>= z_bottom
; cur_z
-= TILE_HEIGHT
) {
1060 DrawPillar(psid
, x
, y
, cur_z
, w
, h
, nullptr);
1066 * Draws the pillars under high bridges.
1068 * @param psid Image and palette of a bridge pillar.
1069 * @param ti #TileInfo of current bridge-middle-tile.
1070 * @param axis Orientation of bridge.
1071 * @param drawfarpillar Whether to draw the pillar at the back
1072 * @param x Sprite X position of front pillar.
1073 * @param y Sprite Y position of front pillar.
1074 * @param z_bridge Absolute height of bridge bottom.
1076 static void DrawBridgePillars(const PalSpriteID
*psid
, const TileInfo
*ti
, Axis axis
, bool drawfarpillar
, int x
, int y
, int z_bridge
)
1078 static const int bounding_box_size
[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1079 static const int back_pillar_offset
[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1081 static const int INF
= 1000; ///< big number compared to sprite size
1082 static const SubSprite half_pillar_sub_sprite
[2][2] = {
1083 { { -14, -INF
, INF
, INF
}, { -INF
, -INF
, -15, INF
} }, // X axis, north and south
1084 { { -INF
, -INF
, 15, INF
}, { 16, -INF
, INF
, INF
} }, // Y axis, north and south
1087 if (psid
->sprite
== 0) return;
1089 /* Determine ground height under pillars */
1090 DiagDirection south_dir
= AxisToDiagDir(axis
);
1091 int z_front_north
= ti
->z
;
1092 int z_back_north
= ti
->z
;
1093 int z_front_south
= ti
->z
;
1094 int z_back_south
= ti
->z
;
1095 GetSlopePixelZOnEdge(ti
->tileh
, south_dir
, &z_front_south
, &z_back_south
);
1096 GetSlopePixelZOnEdge(ti
->tileh
, ReverseDiagDir(south_dir
), &z_front_north
, &z_back_north
);
1098 /* Shared height of pillars */
1099 int z_front
= std::max(z_front_north
, z_front_south
);
1100 int z_back
= std::max(z_back_north
, z_back_south
);
1102 /* x and y size of bounding-box of pillars */
1103 int w
= bounding_box_size
[axis
];
1104 int h
= bounding_box_size
[OtherAxis(axis
)];
1105 /* sprite position of back facing pillar */
1106 int x_back
= x
- back_pillar_offset
[axis
];
1107 int y_back
= y
- back_pillar_offset
[OtherAxis(axis
)];
1109 /* Draw front pillars */
1110 int bottom_z
= DrawPillarColumn(z_front
, z_bridge
, psid
, x
, y
, w
, h
);
1111 if (z_front_north
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1112 if (z_front_south
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1114 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1115 int z_bridge_back
= z_bridge
- 2 * (int)TILE_HEIGHT
;
1116 if (drawfarpillar
&& (z_back_north
<= z_bridge_back
|| z_back_south
<= z_bridge_back
)) {
1117 bottom_z
= DrawPillarColumn(z_back
, z_bridge_back
, psid
, x_back
, y_back
, w
, h
);
1118 if (z_back_north
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1119 if (z_back_south
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1124 * Retrieve the sprites required for catenary on a road/tram bridge.
1125 * @param rti RoadTypeInfo for the road or tram type to get catenary for
1126 * @param head_tile Bridge head tile with roadtype information
1127 * @param offset Sprite offset identifying flat to sloped bridge tiles
1128 * @param head Are we drawing bridge head?
1129 * @param[out] spr_back Back catenary sprite to use
1130 * @param[out] spr_front Front catenary sprite to use
1132 static void GetBridgeRoadCatenary(const RoadTypeInfo
*rti
, TileIndex head_tile
, int offset
, bool head
, SpriteID
&spr_back
, SpriteID
&spr_front
)
1134 static const SpriteID back_offsets
[6] = { 95, 96, 99, 102, 100, 101 };
1135 static const SpriteID front_offsets
[6] = { 97, 98, 103, 106, 104, 105 };
1137 /* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
1138 spr_back
= GetCustomRoadSprite(rti
, head_tile
, ROTSG_CATENARY_BACK
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1139 spr_front
= GetCustomRoadSprite(rti
, head_tile
, ROTSG_CATENARY_FRONT
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1140 if (spr_back
== 0 && spr_front
== 0) {
1141 spr_back
= SPR_TRAMWAY_BASE
+ back_offsets
[offset
];
1142 spr_front
= SPR_TRAMWAY_BASE
+ front_offsets
[offset
];
1144 if (spr_back
!= 0) spr_back
+= 23 + offset
;
1145 if (spr_front
!= 0) spr_front
+= 23 + offset
;
1150 * Draws the road and trambits over an already drawn (lower end) of a bridge.
1151 * @param head_tile bridge head tile with roadtype information
1152 * @param x the x of the bridge
1153 * @param y the y of the bridge
1154 * @param z the z of the bridge
1155 * @param offset sprite offset identifying flat to sloped bridge tiles
1156 * @param head are we drawing bridge head?
