4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
11 * @file tunnelbridge_cmd.cpp
12 * This file deals with tunnels and bridges (non-gui stuff)
13 * @todo separate this file into two
17 #include "newgrf_object.h"
18 #include "viewport_func.h"
19 #include "cmd_helper.h"
20 #include "command_func.h"
25 #include "pathfinder/yapf/yapf_cache.h"
26 #include "newgrf_sound.h"
27 #include "autoslope.h"
28 #include "tunnelbridge_map.h"
29 #include "bridge_signal_map.h"
30 #include "tunnel_base.h"
31 #include "strings_func.h"
32 #include "date_func.h"
33 #include "clear_func.h"
34 #include "vehicle_func.h"
35 #include "vehicle_gui.h"
36 #include "sound_func.h"
37 #include "tunnelbridge.h"
38 #include "cheat_type.h"
39 #include "elrail_func.h"
41 #include "company_base.h"
42 #include "newgrf_railtype.h"
43 #include "object_base.h"
45 #include "company_gui.h"
46 #include "viewport_func.h"
47 #include "station_map.h"
48 #include "industry_map.h"
50 #include "table/strings.h"
51 #include "table/bridge_land.h"
53 #include "safeguards.h"
55 BridgeSpec _bridge
[MAX_BRIDGES
]; ///< The specification of all bridges.
56 TileIndex _build_tunnel_endtile
; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
58 /** Z position of the bridge sprites relative to bridge height (downwards) */
59 static const int BRIDGE_Z_START
= 3;
61 extern void DrawRoadBits(TileInfo
*ti
);
62 extern const RoadBits _invalid_tileh_slopes_road
[2][15];
66 * Mark bridge tiles dirty.
67 * Note: The bridge does not need to exist, everything is passed via parameters.
68 * @param begin Start tile.
69 * @param end End tile.
70 * @param direction Direction from \a begin to \a end.
71 * @param bridge_height Bridge height level.
73 void MarkBridgeDirty(TileIndex begin
, TileIndex end
, DiagDirection direction
, uint bridge_height
, const ZoomLevel mark_dirty_if_zoomlevel_is_below
)
75 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
76 for (TileIndex t
= begin
; t
!= end
; t
+= delta
) {
77 MarkTileDirtyByTile(t
, mark_dirty_if_zoomlevel_is_below
, bridge_height
- TileHeight(t
));
79 MarkTileDirtyByTile(end
, mark_dirty_if_zoomlevel_is_below
);
83 * Mark bridge tiles dirty.
84 * @param tile Bridge head.
86 void MarkBridgeDirty(TileIndex tile
, const ZoomLevel mark_dirty_if_zoomlevel_is_below
)
88 MarkBridgeDirty(tile
, GetOtherTunnelBridgeEnd(tile
), GetTunnelBridgeDirection(tile
), GetBridgeHeight(tile
), mark_dirty_if_zoomlevel_is_below
);
92 * Mark bridge or tunnel tiles dirty.
93 * @param tile Bridge head or tunnel entrance.
95 void MarkBridgeOrTunnelDirty(TileIndex tile
, const ZoomLevel mark_dirty_if_zoomlevel_is_below
)
98 MarkBridgeDirty(tile
, mark_dirty_if_zoomlevel_is_below
);
100 MarkTileDirtyByTile(tile
);
101 MarkTileDirtyByTile(GetOtherTunnelBridgeEnd(tile
));
106 * Get number of signals on bridge or tunnel with signal simulation.
107 * @param length Length of bridge/tunnel middle
108 * @return Number of signals on signalled bridge/tunnel of this length
110 uint
GetTunnelBridgeSignalSimulationSignalCount(uint length
)
112 return 2 + (length
/ _settings_game
.construction
.simulated_wormhole_signals
);
115 /** Reset the data been eventually changed by the grf loaded. */
118 /* First, free sprite table data */
119 for (BridgeType i
= 0; i
< MAX_BRIDGES
; i
++) {
120 if (_bridge
[i
].sprite_table
!= NULL
) {
121 for (BridgePieces j
= BRIDGE_PIECE_NORTH
; j
< BRIDGE_PIECE_INVALID
; j
++) free(_bridge
[i
].sprite_table
[j
]);
122 free(_bridge
[i
].sprite_table
);
126 /* Then, wipe out current bridges */
127 memset(&_bridge
, 0, sizeof(_bridge
));
128 /* And finally, reinstall default data */
129 memcpy(&_bridge
, &_orig_bridge
, sizeof(_orig_bridge
));
133 * Calculate the price factor for building a long bridge.
134 * 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,
135 * @param length Length of the bridge.
136 * @return Price factor for the bridge.
138 int CalcBridgeLenCostFactor(int length
)
140 if (length
< 2) return length
;
144 for (int delta
= 1;; delta
++) {
145 for (int count
= 0; count
< delta
; count
++) {
146 if (length
== 0) return sum
;
154 * Get the foundation for a bridge.
155 * @param tileh The slope to build the bridge on.
156 * @param axis The axis of the bridge entrance.
157 * @return The foundation required.
159 Foundation
GetBridgeFoundation(Slope tileh
, Axis axis
)
161 if (tileh
== SLOPE_FLAT
||
162 ((tileh
== SLOPE_NE
|| tileh
== SLOPE_SW
) && axis
== AXIS_X
) ||
163 ((tileh
== SLOPE_NW
|| tileh
== SLOPE_SE
) && axis
== AXIS_Y
)) return FOUNDATION_NONE
;
165 return (HasSlopeHighestCorner(tileh
) ? InclinedFoundation(axis
) : FlatteningFoundation(tileh
));
169 * Determines if the track on a bridge ramp is flat or goes up/down.
171 * @param tileh Slope of the tile under the bridge head
172 * @param axis Orientation of bridge
173 * @return true iff the track is flat.
175 bool HasBridgeFlatRamp(Slope tileh
, Axis axis
)
177 ApplyFoundationToSlope(GetBridgeFoundation(tileh
, axis
), &tileh
);
178 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
179 return (tileh
!= SLOPE_FLAT
);
182 static inline const PalSpriteID
*GetBridgeSpriteTable(int index
, BridgePieces table
)
184 const BridgeSpec
*bridge
= GetBridgeSpec(index
);
185 assert(table
< BRIDGE_PIECE_INVALID
);
186 if (bridge
->sprite_table
== NULL
|| bridge
->sprite_table
[table
] == NULL
) {
187 return _bridge_sprite_table
[index
][table
];
189 return bridge
->sprite_table
[table
];
195 * Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
197 * @param axis Axis of the bridge
198 * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
199 * @param z TileZ corresponding to tileh, gets modified as well
200 * @return Error or cost for bridge foundation
202 static CommandCost
CheckBridgeSlopeNorth(Axis axis
, Slope
*tileh
, int *z
)
204 Foundation f
= GetBridgeFoundation(*tileh
, axis
);
205 *z
+= ApplyFoundationToSlope(f
, tileh
);
207 Slope valid_inclined
= (axis
== AXIS_X
? SLOPE_NE
: SLOPE_NW
);
208 if ((*tileh
!= SLOPE_FLAT
) && (*tileh
!= valid_inclined
)) return CMD_ERROR
;
210 if (f
== FOUNDATION_NONE
) return CommandCost();
212 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
216 * Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
218 * @param axis Axis of the bridge
219 * @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
220 * @param z TileZ corresponding to tileh, gets modified as well
221 * @return Error or cost for bridge foundation
223 static CommandCost
CheckBridgeSlopeSouth(Axis axis
, Slope
*tileh
, int *z
)
225 Foundation f
= GetBridgeFoundation(*tileh
, axis
);
226 *z
+= ApplyFoundationToSlope(f
, tileh
);
228 Slope valid_inclined
= (axis
== AXIS_X
? SLOPE_SW
: SLOPE_SE
);
229 if ((*tileh
!= SLOPE_FLAT
) && (*tileh
!= valid_inclined
)) return CMD_ERROR
;
231 if (f
== FOUNDATION_NONE
) return CommandCost();
233 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
237 * Is a bridge of the specified type and length available?
238 * @param bridge_type Wanted type of bridge.
239 * @param bridge_len Wanted length of the bridge.
240 * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
242 CommandCost
CheckBridgeAvailability(BridgeType bridge_type
, uint bridge_len
, DoCommandFlag flags
)
244 if (flags
& DC_QUERY_COST
) {
245 if (bridge_len
<= _settings_game
.construction
.max_bridge_length
) return CommandCost();
246 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
249 if (bridge_type
>= MAX_BRIDGES
) return CMD_ERROR
;
251 const BridgeSpec
*b
= GetBridgeSpec(bridge_type
);
252 if (b
->avail_year
> _cur_year
) return CMD_ERROR
;
254 uint max
= min(b
->max_length
, _settings_game
.construction
.max_bridge_length
);
256 if (b
->min_length
> bridge_len
) return CMD_ERROR
;
257 if (bridge_len
<= max
) return CommandCost();
258 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
263 * @param end_tile end tile
264 * @param flags type of operation
265 * @param p1 packed start tile coords (~ dx)
266 * @param p2 various bitstuffed elements
267 * - p2 = (bit 0- 7) - bridge type (hi bh)
268 * - p2 = (bit 8-12) - rail type or road types.
269 * - p2 = (bit 15-16) - transport type.
