(svn r28004) -Update from Eints:
[openttd.git] / src / tunnelbridge_cmd.cpp
blob9ba9b26e315485e2ca939ba878765ecddd3572a9
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 "strings_func.h"
30 #include "date_func.h"
31 #include "clear_func.h"
32 #include "vehicle_func.h"
33 #include "sound_func.h"
34 #include "tunnelbridge.h"
35 #include "cheat_type.h"
36 #include "elrail_func.h"
37 #include "pbs.h"
38 #include "company_base.h"
39 #include "newgrf_railtype.h"
40 #include "object_base.h"
41 #include "water.h"
42 #include "company_gui.h"
44 #include "table/strings.h"
45 #include "table/bridge_land.h"
47 #include "safeguards.h"
49 BridgeSpec _bridge[MAX_BRIDGES]; ///< The specification of all bridges.
50 TileIndex _build_tunnel_endtile; ///< The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
52 /** Z position of the bridge sprites relative to bridge height (downwards) */
53 static const int BRIDGE_Z_START = 3;
56 /**
57 * Mark bridge tiles dirty.
58 * Note: The bridge does not need to exist, everything is passed via parameters.
59 * @param begin Start tile.
60 * @param end End tile.
61 * @param direction Direction from \a begin to \a end.
62 * @param bridge_height Bridge height level.
64 void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
66 TileIndexDiff delta = TileOffsByDiagDir(direction);
67 for (TileIndex t = begin; t != end; t += delta) {
68 MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
70 MarkTileDirtyByTile(end);
73 /**
74 * Mark bridge tiles dirty.
75 * @param tile Bridge head.
77 void MarkBridgeDirty(TileIndex tile)
79 MarkBridgeDirty(tile, GetOtherTunnelBridgeEnd(tile), GetTunnelBridgeDirection(tile), GetBridgeHeight(tile));
82 /** Reset the data been eventually changed by the grf loaded. */
83 void ResetBridges()
85 /* First, free sprite table data */
86 for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
87 if (_bridge[i].sprite_table != NULL) {
88 for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
89 free(_bridge[i].sprite_table);
93 /* Then, wipe out current bridges */
94 memset(&_bridge, 0, sizeof(_bridge));
95 /* And finally, reinstall default data */
96 memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
99 /**
100 * Calculate the price factor for building a long bridge.
101 * 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,
102 * @param length Length of the bridge.
103 * @return Price factor for the bridge.
105 int CalcBridgeLenCostFactor(int length)
107 if (length < 2) return length;
109 length -= 2;
110 int sum = 2;
111 for (int delta = 1;; delta++) {
112 for (int count = 0; count < delta; count++) {
113 if (length == 0) return sum;
114 sum += delta;
115 length--;
121 * Get the foundation for a bridge.
122 * @param tileh The slope to build the bridge on.
123 * @param axis The axis of the bridge entrance.
124 * @return The foundation required.
126 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
128 if (tileh == SLOPE_FLAT ||
129 ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
130 ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
132 return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
136 * Determines if the track on a bridge ramp is flat or goes up/down.
138 * @param tileh Slope of the tile under the bridge head
139 * @param axis Orientation of bridge
140 * @return true iff the track is flat.
142 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
144 ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
145 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
146 return (tileh != SLOPE_FLAT);
149 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
151 const BridgeSpec *bridge = GetBridgeSpec(index);
152 assert(table < BRIDGE_PIECE_INVALID);
153 if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
154 return _bridge_sprite_table[index][table];
155 } else {
156 return bridge->sprite_table[table];
162 * Determines the foundation for the north bridge head, and tests if the resulting slope is valid.
164 * @param axis Axis of the bridge
165 * @param tileh Slope of the tile under the north bridge head; returns slope on top of foundation
166 * @param z TileZ corresponding to tileh, gets modified as well
167 * @return Error or cost for bridge foundation
169 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
171 Foundation f = GetBridgeFoundation(*tileh, axis);
172 *z += ApplyFoundationToSlope(f, tileh);
174 Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
175 if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
177 if (f == FOUNDATION_NONE) return CommandCost();
179 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
183 * Determines the foundation for the south bridge head, and tests if the resulting slope is valid.
185 * @param axis Axis of the bridge
186 * @param tileh Slope of the tile under the south bridge head; returns slope on top of foundation
187 * @param z TileZ corresponding to tileh, gets modified as well
188 * @return Error or cost for bridge foundation
190 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
192 Foundation f = GetBridgeFoundation(*tileh, axis);
193 *z += ApplyFoundationToSlope(f, tileh);
195 Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
196 if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
198 if (f == FOUNDATION_NONE) return CommandCost();
200 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
204 * Is a bridge of the specified type and length available?
205 * @param bridge_type Wanted type of bridge.
206 * @param bridge_len Wanted length of the bridge.
207 * @return A succeeded (the requested bridge is available) or failed (it cannot be built) command.
