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/>.
10 /** @file road_cmd.cpp Commands related to road tiles. */
13 #include "cmd_helper.h"
14 #include "road_internal.h"
15 #include "viewport_func.h"
16 #include "command_func.h"
17 #include "pathfinder/yapf/yapf_cache.h"
18 #include "depot_base.h"
20 #include "autoslope.h"
21 #include "tunnelbridge_map.h"
22 #include "strings_func.h"
23 #include "vehicle_func.h"
24 #include "sound_func.h"
25 #include "tunnelbridge.h"
26 #include "cheat_type.h"
27 #include "effectvehicle_func.h"
28 #include "effectvehicle_base.h"
29 #include "elrail_func.h"
32 #include "company_base.h"
33 #include "core/random_func.hpp"
34 #include "newgrf_railtype.h"
35 #include "date_func.h"
37 #include "company_gui.h"
39 #include "table/strings.h"
41 #include "safeguards.h"
44 * Verify whether a road vehicle is available.
45 * @return \c true if at least one road vehicle is available, \c false if not
47 bool RoadVehiclesAreBuilt()
49 const RoadVehicle
*rv
;
50 FOR_ALL_ROADVEHICLES(rv
) return true;
55 /** Invalid RoadBits on slopes. */
56 extern const RoadBits _invalid_tileh_slopes_road
[2][15] = {
57 /* The inverse of the mixable RoadBits on a leveled slope */
59 ROAD_NONE
, // SLOPE_FLAT
60 ROAD_NE
| ROAD_SE
, // SLOPE_W
61 ROAD_NE
| ROAD_NW
, // SLOPE_S
64 ROAD_NW
| ROAD_SW
, // SLOPE_E
65 ROAD_NONE
, // SLOPE_EW
68 ROAD_NONE
, // SLOPE_WSE
69 ROAD_SE
| ROAD_SW
, // SLOPE_N
72 ROAD_NONE
, // SLOPE_NS
73 ROAD_NONE
, // SLOPE_ENW
76 ROAD_NONE
, // SLOPE_SEN
77 ROAD_NONE
// SLOPE_NWS
79 /* The inverse of the allowed straight roads on a slope
80 * (with and without a foundation). */
82 ROAD_NONE
, // SLOPE_FLAT
83 ROAD_NONE
, // SLOPE_W Foundation
84 ROAD_NONE
, // SLOPE_S Foundation
87 ROAD_NONE
, // SLOPE_E Foundation
91 ROAD_ALL
, // SLOPE_WSE
92 ROAD_NONE
, // SLOPE_N Foundation
96 ROAD_ALL
, // SLOPE_ENW
99 ROAD_ALL
, // SLOPE_SEN
104 static Foundation
GetRoadFoundation(Slope tileh
, RoadBits bits
);
107 * Is it allowed to remove the given road bits from the given tile?
108 * @param tile the tile to remove the road from
109 * @param remove the roadbits that are going to be removed
110 * @param owner the actual owner of the roadbits of the tile
111 * @param rt the road type to remove the bits from
112 * @param flags command flags
113 * @param town_check Shall the town rating checked/affected
114 * @return A succeeded command when it is allowed to remove the road bits, a failed command otherwise.
116 CommandCost
CheckAllowRemoveRoad(TileIndex tile
, RoadBits remove
, Owner owner
, RoadType rt
, DoCommandFlag flags
, bool town_check
)
118 if (_game_mode
== GM_EDITOR
|| remove
== ROAD_NONE
) return CommandCost();
120 /* Water can always flood and towns can always remove "normal" road pieces.
121 * Towns are not be allowed to remove non "normal" road pieces, like tram
122 * tracks as that would result in trams that cannot turn. */
123 if (_current_company
== OWNER_WATER
||
124 (rt
== ROADTYPE_ROAD
&& !Company::IsValidID(_current_company
))) return CommandCost();
126 /* Only do the special processing if the road is owned
128 if (owner
!= OWNER_TOWN
) {
129 if (owner
== OWNER_NONE
) return CommandCost();
130 CommandCost ret
= CheckOwnership(owner
);
134 if (!town_check
) return CommandCost();
136 if (_cheats
.magic_bulldozer
.value
) return CommandCost();
138 Town
*t
= ClosestTownFromTile(tile
, UINT_MAX
);
139 if (t
== NULL
) return CommandCost();
141 /* check if you're allowed to remove the street owned by a town
142 * removal allowance depends on difficulty setting */
143 CommandCost ret
= CheckforTownRating(flags
, t
, ROAD_REMOVE
);
144 if (ret
.Failed()) return ret
;
146 /* Get a bitmask of which neighbouring roads has a tile */
147 RoadBits n
= ROAD_NONE
;
148 RoadBits present
= GetAnyRoadBits(tile
, rt
);
149 if ((present
& ROAD_NE
) && (GetAnyRoadBits(TILE_ADDXY(tile
, -1, 0), rt
) & ROAD_SW
)) n
|= ROAD_NE
;
150 if ((present
& ROAD_SE
) && (GetAnyRoadBits(TILE_ADDXY(tile
, 0, 1), rt
) & ROAD_NW
)) n
|= ROAD_SE
;
151 if ((present
& ROAD_SW
) && (GetAnyRoadBits(TILE_ADDXY(tile
, 1, 0), rt
) & ROAD_NE
)) n
|= ROAD_SW
;
152 if ((present
& ROAD_NW
) && (GetAnyRoadBits(TILE_ADDXY(tile
, 0, -1), rt
) & ROAD_SE
)) n
|= ROAD_NW
;
154 int rating_decrease
= RATING_ROAD_DOWN_STEP_EDGE
;
155 /* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
157 if (KillFirstBit(n
) != ROAD_NONE
&& (n
& remove
) != ROAD_NONE
) {
158 /* you can remove all kind of roads with extra dynamite */
159 if (!_settings_game
.construction
.extra_dynamite
) {
160 SetDParam(0, t
->index
);
161 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS
);
163 rating_decrease
= RATING_ROAD_DOWN_STEP_INNER
;
165 ChangeTownRating(t
, rating_decrease
, RATING_ROAD_MINIMUM
, flags
);
167 return CommandCost();
172 * Delete a piece of road.
173 * @param tile tile where to remove road from
174 * @param flags operation to perform
175 * @param pieces roadbits to remove
176 * @param rt roadtype to remove
177 * @param crossing_check should we check if there is a tram track when we are removing road from crossing?
178 * @param town_check should we check if the town allows removal?
180 static CommandCost
RemoveRoad(TileIndex tile
, DoCommandFlag flags
, RoadBits pieces
, RoadType rt
, bool crossing_check
, bool town_check
= true)
182 RoadTypes rts
= GetRoadTypes(tile
);
183 /* The tile doesn't have the given road type */
184 if (!HasBit(rts
, rt
)) return_cmd_error(rt
== ROADTYPE_TRAM
? STR_ERROR_THERE_IS_NO_TRAMWAY
: STR_ERROR_THERE_IS_NO_ROAD
);
186 switch (GetTileType(tile
)) {
188 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
189 if (ret
.Failed()) return ret
;
194 if (!IsDriveThroughStopTile(tile
)) return CMD_ERROR
;
196 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
197 if (ret
.Failed()) return ret
;
201 case MP_TUNNELBRIDGE
: {
202 if (GetTunnelBridgeTransportType(tile
) != TRANSPORT_ROAD
) return CMD_ERROR
;
203 CommandCost ret
= TunnelBridgeIsFree(tile
, GetOtherTunnelBridgeEnd(tile
));
204 if (ret
.Failed()) return ret
;
212 CommandCost ret
= CheckAllowRemoveRoad(tile
, pieces
, GetRoadOwner(tile
, rt
), rt
, flags
, town_check
);
213 if (ret
.Failed()) return ret
;
215 if (!IsTileType(tile
, MP_ROAD
)) {
216 const bool custom_bridge_head
= IsBridgeTile(tile
) &&
217 HasBridgeFlatRamp(GetTileSlope(tile
), DiagDirToAxis(GetTunnelBridgeDirection(tile
))) &&
218 (_settings_game
.construction
.road_custom_bridge_heads
|| IsRoadCustomBridgeHead(tile
));
220 /* If it's the last roadtype, just clear the whole tile */
221 if (rts
== RoadTypeToRoadTypes(rt
)) return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
223 CommandCost
cost(EXPENSES_CONSTRUCTION
);
224 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
225 const RoadBits entrance_piece
= DiagDirToRoadBits(GetTunnelBridgeDirection(tile
));
226 const RoadBits axial_pieces
= AxisToRoadBits(DiagDirToAxis(GetTunnelBridgeDirection(tile
)));
227 const RoadBits existing
= IsBridge(tile
) ? GetCustomBridgeHeadRoadBits(tile
, rt
) : axial_pieces
;
228 const RoadType other_rt
= (rt
== ROADTYPE_ROAD
) ? ROADTYPE_TRAM
: ROADTYPE_ROAD
;
230 /* handle case where we would otherwise leave a single bridge entrance piece */
231 if ((existing
& ~pieces
) == entrance_piece
) {
232 pieces
|= entrance_piece
;
235 /* Removing any roadbit in the bridge axis removes the roadtype (that's the behaviour remove-long-roads needs) */
236 if ((existing
& pieces
) == ROAD_NONE
) return_cmd_error(rt
== ROADTYPE_TRAM
? STR_ERROR_THERE_IS_NO_TRAMWAY
: STR_ERROR_THERE_IS_NO_ROAD
);
238 if (!custom_bridge_head
) pieces
|= axial_pieces
;
240 const TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
241 const uint middle_len
= GetTunnelBridgeLength(other_end
, tile
);
242 uint pieces_count
= 0;
244 const RoadBits other_end_existing
= IsBridge(other_end
) ? GetCustomBridgeHeadRoadBits(other_end
, rt
) : axial_pieces
;
245 RoadBits other_end_pieces
= ROAD_NONE
;
246 if (pieces
& entrance_piece
) {
247 other_end_pieces
|= MirrorRoadBits(entrance_piece
);
248 /* if removing the other end entrance would only leave one piece, remove that too */
249 if (CountBits(other_end_existing
& ~other_end_pieces
) == 1) {
250 other_end_pieces
|= other_end_existing
;
252 pieces_count
+= middle_len
* 2;
253 if (custom_bridge_head
&& ((GetCustomBridgeHeadRoadBits(tile
, other_rt
) & entrance_piece
) == ROAD_NONE
)) {
254 /* can't leave no entrance pieces for any road type */
255 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
258 pieces_count
+= CountBits(pieces
& existing
);
259 pieces_count
+= CountBits(other_end_pieces
& other_end_existing
);
261 cost