271 * @return the cost of this operation or an error
273 CommandCost
CmdBuildBridge(TileIndex end_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
275 CompanyID company
= _current_company
;
277 RailType railtype
= INVALID_RAILTYPE
;
278 RoadTypes roadtypes
= ROADTYPES_NONE
;
280 /* unpack parameters */
281 BridgeType bridge_type
= GB(p2
, 0, 8);
283 if (!IsValidTile(p1
)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER
);
285 TransportType transport_type
= Extract
<TransportType
, 15, 2>(p2
);
288 switch (transport_type
) {
290 roadtypes
= Extract
<RoadTypes
, 8, 2>(p2
);
291 if (!HasExactlyOneBit(roadtypes
) || !HasRoadTypesAvail(company
, roadtypes
)) return CMD_ERROR
;
295 railtype
= Extract
<RailType
, 8, 5>(p2
);
296 if (!ValParamRailtype(railtype
)) return CMD_ERROR
;
299 case TRANSPORT_WATER
:
303 /* Airports don't have bridges. */
306 TileIndex tile_start
= p1
;
307 TileIndex tile_end
= end_tile
;
309 if (company
== OWNER_DEITY
) {
310 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
311 const Town
*town
= CalcClosestTownFromTile(tile_start
);
313 company
= OWNER_TOWN
;
315 /* If we are not within a town, we are not owned by the town */
316 if (town
== NULL
|| DistanceSquare(tile_start
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
317 company
= OWNER_NONE
;
321 if (tile_start
== tile_end
) {
322 return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON
);
326 if (TileX(tile_start
) == TileX(tile_end
)) {
328 } else if (TileY(tile_start
) == TileY(tile_end
)) {
331 return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN
);
334 if (tile_end
< tile_start
) Swap(tile_start
, tile_end
);
336 uint bridge_len
= GetTunnelBridgeLength(tile_start
, tile_end
);
337 if (transport_type
!= TRANSPORT_WATER
) {
338 /* set and test bridge length, availability */
339 CommandCost ret
= CheckBridgeAvailability(bridge_type
, bridge_len
, flags
);
340 if (ret
.Failed()) return ret
;
342 if (bridge_len
> _settings_game
.construction
.max_bridge_length
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG
);
347 Slope tileh_start
= GetTileSlope(tile_start
, &z_start
);
348 Slope tileh_end
= GetTileSlope(tile_end
, &z_end
);
349 bool pbs_reservation
= false;
351 CommandCost terraform_cost_north
= CheckBridgeSlopeNorth(direction
, &tileh_start
, &z_start
);
352 CommandCost terraform_cost_south
= CheckBridgeSlopeSouth(direction
, &tileh_end
, &z_end
);
354 /* Aqueducts can't be built of flat land. */
355 if (transport_type
== TRANSPORT_WATER
&& (tileh_start
== SLOPE_FLAT
|| tileh_end
== SLOPE_FLAT
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
356 if (z_start
!= z_end
) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT
);
358 CommandCost
cost(EXPENSES_CONSTRUCTION
);
361 bool is_upgrade
= false;
362 if (IsBridgeTile(tile_start
) && IsBridgeTile(tile_end
) &&
363 GetOtherBridgeEnd(tile_start
) == tile_end
&&
364 GetTunnelBridgeTransportType(tile_start
) == transport_type
) {
365 /* Replace a current bridge. */
367 /* If this is a railway bridge, make sure the railtypes match. */
368 if (transport_type
== TRANSPORT_RAIL
&& GetRailType(tile_start
) != railtype
) {
369 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
372 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
373 if (!(flags
& DC_QUERY_COST
) && IsTileOwner(tile_start
, OWNER_TOWN
) &&
374 GetBridgeSpec(bridge_type
)->speed
< GetBridgeSpec(GetBridgeType(tile_start
))->speed
&&
375 _game_mode
!= GM_EDITOR
) {
376 Town
*t
= ClosestTownFromTile(tile_start
, UINT_MAX
);
381 SetDParam(0, t
->index
);
382 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
386 /* Do not replace the bridge with the same bridge type. */
387 if (!(flags
& DC_QUERY_COST
) && (bridge_type
== GetBridgeType(tile_start
)) && (transport_type
!= TRANSPORT_ROAD
|| (roadtypes
& ~GetRoadTypes(tile_start
)) == 0)) {
388 return_cmd_error(STR_ERROR_ALREADY_BUILT
);
391 /* Do not allow replacing another company's bridges. */
392 if (!IsTileOwner(tile_start
, company
) && !IsTileOwner(tile_start
, OWNER_TOWN
) && !IsTileOwner(tile_start
, OWNER_NONE
)) {
393 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER
);
396 cost
.AddCost((bridge_len
+ 1) * _price
[PR_CLEAR_BRIDGE
]); // The cost of clearing the current bridge.
397 owner
= GetTileOwner(tile_start
);
399 /* If bridge belonged to bankrupt company, it has a new owner now */
400 is_new_owner
= (owner
== OWNER_NONE
);
401 if (is_new_owner
) owner
= company
;
403 switch (transport_type
) {
405 /* Keep the reservation, the path stays valid. */
406 pbs_reservation
= HasTunnelBridgeReservation(tile_start
);
410 /* Do not remove road types when upgrading a bridge */
411 roadtypes
|= GetRoadTypes(tile_start
);
419 /* Build a new bridge. */
421 bool allow_on_slopes
= (_settings_game
.construction
.build_on_slopes
&& transport_type
!= TRANSPORT_WATER
);
423 /* Try and clear the start landscape */
424 CommandCost ret
= DoCommand(tile_start
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
425 if (ret
.Failed()) return ret
;
428 if (terraform_cost_north
.Failed() || (terraform_cost_north
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
429 cost
.AddCost(terraform_cost_north
);
431 /* Try and clear the end landscape */
432 ret
= DoCommand(tile_end
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
433 if (ret
.Failed()) return ret
;
436 /* false - end tile slope check */
437 if (terraform_cost_south
.Failed() || (terraform_cost_south
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
438 cost
.AddCost(terraform_cost_south
);
440 const TileIndex heads
[] = {tile_start
, tile_end
};
441 for (int i
= 0; i
< 2; i
++) {
442 if (IsBridgeAbove(heads
[i
])) {
443 TileIndex north_head
= GetNorthernBridgeEnd(heads
[i
]);
445 if (direction
== GetBridgeAxis(heads
[i
])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
447 if (z_start
+ 1 == GetBridgeHeight(north_head
)) {
448 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
453 TileIndexDiff delta
= (direction
== AXIS_X
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
454 for (TileIndex tile
= tile_start
+ delta
; tile
!= tile_end
; tile
+= delta
) {
455 if (GetTileMaxZ(tile
) > z_start
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN
);
457 if (z_start
>= (GetTileZ(tile
) + _settings_game
.construction
.max_bridge_height
)) {
459 * Disallow too high bridges.
460 * Properly rendering a map where very high bridges (might) exist is expensive.
461 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
462 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
464 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN
);
467 if (IsBridgeAbove(tile
)) {
468 /* Disallow crossing bridges for the time being */
469 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
472 switch (GetTileType(tile
)) {
474 if (!IsWater(tile
) && !IsCoast(tile
)) goto not_valid_below
;
478 if (!IsPlainRail(tile
)) goto not_valid_below
;
482 if (IsRoadDepot(tile
)) goto not_valid_below
;
485 case MP_TUNNELBRIDGE
:
486 if (IsTunnel(tile
)) break;
487 if (direction
== DiagDirToAxis(GetTunnelBridgeDirection(tile
))) goto not_valid_below
;
488 if (z_start
< GetBridgeHeight(tile
)) goto not_valid_below
;
492 const ObjectSpec
*spec
= ObjectSpec::GetByTile(tile
);
493 if ((spec
->flags
& OBJECT_FLAG_ALLOW_UNDER_BRIDGE
) == 0) goto not_valid_below
;
494 if (GetTileMaxZ(tile
) + spec
->height
> z_start
) goto not_valid_below
;
503 /* try and clear the middle landscape */
504 ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
505 if (ret
.Failed()) return ret
;
510 if (flags
& DC_EXEC
) {
511 /* We do this here because when replacing a bridge with another
512 * type calling SetBridgeMiddle isn't needed. After all, the
513 * tile already has the has_bridge_above bits set. */
514 SetBridgeMiddle(tile
, direction
);
523 if (flags
& DC_EXEC
) {
524 DiagDirection dir
= AxisToDiagDir(direction
);
526 Company
*c
= Company::GetIfValid(company
);
527 switch (transport_type
) {
529 /* Add to company infrastructure count if required. */
530 if (is_new_owner
&& c
!= NULL
) c
->infrastructure
.rail
[railtype
] += (bridge_len
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
531 MakeRailBridgeRamp(tile_start
, owner
, bridge_type
, dir
, railtype
, is_upgrade
);
532 MakeRailBridgeRamp(tile_end
, owner
, bridge_type
, ReverseDiagDir(dir
), railtype
, is_upgrade
);
533 SetTunnelBridgeReservation(tile_start
, pbs_reservation
);
534 SetTunnelBridgeReservation(tile_end
, pbs_reservation
);
537 case TRANSPORT_ROAD
: {
538 RoadTypes prev_roadtypes
= IsBridgeTile(tile_start
) ? GetRoadTypes(tile_start
) : ROADTYPES_NONE
;
540 /* Also give unowned present roadtypes to new owner */
541 if (HasBit(prev_roadtypes
, ROADTYPE_ROAD
) && GetRoadOwner(tile_start
, ROADTYPE_ROAD
) == OWNER_NONE
) ClrBit(prev_roadtypes
, ROADTYPE_ROAD
);
542 if (HasBit(prev_roadtypes
, ROADTYPE_TRAM
) && GetRoadOwner(tile_start
, ROADTYPE_TRAM
) == OWNER_NONE
) ClrBit(prev_roadtypes
, ROADTYPE_TRAM
);
545 /* Add all new road types to the company infrastructure counter. */
547 FOR_EACH_SET_ROADTYPE(new_rt
, roadtypes
^ prev_roadtypes
) {
548 /* A full diagonal road tile has two road bits. */
549 c
->infrastructure
.road
[new_rt
] += (bridge_len
+ 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
552 Owner owner_road
= HasBit(prev_roadtypes
, ROADTYPE_ROAD
) ? GetRoadOwner(tile_start
, ROADTYPE_ROAD
) : company
;
553 Owner owner_tram
= HasBit(prev_roadtypes
, ROADTYPE_TRAM
) ? GetRoadOwner(tile_start
, ROADTYPE_TRAM
) : company
;
554 MakeRoadBridgeRamp(tile_start
, owner
, owner_road
, owner_tram
, bridge_type
, dir
, roadtypes
, is_upgrade
);
555 MakeRoadBridgeRamp(tile_end
, owner
, owner_road
, owner_tram
, bridge_type
, ReverseDiagDir(dir
), roadtypes
, is_upgrade
);
559 case TRANSPORT_WATER
:
560 if (is_new_owner
&& c
!= NULL
) c
->infrastructure
.water
+= (bridge_len
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
561 MakeAqueductBridgeRamp(tile_start
, owner
, dir
);
562 MakeAqueductBridgeRamp(tile_end
, owner
, ReverseDiagDir(dir
));
569 /* Mark all tiles dirty */
570 MarkBridgeDirty(tile_start
, tile_end
, AxisToDiagDir(direction
), z_start
);
571 DirtyCompanyInfrastructureWindows(company
);
574 if ((flags
& DC_EXEC
) && transport_type
== TRANSPORT_RAIL
) {
575 Track track
= AxisToTrack(direction
);
576 AddSideToSignalBuffer(tile_start
, INVALID_DIAGDIR
, company
);
577 YapfNotifyTrackLayoutChange(tile_start
, track
);
580 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
581 * It's unnecessary to execute this command every time for every bridge. So it is done only
582 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
584 Company
*c
= Company::GetIfValid(company
);
585 if (!(flags
& DC_QUERY_COST
) || (c
!= NULL
&& c
->is_ai
)) {
586 bridge_len
+= 2; // begin and end tiles/ramps
588 switch (transport_type
) {
589 case TRANSPORT_ROAD
: cost
.AddCost(bridge_len
* _price
[PR_BUILD_ROAD
] * 2 * CountBits(roadtypes
)); break;
590 case TRANSPORT_RAIL
: cost
.AddCost(bridge_len
* RailBuildCost(railtype
)); break;
594 if (c
!= NULL
) bridge_len
= CalcBridgeLenCostFactor(bridge_len
);
596 if (transport_type
!= TRANSPORT_WATER
) {
597 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_BRIDGE
] * GetBridgeSpec(bridge_type
)->price
>> 8);
599 /* Aqueducts use a separate base cost. */
600 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_AQUEDUCT
]);
609 * Check if the amount of tiles of the chunnel ramp is between allowed limits.
610 * @param tile the actual tile.
611 * @param ramp ramp_start tile.
612 * @param delta the tile offset.
613 * @return an empty string if between limits or a formatted string for the error message.
615 static inline StringID
IsRampBetweenLimits(TileIndex ramp_start
, TileIndex tile
, TileIndexDiff delta
)
619 if (Delta(ramp_start
, tile
) < (uint
)abs(delta
) * min_length
|| (uint
)abs(delta
) * max_length
< Delta(ramp_start
, tile
)) {
620 /* Add 1 in message to have consistency with cursor count in game. */
621 SetDParam(0, max_length
+ 1);
622 return STR_ERROR_CHUNNEL_RAMP
;
629 * See if chunnel building is possible.
