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 if (IsBridgeTile(tile_start
) && IsBridgeTile(tile_end
) &&
362 GetOtherBridgeEnd(tile_start
) == tile_end
&&
363 GetTunnelBridgeTransportType(tile_start
) == transport_type
) {
364 /* Replace a current bridge. */
366 /* If this is a railway bridge, make sure the railtypes match. */
367 if (transport_type
== TRANSPORT_RAIL
&& GetRailType(tile_start
) != railtype
) {
368 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
371 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
372 if (!(flags
& DC_QUERY_COST
) && IsTileOwner(tile_start
, OWNER_TOWN
) &&
373 GetBridgeSpec(bridge_type
)->speed
< GetBridgeSpec(GetBridgeType(tile_start
))->speed
&&
374 _game_mode
!= GM_EDITOR
) {
375 Town
*t
= ClosestTownFromTile(tile_start
, UINT_MAX
);
380 SetDParam(0, t
->index
);
381 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
385 /* Do not replace the bridge with the same bridge type. */
386 if (!(flags
& DC_QUERY_COST
) && (bridge_type
== GetBridgeType(tile_start
)) && (transport_type
!= TRANSPORT_ROAD
|| (roadtypes
& ~GetRoadTypes(tile_start
)) == 0)) {
387 return_cmd_error(STR_ERROR_ALREADY_BUILT
);
390 /* Do not allow replacing another company's bridges. */
391 if (!IsTileOwner(tile_start
, company
) && !IsTileOwner(tile_start
, OWNER_TOWN
) && !IsTileOwner(tile_start
, OWNER_NONE
)) {
392 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER
);
395 cost
.AddCost((bridge_len
+ 1) * _price
[PR_CLEAR_BRIDGE
]); // The cost of clearing the current bridge.
396 owner
= GetTileOwner(tile_start
);
398 /* If bridge belonged to bankrupt company, it has a new owner now */
399 is_new_owner
= (owner
== OWNER_NONE
);
400 if (is_new_owner
) owner
= company
;
402 switch (transport_type
) {
404 /* Keep the reservation, the path stays valid. */
405 pbs_reservation
= HasTunnelBridgeReservation(tile_start
);
409 /* Do not remove road types when upgrading a bridge */
410 roadtypes
|= GetRoadTypes(tile_start
);
416 /* Build a new bridge. */
418 bool allow_on_slopes
= (_settings_game
.construction
.build_on_slopes
&& transport_type
!= TRANSPORT_WATER
);
420 /* Try and clear the start landscape */
421 CommandCost ret
= DoCommand(tile_start
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
422 if (ret
.Failed()) return ret
;
425 if (terraform_cost_north
.Failed() || (terraform_cost_north
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
426 cost
.AddCost(terraform_cost_north
);
428 /* Try and clear the end landscape */
429 ret
= DoCommand(tile_end
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
430 if (ret
.Failed()) return ret
;
433 /* false - end tile slope check */
434 if (terraform_cost_south
.Failed() || (terraform_cost_south
.GetCost() != 0 && !allow_on_slopes
)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
435 cost
.AddCost(terraform_cost_south
);
437 const TileIndex heads
[] = {tile_start
, tile_end
};
438 for (int i
= 0; i
< 2; i
++) {
439 if (IsBridgeAbove(heads
[i
])) {
440 TileIndex north_head
= GetNorthernBridgeEnd(heads
[i
]);
442 if (direction
== GetBridgeAxis(heads
[i
])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
444 if (z_start
+ 1 == GetBridgeHeight(north_head
)) {
445 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
450 TileIndexDiff delta
= (direction
== AXIS_X
? TileDiffXY(1, 0) : TileDiffXY(0, 1));
451 for (TileIndex tile
= tile_start
+ delta
; tile
!= tile_end
; tile
+= delta
) {
452 if (GetTileMaxZ(tile
) > z_start
) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN
);
454 if (z_start
>= (GetTileZ(tile
) + _settings_game
.construction
.max_bridge_height
)) {
456 * Disallow too high bridges.
457 * Properly rendering a map where very high bridges (might) exist is expensive.
458 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
459 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
461 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN
);
464 if (IsBridgeAbove(tile
)) {
465 /* Disallow crossing bridges for the time being */
466 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
469 switch (GetTileType(tile
)) {
471 if (!IsWater(tile
) && !IsCoast(tile
)) goto not_valid_below
;
475 if (!IsPlainRail(tile
)) goto not_valid_below
;
479 if (IsRoadDepot(tile
)) goto not_valid_below
;
482 case MP_TUNNELBRIDGE
:
483 if (IsTunnel(tile
)) break;
484 if (direction
== DiagDirToAxis(GetTunnelBridgeDirection(tile
))) goto not_valid_below
;
485 if (z_start
< GetBridgeHeight(tile
)) goto not_valid_below
;
489 const ObjectSpec
*spec
= ObjectSpec::GetByTile(tile
);
490 if ((spec
->flags
& OBJECT_FLAG_ALLOW_UNDER_BRIDGE
) == 0) goto not_valid_below
;
491 if (GetTileMaxZ(tile
) + spec
->height
> z_start
) goto not_valid_below
;
500 /* try and clear the middle landscape */
501 ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
502 if (ret
.Failed()) return ret
;
507 if (flags
& DC_EXEC
) {
508 /* We do this here because when replacing a bridge with another
509 * type calling SetBridgeMiddle isn't needed. After all, the
510 * tile already has the has_bridge_above bits set. */
511 SetBridgeMiddle(tile
, direction
);
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
!= NULL
) c
->infrastructure
.rail
[railtype
] += (bridge_len
+ 2) * 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
: {
535 RoadTypes prev_roadtypes
= IsBridgeTile(tile_start
) ? GetRoadTypes(tile_start
) : ROADTYPES_NONE
;
537 /* Also give unowned present roadtypes to new owner */
538 if (HasBit(prev_roadtypes
, ROADTYPE_ROAD
) && GetRoadOwner(tile_start
, ROADTYPE_ROAD
) == OWNER_NONE
) ClrBit(prev_roadtypes
, ROADTYPE_ROAD
);
539 if (HasBit(prev_roadtypes
, ROADTYPE_TRAM
) && GetRoadOwner(tile_start
, ROADTYPE_TRAM
) == OWNER_NONE
) ClrBit(prev_roadtypes
, ROADTYPE_TRAM
);
542 /* Add all new road types to the company infrastructure counter. */
544 FOR_EACH_SET_ROADTYPE(new_rt
, roadtypes
^ prev_roadtypes
) {
545 /* A full diagonal road tile has two road bits. */
546 c
->infrastructure
.road
[new_rt
] += (bridge_len
+ 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
549 Owner owner_road
= HasBit(prev_roadtypes
, ROADTYPE_ROAD
) ? GetRoadOwner(tile_start
, ROADTYPE_ROAD
) : company
;
550 Owner owner_tram
= HasBit(prev_roadtypes
, ROADTYPE_TRAM
) ? GetRoadOwner(tile_start
, ROADTYPE_TRAM
) : company
;
551 MakeRoadBridgeRamp(tile_start
, owner
, owner_road
, owner_tram
, bridge_type
, dir
, roadtypes
);
552 MakeRoadBridgeRamp(tile_end
, owner
, owner_road
, owner_tram
, bridge_type
, ReverseDiagDir(dir
), roadtypes
);
556 case TRANSPORT_WATER
:
557 if (is_new_owner
&& c
!= NULL
) c
->infrastructure
.water
+= (bridge_len
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
558 MakeAqueductBridgeRamp(tile_start
, owner
, dir
);
559 MakeAqueductBridgeRamp(tile_end
, owner
, ReverseDiagDir(dir
));
566 /* Mark all tiles dirty */
567 MarkBridgeDirty(tile_start
, tile_end
, AxisToDiagDir(direction
), z_start
);
568 DirtyCompanyInfrastructureWindows(company
);
571 if ((flags
& DC_EXEC
) && transport_type
== TRANSPORT_RAIL
) {
572 Track track
= AxisToTrack(direction
);
573 AddSideToSignalBuffer(tile_start
, INVALID_DIAGDIR
, company
);
574 YapfNotifyTrackLayoutChange(tile_start
, track
);
577 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
578 * It's unnecessary to execute this command every time for every bridge. So it is done only
579 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
581 Company
*c
= Company::GetIfValid(company
);
582 if (!(flags
& DC_QUERY_COST
) || (c
!= NULL
&& c
->is_ai
)) {
583 bridge_len
+= 2; // begin and end tiles/ramps
585 switch (transport_type
) {
586 case TRANSPORT_ROAD
: cost
.AddCost(bridge_len
* _price
[PR_BUILD_ROAD
] * 2 * CountBits(roadtypes
)); break;
587 case TRANSPORT_RAIL
: cost
.AddCost(bridge_len
* RailBuildCost(railtype
)); break;
591 if (c
!= NULL
) bridge_len
= CalcBridgeLenCostFactor(bridge_len
);
593 if (transport_type
!= TRANSPORT_WATER
) {
594 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_BRIDGE
] * GetBridgeSpec(bridge_type
)->price
>> 8);
596 /* Aqueducts use a separate base cost. */
597 cost
.AddCost((int64
)bridge_len
* _price
[PR_BUILD_AQUEDUCT
]);
608 * @param start_tile start tile of tunnel
609 * @param flags type of operation
610 * @param p1 bit 0-4 railtype or roadtypes
611 * bit 8-9 transport type
614 * @return the cost of this operation or an error
616 CommandCost
CmdBuildTunnel(TileIndex start_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
618 CompanyID company
= _current_company
;
620 TransportType transport_type
= Extract
<TransportType
, 8, 2>(p1
);
622 RailType railtype
= INVALID_RAILTYPE
;
623 RoadTypes rts
= ROADTYPES_NONE
;
624 _build_tunnel_endtile
= 0;
625 switch (transport_type
) {
627 railtype
= Extract
<RailType
, 0, 5>(p1
);
628 if (!ValParamRailtype(railtype
)) return CMD_ERROR
;
632 rts
= Extract
<RoadTypes
, 0, 2>(p1
);
633 if (!HasExactlyOneBit(rts
) || !HasRoadTypesAvail(company
, rts
)) return CMD_ERROR