209 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
211 if (flags & DC_QUERY_COST) {
212 if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
213 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
216 if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
218 const BridgeSpec *b = GetBridgeSpec(bridge_type);
219 if (b->avail_year > _cur_year) return CMD_ERROR;
221 uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
223 if (b->min_length > bridge_len) return CMD_ERROR;
224 if (bridge_len <= max) return CommandCost();
225 return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
229 * Build a Bridge
230 * @param end_tile end tile
231 * @param flags type of operation
232 * @param p1 packed start tile coords (~ dx)
233 * @param p2 various bitstuffed elements
234 * - p2 = (bit 0- 7) - bridge type (hi bh)
235 * - p2 = (bit 8-11) - rail type or road types.
236 * - p2 = (bit 15-16) - transport type.
237 * @param text unused
238 * @return the cost of this operation or an error
240 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
242 CompanyID company = _current_company;
244 RailType railtype = INVALID_RAILTYPE;
245 RoadTypes roadtypes = ROADTYPES_NONE;
247 /* unpack parameters */
248 BridgeType bridge_type = GB(p2, 0, 8);
250 if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
252 TransportType transport_type = Extract<TransportType, 15, 2>(p2);
254 /* type of bridge */
255 switch (transport_type) {
256 case TRANSPORT_ROAD:
257 roadtypes = Extract<RoadTypes, 8, 2>(p2);
258 if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
259 break;
261 case TRANSPORT_RAIL:
262 railtype = Extract<RailType, 8, 4>(p2);
263 if (!ValParamRailtype(railtype)) return CMD_ERROR;
264 break;
266 case TRANSPORT_WATER:
267 break;
269 default:
270 /* Airports don't have bridges. */
271 return CMD_ERROR;
273 TileIndex tile_start = p1;
274 TileIndex tile_end = end_tile;
276 if (company == OWNER_DEITY) {
277 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
278 const Town *town = CalcClosestTownFromTile(tile_start);
280 company = OWNER_TOWN;
282 /* If we are not within a town, we are not owned by the town */
283 if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
284 company = OWNER_NONE;
288 if (tile_start == tile_end) {
289 return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
292 Axis direction;
293 if (TileX(tile_start) == TileX(tile_end)) {
294 direction = AXIS_Y;
295 } else if (TileY(tile_start) == TileY(tile_end)) {
296 direction = AXIS_X;
297 } else {
298 return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
301 if (tile_end < tile_start) Swap(tile_start, tile_end);
303 uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
304 if (transport_type != TRANSPORT_WATER) {
305 /* set and test bridge length, availability */
306 CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
307 if (ret.Failed()) return ret;
308 } else {
309 if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
312 int z_start;
313 int z_end;
314 Slope tileh_start = GetTileSlope(tile_start, &z_start);
315 Slope tileh_end = GetTileSlope(tile_end, &z_end);
316 bool pbs_reservation = false;
318 CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
319 CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
321 /* Aqueducts can't be built of flat land. */
322 if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
323 if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
325 CommandCost cost(EXPENSES_CONSTRUCTION);
326 Owner owner;
327 bool is_new_owner;
328 if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
329 GetOtherBridgeEnd(tile_start) == tile_end &&
330 GetTunnelBridgeTransportType(tile_start) == transport_type) {
331 /* Replace a current bridge. */
333 /* If this is a railway bridge, make sure the railtypes match. */
334 if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
335 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
338 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
339 if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
340 GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
341 _game_mode != GM_EDITOR) {
342 Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
344 if (t == NULL) {
345 return CMD_ERROR;
346 } else {
347 SetDParam(0, t->index);
348 return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
352 /* Do not replace the bridge with the same bridge type. */
353 if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
354 return_cmd_error(STR_ERROR_ALREADY_BUILT);
357 /* Do not allow replacing another company's bridges. */
358 if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
359 return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
362 cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
363 owner = GetTileOwner(tile_start);
365 /* If bridge belonged to bankrupt company, it has a new owner now */
366 is_new_owner = (owner == OWNER_NONE);
367 if (is_new_owner) owner = company;
369 switch (transport_type) {
370 case TRANSPORT_RAIL:
371 /* Keep the reservation, the path stays valid. */
372 pbs_reservation = HasTunnelBridgeReservation(tile_start);
373 break;
375 case TRANSPORT_ROAD:
376 /* Do not remove road types when upgrading a bridge */
377 roadtypes |= GetRoadTypes(tile_start);
378 break;
380 default: break;
382 } else {
383 /* Build a new bridge. */
385 bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
387 /* Try and clear the start landscape */
388 CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
389 if (ret.Failed()) return ret;
390 cost = ret;
392 if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
393 cost.AddCost(terraform_cost_north);
395 /* Try and clear the end landscape */
396 ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
397 if (ret.Failed()) return ret;
398 cost.AddCost(ret);
400 /* false - end tile slope check */
401 if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
402 cost.AddCost(terraform_cost_south);
404 const TileIndex heads[] = {tile_start, tile_end};
405 for (int i = 0; i < 2; i++) {
406 if (IsBridgeAbove(heads[i])) {
407 TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
409 if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
411 if (z_start + 1 == GetBridgeHeight(north_head)) {
412 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
417 TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
418 for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
419 if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
421 if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
423 * Disallow too high bridges.
