Increase the number of road and tram subtypes to 32.
[openttd-joker.git] / src / tunnelbridge_cmd.cpp
blob1becdf56457337a78332acdb8ffaf8d31e64312b
1 /* $Id$ */
3 /*
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/>.
8 */
10 /**
11 * @file tunnelbridge_cmd.cpp
12 * This file deals with tunnels and bridges (non-gui stuff)
13 * @todo separate this file into two
16 #include "stdafx.h"
17 #include "newgrf_object.h"
18 #include "viewport_func.h"
19 #include "cmd_helper.h"
20 #include "command_func.h"
21 #include "town.h"
22 #include "train.h"
23 #include "ship.h"
24 #include "roadveh.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"
40 #include "pbs.h"
41 #include "company_base.h"
42 #include "newgrf_railtype.h"
43 #include "newgrf_roadtype.h"
44 #include "object_base.h"
45 #include "water.h"
46 #include "company_gui.h"
47 #include "viewport_func.h"
48 #include "station_map.h"
49 #include "industry_map.h"
51 #include "table/strings.h"
52 #include "table/bridge_land.h"
54 #include "safeguards.h"
56 BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
57 TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
59 /** Z position of the bridge sprites relative to bridge height (downwards) */
60 static const int BRIDGE_Z_START = 3;
62 extern void DrawRoadBits(TileInfo *ti);
63 extern const RoadBits _invalid_tileh_slopes_road[2][15];
66 /**
67 * Mark bridge tiles dirty.
68 * Note: The bridge does not need to exist, everything is passed via parameters.
69 * @param begin Start tile.
70 * @param end End tile.
71 * @param direction Direction from \a begin to \a end.
72 * @param bridge_height Bridge height level.
74 void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height, const ZoomLevel mark_dirty_if_zoomlevel_is_below)
76 TileIndexDiff delta = TileOffsByDiagDir(direction);
77 for (TileIndex t = begin; t != end; t += delta) {
78 MarkTileDirtyByTile(t, mark_dirty_if_zoomlevel_is_below, bridge_height - TileHeight(t));
80 MarkTileDirtyByTile(end, mark_dirty_if_zoomlevel_is_below);
83 /**
84 * Mark bridge tiles dirty.
85 * @param tile Bridge head.
87 void MarkBridgeDirty(TileIndex tile, const ZoomLevel mark_dirty_if_zoomlevel_is_below)
89 MarkBridgeDirty(tile, GetOtherTunnelBridgeEnd(tile), GetTunnelBridgeDirection(tile), GetBridgeHeight(tile), mark_dirty_if_zoomlevel_is_below);
92 /**
93 * Mark bridge or tunnel tiles dirty.
94 * @param tile Bridge head or tunnel entrance.
96 void MarkBridgeOrTunnelDirty(TileIndex tile, const ZoomLevel mark_dirty_if_zoomlevel_is_below)
98 if (IsBridge(tile)) {
99 MarkBridgeDirty(tile, mark_dirty_if_zoomlevel_is_below);
100 } else {
101 MarkTileDirtyByTile(tile);
102 MarkTileDirtyByTile(GetOtherTunnelBridgeEnd(tile));
107 * Get number of signals on bridge or tunnel with signal simulation.
108 * @param length Length of bridge/tunnel middle
109 * @return Number of signals on signalled bridge/tunnel of this length
111 uint GetTunnelBridgeSignalSimulationSignalCount(uint length)
113 return 2 + (length / _settings_game.construction.simulated_wormhole_signals);
116 /** Reset the data been eventually changed by the grf loaded. */
117 void ResetBridges()
119 /* First, free sprite table data */
120 for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
121 if (_bridge[i].sprite_table != nullptr) {
122 for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
123 free(_bridge[i].sprite_table);
127 /* Then, wipe out current bridges */
128 memset(&_bridge, 0, sizeof(_bridge));
129 /* And finally, reinstall default data */
130 memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
134 * Calculate the price factor for building a long bridge.
135 * 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,
136 * @param length Length of the bridge.
137 * @return Price factor for the bridge.
139 int CalcBridgeLenCostFactor(int length)
141 if (length < 2) return length;
143 length -= 2;
144 int sum = 2;
145 for (int delta = 1;; delta++) {
146 for (int count = 0; count < delta; count++) {
147 if (length == 0) return sum;
148 sum += delta;
149 length--;
155 * Get the foundation for a bridge.
156 * @param tileh The slope to build the bridge on.
157 * @param axis The axis of the bridge entrance.
158 * @return The foundation required.
160 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
162 if (tileh == SLOPE_FLAT ||
163 ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
164 ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
166 return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
170 * Determines if the track on a bridge ramp is flat or goes up/down.
172 * @param tileh Slope of the tile under the bridge head
173 * @param axis Orientation of bridge
174 * @return true iff the track is flat.
176 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
178 ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
179 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
180 return (tileh != SLOPE_FLAT);
183 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
185 const BridgeSpec *bridge = GetBridgeSpec(index);
186 assert(table < BRIDGE_PIECE_INVALID);
187 if (bridge->sprite_table == nullptr || bridge->sprite_table[table] == nullptr) {
188 return _bridge_sprite_table[index][table];
189 } else {
190 return bridge->sprite_table[table];
196 * Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
198 * @param axis Axis of the bridge
199 * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
200 * @param z TileZ corresponding to tileh, gets modified as well
201 * @return Error or cost for bridge foundation
203 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
205 Foundation f = GetBridgeFoundation(*tileh, axis);
206 *z += ApplyFoundationToSlope(f, tileh);
208 Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
209 if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CommandError();
211 if (f == FOUNDATION_NONE) return CommandCost();
213 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
217 * Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
219 * @param axis Axis of the bridge
220 * @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
221 * @param z TileZ corresponding to tileh, gets modified as well
222 * @return Error or cost for bridge foundation
224 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
226 Foundation f = GetBridgeFoundation(*tileh, axis);
227 *z += ApplyFoundationToSlope(f, tileh);
229 Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
230 if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CommandError();
232 if (f == FOUNDATION_NONE) return CommandCost();
234 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
238 * Is a bridge of the specified type and length available?
239 * @param bridge_type Wanted type of bridge.
240 * @param bridge_len Wanted length of the bridge.
241 * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
243 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
245 if (flags & DC_QUERY_COST) {
246 if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
247 return CommandError(STR_ERROR_BRIDGE_TOO_LONG);
250 if (bridge_type >= MAX_BRIDGES) return CommandError();
252 const BridgeSpec *b = GetBridgeSpec(bridge_type);
253 if (b->avail_year > _cur_year) return CommandError();
255 uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
257 if (b->min_length > bridge_len) return CommandError();
258 if (bridge_len <= max) return CommandCost();
259 return CommandError(STR_ERROR_BRIDGE_TOO_LONG);
263 * Build a Bridge
264 * @param end_tile end tile
265 * @param flags type of operation
266 * @param p1 packed start tile coords (~ dx)
267 * @param p2 various bitstuffed elements
268 * - p2 = (bit 0- 7) - bridge type (hi bh)
269 * - p2 = (bit 8-13) - rail type or road types.
270 * - p2 = (bit 15-16) - transport type.