;
636 default: return CMD_ERROR
;
639 if (company
== OWNER_DEITY
) {
640 if (transport_type
!= TRANSPORT_ROAD
) return CMD_ERROR
;
641 const Town
*town
= CalcClosestTownFromTile(start_tile
);
643 company
= OWNER_TOWN
;
645 /* If we are not within a town, we are not owned by the town */
646 if (town
== NULL
|| DistanceSquare(start_tile
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
647 company
= OWNER_NONE
;
653 Slope start_tileh
= GetTileSlope(start_tile
, &start_z
);
654 DiagDirection direction
= GetInclinedSlopeDirection(start_tileh
);
655 if (direction
== INVALID_DIAGDIR
) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL
);
657 if (HasTileWaterGround(start_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
659 CommandCost ret
= DoCommand(start_tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
660 if (ret
.Failed()) return ret
;
662 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
663 * for the clearing of the entrance of the tunnel. Assigning it to
664 * cost before the loop will yield different costs depending on start-
665 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
667 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
669 TileIndex end_tile
= start_tile
;
671 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
673 /* Number of tiles from start of tunnel */
675 /* flag for chunnels. */
676 bool is_chunnel
= false;
677 /* Number of chunnel head tiles. */
679 /* Number of tiles at which the cost increase coefficient per tile is halved */
682 TileIndex found_tunnel_tile
= INVALID_TILE
;
684 CommandCost
cost(EXPENSES_CONSTRUCTION
);
689 if (!IsValidTile(end_tile
)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER
);
690 end_tileh
= GetTileSlope(end_tile
, &end_z
);
692 if (start_z
== end_z
) {
693 _build_tunnel_endtile
= found_tunnel_tile
!= INVALID_TILE
? found_tunnel_tile
: end_tile
;
695 /* Test if we are on a shore. */
696 if (end_z
== 0 && _settings_game
.construction
.chunnel
&&
697 (IsCoastTile(end_tile
) ||
698 (IsValidTile(end_tile
+ delta
) && HasTileWaterGround(end_tile
+ delta
)) ||
699 (IsValidTile(end_tile
+ delta
* 2) && HasTileWaterGround(end_tile
+ delta
* 2)))) {
701 /*We are about to pass water for the first time so check if not to close to other tunnel */
702 if (tiles
+ 1 < head_tiles
+ 4 && found_tunnel_tile
!= INVALID_TILE
) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY_FOR_CHUNNEL
);
703 if (tiles
+ 1 < 4) return_cmd_error(STR_ERROR_TUNNEL_RAMP_TOO_SHORT
);
705 } else {/* We are leaving.*/
707 /* Check if there is enough ramp space to come up. */
708 if (head_tiles
< 4 && found_tunnel_tile
!= INVALID_TILE
) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY_FOR_CHUNNEL
);
709 if (head_tiles
< 4) return_cmd_error(STR_ERROR_TUNNEL_RAMP_TOO_SHORT
);
711 if (found_tunnel_tile
!= INVALID_TILE
) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY
);
716 /* A shore was found so pass the water and find a proper shore tile that potentially
717 * could have a tunnel portal behind. */
719 if (!IsValidTile(end_tile
)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER
);
721 end_tileh
= GetTileSlope(end_tile
);
722 if (direction
== DIAGDIR_NE
&& (end_tileh
& SLOPE_NE
) == SLOPE_NE
) break;
723 if (direction
== DIAGDIR_SE
&& (end_tileh
& SLOPE_SE
) == SLOPE_SE
) break;
724 if (direction
== DIAGDIR_SW
&& (end_tileh
& SLOPE_SW
) == SLOPE_SW
) break;
725 if (direction
== DIAGDIR_NW
&& (end_tileh
& SLOPE_NW
) == SLOPE_NW
) break;
727 /* No chunnels under oil rigs.*/
728 if ((IsTileType(end_tile
, MP_STATION
) && IsOilRig(end_tile
)) ||
729 (IsTileType(end_tile
, MP_INDUSTRY
) &&
730 GetIndustryGfx(end_tile
) >= GFX_OILRIG_1
&&
731 GetIndustryGfx(end_tile
) <= GFX_OILRIG_5
)) {
732 _build_tunnel_endtile
= end_tile
;
733 return_cmd_error(STR_ERROR_NO_DRILLING_ABOVE_CHUNNEL
);
740 /* The water was passed */
743 found_tunnel_tile
= INVALID_TILE
;
750 /* The cost of the digging. */
751 for (int i
= tiles
; i
> 0; i
--) {
752 if (tiles
== tiles_bump
) {
757 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
758 cost
.AddCost(cost
.GetCost() >> tiles_coef
); // add a multiplier for longer tunnels
761 /* Add the cost of the entrance */
762 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
765 /* if the command fails from here on we want the end tile to be highlighted */
766 _build_tunnel_endtile
= end_tile
;
768 if (tiles
> _settings_game
.construction
.max_tunnel_length
) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG
);
770 if (HasTileWaterGround(end_tile
)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER
);
772 /* Clear the tile in any case */
773 ret
= DoCommand(end_tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
774 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
777 /* slope of end tile must be complementary to the slope of the start tile */
778 if (end_tileh
!= ComplementSlope(start_tileh
)) {
779 /* Mark the tile as already cleared for the terraform command.
780 * Do this for all tiles (like trees), not only objects. */
781 ClearedObjectArea
*coa
= FindClearedObject(end_tile
);
783 coa
= _cleared_object_areas
.Append();
784 coa
->first_tile
= end_tile
;
785 coa
->area
= TileArea(end_tile
, 1, 1);
788 /* Hide the tile from the terraforming command */
789 TileIndex old_first_tile
= coa
->first_tile
;
790 coa
->first_tile
= INVALID_TILE
;
791 ret
= DoCommand(end_tile
, end_tileh
& start_tileh
, 0, flags
, CMD_TERRAFORM_LAND
);
792 coa
->first_tile
= old_first_tile
;
793 if (ret
.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND
);
796 cost
.AddCost(_price
[PR_BUILD_TUNNEL
]);
798 /* Pay for the rail/road in the tunnel including entrances */
799 switch (transport_type
) {
800 case TRANSPORT_ROAD
: cost
.AddCost((tiles
+ 2) * _price
[PR_BUILD_ROAD
] * 2); break;
801 case TRANSPORT_RAIL
: cost
.AddCost((tiles
+ 2) * RailBuildCost(railtype
)); break;
802 default: NOT_REACHED();
805 if (flags
& DC_EXEC
) {
806 Company
*c
= Company::GetIfValid(company
);
807 uint num_pieces
= (tiles
+ 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
809 /* The most northern tile first. */
810 TileIndex tn
= start_tile
;
811 TileIndex ts
= end_tile
;
812 if(start_tile
> end_tile
) Swap(tn
, ts
);
814 if (!Tunnel::CanAllocateItem()) return_cmd_error(STR_ERROR_TUNNEL_TOO_MANY
);
815 const Tunnel
*t
= new Tunnel(tn
, ts
, is_chunnel
);
817 if (transport_type
== TRANSPORT_RAIL
) {
818 if (!IsTunnelTile(start_tile
) && c
!= NULL
) c
->infrastructure
.rail
[railtype
] += num_pieces
;
819 MakeRailTunnel(start_tile
, company
, t
->index
, direction
, railtype
);
820 MakeRailTunnel(end_tile
, company
, t
->index
, ReverseDiagDir(direction
), railtype
);
821 AddSideToSignalBuffer(start_tile
, INVALID_DIAGDIR
, company
);
822 YapfNotifyTrackLayoutChange(start_tile
, DiagDirToDiagTrack(direction
));
826 FOR_EACH_SET_ROADTYPE(rt
, rts
^ (IsTunnelTile(start_tile
) ? GetRoadTypes(start_tile
) : ROADTYPES_NONE
)) {
827 c
->infrastructure
.road
[rt
] += num_pieces
* 2; // A full diagonal road has two road bits.
830 MakeRoadTunnel(start_tile
, company
, t
->index
, direction
, rts
);
831 MakeRoadTunnel(end_tile
, company
, t
->index
, ReverseDiagDir(direction
), rts
);
833 DirtyCompanyInfrastructureWindows(company
);
841 * Are we allowed to remove the tunnel or bridge at \a tile?
842 * @param tile End point of the tunnel or bridge.
843 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
845 static inline CommandCost
CheckAllowRemoveTunnelBridge(TileIndex tile
)
847 /* Floods can remove anything as well as the scenario editor */
848 if (_current_company
== OWNER_WATER
|| _game_mode
== GM_EDITOR
) return CommandCost();
850 switch (GetTunnelBridgeTransportType(tile
)) {
851 case TRANSPORT_ROAD
: {
852 RoadTypes rts
= GetRoadTypes(tile
);
853 Owner road_owner
= _current_company
;
854 Owner tram_owner
= _current_company
;
856 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
857 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
859 /* We can remove unowned road and if the town allows it */
860 if (road_owner
== OWNER_TOWN
&& _current_company
!= OWNER_TOWN
&& !(_settings_game
.construction
.extra_dynamite
|| _cheats
.magic_bulldozer
.value
)) {
861 /* Town does not allow */
862 return CheckTileOwnership(tile
);
864 if (road_owner
== OWNER_NONE
|| road_owner
== OWNER_TOWN
) road_owner
= _current_company
;
865 if (tram_owner
== OWNER_NONE
) tram_owner
= _current_company
;
867 CommandCost ret
= CheckOwnership(road_owner
, tile
);
868 if (ret
.Succeeded()) ret
= CheckOwnership(tram_owner
, tile
);
873 return CheckOwnership(GetTileOwner(tile
));
875 case TRANSPORT_WATER
: {
876 /* Always allow to remove aqueducts without owner. */
877 Owner aqueduct_owner
= GetTileOwner(tile
);
878 if (aqueduct_owner
== OWNER_NONE
) aqueduct_owner
= _current_company
;
879 return CheckOwnership(aqueduct_owner
);
882 default: NOT_REACHED();
887 * Remove a tunnel from the game, update town rating, etc.