630 * All chunnel related issues are tucked away in one procedure
631 * @pre only on z level 0.
632 * @param tile start tile of tunnel.
633 * @param direction the direction we want to build.
634 * @param is_chunnel pointer to set if chunnel is allowed or not.
635 * @param sea_tiles pointer for the amount of tiles used to cross a sea.
636 * @return an error message or if success the is_chunnel flag is set to true and the amount of tiles needed to cross the water is returned.
638 static inline CommandCost
CanBuildChunnel(TileIndex tile
, DiagDirection direction
, bool &is_chunnel
, int &sea_tiles
)
640 const int start_z
= 0;
641 bool crossed_sea
= false;
642 TileIndex ramp_start
= tile
;
644 if (GetTileZ(tile
) > 0) return_cmd_error(STR_ERROR_CHUNNEL_ONLY_OVER_SEA
);
646 const TileIndexDiff delta
= TileOffsByDiagDir(direction
);
649 if (!IsValidTile(tile
)) return_cmd_error(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER
);
650 _build_tunnel_endtile
= tile
;
652 Slope end_tileh
= GetTileSlope(tile
, &end_z
);
654 if (start_z
== end_z
) {
655 /* Handle chunnels only on sea level and only one time crossing. */
657 (IsCoastTile(tile
) ||
658 (IsValidTile(tile
+ delta
) && HasTileWaterGround(tile
+ delta
)) ||
659 (IsValidTile(tile
+ delta
* 2) && HasTileWaterGround(tile
+ delta
* 2)))) {
661 /* A shore was found, check if start ramp was too short or too long. */
662 StringID err_msg
= IsRampBetweenLimits(ramp_start
, tile
, delta
);
663 if (err_msg
> STR_NULL
) return_cmd_error(err_msg
);
665 /* Pass the water and find a proper shore tile that potentially
666 * could have a tunnel portal behind. */
668 end_tileh
= GetTileSlope(tile
);
669 if (direction
== DIAGDIR_NE
&& (end_tileh
& SLOPE_NE
) == SLOPE_NE
) break;
670 if (direction
== DIAGDIR_SE
&& (end_tileh
& SLOPE_SE
) == SLOPE_SE
) break;
671 if (direction
== DIAGDIR_SW
&& (end_tileh
& SLOPE_SW
) == SLOPE_SW
) break;
672 if (direction
== DIAGDIR_NW
&& (end_tileh
& SLOPE_NW
) == SLOPE_NW
) break;
674 /* No drilling under oil rigs.*/
675 if ((IsTileType(tile
, MP_STATION
) && IsOilRig(tile
)) ||
676 (IsTileType(tile
, MP_INDUSTRY
) &&
677 GetIndustryGfx(tile
) >= GFX_OILRIG_1
&&
678 GetIndustryGfx(tile
) <= GFX_OILRIG_5
)) return_cmd_error(STR_ERROR_NO_DRILLING_ABOVE_CHUNNEL
);
680 if (IsTileType(tile
, MP_WATER
) && IsSea(tile
)) crossed_sea
= true;
681 if (!_cheats
.crossing_tunnels
.value
&& IsTunnelInWay(tile
, start_z
)) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY
);
683 if (!IsValidTile(tile
)) return_cmd_error(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER
);
684 _build_tunnel_endtile
= tile
;
687 if (!crossed_sea
) return_cmd_error(STR_ERROR_CHUNNEL_ONLY_OVER_SEA
);
690 /* Check if end ramp was too short or too long after crossing the sea. */
692 StringID err_msg
= IsRampBetweenLimits(ramp_start
, tile
, delta
);
693 if (err_msg
> STR_NULL
) return_cmd_error(err_msg
);
699 is_chunnel
= crossed_sea
;
701 return CommandCost();
707 * @param start_tile start tile of tunnel
708 * @param flags type of operation
709 * @param p1 bit 0-4 railtype or roadtypes
710 * bit 8-9 transport type
713 * @return the cost of this operation or an error
715 CommandCost
CmdBuildTunnel(TileIndex start_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
717 CompanyID company
= _current_company
;
719 TransportType transport_type
= Extract
<TransportType
, 8, 2>(p1
);
721 RailType railtype
= INVALID_RAILTYPE
;
722 RoadTypes rts
= ROADTYPES_NONE
;
723 _build_tunnel_endtile
= 0;
724 switch (transport_type
) {
726 railtype
= Extract
<RailType
, 0, 5>(p1
);
727 if (!ValParamRailtype(railtype
)) return CMD_ERROR
;
731 rts
= Extract
<RoadTypes
, 0, 2>(p1
);
732 if (!HasExactlyOneBit(rts
) || !HasRoadTypesAvail(company
, rts
)) return CMD_ERROR
;
735 default: return CMD_ERROR
;
738 if (company
== OWNER_DEITY
) {
739 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
740 const Town
*town
= CalcClosestTownFromTile(start_tile
);
742 company
= OWNER_TOWN
;
744 /* If we are not within a town, we are not owned by the town */
745 if (town
== NULL
|| DistanceSquare(start_tile
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
746 company
= OWNER_NONE
;
752 Slope start_tileh
= GetTileSlope(start_tile
, &start_z
);
753 DiagDirection direction
= GetInclinedSlopeDirection(start_tileh
);
754 if (direction
== INVALID_DIAGDIR
) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL
);
756 if (HasTileWaterGround(start_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
758 CommandCost ret
= DoCommand(start_tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
759 if (ret
.Failed()) return ret
;
761 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
762 * for the clearing of the entrance of the tunnel. Assigning it to
763 * cost before the loop will yield different costs depending on start-
764 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
766 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
768 TileIndex end_tile
= start_tile
;
770 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
772 /* Number of tiles from start of tunnel */
774 /* Number of tiles at which the cost increase coefficient per tile is halved */
776 /* flags for chunnels. */
777 bool is_chunnel
= false;
778 bool crossed_sea
= false;
779 /* Number of tiles counted for crossing sea */
782 if (start_z
== 0 && _settings_game
.construction
.chunnel
) {
783 CommandCost chunnel_test
= CanBuildChunnel(start_tile
, direction
, is_chunnel
, sea_tiles
);
784 if (chunnel_test
.Failed()) return chunnel_test
;
790 if (!IsValidTile(end_tile
)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER
);
791 end_tileh
= GetTileSlope(end_tile
, &end_z
);
793 if (start_z
== end_z
) {
794 if (is_chunnel
&& !crossed_sea
) {
795 end_tile
+= sea_tiles
* delta
;
806 /* The cost of the digging. */
807 CommandCost
cost(EXPENSES_CONSTRUCTION
);
808 for (int i
= 1; i
<= tiles
; i
++) {
809 if (i
== tiles_bump
) {
814 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
815 cost
.AddCost(cost
.GetCost() >> tiles_coef
); // add a multiplier for longer tunnels
818 /* Add the cost of the entrance */
819 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
822 /* if the command fails from here on we want the end tile to be highlighted */
823 _build_tunnel_endtile
= end_tile
;
825 if (tiles
> _settings_game
.construction
.max_tunnel_length
) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG
);
827 if (HasTileWaterGround(end_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
829 /* Clear the tile in any case */
830 ret
= DoCommand(end_tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
831 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
834 /* slope of end tile must be complementary to the slope of the start tile */
835 if (end_tileh
!= ComplementSlope(start_tileh
)) {
836 /* Mark the tile as already cleared for the terraform command.
837 * Do this for all tiles (like trees), not only objects. */
838 ClearedObjectArea
*coa
= FindClearedObject(end_tile
);
840 coa
= _cleared_object_areas
.Append();
841 coa
->first_tile
= end_tile
;
842 coa
->area
= TileArea(end_tile
, 1, 1);
845 /* Hide the tile from the terraforming command */
846 TileIndex old_first_tile
= coa
->first_tile
;
847 coa
->first_tile
= INVALID_TILE
;
848 ret
= DoCommand(end_tile
, end_tileh
& start_tileh
, 0, flags
, CMD_TERRAFORM_LAND
);
849 coa
->first_tile
= old_first_tile
;
850 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
853 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
855 /* Pay for the rail/road in the tunnel including entrances */
856 switch (transport_type
) {
857 case TRANSPORT_ROAD
: cost
.AddCost((tiles
+ 2) * _price
[PR_BUILD_ROAD
] * 2); break;
858 case TRANSPORT_RAIL
: cost
.AddCost((tiles
+ 2) * RailBuildCost(railtype
)); break;
859 default: NOT_REACHED();
862 if (is_chunnel
) cost
.MultiplyCost(2);
864 if (flags
& DC_EXEC
) {
865 Company
*c
= Company::GetIfValid(company
);
866 uint num_pieces
= (tiles
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
868 /* The most northern tile first. */
869 TileIndex tn
= start_tile
;
870 TileIndex ts
= end_tile
;
871 if(start_tile
> end_tile
) Swap(tn
, ts
);
873 if (!Tunnel::CanAllocateItem()) return_cmd_error(STR_ERROR_TUNNEL_TOO_MANY
);
874 const Tunnel
*t
= new Tunnel(tn
, ts
, TileHeight(tn
), is_chunnel
);
876 if (transport_type
== TRANSPORT_RAIL
) {
877 if (!IsTunnelTile(start_tile
) && c
!= NULL
) c
->infrastructure
.rail
[railtype
] += num_pieces
;
878 MakeRailTunnel(start_tile
, company
, t
->index
, direction
, railtype
);
879 MakeRailTunnel(end_tile
, company
, t
->index
, ReverseDiagDir(direction
), railtype
);
880 AddSideToSignalBuffer(start_tile
, INVALID_DIAGDIR
, company
);
881 YapfNotifyTrackLayoutChange(start_tile
, DiagDirToDiagTrack(direction
));
885 FOR_EACH_SET_ROADTYPE(rt
, rts
^ (IsTunnelTile(start_tile
) ? GetRoadTypes(start_tile
) : ROADTYPES_NONE
)) {
886 c
->infrastructure
.road
[rt
] += num_pieces
* 2; // A full diagonal road has two road bits.
889 MakeRoadTunnel(start_tile
, company
, t
->index
, direction
, rts
);
890 MakeRoadTunnel(end_tile
, company
, t
->index
, ReverseDiagDir(direction
), rts
);
892 DirtyCompanyInfrastructureWindows(company
);
900 * Are we allowed to remove the tunnel or bridge at \a tile?
901 * @param tile End point of the tunnel or bridge.