.AddCost(pieces_count
* _price
[PR_CLEAR_ROAD
]);
262 if (flags
& DC_EXEC
) {
263 SubtractRoadTunnelBridgeInfrastructure(tile
, other_end
);
265 const RoadBits bits
= existing
& ~pieces
;
266 const RoadBits other_bits
= other_end_existing
& ~other_end_pieces
;
268 if (bits
== ROAD_NONE
) SetRoadTypes(tile
, GetRoadTypes(tile
) & ~RoadTypeToRoadTypes(rt
));
269 if (other_bits
== ROAD_NONE
) SetRoadTypes(other_end
, GetRoadTypes(other_end
) & ~RoadTypeToRoadTypes(rt
));
271 if (IsBridge(tile
)) {
272 SetCustomBridgeHeadRoadBits(tile
, rt
, bits
);
273 SetCustomBridgeHeadRoadBits(other_end
, rt
, other_bits
);
276 if (bits
== ROAD_NONE
&& other_bits
== ROAD_NONE
) {
277 /* If the owner of the bridge sells all its road, also move the ownership
278 * to the owner of the other roadtype, unless the bridge owner is a town. */
279 Owner other_owner
= GetRoadOwner(tile
, other_rt
);
280 if (!IsTileOwner(tile
, other_owner
) && !IsTileOwner(tile
, OWNER_TOWN
)) {
281 SetTileOwner(tile
, other_owner
);
282 SetTileOwner(other_end
, other_owner
);
286 /* Mark tiles dirty that have been repaved */
287 if (IsBridge(tile
)) {
288 MarkBridgeDirty(tile
);
290 MarkTileDirtyByTile(tile
);
291 MarkTileDirtyByTile(other_end
);
294 AddRoadTunnelBridgeInfrastructure(tile
, other_end
);
295 DirtyAllCompanyInfrastructureWindows();
298 assert(IsDriveThroughStopTile(tile
));
299 cost
.AddCost(_price
[PR_CLEAR_ROAD
] * 2);
300 if (flags
& DC_EXEC
) {
301 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
303 /* A full diagonal road tile has two road bits. */
304 c
->infrastructure
.road
[rt
] -= 2;
305 DirtyCompanyInfrastructureWindows(c
->index
);
307 SetRoadTypes(tile
, GetRoadTypes(tile
) & ~RoadTypeToRoadTypes(rt
));
308 MarkTileDirtyByTile(tile
);
314 switch (GetRoadTileType(tile
)) {
315 case ROAD_TILE_NORMAL
: {
316 Slope tileh
= GetTileSlope(tile
);
318 /* Steep slopes behave the same as slopes with one corner raised. */
319 if (IsSteepSlope(tileh
)) {
320 tileh
= SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh
));
323 RoadBits present
= GetRoadBits(tile
, rt
);
324 const RoadBits other
= GetOtherRoadBits(tile
, rt
);
325 const Foundation f
= GetRoadFoundation(tileh
, present
);
327 if (HasRoadWorks(tile
) && _current_company
!= OWNER_WATER
) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS
);
329 /* Autocomplete to a straight road
330 * @li if the bits of the other roadtypes result in another foundation
331 * @li if build on slopes is disabled */
332 if ((IsStraightRoad(other
) && (other
& _invalid_tileh_slopes_road
[0][tileh
& SLOPE_ELEVATED
]) != ROAD_NONE
) ||
333 (tileh
!= SLOPE_FLAT
&& !_settings_game
.construction
.build_on_slopes
)) {
334 pieces
|= MirrorRoadBits(pieces
);
337 /* limit the bits to delete to the existing bits. */
339 if (pieces
== ROAD_NONE
) return_cmd_error(rt
== ROADTYPE_TRAM
? STR_ERROR_THERE_IS_NO_TRAMWAY
: STR_ERROR_THERE_IS_NO_ROAD
);
341 /* Now set present what it will be after the remove */
344 /* Check for invalid RoadBit combinations on slopes */
345 if (tileh
!= SLOPE_FLAT
&& present
!= ROAD_NONE
&&
346 (present
& _invalid_tileh_slopes_road
[0][tileh
& SLOPE_ELEVATED
]) == present
) {
350 if (flags
& DC_EXEC
) {
351 if (HasRoadWorks(tile
)) {
352 /* flooding tile with road works, don't forget to remove the effect vehicle too */
353 assert(_current_company
== OWNER_WATER
);
355 FOR_ALL_EFFECTVEHICLES(v
) {
356 if (TileVirtXY(v
->x_pos
, v
->y_pos
) == tile
) {
362 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
364 c
->infrastructure
.road
[rt
] -= CountBits(pieces
);
365 DirtyCompanyInfrastructureWindows(c
->index
);
368 if (present
== ROAD_NONE
) {
369 RoadTypes rts
= GetRoadTypes(tile
) & ComplementRoadTypes(RoadTypeToRoadTypes(rt
));
370 if (rts
== ROADTYPES_NONE
) {
371 /* Includes MarkTileDirtyByTile() */
374 if (rt
== ROADTYPE_ROAD
&& IsRoadOwner(tile
, ROADTYPE_ROAD
, OWNER_TOWN
)) {
375 /* Update nearest-town index */
376 const Town
*town
= CalcClosestTownFromTile(tile
);
377 SetTownIndex(tile
, town
== NULL
? (TownID
)INVALID_TOWN
: town
->index
);
379 SetRoadBits(tile
, ROAD_NONE
, rt
);
380 SetRoadTypes(tile
, rts
);
381 MarkTileDirtyByTile(tile
);
384 /* When bits are removed, you *always* end up with something that
385 * is not a complete straight road tile. However, trams do not have
386 * onewayness, so they cannot remove it either. */
387 if (rt
!= ROADTYPE_TRAM
) SetDisallowedRoadDirections(tile
, DRD_NONE
);
388 SetRoadBits(tile
, present
, rt
);
389 MarkTileDirtyByTile(tile
);
393 CommandCost
cost(EXPENSES_CONSTRUCTION
, CountBits(pieces
) * _price
[PR_CLEAR_ROAD
]);
394 /* If we build a foundation we have to pay for it. */
395 if (f
== FOUNDATION_NONE
&& GetRoadFoundation(tileh
, present
) != FOUNDATION_NONE
) cost
.AddCost(_price
[PR_BUILD_FOUNDATION
]);
400 case ROAD_TILE_CROSSING
: {
401 if (pieces
& ComplementRoadBits(GetCrossingRoadBits(tile
))) {
405 /* Don't allow road to be removed from the crossing when there is tram;
406 * we can't draw the crossing without roadbits ;) */
407 if (rt
== ROADTYPE_ROAD
&& HasTileRoadType(tile
, ROADTYPE_TRAM
) && (flags
& DC_EXEC
|| crossing_check
)) return CMD_ERROR
;
409 if (flags
& DC_EXEC
) {
410 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
412 /* A full diagonal road tile has two road bits. */
413 c
->infrastructure
.road
[rt
] -= 2;
414 DirtyCompanyInfrastructureWindows(c
->index
);
417 Track railtrack
= GetCrossingRailTrack(tile
);
418 RoadTypes rts
= GetRoadTypes(tile
) & ComplementRoadTypes(RoadTypeToRoadTypes(rt
));
419 if (rts
== ROADTYPES_NONE
) {
420 TrackBits tracks
= GetCrossingRailBits(tile
);
421 bool reserved
= HasCrossingReservation(tile
);
422 MakeRailNormal(tile
, GetTileOwner(tile
), tracks
, GetRailType(tile
));
423 if (reserved
) SetTrackReservation(tile
, tracks
);
425 /* Update rail count for level crossings. The plain track should still be accounted
426 * for, so only subtract the difference to the level crossing cost. */
427 c
= Company::GetIfValid(GetTileOwner(tile
));
429 c
->infrastructure
.rail
[GetRailType(tile
)] -= LEVELCROSSING_TRACKBIT_FACTOR
- 1;
430 DirtyCompanyInfrastructureWindows(c
->index
);
433 SetRoadTypes(tile
, rts
);
435 MarkTileDirtyByTile(tile
);
436 YapfNotifyTrackLayoutChange(tile
, railtrack
);
438 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_CLEAR_ROAD
] * 2);
442 case ROAD_TILE_DEPOT
:
449 * Calculate the costs for roads on slopes
450 * Aside modify the RoadBits to fit on the slopes
452 * @note The RoadBits are modified too!
453 * @param tileh The current slope
454 * @param pieces The RoadBits we want to add
455 * @param existing The existent RoadBits of the current type
456 * @param other The other existent RoadBits
457 * @return The costs for these RoadBits on this slope
459 static CommandCost
CheckRoadSlope(Slope tileh
, RoadBits
*pieces
, RoadBits existing
, RoadBits other
)
461 /* Remove already build pieces */
462 CLRBITS(*pieces
, existing
);
464 /* If we can't build anything stop here */
465 if (*pieces
== ROAD_NONE
) return CMD_ERROR
;
467 /* All RoadBit combos are valid on flat land */
468 if (tileh
== SLOPE_FLAT
) return CommandCost();
470 /* Steep slopes behave the same as slopes with one corner raised. */
471 if (IsSteepSlope(tileh
)) {
472 tileh
= SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh
));
475 /* Save the merge of all bits of the current type */
476 RoadBits type_bits
= existing
| *pieces
;
478 /* Roads on slopes */
479 if (_settings_game
.construction
.build_on_slopes
&& (_invalid_tileh_slopes_road
[0][tileh
] & (other
| type_bits
)) == ROAD_NONE
) {
481 /* If we add leveling we've got to pay for it */
482 if ((other
| existing
) == ROAD_NONE
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
484 return CommandCost();
487 /* Autocomplete uphill roads */
488 *pieces
|= MirrorRoadBits(*pieces
);
489 type_bits
= existing
| *pieces
;
492 if (IsStraightRoad(type_bits
) && (other
== type_bits
|| other
== ROAD_NONE
) &&
493 (_invalid_tileh_slopes_road
[1][tileh
] & (other
| type_bits
)) == ROAD_NONE
) {
495 /* Slopes with foundation ? */
496 if (IsSlopeWithOneCornerRaised(tileh
)) {
498 /* Prevent build on slopes if it isn't allowed */
499 if (_settings_game
.construction
.build_on_slopes
) {
501 /* If we add foundation we've got to pay for it */
502 if ((other
| existing
) == ROAD_NONE
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
504 return CommandCost();
507 if (HasExactlyOneBit(existing
) && GetRoadFoundation(tileh
, existing
) == FOUNDATION_NONE
) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
508 return CommandCost();
515 * Build a piece of road.