888 * @param tile Tile containing one of the endpoints of the tunnel.
889 * @param flags Command flags.
890 * @return Succeeded or failed command.
892 static CommandCost
DoClearTunnel(TileIndex tile
, DoCommandFlag flags
)
894 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
895 if (ret
.Failed()) return ret
;
897 TileIndex endtile
= GetOtherTunnelEnd(tile
);
899 ret
= TunnelBridgeIsFree(tile
, endtile
);
900 if (ret
.Failed()) return ret
;
902 _build_tunnel_endtile
= endtile
;
905 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
906 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
908 /* Check if you are allowed to remove the tunnel owned by a town
909 * Removal depends on difficulty settings */
910 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
911 if (ret
.Failed()) return ret
;
914 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
915 * you have a "Poor" (0) town rating */
916 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
917 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
920 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
922 if (flags
& DC_EXEC
) {
923 if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
) {
924 /* We first need to request values before calling DoClearSquare */
925 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
926 Track track
= DiagDirToDiagTrack(dir
);
927 Owner owner
= GetTileOwner(tile
);
930 if (HasTunnelBridgeReservation(tile
)) {
931 v
= GetTrainForReservation(tile
, track
);
932 if (v
!= NULL
) FreeTrainTrackReservation(v
);
935 if (Company::IsValidID(owner
)) {
936 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
937 if (IsTunnelBridgeWithSignalSimulation(tile
)) { // handle tunnel/bridge signals.
938 Company::Get(GetTileOwner(tile
))->infrastructure
.signal
-= GetTunnelBridgeSignalSimulationSignalCount(tile
, endtile
);
940 DirtyCompanyInfrastructureWindows(owner
);
943 delete Tunnel::GetByTile(tile
);
946 DoClearSquare(endtile
);
948 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
949 AddSideToSignalBuffer(tile
, ReverseDiagDir(dir
), owner
);
950 AddSideToSignalBuffer(endtile
, dir
, owner
);
952 YapfNotifyTrackLayoutChange(tile
, track
);
953 YapfNotifyTrackLayoutChange(endtile
, track
);
955 if (v
!= NULL
) TryPathReserve(v
);
958 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(tile
)) {
959 /* A full diagonal road tile has two road bits. */
960 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
962 c
->infrastructure
.road
[rt
] -= len
* 2 * TUNNELBRIDGE_TRACKBIT_FACTOR
;
963 DirtyCompanyInfrastructureWindows(c
->index
);
967 delete Tunnel::GetByTile(tile
);
970 DoClearSquare(endtile
);
972 ViewportMapInvalidateTunnelCacheByTile(tile
);
973 ViewportMapInvalidateTunnelCacheByTile(endtile
);
975 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_CLEAR_TUNNEL
] * len
);
980 * Remove a bridge from the game, update town rating, etc.
981 * @param tile Tile containing one of the endpoints of the bridge.
982 * @param flags Command flags.
983 * @return Succeeded or failed command.
985 static CommandCost
DoClearBridge(TileIndex tile
, DoCommandFlag flags
)
987 CommandCost ret
= CheckAllowRemoveTunnelBridge(tile
);
988 if (ret
.Failed()) return ret
;
990 TileIndex endtile
= GetOtherBridgeEnd(tile
);
992 ret
= TunnelBridgeIsFree(tile
, endtile
);
993 if (ret
.Failed()) return ret
;
995 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
996 TileIndexDiff delta
= TileOffsByDiagDir(direction
);
999 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
1000 t
= ClosestTownFromTile(tile
, UINT_MAX
); // town penalty rating
1002 /* Check if you are allowed to remove the bridge owned by a town
1003 * Removal depends on difficulty settings */
1004 CommandCost ret
= CheckforTownRating(flags
, t
, TUNNELBRIDGE_REMOVE
);
1005 if (ret
.Failed()) return ret
;
1008 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
1009 * you have a "Poor" (0) town rating */
1010 if (IsTileOwner(tile
, OWNER_TOWN
) && _game_mode
!= GM_EDITOR
) {
1011 ChangeTownRating(t
, RATING_TUNNEL_BRIDGE_DOWN_STEP
, RATING_TUNNEL_BRIDGE_MINIMUM
, flags
);
1014 Money base_cost
= (GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) ? _price
[PR_CLEAR_BRIDGE
] : _price
[PR_CLEAR_AQUEDUCT
];
1015 uint len
= GetTunnelBridgeLength(tile
, endtile
) + 2; // Don't forget the end tiles.
1017 if (flags
& DC_EXEC
) {
1018 /* read this value before actual removal of bridge */
1019 bool rail
= GetTunnelBridgeTransportType(tile
) == TRANSPORT_RAIL
;
1020 Owner owner
= GetTileOwner(tile
);
1021 int height
= GetBridgeHeight(tile
);
1024 if (rail
&& HasTunnelBridgeReservation(tile
)) {
1025 v
= GetTrainForReservation(tile
, DiagDirToDiagTrack(direction
));
1026 if (v
!= NULL
) FreeTrainTrackReservation(v
);
1029 /* Update company infrastructure counts. */
1031 if (Company::IsValidID(owner
)) {
1032 Company::Get(owner
)->infrastructure
.rail
[GetRailType(tile
)] -= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
1033 if (IsTunnelBridgeWithSignalSimulation(tile
)) { // handle tunnel/bridge signals.
1034 Company::Get(GetTileOwner(tile
))->infrastructure
.signal
-= GetTunnelBridgeSignalSimulationSignalCount(tile
, endtile
);
1037 } else if (GetTunnelBridgeTransportType(tile
) == TRANSPORT_ROAD
) {
1038 SubtractRoadTunnelBridgeInfrastructure(tile
, endtile
);
1039 } else { // Aqueduct
1040 if (Company::IsValidID(owner
)) Company::Get(owner
)->infrastructure
.water
-= len
* TUNNELBRIDGE_TRACKBIT_FACTOR
;
1042 DirtyAllCompanyInfrastructureWindows();
1044 if (IsTunnelBridgeSignalSimulationEntrance(tile
)) ClearBridgeEntranceSimulatedSignals(tile
);
1045 if (IsTunnelBridgeSignalSimulationEntrance(endtile
)) ClearBridgeEntranceSimulatedSignals(endtile
);
1047 DoClearSquare(tile
);
1048 DoClearSquare(endtile
);
1049 for (TileIndex c
= tile
+ delta
; c
!= endtile
; c
+= delta
) {
1050 /* do not let trees appear from 'nowhere' after removing bridge */
1051 if (IsNormalRoadTile(c
) && GetRoadside(c
) == ROADSIDE_TREES
) {
1052 int minz
= GetTileMaxZ(c
) + 3;
1053 if (height
< minz
) SetRoadside(c
, ROADSIDE_PAVED
);
1055 ClearBridgeMiddle(c
);
1056 MarkTileDirtyByTile(c
, ZOOM_LVL_DRAW_MAP
, height
- TileHeight(c
));
1060 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
1061 AddSideToSignalBuffer(tile
, ReverseDiagDir(direction
), owner
);
1062 AddSideToSignalBuffer(endtile
, direction
, owner
);
1064 Track track
= DiagDirToDiagTrack(direction
);
1065 YapfNotifyTrackLayoutChange(tile
, track
);
1066 YapfNotifyTrackLayoutChange(endtile
, track
);
1068 if (v
!= NULL
) TryPathReserve(v
, true);
1072 return CommandCost(EXPENSES_CONSTRUCTION
, len
* base_cost
);
1076 * Remove a tunnel or a bridge from the game.
1077 * @param tile Tile containing one of the endpoints.
1078 * @param flags Command flags.
1079 * @return Succeeded or failed command.
1081 static CommandCost
ClearTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
)
1083 if (IsTunnel(tile
)) {
1084 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST
);
1085 return DoClearTunnel(tile
, flags
);
1086 } else { // IsBridge(tile)
1087 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
1088 return DoClearBridge(tile
, flags
);
1093 * Draw a single pillar sprite.
1094 * @param psid Pillarsprite
1098 * @param w Bounding box size in X direction
1099 * @param h Bounding box size in Y direction
1100 * @param subsprite Optional subsprite for drawing halfpillars
1102 static inline void DrawPillar(const PalSpriteID
*psid
, int x
, int y
, int z
, int w
, int h
, const SubSprite
*subsprite
)
1104 static const int PILLAR_Z_OFFSET
= TILE_HEIGHT
- BRIDGE_Z_START
; ///< Start offset of pillar wrt. bridge (downwards)
1105 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
);
1109 * Draw two bridge pillars (north and south).
1110 * @param z_bottom Bottom Z
1111 * @param z_top Top Z
1112 * @param psid Pillarsprite
1115 * @param w Bounding box size in X direction
1116 * @param h Bounding box size in Y direction
1117 * @return Reached Z at the bottom
1119 static int DrawPillarColumn(int z_bottom
, int z_top
, const PalSpriteID
*psid
, int x
, int y
, int w
, int h
)
1122 for (cur_z
= z_top
; cur_z
>= z_bottom
; cur_z
-= TILE_HEIGHT
) {
1123 DrawPillar(psid
, x
, y
, cur_z
, w
, h
, NULL
);
1129 * Draws the pillars under high bridges.