271 * @param text unused
272 * @return the cost of this operation or an error
274 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
276 CompanyID company = _current_company;
278 RailType railtype = INVALID_RAILTYPE;
279 RoadTypeIdentifier rtid;
281 /* unpack parameters */
282 BridgeType bridge_type = GB(p2, 0, 8);
284 if (!IsValidTile(p1)) return CommandError(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
286 TransportType transport_type = Extract<TransportType, 15, 2>(p2);
288 /* type of bridge */
289 switch (transport_type) {
290 case TRANSPORT_ROAD: {
291 if (!rtid.UnpackIfValid(GB(p2, 8, 6))) return CommandError();
292 if (!ValParamRoadType(rtid)) return CommandError();
293 break;
296 case TRANSPORT_RAIL:
297 railtype = Extract<RailType, 8, 5>(p2);
298 if (!ValParamRailtype(railtype)) return CommandError();
299 break;
301 case TRANSPORT_WATER:
302 break;
304 default:
305 /* Airports don't have bridges. */
306 return CommandError();
308 TileIndex tile_start = p1;
309 TileIndex tile_end = end_tile;
311 if (company == OWNER_DEITY) {
312 if (transport_type != TRANSPORT_ROAD) return CommandError();
313 const Town *town = CalcClosestTownFromTile(tile_start);
315 company = OWNER_TOWN;
317 /* If we are not within a town, we are not owned by the town */
318 if (town == nullptr || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
319 company = OWNER_NONE;
323 if (tile_start == tile_end) {
324 return CommandError(STR_ERROR_CAN_T_START_AND_END_ON);
327 Axis direction;
328 if (TileX(tile_start) == TileX(tile_end)) {
329 direction = AXIS_Y;
330 } else if (TileY(tile_start) == TileY(tile_end)) {
331 direction = AXIS_X;
332 } else {
333 return CommandError(STR_ERROR_START_AND_END_MUST_BE_IN);
336 if (tile_end < tile_start) Swap(tile_start, tile_end);
338 uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
339 if (transport_type != TRANSPORT_WATER) {
340 /* set and test bridge length, availability */
341 CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
342 if (ret.Failed()) return ret;
343 } else {
344 if (bridge_len > _settings_game.construction.max_bridge_length) return CommandError(STR_ERROR_BRIDGE_TOO_LONG);
347 int z_start;
348 int z_end;
349 Slope tileh_start = GetTileSlope(tile_start, &z_start);
350 Slope tileh_end = GetTileSlope(tile_end, &z_end);
351 bool pbs_reservation = false;
353 CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
354 CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
356 /* Aqueducts can't be built of flat land. */
357 if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return CommandError(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
358 if (z_start != z_end) return CommandError(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
360 CommandCost cost(EXPENSES_CONSTRUCTION);
361 Owner owner;
362 bool is_new_owner;
363 bool is_upgrade = false;
364 RoadTypeIdentifiers rtids;
365 if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
366 GetOtherBridgeEnd(tile_start) == tile_end &&
367 GetTunnelBridgeTransportType(tile_start) == transport_type) {
368 /* Replace a current bridge. */
370 switch (transport_type) {
371 case TRANSPORT_RAIL:
372 /* Keep the reservation, the path stays valid. */
373 pbs_reservation = HasTunnelBridgeReservation(tile_start);
374 break;
376 case TRANSPORT_ROAD:
377 /* Do not remove road types when upgrading a bridge */
378 rtids = RoadTypeIdentifiers::FromTile(tile_start);
379 break;
381 default: break;
384 /* If this is a railway bridge, make sure the railtypes match. */
385 if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
386 return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
389 /* If this is a road bridge, make sure the roadtype matches. */
390 if (transport_type == TRANSPORT_ROAD && rtids.HasType(rtid.basetype) && rtids.GetType(rtid.basetype) != rtid) {
391 return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
394 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
395 if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
396 GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
397 _game_mode != GM_EDITOR) {
398 Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
400 if (t == nullptr) {
401 return CommandError();
402 } else {
403 SetDParam(0, t->index);
404 return CommandError(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
408 /* Do not replace the bridge with the same bridge type. */
409 if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || rtids.HasType(rtid.basetype))) {
410 return CommandError(STR_ERROR_ALREADY_BUILT);
413 /* Do not allow replacing another company's bridges. */
414 if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
415 return CommandError(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
418 cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
419 owner = GetTileOwner(tile_start);
421 /* If bridge belonged to bankrupt company, it has a new owner now */
422 is_new_owner = (owner == OWNER_NONE);
423 if (is_new_owner) owner = company;
425 is_upgrade = true;
426 } else {
427 /* Build a new bridge. */
429 bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
431 /* Try and clear the start landscape */
432 CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
433 if (ret.Failed()) return ret;
434 cost = ret;
436 if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return CommandError(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
437 cost.AddCost(terraform_cost_north);
439 /* Try and clear the end landscape */
440 ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
441 if (ret.Failed()) return ret;
442 cost.AddCost(ret);
444 /* false - end tile slope check */
445 if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return CommandError(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
446 cost.AddCost(terraform_cost_south);
448 const TileIndex heads[] = {tile_start, tile_end};
449 for (int i = 0; i < 2; i++) {
450 if (IsBridgeAbove(heads[i])) {
451 TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
453 if (direction == GetBridgeAxis(heads[i])) return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
455 if (z_start + 1 == GetBridgeHeight(north_head)) {
456 return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
461 TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
462 for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
463 if (GetTileMaxZ(tile) > z_start) return CommandError(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
465 if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
467 * Disallow too high bridges.
468 * Properly rendering a map where very high bridges (might) exist is expensive.
469 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
470 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
472 return CommandError(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
475 if (IsBridgeAbove(tile)) {
476 /* Disallow crossing bridges for the time being */
477 return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
480 switch (GetTileType(tile)) {
481 case MP_WATER:
482 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
483 break;
485 case MP_RAILWAY:
486 if (!IsPlainRail(tile)) goto not_valid_below;
487 break;
489 case MP_ROAD:
490 if (IsRoadDepot(tile)) goto not_valid_below;
491 break;
493 case MP_TUNNELBRIDGE:
494 if (IsTunnel(tile)) break;
495 if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
496 if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
497 break;
499 case MP_OBJECT: {
500 const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
501 if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
502 if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
503 break;
506 case MP_CLEAR:
507 break;
509 default:
510 not_valid_below:;
511 /* try and clear the middle landscape */
512 ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
513 if (ret.Failed()) return ret;
514 cost.AddCost(ret);
515 break;
518 if (flags & DC_EXEC) {
519 /* We do this here because when replacing a bridge with another
520 * type calling SetBridgeMiddle isn't needed. After all, the
521 * tile already has the has_bridge_above bits set. */
522 SetBridgeMiddle(tile, direction);
526 owner = company;
527 is_new_owner = true;
530 RoadTypes prev_roadtypes = rtids.PresentRoadTypes();
531 if (transport_type == TRANSPORT_ROAD) rtids.MergeRoadType(rtid);
533 /* do the drill? */
534 if (flags & DC_EXEC) {
535 DiagDirection dir = AxisToDiagDir(direction);
537 Company *c = Company::GetIfValid(company);
538 switch (transport_type) {
539 case TRANSPORT_RAIL:
540 /* Add to company infrastructure count if required. */
541 if (is_new_owner && c != nullptr) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
542 MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype, is_upgrade);
543 MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype, is_upgrade);
544 SetTunnelBridgeReservation(tile_start, pbs_reservation);
545 SetTunnelBridgeReservation(tile_end, pbs_reservation);
546 break;
548 case TRANSPORT_ROAD: {
549 if (is_new_owner) {
550 /* Also give unowned present roadtypes to new owner */
551 if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
552 if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
554 if (c != nullptr) {
555 /* Add all new road types to the company infrastructure counter. */
556 RoadTypeIdentifier new_rtid;
557 FOR_EACH_SET_ROADTYPEIDENTIFIER(new_rtid, rtids) {
558 if (!HasBit(prev_roadtypes, new_rtid.basetype)) {
559 /* A full diagonal road tile has two road bits. */
560 c->infrastructure.road[new_rtid.basetype][new_rtid.subtype] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
564 Owner owner_road = HasBit(prev_roadtypes, ROADTYPE_ROAD) ? GetRoadOwner(tile_start, ROADTYPE_ROAD) : company;
565 Owner owner_tram = HasBit(prev_roadtypes, ROADTYPE_TRAM) ? GetRoadOwner(tile_start, ROADTYPE_TRAM) : company;
566 MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, rtids, is_upgrade);
567 MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), rtids, is_upgrade);
568 break;
571 case TRANSPORT_WATER:
572 if (is_new_owner && c != nullptr) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
573 MakeAqueductBridgeRamp(tile_start, owner, dir);
574 MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
575 break;
577 default:
578 NOT_REACHED();
581 /* Mark all tiles dirty */
582 MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
583 DirtyCompanyInfrastructureWindows(company);
586 if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
587 Track track = AxisToTrack(direction);
588 AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
589 YapfNotifyTrackLayoutChange(tile_start, track);
592 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
593 * It's unnecessary to execute this command every time for every bridge. So it is done only
594 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
596 Company *c = Company::GetIfValid(company);
597 if (!(flags & DC_QUERY_COST) || (c != nullptr && c->is_ai)) {
598 bridge_len += 2; // begin and end tiles/ramps
600 switch (transport_type) {
601 case TRANSPORT_ROAD: {
602 RoadTypeIdentifier cost_rtid;
603 FOR_EACH_SET_ROADTYPEIDENTIFIER(cost_rtid, rtids) {
604 cost.AddCost(bridge_len * 2 * RoadBuildCost(cost_rtid));
606 break;
608 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
609 default: break;
612 if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
614 if (transport_type != TRANSPORT_WATER) {
615 cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
616 } else {
617 /* Aqueducts use a separate base cost. */
618 cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
623 return cost;
627 * Check if the amount of tiles of the chunnel ramp is between allowed limits.
628 * @param tile the actual tile.
629 * @param ramp ramp_start tile.
630 * @param delta the tile offset.
631 * @return an empty string if between limits or a formatted string for the error message.
633 static inline StringID IsRampBetweenLimits(TileIndex ramp_start, TileIndex tile, TileIndexDiff delta)
635 uint min_length = 4;
636 uint max_length = 7;
637 if (Delta(ramp_start, tile) < (uint)abs(delta) * min_length || (uint)abs(delta) * max_length < Delta(ramp_start, tile)) {
638 /* Add 1 in message to have consistency with cursor count in game. */
639 SetDParam(0, max_length + 1);
640 return STR_ERROR_CHUNNEL_RAMP;
643 return STR_NULL;
647 * See if chunnel building is possible.
648 * All chunnel related issues are tucked away in one procedure
649 * @pre only on z level 0.
650 * @param tile start tile of tunnel.
651 * @param direction the direction we want to build.
652 * @param is_chunnel pointer to set if chunnel is allowed or not.
653 * @param sea_tiles pointer for the amount of tiles used to cross a sea.
654 * @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.