1158 static void DrawBridgeRoadBits(TileIndex head_tile
, int x
, int y
, int z
, int offset
, bool head
)
1160 RoadType road_rt
= GetRoadTypeRoad(head_tile
);
1161 RoadType tram_rt
= GetRoadTypeTram(head_tile
);
1162 const RoadTypeInfo
*road_rti
= road_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(road_rt
);
1163 const RoadTypeInfo
*tram_rti
= tram_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(tram_rt
);
1165 SpriteID seq_back
[4] = { 0 };
1166 bool trans_back
[4] = { false };
1167 SpriteID seq_front
[4] = { 0 };
1168 bool trans_front
[4] = { false };
1170 static const SpriteID overlay_offsets
[6] = { 0, 1, 11, 12, 13, 14 };
1171 if (head
|| !IsInvisibilitySet(TO_BRIDGES
)) {
1172 /* Road underlay takes precedence over tram */
1173 trans_back
[0] = !head
&& IsTransparencySet(TO_BRIDGES
);
1174 if (road_rti
!= nullptr) {
1175 if (road_rti
->UsesOverlay()) {
1176 seq_back
[0] = GetCustomRoadSprite(road_rti
, head_tile
, ROTSG_BRIDGE
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
) + offset
;
1178 } else if (tram_rti
!= nullptr) {
1179 if (tram_rti
->UsesOverlay()) {
1180 seq_back
[0] = GetCustomRoadSprite(tram_rti
, head_tile
, ROTSG_BRIDGE
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
) + offset
;
1182 seq_back
[0] = SPR_TRAMWAY_BRIDGE
+ offset
;
1186 /* Draw road overlay */
1187 trans_back
[1] = !head
&& IsTransparencySet(TO_BRIDGES
);
1188 if (road_rti
!= nullptr) {
1189 if (road_rti
->UsesOverlay()) {
1190 seq_back
[1] = GetCustomRoadSprite(road_rti
, head_tile
, ROTSG_OVERLAY
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1191 if (seq_back
[1] != 0) seq_back
[1] += overlay_offsets
[offset
];
1195 /* Draw tram overlay */
1196 trans_back
[2] = !head
&& IsTransparencySet(TO_BRIDGES
);
1197 if (tram_rti
!= nullptr) {
1198 if (tram_rti
->UsesOverlay()) {
1199 seq_back
[2] = GetCustomRoadSprite(tram_rti
, head_tile
, ROTSG_OVERLAY
, head
? TCX_NORMAL
: TCX_ON_BRIDGE
);
1200 if (seq_back
[2] != 0) seq_back
[2] += overlay_offsets
[offset
];
1201 } else if (road_rti
!= nullptr) {
1202 seq_back
[2] = SPR_TRAMWAY_OVERLAY
+ overlay_offsets
[offset
];
1206 /* Road catenary takes precedence over tram */
1207 trans_back
[3] = IsTransparencySet(TO_CATENARY
);
1208 trans_front
[0] = IsTransparencySet(TO_CATENARY
);
1209 if (road_rti
!= nullptr && HasRoadCatenaryDrawn(road_rt
)) {
1210 GetBridgeRoadCatenary(road_rti
, head_tile
, offset
, head
, seq_back
[3], seq_front
[0]);
1211 } else if (tram_rti
!= nullptr && HasRoadCatenaryDrawn(tram_rt
)) {
1212 GetBridgeRoadCatenary(tram_rti
, head_tile
, offset
, head
, seq_back
[3], seq_front
[0]);
1216 static const uint size_x
[6] = { 1, 16, 16, 1, 16, 1 };
1217 static const uint size_y
[6] = { 16, 1, 1, 16, 1, 16 };
1218 static const uint front_bb_offset_x
[6] = { 15, 0, 0, 15, 0, 15 };
1219 static const uint front_bb_offset_y
[6] = { 0, 15, 15, 0, 15, 0 };
1221 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1222 * The bounding boxes here are the same as for bridge front/roof */
1223 for (uint i
= 0; i
< lengthof(seq_back
); ++i
) {
1224 if (seq_back
[i
] != 0) {
1225 AddSortableSpriteToDraw(seq_back
[i
], PAL_NONE
,
1226 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1231 /* Start a new SpriteCombine for the front part */
1233 StartSpriteCombine();
1235 for (uint i
= 0; i
< lengthof(seq_front
); ++i
) {
1236 if (seq_front
[i
] != 0) {
1237 AddSortableSpriteToDraw(seq_front
[i
], PAL_NONE
,
1238 x
, y
, size_x
[offset
] + front_bb_offset_x
[offset
], size_y
[offset
] + front_bb_offset_y
[offset
], 0x28, z
,
1240 front_bb_offset_x
[offset
], front_bb_offset_y
[offset
]);
1246 * Draws a tunnel of bridge tile.
1247 * For tunnels, this is rather simple, as you only need to draw the entrance.