516 * @param tile tile where to build road
517 * @param flags operation to perform
518 * @param p1 bit 0..3 road pieces to build (RoadBits)
520 * bit 6..7 disallowed directions to toggle
521 * bit 8 disable custom bridge heads
522 * @param p2 the town that is building the road (0 if not applicable)
524 * @return the cost of this operation or an error
526 CommandCost
CmdBuildRoad(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
528 CompanyID company
= _current_company
;
529 CommandCost
cost(EXPENSES_CONSTRUCTION
);
531 RoadBits existing
= ROAD_NONE
;
532 RoadBits other_bits
= ROAD_NONE
;
534 /* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
535 * if a non-company is building the road */
536 if ((Company::IsValidID(company
) && p2
!= 0) || (company
== OWNER_TOWN
&& !Town::IsValidID(p2
)) || (company
== OWNER_DEITY
&& p2
!= 0)) return CMD_ERROR
;
537 if (company
!= OWNER_TOWN
) {
538 const Town
*town
= CalcClosestTownFromTile(tile
);
539 p2
= (town
!= NULL
) ? town
->index
: (TownID
)INVALID_TOWN
;
541 if (company
== OWNER_DEITY
) {
542 company
= OWNER_TOWN
;
544 /* If we are not within a town, we are not owned by the town */
545 if (town
== NULL
|| DistanceSquare(tile
, town
->xy
) > town
->cache
.squared_town_zone_radius
[HZB_TOWN_EDGE
]) {
546 company
= OWNER_NONE
;
551 RoadBits pieces
= Extract
<RoadBits
, 0, 4>(p1
);
553 /* do not allow building 'zero' road bits, code wouldn't handle it */
554 if (pieces
== ROAD_NONE
) return CMD_ERROR
;
556 RoadType rt
= Extract
<RoadType
, 4, 2>(p1
);
557 if (!IsValidRoadType(rt
) || !ValParamRoadType(rt
)) return CMD_ERROR
;
559 DisallowedRoadDirections toggle_drd
= Extract
<DisallowedRoadDirections
, 6, 2>(p1
);
561 bool disable_custom_bridge_heads
= HasBit(p1
, 8);
563 Slope tileh
= GetTileSlope(tile
);
565 bool need_to_clear
= false;
566 switch (GetTileType(tile
)) {
568 switch (GetRoadTileType(tile
)) {
569 case ROAD_TILE_NORMAL
: {
570 if (HasRoadWorks(tile
)) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS
);
572 other_bits
= GetOtherRoadBits(tile
, rt
);
573 if (!HasTileRoadType(tile
, rt
)) break;
575 existing
= GetRoadBits(tile
, rt
);
576 bool crossing
= !IsStraightRoad(existing
| pieces
);
577 if (rt
!= ROADTYPE_TRAM
&& (GetDisallowedRoadDirections(tile
) != DRD_NONE
|| toggle_drd
!= DRD_NONE
) && crossing
) {
578 /* Junctions cannot be one-way */
579 return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION
);
581 if ((existing
& pieces
) == pieces
) {
582 /* We only want to set the (dis)allowed road directions */
583 if (toggle_drd
!= DRD_NONE
&& rt
!= ROADTYPE_TRAM
) {
584 if (crossing
) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION
);
586 Owner owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
587 if (owner
!= OWNER_NONE
) {
588 CommandCost ret
= CheckOwnership(owner
, tile
);
589 if (ret
.Failed()) return ret
;
592 DisallowedRoadDirections dis_existing
= GetDisallowedRoadDirections(tile
);
593 DisallowedRoadDirections dis_new
= dis_existing
^ toggle_drd
;
595 /* We allow removing disallowed directions to break up
596 * deadlocks, but adding them can break articulated
597 * vehicles. As such, only when less is disallowed,
598 * i.e. bits are removed, we skip the vehicle check. */
599 if (CountBits(dis_existing
) <= CountBits(dis_new
)) {
600 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
601 if (ret
.Failed()) return ret
;
604 /* Ignore half built tiles */
605 if ((flags
& DC_EXEC
) && rt
!= ROADTYPE_TRAM
&& IsStraightRoad(existing
)) {
606 SetDisallowedRoadDirections(tile
, dis_new
);
607 MarkTileDirtyByTile(tile
);
609 return CommandCost();
611 return_cmd_error(STR_ERROR_ALREADY_BUILT
);
613 /* Disallow breaking end-of-line of someone else
614 * so trams can still reverse on this tile. */
615 if (rt
== ROADTYPE_TRAM
&& HasExactlyOneBit(existing
)) {
616 Owner owner
= GetRoadOwner(tile
, rt
);
617 if (Company::IsValidID(owner
)) {
618 CommandCost ret
= CheckOwnership(owner
);
619 if (ret
.Failed()) return ret
;
625 case ROAD_TILE_CROSSING
:
626 other_bits
= GetCrossingRoadBits(tile
);
627 if (pieces
& ComplementRoadBits(other_bits
)) goto do_clear
;
628 pieces
= other_bits
; // we need to pay for both roadbits
630 if (HasTileRoadType(tile
, rt
)) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
633 case ROAD_TILE_DEPOT
:
634 if ((GetAnyRoadBits(tile
, rt
) & pieces
) == pieces
) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
637 default: NOT_REACHED();
642 if (IsSteepSlope(tileh
)) {
643 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
646 /* Level crossings may only be built on these slopes */
647 if (!HasBit(VALID_LEVEL_CROSSING_SLOPES
, tileh
)) {
648 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
651 if (GetRailTileType(tile
) != RAIL_TILE_NORMAL
) goto do_clear
;
653 if (RailNoLevelCrossings(GetRailType(tile
))) {
654 return_cmd_error(STR_ERROR_CROSSING_DISALLOWED
);
658 switch (GetTrackBits(tile
)) {
660 if (pieces
& ROAD_X
) goto do_clear
;
665 if (pieces
& ROAD_Y
) goto do_clear
;
669 default: goto do_clear
;
672 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
673 if (ret
.Failed()) return ret
;
675 if (flags
& DC_EXEC
) {
676 Track railtrack
= AxisToTrack(OtherAxis(roaddir
));
677 YapfNotifyTrackLayoutChange(tile
, railtrack
);
678 /* Update company infrastructure counts. A level crossing has two road bits. */
679 Company
*c
= Company::GetIfValid(company
);
681 c
->infrastructure
.road
[rt
] += 2;
682 if (rt
!= ROADTYPE_ROAD
) c
->infrastructure
.road
[ROADTYPE_ROAD
] += 2;
683 DirtyCompanyInfrastructureWindows(company
);
685 /* Update rail count for level crossings. The plain track is already
686 * counted, so only add the difference to the level crossing cost. */
687 c
= Company::GetIfValid(GetTileOwner(tile
));
689 c
->infrastructure
.rail
[GetRailType(tile
)] += LEVELCROSSING_TRACKBIT_FACTOR
- 1;
690 DirtyCompanyInfrastructureWindows(c
->index
);
693 /* Always add road to the roadtypes (can't draw without it) */
694 bool reserved
= HasBit(GetRailReservationTrackBits(tile
), railtrack
);
695 MakeRoadCrossing(tile
, company
, company
, GetTileOwner(tile
), roaddir
, GetRailType(tile
), RoadTypeToRoadTypes(rt
) | ROADTYPES_ROAD
, p2
);
696 SetCrossingReservation(tile
, reserved
);
697 UpdateLevelCrossing(tile
, false);
698 MarkTileDirtyByTile(tile
);
700 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_ROAD
] * (rt
== ROADTYPE_ROAD
? 2 : 4));
704 if ((GetAnyRoadBits(tile
, rt
) & pieces
) == pieces
) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
705 if (!IsDriveThroughStopTile(tile
)) goto do_clear
;
707 RoadBits curbits
= AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile
)));
708 if (pieces
& ~curbits
) goto do_clear
;
709 pieces
= curbits
; // we need to pay for both roadbits
711 if (HasTileRoadType(tile
, rt
)) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
715 case MP_TUNNELBRIDGE
: {
716 if (GetTunnelBridgeTransportType(tile
) != TRANSPORT_ROAD
) goto do_clear
;
718 const TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
720 if (IsBridge(tile
)) {
721 const DiagDirection entrance_dir
= GetTunnelBridgeDirection(tile
);
722 const RoadBits entrance_piece
= DiagDirToRoadBits(entrance_dir
);
723 const RoadBits axial_pieces
= AxisToRoadBits(DiagDirToAxis(entrance_dir
));
724 existing
= GetCustomBridgeHeadRoadBits(tile
, rt
);
726 if (!(_settings_game
.construction
.road_custom_bridge_heads
&& HasBridgeFlatRamp(tileh
, DiagDirToAxis(entrance_dir
))) || disable_custom_bridge_heads
) {
727 /* Ordinary bridge heads only */
728 /* Only allow building the outer roadbit, so building long roads stops at existing bridges */
729 if (MirrorRoadBits(entrance_piece
) != pieces
) goto do_clear
;
730 pieces
= axial_pieces
;
732 if ((existing
& pieces
) == pieces
) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
733 if ((pieces
& ~axial_pieces
) && !_settings_game
.construction
.build_on_slopes
) {
734 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
737 /* Steep slopes behave the same as slopes with one corner raised. */
738 const Slope normalised_tileh
= IsSteepSlope(tileh
) ? SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh
)) : tileh
;
740 if ((_invalid_tileh_slopes_road
[0][normalised_tileh
& SLOPE_ELEVATED
] & (pieces
& ~entrance_piece
)) != ROAD_NONE
) {
741 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
744 /* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
745 CommandCost ret
= TunnelBridgeIsFree(tile
, other_end
);
746 if (ret
.Failed()) return ret
;
748 if ((existing
| pieces
) == entrance_piece
) {
750 * Don't allow the custom bridge head bits to be only the entrance piece
751 * as this makes road vehicles go haywire
753 pieces
= axial_pieces
;
756 RoadBits added_pieces
= (existing
| pieces
) & ~existing
;
757 uint added_pieces_count
= CountBits(added_pieces
);
758 RoadBits other_end_added_pieces
= ROAD_NONE
;
759 RoadBits other_end_existing
= ROAD_NONE
;
761 if (added_pieces
& entrance_piece
) {
762 /* adding road to whole bridge */
764 other_end_added_pieces
= MirrorRoadBits(entrance_piece
);
765 added_pieces_count
+= 1 + (GetTunnelBridgeLength(tile
, other_end
) * 2);
767 other_end_existing
= GetCustomBridgeHeadRoadBits(other_end
, rt
);
768 assert((other_end_added_pieces
& other_end_existing
) == ROAD_NONE
);
770 if (other_end_existing
== ROAD_NONE
) {
772 * Don't allow the other end custom bridge head bits to be only the entrance piece
773 * as this makes road vehicles go haywire
775 other_end_added_pieces
= axial_pieces
;
776 added_pieces_count
++;
780 cost
.AddCost(added_pieces_count
* _price
[PR_BUILD_ROAD
]);
782 if (flags
& DC_EXEC
) {
783 SubtractRoadTunnelBridgeInfrastructure(tile
, other_end
);
785 SetRoadTypes(tile
, GetRoadTypes(tile
) | RoadTypeToRoadTypes(rt
));
786 if (!existing
) SetRoadOwner(tile
, rt
, company
);
787 SetCustomBridgeHeadRoadBits(tile
, rt
, existing
| pieces
);
788 if (other_end_added_pieces
) {
789 SetRoadTypes(other_end
, GetRoadTypes(other_end
) | RoadTypeToRoadTypes(rt
));
790 if (!other_end_existing
) SetRoadOwner(other_end
, rt
, company
);
791 SetCustomBridgeHeadRoadBits(other_end
, rt
, other_end_existing
| other_end_added_pieces
);
794 MarkBridgeDirty(tile
);
796 AddRoadTunnelBridgeInfrastructure(tile
, other_end
);
797 DirtyAllCompanyInfrastructureWindows();
801 } else { // IsTunnel(tile)
802 /* Only allow building the outer roadbit, so building long roads stops at existing bridges */
803 if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile
))) != pieces
) goto do_clear
;
804 if (HasTileRoadType(tile
, rt
)) return_cmd_error(STR_ERROR_ALREADY_BUILT
);
805 /* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
806 CommandCost ret
= TunnelBridgeIsFree(tile
, other_end
);
807 if (ret
.Failed()) return ret
;
814 need_to_clear
= true;
820 CommandCost ret
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
821 if (ret
.Failed()) return ret
;
825 if (other_bits
!= pieces
) {
826 /* Check the foundation/slopes when adding road/tram bits */
827 CommandCost ret
= CheckRoadSlope(tileh
, &pieces
, existing
, other_bits
);
828 /* Return an error if we need to build a foundation (ret != 0) but the
829 * current setting is turned off */
830 if (ret
.Failed() || (ret
.GetCost() != 0 && !_settings_game
.construction
.build_on_slopes
)) {
831 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
836 if (!need_to_clear
) {
837 if (IsTileType(tile
, MP_ROAD
)) {
838 /* Don't put the pieces that already exist */
839 pieces
&= ComplementRoadBits(existing
);
841 /* Check if new road bits will have the same foundation as other existing road types */
842 if (IsNormalRoad(tile
)) {
843 Slope slope
= GetTileSlope(tile
);
844 Foundation found_new
= GetRoadFoundation(slope
, pieces
| existing
);
846 /* Test if all other roadtypes can be built at that foundation */
847 for (RoadType rtest
= ROADTYPE_ROAD
; rtest
< ROADTYPE_END
; rtest
++) {
848 if (rtest
!= rt
) { // check only other road types
849 RoadBits bits
= GetRoadBits(tile
, rtest
);
850 /* do not check if there are not road bits of given type */
851 if (bits
!= ROAD_NONE
&& GetRoadFoundation(slope
, bits
) != found_new
) {
852 return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION
);
859 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
860 if (ret
.Failed()) return ret
;
864 uint num_pieces
= (!need_to_clear
&& IsTileType(tile
, MP_TUNNELBRIDGE
)) ?