424 * Properly rendering a map where very high bridges (might) exist is expensive.
425 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
426 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
428 return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
431 if (IsBridgeAbove(tile)) {
432 /* Disallow crossing bridges for the time being */
433 return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
436 switch (GetTileType(tile)) {
437 case MP_WATER:
438 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
439 break;
441 case MP_RAILWAY:
442 if (!IsPlainRail(tile)) goto not_valid_below;
443 break;
445 case MP_ROAD:
446 if (IsRoadDepot(tile)) goto not_valid_below;
447 break;
449 case MP_TUNNELBRIDGE:
450 if (IsTunnel(tile)) break;
451 if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
452 if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
453 break;
455 case MP_OBJECT: {
456 const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
457 if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
458 if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
459 break;
462 case MP_CLEAR:
463 break;
465 default:
466 not_valid_below:;
467 /* try and clear the middle landscape */
468 ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
469 if (ret.Failed()) return ret;
470 cost.AddCost(ret);
471 break;
474 if (flags & DC_EXEC) {
475 /* We do this here because when replacing a bridge with another
476 * type calling SetBridgeMiddle isn't needed. After all, the
477 * tile already has the has_bridge_above bits set. */
478 SetBridgeMiddle(tile, direction);
482 owner = company;
483 is_new_owner = true;
486 /* do the drill? */
487 if (flags & DC_EXEC) {
488 DiagDirection dir = AxisToDiagDir(direction);
490 Company *c = Company::GetIfValid(company);
491 switch (transport_type) {
492 case TRANSPORT_RAIL:
493 /* Add to company infrastructure count if required. */
494 if (is_new_owner && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
495 MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
496 MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
497 SetTunnelBridgeReservation(tile_start, pbs_reservation);
498 SetTunnelBridgeReservation(tile_end, pbs_reservation);
499 break;
501 case TRANSPORT_ROAD: {
502 RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
503 if (is_new_owner) {
504 /* Also give unowned present roadtypes to new owner */
505 if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
506 if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
508 if (c != NULL) {
509 /* Add all new road types to the company infrastructure counter. */
510 RoadType new_rt;
511 FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
512 /* A full diagonal road tile has two road bits. */
513 c->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
516 Owner owner_road = HasBit(prev_roadtypes, ROADTYPE_ROAD) ? GetRoadOwner(tile_start, ROADTYPE_ROAD) : company;
517 Owner owner_tram = HasBit(prev_roadtypes, ROADTYPE_TRAM) ? GetRoadOwner(tile_start, ROADTYPE_TRAM) : company;
518 MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, roadtypes);
519 MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
520 break;
523 case TRANSPORT_WATER:
524 if (is_new_owner && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
525 MakeAqueductBridgeRamp(tile_start, owner, dir);
526 MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
527 break;
529 default:
530 NOT_REACHED();
533 /* Mark all tiles dirty */
534 MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
535 DirtyCompanyInfrastructureWindows(company);
538 if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
539 Track track = AxisToTrack(direction);
540 AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
541 YapfNotifyTrackLayoutChange(tile_start, track);
544 /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
545 * It's unnecessary to execute this command every time for every bridge. So it is done only
546 * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
548 Company *c = Company::GetIfValid(company);
549 if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
550 bridge_len += 2; // begin and end tiles/ramps
552 switch (transport_type) {
553 case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
554 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
555 default: break;
558 if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
560 if (transport_type != TRANSPORT_WATER) {
561 cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
562 } else {
563 /* Aqueducts use a separate base cost. */
564 cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
569 return cost;
574 * Build Tunnel.