1248 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1249 * and it works a bit like a bitmask.<p> For bridge heads:
1250 * @param ti TileInfo of the structure to draw
1251 * <ul><li>Bit 0: direction</li>
1252 * <li>Bit 1: northern or southern heads</li>
1253 * <li>Bit 2: Set if the bridge head is sloped</li>
1254 * <li>Bit 3 and more: Railtype Specific subset</li>
1256 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1258 static void DrawTile_TunnelBridge(TileInfo
*ti
)
1260 TransportType transport_type
= GetTunnelBridgeTransportType(ti
->tile
);
1261 DiagDirection tunnelbridge_direction
= GetTunnelBridgeDirection(ti
->tile
);
1263 if (IsTunnel(ti
->tile
)) {
1264 /* Front view of tunnel bounding boxes:
1266 * 122223 <- BB_Z_SEPARATOR
1268 * 1 3 1,3 = empty helper BB
1269 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1273 static const int _tunnel_BB
[4][12] = {
1274 /* tunnnel-roof | Z-separator | tram-catenary
1275 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1276 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1277 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1278 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1279 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1281 const int *BB_data
= _tunnel_BB
[tunnelbridge_direction
];
1283 bool catenary
= false;
1286 SpriteID railtype_overlay
= 0;
1287 if (transport_type
== TRANSPORT_RAIL
) {
1288 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1289 image
= rti
->base_sprites
.tunnel
;
1290 if (rti
->UsesOverlay()) {
1291 /* Check if the railtype has custom tunnel portals. */
1292 railtype_overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL_PORTAL
);
1293 if (railtype_overlay
!= 0) image
= SPR_RAILTYPE_TUNNEL_BASE
; // Draw blank grass tunnel base.
1296 image
= SPR_TUNNEL_ENTRY_REAR_ROAD
;
1299 if (HasTunnelBridgeSnowOrDesert(ti
->tile
)) image
+= railtype_overlay
!= 0 ? 8 : 32;
1301 image
+= tunnelbridge_direction
* 2;
1302 DrawGroundSprite(image
, PAL_NONE
);
1304 if (transport_type
== TRANSPORT_ROAD
) {
1305 RoadType road_rt
= GetRoadTypeRoad(ti
->tile
);
1306 RoadType tram_rt
= GetRoadTypeTram(ti
->tile
);
1307 const RoadTypeInfo
*road_rti
= road_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(road_rt
);
1308 const RoadTypeInfo
*tram_rti
= tram_rt
== INVALID_ROADTYPE
? nullptr : GetRoadTypeInfo(tram_rt
);
1309 uint sprite_offset
= DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? 1 : 0;
1311 DrawRoadOverlays(ti
, PAL_NONE
, road_rti
, tram_rti
, sprite_offset
, sprite_offset
);
1313 /* Road catenary takes precedence over tram */
1314 SpriteID catenary_sprite_base
= 0;
1315 if (road_rti
!= nullptr && HasRoadCatenaryDrawn(road_rt
)) {
1316 catenary_sprite_base
= GetCustomRoadSprite(road_rti
, ti
->tile
, ROTSG_CATENARY_FRONT
);
1317 if (catenary_sprite_base
== 0) {
1318 catenary_sprite_base
= SPR_TRAMWAY_TUNNEL_WIRES
;
1320 catenary_sprite_base
+= 19;
1322 } else if (tram_rti
!= nullptr && HasRoadCatenaryDrawn(tram_rt
)) {
1323 catenary_sprite_base
= GetCustomRoadSprite(tram_rti
, ti
->tile
, ROTSG_CATENARY_FRONT
);
1324 if (catenary_sprite_base
== 0) {
1325 catenary_sprite_base
= SPR_TRAMWAY_TUNNEL_WIRES
;
1327 catenary_sprite_base
+= 19;
1331 if (catenary_sprite_base
!= 0) {
1333 StartSpriteCombine();
1334 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
);
1337 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1338 if (rti
->UsesOverlay()) {
1339 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL
);
1340 if (surface
!= 0) DrawGroundSprite(surface
+ tunnelbridge_direction
, PAL_NONE
);
1343 /* PBS debugging, draw reserved tracks darker */
1344 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1345 if (rti
->UsesOverlay()) {
1346 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1347 DrawGroundSprite(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
);
1349 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
);
1353 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1354 /* Maybe draw pylons on the entry side */
1355 DrawRailCatenary(ti
);
1358 StartSpriteCombine();
1359 /* Draw wire above the ramp */
1360 DrawRailCatenaryOnTunnel(ti
);
1364 if (railtype_overlay
!= 0 && !catenary
) StartSpriteCombine();
1366 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
);
1367 /* Draw railtype tunnel portal overlay if defined. */
1368 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
);
1370 if (catenary
|| railtype_overlay
!= 0) EndSpriteCombine();
1372 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1373 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, ti
->x
, ti
->y
, BB_data
[6], BB_data
[7], TILE_HEIGHT
, ti
->z
);
1374 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
);
1376 DrawBridgeMiddle(ti
);
1377 } else { // IsBridge(ti->tile)
1378 const PalSpriteID
*psid
;
1380 bool ice