1131 * @param psid Image and palette of a bridge pillar.
1132 * @param ti #TileInfo of current bridge-middle-tile.
1133 * @param axis Orientation of bridge.
1134 * @param drawfarpillar Whether to draw the pillar at the back
1135 * @param x Sprite X position of front pillar.
1136 * @param y Sprite Y position of front pillar.
1137 * @param z_bridge Absolute height of bridge bottom.
1139 static void DrawBridgePillars(const PalSpriteID
*psid
, const TileInfo
*ti
, Axis axis
, bool drawfarpillar
, int x
, int y
, int z_bridge
)
1141 static const int bounding_box_size
[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1142 static const int back_pillar_offset
[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1144 static const int INF
= 1000; ///< big number compared to sprite size
1145 static const SubSprite half_pillar_sub_sprite
[2][2] = {
1146 { { -14, -INF
, INF
, INF
}, { -INF
, -INF
, -15, INF
} }, // X axis, north and south
1147 { { -INF
, -INF
, 15, INF
}, { 16, -INF
, INF
, INF
} }, // Y axis, north and south
1150 if (psid
->sprite
== 0) return;
1152 /* Determine ground height under pillars */
1153 DiagDirection south_dir
= AxisToDiagDir(axis
);
1154 int z_front_north
= ti
->z
;
1155 int z_back_north
= ti
->z
;
1156 int z_front_south
= ti
->z
;
1157 int z_back_south
= ti
->z
;
1158 GetSlopePixelZOnEdge(ti
->tileh
, south_dir
, &z_front_south
, &z_back_south
);
1159 GetSlopePixelZOnEdge(ti
->tileh
, ReverseDiagDir(south_dir
), &z_front_north
, &z_back_north
);
1161 /* Shared height of pillars */
1162 int z_front
= max(z_front_north
, z_front_south
);
1163 int z_back
= max(z_back_north
, z_back_south
);
1165 /* x and y size of bounding-box of pillars */
1166 int w
= bounding_box_size
[axis
];
1167 int h
= bounding_box_size
[OtherAxis(axis
)];
1168 /* sprite position of back facing pillar */
1169 int x_back
= x
- back_pillar_offset
[axis
];
1170 int y_back
= y
- back_pillar_offset
[OtherAxis(axis
)];
1172 /* Draw front pillars */
1173 int bottom_z
= DrawPillarColumn(z_front
, z_bridge
, psid
, x
, y
, w
, h
);
1174 if (z_front_north
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1175 if (z_front_south
< z_front
) DrawPillar(psid
, x
, y
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1177 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1178 int z_bridge_back
= z_bridge
- 2 * (int)TILE_HEIGHT
;
1179 if (drawfarpillar
&& (z_back_north
<= z_bridge_back
|| z_back_south
<= z_bridge_back
)) {
1180 bottom_z
= DrawPillarColumn(z_back
, z_bridge_back
, psid
, x_back
, y_back
, w
, h
);
1181 if (z_back_north
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][0]);
1182 if (z_back_south
< z_back
) DrawPillar(psid
, x_back
, y_back
, bottom_z
, w
, h
, &half_pillar_sub_sprite
[axis
][1]);
1187 * Draws the trambits over an already drawn (lower end) of a bridge.
1188 * @param x the x of the bridge
1189 * @param y the y of the bridge
1190 * @param z the z of the bridge
1191 * @param offset number representing whether to level or sloped and the direction
1192 * @param overlay do we want to still see the road?
1193 * @param head are we drawing bridge head?
1195 static void DrawBridgeTramBits(int x
, int y
, int z
, int offset
, bool overlay
, bool head
)
1197 static const SpriteID tram_offsets
[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
1198 static const SpriteID back_offsets
[6] = { 95, 96, 99, 102, 100, 101 };
1199 static const SpriteID front_offsets
[6] = { 97, 98, 103, 106, 104, 105 };
1201 static const uint size_x
[6] = { 1, 16, 16, 1, 16, 1 };
1202 static const uint size_y
[6] = { 16, 1, 1, 16, 1, 16 };
1203 static const uint front_bb_offset_x
[6] = { 15, 0, 0, 15, 0, 15 };
1204 static const uint front_bb_offset_y
[6] = { 0, 15, 15, 0, 15, 0 };
1206 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1207 * The bounding boxes here are the same as for bridge front/roof */
1208 if (head
|| !IsInvisibilitySet(TO_BRIDGES
)) {
1209 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ tram_offsets
[overlay
][offset
], PAL_NONE
,
1210 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1211 !head
&& IsTransparencySet(TO_BRIDGES
));
1214 /* Do not draw catenary if it is set invisible */
1215 if (!IsInvisibilitySet(TO_CATENARY
)) {
1216 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ back_offsets
[offset
], PAL_NONE
,
1217 x
, y
, size_x
[offset
], size_y
[offset
], 0x28, z
,
1218 IsTransparencySet(TO_CATENARY
));
1221 /* Start a new SpriteCombine for the front part */
1223 StartSpriteCombine();
1225 /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
1226 if (!IsInvisibilitySet(TO_CATENARY
)) {
1227 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE
+ front_offsets
[offset
], PAL_NONE
,
1228 x
, y
, size_x
[offset
] + front_bb_offset_x
[offset
], size_y
[offset
] + front_bb_offset_y
[offset
], 0x28, z
,
1229 IsTransparencySet(TO_CATENARY
), front_bb_offset_x
[offset
], front_bb_offset_y
[offset
]);
1233 /* Draws a signal on tunnel / bridge entrance tile. */
1234 static void DrawTunnelBridgeRampSignal(const TileInfo
*ti
)
1236 bool side
= (_settings_game
.vehicle
.road_side
!= 0) &&_settings_game
.construction
.train_signal_side
;
1238 static const Point SignalPositions
[2][4] = {
1239 { /* X X Y Y Signals on the left side */
1240 {13, 3}, { 2, 13}, { 3, 4}, {13, 14}
1241 }, {/* X X Y Y Signals on the right side */
1242 {14, 13}, { 3, 3}, {13, 2}, { 3, 13}
1247 DiagDirection dir
= GetTunnelBridgeDirection(ti
->tile
);
1250 default: NOT_REACHED();
1251 case DIAGDIR_NE
: position
= 0; break;
1252 case DIAGDIR_SE
: position
= 2; break;
1253 case DIAGDIR_SW
: position
= 1; break;
1254 case DIAGDIR_NW
: position
= 3; break;
1257 SignalType type
= SIGTYPE_NORMAL
;
1259 bool is_green
= (GetTunnelBridgeSignalState(ti
->tile
) == SIGNAL_STATE_GREEN
);
1261 if (IsTunnelBridgeSignalSimulationExit(ti
->tile
)) {
1264 if (IsTunnelBridgePBS(ti
->tile
)) type
= SIGTYPE_PBS_ONEWAY
;
1269 uint x
= TileX(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
!= show_exit
][position
^ (show_exit
? 1 : 0)].x
;
1270 uint y
= TileY(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
!= show_exit
][position
^ (show_exit
? 1 : 0)].y
;
1273 if (ti
->tileh
== SLOPE_FLAT
&& side
== show_exit
&& dir
== DIAGDIR_SE
) z
+= 2;
1274 if (ti
->tileh
== SLOPE_FLAT
&& side
!= show_exit
&& dir
== DIAGDIR_SW
) z
+= 2;
1276 if (ti
->tileh
!= SLOPE_FLAT
&& IsBridge(ti
->tile
)) z
+= 8; // sloped bridge head
1277 SignalVariant variant
= IsTunnelBridgeSemaphore(ti
->tile
) ? SIG_SEMAPHORE
: SIG_ELECTRIC
;
1278 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1280 SpriteID sprite
= GetCustomSignalSprite(rti
, ti
->tile
, type
, variant
, is_green
? SIGNAL_STATE_GREEN
: SIGNAL_STATE_RED
);
1281 bool is_custom_sprite
= (sprite
!= 0);
1283 if (is_custom_sprite
) {
1287 if (variant
== SIG_ELECTRIC
&& type
== SIGTYPE_NORMAL
) {
1288 /* Normal electric signals are picked from original sprites. */
1289 sprite
= SPR_ORIGINAL_SIGNALS_BASE
+ ((position
<< 1) + is_green
);
1292 /* All other signals are picked from add on sprites. */
1293 sprite
= SPR_SIGNALS_BASE
+ ((type
- 1) * 16 + variant
* 64 + (position
<< 1) + is_green
) + (type
> SIGTYPE_LAST_NOPBS
? 64 : 0);
1297 AddSortableSpriteToDraw(sprite
, PAL_NONE
, x
, y
, 1, 1, TILE_HEIGHT
, z
, false, 0, 0, BB_Z_SEPARATOR
);
1300 /* Draws a signal on tunnel / bridge entrance tile. */
1301 static void DrawBrigeSignalOnMiddlePart(const TileInfo
*ti
, TileIndex bridge_start_tile
, uint z
)
1304 uint bridge_signal_position
= 0;
1305 int m2_position
= 0;
1307 uint bridge_section
= GetTunnelBridgeLength(ti
->tile
, bridge_start_tile
) + 1;
1309 while (bridge_signal_position
<= bridge_section
) {
1310 bridge_signal_position
+= _settings_game
.construction
.simulated_wormhole_signals
;
1311 if (bridge_signal_position
== bridge_section
) {
1312 bool side
= (_settings_game
.vehicle
.road_side
!= 0) && _settings_game
.construction
.train_signal_side
;
1314 static const Point SignalPositions
[2][4] = {
1315 { /* X X Y Y Signals on the left side */
1316 {11, 3}, { 4, 13}, { 3, 4}, {11, 13}
1317 }, {/* X X Y Y Signals on the right side */
1318 {11, 13}, { 4, 3}, {13, 4}, { 3, 11}
1324 switch (GetTunnelBridgeDirection(bridge_start_tile
)) {
1325 default: NOT_REACHED();
1326 case DIAGDIR_NE
: position
= 0; break;
1327 case DIAGDIR_SE
: position
= 2; break;
1328 case DIAGDIR_SW
: position
= 1; break;
1329 case DIAGDIR_NW
: position
= 3; break;
1332 uint x
= TileX(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
][position
].x
;
1333 uint y
= TileY(ti
->tile
) * TILE_SIZE
+ SignalPositions
[side
][position
].y
;
1336 SignalVariant variant
= IsTunnelBridgeSemaphore(bridge_start_tile
) ? SIG_SEMAPHORE
: SIG_ELECTRIC
;
1338 SpriteID sprite
= (GetBridgeEntranceSimulatedSignalState(bridge_start_tile
, m2_position
) == SIGNAL_STATE_GREEN
);
1340 if (variant
== SIG_ELECTRIC
) {
1341 /* Normal electric signals are picked from original sprites. */
1342 sprite
+= SPR_ORIGINAL_SIGNALS_BASE
+ (position
<< 1);
1344 /* All other signals are picked from add on sprites. */
1345 sprite
+= SPR_SIGNALS_BASE
+ (SIGTYPE_NORMAL
- 1) * 16 + variant
* 64 + (position
<< 1);
1348 AddSortableSpriteToDraw(sprite
, PAL_NONE
, x
, y
, 1, 1, TILE_HEIGHT
, z
, false, 0, 0, BB_Z_SEPARATOR
);
1355 * Draws a tunnel of bridge tile.