902 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
904 static inline CommandCost
CheckAllowRemoveTunnelBridge(TileIndex tile
)
906 /* Floods can remove anything as well as the scenario editor */
907 if (_current_company
== OWNER_WATER
|| _game_mode
== GM_EDITOR
) return CommandCost();
909 switch (GetTunnelBridgeTransportType(tile
)) {
910 case TRANSPORT_ROAD
: {
911 RoadTypes rts
= GetRoadTypes(tile
);
912 Owner road_owner
= _current_company
;
913 Owner tram_owner
= _current_company
;
915 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
916 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
918 /* We can remove unowned road and if the town allows it */
919 if (road_owner
== OWNER_TOWN
&& _current_company
!= OWNER_TOWN
&& !(_settings_game
.construction
.extra_dynamite
|| _cheats
.magic_bulldozer
.value
)) {
920 /* Town does not allow */
921 return CheckTileOwnership(tile
);
923 if (road_owner
== OWNER_NONE
|| road_owner
== OWNER_TOWN
) road_owner
= _current_company
;
924 if (tram_owner
== OWNER_NONE
) tram_owner
= _current_company
;
926 CommandCost ret
= CheckOwnership(road_owner
, tile
);
927 if (ret
.Succeeded()) ret
= CheckOwnership(tram_owner
, tile
);
932 return CheckOwnership(GetTileOwner(tile
));
934 case TRANSPORT_WATER
: {
935 /* Always allow to remove aqueducts without owner. */
936 Owner aqueduct_owner
= GetTileOwner(tile
);
937 if (aqueduct_owner
== OWNER_NONE
) aqueduct_owner
= _current_company
;
938 return CheckOwnership(aqueduct_owner
);
941 default: NOT_REACHED();
946 * Remove a tunnel from the game, update town rating, etc.
947 * @param tile Tile containing one of the endpoints of the tunnel.
948 * @param flags Command flags.
949 * @return Succeeded or failed command.
951 static CommandCost
DoClearTunnel(TileIndex tile
, DoCommandFlag flags
)
953 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
954 if (ret
.Failed()) return ret
;
956 TileIndex endtile
= GetOtherTunnelEnd(tile
);
958 ret
= TunnelBridgeIsFree(tile
, endtile
);
959 if (ret
.Failed()) return ret
;
961 _build_tunnel_endtile
= endtile
;
964 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
965 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
967 /* Check if you are allowed to remove the tunnel owned by a town
968 * Removal depends on difficulty settings */
969 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
970 if (ret
.Failed()) return ret
;
973 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
974 * you have a "Poor" (0) town rating */
975 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
976 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
979 const bool is_chunnel
= Tunnel::GetByTile(tile
)->is_chunnel
;
981 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
983 if (flags
& DC_EXEC
) {
984 if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
) {
985 /* We first need to request values before calling DoClearSquare */
986 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
987 Track track
= DiagDirToDiagTrack(dir
);
988 Owner owner
= GetTileOwner(tile
);
991 if (HasTunnelBridgeReservation(tile
)) {
992 v
= GetTrainForReservation(tile
, track
);
993 if (v
!= NULL
) FreeTrainTrackReservation(v
);
996 if (Company::IsValidID(owner
)) {
997 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
998 if (IsTunnelBridgeWithSignalSimulation(tile
)) { // handle tunnel/bridge signals.
999 Company::Get(GetTileOwner(tile
))->infrastructure
.signal
-= GetTunnelBridgeSignalSimulationSignalCount(tile
, endtile
);
1001 DirtyCompanyInfrastructureWindows(owner
);
1004 delete Tunnel::GetByTile(tile
);
1006 DoClearSquare(tile
);
1007 DoClearSquare(endtile
);
1009 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
1010 AddSideToSignalBuffer(tile
, ReverseDiagDir(dir
), owner
);
1011 AddSideToSignalBuffer(endtile
, dir
, owner
);
1013 YapfNotifyTrackLayoutChange(tile
, track
);
1014 YapfNotifyTrackLayoutChange(endtile
, track
);
1016 if (v
!= NULL
) TryPathReserve(v
);
1019 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(tile
)) {
1020 /* A full diagonal road tile has two road bits. */
1021 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
1023 c
->infrastructure
.road
[rt
] -= len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
1024 DirtyCompanyInfrastructureWindows(c
->index
);
1028 delete Tunnel::GetByTile(tile
);
1030 DoClearSquare(tile
);
1031 DoClearSquare(endtile
);
1033 ViewportMapInvalidateTunnelCacheByTile(tile
);
1034 ViewportMapInvalidateTunnelCacheByTile(endtile
);
1036 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_CLEAR_TUNNEL
] * len
* (is_chunnel
? 2 : 1));
1041 * Remove a bridge from the game, update town rating, etc.
1042 * @param tile Tile containing one of the endpoints of the bridge.
1043 * @param flags Command flags.
1044 * @return Succeeded or failed command.
1046 static CommandCost
DoClearBridge(TileIndex tile
, DoCommandFlag flags
)
1048 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
1049 if (ret
.Failed()) return ret
;
1051 TileIndex endtile
= GetOtherBridgeEnd(tile
);
1053 ret
= TunnelBridgeIsFree(tile
, endtile
);
1054 if (ret
.Failed()) return ret
;
1056 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
1057 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
1060 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
1061 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
1063 /* Check if you are allowed to remove the bridge owned by a town
1064 * Removal depends on difficulty settings */
1065 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
1066 if (ret
.Failed()) return ret
;
1069 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
1070 * you have a "Poor" (0) town rating */
1071 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
1072 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
1075 Money base_cost
= (GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) ? _price
[PR_CLEAR_BRIDGE
] : _price
[PR_CLEAR_AQUEDUCT
];
1076 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
1078 if (flags
& DC_EXEC
) {
1079 /* read this value before actual removal of bridge */
1080 bool rail
= GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
;
1081 Owner owner
= GetTileOwner(tile
);
1082 int height
= GetBridgeHeight(tile
);
1085 if (rail
&& HasTunnelBridgeReservation(tile
)) {
1086 v
= GetTrainForReservation(tile
, DiagDirToDiagTrack(direction
));
1087 if (v
!= NULL
) FreeTrainTrackReservation(v
);
1090 /* Update company infrastructure counts. */
1092 if (Company::IsValidID(owner
)) {
1093 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
1094 if (IsTunnelBridgeWithSignalSimulation(tile
)) { // handle tunnel/bridge signals.
1095 Company::Get(GetTileOwner(tile
))->infrastructure
.signal
-= GetTunnelBridgeSignalSimulationSignalCount(tile
, endtile
);
1098 } else if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_ROAD
) {
1099 SubtractRoadTunnelBridgeInfrastructure(tile
, endtile
);
1100 } else { // Aqueduct
1101 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.water
-= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
1103 DirtyAllCompanyInfrastructureWindows();
1105 if (IsTunnelBridgeSignalSimulationEntrance(tile
)) ClearBridgeEntranceSimulatedSignals(tile
);
1106 if (IsTunnelBridgeSignalSimulationEntrance(endtile
)) ClearBridgeEntranceSimulatedSignals(endtile
);
1108 DoClearSquare(tile
);
1109 DoClearSquare(endtile
);
1110 for (TileIndex c
= tile
+ delta
; c
!= endtile
; c
+= delta
) {
1111 /* do not let trees appear from 'nowhere' after removing bridge */
1112 if (IsNormalRoadTile(c
) && GetRoadside(c
) == ROADSIDE_TREES
) {
1113 int minz
= GetTileMaxZ(c
) + 3;
1114 if (height
< minz
) SetRoadside(c
, ROADSIDE_PAVED
);
1116 ClearBridgeMiddle(c
);
1117 MarkTileDirtyByTile(c
, ZOOM_LVL_DRAW_MAP
, height
- TileHeight(c
));
1121 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
1122 AddSideToSignalBuffer(tile
, ReverseDiagDir(direction
), owner
);
1123 AddSideToSignalBuffer(endtile
, direction
, owner
);
1125 Track track
= DiagDirToDiagTrack(direction
);
1126 YapfNotifyTrackLayoutChange(tile
, track
);
1127 YapfNotifyTrackLayoutChange(endtile
, track
);
1129 if (v
!= NULL
) TryPathReserve(v
, true);
1133 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
1137 * Remove a tunnel or a bridge from the game.
1138 * @param tile Tile containing one of the endpoints.
1139 * @param flags Command flags.
1140 * @return Succeeded or failed command.
1142 static CommandCost
ClearTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
)
1144 if (IsTunnel(tile
)) {
1145 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST
);
1146 return DoClearTunnel(tile
, flags
);
1147 } else { // IsBridge(tile)
1148 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
1149 return DoClearBridge(tile
, flags
);
1154 * Draw a single pillar sprite.
1155 * @param psid Pillarsprite
1159 * @param w Bounding box size in X direction
1160 * @param h Bounding box size in Y direction
1161 * @param subsprite Optional subsprite for drawing halfpillars
1163 static inline void DrawPillar(const PalSpriteID
*psid
, int x
, int y
, int z
, int w
, int h
, const SubSprite
*subsprite
)
1165 static const int PILLAR_Z_OFFSET
= TILE_HEIGHT
- BRIDGE_Z_START
; ///< Start offset of pillar wrt. bridge (downwards)
1166 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
);
1170 * Draw two bridge pillars (north and south).
1171 * @param z_bottom Bottom Z
1172 * @param z_top Top Z
1173 * @param psid Pillarsprite
1176 * @param w Bounding box size in X direction
1177 * @param h Bounding box size in Y direction
1178 * @return Reached Z at the bottom
1180 static int DrawPillarColumn(int z_bottom
, int z_top
, const PalSpriteID
*psid
, int x
, int y
, int w
, int h
)
1183 for (cur_z
= z_top
; cur_z
>= z_bottom
; cur_z
-= TILE_HEIGHT
) {
1184 DrawPillar(psid
, x
, y
, cur_z
, w
, h
, NULL
);
1190 * Draws the pillars under high bridges.
1192 * @param psid Image and palette of a bridge pillar.
1193 * @param ti #TileInfo of current bridge-middle-tile.
1194 * @param axis Orientation of bridge.
1195 * @param drawfarpillar Whether to draw the pillar at the back
1196 * @param x Sprite X position of front pillar.
1197 * @param y Sprite Y position of front pillar.
1198 * @param z_bridge Absolute height of bridge bottom.
1200 static void DrawBridgePillars(const PalSpriteID
*psid
, const TileInfo
*ti
, Axis axis
, bool drawfarpillar
, int x
, int y
, int z_bridge
)
1202 static const int bounding_box_size
[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1203 static const int back_pillar_offset
[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1205 static const int INF
= 1000; ///< big number compared to sprite size
1206 static const SubSprite half_pillar_sub_sprite
[2][2] = {
1207 { { -14, -INF
, INF
, INF
}, { -INF
, -INF
, -15, INF
} }, // X axis, north and south
1208 { { -INF
, -INF
, 15, INF
}, { 16, -INF
, INF
, INF
} }, // Y axis, north and south
1211 if (psid
->sprite
== 0) return;
1213 /* Determine ground height under pillars */
1214 DiagDirection south_dir
= AxisToDiagDir(axis
);
1215 int z_front_north
= ti
->z
;
1216 int z_back_north
= ti
->z
;
1217 int z_front_south
= ti
->z
;
1218 int z_back_south
= ti
->z
;
1219 GetSlopePixelZOnEdge(ti
->tileh
, south_dir
, &z_front_south
, &z_back_south
);
1220 GetSlopePixelZOnEdge(ti
->tileh
, ReverseDiagDir(south_dir
), &z_front_north
, &z_back_north
);
1222 /* Shared height of pillars */
1223 int z_front
= max(z_front_north
, z_front_south
);
1224 int z_back
= max(z_back_north
, z_back_south
);
1226 /* x and y size of bounding-box of pillars */
1227 int w
= bounding_box_size
[axis
];
1228 int h
= bounding_box_size
[OtherAxis(axis
)];
1229 /* sprite position of back facing pillar */
1230 int x_back
= x
- back_pillar_offset
[axis
];
1231 int y_back
= y
- back_pillar_offset
[OtherAxis(axis
)];
1233 /* Draw front pillars */
1234 int bottom_z
= DrawPillarColumn(z_front
, z_bridge
, psid
, x
, y
, w
, h
);
1235 if (z_front_north
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1236 if (z_front_south
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1238 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1239 int z_bridge_back
= z_bridge
- 2 * (int)TILE_HEIGHT
;
1240 if (drawfarpillar
&& (z_back_north
<= z_bridge_back
|| z_back_south
<= z_bridge_back
)) {
1241 bottom_z
= DrawPillarColumn(z_back
, z_bridge_back
, psid
, x_back
, y_back
, w
, h
);
1242 if (z_back_north
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1243 if (z_back_south
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1248 * Draws the trambits over an already drawn (lower end) of a bridge.