575 * @param start_tile start tile of tunnel
576 * @param flags type of operation
577 * @param p1 bit 0-3 railtype or roadtypes
578 * bit 8-9 transport type
579 * @param p2 unused
580 * @param text unused
581 * @return the cost of this operation or an error
583 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
585 CompanyID company = _current_company;
587 TransportType transport_type = Extract<TransportType, 8, 2>(p1);
589 RailType railtype = INVALID_RAILTYPE;
590 RoadTypes rts = ROADTYPES_NONE;
591 _build_tunnel_endtile = 0;
592 switch (transport_type) {
593 case TRANSPORT_RAIL:
594 railtype = Extract<RailType, 0, 4>(p1);
595 if (!ValParamRailtype(railtype)) return CMD_ERROR;
596 break;
598 case TRANSPORT_ROAD:
599 rts = Extract<RoadTypes, 0, 2>(p1);
600 if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
601 break;
603 default: return CMD_ERROR;
606 if (company == OWNER_DEITY) {
607 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
608 const Town *town = CalcClosestTownFromTile(start_tile);
610 company = OWNER_TOWN;
612 /* If we are not within a town, we are not owned by the town */
613 if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
614 company = OWNER_NONE;
618 int start_z;
619 int end_z;
620 Slope start_tileh = GetTileSlope(start_tile, &start_z);
621 DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
622 if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
624 if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
626 CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
627 if (ret.Failed()) return ret;
629 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
630 * for the clearing of the entrance of the tunnel. Assigning it to
631 * cost before the loop will yield different costs depending on start-
632 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
634 TileIndexDiff delta = TileOffsByDiagDir(direction);
635 DiagDirection tunnel_in_way_dir;
636 if (DiagDirToAxis(direction) == AXIS_Y) {
637 tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
638 } else {
639 tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
642 TileIndex end_tile = start_tile;
644 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
645 int tiles_coef = 3;
646 /* Number of tiles from start of tunnel */
647 int tiles = 0;
648 /* Number of tiles at which the cost increase coefficient per tile is halved */
649 int tiles_bump = 25;
651 CommandCost cost(EXPENSES_CONSTRUCTION);
652 Slope end_tileh;
653 for (;;) {
654 end_tile += delta;
655 if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
656 end_tileh = GetTileSlope(end_tile, &end_z);
658 if (start_z == end_z) break;
660 if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
661 return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
664 tiles++;
665 if (tiles == tiles_bump) {
666 tiles_coef++;
667 tiles_bump *= 2;
670 cost.AddCost(_price[PR_BUILD_TUNNEL]);
671 cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
674 /* Add the cost of the entrance */
675 cost.AddCost(_price[PR_BUILD_TUNNEL]);
676 cost.AddCost(ret);
678 /* if the command fails from here on we want the end tile to be highlighted */
679 _build_tunnel_endtile = end_tile;
681 if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
683 if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
685 /* Clear the tile in any case */
686 ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
687 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
688 cost.AddCost(ret);
690 /* slope of end tile must be complementary to the slope of the start tile */
691 if (end_tileh != ComplementSlope(start_tileh)) {
692 /* Mark the tile as already cleared for the terraform command.
693 * Do this for all tiles (like trees), not only objects. */
694 ClearedObjectArea *coa = FindClearedObject(end_tile);
695 if (coa == NULL) {
696 coa = _cleared_object_areas.Append();
697 coa->first_tile = end_tile;
698 coa->area = TileArea(end_tile, 1, 1);
701 /* Hide the tile from the terraforming command */
702 TileIndex old_first_tile = coa->first_tile;
703 coa->first_tile = INVALID_TILE;
704 ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
705 coa->first_tile = old_first_tile;
706 if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
707 cost.AddCost(ret);
709 cost.AddCost(_price[PR_BUILD_TUNNEL]);
711 /* Pay for the rail/road in the tunnel including entrances */
712 switch (transport_type) {
713 case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
714 case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
715 default: NOT_REACHED();
718 if (flags & DC_EXEC) {
719 Company *c = Company::GetIfValid(company);
720 uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
721 if (transport_type == TRANSPORT_RAIL) {
722 if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
723 MakeRailTunnel(start_tile, company, direction, railtype);
724 MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
725 AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
726 YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
727 } else {
728 if (c != NULL) {
729 RoadType rt;
730 FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
731 c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
734 MakeRoadTunnel(start_tile, company, direction, rts);
735 MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), rts);
737 DirtyCompanyInfrastructureWindows(company);
740 return cost;
745 * Are we allowed to remove the tunnel or bridge at \a tile?
746 * @param tile End point of the tunnel or bridge.
747 * @return A succeeded command if the tunnel or bridge may be removed, a failed command otherwise.
749 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
751 /* Floods can remove anything as well as the scenario editor */
752 if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
754 switch (GetTunnelBridgeTransportType(tile)) {
755 case TRANSPORT_ROAD: {
756 RoadTypes rts = GetRoadTypes(tile);
757 Owner road_owner = _current_company;
758 Owner tram_owner = _current_company;
760 if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
761 if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
763 /* We can remove unowned road and if the town allows it */
764 if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
765 /* Town does not allow */
766 return CheckTileOwnership(tile);
768 if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
769 if (tram_owner == OWNER_NONE) tram_owner = _current_company;
771 CommandCost ret = CheckOwnership(road_owner, tile);
772 if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
773 return ret;
776 case TRANSPORT_RAIL:
777 return CheckOwnership(GetTileOwner(tile));
779 case TRANSPORT_WATER: {
780 /* Always allow to remove aqueducts without owner. */
781 Owner aqueduct_owner = GetTileOwner(tile);
782 if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
783 return CheckOwnership(aqueduct_owner);
786 default: NOT_REACHED();
791 * Remove a tunnel from the game, update town rating, etc.
792 * @param tile Tile containing one of the endpoints of the tunnel.
793 * @param flags Command flags.
794 * @return Succeeded or failed command.