656 static inline CommandCost CanBuildChunnel(TileIndex tile, DiagDirection direction, bool &is_chunnel, int &sea_tiles)
658 const int start_z = 0;
659 bool crossed_sea = false;
660 TileIndex ramp_start = tile;
662 if (GetTileZ(tile) > 0) return CommandError(STR_ERROR_CHUNNEL_ONLY_OVER_SEA);
664 const TileIndexDiff delta = TileOffsByDiagDir(direction);
665 for (;;) {
666 tile += delta;
667 if (!IsValidTile(tile)) return CommandError(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER);
668 _build_tunnel_endtile = tile;
669 int end_z;
670 Slope end_tileh = GetTileSlope(tile, &end_z);
672 if (start_z == end_z) {
673 /* Handle chunnels only on sea level and only one time crossing. */
674 if (!crossed_sea &&
675 (IsCoastTile(tile) ||
676 (IsValidTile(tile + delta) && HasTileWaterGround(tile + delta)) ||
677 (IsValidTile(tile + delta * 2) && HasTileWaterGround(tile + delta * 2)))) {
679 /* A shore was found, check if start ramp was too short or too long. */
680 StringID err_msg = IsRampBetweenLimits(ramp_start, tile, delta);
681 if (err_msg > STR_NULL) return CommandError(err_msg);
683 /* Pass the water and find a proper shore tile that potentially
684 * could have a tunnel portal behind. */
685 for (;;) {
686 end_tileh = GetTileSlope(tile);
687 if (direction == DIAGDIR_NE && (end_tileh & SLOPE_NE) == SLOPE_NE) break;
688 if (direction == DIAGDIR_SE && (end_tileh & SLOPE_SE) == SLOPE_SE) break;
689 if (direction == DIAGDIR_SW && (end_tileh & SLOPE_SW) == SLOPE_SW) break;
690 if (direction == DIAGDIR_NW && (end_tileh & SLOPE_NW) == SLOPE_NW) break;
692 /* No drilling under oil rigs.*/
693 if ((IsTileType(tile, MP_STATION) && IsOilRig(tile)) ||
694 (IsTileType(tile, MP_INDUSTRY) &&
695 GetIndustryGfx(tile) >= GFX_OILRIG_1 &&
696 GetIndustryGfx(tile) <= GFX_OILRIG_5)) return CommandError(STR_ERROR_NO_DRILLING_ABOVE_CHUNNEL);
698 if (IsTileType(tile, MP_WATER) && IsSea(tile)) crossed_sea = true;
699 if (!_cheats.crossing_tunnels.value && IsTunnelInWay(tile, start_z)) return CommandError(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
700 tile += delta;
701 if (!IsValidTile(tile)) return CommandError(STR_ERROR_CHUNNEL_THROUGH_MAP_BORDER);
702 _build_tunnel_endtile = tile;
703 sea_tiles++;
705 if (!crossed_sea) return CommandError(STR_ERROR_CHUNNEL_ONLY_OVER_SEA);
706 ramp_start = tile;
707 } else {
708 /* Check if end ramp was too short or too long after crossing the sea. */
709 if (crossed_sea) {
710 StringID err_msg = IsRampBetweenLimits(ramp_start, tile, delta);
711 if (err_msg > STR_NULL) return CommandError(err_msg);
713 break;
717 is_chunnel = crossed_sea;
719 return CommandCost();
724 * Build Tunnel.
725 * @param start_tile start tile of tunnel
726 * @param flags type of operation
727 * @param p1 bit 0-5 railtype or roadtypes
728 * bit 8-9 transport type
729 * @param p2 unused
730 * @param text unused
731 * @return the cost of this operation or an error
733 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
735 CompanyID company = _current_company;
737 TransportType transport_type = Extract<TransportType, 8, 2>(p1);
738 RailType railtype = INVALID_RAILTYPE;
739 RoadTypeIdentifier rtid;
740 _build_tunnel_endtile = 0;
741 switch (transport_type) {
742 case TRANSPORT_RAIL:
743 railtype = Extract<RailType, 0, 5>(p1);
744 if (!ValParamRailtype(railtype)) return CommandError();
745 break;
747 case TRANSPORT_ROAD: {
748 if (!rtid.UnpackIfValid(GB(p1, 0, 6))) return CommandError();
749 if (!ValParamRoadType(rtid)) return CommandError();
750 break;
753 default: return CommandError();
756 if (company == OWNER_DEITY) {
757 if (transport_type != TRANSPORT_ROAD) return CommandError();
758 const Town *town = CalcClosestTownFromTile(start_tile);
760 company = OWNER_TOWN;
762 /* If we are not within a town, we are not owned by the town */
763 if (town == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
764 company = OWNER_NONE;
768 int start_z;
769 int end_z;
770 Slope start_tileh = GetTileSlope(start_tile, &start_z);
771 DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
772 if (direction == INVALID_DIAGDIR) return CommandError(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
774 if (HasTileWaterGround(start_tile)) return CommandError(STR_ERROR_CAN_T_BUILD_ON_WATER);
776 CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
777 if (ret.Failed()) return ret;
779 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
780 * for the clearing of the entrance of the tunnel. Assigning it to
781 * cost before the loop will yield different costs depending on start-
782 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
784 TileIndexDiff delta = TileOffsByDiagDir(direction);
786 TileIndex end_tile = start_tile;
788 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
789 int tiles_coef = 3;
790 /* Number of tiles from start of tunnel */
791 int tiles = 0;
792 /* Number of tiles at which the cost increase coefficient per tile is halved */
793 int tiles_bump = 25;
794 /* flags for chunnels. */
795 bool is_chunnel = false;
796 bool crossed_sea = false;
797 /* Number of tiles counted for crossing sea */
798 int sea_tiles = 0;
800 if (start_z == 0 && _settings_game.construction.chunnel) {
801 CommandCost chunnel_test = CanBuildChunnel(start_tile, direction, is_chunnel, sea_tiles);
802 if (chunnel_test.Failed()) return chunnel_test;
805 Slope end_tileh;
806 for (;;) {
807 end_tile += delta;
808 if (!IsValidTile(end_tile)) return CommandError(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
809 end_tileh = GetTileSlope(end_tile, &end_z);
811 if (start_z == end_z) {
812 if (is_chunnel && !crossed_sea) {
813 end_tile += sea_tiles * delta;
814 tiles += sea_tiles;
815 crossed_sea = true;
817 else {
818 break;
821 tiles++;
824 /* The cost of the digging. */
825 CommandCost cost(EXPENSES_CONSTRUCTION);
826 for (int i = 1; i <= tiles; i++) {
827 if (i == tiles_bump) {
828 tiles_coef++;
829 tiles_bump *= 2;
832 cost.AddCost(_price[PR_BUILD_TUNNEL]);
833 cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
836 /* Add the cost of the entrance */
837 cost.AddCost(_price[PR_BUILD_TUNNEL]);
838 cost.AddCost(ret);
840 /* if the command fails from here on we want the end tile to be highlighted */
841 _build_tunnel_endtile = end_tile;
843 if (tiles > _settings_game.construction.max_tunnel_length) return CommandError(STR_ERROR_TUNNEL_TOO_LONG);
845 if (HasTileWaterGround(end_tile)) return CommandError(STR_ERROR_CAN_T_BUILD_ON_WATER);
847 /* Clear the tile in any case */
848 ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
849 if (ret.Failed()) return CommandError(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
850 cost.AddCost(ret);
852 /* slope of end tile must be complementary to the slope of the start tile */
853 if (end_tileh != ComplementSlope(start_tileh)) {
854 /* Mark the tile as already cleared for the terraform command.
855 * Do this for all tiles (like trees), not only objects. */
856 ClearedObjectArea *coa = FindClearedObject(end_tile);
857 if (coa == nullptr) {
858 coa = _cleared_object_areas.Append();
859 coa->first_tile = end_tile;
860 coa->area = TileArea(end_tile, 1, 1);
863 /* Hide the tile from the terraforming command */
864 TileIndex old_first_tile = coa->first_tile;
865 coa->first_tile = INVALID_TILE;
866 ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
867 coa->first_tile = old_first_tile;
868 if (ret.Failed()) return CommandError(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
869 cost.AddCost(ret);
871 cost.AddCost(_price[PR_BUILD_TUNNEL]);
873 /* Pay for the rail/road in the tunnel including entrances */
874 switch (transport_type) {
875 case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * RoadBuildCost(rtid) * 2); break;
876 case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
877 default: NOT_REACHED();
880 if (is_chunnel) cost.MultiplyCost(2);
882 if (flags & DC_EXEC) {
883 Company *c = Company::GetIfValid(company);
884 uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
886 /* The most northern tile first. */
887 TileIndex tn = start_tile;
888 TileIndex ts = end_tile;
889 if(start_tile > end_tile) Swap(tn, ts);
891 if (!Tunnel::CanAllocateItem()) return CommandError(STR_ERROR_TUNNEL_TOO_MANY);
892 const Tunnel* tunnel = new Tunnel(tn, ts, TileHeight(tn), is_chunnel);
894 if (transport_type == TRANSPORT_RAIL) {
895 if (c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
896 MakeRailTunnel(start_tile, company, tunnel->index, direction, railtype);
897 MakeRailTunnel(end_tile, company, tunnel->index, ReverseDiagDir(direction), railtype);
898 AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
899 YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
900 } else {
901 RoadTypeIdentifiers rtids;
902 rtids.MergeRoadType(rtid);
903 if (c != nullptr) {
904 RoadTypeIdentifier new_rtid;
905 FOR_EACH_SET_ROADTYPEIDENTIFIER(new_rtid, rtids) {
906 c->infrastructure.road[new_rtid.basetype][new_rtid.subtype] += num_pieces * 2; // A full diagonal road has two road bits.
909 MakeRoadTunnel(start_tile, company, tunnel->index, direction, rtids);
910 MakeRoadTunnel(end_tile, company, tunnel->index, ReverseDiagDir(direction), rtids);
912 DirtyCompanyInfrastructureWindows(company);
915 return cost;
920 * Are we allowed to remove the tunnel or bridge at \a tile?
921 * @param tile End point of the tunnel or bridge.