865 /* There are 2 pieces on *every* tile of the bridge or tunnel */
866 2 * (GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile
), tile
) + 2) :
870 cost
.AddCost(num_pieces
* _price
[PR_BUILD_ROAD
]);
872 if (flags
& DC_EXEC
) {
873 switch (GetTileType(tile
)) {
875 RoadTileType rtt
= GetRoadTileType(tile
);
876 if (existing
== ROAD_NONE
|| rtt
== ROAD_TILE_CROSSING
) {
877 SetRoadTypes(tile
, GetRoadTypes(tile
) | RoadTypeToRoadTypes(rt
));
878 SetRoadOwner(tile
, rt
, company
);
879 if (rt
== ROADTYPE_ROAD
) SetTownIndex(tile
, p2
);
881 if (rtt
!= ROAD_TILE_CROSSING
) SetRoadBits(tile
, existing
| pieces
, rt
);
885 case MP_TUNNELBRIDGE
: {
886 TileIndex other_end
= GetOtherTunnelBridgeEnd(tile
);
888 SetRoadTypes(other_end
, GetRoadTypes(other_end
) | RoadTypeToRoadTypes(rt
));
889 SetRoadTypes(tile
, GetRoadTypes(tile
) | RoadTypeToRoadTypes(rt
));
890 SetRoadOwner(other_end
, rt
, company
);
891 SetRoadOwner(tile
, rt
, company
);
893 /* Mark tiles dirty that have been repaved */
894 if (IsBridge(tile
)) {
897 MarkTileDirtyByTile(other_end
);
898 MarkTileDirtyByTile(tile
);
904 assert(IsDriveThroughStopTile(tile
));
905 SetRoadTypes(tile
, GetRoadTypes(tile
) | RoadTypeToRoadTypes(rt
));
906 SetRoadOwner(tile
, rt
, company
);
910 MakeRoadNormal(tile
, pieces
, RoadTypeToRoadTypes(rt
), p2
, company
, company
);
914 /* Update company infrastructure count. */
915 Company
*c
= Company::GetIfValid(GetRoadOwner(tile
, rt
));
917 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) num_pieces
*= TUNNELBRIDGE_TRACKBIT_FACTOR
;
918 c
->infrastructure
.road
[rt
] += num_pieces
;
919 DirtyCompanyInfrastructureWindows(c
->index
);
922 if (rt
!= ROADTYPE_TRAM
&& IsNormalRoadTile(tile
)) {
924 SetDisallowedRoadDirections(tile
, IsStraightRoad(existing
) ?
925 GetDisallowedRoadDirections(tile
) ^ toggle_drd
: DRD_NONE
);
928 MarkTileDirtyByTile(tile
);
934 * Checks whether a road or tram connection can be found when building a new road or tram.
935 * @param tile Tile at which the road being built will end.
936 * @param rt Roadtype of the road being built.
937 * @param dir Direction that the road is following.
938 * @return True if the next tile at dir direction is suitable for being connected directly by a second roadbit at the end of the road being built.
940 static bool CanConnectToRoad(TileIndex tile
, RoadType rt
, DiagDirection dir
)
942 RoadBits bits
= GetAnyRoadBits(tile
+ TileOffsByDiagDir(dir
), rt
, false);
943 return (bits
& DiagDirToRoadBits(ReverseDiagDir(dir
))) != 0;
947 * Build a long piece of road.
948 * @param start_tile start tile of drag (the building cost will appear over this tile)
949 * @param flags operation to perform
950 * @param p1 end tile of drag
951 * @param p2 various bitstuffed elements
952 * - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1). Only used if bit 6 is set or if we are building a single tile
953 * - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2). Only used if bit 6 is set or if we are building a single tile
954 * - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
955 * - p2 = (bit 3 + 4) - road type
956 * - p2 = (bit 5) - set road direction
957 * - p2 = (bit 6) - defines two different behaviors for this command:
958 * - 0 = Build up to an obstacle. Do not build the first and last roadbits unless they can be connected to something, or if we are building a single tile
959 * - 1 = Fail if an obstacle is found. Always take into account bit 0 and 1. Disable custom bridge heads. This behavior is used for scripts
961 * @return the cost of this operation or an error
963 CommandCost
CmdBuildLongRoad(TileIndex start_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
965 DisallowedRoadDirections drd
= DRD_NORTHBOUND
;
967 if (p1
>= MapSize()) return CMD_ERROR
;
969 TileIndex end_tile
= p1
;
970 RoadType rt
= Extract
<RoadType
, 3, 2>(p2
);
971 if (!IsValidRoadType(rt
) || !ValParamRoadType(rt
)) return CMD_ERROR
;
973 Axis axis
= Extract
<Axis
, 2, 1>(p2
);
974 /* Only drag in X or Y direction dictated by the direction variable */
975 if (axis
== AXIS_X
&& TileY(start_tile
) != TileY(end_tile
)) return CMD_ERROR
; // x-axis
976 if (axis
== AXIS_Y
&& TileX(start_tile
) != TileX(end_tile
)) return CMD_ERROR
; // y-axis
978 DiagDirection dir
= AxisToDiagDir(axis
);
980 /* Swap direction, also the half-tile drag var (bit 0 and 1) */
981 if (start_tile
> end_tile
|| (start_tile
== end_tile
&& HasBit(p2
, 0))) {
982 dir
= ReverseDiagDir(dir
);
984 drd
= DRD_SOUTHBOUND
;
987 /* On the X-axis, we have to swap the initial bits, so they
988 * will be interpreted correctly in the GTTS. Furthermore
989 * when you just 'click' on one tile to build them. */
990 if ((axis
== AXIS_Y
) == (start_tile
== end_tile
&& HasBit(p2
, 0) == HasBit(p2
, 1))) drd
^= DRD_BOTH
;
991 /* No disallowed direction bits have to be toggled */
992 if (!HasBit(p2
, 5)) drd
= DRD_NONE
;
994 CommandCost
cost(EXPENSES_CONSTRUCTION
);
995 CommandCost last_error
= CMD_ERROR
;
996 TileIndex tile
= start_tile
;
997 bool had_success
= false;
998 bool is_ai
= HasBit(p2
, 6);
1000 /* Start tile is the first tile clicked by the user. */
1002 RoadBits bits
= AxisToRoadBits(axis
);
1004 /* Determine which road parts should be built. */
1005 if (!is_ai
&& start_tile
!= end_tile
) {
1006 /* Only build the first and last roadbit if they can connect to something. */
1007 if (tile
== end_tile
&& !CanConnectToRoad(tile
, rt
, dir
)) {
1008 bits
= DiagDirToRoadBits(ReverseDiagDir(dir
));
1009 } else if (tile
== start_tile
&& !CanConnectToRoad(tile
, rt
, ReverseDiagDir(dir
))) {
1010 bits
= DiagDirToRoadBits(dir
);
1013 /* Road parts only have to be built at the start tile or at the end tile. */
1014 if (tile
== end_tile
&& !HasBit(p2
, 1)) bits
&= DiagDirToRoadBits(ReverseDiagDir(dir
));
1015 if (tile
== start_tile
&& HasBit(p2
, 0)) bits
&= DiagDirToRoadBits(dir
);
1018 CommandCost ret
= DoCommand(tile
, drd
<< 6 | rt
<< 4 | bits
| (is_ai
? 1 << 8 : 0), 0, flags
, CMD_BUILD_ROAD
);
1021 if (last_error
.GetErrorMessage() != STR_ERROR_ALREADY_BUILT
) {
1022 if (is_ai
) return last_error
;
1030 /* Do not run into or across bridges/tunnels */
1031 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1032 if (GetTunnelBridgeDirection(tile
) == dir
) break;
1035 if (tile
== end_tile
) break;
1037 tile
+= TileOffsByDiagDir(dir
);
1039 /* Do not run onto a bridge/tunnel tile from below/above */
1040 if (IsTileType(tile
, MP_TUNNELBRIDGE
)) {
1041 if (GetTunnelBridgeDirection(tile
) == ReverseDiagDir(dir
)) break;
1045 return had_success
? cost
: last_error
;
1049 * Remove a long piece of road.