1249 * @param x the x of the bridge
1250 * @param y the y of the bridge
1251 * @param z the z of the bridge
1252 * @param offset number representing whether to level or sloped and the direction
1253 * @param overlay do we want to still see the road?
1254 * @param head are we drawing bridge head?
1256 static void DrawBridgeTramBits(int x
, int y
, int z
, int offset
, bool overlay
, bool head
)
1258 static const SpriteID tram_offsets
[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
1259 static const SpriteID back_offsets
[6] = { 95, 96, 99, 102, 100, 101 };
1260 static const SpriteID front_offsets
[6] = { 97, 98, 103, 106, 104, 105 };
1262 static const uint size_x
[6] = { 1, 16, 16, 1, 16, 1 };
1263 static const uint size_y
[6] = { 16, 1, 1, 16, 1, 16 };
1264 static const uint front_bb_offset_x
[6] = { 15, 0, 0, 15, 0, 15 };
1265 static const uint front_bb_offset_y
[6] = { 0, 15, 15, 0, 15, 0 };
1267 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1268 * The bounding boxes here are the same as for bridge front/roof */
1269 if (head
|| !IsInvisibilitySet(TO_BRIDGES
)) {
1270 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ tram_offsets
[overlay
][offset
], PAL_NONE
,
1271 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1272 !head
&& IsTransparencySet(TO_BRIDGES
));
1275 /* Do not draw catenary if it is set invisible */
1276 if (!IsInvisibilitySet(TO_CATENARY
)) {
1277 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ back_offsets
[offset
], PAL_NONE
,
1278 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1279 IsTransparencySet(TO_CATENARY
));
1282 /* Start a new SpriteCombine for the front part */
1284 StartSpriteCombine();
1286 /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
1287 if (!IsInvisibilitySet(TO_CATENARY
)) {
1288 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ front_offsets
[offset
], PAL_NONE
,
1289 x
, y
, size_x
[offset
] + front_bb_offset_x
[offset
], size_y
[offset
] + front_bb_offset_y
[offset
], 0x28, z
,
1290 IsTransparencySet(TO_CATENARY
), front_bb_offset_x
[offset
], front_bb_offset_y
[offset
]);
1294 /* Draws a signal on tunnel / bridge entrance tile. */
1295 static void DrawTunnelBridgeRampSignal(const TileInfo
*ti
)
1297 bool side
= (_settings_game
.vehicle
.road_side
!= 0) &&_settings_game
.construction
.train_signal_side
;
1299 static const Point SignalPositions
[2][4] = {
1300 { /* X X Y Y Signals on the left side */
1301 {13, 3}, { 2, 13}, { 3, 4}, {13, 14}
1302 }, {/* X X Y Y Signals on the right side */
1303 {14, 13}, { 3, 3}, {13, 2}, { 3, 13}
1308 DiagDirection dir
= GetTunnelBridgeDirection(ti
->tile
);
1311 default: NOT_REACHED();
1312 case DIAGDIR_NE
: position
= 0; break;
1313 case DIAGDIR_SE
: position
= 2; break;
1314 case DIAGDIR_SW
: position
= 1; break;
1315 case DIAGDIR_NW
: position
= 3; break;
1318 SignalType type
= SIGTYPE_NORMAL
;
1320 bool is_green
= (GetTunnelBridgeSignalState(ti
->tile
) == SIGNAL_STATE_GREEN
);
1322 if (IsTunnelBridgeSignalSimulationExit(ti
->tile
)) {
1325 if (IsTunnelBridgePBS(ti
->tile
)) type
= SIGTYPE_PBS_ONEWAY
;
1330 uint x
= TileX(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
!= show_exit
][position
^ (show_exit
? 1 : 0)].x
;
1331 uint y
= TileY(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
!= show_exit
][position
^ (show_exit
? 1 : 0)].y
;
1334 if (ti
->tileh
== SLOPE_FLAT
&& side
== show_exit
&& dir
== DIAGDIR_SE
) z
+= 2;
1335 if (ti
->tileh
== SLOPE_FLAT
&& side
!= show_exit
&& dir
== DIAGDIR_SW
) z
+= 2;
1337 if (ti
->tileh
!= SLOPE_FLAT
&& IsBridge(ti
->tile
)) z
+= 8; // sloped bridge head
1338 SignalVariant variant
= IsTunnelBridgeSemaphore(ti
->tile
) ? SIG_SEMAPHORE
: SIG_ELECTRIC
;
1339 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1341 SpriteID sprite
= GetCustomSignalSprite(rti
, ti
->tile
, type
, variant
, is_green
? SIGNAL_STATE_GREEN
: SIGNAL_STATE_RED
);
1342 bool is_custom_sprite
= (sprite
!= 0);
1344 if (is_custom_sprite
) {
1348 if (variant
== SIG_ELECTRIC
&& type
== SIGTYPE_NORMAL
) {
1349 /* Normal electric signals are picked from original sprites. */
1350 sprite
= SPR_ORIGINAL_SIGNALS_BASE
+ ((position
<< 1) + is_green
);
1353 /* All other signals are picked from add on sprites. */
1354 sprite
= SPR_SIGNALS_BASE
+ ((type
- 1) * 16 + variant
* 64 + (position
<< 1) + is_green
) + (type
> SIGTYPE_LAST_NOPBS
? 64 : 0);
1358 AddSortableSpriteToDraw(sprite
, PAL_NONE
, x
, y
, 1, 1, TILE_HEIGHT
, z
, false, 0, 0, BB_Z_SEPARATOR
);
1361 /* Draws a signal on tunnel / bridge entrance tile. */
1362 static void DrawBrigeSignalOnMiddlePart(const TileInfo
*ti
, TileIndex bridge_start_tile
, uint z
)
1365 uint bridge_signal_position
= 0;
1366 int m2_position
= 0;
1368 uint bridge_section
= GetTunnelBridgeLength(ti
->tile
, bridge_start_tile
) + 1;
1370 while (bridge_signal_position
<= bridge_section
) {
1371 bridge_signal_position
+= _settings_game
.construction
.simulated_wormhole_signals
;
1372 if (bridge_signal_position
== bridge_section
) {
1373 bool side
= (_settings_game
.vehicle
.road_side
!= 0) && _settings_game
.construction
.train_signal_side
;
1375 static const Point SignalPositions
[2][4] = {
1376 { /* X X Y Y Signals on the left side */
1377 {11, 3}, { 4, 13}, { 3, 4}, {11, 13}
1378 }, {/* X X Y Y Signals on the right side */
1379 {11, 13}, { 4, 3}, {13, 4}, { 3, 11}
1385 switch (GetTunnelBridgeDirection(bridge_start_tile
)) {
1386 default: NOT_REACHED();
1387 case DIAGDIR_NE
: position
= 0; break;
1388 case DIAGDIR_SE
: position
= 2; break;
1389 case DIAGDIR_SW
: position
= 1; break;
1390 case DIAGDIR_NW
: position
= 3; break;
1393 uint x
= TileX(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
][position
].x
;
1394 uint y
= TileY(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
][position
].y
;
1397 SignalVariant variant
= IsTunnelBridgeSemaphore(bridge_start_tile
) ? SIG_SEMAPHORE
: SIG_ELECTRIC
;
1399 SpriteID sprite
= (GetBridgeEntranceSimulatedSignalState(bridge_start_tile
, m2_position
) == SIGNAL_STATE_GREEN
);
1401 if (variant
== SIG_ELECTRIC
) {
1402 /* Normal electric signals are picked from original sprites. */
1403 sprite
+= SPR_ORIGINAL_SIGNALS_BASE
+ (position
<< 1);
1405 /* All other signals are picked from add on sprites. */
1406 sprite
+= SPR_SIGNALS_BASE
+ (SIGTYPE_NORMAL
- 1) * 16 + variant
* 64 + (position
<< 1);
1409 AddSortableSpriteToDraw(sprite
, PAL_NONE
, x
, y
, 1, 1, TILE_HEIGHT
, z
, false, 0, 0, BB_Z_SEPARATOR
);
1416 * Draws a tunnel of bridge tile.
1417 * For tunnels, this is rather simple, as you only need to draw the entrance.
1418 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1419 * and it works a bit like a bitmask.<p> For bridge heads:
1420 * @param ti TileInfo of the structure to draw
1421 * <ul><li>Bit 0: direction</li>
1422 * <li>Bit 1: northern or southern heads</li>
1423 * <li>Bit 2: Set if the bridge head is sloped</li>
1424 * <li>Bit 3 and more: Railtype Specific subset</li>
1426 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1428 static void DrawTile_TunnelBridge(TileInfo
*ti
)
1430 TransportType transport_type
= GetTunnelBridgeTransportType(ti
->tile
);
1431 DiagDirection tunnelbridge_direction
= GetTunnelBridgeDirection(ti
->tile
);
1433 if (IsTunnel(ti
->tile
)) {
1434 /* Front view of tunnel bounding boxes:
1436 * 122223 <- BB_Z_SEPARATOR
1438 * 1 3 1,3 = empty helper BB
1439 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1443 static const int _tunnel_BB
[4][12] = {
1444 /* tunnnel-roof | Z-separator | tram-catenary
1445 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1446 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1447 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1448 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1449 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1451 const int *BB_data
= _tunnel_BB
[tunnelbridge_direction
];
1453 bool catenary
= false;
1456 SpriteID railtype_overlay
= 0;
1457 if (transport_type
== TRANSPORT_RAIL
) {
1458 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1459 image
= rti
->base_sprites
.tunnel
;
1460 if (rti
->UsesOverlay()) {
1461 /* Check if the railtype has custom tunnel portals. */
1462 railtype_overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL_PORTAL
);
1463 if (railtype_overlay
!= 0) image
= SPR_RAILTYPE_TUNNEL_BASE
; // Draw blank grass tunnel base.