= HasTunnelBridgeSnowOrDesert(ti
->tile
);
1382 if (transport_type
== TRANSPORT_RAIL
) {
1383 base_offset
= GetRailTypeInfo(GetRailType(ti
->tile
))->bridge_offset
;
1384 assert(base_offset
!= 8); // This one is used for roads
1389 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1390 assert( (base_offset
& 0x07) == 0x00);
1392 DrawFoundation(ti
, GetBridgeFoundation(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
)));
1394 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1395 base_offset
+= (6 - tunnelbridge_direction
) % 4;
1397 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1398 if (transport_type
!= TRANSPORT_WATER
) {
1399 if (ti
->tileh
== SLOPE_FLAT
) base_offset
+= 4; // sloped bridge head
1400 psid
= &GetBridgeSpriteTable(GetBridgeType(ti
->tile
), BRIDGE_PIECE_HEAD
)[base_offset
];
1402 psid
= _aqueduct_sprites
+ base_offset
;
1406 TileIndex next
= ti
->tile
+ TileOffsByDiagDir(tunnelbridge_direction
);
1407 if (ti
->tileh
!= SLOPE_FLAT
&& ti
->z
== 0 && HasTileWaterClass(next
) && GetWaterClass(next
) == WATER_CLASS_SEA
) {
1408 DrawShoreTile(ti
->tileh
);
1410 DrawClearLandTile(ti
, 3);
1413 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE
+ SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
);
1418 /* Draw Trambits and PBS Reservation as SpriteCombine */
1419 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1421 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1422 * it doesn't disappear behind it
1424 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1425 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, ti
->x
, ti
->y
, 16, 16, ti
->tileh
== SLOPE_FLAT
? 0 : 8, ti
->z
);
1427 if (transport_type
== TRANSPORT_ROAD
) {
1428 uint offset
= tunnelbridge_direction
;
1430 if (ti
->tileh
!= SLOPE_FLAT
) {
1431 offset
= (offset
+ 1) & 1;
1437 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1438 DrawBridgeRoadBits(ti
->tile
, ti
->x
, ti
->y
, z
, offset
, true);
1441 } else if (transport_type
== TRANSPORT_RAIL
) {
1442 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1443 if (rti
->UsesOverlay()) {
1444 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_BRIDGE
);
1446 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1447 AddSortableSpriteToDraw(surface
+ ((DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
) ? RTBO_X
: RTBO_Y
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1449 AddSortableSpriteToDraw(surface
+ RTBO_SLOPE
+ tunnelbridge_direction
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1452 /* Don't fallback to non-overlay sprite -- the spec states that
1453 * if an overlay is present then the bridge surface must be
1457 /* PBS debugging, draw reserved tracks darker */
1458 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1459 if (rti
->UsesOverlay()) {
1460 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1461 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1462 AddSortableSpriteToDraw(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1464 AddSortableSpriteToDraw(overlay
+ RTO_SLOPE_NE
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1467 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1468 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);
1470 AddSortableSpriteToDraw(rti
->base_sprites
.single_sloped
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1476 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1477 DrawRailCatenary(ti
);
1481 DrawBridgeMiddle(ti
);
1487 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1488 * bridges pieces sequence (middle parts).
1489 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1490 * bridge len 1: BRIDGE_PIECE_NORTH
1491 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1492 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1493 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1494 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1495 * 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
1496 * 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
1497 * #0 - always as first, #1 - always as last (if len>1)
1498 * #2,#3 are to pair in order
1499 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1500 * @param north Northernmost tile of bridge
1501 * @param south Southernmost tile of bridge
1502 * @return Index of bridge piece
1504 static BridgePieces
CalcBridgePiece(uint north
, uint south
)
1507 return BRIDGE_PIECE_NORTH
;
1508 } else if (south
== 1) {
1509 return BRIDGE_PIECE_SOUTH
;
1510 } else if (north
< south
) {
1511 return north
& 1 ? BRIDGE_PIECE_INNER_SOUTH
: BRIDGE_PIECE_INNER_NORTH
;
1512 } else if (north
> south
) {
1513 return south
& 1 ? BRIDGE_PIECE_INNER_NORTH
: BRIDGE_PIECE_INNER_SOUTH
;
1515 return north
& 1 ? BRIDGE_PIECE_MIDDLE_EVEN
: BRIDGE_PIECE_MIDDLE_ODD
;
1520 * Draw the middle bits of a bridge.
1521 * @param ti Tile information of the tile to draw it on.