1050 * @param start_tile start tile of drag
1051 * @param flags operation to perform
1052 * @param p1 end tile of drag
1053 * @param p2 various bitstuffed elements
1054 * - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1)
1055 * - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2)
1056 * - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4)
1057 * - p2 = (bit 3 + 4) - road type
1058 * @param text unused
1059 * @return the cost of this operation or an error
1061 CommandCost
CmdRemoveLongRoad(TileIndex start_tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1063 CommandCost
cost(EXPENSES_CONSTRUCTION
);
1065 if (p1
>= MapSize()) return CMD_ERROR
;
1067 TileIndex end_tile
= p1
;
1068 RoadType rt
= Extract
<RoadType
, 3, 2>(p2
);
1069 if (!IsValidRoadType(rt
)) return CMD_ERROR
;
1071 Axis axis
= Extract
<Axis
, 2, 1>(p2
);
1072 /* Only drag in X or Y direction dictated by the direction variable */
1073 if (axis
== AXIS_X
&& TileY(start_tile
) != TileY(end_tile
)) return CMD_ERROR
; // x-axis
1074 if (axis
== AXIS_Y
&& TileX(start_tile
) != TileX(end_tile
)) return CMD_ERROR
; // y-axis
1076 /* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
1077 if (start_tile
> end_tile
|| (start_tile
== end_tile
&& HasBit(p2
, 0))) {
1078 TileIndex t
= start_tile
;
1079 start_tile
= end_tile
;
1081 p2
^= IsInsideMM(p2
& 3, 1, 3) ? 3 : 0;
1084 Money money
= GetAvailableMoneyForCommand();
1085 TileIndex tile
= start_tile
;
1086 CommandCost last_error
= CMD_ERROR
;
1087 bool had_success
= false;
1088 /* Start tile is the small number. */
1090 RoadBits bits
= AxisToRoadBits(axis
);
1092 if (tile
== end_tile
&& !HasBit(p2
, 1)) bits
&= ROAD_NW
| ROAD_NE
;
1093 if (tile
== start_tile
&& HasBit(p2
, 0)) bits
&= ROAD_SE
| ROAD_SW
;
1095 /* try to remove the halves. */
1097 CommandCost ret
= RemoveRoad(tile
, flags
& ~DC_EXEC
, bits
, rt
, true);
1098 if (ret
.Succeeded()) {
1099 if (flags
& DC_EXEC
) {
1100 money
-= ret
.GetCost();
1102 _additional_cash_required
= DoCommand(start_tile
, end_tile
, p2
, flags
& ~DC_EXEC
, CMD_REMOVE_LONG_ROAD
).GetCost();
1105 RemoveRoad(tile
, flags
, bits
, rt
, true, false);
1110 /* Ownership errors are more important. */
1111 if (last_error
.GetErrorMessage() != STR_ERROR_OWNED_BY
) last_error
= ret
;
1115 if (tile
== end_tile
) break;
1117 tile
+= (axis
== AXIS_Y
) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
1120 return had_success
? cost
: last_error
;
1124 * Build a road depot.
1125 * @param tile tile where to build the depot
1126 * @param flags operation to perform
1127 * @param p1 bit 0..1 entrance direction (DiagDirection)
1128 * bit 2..3 road type
1130 * @param text unused
1131 * @return the cost of this operation or an error
1133 * @todo When checking for the tile slope,
1134 * distinguish between "Flat land required" and "land sloped in wrong direction"
1136 CommandCost
CmdBuildRoadDepot(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1138 DiagDirection dir
= Extract
<DiagDirection
, 0, 2>(p1
);
1139 RoadType rt
= Extract
<RoadType
, 2, 2>(p1
);
1141 if (!IsValidRoadType(rt
) || !ValParamRoadType(rt
)) return CMD_ERROR
;
1143 Slope tileh
= GetTileSlope(tile
);
1144 if (tileh
!= SLOPE_FLAT
&& (
1145 !_settings_game
.construction
.build_on_slopes
||
1146 !CanBuildDepotByTileh(dir
, tileh
)
1148 return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED
);
1151 CommandCost cost
= DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
1152 if (cost
.Failed()) return cost
;
1154 if (IsBridgeAbove(tile
)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST
);
1156 if (!Depot::CanAllocateItem()) return CMD_ERROR
;
1158 if (flags
& DC_EXEC
) {
1159 Depot
*dep
= new Depot(tile
);
1160 dep
->build_date
= _date
;
1162 /* A road depot has two road bits. */
1163 Company::Get(_current_company
)->infrastructure
.road
[rt
] += 2;
1164 DirtyCompanyInfrastructureWindows(_current_company
);
1166 MakeRoadDepot(tile
, _current_company
, dep
->index
, dir
, rt
);
1167 MarkTileDirtyByTile(tile
);
1168 MakeDefaultName(dep
);
1170 cost
.AddCost(_price
[PR_BUILD_DEPOT_ROAD
]);
1174 static CommandCost
RemoveRoadDepot(TileIndex tile
, DoCommandFlag flags
)
1176 if (_current_company
!= OWNER_WATER
) {
1177 CommandCost ret
= CheckTileOwnership(tile
);
1178 if (ret
.Failed()) return ret
;
1181 CommandCost ret
= EnsureNoVehicleOnGround(tile
);
1182 if (ret
.Failed()) return ret
;
1184 if (flags
& DC_EXEC
) {
1185 Company
*c
= Company::GetIfValid(GetTileOwner(tile
));
1187 /* A road depot has two road bits. */
1188 c
->infrastructure
.road
[FIND_FIRST_BIT(GetRoadTypes(tile
))] -= 2;
1189 DirtyCompanyInfrastructureWindows(c
->index
);
1192 delete Depot::GetByTile(tile
);
1193 DoClearSquare(tile
);
1196 return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_CLEAR_DEPOT_ROAD
]);
1199 static CommandCost
ClearTile_Road(TileIndex tile
, DoCommandFlag flags
)
1201 switch (GetRoadTileType(tile
)) {
1202 case ROAD_TILE_NORMAL
: {
1203 RoadBits b
= GetAllRoadBits(tile
);
1205 /* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
1206 if ((HasExactlyOneBit(b
) && GetRoadBits(tile
, ROADTYPE_TRAM
) == ROAD_NONE
) || !(flags
& DC_AUTO
)) {
1207 CommandCost
ret(EXPENSES_CONSTRUCTION
);
1209 FOR_EACH_SET_ROADTYPE(rt
, GetRoadTypes(tile
)) {
1210 CommandCost tmp_ret
= RemoveRoad(tile
, flags
, GetRoadBits(tile
, rt
), rt
, true);
1211 if (tmp_ret
.Failed()) return tmp_ret
;
1212 ret
.AddCost(tmp_ret
);
1216 return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST
);
1219 case ROAD_TILE_CROSSING
: {
1220 RoadTypes rts
= GetRoadTypes(tile
);
1221 CommandCost
ret(EXPENSES_CONSTRUCTION
);
1223 if (flags
& DC_AUTO
) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST
);
1225 /* Must iterate over the roadtypes in a reverse manner because
1226 * tram tracks must be removed before the road bits. */
1227 RoadType rt
= ROADTYPE_TRAM
;
1229 if (HasBit(rts
, rt
)) {
1230 CommandCost tmp_ret
= RemoveRoad(tile
, flags
, GetCrossingRoadBits(tile
), rt
, false);
1231 if (tmp_ret
.Failed()) return tmp_ret
;
1232 ret
.AddCost(tmp_ret
);
1234 } while (rt
-- != ROADTYPE_ROAD
);
1236 if (flags
& DC_EXEC
) {
1237 DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
1243 case ROAD_TILE_DEPOT
:
1244 if (flags
& DC_AUTO
) {
1245 return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED
);
1247 return RemoveRoadDepot(tile
, flags
);
1252 struct DrawRoadTileStruct
{
1258 #include "table/road_land.h"
1261 * Get the foundationtype of a RoadBits Slope combination
1263 * @param tileh The Slope part
1264 * @param bits The RoadBits part
1265 * @return The resulting Foundation
1267 static Foundation
GetRoadFoundation(Slope tileh
, RoadBits bits
)
1269 /* Flat land and land without a road doesn't require a foundation */
1270 if (tileh
== SLOPE_FLAT
|| bits
== ROAD_NONE
) return FOUNDATION_NONE
;
1272 /* Steep slopes behave the same as slopes with one corner raised. */
1273 if (IsSteepSlope(tileh
)) {
1274 tileh
= SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh
));
1277 /* Leveled RoadBits on a slope */
1278 if ((_invalid_tileh_slopes_road
[0][tileh
] & bits
) == ROAD_NONE
) return FOUNDATION_LEVELED
;
1280 /* Straight roads without foundation on a slope */
1281 if (!IsSlopeWithOneCornerRaised(tileh
) &&
1282 (_invalid_tileh_slopes_road
[1][tileh
] & bits
) == ROAD_NONE
)
1283 return FOUNDATION_NONE
;
1285 /* Roads on steep Slopes or on Slopes with one corner raised */
1286 return (bits
== ROAD_X
? FOUNDATION_INCLINED_X
: FOUNDATION_INCLINED_Y
);
1289 const byte _road_sloped_sprites
[14] = {
1297 * Should the road be drawn as a unpaved snow/desert road?
1298 * By default, roads are always drawn as unpaved if they are on desert or
1299 * above the snow line, but NewGRFs can override this for desert.
1301 * @param tile The tile the road is on
1302 * @param roadside What sort of road this is
1303 * @return True if snow/desert road sprites should be used.