922 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
924 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
926 /* Floods can remove anything as well as the scenario editor */
927 if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
929 switch (GetTunnelBridgeTransportType(tile)) {
930 case TRANSPORT_ROAD: {
931 RoadTypes rts = GetRoadTypes(tile);
932 Owner road_owner = _current_company;
933 Owner tram_owner = _current_company;
935 if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
936 if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
938 /* We can remove unowned road and if the town allows it */
939 if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
940 /* Town does not allow */
941 return CheckTileOwnership(tile);
943 if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
944 if (tram_owner == OWNER_NONE) tram_owner = _current_company;
946 CommandCost ret = CheckOwnership(road_owner, tile);
947 if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
948 return ret;
951 case TRANSPORT_RAIL:
952 return CheckOwnership(GetTileOwner(tile));
954 case TRANSPORT_WATER: {
955 /* Always allow to remove aqueducts without owner. */
956 Owner aqueduct_owner = GetTileOwner(tile);
957 if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
958 return CheckOwnership(aqueduct_owner);
961 default: NOT_REACHED();
966 * Remove a tunnel from the game, update town rating, etc.
967 * @param tile Tile containing one of the endpoints of the tunnel.
968 * @param flags Command flags.
969 * @return Succeeded or failed command.
971 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
973 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
974 if (ret.Failed()) return ret;
976 TileIndex endtile = GetOtherTunnelEnd(tile);
978 ret = TunnelBridgeIsFree(tile, endtile);
979 if (ret.Failed()) return ret;
981 _build_tunnel_endtile = endtile;
983 Town *t = nullptr;
984 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
985 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
987 /* Check if you are allowed to remove the tunnel owned by a town
988 * Removal depends on difficulty settings */
989 CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
990 if (ret.Failed()) return ret;
993 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
994 * you have a "Poor" (0) town rating */
995 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
996 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
999 const bool is_chunnel = Tunnel::GetByTile(tile)->is_chunnel;
1001 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
1003 if (flags & DC_EXEC) {
1004 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
1005 /* We first need to request values before calling DoClearSquare */
1006 DiagDirection dir = GetTunnelBridgeDirection(tile);
1007 Track track = DiagDirToDiagTrack(dir);
1008 Owner owner = GetTileOwner(tile);
1010 Train *v = nullptr;
1011 if (HasTunnelBridgeReservation(tile)) {
1012 v = GetTrainForReservation(tile, track);
1013 if (v != nullptr) FreeTrainTrackReservation(v);
1016 if (Company::IsValidID(owner)) {
1017 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
1018 if (IsTunnelBridgeWithSignalSimulation(tile)) { // handle tunnel/bridge signals.
1019 Company::Get(GetTileOwner(tile))->infrastructure.signal -= GetTunnelBridgeSignalSimulationSignalCount(tile, endtile);
1021 DirtyCompanyInfrastructureWindows(owner);
1024 delete Tunnel::GetByTile(tile);
1026 DoClearSquare(tile);
1027 DoClearSquare(endtile);
1029 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
1030 AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
1031 AddSideToSignalBuffer(endtile, dir, owner);
1033 YapfNotifyTrackLayoutChange(tile, track);
1034 YapfNotifyTrackLayoutChange(endtile, track);
1036 if (v != nullptr) TryPathReserve(v);
1037 } else {
1038 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(tile);
1039 RoadTypeIdentifier rtid;
1040 FOR_EACH_SET_ROADTYPEIDENTIFIER(rtid, rtids) {
1041 /* A full diagonal road tile has two road bits. */
1042 Company *c = Company::GetIfValid(GetRoadOwner(tile, rtid.basetype));
1043 if (c != nullptr) {
1044 c->infrastructure.road[rtid.basetype][rtid.subtype] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
1045 DirtyCompanyInfrastructureWindows(c->index);
1049 delete Tunnel::GetByTile(tile);
1051 DoClearSquare(tile);
1052 DoClearSquare(endtile);
1054 ViewportMapInvalidateTunnelCacheByTile(tile);
1055 ViewportMapInvalidateTunnelCacheByTile(endtile);
1057 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len * (is_chunnel ? 2 : 1));
1062 * Remove a bridge from the game, update town rating, etc.
1063 * @param tile Tile containing one of the endpoints of the bridge.
1064 * @param flags Command flags.
1065 * @return Succeeded or failed command.
1067 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
1069 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
1070 if (ret.Failed()) return ret;
1072 TileIndex endtile = GetOtherBridgeEnd(tile);
1074 ret = TunnelBridgeIsFree(tile, endtile);
1075 if (ret.Failed()) return ret;
1077 DiagDirection direction = GetTunnelBridgeDirection(tile);
1078 TileIndexDiff delta = TileOffsByDiagDir(direction);
1080 Town *t = nullptr;
1081 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
1082 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
1084 /* Check if you are allowed to remove the bridge owned by a town
1085 * Removal depends on difficulty settings */
1086 CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
1087 if (ret.Failed()) return ret;
1090 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
1091 * you have a "Poor" (0) town rating */
1092 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
1093 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
1096 Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
1097 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
1099 if (flags & DC_EXEC) {
1100 /* read this value before actual removal of bridge */
1101 bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
1102 Owner owner = GetTileOwner(tile);
1103 int height = GetBridgeHeight(tile);
1104 Train *v = nullptr;
1106 if (rail && HasTunnelBridgeReservation(tile)) {
1107 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
1108 if (v != nullptr) FreeTrainTrackReservation(v);
1111 /* Update company infrastructure counts. */
1112 if (rail) {
1113 if (Company::IsValidID(owner)) {
1114 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
1115 if (IsTunnelBridgeWithSignalSimulation(tile)) { // handle tunnel/bridge signals.
1116 Company::Get(GetTileOwner(tile))->infrastructure.signal -= GetTunnelBridgeSignalSimulationSignalCount(tile, endtile);
1119 } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
1120 SubtractRoadTunnelBridgeInfrastructure(tile, endtile);
1121 } else { // Aqueduct
1122 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
1124 DirtyAllCompanyInfrastructureWindows();
1126 if (IsTunnelBridgeSignalSimulationEntrance(tile)) ClearBridgeEntranceSimulatedSignals(tile);
1127 if (IsTunnelBridgeSignalSimulationEntrance(endtile)) ClearBridgeEntranceSimulatedSignals(endtile);
1129 DoClearSquare(tile);
1130 DoClearSquare(endtile);
1131 for (TileIndex c = tile + delta; c != endtile; c += delta) {
1132 /* do not let trees appear from 'nowhere' after removing bridge */
1133 if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
1134 int minz = GetTileMaxZ(c) + 3;
1135 if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
1137 ClearBridgeMiddle(c);
1138 MarkTileDirtyByTile(c, ZOOM_LVL_DRAW_MAP, height - TileHeight(c));
1141 if (rail) {
1142 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
1143 AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
1144 AddSideToSignalBuffer(endtile, direction, owner);
1146 Track track = DiagDirToDiagTrack(direction);
1147 YapfNotifyTrackLayoutChange(tile, track);
1148 YapfNotifyTrackLayoutChange(endtile, track);
1150 if (v != nullptr) TryPathReserve(v, true);
1154 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
1158 * Remove a tunnel or a bridge from the game.
1159 * @param tile Tile containing one of the endpoints.
1160 * @param flags Command flags.
1161 * @return Succeeded or failed command.
1163 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
1165 if (IsTunnel(tile)) {
1166 if (flags & DC_AUTO) return CommandError(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
1167 return DoClearTunnel(tile, flags);
1168 } else { // IsBridge(tile)
1169 if (flags & DC_AUTO) return CommandError(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
1170 return DoClearBridge(tile, flags);
1175 * Draw a single pillar sprite.
1176 * @param psid Pillarsprite
1177 * @param x Pillar X
1178 * @param y Pillar Y
1179 * @param z Pillar Z
1180 * @param w Bounding box size in X direction
1181 * @param h Bounding box size in Y direction
1182 * @param subsprite Optional subsprite for drawing halfpillars
1184 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
1186 static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
1187 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);
1191 * Draw two bridge pillars (north and south).
1192 * @param z_bottom Bottom Z
1193 * @param z_top Top Z
1194 * @param psid Pillarsprite
1195 * @param x Pillar X
1196 * @param y Pillar Y
1197 * @param w Bounding box size in X direction
1198 * @param h Bounding box size in Y direction
1199 * @return Reached Z at the bottom
1201 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1203 int cur_z;
1204 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1205 DrawPillar(psid, x, y, cur_z, w, h, nullptr);
1207 return cur_z;
1211 * Draws the pillars under high bridges.
1213 * @param psid Image and palette of a bridge pillar.
1214 * @param ti #TileInfo of current bridge-middle-tile.
1215 * @param axis Orientation of bridge.
1216 * @param drawfarpillar Whether to draw the pillar at the back
1217 * @param x Sprite X position of front pillar.
1218 * @param y Sprite Y position of front pillar.
1219 * @param z_bridge Absolute height of bridge bottom.