1523 void DrawBridgeMiddle(const TileInfo
*ti
)
1525 /* Sectional view of bridge bounding boxes:
1527 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1528 * 1 2 3 = empty helper BB
1529 * 1 7 2 4,5 = pillars under higher bridges
1530 * 1 6 88888 6 2 6 = elrail-pylons
1531 * 1 6 88888 6 2 7 = elrail-wire
1532 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1533 * 3333333333333 <- BB_Z_SEPARATOR
1535 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1541 if (!IsBridgeAbove(ti
->tile
)) return;
1543 TileIndex rampnorth
= GetNorthernBridgeEnd(ti
->tile
);
1544 TileIndex rampsouth
= GetSouthernBridgeEnd(ti
->tile
);
1545 TransportType transport_type
= GetTunnelBridgeTransportType(rampsouth
);
1547 Axis axis
= GetBridgeAxis(ti
->tile
);
1548 BridgePieces piece
= CalcBridgePiece(
1549 GetTunnelBridgeLength(ti
->tile
, rampnorth
) + 1,
1550 GetTunnelBridgeLength(ti
->tile
, rampsouth
) + 1
1553 const PalSpriteID
*psid
;
1555 if (transport_type
!= TRANSPORT_WATER
) {
1556 BridgeType type
= GetBridgeType(rampsouth
);
1557 drawfarpillar
= !HasBit(GetBridgeSpec(type
)->flags
, 0);
1560 if (transport_type
== TRANSPORT_RAIL
) {
1561 base_offset
= GetRailTypeInfo(GetRailType(rampsouth
))->bridge_offset
;
1566 psid
= base_offset
+ GetBridgeSpriteTable(type
, piece
);
1568 drawfarpillar
= true;
1569 psid
= _aqueduct_sprites
;
1572 if (axis
!= AXIS_X
) psid
+= 4;
1576 uint bridge_z
= GetBridgePixelHeight(rampsouth
);
1577 int z
= bridge_z
- BRIDGE_Z_START
;
1579 /* Add a bounding box that separates the bridge from things below it. */
1580 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, x
, y
, 16, 16, 1, bridge_z
- TILE_HEIGHT
+ BB_Z_SEPARATOR
);
1582 /* Draw Trambits as SpriteCombine */
1583 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1585 /* Draw floor and far part of bridge*/
1586 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1587 if (axis
== AXIS_X
) {
1588 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 1, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1590 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 1, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1596 if (transport_type
== TRANSPORT_ROAD
) {
1597 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1598 DrawBridgeRoadBits(rampsouth
, x
, y
, bridge_z
, axis
^ 1, false);
1599 } else if (transport_type
== TRANSPORT_RAIL
) {
1600 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(rampsouth
));
1601 if (rti
->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES
)) {
1602 SpriteID surface
= GetCustomRailSprite(rti
, rampsouth
, RTSG_BRIDGE
, TCX_ON_BRIDGE
);
1604 AddSortableSpriteToDraw(surface
+ axis
, PAL_NONE
, x
, y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1608 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& !IsInvisibilitySet(TO_BRIDGES
) && HasTunnelBridgeReservation(rampnorth
)) {
1609 if (rti
->UsesOverlay()) {
1610 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1611 AddSortableSpriteToDraw(overlay
+ RTO_X
+ axis
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1613 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
));
1619 if (HasRailCatenaryDrawn(GetRailType(rampsouth
))) {
1620 DrawRailCatenaryOnBridge(ti
);
1624 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1625 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1626 if (axis
== AXIS_X
) {
1628 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 4, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 3, BRIDGE_Z_START
);
1631 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 4, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 3, 0, BRIDGE_Z_START
);
1635 /* Draw TramFront as SpriteCombine */
1636 if (transport_type
== TRANSPORT_ROAD
) EndSpriteCombine();
1638 /* Do not draw anything more if bridges are invisible */
1639 if (IsInvisibilitySet(TO_BRIDGES
)) return;
1642 DrawBridgePillars(psid
, ti
, axis
, drawfarpillar
, x
, y
, z
);
1646 static int GetSlopePixelZ_TunnelBridge(TileIndex tile
, uint x
, uint y
)
1649 Slope tileh
= GetTilePixelSlope(tile
, &z
);
1654 if (IsTunnel(tile
)) {
1655 uint pos
= (DiagDirToAxis(GetTunnelBridgeDirection(tile
)) == AXIS_X
? y
: x
);
1657 /* In the tunnel entrance? */
1658 if (5 <= pos
&& pos
<= 10) return z
;
1659 } else { // IsBridge(tile)
1660 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1661 uint pos
= (DiagDirToAxis(dir
) == AXIS_X
? y
: x
);
1663 z
+= ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh
, DiagDirToAxis(dir
)), &tileh
);
1665 /* On the bridge ramp? */
1666 if (5 <= pos
&& pos
<= 10) {
1669 if (tileh
!= SLOPE_FLAT
) return z
+ TILE_HEIGHT
;
1672 default: NOT_REACHED();
1673 case DIAGDIR_NE
: delta
= (TILE_SIZE
- 1 - x
) / 2; break;
1674 case DIAGDIR_SE
: delta
= y
/ 2; break;
1675 case DIAGDIR_SW
: delta
= x
/ 2; break;
1676 case DIAGDIR_NW
: delta
= (TILE_SIZE
- 1 - y
) / 2; break;
1678 return z
+ 1 + delta
;
1682 return z
+ GetPartialPixelZ(x
, y
, tileh
);
1685 static Foundation