1305 static bool DrawRoadAsSnowDesert(TileIndex tile
, Roadside roadside
)
1307 return (IsOnSnow(tile
) &&
1308 !(_settings_game
.game_creation
.landscape
== LT_TROPIC
&& HasGrfMiscBit(GMB_DESERT_PAVED_ROADS
) &&
1309 roadside
!= ROADSIDE_BARREN
&& roadside
!= ROADSIDE_GRASS
&& roadside
!= ROADSIDE_GRASS_ROAD_WORKS
));
1313 * Draws the catenary for the given tile
1314 * @param ti information about the tile (slopes, height etc)
1315 * @param tram the roadbits for the tram
1317 void DrawRoadCatenary(const TileInfo
*ti
, RoadBits tram
)
1319 /* Do not draw catenary if it is invisible */
1320 if (IsInvisibilitySet(TO_CATENARY
)) return;
1322 /* Don't draw the catenary under a low bridge */
1323 if (IsBridgeAbove(ti
->tile
) && !IsTransparencySet(TO_CATENARY
)) {
1324 int height
= GetBridgeHeight(GetNorthernBridgeEnd(ti
->tile
));
1326 if (height
<= GetTileMaxZ(ti
->tile
) + 1) return;
1332 if (ti
->tileh
!= SLOPE_FLAT
) {
1333 back
= SPR_TRAMWAY_BACK_WIRES_SLOPED
+ _road_sloped_sprites
[ti
->tileh
- 1];
1334 front
= SPR_TRAMWAY_FRONT_WIRES_SLOPED
+ _road_sloped_sprites
[ti
->tileh
- 1];
1336 back
= SPR_TRAMWAY_BASE
+ _road_backpole_sprites_1
[tram
];
1337 front
= SPR_TRAMWAY_BASE
+ _road_frontwire_sprites_1
[tram
];
1340 AddSortableSpriteToDraw(back
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, TILE_HEIGHT
+ BB_HEIGHT_UNDER_BRIDGE
, ti
->z
, IsTransparencySet(TO_CATENARY
));
1341 AddSortableSpriteToDraw(front
, PAL_NONE
, ti
->x
, ti
->y
, 16, 16, TILE_HEIGHT
+ BB_HEIGHT_UNDER_BRIDGE
, ti
->z
, IsTransparencySet(TO_CATENARY
));
1345 * Draws details on/around the road
1346 * @param img the sprite to draw
1347 * @param ti the tile to draw on
1348 * @param dx the offset from the top of the BB of the tile
1349 * @param dy the offset from the top of the BB of the tile
1350 * @param h the height of the sprite to draw
1352 static void DrawRoadDetail(SpriteID img
, const TileInfo
*ti
, int dx
, int dy
, int h
)
1357 if (ti
->tileh
!= SLOPE_FLAT
) z
= GetSlopePixelZ(x
, y
);
1358 AddSortableSpriteToDraw(img
, PAL_NONE
, x
, y
, 2, 2, h
, z
);
1362 * Draw ground sprite and road pieces
1363 * @param ti TileInfo
1365 void DrawRoadBits(TileInfo
*ti
)
1367 const bool is_bridge
= IsTileType(ti
->tile
, MP_TUNNELBRIDGE
);
1368 RoadBits road
= is_bridge
? GetCustomBridgeHeadRoadBits(ti
->tile
, ROADTYPE_ROAD
) : GetRoadBits(ti
->tile
, ROADTYPE_ROAD
);
1369 RoadBits tram
= is_bridge
? GetCustomBridgeHeadRoadBits(ti
->tile
, ROADTYPE_TRAM
) : GetRoadBits(ti
->tile
, ROADTYPE_TRAM
);
1372 PaletteID pal
= PAL_NONE
;
1374 if (ti
->tileh
!= SLOPE_FLAT
) {
1375 DrawFoundation(ti
, is_bridge
? FOUNDATION_LEVELED
: GetRoadFoundation(ti
->tileh
, road
| tram
));
1377 /* DrawFoundation() modifies ti.
1378 * Default sloped sprites.. */
1379 if (ti
->tileh
!= SLOPE_FLAT
) image
= _road_sloped_sprites
[ti
->tileh
- 1] + SPR_ROAD_SLOPE_START
;
1382 if (image
== 0) image
= _road_tile_sprites_1
[road
!= ROAD_NONE
? road
: tram
];
1384 Roadside roadside
= is_bridge
? ROADSIDE_PAVED
: GetRoadside(ti
->tile
);
1386 if (DrawRoadAsSnowDesert(ti
->tile
, roadside
)) {
1390 case ROADSIDE_BARREN
: pal
= PALETTE_TO_BARE_LAND
; break;
1391 case ROADSIDE_GRASS
: break;
1392 case ROADSIDE_GRASS_ROAD_WORKS
: break;
1393 default: image
-= 19; break; // Paved
1397 DrawGroundSprite(image
, pal
);
1399 /* For tram we overlay the road graphics with either tram tracks only
1400 * (when there is actual road beneath the trams) or with tram tracks
1401 * and some dirts which hides the road graphics */
1402 if (tram
!= ROAD_NONE
) {
1403 if (ti
->tileh
!= SLOPE_FLAT
) {
1404 image
= _road_sloped_sprites
[ti
->tileh
- 1] + SPR_TRAMWAY_SLOPED_OFFSET
;
1406 image
= _road_tile_sprites_1
[tram
] - SPR_ROAD_Y
;
1408 image
+= (road
== ROAD_NONE
) ? SPR_TRAMWAY_TRAM
: SPR_TRAMWAY_OVERLAY
;
1409 DrawGroundSprite(image
, pal
);
1412 if (!is_bridge
&& road
!= ROAD_NONE
) {
1413 DisallowedRoadDirections drd
= GetDisallowedRoadDirections(ti
->tile
);
1414 if (drd
!= DRD_NONE
) {
1415 DrawGroundSpriteAt(SPR_ONEWAY_BASE
+ drd
- 1 + ((road
== ROAD_X
) ? 0 : 3), PAL_NONE
, 8, 8, GetPartialPixelZ(8, 8, ti
->tileh
));
1419 if (!is_bridge
&& HasRoadWorks(ti
->tile
)) {
1421 DrawGroundSprite((road
| tram
) & ROAD_X
? SPR_EXCAVATION_X
: SPR_EXCAVATION_Y
, PAL_NONE
);
1425 if (tram
!= ROAD_NONE
) DrawRoadCatenary(ti
, tram
);
1427 /* Return if full detail is disabled, or we are zoomed fully out. */
1428 if (!HasBit(_display_opt
, DO_FULL_DETAIL
) || _cur_dpi
->zoom
> ZOOM_LVL_DETAIL
) return;
1430 /* Do not draw details (street lights, trees) under low bridge */
1431 if (IsBridgeAbove(ti
->tile
) && (roadside
== ROADSIDE_TREES
|| roadside
== ROADSIDE_STREET_LIGHTS
)) {
1432 int height
= GetBridgeHeight(GetNorthernBridgeEnd(ti
->tile
));
1433 int minz
= GetTileMaxZ(ti
->tile
) + 2;
1435 if (roadside
== ROADSIDE_TREES
) minz
++;
1437 if (height
< minz
) return;
1440 /* If there are no road bits, return, as there is nothing left to do */
1441 if (HasAtMostOneBit(road
)) return;
1443 /* Draw extra details. */
1444 for (const DrawRoadTileStruct
*drts
= _road_display_table
[roadside
][road
| tram
]; drts
->image
!= 0; drts
++) {
1445 DrawRoadDetail(drts
->image
, ti
, drts
->subcoord_x
, drts
->subcoord_y
, 0x10);
1449 /** Tile callback function for rendering a road tile to the screen */
1450 static void DrawTile_Road(TileInfo
*ti
)
1452 switch (GetRoadTileType(ti
->tile
)) {
1453 case ROAD_TILE_NORMAL
:
1455 DrawOverlay(ti
, MP_ROAD
);
1458 case ROAD_TILE_CROSSING
: {
1459 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
1461 DrawOverlay(ti
, MP_ROAD
);
1463 PaletteID pal
= PAL_NONE
;
1464 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(ti
->tile
));
1466 if (rti
->UsesOverlay()) {
1467 Axis axis
= GetCrossingRailAxis(ti
->tile
);
1468 SpriteID road
= SPR_ROAD_Y
+ axis
;
1470 Roadside roadside
= GetRoadside(ti
->tile
);
1472 if (DrawRoadAsSnowDesert(ti
->tile
, roadside
)) {
1476 case ROADSIDE_BARREN
: pal
= PALETTE_TO_BARE_LAND
; break;
1477 case ROADSIDE_GRASS
: break;
1478 default: road
-= 19; break; // Paved
1482 DrawGroundSprite(road
, pal
);
1484 SpriteID rail
= GetCustomRailSprite(rti
, ti
->tile
, RTSG_CROSSING
) + axis
;
1485 /* Draw tracks, but draw PBS reserved tracks darker. */
1486 pal
= (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasCrossingReservation(ti
->tile
)) ? PALETTE_CRASH
: PAL_NONE
;
1487 DrawGroundSprite(rail
, pal
);
1489 DrawRailTileSeq(ti
, &_crossing_layout
, TO_CATENARY
, rail
, 0, PAL_NONE
);
1491 SpriteID image
= rti
->base_sprites
.crossing
;
1493 if (GetCrossingRoadAxis(ti
->tile
) == AXIS_X
) image
++;
1494 if (IsCrossingBarred(ti
->tile
)) image
+= 2;
1496 Roadside roadside
= GetRoadside(ti
->tile
);
1498 if (DrawRoadAsSnowDesert(ti
->tile
, roadside
)) {
1502 case ROADSIDE_BARREN
: pal
= PALETTE_TO_BARE_LAND
; break;
1503 case ROADSIDE_GRASS
: break;
1504 default: image
+= 4; break; // Paved
1508 DrawGroundSprite(image
, pal
);
1510 /* PBS debugging, draw reserved tracks darker */
1511 if (_game_mode
!= GM_MENU
&& _settings_client
.gui
.show_track_reservation
&& HasCrossingReservation(ti
->tile
)) {
1512 DrawGroundSprite(GetCrossingRoadAxis(ti
->tile
) == AXIS_Y
? GetRailTypeInfo(GetRailType(ti
->tile
))->base_sprites
.single_x
: GetRailTypeInfo(GetRailType(ti
->tile
))->base_sprites
.single_y
, PALETTE_CRASH
);
1516 if (HasTileRoadType(ti
->tile
, ROADTYPE_TRAM
)) {
1517 DrawGroundSprite(SPR_TRAMWAY_OVERLAY
+ (GetCrossingRoadAxis(ti
->tile
) ^ 1), pal
);
1518 DrawRoadCatenary(ti
, GetCrossingRoadBits(ti
->tile
));
1520 if (HasRailCatenaryDrawn(GetRailType(ti
->tile
))) DrawRailCatenary(ti
);
1525 case ROAD_TILE_DEPOT
: {
1526 if (ti
->tileh
!= SLOPE_FLAT
) DrawFoundation(ti
, FOUNDATION_LEVELED
);
1528 PaletteID palette
= COMPANY_SPRITE_COLOUR(GetTileOwner(ti
->tile
));
1530 const DrawTileSprites
*dts
;
1531 if (HasTileRoadType(ti
->tile
, ROADTYPE_TRAM
)) {
1532 dts
= &_tram_depot
[GetRoadDepotDirection(ti
->tile
)];
1534 dts
= &_road_depot
[GetRoadDepotDirection(ti
->tile
)];
1537 DrawGroundSprite(dts
->ground
.sprite
, PAL_NONE
);
1538 DrawOverlay(ti
, MP_ROAD
);
1539 DrawOrigTileSeq(ti
, dts
, TO_BUILDINGS
, palette
);
1543 DrawBridgeMiddle(ti
);
1547 * Draw the road depot sprite.