1356 * For tunnels, this is rather simple, as you only need to draw the entrance.
1357 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1358 * and it works a bit like a bitmask.<p> For bridge heads:
1359 * @param ti TileInfo of the structure to draw
1360 * <ul><li>Bit 0: direction</li>
1361 * <li>Bit 1: northern or southern heads</li>
1362 * <li>Bit 2: Set if the bridge head is sloped</li>
1363 * <li>Bit 3 and more: Railtype Specific subset</li>
1365 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1367 static void DrawTile_TunnelBridge(TileInfo
*ti
)
1369 TransportType transport_type
= GetTunnelBridgeTransportType(ti
->tile
);
1370 DiagDirection tunnelbridge_direction
= GetTunnelBridgeDirection(ti
->tile
);
1372 if (IsTunnel(ti
->tile
)) {
1373 /* Front view of tunnel bounding boxes:
1375 * 122223 <- BB_Z_SEPARATOR
1377 * 1 3 1,3 = empty helper BB
1378 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1382 static const int _tunnel_BB
[4][12] = {
1383 /* tunnnel-roof | Z-separator | tram-catenary
1384 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1385 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1386 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1387 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1388 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1390 const int *BB_data
= _tunnel_BB
[tunnelbridge_direction
];
1392 bool catenary
= false;
1395 SpriteID railtype_overlay
= 0;
1396 if (transport_type
== TRANSPORT_RAIL
) {
1397 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1398 image
= rti
->base_sprites
.tunnel
;
1399 if (rti
->UsesOverlay()) {
1400 /* Check if the railtype has custom tunnel portals. */
1401 railtype_overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL_PORTAL
);
1402 if (railtype_overlay
!= 0) image
= SPR_RAILTYPE_TUNNEL_BASE
; // Draw blank grass tunnel base.
1405 image
= SPR_TUNNEL_ENTRY_REAR_ROAD
;
1408 if (HasTunnelBridgeSnowOrDesert(ti
->tile
)) image
+= railtype_overlay
!= 0 ? 8 : 32;
1410 image
+= tunnelbridge_direction
* 2;
1411 DrawGroundSprite(image
, PAL_NONE
);
1413 if (transport_type
== TRANSPORT_ROAD
) {
1414 RoadTypes rts
= GetRoadTypes(ti
->tile
);
1416 if (HasBit(rts
, ROADTYPE_TRAM
)) {
1417 static const SpriteID tunnel_sprites
[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
1419 DrawGroundSprite(SPR_TRAMWAY_BASE
+ tunnel_sprites
[rts
- ROADTYPES_TRAM
][tunnelbridge_direction
], PAL_NONE
);
1421 /* Do not draw wires if they are invisible */
1422 if (!IsInvisibilitySet(TO_CATENARY
)) {
1424 StartSpriteCombine();
1425 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
);
1429 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1430 if (rti
->UsesOverlay()) {
1431 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_TUNNEL
);
1432 if (surface
!= 0) DrawGroundSprite(surface
+ tunnelbridge_direction
, PAL_NONE
);
1435 DrawOverlay(ti
, MP_TUNNELBRIDGE
);
1437 /* PBS debugging, draw reserved tracks darker */
1438 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1439 if (rti
->UsesOverlay()) {
1440 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1441 DrawGroundSprite(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
);
1443 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
? rti
->base_sprites
.single_x
: rti
->base_sprites
.single_y
, PALETTE_CRASH
);
1447 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1448 /* Maybe draw pylons on the entry side */
1449 DrawRailCatenary(ti
);
1452 StartSpriteCombine();
1453 /* Draw wire above the ramp */
1454 DrawRailCatenaryOnTunnel(ti
);
1458 if (railtype_overlay
!= 0 && !catenary
) StartSpriteCombine();
1460 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
);
1461 /* Draw railtype tunnel portal overlay if defined. */
1462 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
);
1464 if (catenary
|| railtype_overlay
!= 0) EndSpriteCombine();
1466 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1467 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, ti
->x
, ti
->y
, BB_data
[6], BB_data
[7], TILE_HEIGHT
, ti
->z
);
1468 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
);
1470 /* Draw signals for tunnel. */
1471 if (IsTunnelBridgeWithSignalSimulation(ti
->tile
)) DrawTunnelBridgeRampSignal(ti
);
1473 DrawBridgeMiddle(ti
);
1474 } else { // IsBridge(ti->tile)
1475 if (transport_type
== TRANSPORT_ROAD
&& IsRoadCustomBridgeHead(ti
->tile
)) {
1477 DrawBridgeMiddle(ti
);
1481 const PalSpriteID
*psid
;
1483 bool ice
= HasTunnelBridgeSnowOrDesert(ti
->tile
);
1485 if (transport_type
== TRANSPORT_RAIL
) {
1486 base_offset
= GetRailTypeInfo(GetRailType(ti
->tile
))->bridge_offset
;
1487 assert(base_offset
!= 8); // This one is used for roads
1492 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1493 assert( (base_offset
& 0x07) == 0x00);
1495 DrawFoundation(ti
, GetBridgeFoundation(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
)));
1497 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1498 base_offset
+= (6 - tunnelbridge_direction
) % 4;
1500 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1501 if (transport_type
!= TRANSPORT_WATER
) {
1502 if (ti
->tileh
== SLOPE_FLAT
) base_offset
+= 4; // sloped bridge head
1503 psid
= &GetBridgeSpriteTable(GetBridgeType(ti
->tile
), BRIDGE_PIECE_HEAD
)[base_offset
];
1505 psid
= _aqueduct_sprites
+ base_offset
;
1509 TileIndex next
= ti
->tile
+ TileOffsByDiagDir(tunnelbridge_direction
);
1510 if (ti
->tileh
!= SLOPE_FLAT
&& ti
->z
== 0 && HasTileWaterClass(next
) && GetWaterClass(next
) == WATER_CLASS_SEA
) {
1511 DrawShoreTile(ti
->tileh
);
1513 DrawClearLandTile(ti
, 3);
1516 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE
+ SlopeToSpriteOffset(ti
->tileh
), PAL_NONE
);
1521 /* Draw Trambits and PBS Reservation as SpriteCombine */
1522 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1524 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1525 * it doesn't disappear behind it
1527 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1528 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, ti
->x
, ti
->y
, 16, 16, ti
->tileh
== SLOPE_FLAT
? 0 : 8, ti
->z
);
1530 if (transport_type
== TRANSPORT_ROAD
) {
1531 RoadTypes rts
= GetRoadTypes(ti
->tile
);
1533 if (HasBit(rts
, ROADTYPE_TRAM
)) {
1534 uint offset
= tunnelbridge_direction
;
1536 if (ti
->tileh
!= SLOPE_FLAT
) {
1537 offset
= (offset
+ 1) & 1;
1542 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1543 DrawBridgeTramBits(ti
->x
, ti
->y
, z
, offset
, HasBit(rts
, ROADTYPE_ROAD
), true);
1546 } else if (transport_type
== TRANSPORT_RAIL
) {
1547 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1548 if (rti
->UsesOverlay()) {
1549 SpriteID surface
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_BRIDGE
);
1551 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1552 AddSortableSpriteToDraw(surface
+ ((DiagDirToAxis(tunnelbridge_direction
) == AXIS_X
) ? RTBO_X
: RTBO_Y
), PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1554 AddSortableSpriteToDraw(surface
+ RTBO_SLOPE
+ tunnelbridge_direction
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1557 /* Don't fallback to non-overlay sprite -- the spec states that
1558 * if an overlay is present then the bridge surface must be
1562 /* PBS debugging, draw reserved tracks darker */
1563 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasTunnelBridgeReservation(ti
->tile
)) {
1564 if (rti
->UsesOverlay()) {
1565 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1566 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1567 AddSortableSpriteToDraw(overlay
+ RTO_X
+ DiagDirToAxis(tunnelbridge_direction
), PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, ti
->z
+ 8);
1569 AddSortableSpriteToDraw(overlay
+ RTO_SLOPE_NE
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1572 if (HasBridgeFlatRamp(ti
->tileh
, DiagDirToAxis(tunnelbridge_direction
))) {
1573 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);
1575 AddSortableSpriteToDraw(rti
->base_sprites
.single_sloped
+ tunnelbridge_direction
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 8, ti
->z
);
1581 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) {
1582 DrawRailCatenary(ti
);
1586 /* Draw signals for bridge. */
1587 if (IsTunnelBridgeWithSignalSimulation(ti
->tile
)) DrawTunnelBridgeRampSignal(ti
);
1589 DrawBridgeMiddle(ti
);
1595 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1596 * bridges pieces sequence (middle parts).