796 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
798 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
799 if (ret.Failed()) return ret;
801 TileIndex endtile = GetOtherTunnelEnd(tile);
803 ret = TunnelBridgeIsFree(tile, endtile);
804 if (ret.Failed()) return ret;
806 _build_tunnel_endtile = endtile;
808 Town *t = NULL;
809 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
810 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
812 /* Check if you are allowed to remove the tunnel owned by a town
813 * Removal depends on difficulty settings */
814 CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
815 if (ret.Failed()) return ret;
818 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
819 * you have a "Poor" (0) town rating */
820 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
821 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
824 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
826 if (flags & DC_EXEC) {
827 if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
828 /* We first need to request values before calling DoClearSquare */
829 DiagDirection dir = GetTunnelBridgeDirection(tile);
830 Track track = DiagDirToDiagTrack(dir);
831 Owner owner = GetTileOwner(tile);
833 Train *v = NULL;
834 if (HasTunnelBridgeReservation(tile)) {
835 v = GetTrainForReservation(tile, track);
836 if (v != NULL) FreeTrainTrackReservation(v);
839 if (Company::IsValidID(owner)) {
840 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
841 DirtyCompanyInfrastructureWindows(owner);
844 DoClearSquare(tile);
845 DoClearSquare(endtile);
847 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
848 AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
849 AddSideToSignalBuffer(endtile, dir, owner);
851 YapfNotifyTrackLayoutChange(tile, track);
852 YapfNotifyTrackLayoutChange(endtile, track);
854 if (v != NULL) TryPathReserve(v);
855 } else {
856 RoadType rt;
857 FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
858 /* A full diagonal road tile has two road bits. */
859 Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
860 if (c != NULL) {
861 c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
862 DirtyCompanyInfrastructureWindows(c->index);
866 DoClearSquare(tile);
867 DoClearSquare(endtile);
870 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
875 * Remove a bridge from the game, update town rating, etc.
876 * @param tile Tile containing one of the endpoints of the bridge.
877 * @param flags Command flags.
878 * @return Succeeded or failed command.
880 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
882 CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
883 if (ret.Failed()) return ret;
885 TileIndex endtile = GetOtherBridgeEnd(tile);
887 ret = TunnelBridgeIsFree(tile, endtile);
888 if (ret.Failed()) return ret;
890 DiagDirection direction = GetTunnelBridgeDirection(tile);
891 TileIndexDiff delta = TileOffsByDiagDir(direction);
893 Town *t = NULL;
894 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
895 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
897 /* Check if you are allowed to remove the bridge owned by a town
898 * Removal depends on difficulty settings */
899 CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
900 if (ret.Failed()) return ret;
903 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
904 * you have a "Poor" (0) town rating */
905 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
906 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
909 Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
910 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
912 if (flags & DC_EXEC) {
913 /* read this value before actual removal of bridge */
914 bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
915 Owner owner = GetTileOwner(tile);
916 int height = GetBridgeHeight(tile);
917 Train *v = NULL;
919 if (rail && HasTunnelBridgeReservation(tile)) {
920 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
921 if (v != NULL) FreeTrainTrackReservation(v);
924 /* Update company infrastructure counts. */
925 if (rail) {
926 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
927 } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
928 RoadType rt;
929 FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
930 Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
931 if (c != NULL) {
932 /* A full diagonal road tile has two road bits. */
933 c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
934 DirtyCompanyInfrastructureWindows(c->index);
937 } else { // Aqueduct
938 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
940 DirtyCompanyInfrastructureWindows(owner);
942 DoClearSquare(tile);
943 DoClearSquare(endtile);
944 for (TileIndex c = tile + delta; c != endtile; c += delta) {
945 /* do not let trees appear from 'nowhere' after removing bridge */
946 if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
947 int minz = GetTileMaxZ(c) + 3;
948 if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
950 ClearBridgeMiddle(c);
951 MarkTileDirtyByTile(c, height - TileHeight(c));
954 if (rail) {
955 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
956 AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
957 AddSideToSignalBuffer(endtile, direction, owner);
959 Track track = DiagDirToDiagTrack(direction);
960 YapfNotifyTrackLayoutChange(tile, track);
961 YapfNotifyTrackLayoutChange(endtile, track);
963 if (v != NULL) TryPathReserve(v, true);
967 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
971 * Remove a tunnel or a bridge from the game.
972 * @param tile Tile containing one of the endpoints.
973 * @param flags Command flags.
974 * @return Succeeded or failed command.
976 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
978 if (IsTunnel(tile)) {
979 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
980 return DoClearTunnel(tile, flags);
981 } else { // IsBridge(tile)
982 if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
983 return DoClearBridge(tile, flags);
988 * Draw a single pillar sprite.
989 * @param psid Pillarsprite
990 * @param x Pillar X
991 * @param y Pillar Y
992 * @param z Pillar Z
993 * @param w Bounding box size in X direction
994 * @param h Bounding box size in Y direction
995 * @param subsprite Optional subsprite for drawing halfpillars
997 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
999 static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; ///< Start offset of pillar wrt. bridge (downwards)
1000 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);
1004 * Draw two bridge pillars (north and south).