1548 * @param x The x offset to draw at.
1549 * @param y The y offset to draw at.
1550 * @param dir The direction the depot must be facing.
1551 * @param rt The road type of the depot to draw.
1553 void DrawRoadDepotSprite(int x
, int y
, DiagDirection dir
, RoadType rt
)
1555 PaletteID palette
= COMPANY_SPRITE_COLOUR(_local_company
);
1556 const DrawTileSprites
*dts
= (rt
== ROADTYPE_TRAM
) ? &_tram_depot
[dir
] : &_road_depot
[dir
];
1558 DrawSprite(dts
->ground
.sprite
, PAL_NONE
, x
, y
);
1559 DrawOrigTileSeqInGUI(x
, y
, dts
, palette
);
1563 * Updates cached nearest town for all road tiles
1564 * @param invalidate are we just invalidating cached data?
1565 * @pre invalidate == true implies _generating_world == true
1567 void UpdateNearestTownForRoadTiles(bool invalidate
)
1569 assert(!invalidate
|| _generating_world
);
1571 for (TileIndex t
= 0; t
< MapSize(); t
++) {
1572 if (IsTileType(t
, MP_ROAD
) && !IsRoadDepot(t
) && !HasTownOwnedRoad(t
)) {
1573 TownID tid
= (TownID
)INVALID_TOWN
;
1575 const Town
*town
= CalcClosestTownFromTile(t
);
1576 if (town
!= NULL
) tid
= town
->index
;
1578 SetTownIndex(t
, tid
);
1583 static int GetSlopePixelZ_Road(TileIndex tile
, uint x
, uint y
)
1586 if (IsNormalRoad(tile
)) {
1588 Slope tileh
= GetTilePixelSlope(tile
, &z
);
1589 if (tileh
== SLOPE_FLAT
) return z
;
1591 Foundation f
= GetRoadFoundation(tileh
, GetAllRoadBits(tile
));
1592 z
+= ApplyPixelFoundationToSlope(f
, &tileh
);
1593 return z
+ GetPartialPixelZ(x
& 0xF, y
& 0xF, tileh
);
1595 return GetTileMaxPixelZ(tile
);
1599 static Foundation
GetFoundation_Road(TileIndex tile
, Slope tileh
)
1601 if (IsNormalRoad(tile
)) {
1602 return GetRoadFoundation(tileh
, GetAllRoadBits(tile
));
1604 return FlatteningFoundation(tileh
);
1608 static const Roadside _town_road_types
[][2] = {
1609 { ROADSIDE_GRASS
, ROADSIDE_GRASS
},
1610 { ROADSIDE_PAVED
, ROADSIDE_PAVED
},
1611 { ROADSIDE_PAVED
, ROADSIDE_PAVED
},
1612 { ROADSIDE_TREES
, ROADSIDE_TREES
},
1613 { ROADSIDE_STREET_LIGHTS
, ROADSIDE_PAVED
}
1616 static const Roadside _town_road_types_2
[][2] = {
1617 { ROADSIDE_GRASS
, ROADSIDE_GRASS
},
1618 { ROADSIDE_PAVED
, ROADSIDE_PAVED
},
1619 { ROADSIDE_STREET_LIGHTS
, ROADSIDE_PAVED
},
1620 { ROADSIDE_STREET_LIGHTS
, ROADSIDE_PAVED
},
1621 { ROADSIDE_STREET_LIGHTS
, ROADSIDE_PAVED
}
1625 static void TileLoop_Road(TileIndex tile
)
1627 switch (_settings_game
.game_creation
.landscape
) {
1629 if (IsOnSnow(tile
) != (GetTileMaxZ(tile
) > GetSnowLine())) {
1631 MarkTileDirtyByTile(tile
);
1636 if (GetTropicZone(tile
) == TROPICZONE_DESERT
&& !IsOnDesert(tile
)) {
1638 MarkTileDirtyByTile(tile
);
1643 if (IsRoadDepot(tile
)) return;
1645 const Town
*t
= ClosestTownFromTile(tile
, UINT_MAX
);
1646 if (!HasRoadWorks(tile
)) {
1647 HouseZonesBits grp
= HZB_TOWN_EDGE
;
1650 grp
= GetTownRadiusGroup(t
, tile
);
1652 /* Show an animation to indicate road work */
1653 if (t
->road_build_months
!= 0 &&
1654 (DistanceManhattan(t
->xy
, tile
) < 8 || grp
!= HZB_TOWN_EDGE
) &&
1655 IsNormalRoad(tile
) && !HasAtMostOneBit(GetAllRoadBits(tile
))) {
1656 if (GetFoundationSlope(tile
) == SLOPE_FLAT
&& EnsureNoVehicleOnGround(tile
).Succeeded() && Chance16(1, 40)) {
1657 StartRoadWorks(tile
);
1659 if (_settings_client
.sound
.ambient
) SndPlayTileFx(SND_21_JACKHAMMER
, tile
);
1660 CreateEffectVehicleAbove(
1661 TileX(tile
) * TILE_SIZE
+ 7,
1662 TileY(tile
) * TILE_SIZE
+ 7,
1665 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1672 /* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
1673 const Roadside
*new_rs
= (_settings_game
.game_creation
.landscape
== LT_TOYLAND
) ? _town_road_types_2
[grp
] : _town_road_types
[grp
];
1674 Roadside cur_rs
= GetRoadside(tile
);
1676 /* We have our desired type, do nothing */
1677 if (cur_rs
== new_rs
[0]) return;
1679 /* We have the pre-type of the desired type, switch to the desired type */
1680 if (cur_rs
== new_rs
[1]) {
1682 /* We have barren land, install the pre-type */
1683 } else if (cur_rs
== ROADSIDE_BARREN
) {
1685 /* We're totally off limits, remove any installation and make barren land */
1687 cur_rs
= ROADSIDE_BARREN
;
1689 SetRoadside(tile
, cur_rs
);
1690 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1692 } else if (IncreaseRoadWorksCounter(tile
)) {
1693 TerminateRoadWorks(tile
);
1695 if (_settings_game
.economy
.mod_road_rebuild
) {
1696 /* Generate a nicer town surface */
1697 const RoadBits old_rb
= GetAnyRoadBits(tile
, ROADTYPE_ROAD
);
1698 const RoadBits new_rb
= CleanUpRoadBits(tile
, old_rb
);
1700 if (old_rb
!= new_rb
) {
1701 RemoveRoad(tile
, DC_EXEC
| DC_AUTO
| DC_NO_WATER
, (old_rb
^ new_rb
), ROADTYPE_ROAD
, true);
1705 MarkTileDirtyByTile(tile
, ZOOM_LVL_DRAW_MAP
);
1709 static bool ClickTile_Road(TileIndex tile
)
1711 if (!IsRoadDepot(tile
)) return false;
1713 ShowDepotWindow(tile
, VEH_ROAD
);
1717 /* Converts RoadBits to TrackBits */
1718 extern const TrackBits _road_trackbits
[16] = {
1719 TRACK_BIT_NONE
, // ROAD_NONE
1720 TRACK_BIT_NONE
, // ROAD_NW
1721 TRACK_BIT_NONE
, // ROAD_SW
1722 TRACK_BIT_LEFT
, // ROAD_W
1723 TRACK_BIT_NONE
, // ROAD_SE
1724 TRACK_BIT_Y
, // ROAD_Y
1725 TRACK_BIT_LOWER
, // ROAD_S
1726 TRACK_BIT_LEFT
| TRACK_BIT_LOWER
| TRACK_BIT_Y
, // ROAD_Y | ROAD_SW
1727 TRACK_BIT_NONE
, // ROAD_NE
1728 TRACK_BIT_UPPER
, // ROAD_N
1729 TRACK_BIT_X
, // ROAD_X
1730 TRACK_BIT_LEFT
| TRACK_BIT_UPPER
| TRACK_BIT_X
, // ROAD_X | ROAD_NW
1731 TRACK_BIT_RIGHT
, // ROAD_E
1732 TRACK_BIT_RIGHT
| TRACK_BIT_UPPER
| TRACK_BIT_Y
, // ROAD_Y | ROAD_NE
1733 TRACK_BIT_RIGHT
| TRACK_BIT_LOWER
| TRACK_BIT_X
, // ROAD_X | ROAD_SE
1734 TRACK_BIT_ALL
, // ROAD_ALL
1737 static TrackStatus
GetTileTrackStatus_Road(TileIndex tile
, TransportType mode
, uint sub_mode
, DiagDirection side
)
1739 TrackdirBits trackdirbits
= TRACKDIR_BIT_NONE
;
1740 TrackdirBits red_signals
= TRACKDIR_BIT_NONE
; // crossing barred
1742 case TRANSPORT_RAIL
:
1743 if (IsLevelCrossing(tile
)) trackdirbits
= TrackBitsToTrackdirBits(GetCrossingRailBits(tile
));
1746 case TRANSPORT_ROAD
:
1747 if ((GetRoadTypes(tile
) & sub_mode
) == 0) break;
1748 switch (GetRoadTileType(tile
)) {
1749 case ROAD_TILE_NORMAL
: {
1750 const uint drd_to_multiplier
[DRD_END
] = { 0x101, 0x100, 0x1, 0x0 };
1751 RoadType rt
= (RoadType
)FindFirstBit(sub_mode
);
1752 RoadBits bits
= GetRoadBits(tile
, rt
);
1754 /* no roadbit at this side of tile, return 0 */
1755 if (side
!= INVALID_DIAGDIR
&& (DiagDirToRoadBits(side
) & bits
) == 0) break;
1757 uint multiplier
= drd_to_multiplier
[rt
== ROADTYPE_TRAM
? DRD_NONE
: GetDisallowedRoadDirections(tile
)];
1758 if (!HasRoadWorks(tile
)) trackdirbits
= (TrackdirBits
)(_road_trackbits
[bits
] * multiplier
);
1762 case ROAD_TILE_CROSSING
: {
1763 Axis axis
= GetCrossingRoadAxis(tile
);
1765 if (side
!= INVALID_DIAGDIR
&& axis
!= DiagDirToAxis(side
)) break;
1767 trackdirbits
= TrackBitsToTrackdirBits(AxisToTrackBits(axis
));
1768 if (IsCrossingBarred(tile
)) red_signals
= trackdirbits
;
1769 if (IsLevelCrossingTile(TileAddByDiagDir(tile
, AxisToDiagDir(axis
))) &&
1770 IsCrossingBarred(TileAddByDiagDir(tile
, AxisToDiagDir(axis
)))) {
1771 red_signals
&= (TrackdirBits
)0x0102; // magic value. I think TRACKBIT_X_SW and TRACKBIT_X_NE should be swapped
1773 if (IsLevelCrossingTile(TileAddByDiagDir(tile
, ReverseDiagDir(AxisToDiagDir(axis
)))) &&
1774 IsCrossingBarred(TileAddByDiagDir(tile
, ReverseDiagDir(AxisToDiagDir(axis
))))) {
1775 red_signals
&= (TrackdirBits
)0x0201; // inverse of above magic value
1781 case ROAD_TILE_DEPOT
: {
1782 DiagDirection dir
= GetRoadDepotDirection(tile
);
1784 if (side
!= INVALID_DIAGDIR
&& side
!= dir
) break;
1786 trackdirbits
= TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir
));
1794 return CombineTrackStatus(trackdirbits
, red_signals
);
1797 static const StringID _road_tile_strings
[] = {
1798 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1799 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1800 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1801 STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS
,
1802 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1803 STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD
,
1804 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1805 STR_LAI_ROAD_DESCRIPTION_ROAD
,
1808 static void GetTileDesc_Road(TileIndex tile
, TileDesc
*td
)
1810 Owner rail_owner
= INVALID_OWNER
;
1811 Owner road_owner
= INVALID_OWNER
;
1812 Owner tram_owner
= INVALID_OWNER
;
1814 switch (GetRoadTileType(tile
)) {
1815 case ROAD_TILE_CROSSING
: {
1816 td
->str
= STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING
;
1817 RoadTypes rts
= GetRoadTypes(tile
);
1818 rail_owner
= GetTileOwner(tile
);
1819 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
1820 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
1822 const RailtypeInfo
*rti
= GetRailTypeInfo(GetRailType(tile
));
1823 td
->railtype
= rti
->strings
.name
;
1824 td
->rail_speed
= rti
->max_speed
;
1829 case ROAD_TILE_DEPOT
:
1830 td
->str
= STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT
;
1831 road_owner
= GetTileOwner(tile
); // Tile has only one owner, roadtype does not matter
1832 td
->build_date
= Depot::GetByTile(tile
)->build_date
;
1836 RoadTypes rts
= GetRoadTypes(tile
);
1837 td
->str
= (HasBit(rts
, ROADTYPE_ROAD
) ? _road_tile_strings
[GetRoadside(tile
)] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY
);
1838 if (HasBit(rts
, ROADTYPE_ROAD
)) road_owner
= GetRoadOwner(tile
, ROADTYPE_ROAD
);
1839 if (HasBit(rts
, ROADTYPE_TRAM
)) tram_owner
= GetRoadOwner(tile
, ROADTYPE_TRAM
);
1844 /* Now we have to discover, if the tile has only one owner or many:
1845 * - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available)
1846 * - Compare the found owner with the other owners, and test if they differ.