1221 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1223 static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1224 static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1226 static const int INF = 1000; ///< big number compared to sprite size
1227 static const SubSprite half_pillar_sub_sprite[2][2] = {
1228 { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1229 { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1232 if (psid->sprite == 0) return;
1234 /* Determine ground height under pillars */
1235 DiagDirection south_dir = AxisToDiagDir(axis);
1236 int z_front_north = ti->z;
1237 int z_back_north = ti->z;
1238 int z_front_south = ti->z;
1239 int z_back_south = ti->z;
1240 GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
1241 GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
1243 /* Shared height of pillars */
1244 int z_front = max(z_front_north, z_front_south);
1245 int z_back = max(z_back_north, z_back_south);
1247 /* x and y size of bounding-box of pillars */
1248 int w = bounding_box_size[axis];
1249 int h = bounding_box_size[OtherAxis(axis)];
1250 /* sprite position of back facing pillar */
1251 int x_back = x - back_pillar_offset[axis];
1252 int y_back = y - back_pillar_offset[OtherAxis(axis)];
1254 /* Draw front pillars */
1255 int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1256 if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1257 if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1259 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1260 int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1261 if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1262 bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1263 if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1264 if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1269 * Draws the road and trambits over an already drawn (lower end) of a bridge.
1270 * @param head_tile bridge head tile with roadtype information
1271 * @param x the x of the bridge
1272 * @param y the y of the bridge
1273 * @param z the z of the bridge
1274 * @param offset sprite offset identifying flat to sloped bridge tiles
1275 * @param head are we drawing bridge head?
1277 static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
1279 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(head_tile);
1280 const RoadtypeInfo* road_rti = rtids.HasRoad() ? GetRoadTypeInfo(rtids.road_identifier) : NULL;
1281 const RoadtypeInfo* tram_rti = rtids.HasTram() ? GetRoadTypeInfo(rtids.tram_identifier) : NULL;
1283 SpriteID seq_back[4] = { 0 };
1284 bool trans_back[4] = { false };
1285 SpriteID seq_front[4] = { 0 };
1286 bool trans_front[4] = { false };
1288 static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
1289 static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1290 static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1292 if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1293 /* Road underlay takes precendence over tram */
1294 trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
1295 if (road_rti != NULL) {
1296 if (road_rti->UsesOverlay()) {
1297 seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1299 } else if (tram_rti != NULL) {
1300 if (tram_rti->UsesOverlay()) {
1301 seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1302 } else {
1303 seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
1307 /* Draw road overlay */
1308 trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
1309 if (road_rti != NULL) {
1310 if (road_rti->UsesOverlay()) {
1311 seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1312 if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
1316 /* Draw tram overlay */
1317 trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
1318 if (tram_rti != NULL) {
1319 if (tram_rti->UsesOverlay()) {
1320 seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1321 if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
1322 } else if (road_rti != NULL) {
1323 seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
1327 /* Road catenary takes precendence over tram */
1328 trans_back[3] = IsTransparencySet(TO_CATENARY);
1329 trans_front[0] = IsTransparencySet(TO_CATENARY);
1330 if (road_rti != NULL && HasRoadCatenaryDrawn(rtids.road_identifier)) {
1331 seq_back[3] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1332 seq_front[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1333 if (seq_back[3] == 0 || seq_front[0] == 0) {
1334 seq_back[3] = SPR_TRAMWAY_BASE + back_offsets[offset];
1335 seq_front[0] = SPR_TRAMWAY_BASE + front_offsets[offset];
1336 } else {
1337 seq_back[3] += 23 + offset;
1338 seq_front[0] += 23 + offset;
1340 } else if (tram_rti != NULL && HasRoadCatenaryDrawn(rtids.tram_identifier)) {
1341 seq_back[3] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1342 seq_front[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1343 if (seq_back[3] == 0 || seq_front[0] == 0) {
1344 seq_back[3] = SPR_TRAMWAY_BASE + back_offsets[offset];
1345 seq_front[0] = SPR_TRAMWAY_BASE + front_offsets[offset];
1346 } else {
1347 seq_back[3] += 23 + offset;
1348 seq_front[0] += 23 + offset;
1353 static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1354 static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1355 static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1356 static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1358 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1359 * The bounding boxes here are the same as for bridge front/roof */
1360 for (uint i = 0; i < lengthof(seq_back); ++i) {
1361 if (seq_back[i] != 0) {
1362 AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
1363 x, y, size_x[offset], size_y[offset], 0x28, z,
1364 trans_back[i]);
1368 /* Start a new SpriteCombine for the front part */
1369 EndSpriteCombine();
1370 StartSpriteCombine();
1372 for (uint i = 0; i < lengthof(seq_front); ++i) {
1373 if (seq_front[i] != 0) {
1374 AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
1375 x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1376 trans_front[i],
1377 front_bb_offset_x[offset], front_bb_offset_y[offset]);
1382 /* Draws a signal on tunnel / bridge entrance tile. */
1383 static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
1385 bool side = (_settings_game.vehicle.road_side != 0) &&_settings_game.construction.train_signal_side;
1387 static const Point SignalPositions[2][4] = {
1388 { /* X X Y Y Signals on the left side */
1389 {13, 3}, { 2, 13}, { 3, 4}, {13, 14}
1390 }, {/* X X Y Y Signals on the right side */
1391 {14, 13}, { 3, 3}, {13, 2}, { 3, 13}
1395 uint position;
1396 DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
1398 switch (dir) {
1399 default: NOT_REACHED();
1400 case DIAGDIR_NE: position = 0; break;
1401 case DIAGDIR_SE: position = 2; break;
1402 case DIAGDIR_SW: position = 1; break;
1403 case DIAGDIR_NW: position = 3; break;
1406 SignalType type = SIGTYPE_NORMAL;
1408 bool is_green = (GetTunnelBridgeSignalState(ti->tile) == SIGNAL_STATE_GREEN);
1409 bool show_exit;
1410 if (IsTunnelBridgeSignalSimulationExit(ti->tile)) {
1411 show_exit = true;
1412 position ^= 1;
1413 if (IsTunnelBridgePBS(ti->tile)) type = SIGTYPE_PBS_ONEWAY;
1414 } else {
1415 show_exit = false;
1418 uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side != show_exit][position ^ (show_exit ? 1 : 0)].x;
1419 uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side != show_exit][position ^ (show_exit ? 1 : 0)].y;
1420 uint z = ti->z;
1422 if (ti->tileh == SLOPE_FLAT && side == show_exit && dir == DIAGDIR_SE) z += 2;
1423 if (ti->tileh == SLOPE_FLAT && side != show_exit && dir == DIAGDIR_SW) z += 2;
1425 if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head
1426 SignalVariant variant = IsTunnelBridgeSemaphore(ti->tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
1427 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1429 SpriteID sprite = GetCustomSignalSprite(rti, ti->tile, type, variant, is_green ? SIGNAL_STATE_GREEN : SIGNAL_STATE_RED);
1430 bool is_custom_sprite = (sprite != 0);
1432 if (is_custom_sprite) {
1433 sprite += position;
1435 else {
1436 if (variant == SIG_ELECTRIC && type == SIGTYPE_NORMAL) {
1437 /* Normal electric signals are picked from original sprites. */
1438 sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + is_green);
1440 else {
1441 /* All other signals are picked from add on sprites. */
1442 sprite = SPR_SIGNALS_BASE + ((type - 1) * 16 + variant * 64 + (position << 1) + is_green) + (type > SIGTYPE_LAST_NOPBS ? 64 : 0);
1446 AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
1450 * Draws a tunnel of bridge tile.
1451 * For tunnels, this is rather simple, as you only need to draw the entrance.