GetFoundation_TunnelBridge(TileIndex tile
, Slope tileh
)
1687 return IsTunnel(tile
) ? FOUNDATION_NONE
: GetBridgeFoundation(tileh
, DiagDirToAxis(GetTunnelBridgeDirection(tile
)));
1690 static void GetTileDesc_TunnelBridge(TileIndex tile
, TileDesc
*td
)
1692 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1694 if (IsTunnel(tile
)) {
1695 td
->str
= (tt
== TRANSPORT_RAIL
) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD
: STR_LAI_TUNNEL_DESCRIPTION_ROAD
;
1696 } else { // IsBridge(tile)
1697 td
->str
= (tt
== TRANSPORT_WATER
) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT
: GetBridgeSpec(GetBridgeType(tile
))->transport_name
[tt
];
1699 td
->owner
[0] = GetTileOwner(tile
);
1701 Owner road_owner
= INVALID_OWNER
;
1702 Owner tram_owner
= INVALID_OWNER
;
1703 RoadType road_rt
= GetRoadTypeRoad(tile
);
1704 RoadType tram_rt
= GetRoadTypeTram(tile
);
1705 if (road_rt
!= INVALID_ROADTYPE
) {
1706 const RoadTypeInfo
*rti
= GetRoadTypeInfo(road_rt
);
1707 td
->roadtype
= rti
->strings
.name
;
1708 td
->road_speed
= rti
->max_speed
/ 2;
1709 road_owner
= GetRoadOwner(tile
, RTT_ROAD
);
1711 if (tram_rt
!= INVALID_ROADTYPE
) {
1712 const RoadTypeInfo
*rti
= GetRoadTypeInfo(tram_rt
);
1713 td
->tramtype
= rti
->strings
.name
;
1714 td
->tram_speed
= rti
->max_speed
/ 2;
1715 tram_owner
= GetRoadOwner(tile
, RTT_TRAM
);
1718 /* Is there a mix of owners? */
1719 if ((tram_owner
!= INVALID_OWNER
&& tram_owner
!= td
->owner
[0]) ||
1720 (road_owner
!= INVALID_OWNER
&& road_owner
!= td
->owner
[0])) {
1722 if (road_owner
!= INVALID_OWNER
) {
1723 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_ROAD_OWNER
;
1724 td
->owner
[i
] = road_owner
;
1727 if (tram_owner
!= INVALID_OWNER
) {
1728 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_TRAM_OWNER
;
1729 td
->owner
[i
] = tram_owner
;
1733 if (tt
== TRANSPORT_RAIL
) {
1734 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(tile
));
1735 td
->rail_speed
= rti
->max_speed
;
1736 td
->railtype
= rti
->strings
.name
;
1738 if (!IsTunnel(tile
)) {
1739 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1740 if (td
->rail_speed
== 0 || spd
< td
->rail_speed
) {
1741 td
->rail_speed
= spd
;
1744 } else if (tt
== TRANSPORT_ROAD
&& !IsTunnel(tile
)) {
1745 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1746 if (road_rt
!= INVALID_ROADTYPE
&& (td
->road_speed
== 0 || spd
< td
->road_speed
)) td
->road_speed
= spd
;
1747 if (tram_rt
!= INVALID_ROADTYPE
&& (td
->tram_speed
== 0 || spd
< td
->tram_speed
)) td
->tram_speed
= spd
;
1752 static void TileLoop_TunnelBridge(TileIndex tile
)
1754 bool snow_or_desert
= HasTunnelBridgeSnowOrDesert(tile
);
1755 switch (_settings_game
.game_creation
.landscape
) {
1757 /* As long as we do not have a snow density, we want to use the density
1758 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1759 * (Independent of foundations) */
1760 int z
= IsBridge(tile
) ? GetTileMaxZ(tile
) : GetTileZ(tile
);
1761 if (snow_or_desert
!= (z
> GetSnowLine())) {
1762 SetTunnelBridgeSnowOrDesert(tile
, !snow_or_desert
);
1763 MarkTileDirtyByTile(tile
);
1769 if (GetTropicZone(tile
) == TROPICZONE_DESERT
&& !snow_or_desert
) {
1770 SetTunnelBridgeSnowOrDesert(tile
, true);
1771 MarkTileDirtyByTile(tile
);
1780 static TrackStatus
GetTileTrackStatus_TunnelBridge(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
1782 TransportType transport_type
= GetTunnelBridgeTransportType(tile
);
1783 if (transport_type
!= mode
|| (transport_type
== TRANSPORT_ROAD
&& !HasTileRoadType(tile
, (RoadTramType
)sub_mode
))) return 0;
1785 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1786 if (side
!= INVALID_DIAGDIR
&& side
!= ReverseDiagDir(dir
)) return 0;
1787 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir
)), TRACKDIR_BIT_NONE
);
1790 static void ChangeTileOwner_TunnelBridge(TileIndex tile
, Owner old_owner
, Owner new_owner
)
1792 TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
1793 /* Set number of pieces to zero if it's the southern tile as we
1794 * don't want to update the infrastructure counts twice. */
1795 uint num_pieces
= tile
< other_end
? (GetTunnelBridgeLength(tile
, other_end
) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
: 0;
1797 for (RoadTramType rtt
: _roadtramtypes
) {
1798 /* Update all roadtypes, no matter if they are present */
1799 if (GetRoadOwner(tile
, rtt
) == old_owner
) {
1800 RoadType rt
= GetRoadType(tile
, rtt
);
1801 if (rt
!= INVALID_ROADTYPE
) {
1802 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1803 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1804 Company::Get(old_owner
)->infrastructure
.road
[rt
] -= num_pieces
* 2;
1805 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.road
[rt
] += num_pieces
* 2;
1808 SetRoadOwner(tile
, rtt
, new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
);
1812 if (!IsTileOwner(tile
, old_owner
)) return;
1814 /* Update company infrastructure counts for rail and water as well.