1847 * Note: If road exists it will be the first_owner.
1849 Owner first_owner
= (road_owner
== INVALID_OWNER
? tram_owner
: road_owner
);
1850 bool mixed_owners
= (tram_owner
!= INVALID_OWNER
&& tram_owner
!= first_owner
) || (rail_owner
!= INVALID_OWNER
&& rail_owner
!= first_owner
);
1853 /* Multiple owners */
1854 td
->owner_type
[0] = (rail_owner
== INVALID_OWNER
? STR_NULL
: STR_LAND_AREA_INFORMATION_RAIL_OWNER
);
1855 td
->owner
[0] = rail_owner
;
1856 td
->owner_type
[1] = (road_owner
== INVALID_OWNER
? STR_NULL
: STR_LAND_AREA_INFORMATION_ROAD_OWNER
);
1857 td
->owner
[1] = road_owner
;
1858 td
->owner_type
[2] = (tram_owner
== INVALID_OWNER
? STR_NULL
: STR_LAND_AREA_INFORMATION_TRAM_OWNER
);
1859 td
->owner
[2] = tram_owner
;
1861 /* One to rule them all */
1862 td
->owner
[0] = first_owner
;
1867 * Given the direction the road depot is pointing, this is the direction the
1868 * vehicle should be travelling in in order to enter the depot.
1870 static const byte _roadveh_enter_depot_dir
[4] = {
1871 TRACKDIR_X_SW
, TRACKDIR_Y_NW
, TRACKDIR_X_NE
, TRACKDIR_Y_SE
1874 static VehicleEnterTileStatus
VehicleEnter_Road(Vehicle
*v
, TileIndex tile
, int x
, int y
)
1876 switch (GetRoadTileType(tile
)) {
1877 case ROAD_TILE_DEPOT
: {
1878 if (v
->type
!= VEH_ROAD
) break;
1880 RoadVehicle
*rv
= RoadVehicle::From(v
);
1881 if (rv
->frame
== RVC_DEPOT_STOP_FRAME
&&
1882 _roadveh_enter_depot_dir
[GetRoadDepotDirection(tile
)] == rv
->state
) {
1883 rv
->state
= RVSB_IN_DEPOT
;
1884 rv
->vehstatus
|= VS_HIDDEN
;
1885 rv
->direction
= ReverseDir(rv
->direction
);
1886 if (rv
->Next() == NULL
) VehicleEnterDepot(rv
->First());
1889 InvalidateWindowData(WC_VEHICLE_DEPOT
, rv
->tile
);
1890 return VETSB_ENTERED_WORMHOLE
;
1897 return VETSB_CONTINUE
;
1901 static void ChangeTileOwner_Road(TileIndex tile
, Owner old_owner
, Owner new_owner
)
1903 if (IsRoadDepot(tile
)) {
1904 if (GetTileOwner(tile
) == old_owner
) {
1905 if (new_owner
== INVALID_OWNER
) {
1906 DoCommand(tile
, 0, 0, DC_EXEC
| DC_BANKRUPT
, CMD_LANDSCAPE_CLEAR
);
1908 /* A road depot has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
1909 RoadType rt
= (RoadType
)FIND_FIRST_BIT(GetRoadTypes(tile
));
1910 Company::Get(old_owner
)->infrastructure
.road
[rt
] -= 2;
1911 Company::Get(new_owner
)->infrastructure
.road
[rt
] += 2;
1913 SetTileOwner(tile
, new_owner
);
1914 for (RoadType rt
= ROADTYPE_ROAD
; rt
< ROADTYPE_END
; rt
++) {
1915 if (GetRoadOwner(tile
, rt
) == old_owner
) {
1916 SetRoadOwner(tile
, rt
, new_owner
);
1924 for (RoadType rt
= ROADTYPE_ROAD
; rt
< ROADTYPE_END
; rt
++) {
1925 /* Update all roadtypes, no matter if they are present */
1926 if (GetRoadOwner(tile
, rt
) == old_owner
) {
1927 if (HasTileRoadType(tile
, rt
)) {
1928 /* A level crossing has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
1929 uint num_bits
= IsLevelCrossing(tile
) ? 2 : CountBits(GetRoadBits(tile
, rt
));
1930 Company::Get(old_owner
)->infrastructure
.road
[rt
] -= num_bits
;
1931 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.road
[rt
] += num_bits
;
1934 SetRoadOwner(tile
, rt
, new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
);
1938 if (IsLevelCrossing(tile
)) {
1939 if (GetTileOwner(tile
) == old_owner
) {
1940 if (new_owner
== INVALID_OWNER
) {
1941 DoCommand(tile
, 0, GetCrossingRailTrack(tile
), DC_EXEC
| DC_BANKRUPT
, CMD_REMOVE_SINGLE_RAIL
);
1943 /* Update infrastructure counts. No need to dirty windows here, we'll redraw the whole screen anyway. */
1944 Company::Get(old_owner
)->infrastructure
.rail
[GetRailType(tile
)] -= LEVELCROSSING_TRACKBIT_FACTOR
;
1945 Company::Get(new_owner
)->infrastructure
.rail
[GetRailType(tile
)] += LEVELCROSSING_TRACKBIT_FACTOR
;
1947 SetTileOwner(tile
, new_owner
);
1953 static CommandCost
TerraformTile_Road(TileIndex tile
, DoCommandFlag flags
, int z_new
, Slope tileh_new
)
1955 if (_settings_game
.construction
.build_on_slopes
&& AutoslopeEnabled()) {
1956 switch (GetRoadTileType(tile
)) {
1957 case ROAD_TILE_CROSSING
:
1958 if (!IsSteepSlope(tileh_new
) && (GetTileMaxZ(tile
) == z_new
+ GetSlopeMaxZ(tileh_new
)) && HasBit(VALID_LEVEL_CROSSING_SLOPES
, tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
1961 case ROAD_TILE_DEPOT
:
1962 if (AutoslopeCheckForEntranceEdge(tile
, z_new
, tileh_new
, GetRoadDepotDirection(tile
))) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
1965 case ROAD_TILE_NORMAL
: {
1966 RoadBits bits
= GetAllRoadBits(tile
);
1967 RoadBits bits_copy
= bits
;
1968 /* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */
1969 if (CheckRoadSlope(tileh_new
, &bits_copy
, ROAD_NONE
, ROAD_NONE
).Succeeded()) {
1970 /* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
1971 if (bits
== bits_copy
) {
1973 Slope tileh_old
= GetTileSlope(tile
, &z_old
);
1975 /* Get the slope on top of the foundation */
1976 z_old
+= ApplyFoundationToSlope(GetRoadFoundation(tileh_old
, bits
), &tileh_old
);
1977 z_new
+= ApplyFoundationToSlope(GetRoadFoundation(tileh_new
, bits
), &tileh_new
);
1979 /* The surface slope must not be changed */
1980 if ((z_old
== z_new
) && (tileh_old
== tileh_new
)) return CommandCost(EXPENSES_CONSTRUCTION
, _price
[PR_BUILD_FOUNDATION
]);
1986 default: NOT_REACHED();
1990 return DoCommand(tile
, 0, 0, flags
, CMD_LANDSCAPE_CLEAR
);
1993 /** Tile callback functions for road tiles */
1994 extern const TileTypeProcs _tile_type_road_procs
= {
1995 DrawTile_Road
, // draw_tile_proc
1996 GetSlopePixelZ_Road
, // get_slope_z_proc
1997 ClearTile_Road
, // clear_tile_proc
1998 NULL
, // add_accepted_cargo_proc
1999 GetTileDesc_Road
, // get_tile_desc_proc
2000 GetTileTrackStatus_Road
, // get_tile_track_status_proc
2001 ClickTile_Road
, // click_tile_proc
2002 NULL
, // animate_tile_proc
2003 TileLoop_Road
, // tile_loop_proc
2004 ChangeTileOwner_Road
, // change_tile_owner_proc
2005 NULL
, // add_produced_cargo_proc
2006 VehicleEnter_Road
, // vehicle_enter_tile_proc
2007 GetFoundation_Road
, // get_foundation_proc
2008 TerraformTile_Road
, // terraform_tile_proc