1005 * @param z_bottom Bottom Z
1006 * @param z_top Top Z
1007 * @param psid Pillarsprite
1008 * @param x Pillar X
1009 * @param y Pillar Y
1010 * @param w Bounding box size in X direction
1011 * @param h Bounding box size in Y direction
1012 * @return Reached Z at the bottom
1014 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1016 int cur_z;
1017 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1018 DrawPillar(psid, x, y, cur_z, w, h, NULL);
1020 return cur_z;
1024 * Draws the pillars under high bridges.
1026 * @param psid Image and palette of a bridge pillar.
1027 * @param ti #TileInfo of current bridge-middle-tile.
1028 * @param axis Orientation of bridge.
1029 * @param drawfarpillar Whether to draw the pillar at the back
1030 * @param x Sprite X position of front pillar.
1031 * @param y Sprite Y position of front pillar.
1032 * @param z_bridge Absolute height of bridge bottom.
1034 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1036 static const int bounding_box_size[2] = {16, 2}; ///< bounding box size of pillars along bridge direction
1037 static const int back_pillar_offset[2] = { 0, 9}; ///< sprite position offset of back facing pillar
1039 static const int INF = 1000; ///< big number compared to sprite size
1040 static const SubSprite half_pillar_sub_sprite[2][2] = {
1041 { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1042 { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1045 if (psid->sprite == 0) return;
1047 /* Determine ground height under pillars */
1048 DiagDirection south_dir = AxisToDiagDir(axis);
1049 int z_front_north = ti->z;
1050 int z_back_north = ti->z;
1051 int z_front_south = ti->z;
1052 int z_back_south = ti->z;
1053 GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
1054 GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
1056 /* Shared height of pillars */
1057 int z_front = max(z_front_north, z_front_south);
1058 int z_back = max(z_back_north, z_back_south);
1060 /* x and y size of bounding-box of pillars */
1061 int w = bounding_box_size[axis];
1062 int h = bounding_box_size[OtherAxis(axis)];
1063 /* sprite position of back facing pillar */
1064 int x_back = x - back_pillar_offset[axis];
1065 int y_back = y - back_pillar_offset[OtherAxis(axis)];
1067 /* Draw front pillars */
1068 int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1069 if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1070 if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1072 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1073 int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1074 if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1075 bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1076 if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1077 if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1082 * Draws the trambits over an already drawn (lower end) of a bridge.
1083 * @param x the x of the bridge
1084 * @param y the y of the bridge
1085 * @param z the z of the bridge
1086 * @param offset number representing whether to level or sloped and the direction
1087 * @param overlay do we want to still see the road?
1088 * @param head are we drawing bridge head?
1090 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
1092 static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
1093 static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1094 static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1096 static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1097 static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1098 static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1099 static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1101 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1102 * The bounding boxes here are the same as for bridge front/roof */
1103 if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1104 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
1105 x, y, size_x[offset], size_y[offset], 0x28, z,
1106 !head && IsTransparencySet(TO_BRIDGES));
1109 /* Do not draw catenary if it is set invisible */
1110 if (!IsInvisibilitySet(TO_CATENARY)) {
1111 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
1112 x, y, size_x[offset], size_y[offset], 0x28, z,
1113 IsTransparencySet(TO_CATENARY));
1116 /* Start a new SpriteCombine for the front part */
1117 EndSpriteCombine();
1118 StartSpriteCombine();
1120 /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
1121 if (!IsInvisibilitySet(TO_CATENARY)) {
1122 AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
1123 x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1124 IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
1129 * Draws a tunnel of bridge tile.
1130 * For tunnels, this is rather simple, as you only need to draw the entrance.
1131 * Bridges are a bit more complex. base_offset is where the sprite selection comes into play
1132 * and it works a bit like a bitmask.<p> For bridge heads:
1133 * @param ti TileInfo of the structure to draw
1134 * <ul><li>Bit 0: direction</li>
1135 * <li>Bit 1: northern or southern heads</li>
1136 * <li>Bit 2: Set if the bridge head is sloped</li>
1137 * <li>Bit 3 and more: Railtype Specific subset</li>
1138 * </ul>
1139 * Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
1141 static void DrawTile_TunnelBridge(TileInfo *ti)
1143 TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1144 DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1146 if (IsTunnel(ti->tile)) {
1147 /* Front view of tunnel bounding boxes:
1149 * 122223 <- BB_Z_SEPARATOR
1150 * 1 3
1151 * 1 3 1,3 = empty helper BB
1152 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1156 static const int _tunnel_BB[4][12] = {
1157 /* tunnnel-roof | Z-separator | tram-catenary
1158 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1159 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1160 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1161 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1162 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1164 const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1166 bool catenary = false;
1168 SpriteID image;
1169 SpriteID railtype_overlay = 0;
1170 if (transport_type == TRANSPORT_RAIL) {
1171 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1172 image = rti->base_sprites.tunnel;
1173 if (rti->UsesOverlay()) {
1174 /* Check if the railtype has custom tunnel portals. */
1175 railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1176 if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1178 } else {