1597 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1598 * bridge len 1: BRIDGE_PIECE_NORTH
1599 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1600 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1601 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1602 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1603 * 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
1604 * 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
1605 * #0 - always as first, #1 - always as last (if len>1)
1606 * #2,#3 are to pair in order
1607 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1608 * @param north Northernmost tile of bridge
1609 * @param south Southernmost tile of bridge
1610 * @return Index of bridge piece
1612 static BridgePieces
CalcBridgePiece(uint north
, uint south
)
1615 return BRIDGE_PIECE_NORTH
;
1616 } else if (south
== 1) {
1617 return BRIDGE_PIECE_SOUTH
;
1618 } else if (north
< south
) {
1619 return north
& 1 ? BRIDGE_PIECE_INNER_SOUTH
: BRIDGE_PIECE_INNER_NORTH
;
1620 } else if (north
> south
) {
1621 return south
& 1 ? BRIDGE_PIECE_INNER_NORTH
: BRIDGE_PIECE_INNER_SOUTH
;
1623 return north
& 1 ? BRIDGE_PIECE_MIDDLE_EVEN
: BRIDGE_PIECE_MIDDLE_ODD
;
1628 * Draw the middle bits of a bridge.
1629 * @param ti Tile information of the tile to draw it on.
1631 void DrawBridgeMiddle(const TileInfo
*ti
)
1633 /* Sectional view of bridge bounding boxes:
1635 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1636 * 1 2 3 = empty helper BB
1637 * 1 7 2 4,5 = pillars under higher bridges
1638 * 1 6 88888 6 2 6 = elrail-pylons
1639 * 1 6 88888 6 2 7 = elrail-wire
1640 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1641 * 3333333333333 <- BB_Z_SEPARATOR
1643 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1649 if (!IsBridgeAbove(ti
->tile
)) return;
1651 TileIndex rampnorth
= GetNorthernBridgeEnd(ti
->tile
);
1652 TileIndex rampsouth
= GetSouthernBridgeEnd(ti
->tile
);
1653 TransportType transport_type
= GetTunnelBridgeTransportType(rampsouth
);
1655 Axis axis
= GetBridgeAxis(ti
->tile
);
1656 BridgePieces piece
= CalcBridgePiece(
1657 GetTunnelBridgeLength(ti
->tile
, rampnorth
) + 1,
1658 GetTunnelBridgeLength(ti
->tile
, rampsouth
) + 1
1661 const PalSpriteID
*psid
;
1663 if (transport_type
!= TRANSPORT_WATER
) {
1664 BridgeType type
= GetBridgeType(rampsouth
);
1665 drawfarpillar
= !HasBit(GetBridgeSpec(type
)->flags
, 0);
1668 if (transport_type
== TRANSPORT_RAIL
) {
1669 base_offset
= GetRailTypeInfo(GetRailType(rampsouth
))->bridge_offset
;
1674 psid
= base_offset
+ GetBridgeSpriteTable(type
, piece
);
1676 drawfarpillar
= true;
1677 psid
= _aqueduct_sprites
;
1680 if (axis
!= AXIS_X
) psid
+= 4;
1684 uint bridge_z
= GetBridgePixelHeight(rampsouth
);
1685 int z
= bridge_z
- BRIDGE_Z_START
;
1687 /* Add a bounding box that separates the bridge from things below it. */
1688 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX
, PAL_NONE
, x
, y
, 16, 16, 1, bridge_z
- TILE_HEIGHT
+ BB_Z_SEPARATOR
);
1690 /* Draw Trambits as SpriteCombine */
1691 if (transport_type
== TRANSPORT_ROAD
|| transport_type
== TRANSPORT_RAIL
) StartSpriteCombine();
1693 /* Draw floor and far part of bridge*/
1694 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1695 if (axis
== AXIS_X
) {
1696 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 1, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1698 AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 1, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 0, BRIDGE_Z_START
);
1704 if (transport_type
== TRANSPORT_ROAD
) {
1705 const RoadTypes rts
= GetRoadTypes(rampsouth
);
1707 bool has_tram
= HasBit(rts
, ROADTYPE_TRAM
);
1708 bool has_road
= HasBit(rts
, ROADTYPE_ROAD
);
1709 if (IsRoadCustomBridgeHeadTile(rampsouth
)) {
1710 RoadBits entrance_bit
= DiagDirToRoadBits(GetTunnelBridgeDirection(rampsouth
));
1711 has_tram
= has_tram
&& (GetCustomBridgeHeadRoadBits(rampsouth
, ROADTYPE_TRAM
) & entrance_bit
);
1712 has_road
= has_road
&& (GetCustomBridgeHeadRoadBits(rampsouth
, ROADTYPE_ROAD
) & entrance_bit
);
1716 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1717 DrawBridgeTramBits(x
, y
, bridge_z
, axis
^ 1, has_road
, false);
1720 StartSpriteCombine();
1722 } else if (transport_type
== TRANSPORT_RAIL
) {
1723 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(rampsouth
));
1724 if (rti
->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES
)) {
1725 SpriteID surface
= GetCustomRailSprite(rti
, rampsouth
, RTSG_BRIDGE
, TCX_ON_BRIDGE
);
1727 AddSortableSpriteToDraw(surface
+ axis
, PAL_NONE
, x
, y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1731 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& !IsInvisibilitySet(TO_BRIDGES
) && HasTunnelBridgeReservation(rampnorth
)
1732 && !IsTunnelBridgeWithSignalSimulation(rampnorth
)) {
1733 if (rti
->UsesOverlay()) {
1734 SpriteID overlay
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_OVERLAY
);
1735 AddSortableSpriteToDraw(overlay
+ RTO_X
+ axis
, PALETTE_CRASH
, ti
->x
, ti
->y
, 16, 16, 0, bridge_z
, IsTransparencySet(TO_BRIDGES
));
1737 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
));
1743 if (HasRailCatenaryDrawn(GetRailType(rampsouth
))) {
1744 DrawRailCatenaryOnBridge(ti
);
1748 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1749 if (!IsInvisibilitySet(TO_BRIDGES
)) {
1750 if (axis
== AXIS_X
) {
1752 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 16, 4, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 0, 3, BRIDGE_Z_START
);
1755 if (psid
->sprite
& SPRITE_MASK
) AddSortableSpriteToDraw(psid
->sprite
, psid
->pal
, x
, y
, 4, 16, 0x28, z
, IsTransparencySet(TO_BRIDGES
), 3, 0, BRIDGE_Z_START
);
1759 /* Draw TramFront as SpriteCombine */
1760 if (transport_type
== TRANSPORT_ROAD
) EndSpriteCombine();
1762 /* Do not draw anything more if bridges are invisible */
1763 if (IsInvisibilitySet(TO_BRIDGES
)) return;
1766 if (ti
->z
+ 5 == z
) {
1767 /* draw poles below for small bridges */
1768 if (psid
->sprite
!= 0) {
1769 SpriteID image
= psid
->sprite
;
1770 SpriteID pal
= psid
->pal
;
1771 if (IsTransparencySet(TO_BRIDGES
)) {
1772 SetBit(image
, PALETTE_MODIFIER_TRANSPARENT
);
1773 pal
= PALETTE_TO_TRANSPARENT
;
1776 DrawGroundSpriteAt(image
, pal
, x
- ti
->x
, y
- ti
->y
, z
- ti
->z
);
1779 /* draw pillars below for high bridges */
1780 DrawBridgePillars(psid
, ti
, axis
, drawfarpillar
, x
, y
, z
);
1785 static int GetSlopePixelZ_TunnelBridge(TileIndex tile
, uint x
, uint y
)
1788 Slope tileh
= GetTilePixelSlope(tile
, &z
);
1793 if (IsTunnel(tile
)) {
1794 uint pos
= (DiagDirToAxis(GetTunnelBridgeDirection(tile
)) == AXIS_X
? y
: x
);
1796 /* In the tunnel entrance? */
1797 if (5 <= pos
&& pos
<= 10) return z
;
1798 } else { // IsBridge(tile)
1799 if (IsRoadCustomBridgeHeadTile(tile
)) {
1800 return z
+ TILE_HEIGHT
;
1803 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1804 uint pos
= (DiagDirToAxis(dir
) == AXIS_X
? y
: x
);
1806 z
+= ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh
, DiagDirToAxis(dir
)), &tileh
);
1808 /* On the bridge ramp? */
1809 if (5 <= pos
&& pos
<= 10) {
1812 if (tileh
!= SLOPE_FLAT
) return z
+ TILE_HEIGHT
;
1815 default: NOT_REACHED();
1816 case DIAGDIR_NE
: delta
= (TILE_SIZE
- 1 - x
) / 2; break;
1817 case DIAGDIR_SE
: delta
= y
/ 2; break;
1818 case DIAGDIR_SW
: delta
= x
/ 2; break;
1819 case DIAGDIR_NW
: delta
= (TILE_SIZE
- 1 - y
) / 2; break;
1821 return z
+ 1 + delta
;
1825 return z
+ GetPartialPixelZ(x
, y
, tileh
);
1828 static Foundation
GetFoundation_TunnelBridge(TileIndex tile
, Slope tileh
)
1830 if (IsRoadCustomBridgeHeadTile(tile
)) return FOUNDATION_LEVELED
;
1831 return IsTunnel(tile
) ? FOUNDATION_NONE
: GetBridgeFoundation(tileh
, DiagDirToAxis(GetTunnelBridgeDirection(tile
)));
1834 static void GetTileDesc_TunnelBridge(TileIndex tile
, TileDesc
*td
)
1836 TransportType tt
= GetTunnelBridgeTransportType(tile
);
1838 if (IsTunnel(tile
)) {
1839 if (Tunnel::GetByTile(tile
)->is_chunnel
) {
1840 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