1452 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1453 * and it works a bit like a bitmask.<p> For bridge heads:
1454 * @param ti TileInfo of the structure to draw
1455 * <ul><li>Bit 0: direction</li>
1456 * <li>Bit 1: northern or southern heads</li>
1457 * <li>Bit 2: Set if the bridge head is sloped</li>
1458 * <li>Bit 3 and more: Railtype Specific subset</li>
1459 * </ul>
1460 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1462 static void DrawTile_TunnelBridge(TileInfo *ti)
1464 TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1465 DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1467 if (IsTunnel(ti->tile)) {
1468 /* Front view of tunnel bounding boxes:
1470 * 122223 <- BB_Z_SEPARATOR
1471 * 1 3
1472 * 1 3 1,3 = empty helper BB
1473 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1477 static const int _tunnel_BB[4][12] = {
1478 /* tunnnel-roof | Z-separator | tram-catenary
1479 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1480 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1481 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1482 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1483 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1485 const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1487 bool catenary = false;
1489 SpriteID image;
1490 SpriteID railtype_overlay = 0;
1491 if (transport_type == TRANSPORT_RAIL) {
1492 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1493 image = rti->base_sprites.tunnel;
1494 if (rti->UsesOverlay()) {
1495 /* Check if the railtype has custom tunnel portals. */
1496 railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1497 if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1499 } else {
1500 image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1503 if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1505 image += tunnelbridge_direction * 2;
1506 DrawGroundSprite(image, PAL_NONE);
1508 if (transport_type == TRANSPORT_ROAD) {
1509 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(ti->tile);
1510 const RoadtypeInfo* road_rti = rtids.HasRoad() ? GetRoadTypeInfo(rtids.road_identifier) : NULL;
1511 const RoadtypeInfo* tram_rti = rtids.HasTram() ? GetRoadTypeInfo(rtids.tram_identifier) : NULL;
1512 uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
1514 /* Road underlay takes precendence over tram */
1515 if (road_rti != NULL) {
1516 if (road_rti->UsesOverlay()) {
1517 SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_GROUND);
1518 DrawGroundSprite(ground + sprite_offset, PAL_NONE);
1520 } else if (tram_rti != NULL) {
1521 if (tram_rti->UsesOverlay()) {
1522 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_GROUND);
1523 DrawGroundSprite(ground + sprite_offset, PAL_NONE);
1524 } else {
1525 DrawGroundSprite(SPR_TRAMWAY_TRAM + sprite_offset, PAL_NONE);
1529 /* Draw road overlay */
1530 if (road_rti != NULL) {
1531 if (road_rti->UsesOverlay()) {
1532 SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_OVERLAY);
1533 if (ground) DrawGroundSprite(ground + sprite_offset, PAL_NONE);
1537 /* Draw tram overlay */
1538 if (tram_rti != NULL) {
1539 if (tram_rti->UsesOverlay()) {
1540 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_OVERLAY);
1541 if (ground) DrawGroundSprite(ground + sprite_offset, PAL_NONE);
1542 } else if (road_rti != NULL) {
1543 DrawGroundSprite(SPR_TRAMWAY_OVERLAY + sprite_offset, PAL_NONE);
1547 /* Road catenary takes precendence over tram */
1548 SpriteID catenary_sprite_base = 0;
1549 if (road_rti != NULL && HasRoadCatenaryDrawn(rtids.road_identifier)) {
1550 catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
1551 if (catenary_sprite_base == 0) {
1552 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1553 } else {
1554 catenary_sprite_base += 19;
1556 } else if (tram_rti != NULL && HasRoadCatenaryDrawn(rtids.tram_identifier)) {
1557 catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
1558 if (catenary_sprite_base == 0) {
1559 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1560 } else {
1561 catenary_sprite_base += 19;
1565 if (catenary_sprite_base != 0) {
1566 catenary = true;
1567 StartSpriteCombine();
1568 AddSortableSpriteToDraw(catenary_sprite_base + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
1570 } else {
1571 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1572 if (rti->UsesOverlay()) {
1573 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1574 if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1577 DrawOverlay(ti, MP_TUNNELBRIDGE);
1579 /* PBS debugging, draw reserved tracks darker */
1580 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1581 if (rti->UsesOverlay()) {
1582 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1583 DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1584 } else {
1585 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1589 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1590 /* Maybe draw pylons on the entry side */
1591 DrawRailCatenary(ti);
1593 catenary = true;
1594 StartSpriteCombine();
1595 /* Draw wire above the ramp */
1596 DrawRailCatenaryOnTunnel(ti);
1600 if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1602 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);
1603 /* Draw railtype tunnel portal overlay if defined. */
1604 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);
1606 if (catenary || railtype_overlay != 0) EndSpriteCombine();
1608 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1609 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1610 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);
1612 /* Draw signals for tunnel. */
1613 if (IsTunnelBridgeWithSignalSimulation(ti->tile)) DrawTunnelBridgeRampSignal(ti);
1615 DrawBridgeMiddle(ti);
1616 } else { // IsBridge(ti->tile)
1617 if (transport_type == TRANSPORT_ROAD && IsRoadCustomBridgeHead(ti->tile)) {
1618 DrawRoadBits(ti);
1619 DrawBridgeMiddle(ti);
1620 return;
1623 const PalSpriteID *psid;
1624 int base_offset;
1625 bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1627 if (transport_type == TRANSPORT_RAIL) {
1628 base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1629 assert(base_offset != 8); // This one is used for roads
1630 } else {
1631 base_offset = 8;
1634 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1635 assert( (base_offset & 0x07) == 0x00);
1637 DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1639 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1640 base_offset += (6 - tunnelbridge_direction) % 4;
1642 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1643 if (transport_type != TRANSPORT_WATER) {
1644 if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1645 psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1646 } else {
1647 psid = _aqueduct_sprites + base_offset;
1650 if (!ice) {
1651 TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1652 if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1653 DrawShoreTile(ti->tileh);
1654 } else {
1655 DrawClearLandTile(ti, 3);
1657 } else {
1658 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1661 /* draw ramp */
1663 /* Draw Trambits and PBS Reservation as SpriteCombine */
1664 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1666 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1667 * it doesn't disappear behind it
1669 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1670 AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1672 if (transport_type == TRANSPORT_ROAD) {
1673 uint offset = tunnelbridge_direction;
1674 int z = ti->z;
1675 if (ti->tileh != SLOPE_FLAT) {
1676 offset = (offset + 1) & 1;
1677 z += TILE_HEIGHT;
1678 } else {
1679 offset += 2;
1682 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1683 DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
1685 EndSpriteCombine();
1686 } else if (transport_type == TRANSPORT_RAIL) {
1687 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1688 if (rti->UsesOverlay()) {
1689 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1690 if (surface != 0) {
1691 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1692 AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1693 } else {
1694 AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1697 /* Don't fallback to non-overlay sprite -- the spec states that
1698 * if an overlay is present then the bridge surface must be
1699 * present. */
1702 /* PBS debugging, draw reserved tracks darker */
1703 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1704 if (rti->UsesOverlay()) {
1705 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1706 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1707 AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1708 } else {
1709 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1711 } else {
1712 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1713 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);
1714 } else {
1715 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1720 EndSpriteCombine();
1721 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1722 DrawRailCatenary(ti);
1726 /* Draw signals for bridge. */
1727 if (IsTunnelBridgeWithSignalSimulation(ti->tile)) DrawTunnelBridgeRampSignal(ti);
1729 DrawBridgeMiddle(ti);
1735 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1736 * bridges pieces sequence (middle parts).
1737 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1738 * bridge len 1: BRIDGE_PIECE_NORTH
1739 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1740 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1741 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1742 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1743 * 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
1744 * 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
1745 * #0 - always as first, #1 - always as last (if len>1)
1746 * #2,#3 are to pair in order
1747 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1748 * @param north Northernmost tile of bridge
1749 * @param south Southernmost tile of bridge
1750 * @return Index of bridge piece
1752 static BridgePieces CalcBridgePiece(uint north, uint south)
1754 if (north == 1) {
1755 return BRIDGE_PIECE_NORTH;
1756 } else if (south == 1) {
1757 return BRIDGE_PIECE_SOUTH;
1758 } else if (north < south) {
1759 return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1760 } else if (north > south) {
1761 return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1762 } else {
1763 return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1768 * Draw the middle bits of a bridge.
1769 * @param ti Tile information of the tile to draw it on.
1771 void DrawBridgeMiddle(const TileInfo *ti)
1773 /* Sectional view of bridge bounding boxes:
1775 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1776 * 1 2 3 = empty helper BB
1777 * 1 7 2 4,5 = pillars under higher bridges
1778 * 1 6 88888 6 2 6 = elrail-pylons
1779 * 1 6 88888 6 2 7 = elrail-wire
1780 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1781 * 3333333333333 <- BB_Z_SEPARATOR
1782 * <- unused
1783 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1784 * 4 5
1785 * 4 5
1789 if (!IsBridgeAbove(ti->tile)) return;
1791 TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1792 TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1793 TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1795 Axis axis = GetBridgeAxis(ti->tile);
1796 BridgePieces piece = CalcBridgePiece(
1797 GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1798 GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1801 const PalSpriteID *psid;
1802 bool drawfarpillar;
1803 if (transport_type != TRANSPORT_WATER) {
1804 BridgeType type = GetBridgeType(rampsouth);
1805 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1807 uint base_offset;