1815 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1816 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1817 Company
*old
= Company::Get(old_owner
);
1818 if (tt
== TRANSPORT_RAIL
) {
1819 old
->infrastructure
.rail
[GetRailType(tile
)] -= num_pieces
;
1820 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.rail
[GetRailType(tile
)] += num_pieces
;
1821 } else if (tt
== TRANSPORT_WATER
) {
1822 old
->infrastructure
.water
-= num_pieces
;
1823 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.water
+= num_pieces
;
1826 if (new_owner
!= INVALID_OWNER
) {
1827 SetTileOwner(tile
, new_owner
);
1829 if (tt
== TRANSPORT_RAIL
) {
1830 /* Since all of our vehicles have been removed, it is safe to remove the rail
1831 * bridge / tunnel. */
1832 [[maybe_unused
]] CommandCost ret
= Command
<CMD_LANDSCAPE_CLEAR
>::Do(DC_EXEC
| DC_BANKRUPT
, tile
);
1833 assert(ret
.Succeeded());
1835 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1836 SetTileOwner(tile
, OWNER_NONE
);
1842 * Frame when the 'enter tunnel' sound should be played. This is the second
1843 * frame on a tile, so the sound is played shortly after entering the tunnel
1844 * tile, while the vehicle is still visible.
1846 static const byte TUNNEL_SOUND_FRAME
= 1;
1849 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
1850 * This differs per direction, because of visibility / bounding box issues.
1851 * Note that direction, in this case, is the direction leading into the tunnel.
1852 * When entering a tunnel, hide the vehicle when it reaches the given frame.
1853 * When leaving a tunnel, show the vehicle when it is one frame further
1854 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
1856 extern const byte _tunnel_visibility_frame
[DIAGDIR_END
] = {12, 8, 8, 12};
1858 static VehicleEnterTileStatus
VehicleEnter_TunnelBridge(Vehicle
*v
, TileIndex tile
, int x
, int y
)
1860 int z
= GetSlopePixelZ(x
, y
) - v
->z_pos
;
1862 if (abs(z
) > 2) return VETSB_CANNOT_ENTER
;
1863 /* Direction into the wormhole */
1864 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1865 /* Direction of the vehicle */
1866 const DiagDirection vdir
= DirToDiagDir(v
->direction
);
1867 /* New position of the vehicle on the tile */
1868 byte pos
= (DiagDirToAxis(vdir
) == AXIS_X
? x
: y
) & TILE_UNIT_MASK
;
1869 /* Number of units moved by the vehicle since entering the tile */
1870 byte frame
= (vdir
== DIAGDIR_NE
|| vdir
== DIAGDIR_NW
) ? TILE_SIZE
- 1 - pos
: pos
;
1872 if (IsTunnel(tile
)) {
1873 if (v
->type
== VEH_TRAIN
) {
1874 Train
*t
= Train::From(v
);
1876 if (t
->track
!= TRACK_BIT_WORMHOLE
&& dir
== vdir
) {
1877 if (t
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
1878 if (!PlayVehicleSound(t
, VSE_TUNNEL
) && RailVehInfo(t
->engine_type
)->engclass
== 0) {
1879 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, v
);
1881 return VETSB_CONTINUE
;
1883 if (frame
== _tunnel_visibility_frame
[dir
]) {
1885 t
->track
= TRACK_BIT_WORMHOLE
;
1886 t
->vehstatus
|= VS_HIDDEN
;
1887 return VETSB_ENTERED_WORMHOLE
;
1891 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
1892 /* We're at the tunnel exit ?? */
1894 t
->track
= DiagDirToDiagTrackBits(vdir
);
1896 t
->vehstatus
&= ~VS_HIDDEN
;
1897 return VETSB_ENTERED_WORMHOLE
;
1899 } else if (v
->type
== VEH_ROAD
) {
1900 RoadVehicle
*rv
= RoadVehicle::From(v
);
1903 if (rv
->state
!= RVSB_WORMHOLE
&& dir
== vdir
) {
1904 if (frame
== _tunnel_visibility_frame
[dir
]) {
1905 /* Frame should be equal to the next frame number in the RV's movement */
1906 assert(frame
== rv
->frame
+ 1);
1908 rv
->state
= RVSB_WORMHOLE
;
1909 rv
->vehstatus
|= VS_HIDDEN
;
1910 return VETSB_ENTERED_WORMHOLE