1179 image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1182 if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1184 image += tunnelbridge_direction * 2;
1185 DrawGroundSprite(image, PAL_NONE);
1187 if (transport_type == TRANSPORT_ROAD) {
1188 RoadTypes rts = GetRoadTypes(ti->tile);
1190 if (HasBit(rts, ROADTYPE_TRAM)) {
1191 static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
1193 DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
1195 /* Do not draw wires if they are invisible */
1196 if (!IsInvisibilitySet(TO_CATENARY)) {
1197 catenary = true;
1198 StartSpriteCombine();
1199 AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
1202 } else {
1203 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1204 if (rti->UsesOverlay()) {
1205 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1206 if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1209 /* PBS debugging, draw reserved tracks darker */
1210 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1211 if (rti->UsesOverlay()) {
1212 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1213 DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1214 } else {
1215 DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1219 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1220 /* Maybe draw pylons on the entry side */
1221 DrawRailCatenary(ti);
1223 catenary = true;
1224 StartSpriteCombine();
1225 /* Draw wire above the ramp */
1226 DrawRailCatenaryOnTunnel(ti);
1230 if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1232 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);
1233 /* Draw railtype tunnel portal overlay if defined. */
1234 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);
1236 if (catenary || railtype_overlay != 0) EndSpriteCombine();
1238 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1239 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1240 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);
1242 DrawBridgeMiddle(ti);
1243 } else { // IsBridge(ti->tile)
1244 const PalSpriteID *psid;
1245 int base_offset;
1246 bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1248 if (transport_type == TRANSPORT_RAIL) {
1249 base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1250 assert(base_offset != 8); // This one is used for roads
1251 } else {
1252 base_offset = 8;
1255 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1256 assert( (base_offset & 0x07) == 0x00);
1258 DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1260 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1261 base_offset += (6 - tunnelbridge_direction) % 4;
1263 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1264 if (transport_type != TRANSPORT_WATER) {
1265 if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1266 psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1267 } else {
1268 psid = _aqueduct_sprites + base_offset;
1271 if (!ice) {
1272 TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1273 if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1274 DrawShoreTile(ti->tileh);
1275 } else {
1276 DrawClearLandTile(ti, 3);
1278 } else {
1279 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1282 /* draw ramp */
1284 /* Draw Trambits and PBS Reservation as SpriteCombine */
1285 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1287 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1288 * it doesn't disappear behind it
1290 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1291 AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1293 if (transport_type == TRANSPORT_ROAD) {
1294 RoadTypes rts = GetRoadTypes(ti->tile);
1296 if (HasBit(rts, ROADTYPE_TRAM)) {
1297 uint offset = tunnelbridge_direction;
1298 int z = ti->z;
1299 if (ti->tileh != SLOPE_FLAT) {
1300 offset = (offset + 1) & 1;
1301 z += TILE_HEIGHT;
1302 } else {
1303 offset += 2;
1305 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1306 DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
1308 EndSpriteCombine();
1309 } else if (transport_type == TRANSPORT_RAIL) {
1310 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1311 if (rti->UsesOverlay()) {
1312 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1313 if (surface != 0) {
1314 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1315 AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1316 } else {
1317 AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1320 /* Don't fallback to non-overlay sprite -- the spec states that
1321 * if an overlay is present then the bridge surface must be
1322 * present. */
1325 /* PBS debugging, draw reserved tracks darker */
1326 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1327 if (rti->UsesOverlay()) {
1328 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1329 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1330 AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1331 } else {
1332 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1334 } else {
1335 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1336 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);
1337 } else {
1338 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1343 EndSpriteCombine();
1344 if (HasRailCatenaryDrawn(GetRailType(ti->tile))) {
1345 DrawRailCatenary(ti);
1349 DrawBridgeMiddle(ti);
1355 * Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
1356 * bridges pieces sequence (middle parts).
1357 * Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
1358 * bridge len 1: BRIDGE_PIECE_NORTH
1359 * bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
1360 * bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
1361 * bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1362 * bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
1363 * 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
1364 * 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
1365 * #0 - always as first, #1 - always as last (if len>1)
1366 * #2,#3 are to pair in order
1367 * for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
1368 * @param north Northernmost tile of bridge
1369 * @param south Southernmost tile of bridge
1370 * @return Index of bridge piece
1372 static BridgePieces CalcBridgePiece(uint north, uint south)
1374 if (north == 1) {
1375 return BRIDGE_PIECE_NORTH;
1376 } else if (south == 1) {
1377 return BRIDGE_PIECE_SOUTH;
1378 } else if (north < south) {
1379 return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1380 } else if (north > south) {
1381 return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1382 } else {
1383 return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1388 * Draw the middle bits of a bridge.
1389 * @param ti Tile information of the tile to draw it on.