;
1842 td
->str
= (tt
== TRANSPORT_RAIL
) ? IsTunnelBridgeWithSignalSimulation(tile
) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL
: STR_LAI_TUNNEL_DESCRIPTION_RAILROAD
: STR_LAI_TUNNEL_DESCRIPTION_ROAD
;
1844 } else { // IsBridge(tile)
1845 td
->str
= (tt
== TRANSPORT_WATER
) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT
: IsTunnelBridgeWithSignalSimulation(tile
) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL
: GetBridgeSpec(GetBridgeType(tile
))->transport_name
[tt
];
1847 td
->owner
[0] = GetTileOwner(tile
);
1849 Owner road_owner
= INVALID_OWNER
;
1850 Owner tram_owner
= INVALID_OWNER
;
1851 RoadTypes rts
= GetRoadTypes(tile
);
1852 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
1853 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
1855 /* Is there a mix of owners? */
1856 if ((tram_owner
!= INVALID_OWNER
&& tram_owner
!= td
->owner
[0]) ||
1857 (road_owner
!= INVALID_OWNER
&& road_owner
!= td
->owner
[0])) {
1859 if (road_owner
!= INVALID_OWNER
) {
1860 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_ROAD_OWNER
;
1861 td
->owner
[i
] = road_owner
;
1864 if (tram_owner
!= INVALID_OWNER
) {
1865 td
->owner_type
[i
] = STR_LAND_AREA_INFORMATION_TRAM_OWNER
;
1866 td
->owner
[i
] = tram_owner
;
1870 if (tt
== TRANSPORT_RAIL
) {
1871 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(tile
));
1872 td
->rail_speed
= rti
->max_speed
;
1873 td
->railtype
= rti
->strings
.name
;
1875 if (!IsTunnel(tile
)) {
1876 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1877 if (td
->rail_speed
== 0 || spd
< td
->rail_speed
) {
1878 td
->rail_speed
= spd
;
1881 } else if (tt
== TRANSPORT_ROAD
&& !IsTunnel(tile
)) {
1882 td
->road_speed
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
1887 static void TileLoop_TunnelBridge(TileIndex tile
)
1889 bool snow_or_desert
= HasTunnelBridgeSnowOrDesert(tile
);
1890 switch (_settings_game
.game_creation
.landscape
) {
1892 /* As long as we do not have a snow density, we want to use the density
1893 * from the entry edge. */
1894 int z
= GetTileMaxZ(tile
);
1895 if (snow_or_desert
!= (z
> GetSnowLine())) {
1896 SetTunnelBridgeSnowOrDesert(tile
, !snow_or_desert
);
1897 MarkTileDirtyByTile(tile
);
1903 if (GetTropicZone(tile
) == TROPICZONE_DESERT
&& !snow_or_desert
) {
1904 SetTunnelBridgeSnowOrDesert(tile
, true);
1905 MarkTileDirtyByTile(tile
);
1914 static bool ClickTile_TunnelBridge(TileIndex tile
)
1916 /* Show vehicles found in tunnel. */
1917 if (IsTunnelTile(tile
)) {
1920 TileIndex tile_end
= GetOtherTunnelBridgeEnd(tile
);
1922 if (!t
->IsFrontEngine()) continue;
1923 if (tile
== t
->tile
|| tile_end
== t
->tile
) {
1924 ShowVehicleViewWindow(t
);
1927 if (count
> 19) break; // no more than 20 windows open
1929 if (count
> 0) return true;
1934 extern const TrackBits _road_trackbits
[16];
1936 static TrackStatus
GetTileTrackStatus_TunnelBridge(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
1938 TransportType transport_type
= GetTunnelBridgeTransportType(tile
);
1940 if (transport_type
!= mode
|| (transport_type
== TRANSPORT_ROAD
&& (GetRoadTypes(tile
) & sub_mode
) == 0)) return 0;
1942 DiagDirection dir
= GetTunnelBridgeDirection(tile
);
1944 if (mode
== TRANSPORT_ROAD
&& IsRoadCustomBridgeHeadTile(tile
)) {
1945 if (side
!= INVALID_DIAGDIR
&& side
== dir
) return 0;
1946 TrackBits bits
= TRACK_BIT_NONE
;
1947 if (sub_mode
& ROADTYPES_TRAM
) bits
|= _road_trackbits
[GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_TRAM
)];
1948 if (sub_mode
& ROADTYPES_ROAD
) bits
|= _road_trackbits
[GetCustomBridgeHeadRoadBits(tile
, ROADTYPE_ROAD
)];
1949 return CombineTrackStatus(TrackBitsToTrackdirBits(bits
), TRACKDIR_BIT_NONE
);
1952 if (side
!= INVALID_DIAGDIR
&& side
!= ReverseDiagDir(dir
)) return 0;
1954 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir
)), TRACKDIR_BIT_NONE
);
1957 static void UpdateRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
, bool add
) {
1958 /* A full diagonal road has two road bits. */
1959 const uint middle_len
= 2 * GetTunnelBridgeLength(begin
, end
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
1960 const uint len
= middle_len
+ (4 * TUNNELBRIDGE_TRACKBIT_FACTOR
);
1962 /* Iterate all present road types as each can have a different owner. */
1964 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(begin
)) {
1965 Company
* const c
= Company::GetIfValid(GetRoadOwner(begin
, rt
));
1968 if (IsBridge(begin
)) {
1969 const RoadBits bits
= GetCustomBridgeHeadRoadBits(begin
, rt
);
1970 infra
+= CountBits(bits
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
1971 if (bits
& DiagDirToRoadBits(GetTunnelBridgeDirection(begin
))) {
1972 infra
+= middle_len
;
1978 c
->infrastructure
.road
[rt
] += infra
;
1980 c
->infrastructure
.road
[rt
] -= infra
;
1984 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(end
)) {
1985 Company
* const c
= Company::GetIfValid(GetRoadOwner(end
, rt
));
1988 if (IsBridge(end
)) {
1989 const RoadBits bits
= GetCustomBridgeHeadRoadBits(end
, rt
);
1990 infra
+= CountBits(bits
) * TUNNELBRIDGE_TRACKBIT_FACTOR
;
1993 c
->infrastructure
.road
[rt
] += infra
;
1995 c
->infrastructure
.road
[rt
] -= infra
;
2001 void AddRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
) {
2002 UpdateRoadTunnelBridgeInfrastructure(begin
, end
, true);
2005 void SubtractRoadTunnelBridgeInfrastructure(TileIndex begin
, TileIndex end
) {
2006 UpdateRoadTunnelBridgeInfrastructure(begin
, end
, false);
2009 static void ChangeTileOwner_TunnelBridge(TileIndex tile
, Owner old_owner
, Owner new_owner
)
2011 const TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
2012 /* Set number of pieces to zero if it's the southern tile as we
2013 * don't want to update the infrastructure counts twice. */
2014 const uint num_pieces
= tile
< other_end
? (GetTunnelBridgeLength(tile
, other_end
) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR
: 0;
2015 const TransportType tt
= GetTunnelBridgeTransportType(tile
);
2017 if (tt
== TRANSPORT_ROAD
) SubtractRoadTunnelBridgeInfrastructure(tile
, other_end
);
2019 for (RoadType rt
= ROADTYPE_ROAD
; rt
< ROADTYPE_END
; rt
++) {
2020 /* Update all roadtypes, no matter if they are present */
2021 if (GetRoadOwner(tile
, rt
) == old_owner
) {
2022 SetRoadOwner(tile
, rt
, new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
);
2026 if (tt
== TRANSPORT_ROAD
) AddRoadTunnelBridgeInfrastructure(tile
, other_end
);
2028 if (!IsTileOwner(tile
, old_owner
)) return;
2030 /* Update company infrastructure counts for rail and water as well.
2031 * No need to dirty windows here, we'll redraw the whole screen anyway. */
2032 Company
*old
= Company::Get(old_owner
);
2033 if (tt
== TRANSPORT_RAIL
) {
2034 old
->infrastructure
.rail
[GetRailType(tile
)] -= num_pieces
;
2035 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.rail
[GetRailType(tile
)] += num_pieces
;
2036 } else if (tt
== TRANSPORT_WATER
) {
2037 old
->infrastructure
.water
-= num_pieces
;
2038 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.water
+= num_pieces
;
2041 if (IsTunnelBridgeWithSignalSimulation(tile
) && IsTunnelBridgeSignalSimulationEntrance(tile
)) {
2042 uint num_sigs
= GetTunnelBridgeSignalSimulationSignalCount(tile
, other_end
);
2043 Company::Get(old_owner
)->infrastructure
.signal
-= num_sigs
;
2044 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.signal
+= num_sigs
;
2047 if (new_owner
!= INVALID_OWNER
) {
2048 SetTileOwner(tile
, new_owner
);
2050 if (tt
== TRANSPORT_RAIL
) {
2051 /* Since all of our vehicles have been removed, it is safe to remove the rail
2052 * bridge / tunnel. */
2053 CommandCost ret
= DoCommand(tile
, 0, 0, DC_EXEC
| DC_BANKRUPT
, CMD_LANDSCAPE_CLEAR
);
2054 assert(ret
.Succeeded());
2056 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
2057 SetTileOwner(tile
, OWNER_NONE
);
2063 * Frame when the 'enter tunnel' sound should be played. This is the second
2064 * frame on a tile, so the sound is played shortly after entering the tunnel
2065 * tile, while the vehicle is still visible.