1466 image
= SPR_TUNNEL_ENTRY_REAR_ROAD
;
1469 if (HasTunnelBridgeSnowOrDesert(ti
->tile
)) image
+= railtype_overlay
!= 0 ? 8 : 32;
1471 image
+= tunnelbridge_direction
* 2;
1472 DrawGroundSprite(image
, PAL_NONE
);
1474 if (transport_type
== TRANSPORT_ROAD
) {
1475 RoadTypes rts
= GetRoadTypes(ti
->tile
);
1477 if (HasBit(rts
, ROADTYPE_TRAM
)) {
1478 static const SpriteID tunnel_sprites
[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
1480 DrawGroundSprite(SPR_TRAMWAY_BASE
+ tunnel_sprites
[rts
- ROADTYPES_TRAM
][tunnelbridge_direction
], PAL_NONE
);
1482 /* Do not draw wires if they are invisible */
1483 if (!IsInvisibilitySet(TO_CATENARY
)) {
1485 StartSpriteCombine();
1486 AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES
+ 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
);
1490 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1491 if (rti
->UsesOverlay()) {
1492 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL
);
1493 if (surface
!= 0) DrawGroundSprite(surface
+ tunnelbridge_direction
, PAL_NONE
);
1496 DrawOverlay(ti
, MP_TUNNELBRIDGE
);
1498 /* PBS debugging, draw reserved tracks darker */
1499 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1500 if (rti
->UsesOverlay()) {
1501 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1502 DrawGroundSprite(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
);
1504 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
);
1508 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1509 /* Maybe draw pylons on the entry side */
1510 DrawRailCatenary(ti
);
1513 StartSpriteCombine();
1514 /* Draw wire above the ramp */
1515 DrawRailCatenaryOnTunnel(ti
);
1519 if (railtype_overlay
!= 0 && !catenary
) StartSpriteCombine();
1521 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
);
1522 /* Draw railtype tunnel portal overlay if defined. */
1523 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
);
1525 if (catenary
|| railtype_overlay
!= 0) EndSpriteCombine();
1527 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1528 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, ti
->x
, ti
->y
, BB_data
[6], BB_data
[7], TILE_HEIGHT
, ti
->z
);
1529 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
);
1531 /* Draw signals for tunnel. */
1532 if (IsTunnelBridgeWithSignalSimulation(ti
->tile
)) DrawTunnelBridgeRampSignal(ti
);
1534 DrawBridgeMiddle(ti
);
1535 } else { // IsBridge(ti->tile)
1536 if (transport_type
== TRANSPORT_ROAD
&& IsRoadCustomBridgeHead(ti
->tile
)) {
1538 DrawBridgeMiddle(ti
);
1542 const PalSpriteID
*psid
;
1544 bool ice
= HasTunnelBridgeSnowOrDesert(ti
->tile
);
1546 if (transport_type
== TRANSPORT_RAIL
) {
1547 base_offset
= GetRailTypeInfo(GetRailType(ti
->tile
))->bridge_offset
;
1548 assert(base_offset
!= 8); // This one is used for roads
1553 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1554 assert( (base_offset
& 0x07) == 0x00);
1556 DrawFoundation(ti
, GetBridgeFoundation(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
)));
1558 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1559 base_offset
+= (6 - tunnelbridge_direction
) % 4;
1561 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1562 if (transport_type
!= TRANSPORT_WATER
) {
1563 if (ti
->tileh
== SLOPE_FLAT
) base_offset
+= 4; // sloped bridge head
1564 psid
= &GetBridgeSpriteTable(GetBridgeType(ti
->tile
), BRIDGE_PIECE_HEAD
)[base_offset
];
1566 psid
= _aqueduct_sprites
+ base_offset
;
1570 TileIndex next
= ti
->tile
+ TileOffsByDiagDir(tunnelbridge_direction
);
1571 if (ti
->tileh
!= SLOPE_FLAT
&& ti
->z
== 0 && HasTileWaterClass(next
) && GetWaterClass(next
) == WATER_CLASS_SEA
) {
1572 DrawShoreTile(ti
->tileh
);
1574 DrawClearLandTile(ti
, 3);
1577 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE
+ SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
);
1582 /* Draw Trambits and PBS Reservation as SpriteCombine */
1583 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1585 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1586 * it doesn't disappear behind it
1588 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1589 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, ti
->x
, ti
->y
, 16, 16, ti
->tileh
== SLOPE_FLAT
? 0 : 8, ti
->z
);
1591 if (transport_type
== TRANSPORT_ROAD
) {
1592 RoadTypes rts
= GetRoadTypes(ti
->tile
);
1594 if (HasBit(rts
, ROADTYPE_TRAM
)) {
1595 uint offset
= tunnelbridge_direction
;
1597 if (ti
->tileh
!= SLOPE_FLAT
) {
1598 offset
= (offset
+ 1) & 1;
1603 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1604 DrawBridgeTramBits(ti
->x
, ti
->y
, z
, offset
, HasBit(rts
, ROADTYPE_ROAD
), true);
1607 } else if (transport_type
== TRANSPORT_RAIL
) {
1608 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1609 if (rti
->UsesOverlay()) {
1610 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_BRIDGE
);
1612 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1613 AddSortableSpriteToDraw(surface
+ ((DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
) ? RTBO_X
: RTBO_Y
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1615 AddSortableSpriteToDraw(surface
+ RTBO_SLOPE
+ tunnelbridge_direction
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1618 /* Don't fallback to non-overlay sprite -- the spec states that
1619 * if an overlay is present then the bridge surface must be
1623 /* PBS debugging, draw reserved tracks darker */
1624 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1625 if (rti
->UsesOverlay()) {
1626 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1627 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1628 AddSortableSpriteToDraw(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1630 AddSortableSpriteToDraw(overlay
+ RTO_SLOPE_NE
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1633 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1634 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);
1636 AddSortableSpriteToDraw(rti
->base_sprites
.single_sloped
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1642 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1643 DrawRailCatenary(ti
);
1647 /* Draw signals for bridge. */
1648 if (IsTunnelBridgeWithSignalSimulation(ti
->tile
)) DrawTunnelBridgeRampSignal(ti
);
1650 DrawBridgeMiddle(ti
);
1656 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1657 * bridges pieces sequence (middle parts).
1658 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1659 * bridge len 1: BRIDGE_PIECE_NORTH
1660 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1661 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1662 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1663 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1664 * 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
1665 * 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
1666 * #0 - always as first, #1 - always as last (if len>1)
1667 * #2,#3 are to pair in order
1668 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1669 * @param north Northernmost tile of bridge
1670 * @param south Southernmost tile of bridge
1671 * @return Index of bridge piece
1673 static BridgePieces
CalcBridgePiece(uint north
, uint south
)
1676 return BRIDGE_PIECE_NORTH
;
1677 } else if (south
== 1) {
1678 return BRIDGE_PIECE_SOUTH
;
1679 } else if (north
< south
) {
1680 return north
& 1 ? BRIDGE_PIECE_INNER_SOUTH
: BRIDGE_PIECE_INNER_NORTH
;
1681 } else if (north
> south
) {
1682 return south
& 1 ? BRIDGE_PIECE_INNER_NORTH
: BRIDGE_PIECE_INNER_SOUTH
;
1684 return north
& 1 ? BRIDGE_PIECE_MIDDLE_EVEN
: BRIDGE_PIECE_MIDDLE_ODD
;
1689 * Draw the middle bits of a bridge.
1690 * @param ti Tile information of the tile to draw it on.
1692 void DrawBridgeMiddle(const TileInfo
*ti
)
1694 /* Sectional view of bridge bounding boxes:
1696 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1697 * 1 2 3 = empty helper BB
1698 * 1 7 2 4,5 = pillars under higher bridges
1699 * 1 6 88888 6 2 6 = elrail-pylons
1700 * 1 6 88888 6 2 7 = elrail-wire
1701 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1702 * 3333333333333 <- BB_Z_SEPARATOR
1704 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1710 if (!IsBridgeAbove(ti
->tile
)) return;
1712 TileIndex rampnorth
= GetNorthernBridgeEnd(ti
->tile
);
1713 TileIndex rampsouth
= GetSouthernBridgeEnd(ti
->tile
);
1714 TransportType transport_type
= GetTunnelBridgeTransportType(rampsouth
);
1716 Axis axis
= GetBridgeAxis(ti
->tile
);
1717 BridgePieces piece
= CalcBridgePiece(
1718 GetTunnelBridgeLength(ti
->tile
, rampnorth
) + 1,
1719 GetTunnelBridgeLength(ti
->tile
, rampsouth
) + 1
1722 const PalSpriteID
*psid
;
1724 if (transport_type
!= TRANSPORT_WATER
) {
1725 BridgeType type
= GetBridgeType(rampsouth
);
1726 drawfarpillar
= !HasBit(GetBridgeSpec(type
)->flags
, 0);
1729 if (transport_type
== TRANSPORT_RAIL
) {
1730 base_offset
= GetRailTypeInfo(GetRailType(rampsouth
))->bridge_offset
;
1735 psid
= base_offset
+ GetBridgeSpriteTable(type
, piece
);
1737 drawfarpillar
= true;
1738 psid
= _aqueduct_sprites
;
1741 if (axis
!= AXIS_X
) psid
+= 4;
1745 uint bridge_z
= GetBridgePixelHeight(rampsouth
);
1746 int z
= bridge_z
- BRIDGE_Z_START
;
1748 /* Add a bounding box that separates the bridge from things below it. */
1749 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, x
, y
, 16, 16, 1, bridge_z
- TILE_HEIGHT
+ BB_Z_SEPARATOR
);
1751 /* Draw Trambits as SpriteCombine */
1752 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1754 /* Draw floor and far part of bridge*/
1755 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1756 if (axis
== AXIS_X
) {
1757 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 1, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1759 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 1, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1765 if (transport_type
== TRANSPORT_ROAD
) {
1766 const RoadTypes rts
= GetRoadTypes(rampsouth
);
1768 bool has_tram
= HasBit(rts
, ROADTYPE_TRAM
);
1769 bool has_road
= HasBit(rts
, ROADTYPE_ROAD
);
1770 if (IsRoadCustomBridgeHeadTile(rampsouth
)) {
1771 RoadBits entrance_bit
= DiagDirToRoadBits(GetTunnelBridgeDirection(rampsouth
));
1772 has_tram
= has_tram
&& (GetCustomBridgeHeadRoadBits(rampsouth
, ROADTYPE_TRAM
) & entrance_bit
);
1773 has_road
= has_road
&& (GetCustomBridgeHeadRoadBits(rampsouth
, ROADTYPE_ROAD
) & entrance_bit
);
1777 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1778 DrawBridgeTramBits(x
, y
, bridge_z
, axis
^ 1, has_road
, false);
1781 StartSpriteCombine();
1783 } else if (transport_type