;
1912 return VETSB_CONTINUE
;
1916 /* We're at the tunnel exit ?? */
1917 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
1919 rv
->state
= DiagDirToDiagTrackdir(vdir
);
1921 rv
->vehstatus
&= ~VS_HIDDEN
;
1922 return VETSB_ENTERED_WORMHOLE
;
1925 } else { // IsBridge(tile)
1926 if (v
->type
!= VEH_SHIP
) {
1927 /* modify speed of vehicle */
1928 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1930 if (v
->type
== VEH_ROAD
) spd
*= 2;
1931 Vehicle
*first
= v
->First();
1932 first
->cur_speed
= std::min(first
->cur_speed
, spd
);
1936 /* Vehicle enters bridge at the last frame inside this tile. */
1937 if (frame
!= TILE_SIZE
- 1) return VETSB_CONTINUE
;
1940 Train
*t
= Train::From(v
);
1941 t
->track
= TRACK_BIT_WORMHOLE
;
1942 ClrBit(t
->gv_flags
, GVF_GOINGUP_BIT
);
1943 ClrBit(t
->gv_flags
, GVF_GOINGDOWN_BIT
);
1948 RoadVehicle
*rv
= RoadVehicle::From(v
);
1949 rv
->state
= RVSB_WORMHOLE
;
1950 /* There are no slopes inside bridges / tunnels. */
1951 ClrBit(rv
->gv_flags
, GVF_GOINGUP_BIT
);
1952 ClrBit(rv
->gv_flags
, GVF_GOINGDOWN_BIT
);
1957 Ship::From(v
)->state
= TRACK_BIT_WORMHOLE
;
1960 default: NOT_REACHED();
1962 return VETSB_ENTERED_WORMHOLE
;
1963 } else if (vdir
== ReverseDiagDir(dir
)) {
1967 Train
*t
= Train::From(v
);
1968 if (t
->track
== TRACK_BIT_WORMHOLE
) {
1969 t
->track
= DiagDirToDiagTrackBits(vdir
);
1970 return VETSB_ENTERED_WORMHOLE
;
1976 RoadVehicle
*rv
= RoadVehicle::From(v
);
1977 if (rv
->state
== RVSB_WORMHOLE
) {
1978 rv
->state
= DiagDirToDiagTrackdir(vdir
);
1980 return VETSB_ENTERED_WORMHOLE
;
1986 Ship
*ship
= Ship::From(v
);
1987 if (ship
->state
== TRACK_BIT_WORMHOLE
) {
1988 ship
->state
= DiagDirToDiagTrackBits(vdir
);
1989 return VETSB_ENTERED_WORMHOLE
;
1994 default: NOT_REACHED();
1998 return VETSB_CONTINUE
;
2001 static CommandCost
TerraformTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
2003 if (_settings_game
.construction
.build_on_slopes
&& AutoslopeEnabled() && IsBridge(tile
) && GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) {
2004 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
2005 Axis axis
= DiagDirToAxis(direction
);
2008 Slope tileh_old
= GetTileSlope(tile
, &z_old
);
2010 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2011 if ((direction
== DIAGDIR_NW
) || (direction
== DIAGDIR_NE
)) {
2012 CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, axis
, &tileh_old
, &z_old
);
2013 res
= CheckBridgeSlope(BRIDGE_PIECE_SOUTH
, axis
, &tileh_new
, &z_new
);
2015 CheckBridgeSlope(BRIDGE_PIECE_NORTH
, axis
, &tileh_old
, &z_old
);
2016 res
= CheckBridgeSlope(BRIDGE_PIECE_NORTH
, axis
, &tileh_new
, &z_new
);
2019 /* Surface slope is valid and remains unchanged? */
2020 if (res
.Succeeded() && (z_old
== z_new
) && (tileh_old
== tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2023 return Command
<CMD_LANDSCAPE_CLEAR
>::Do(flags
, tile
);
2026 extern const TileTypeProcs _tile_type_tunnelbridge_procs
= {
2027 DrawTile_TunnelBridge
, // draw_tile_proc
2028 GetSlopePixelZ_TunnelBridge
, // get_slope_z_proc
2029 ClearTile_TunnelBridge
, // clear_tile_proc
2030 nullptr, // add_accepted_cargo_proc
2031 GetTileDesc_TunnelBridge
, // get_tile_desc_proc
2032 GetTileTrackStatus_TunnelBridge
, // get_tile_track_status_proc
2033 nullptr, // click_tile_proc
2034 nullptr, // animate_tile_proc
2035 TileLoop_TunnelBridge
, // tile_loop_proc
2036 ChangeTileOwner_TunnelBridge
, // change_tile_owner_proc
2037 nullptr, // add_produced_cargo_proc
2038 VehicleEnter_TunnelBridge
, // vehicle_enter_tile_proc
2039 GetFoundation_TunnelBridge
, // get_foundation_proc
2040 TerraformTile_TunnelBridge
, // terraform_tile_proc