1808 if (transport_type == TRANSPORT_RAIL) {
1809 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1810 } else {
1811 base_offset = 8;
1814 psid = base_offset + GetBridgeSpriteTable(type, piece);
1815 } else {
1816 drawfarpillar = true;
1817 psid = _aqueduct_sprites;
1820 if (axis != AXIS_X) psid += 4;
1822 int x = ti->x;
1823 int y = ti->y;
1824 uint bridge_z = GetBridgePixelHeight(rampsouth);
1825 int z = bridge_z - BRIDGE_Z_START;
1827 /* Add a bounding box that separates the bridge from things below it. */
1828 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1830 /* Draw Trambits as SpriteCombine */
1831 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1833 /* Draw floor and far part of bridge*/
1834 if (!IsInvisibilitySet(TO_BRIDGES)) {
1835 if (axis == AXIS_X) {
1836 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1837 } else {
1838 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1842 psid++;
1844 if (transport_type == TRANSPORT_ROAD) {
1845 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1846 DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
1847 } else if (transport_type == TRANSPORT_RAIL) {
1848 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1849 if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1850 SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1851 if (surface != 0) {
1852 AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1856 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)
1857 && !IsTunnelBridgeWithSignalSimulation(rampnorth)) {
1858 if (rti->UsesOverlay()) {
1859 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1860 AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1861 } else {
1862 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));
1866 EndSpriteCombine();
1868 if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1869 DrawRailCatenaryOnBridge(ti);
1873 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1874 if (!IsInvisibilitySet(TO_BRIDGES)) {
1875 if (axis == AXIS_X) {
1876 y += 12;
1877 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1878 } else {
1879 x += 12;
1880 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1884 /* Draw TramFront as SpriteCombine */
1885 if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1887 /* Do not draw anything more if bridges are invisible */
1888 if (IsInvisibilitySet(TO_BRIDGES)) return;
1890 psid++;
1891 if (ti->z + 5 == z) {
1892 /* draw poles below for small bridges */
1893 if (psid->sprite != 0) {
1894 SpriteID image = psid->sprite;
1895 SpriteID pal = psid->pal;
1896 if (IsTransparencySet(TO_BRIDGES)) {
1897 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
1898 pal = PALETTE_TO_TRANSPARENT;
1901 DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
1903 } else {
1904 /* draw pillars below for high bridges */
1905 DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1910 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
1912 int z;
1913 Slope tileh = GetTilePixelSlope(tile, &z);
1915 x &= 0xF;
1916 y &= 0xF;
1918 if (IsTunnel(tile)) {
1919 uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
1921 /* In the tunnel entrance? */
1922 if (5 <= pos && pos <= 10) return z;
1923 } else { // IsBridge(tile)
1924 if (IsRoadCustomBridgeHeadTile(tile)) {
1925 return z + TILE_HEIGHT + (IsSteepSlope(tileh) ? TILE_HEIGHT : 0);
1928 DiagDirection dir = GetTunnelBridgeDirection(tile);
1929 uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
1931 z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
1933 /* On the bridge ramp? */
1934 if (5 <= pos && pos <= 10) {
1935 int delta;
1937 if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1939 switch (dir) {
1940 default: NOT_REACHED();
1941 case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
1942 case DIAGDIR_SE: delta = y / 2; break;
1943 case DIAGDIR_SW: delta = x / 2; break;
1944 case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
1946 return z + 1 + delta;
1950 return z + GetPartialPixelZ(x, y, tileh);
1953 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1955 if (IsRoadCustomBridgeHeadTile(tile)) return FOUNDATION_LEVELED;
1956 return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
1959 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1961 TransportType tt = GetTunnelBridgeTransportType(tile);
1963 if (IsTunnel(tile)) {
1964 if (Tunnel::GetByTile(tile)->is_chunnel) {
1965 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;
1966 } else {
1967 td->str = (tt == TRANSPORT_RAIL) ? IsTunnelBridgeWithSignalSimulation(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1969 } else { // IsBridge(tile)
1970 td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : IsTunnelBridgeWithSignalSimulation(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1972 td->owner[0] = GetTileOwner(tile);
1974 Owner road_owner = INVALID_OWNER;
1975 Owner tram_owner = INVALID_OWNER;
1976 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(tile);
1977 if (rtids.HasRoad()) {
1978 const RoadtypeInfo *rti = GetRoadTypeInfo(rtids.road_identifier);
1979 td->roadtype = rti->strings.name;
1980 td->road_speed = rti->max_speed / 2;
1981 road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
1983 if (rtids.HasTram()) {
1984 const RoadtypeInfo *rti = GetRoadTypeInfo(rtids.tram_identifier);
1985 td->tramtype = rti->strings.name;
1986 td->tram_speed = rti->max_speed / 2;
1987 tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
1990 /* Is there a mix of owners? */
1991 if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1992 (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1993 uint i = 1;
1994 if (road_owner != INVALID_OWNER) {
1995 td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1996 td->owner[i] = road_owner;
1997 i++;
1999 if (tram_owner != INVALID_OWNER) {
2000 td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
2001 td->owner[i] = tram_owner;
2005 if (tt == TRANSPORT_RAIL) {
2006 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
2007 td->rail_speed = rti->max_speed;
2008 td->railtype = rti->strings.name;
2010 if (!IsTunnel(tile)) {
2011 uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
2012 if (td->rail_speed == 0 || spd < td->rail_speed) {
2013 td->rail_speed = spd;
2016 } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
2017 uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
2018 if (rtids.HasRoad() && (td->road_speed == 0 || spd < td->road_speed)) td->road_speed = spd;
2019 if (rtids.HasTram() && (td->tram_speed == 0 || spd < td->tram_speed)) td->tram_speed = spd;
2024 static void TileLoop_TunnelBridge(TileIndex tile)
2026 bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
2027 switch (_settings_game.game_creation.landscape) {
2028 case LT_ARCTIC: {
2029 /* As long as we do not have a snow density, we want to use the density
2030 * from the entry edge. */
2031 int z = GetTileMaxZ(tile);
2032 if (snow_or_desert != (z > GetSnowLine())) {
2033 SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
2034 MarkTileDirtyByTile(tile);
2036 break;
2039 case LT_TROPIC:
2040 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
2041 SetTunnelBridgeSnowOrDesert(tile, true);
2042 MarkTileDirtyByTile(tile);
2044 break;
2046 default:
2047 break;
2051 static bool ClickTile_TunnelBridge(TileIndex tile)
2053 /* Show vehicles found in tunnel. */
2054 if (IsTunnelTile(tile)) {
2055 int count = 0;
2056 const Train *t;
2057 TileIndex tile_end = GetOtherTunnelBridgeEnd(tile);
2058 FOR_ALL_TRAINS(t) {
2059 if (!t->IsFrontEngine()) continue;
2060 if (tile == t->tile || tile_end == t->tile) {
2061 ShowVehicleViewWindow(t);
2062 count++;
2064 if (count > 19) break; // no more than 20 windows open
2066 if (count > 0) return true;
2068 return false;
2071 extern const TrackBits _road_trackbits[16];
2073 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
2075 const TransportType transport_type = GetTunnelBridgeTransportType(tile);
2077 if (transport_type != mode || (transport_type == TRANSPORT_ROAD && !HasTileRoadType(tile, RoadType(sub_mode)))) return 0;
2079 const DiagDirection diag_direction = GetTunnelBridgeDirection(tile);
2081 if (mode == TRANSPORT_ROAD && IsRoadCustomBridgeHeadTile(tile)) {
2082 if (side != INVALID_DIAGDIR && side == diag_direction) return 0;
2083 TrackBits bits = TRACK_BIT_NONE;
2084 if (sub_mode & ROADTYPES_TRAM) bits |= _road_trackbits[GetCustomBridgeHeadRoadBits(tile, ROADTYPE_TRAM)];
2085 if (sub_mode & ROADTYPES_ROAD) bits |= _road_trackbits[GetCustomBridgeHeadRoadBits(tile, ROADTYPE_ROAD)];
2086 return CombineTrackStatus(TrackBitsToTrackdirBits(bits), TRACKDIR_BIT_NONE);
2089 if (side != INVALID_DIAGDIR && side != ReverseDiagDir(diag_direction)) return 0;
2091 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(diag_direction)), TRACKDIR_BIT_NONE);
2094 static void UpdateRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end, bool add) {
2095 /* A full diagonal road has two road bits. */
2096 const uint middle_len = 2 * GetTunnelBridgeLength(begin, end) * TUNNELBRIDGE_TRACKBIT_FACTOR;
2097 const uint len = middle_len + (4 * TUNNELBRIDGE_TRACKBIT_FACTOR);
2099 /* Iterate all present road types as each can have a different owner. */
2100 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(begin);
2101 RoadTypeIdentifier rtid;
2102 FOR_EACH_SET_ROADTYPEIDENTIFIER(rtid, rtids) {
2103 Company * const c = Company::GetIfValid(GetRoadOwner(begin, rtid.basetype));
2104 if (c != nullptr) {
2105 uint infra = 0;
2106 if (IsBridge(begin)) {
2107 const RoadBits bits = GetCustomBridgeHeadRoadBits(begin, rtid.basetype);
2108 infra += CountBits(bits) * TUNNELBRIDGE_TRACKBIT_FACTOR;
2109 if (bits & DiagDirToRoadBits(GetTunnelBridgeDirection(begin))) {
2110 infra += middle_len;
2112 } else {
2113 infra += len;
2115 if (add) {
2116 c->infrastructure.road[rtid.basetype][rtid.subtype] += infra;
2117 } else {
2118 c->infrastructure.road[rtid.basetype][rtid.subtype] -= infra;
2122 rtids = RoadTypeIdentifiers::FromTile(end);
2123 FOR_EACH_SET_ROADTYPEIDENTIFIER(rtid, rtids) {
2124 Company * const c = Company::GetIfValid(GetRoadOwner(end, rtid.basetype));
2125 if (c != nullptr) {
2126 uint infra = 0;
2127 if (IsBridge(end)) {
2128 const RoadBits bits = GetCustomBridgeHeadRoadBits(end, rtid.basetype);
2129 infra += CountBits(bits) * TUNNELBRIDGE_TRACKBIT_FACTOR;
2131 if (add) {
2132 c->infrastructure.road[rtid.basetype][rtid.subtype] += infra;
2133 } else {
2134 c->infrastructure.road[rtid.basetype][rtid.subtype] -= infra;
2140 void AddRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
2141 UpdateRoadTunnelBridgeInfrastructure(begin, end, true);
2144 void SubtractRoadTunnelBridgeInfrastructure(TileIndex begin, TileIndex end) {
2145 UpdateRoadTunnelBridgeInfrastructure(begin, end, false);
2148 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
2150 const TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
2151 /* Set number of pieces to zero if it's the southern tile as we
2152 * don't want to update the infrastructure counts twice. */
2153 const uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
2154 const TransportType tt = GetTunnelBridgeTransportType(tile);
2156 if (tt == TRANSPORT_ROAD) SubtractRoadTunnelBridgeInfrastructure(tile, other_end);
2158 RoadTypeIdentifiers rtids = RoadTypeIdentifiers::FromTile(tile);
2159 for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
2160 /* Update all roadtypes, no matter if they are present */
2161 if (GetRoadOwner(tile, rt) == old_owner) {
2162 SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
2166 if (tt == TRANSPORT_ROAD) AddRoadTunnelBridgeInfrastructure(tile, other_end);
2168 if (!IsTileOwner(tile, old_owner)) return;
2170 /* Update company infrastructure counts for rail and water as well.