== TRANSPORT_RAIL
) {
1784 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(rampsouth
));
1785 if (rti
->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES
)) {
1786 SpriteID surface
= GetCustomRailSprite(rti
, rampsouth
, RTSG_BRIDGE
, TCX_ON_BRIDGE
);
1788 AddSortableSpriteToDraw(surface
+ axis
, PAL_NONE
, x
, y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1792 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& !IsInvisibilitySet(TO_BRIDGES
) && HasTunnelBridgeReservation(rampnorth
)
1793 && !IsTunnelBridgeWithSignalSimulation(rampnorth
)) {
1794 if (rti
->UsesOverlay()) {
1795 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1796 AddSortableSpriteToDraw(overlay
+ RTO_X
+ axis
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1798 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
));
1804 if (HasRailCatenaryDrawn(GetRailType(rampsouth
))) {
1805 DrawRailCatenaryOnBridge(ti
);
1809 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1810 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1811 if (axis
== AXIS_X
) {
1813 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 4, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 3, BRIDGE_Z_START
);
1816 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 4, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 3, 0, BRIDGE_Z_START
);
1820 /* Draw TramFront as SpriteCombine */
1821 if (transport_type
== TRANSPORT_ROAD
) EndSpriteCombine();
1823 /* Do not draw anything more if bridges are invisible */
1824 if (IsInvisibilitySet(TO_BRIDGES
)) return;
1827 if (ti
->z
+ 5 == z
) {
1828 /* draw poles below for small bridges */
1829 if (psid
->sprite
!= 0) {
1830 SpriteID image
= psid
->sprite
;
1831 SpriteID pal
= psid
->pal
;
1832 if (IsTransparencySet(TO_BRIDGES
)) {
1833 SetBit(image
, PALETTE_MODIFIER_TRANSPARENT
);
1834 pal
= PALETTE_TO_TRANSPARENT
;
1837 DrawGroundSpriteAt(image
, pal
, x
- ti
->x
, y
- ti
->y
, z
- ti
->z
);
1840 /* draw pillars below for high bridges */
1841 DrawBridgePillars(psid
, ti
, axis
, drawfarpillar
, x
, y
, z
);
1846 static int GetSlopePixelZ_TunnelBridge(TileIndex tile
, uint x
, uint y
)
1849 Slope tileh
= GetTilePixelSlope(tile
, &z
);
1854 if (IsTunnel(tile
)) {
1855 uint pos
= (DiagDirToAxis(GetTunnelBridgeDirection(tile
)) == AXIS_X
? y
: x
);
1857 /* In the tunnel entrance? */
1858 if (5 <= pos
&& pos
<= 10) return z
;
1859 } else { // IsBridge(tile)
1860 if (IsRoadCustomBridgeHeadTile(tile
)) {
1861 return z
+ TILE_HEIGHT
+ (IsSteepSlope(tileh
) ? TILE_HEIGHT
: 0);
1864 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1865 uint pos
= (DiagDirToAxis(dir
) == AXIS_X
? y
: x
);
1867 z
+= ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh
, DiagDirToAxis(dir
)), &tileh
);
1869 /* On the bridge ramp? */
1870 if (5 <= pos
&& pos
<= 10) {
1873 if (tileh
!= SLOPE_FLAT
) return z
+ TILE_HEIGHT
;
1876 default: NOT_REACHED();
1877 case DIAGDIR_NE
: delta
= (TILE_SIZE
- 1 - x
) / 2; break;
1878 case DIAGDIR_SE
: delta
= y
/ 2; break;
1879 case DIAGDIR_SW
: delta
= x
/ 2; break;
1880 case DIAGDIR_NW
: delta
= (TILE_SIZE
- 1 - y
) / 2; break;
1882 return z
+ 1 + delta
;
1886 return z
+ GetPartialPixelZ(x
, y
, tileh
);
1889 static Foundation
GetFoundation_TunnelBridge(TileIndex tile
, Slope tileh
)
1891 if (IsRoadCustomBridgeHeadTile(tile
)) return FOUNDATION_LEVELED
;
1892 return IsTunnel(tile
) ? FOUNDATION_NONE
: GetBridgeFoundation(tileh
, DiagDirToAxis(GetTunnelBridgeDirection(tile
)));
1895 static void GetTileDesc_TunnelBridge(TileIndex tile
, TileDesc
*td
)
1897 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1899 if (IsTunnel(tile
)) {
1900 if (Tunnel::GetByTile(tile
)->is_chunnel
) {
1901 td
->str
= (tt
== TRANSPORT_RAIL
) ? IsTunnelBridgeWithSignalSimulation(tile
) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL_CHUNNEL
: STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_CHUNNEL
: STR_LAI_TUNNEL_DESCRIPTION_ROAD_CHUNNEL
;
1903 td
->str
= (tt
== TRANSPORT_RAIL
) ? IsTunnelBridgeWithSignalSimulation(tile
) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL
: STR_LAI_TUNNEL_DESCRIPTION_RAILROAD
: STR_LAI_TUNNEL_DESCRIPTION_ROAD
;
1905 } else { // IsBridge(tile)
1906 td
->str
= (tt
== TRANSPORT_WATER
) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT
: IsTunnelBridgeWithSignalSimulation(tile
) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL
: GetBridgeSpec(GetBridgeType(tile
))->transport_name
[tt
];
1908 td
->owner
[0] = GetTileOwner(tile
);
1910 Owner road_owner
= INVALID_OWNER
;
1911 Owner tram_owner
= INVALID_OWNER
;
1912 RoadTypes rts
= GetRoadTypes(tile
);
1913 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
1914 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
1916 /* Is there a mix of owners? */
1917 if ((tram_owner
!= INVALID_OWNER
&& tram_owner
!= td
->owner
[0]) ||
1918 (road_owner
!= INVALID_OWNER
&& road_owner
!= td
->owner
[0])) {
1920 if (road_owner
!= INVALID_OWNER
) {
1921 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_ROAD_OWNER
;
1922 td
->owner
[i
] = road_owner
;
1925 if (tram_owner
!= INVALID_OWNER
) {
1926 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_TRAM_OWNER
;
1927 td
->owner
[i
] = tram_owner
;
1931 if (tt
== TRANSPORT_RAIL
) {
1932 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(tile
));
1933 td
->rail_speed
= rti
->max_speed
;
1934 td
->railtype
= rti
->strings
.name
;
1936 if (!IsTunnel(tile
)) {
1937 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1938 if (td
->rail_speed
== 0 || spd
< td
->rail_speed
) {
1939 td
->rail_speed
= spd
;
1942 } else if (tt
== TRANSPORT_ROAD
&& !IsTunnel(tile
)) {
1943 td
->road_speed
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1948 static void TileLoop_TunnelBridge(TileIndex tile
)
1950 bool snow_or_desert
= HasTunnelBridgeSnowOrDesert(tile
);
1951 switch (_settings_game
.game_creation
.landscape
) {
1953 /* As long as we do not have a snow density, we want to use the density
1954 * from the entry edge. */
1955 int z
= GetTileMaxZ(tile
);
1956 if (snow_or_desert
!= (z
> GetSnowLine())) {
1957 SetTunnelBridgeSnowOrDesert(tile
, !snow_or_desert
);
1958 MarkTileDirtyByTile(tile
);
1964 if (GetTropicZone(tile
) == TROPICZONE_DESERT
&& !snow_or_desert
) {
1965 SetTunnelBridgeSnowOrDesert(tile
, true);
1966 MarkTileDirtyByTile(tile
);
1975 static bool ClickTile_TunnelBridge(TileIndex tile
)
1977 /* Show vehicles found in tunnel. */
1978 if (IsTunnelTile(tile
)) {
1981 TileIndex tile_end
= GetOtherTunnelBridgeEnd(tile
);
1983 if (!t
->IsFrontEngine()) continue;
1984 if (tile
== t
->tile
|| tile_end
== t
->tile
) {
1985 ShowVehicleViewWindow(t
);
1988 if (count
> 19) break; // no more than 20 windows open
1990 if (count
> 0) return true;
1995 extern const TrackBits _road_trackbits
[16];
1997 static TrackStatus
GetTileTrackStatus_TunnelBridge(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
1999 TransportType transport_type
= GetTunnelBridgeTransportType(tile
);
2001 if (transport_type
!= mode
|| (transport_type
== TRANSPORT_ROAD
&& (GetRoadTypes(tile
) & sub_mode
) == 0)) return 0;
2003 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
2005 if (mode
== TRANSPORT_ROAD
&& IsRoadCustomBridgeHeadTile(tile
)) {
2006 if (side
!= INVALID_DIAGDIR
&& side
== dir
) return 0;
2007 TrackBits bits
= TRACK_BIT_NONE
;
2008 if (sub_mode
& ROADTYPES_TRAM
) bits
|= _road_trackbits
[GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_TRAM
)];
2009 if (sub_mode
& ROADTYPES_ROAD
) bits
|= _road_trackbits
[GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_ROAD
)];
2010 return CombineTrackStatus(TrackBitsToTrackdirBits(bits
), TRACKDIR_BIT_NONE
);
2013 if (side
!= INVALID_DIAGDIR
&& side
!= ReverseDiagDir(dir
)) return 0;
2015 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir
)), TRACKDIR_BIT_NONE
);
2018 static void UpdateRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
, bool add
) {
2019 /* A full diagonal road has two road bits. */
2020 const uint middle_len
= 2 * GetTunnelBridgeLength(begin
, end
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
2021 const uint len
= middle_len
+ (4 * TUNNELBRIDGE_TRACKBIT_FACTOR
);
2023 /* Iterate all present road types as each can have a different owner. */
2025 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(begin
)) {
2026 Company
* const c
= Company::GetIfValid(GetRoadOwner(begin
, rt
));
2029 if (IsBridge(begin
)) {
2030 const RoadBits bits
= GetCustomBridgeHeadRoadBits(begin
, rt
);
2031 infra
+= CountBits(bits
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
2032 if (bits
& DiagDirToRoadBits(GetTunnelBridgeDirection(begin
))) {
2033 infra
+= middle_len
;
2039 c
->infrastructure
.road
[rt
] += infra
;
2041 c
->infrastructure
.road
[rt
] -= infra
;
2045 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(end
)) {
2046 Company
* const c
= Company::GetIfValid(GetRoadOwner(end
, rt
));
2049 if (IsBridge(end
)) {
2050 const RoadBits bits
= GetCustomBridgeHeadRoadBits(end
, rt
);
2051 infra
+= CountBits(bits
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
2054 c
->infrastructure
.road
[rt
] += infra
;
2056 c
->infrastructure
.road
[rt
] -= infra
;
2062 void AddRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
) {
2063 UpdateRoadTunnelBridgeInfrastructure(begin
, end
, true);
2066 void SubtractRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
) {
2067 UpdateRoadTunnelBridgeInfrastructure(begin
, end
, false);
2070 static void ChangeTileOwner_TunnelBridge(TileIndex tile
, Owner old_owner
, Owner new_owner
)
2072 const TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
2073 /* Set number of pieces to zero if it's the southern tile as we
2074 * don't want to update the infrastructure counts twice. */
2075 const uint num_pieces
= tile
< other_end
? (GetTunnelBridgeLength(tile
, other_end
) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
: 0;
2076 const TransportType tt
= GetTunnelBridgeTransportType(tile
);
2078 if (tt
== TRANSPORT_ROAD
) SubtractRoadTunnelBridgeInfrastructure(tile
, other_end
);
2080 for (RoadType rt
= ROADTYPE_ROAD
; rt
< ROADTYPE_END
; rt
++) {
2081 /* Update all roadtypes, no matter if they are present */
2082 if (GetRoadOwner(tile
, rt
) == old_owner
) {
2083 SetRoadOwner(tile
, rt
, new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
);
2087 if (tt
== TRANSPORT_ROAD
) AddRoadTunnelBridgeInfrastructure(tile
, other_end
);
2089 if (!IsTileOwner(tile
, old_owner
)) return;
2091 /* Update company infrastructure counts for rail and water as well.