2067 static const byte TUNNEL_SOUND_FRAME
= 1;
2070 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
2071 * This differs per direction, because of visibility / bounding box issues.
2072 * Note that direction, in this case, is the direction leading into the tunnel.
2073 * When entering a tunnel, hide the vehicle when it reaches the given frame.
2074 * When leaving a tunnel, show the vehicle when it is one frame further
2075 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
2077 extern const byte _tunnel_visibility_frame
[DIAGDIR_END
] = {12, 8, 8, 12};
2079 static VehicleEnterTileStatus
VehicleEnter_TunnelBridge(Vehicle
*v
, TileIndex tile
, int x
, int y
)
2081 int z
= GetSlopePixelZ(x
, y
) - v
->z_pos
;
2083 if (abs(z
) > 2) return VETSB_CANNOT_ENTER
;
2084 /* Direction into the wormhole */
2085 const DiagDirection dir
= GetTunnelBridgeDirection(tile
);
2086 /* Direction of the vehicle */
2087 const DiagDirection vdir
= DirToDiagDir(v
->direction
);
2088 /* New position of the vehicle on the tile */
2089 byte pos
= (DiagDirToAxis(vdir
) == AXIS_X
? x
: y
) & TILE_UNIT_MASK
;
2090 /* Number of units moved by the vehicle since entering the tile */
2091 byte frame
= (vdir
== DIAGDIR_NE
|| vdir
== DIAGDIR_NW
) ? TILE_SIZE
- 1 - pos
: pos
;
2093 if (IsTunnel(tile
)) {
2094 if (v
->type
== VEH_TRAIN
) {
2095 Train
*t
= Train::From(v
);
2097 if (t
->track
!= TRACK_BIT_WORMHOLE
&& dir
== vdir
) {
2098 if (t
->IsFrontEngine() && frame
== TUNNEL_SOUND_FRAME
) {
2099 if (!PlayVehicleSound(t
, VSE_TUNNEL
) && RailVehInfo(t
->engine_type
)->engclass
== 0) {
2100 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL
, v
);
2102 return VETSB_CONTINUE
;
2104 if (frame
== _tunnel_visibility_frame
[dir
]) {
2106 t
->track
= TRACK_BIT_WORMHOLE
;
2107 t
->vehstatus
|= VS_HIDDEN
;
2108 return VETSB_ENTERED_WORMHOLE
;
2112 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
2113 /* We're at the tunnel exit ?? */
2114 if (t
->tile
!= tile
&& GetOtherTunnelEnd(t
->tile
) != tile
) return VETSB_CONTINUE
; // In chunnel
2116 t
->track
= DiagDirToDiagTrackBits(vdir
);
2118 t
->vehstatus
&= ~VS_HIDDEN
;
2119 return VETSB_ENTERED_WORMHOLE
;
2121 } else if (v
->type
== VEH_ROAD
) {
2122 RoadVehicle
*rv
= RoadVehicle::From(v
);
2125 if (rv
->state
!= RVSB_WORMHOLE
&& dir
== vdir
) {
2126 if (frame
== _tunnel_visibility_frame
[dir
]) {
2127 /* Frame should be equal to the next frame number in the RV's movement */
2128 assert(frame
== rv
->frame
+ 1);
2130 rv
->state
= RVSB_WORMHOLE
;
2131 rv
->vehstatus
|= VS_HIDDEN
;
2132 return VETSB_ENTERED_WORMHOLE
;
2134 return VETSB_CONTINUE
;
2138 /* We're at the tunnel exit ?? */
2139 if (dir
== ReverseDiagDir(vdir
) && frame
== TILE_SIZE
- _tunnel_visibility_frame
[dir
] && z
== 0) {
2140 if (rv
->tile
!= tile
&& GetOtherTunnelEnd(rv
->tile
) != tile
) return VETSB_CONTINUE
; // In chunnel
2142 rv
->state
= DiagDirToDiagTrackdir(vdir
);
2144 rv
->vehstatus
&= ~VS_HIDDEN
;
2145 return VETSB_ENTERED_WORMHOLE
;
2148 } else { // IsBridge(tile)
2149 if (v
->vehstatus
& VS_HIDDEN
) return VETSB_CONTINUE
; // Building bridges between chunnel portals allowed.
2150 if (v
->type
!= VEH_SHIP
) {
2151 /* modify speed of vehicle */
2152 uint16 spd
= GetBridgeSpec(GetBridgeType(tile
))->speed
;
2154 if (v
->type
== VEH_ROAD
) spd
*= 2;
2155 Vehicle
*first
= v
->First();
2156 first
->cur_speed
= min(first
->cur_speed
, spd
);
2160 /* Vehicle enters bridge at the last frame inside this tile. */
2161 if (frame
!= TILE_SIZE
- 1) return VETSB_CONTINUE
;
2164 Train
*t
= Train::From(v
);
2165 t
->track
= TRACK_BIT_WORMHOLE
;
2166 ClrBit(t
->gv_flags
, GVF_GOINGUP_BIT
);
2167 ClrBit(t
->gv_flags
, GVF_GOINGDOWN_BIT
);
2172 RoadVehicle
*rv
= RoadVehicle::From(v
);
2173 rv
->state
= RVSB_WORMHOLE
;
2174 /* There are no slopes inside bridges / tunnels. */
2175 ClrBit(rv
->gv_flags
, GVF_GOINGUP_BIT
);
2176 ClrBit(rv
->gv_flags
, GVF_GOINGDOWN_BIT
);
2181 Ship::From(v
)->state
= TRACK_BIT_WORMHOLE
;
2184 default: NOT_REACHED();
2186 return VETSB_ENTERED_WORMHOLE
;
2187 } else if (vdir
== ReverseDiagDir(dir
)) {
2191 Train
*t
= Train::From(v
);
2192 if (t
->track
== TRACK_BIT_WORMHOLE
) {
2193 t
->track
= DiagDirToDiagTrackBits(vdir
);
2194 return VETSB_ENTERED_WORMHOLE
;
2200 RoadVehicle
*rv
= RoadVehicle::From(v
);
2201 if (rv
->state
== RVSB_WORMHOLE
) {
2202 rv
->state
= DiagDirToDiagTrackdir(vdir
);
2204 return VETSB_ENTERED_WORMHOLE
;
2210 Ship
*ship
= Ship::From(v
);
2211 if (ship
->state
== TRACK_BIT_WORMHOLE
) {
2212 ship
->state
= DiagDirToDiagTrackBits(vdir
);
2213 return VETSB_ENTERED_WORMHOLE
;
2218 default: NOT_REACHED();
2222 return VETSB_CONTINUE
;
2225 static CommandCost
TerraformTile_TunnelBridge(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
2227 if (_settings_game
.construction
.build_on_slopes
&& AutoslopeEnabled() && IsBridge(tile
) && GetTunnelBridgeTransportType(tile
) != TRANSPORT_WATER
) {
2228 DiagDirection direction
= GetTunnelBridgeDirection(tile
);
2229 Axis axis
= DiagDirToAxis(direction
);
2232 Slope tileh_old
= GetTileSlope(tile
, &z_old
);
2234 if (IsRoadCustomBridgeHeadTile(tile
)) {
2235 const RoadBits pieces
= GetCustomBridgeHeadAllRoadBits(tile
);
2236 const RoadBits entrance_piece
= DiagDirToRoadBits(direction
);
2237 if ((_invalid_tileh_slopes_road
[0][tileh_new
] & (pieces
& ~entrance_piece
)) != ROAD_NONE
) {
2238 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2242 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2243 if ((direction
== DIAGDIR_NW
) || (direction
== DIAGDIR_NE
)) {
2244 CheckBridgeSlopeSouth(axis
, &tileh_old
, &z_old
);
2245 res
= CheckBridgeSlopeSouth(axis
, &tileh_new
, &z_new
);
2247 CheckBridgeSlopeNorth(axis
, &tileh_old
, &z_old
);
2248 res
= CheckBridgeSlopeNorth(axis
, &tileh_new
, &z_new
);
2251 /* Surface slope is valid and remains unchanged? */
2252 if (res
.Succeeded() && (z_old
== z_new
) && (tileh_old
== tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
2255 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
2258 extern const TileTypeProcs _tile_type_tunnelbridge_procs
= {
2259 DrawTile_TunnelBridge
, // draw_tile_proc
2260 GetSlopePixelZ_TunnelBridge
, // get_slope_z_proc
2261 ClearTile_TunnelBridge
, // clear_tile_proc
2262 NULL
, // add_accepted_cargo_proc
2263 GetTileDesc_TunnelBridge
, // get_tile_desc_proc
2264 GetTileTrackStatus_TunnelBridge
, // get_tile_track_status_proc
2265 ClickTile_TunnelBridge
, // click_tile_proc
2266 NULL
, // animate_tile_proc
2267 TileLoop_TunnelBridge
, // tile_loop_proc
2268 ChangeTileOwner_TunnelBridge
, // change_tile_owner_proc
2269 NULL
, // add_produced_cargo_proc
2270 VehicleEnter_TunnelBridge
, // vehicle_enter_tile_proc
2271 GetFoundation_TunnelBridge
, // get_foundation_proc
2272 TerraformTile_TunnelBridge
, // terraform_tile_proc