2171 * No need to dirty windows here, we'll redraw the whole screen anyway. */
2172 Company *old = Company::Get(old_owner);
2173 if (tt == TRANSPORT_RAIL) {
2174 old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
2175 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
2176 } else if (tt == TRANSPORT_WATER) {
2177 old->infrastructure.water -= num_pieces;
2178 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
2181 if (IsTunnelBridgeWithSignalSimulation(tile) && IsTunnelBridgeSignalSimulationEntrance(tile)) {
2182 uint num_sigs = GetTunnelBridgeSignalSimulationSignalCount(tile, other_end);
2183 Company::Get(old_owner)->infrastructure.signal -= num_sigs;
2184 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.signal += num_sigs;
2187 if (new_owner != INVALID_OWNER) {
2188 SetTileOwner(tile, new_owner);
2189 } else {
2190 if (tt == TRANSPORT_RAIL) {
2191 /* Since all of our vehicles have been removed, it is safe to remove the rail
2192 * bridge / tunnel. */
2193 CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
2194 assert(ret.Succeeded());
2195 } else {
2196 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
2197 SetTileOwner(tile, OWNER_NONE);
2203 * Frame when the 'enter tunnel' sound should be played. This is the second
2204 * frame on a tile, so the sound is played shortly after entering the tunnel
2205 * tile, while the vehicle is still visible.
2207 static const byte TUNNEL_SOUND_FRAME = 1;
2210 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
2211 * This differs per direction, because of visibility / bounding box issues.
2212 * Note that direction, in this case, is the direction leading into the tunnel.
2213 * When entering a tunnel, hide the vehicle when it reaches the given frame.
2214 * When leaving a tunnel, show the vehicle when it is one frame further
2215 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
2217 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
2219 extern const byte _tunnel_turnaround_pre_visibility_frame[DIAGDIR_END] = { 31, 27, 27, 31 };
2221 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
2223 int z = GetSlopePixelZ(x, y) - v->z_pos;
2225 if (abs(z) > 2) return VETSB_CANNOT_ENTER;
2226 /* Direction into the wormhole */
2227 const DiagDirection dir = GetTunnelBridgeDirection(tile);
2228 /* Direction of the vehicle */
2229 const DiagDirection vdir = DirToDiagDir(v->direction);
2230 /* New position of the vehicle on the tile */
2231 byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
2232 /* Number of units moved by the vehicle since entering the tile */
2233 byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
2235 if (IsTunnel(tile)) {
2236 if (v->type == VEH_TRAIN) {
2237 Train *t = Train::From(v);
2239 if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
2240 if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
2241 if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
2242 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
2244 return VETSB_CONTINUE;
2246 if (frame == _tunnel_visibility_frame[dir]) {
2247 t->tile = tile;
2248 t->track = TRACK_BIT_WORMHOLE;
2249 if (Tunnel::GetByTile(tile)->is_chunnel) SetBit(t->gv_flags, GVF_CHUNNEL_BIT);
2250 t->vehstatus |= VS_HIDDEN;
2251 return VETSB_ENTERED_WORMHOLE;
2255 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
2256 /* We're at the tunnel exit ?? */
2257 if (t->tile != tile && GetOtherTunnelEnd(t->tile) != tile) return VETSB_CONTINUE; // In chunnel
2258 t->tile = tile;
2259 t->track = DiagDirToDiagTrackBits(vdir);
2260 assert(t->track);
2261 t->vehstatus &= ~VS_HIDDEN;
2262 return VETSB_ENTERED_WORMHOLE;
2264 } else if (v->type == VEH_ROAD) {
2265 RoadVehicle *rv = RoadVehicle::From(v);
2267 /* Enter tunnel? */
2268 if (rv->state != RVSB_WORMHOLE && dir == vdir) {
2269 if (frame == _tunnel_visibility_frame[dir]) {
2270 /* Frame should be equal to the next frame number in the RV's movement */
2271 assert_msg(frame == rv->frame + 1 || rv->frame == _tunnel_turnaround_pre_visibility_frame[dir],
2272 +"frame: %u, rv->frame: %u, dir: %u, _tunnel_turnaround_pre_visibility_frame[dir]: %u", frame, rv->frame, dir, _tunnel_turnaround_pre_visibility_frame[dir]);
2273 rv->tile = tile;
2274 rv->state = RVSB_WORMHOLE;
2275 if (Tunnel::GetByTile(tile)->is_chunnel) SetBit(rv->gv_flags, GVF_CHUNNEL_BIT);
2276 rv->vehstatus |= VS_HIDDEN;
2277 return VETSB_ENTERED_WORMHOLE;
2278 } else {
2279 return VETSB_CONTINUE;
2283 /* We're at the tunnel exit ?? */
2284 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
2285 if (rv->tile != tile && GetOtherTunnelEnd(rv->tile) != tile) return VETSB_CONTINUE; // In chunnel
2286 rv->tile = tile;
2287 rv->state = DiagDirToDiagTrackdir(vdir);
2288 rv->frame = frame;
2289 rv->vehstatus &= ~VS_HIDDEN;
2290 return VETSB_ENTERED_WORMHOLE;
2293 } else { // IsBridge(tile)
2294 if (v->vehstatus & VS_HIDDEN) return VETSB_CONTINUE; // Building bridges between chunnel portals allowed.
2295 if (v->type != VEH_SHIP) {
2296 /* modify speed of vehicle */
2297 uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
2299 if (v->type == VEH_ROAD) spd *= 2;
2300 Vehicle *first = v->First();
2301 first->cur_speed = min(first->cur_speed, spd);
2304 if (vdir == dir) {
2305 /* Vehicle enters bridge at the last frame inside this tile. */
2306 if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
2307 switch (v->type) {
2308 case VEH_TRAIN: {
2309 Train *t = Train::From(v);
2310 t->track = TRACK_BIT_WORMHOLE;
2311 ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
2312 ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
2313 break;
2316 case VEH_ROAD: {
2317 RoadVehicle *rv = RoadVehicle::From(v);
2318 if (IsRoadCustomBridgeHeadTile(tile)) {
2319 RoadBits bits = ROAD_NONE;
2320 if (rv->compatible_subtypes & ROADTYPES_TRAM) bits |= GetCustomBridgeHeadRoadBits(tile, ROADTYPE_TRAM);
2321 if (rv->compatible_subtypes & ROADTYPES_ROAD) bits |= GetCustomBridgeHeadRoadBits(tile, ROADTYPE_ROAD);
2322 if (!(bits & DiagDirToRoadBits(GetTunnelBridgeDirection(tile)))) return VETSB_CONTINUE;
2324 rv->state = RVSB_WORMHOLE;
2325 /* There are no slopes inside bridges / tunnels. */
2326 ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
2327 ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
2328 break;
2331 case VEH_SHIP:
2332 Ship::From(v)->state = TRACK_BIT_WORMHOLE;
2333 break;
2335 default: NOT_REACHED();
2337 return VETSB_ENTERED_WORMHOLE;
2338 } else if (vdir == ReverseDiagDir(dir)) {
2339 v->tile = tile;
2340 switch (v->type) {
2341 case VEH_TRAIN: {
2342 Train *t = Train::From(v);
2343 if (t->track == TRACK_BIT_WORMHOLE) {
2344 t->track = DiagDirToDiagTrackBits(vdir);
2345 return VETSB_ENTERED_WORMHOLE;
2347 break;
2350 case VEH_ROAD: {
2351 RoadVehicle *rv = RoadVehicle::From(v);
2352 if (rv->state == RVSB_WORMHOLE) {
2353 rv->state = DiagDirToDiagTrackdir(vdir);
2354 rv->frame = 0;
2355 return VETSB_ENTERED_WORMHOLE;
2357 break;
2360 case VEH_SHIP: {
2361 Ship *ship = Ship::From(v);
2362 if (ship->state == TRACK_BIT_WORMHOLE) {
2363 ship->state = DiagDirToDiagTrackBits(vdir);
2364 return VETSB_ENTERED_WORMHOLE;
2366 break;
2369 default: NOT_REACHED();
2373 return VETSB_CONTINUE;
2376 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
2378 if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
2379 DiagDirection direction = GetTunnelBridgeDirection(tile);
2380 Axis axis = DiagDirToAxis(direction);
2381 CommandCost res;
2382 int z_old;
2383 Slope tileh_old = GetTileSlope(tile, &z_old);
2385 if (IsRoadCustomBridgeHeadTile(tile)) {
2386 const RoadBits pieces = GetCustomBridgeHeadAllRoadBits(tile);
2387 const RoadBits entrance_piece = DiagDirToRoadBits(direction);
2389 /* Steep slopes behave the same as slopes with one corner raised. */
2390 const Slope normalised_tileh_new = IsSteepSlope(tileh_new) ? SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh_new)) : tileh_new;
2392 if ((_invalid_tileh_slopes_road[0][normalised_tileh_new & SLOPE_ELEVATED] & (pieces & ~entrance_piece)) != ROAD_NONE) {
2393 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2397 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2398 if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
2399 CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
2400 res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
2401 } else {
2402 CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
2403 res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
2406 /* Surface slope is valid and remains unchanged? */
2407 if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
2410 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
2413 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
2414 DrawTile_TunnelBridge, // draw_tile_proc
2415 GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
2416 ClearTile_TunnelBridge, // clear_tile_proc
2417 nullptr, // add_accepted_cargo_proc
2418 GetTileDesc_TunnelBridge, // get_tile_desc_proc
2419 GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
2420 ClickTile_TunnelBridge, // click_tile_proc
2421 nullptr, // animate_tile_proc
2422 TileLoop_TunnelBridge, // tile_loop_proc
2423 ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
2424 nullptr, // add_produced_cargo_proc
2425 VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
2426 GetFoundation_TunnelBridge, // get_foundation_proc
2427 TerraformTile_TunnelBridge, // terraform_tile_proc