2092 * No need to dirty windows here, we'll redraw the whole screen anyway. */
2093 Company
*old
= Company::Get(old_owner
);
2094 if (tt
== TRANSPORT_RAIL
) {
2095 old
->infrastructure
.rail
[GetRailType(tile
)] -= num_pieces
;
2096 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.rail
[GetRailType(tile
)] += num_pieces
;
2097 } else if (tt
== TRANSPORT_WATER
) {
2098 old
->infrastructure
.water
-= num_pieces
;
2099 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.water
+= num_pieces
;
2102 if (IsTunnelBridgeWithSignalSimulation(tile
) && IsTunnelBridgeSignalSimulationEntrance(tile
)) {
2103 uint num_sigs
= GetTunnelBridgeSignalSimulationSignalCount(tile
, other_end
);
2104 Company::Get(old_owner
)->infrastructure
.signal
-= num_sigs
;
2105 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.signal
+= num_sigs
;
2108 if (new_owner
!= INVALID_OWNER
) {
2109 SetTileOwner(tile
, new_owner
);
2111 if (tt
== TRANSPORT_RAIL
) {
2112 /* Since all of our vehicles have been removed, it is safe to remove the rail
2113 * bridge / tunnel. */
2114 CommandCost ret
= DoCommand(tile
, 0, 0, DC_EXEC
| DC_BANKRUPT
, CMD_LANDSCAPE_CLEAR
);
2115 assert(ret
.Succeeded());
2117 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
2118 SetTileOwner(tile
, OWNER_NONE
);
2124 * Frame when the 'enter tunnel' sound should be played. This is the second
2125 * frame on a tile, so the sound is played shortly after entering the tunnel
2126 * tile, while the vehicle is still visible.
2128 static const byte TUNNEL_SOUND_FRAME
= 1;
2131 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
2132 * This differs per direction, because of visibility / bounding box issues.
2133 * Note that direction, in this case, is the direction leading into the tunnel.
2134 * When entering a tunnel, hide the vehicle when it reaches the given frame.
2135 * When leaving a tunnel, show the vehicle when it is one frame further
2136 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
2138 extern const byte _tunnel_visibility_frame
[DIAGDIR_END
] = {12, 8, 8, 12};
2140 extern const byte _tunnel_turnaround_pre_visibility_frame
[DIAGDIR_END
] = { 31, 27, 27, 31 };
2142 static VehicleEnterTileStatus
VehicleEnter_TunnelBridge(Vehicle
*v
, TileIndex tile
, int x
, int y
)
2144 int z
= GetSlopePixelZ(x
, y
) - v
->z_pos
;
2146 if (abs(z
) > 2) return VETSB_CANNOT_ENTER
;
2147 /* Direction into the wormhole */
2148 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
2149 /* Direction of the vehicle */
2150 const DiagDirection vdir
= DirToDiagDir(v
->direction
);
2151 /* New position of the vehicle on the tile */
2152 byte pos
= (DiagDirToAxis(vdir
) == AXIS_X
? x
: y
) & TILE_UNIT_MASK
;
2153 /* Number of units moved by the vehicle since entering the tile */
2154 byte frame
= (vdir
== DIAGDIR_NE
|| vdir
== DIAGDIR_NW
) ? TILE_SIZE
- 1 - pos
: pos
;
2156 if (IsTunnel(tile
)) {
2157 if (v
->type
== VEH_TRAIN
) {
2158 Train
*t
= Train::From(v
);
2160 if (t
->track
!= TRACK_BIT_WORMHOLE
&& dir
== vdir
) {
2161 if (t
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
2162 if (!PlayVehicleSound(t
, VSE_TUNNEL
) && RailVehInfo(t
->engine_type
)->engclass
== 0) {
2163 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, v
);
2165 return VETSB_CONTINUE
;
2167 if (frame
== _tunnel_visibility_frame
[dir
]) {
2169 t
->track
= TRACK_BIT_WORMHOLE
;
2170 if (Tunnel::GetByTile(tile
)->is_chunnel
) SetBit(t
->gv_flags
, GVF_CHUNNEL_BIT
);
2171 t
->vehstatus
|= VS_HIDDEN
;
2172 return VETSB_ENTERED_WORMHOLE
;
2176 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
2177 /* We're at the tunnel exit ?? */
2178 if (t
->tile
!= tile
&& GetOtherTunnelEnd(t
->tile
) != tile
) return VETSB_CONTINUE
; // In chunnel
2180 t
->track
= DiagDirToDiagTrackBits(vdir
);
2182 t
->vehstatus
&= ~VS_HIDDEN
;
2183 return VETSB_ENTERED_WORMHOLE
;
2185 } else if (v
->type
== VEH_ROAD
) {
2186 RoadVehicle
*rv
= RoadVehicle::From(v
);
2189 if (rv
->state
!= RVSB_WORMHOLE
&& dir
== vdir
) {
2190 if (frame
== _tunnel_visibility_frame
[dir
]) {
2191 /* Frame should be equal to the next frame number in the RV's movement */
2192 assert_msg(frame
== rv
->frame
+ 1 || rv
->frame
== _tunnel_turnaround_pre_visibility_frame
[dir
],
2193 +"frame: %u, rv->frame: %u, dir: %u, _tunnel_turnaround_pre_visibility_frame[dir]: %u", frame
, rv
->frame
, dir
, _tunnel_turnaround_pre_visibility_frame
[dir
]);
2195 rv
->state
= RVSB_WORMHOLE
;
2196 if (Tunnel::GetByTile(tile
)->is_chunnel
) SetBit(rv
->gv_flags
, GVF_CHUNNEL_BIT
);
2197 rv
->vehstatus
|= VS_HIDDEN
;
2198 return VETSB_ENTERED_WORMHOLE
;
2200 return VETSB_CONTINUE
;
2204 /* We're at the tunnel exit ?? */
2205 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
2206 if (rv
->tile
!= tile
&& GetOtherTunnelEnd(rv
->tile
) != tile
) return VETSB_CONTINUE
; // In chunnel
2208 rv
->state
= DiagDirToDiagTrackdir(vdir
);
2210 rv
->vehstatus
&= ~VS_HIDDEN
;
2211 return VETSB_ENTERED_WORMHOLE
;
2214 } else { // IsBridge(tile)
2215 if (v
->vehstatus
& VS_HIDDEN
) return VETSB_CONTINUE
; // Building bridges between chunnel portals allowed.
2216 if (v
->type
!= VEH_SHIP
) {
2217 /* modify speed of vehicle */
2218 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
2220 if (v
->type
== VEH_ROAD
) spd
*= 2;
2221 Vehicle
*first
= v
->First();
2222 first
->cur_speed
= min(first
->cur_speed
, spd
);
2226 /* Vehicle enters bridge at the last frame inside this tile. */
2227 if (frame
!= TILE_SIZE
- 1) return VETSB_CONTINUE
;
2230 Train
*t
= Train::From(v
);
2231 t
->track
= TRACK_BIT_WORMHOLE
;
2232 ClrBit(t
->gv_flags
, GVF_GOINGUP_BIT
);
2233 ClrBit(t
->gv_flags
, GVF_GOINGDOWN_BIT
);
2238 RoadVehicle
*rv
= RoadVehicle::From(v
);
2239 if (IsRoadCustomBridgeHeadTile(tile
)) {
2240 RoadBits bits
= ROAD_NONE
;
2241 if (rv
->compatible_roadtypes
& ROADTYPES_TRAM
) bits
|= GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_TRAM
);
2242 if (rv
->compatible_roadtypes
& ROADTYPES_ROAD
) bits
|= GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_ROAD
);
2243 if (!(bits
& DiagDirToRoadBits(GetTunnelBridgeDirection(tile
)))) return VETSB_CONTINUE
;
2245 rv
->state
= RVSB_WORMHOLE
;
2246 /* There are no slopes inside bridges / tunnels. */
2247 ClrBit(rv
->gv_flags
, GVF_GOINGUP_BIT
);
2248 ClrBit(rv
->gv_flags
, GVF_GOINGDOWN_BIT
);
2253 Ship::From(v
)->state
= TRACK_BIT_WORMHOLE
;
2256 default: NOT_REACHED();
2258 return VETSB_ENTERED_WORMHOLE
;
2259 } else if (vdir
== ReverseDiagDir(dir
)) {
2263 Train
*t
= Train::From(v
);
2264 if (t
->track
== TRACK_BIT_WORMHOLE
) {
2265 t
->track
= DiagDirToDiagTrackBits(vdir
);
2266 return VETSB_ENTERED_WORMHOLE
;
2272 RoadVehicle
*rv
= RoadVehicle::From(v
);
2273 if (rv
->state
== RVSB_WORMHOLE
) {
2274 rv
->state
= DiagDirToDiagTrackdir(vdir
);
2276 return VETSB_ENTERED_WORMHOLE
;
2282 Ship
*ship
= Ship::From(v
);
2283 if (ship
->state
== TRACK_BIT_WORMHOLE
) {
2284 ship
->state
= DiagDirToDiagTrackBits(vdir
);
2285 return VETSB_ENTERED_WORMHOLE
;
2290 default: NOT_REACHED();
2294 return VETSB_CONTINUE
;
2297 static CommandCost
TerraformTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
2299 if (_settings_game
.construction
.build_on_slopes
&& AutoslopeEnabled() && IsBridge(tile
) && GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) {
2300 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
2301 Axis axis
= DiagDirToAxis(direction
);
2304 Slope tileh_old
= GetTileSlope(tile
, &z_old
);
2306 if (IsRoadCustomBridgeHeadTile(tile
)) {
2307 const RoadBits pieces
= GetCustomBridgeHeadAllRoadBits(tile
);
2308 const RoadBits entrance_piece
= DiagDirToRoadBits(direction
);
2310 /* Steep slopes behave the same as slopes with one corner raised. */
2311 const Slope normalised_tileh_new
= IsSteepSlope(tileh_new
) ? SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh_new
)) : tileh_new
;
2313 if ((_invalid_tileh_slopes_road
[0][normalised_tileh_new
& SLOPE_ELEVATED
] & (pieces
& ~entrance_piece
)) != ROAD_NONE
) {
2314 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2318 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2319 if ((direction
== DIAGDIR_NW
) || (direction
== DIAGDIR_NE
)) {
2320 CheckBridgeSlopeSouth(axis
, &tileh_old
, &z_old
);
2321 res
= CheckBridgeSlopeSouth(axis
, &tileh_new
, &z_new
);
2323 CheckBridgeSlopeNorth(axis
, &tileh_old
, &z_old
);
2324 res
= CheckBridgeSlopeNorth(axis
, &tileh_new
, &z_new
);
2327 /* Surface slope is valid and remains unchanged? */
2328 if (res
.Succeeded() && (z_old
== z_new
) && (tileh_old
== tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2331 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2334 extern const TileTypeProcs _tile_type_tunnelbridge_procs
= {
2335 DrawTile_TunnelBridge
, // draw_tile_proc
2336 GetSlopePixelZ_TunnelBridge
, // get_slope_z_proc
2337 ClearTile_TunnelBridge
, // clear_tile_proc
2338 NULL
, // add_accepted_cargo_proc
2339 GetTileDesc_TunnelBridge
, // get_tile_desc_proc
2340 GetTileTrackStatus_TunnelBridge
, // get_tile_track_status_proc
2341 ClickTile_TunnelBridge
, // click_tile_proc
2342 NULL
, // animate_tile_proc
2343 TileLoop_TunnelBridge
, // tile_loop_proc
2344 ChangeTileOwner_TunnelBridge
, // change_tile_owner_proc
2345 NULL
, // add_produced_cargo_proc
2346 VehicleEnter_TunnelBridge
, // vehicle_enter_tile_proc
2347 GetFoundation_TunnelBridge
, // get_foundation_proc
2348 TerraformTile_TunnelBridge
, // terraform_tile_proc