1391 void DrawBridgeMiddle(const TileInfo *ti)
1393 /* Sectional view of bridge bounding boxes:
1395 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1396 * 1 2 3 = empty helper BB
1397 * 1 7 2 4,5 = pillars under higher bridges
1398 * 1 6 88888 6 2 6 = elrail-pylons
1399 * 1 6 88888 6 2 7 = elrail-wire
1400 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1401 * 3333333333333 <- BB_Z_SEPARATOR
1402 * <- unused
1403 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1404 * 4 5
1405 * 4 5
1409 if (!IsBridgeAbove(ti->tile)) return;
1411 TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1412 TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1413 TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1415 Axis axis = GetBridgeAxis(ti->tile);
1416 BridgePieces piece = CalcBridgePiece(
1417 GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1418 GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1421 const PalSpriteID *psid;
1422 bool drawfarpillar;
1423 if (transport_type != TRANSPORT_WATER) {
1424 BridgeType type = GetBridgeType(rampsouth);
1425 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1427 uint base_offset;
1428 if (transport_type == TRANSPORT_RAIL) {
1429 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1430 } else {
1431 base_offset = 8;
1434 psid = base_offset + GetBridgeSpriteTable(type, piece);
1435 } else {
1436 drawfarpillar = true;
1437 psid = _aqueduct_sprites;
1440 if (axis != AXIS_X) psid += 4;
1442 int x = ti->x;
1443 int y = ti->y;
1444 uint bridge_z = GetBridgePixelHeight(rampsouth);
1445 int z = bridge_z - BRIDGE_Z_START;
1447 /* Add a bounding box that separates the bridge from things below it. */
1448 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1450 /* Draw Trambits as SpriteCombine */
1451 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1453 /* Draw floor and far part of bridge*/
1454 if (!IsInvisibilitySet(TO_BRIDGES)) {
1455 if (axis == AXIS_X) {
1456 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1457 } else {
1458 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1462 psid++;
1464 if (transport_type == TRANSPORT_ROAD) {
1465 RoadTypes rts = GetRoadTypes(rampsouth);
1467 if (HasBit(rts, ROADTYPE_TRAM)) {
1468 /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1469 DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
1470 } else {
1471 EndSpriteCombine();
1472 StartSpriteCombine();
1474 } else if (transport_type == TRANSPORT_RAIL) {
1475 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1476 if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1477 SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1478 if (surface != 0) {
1479 AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1483 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
1484 if (rti->UsesOverlay()) {
1485 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1486 AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1487 } else {
1488 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));
1492 EndSpriteCombine();
1494 if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1495 DrawRailCatenaryOnBridge(ti);
1499 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1500 if (!IsInvisibilitySet(TO_BRIDGES)) {
1501 if (axis == AXIS_X) {
1502 y += 12;
1503 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1504 } else {
1505 x += 12;
1506 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1510 /* Draw TramFront as SpriteCombine */
1511 if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1513 /* Do not draw anything more if bridges are invisible */
1514 if (IsInvisibilitySet(TO_BRIDGES)) return;
1516 psid++;
1517 if (ti->z + 5 == z) {
1518 /* draw poles below for small bridges */
1519 if (psid->sprite != 0) {
1520 SpriteID image = psid->sprite;
1521 SpriteID pal = psid->pal;
1522 if (IsTransparencySet(TO_BRIDGES)) {
1523 SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
1524 pal = PALETTE_TO_TRANSPARENT;
1527 DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
1529 } else {
1530 /* draw pillars below for high bridges */
1531 DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1536 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
1538 int z;
1539 Slope tileh = GetTilePixelSlope(tile, &z);
1541 x &= 0xF;
1542 y &= 0xF;
1544 if (IsTunnel(tile)) {
1545 uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
1547 /* In the tunnel entrance? */
1548 if (5 <= pos && pos <= 10) return z;
1549 } else { // IsBridge(tile)
1550 DiagDirection dir = GetTunnelBridgeDirection(tile);
1551 uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
1553 z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
1555 /* On the bridge ramp? */
1556 if (5 <= pos && pos <= 10) {
1557 int delta;
1559 if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1561 switch (dir) {
1562 default: NOT_REACHED();
1563 case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
1564 case DIAGDIR_SE: delta = y / 2; break;
1565 case DIAGDIR_SW: delta = x / 2; break;
1566 case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
1568 return z + 1 + delta;
1572 return z + GetPartialPixelZ(x, y, tileh);
1575 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1577 return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
1580 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1582 TransportType tt = GetTunnelBridgeTransportType(tile);
1584 if (IsTunnel(tile)) {
1585 td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1586 } else { // IsBridge(tile)
1587 td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1589 td->owner[0] = GetTileOwner(tile);
1591 Owner road_owner = INVALID_OWNER;
1592 Owner tram_owner = INVALID_OWNER;
1593 RoadTypes rts = GetRoadTypes(tile);
1594 if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
1595 if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
1597 /* Is there a mix of owners? */
1598 if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1599 (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1600 uint i = 1;
1601 if (road_owner != INVALID_OWNER) {
1602 td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1603 td->owner[i] = road_owner;
1604 i++;
1606 if (tram_owner != INVALID_OWNER) {
1607 td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1608 td->owner[i] = tram_owner;
1612 if (tt == TRANSPORT_RAIL) {
1613 const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1614 td->rail_speed = rti->max_speed;
1615 td->railtype = rti->strings.name;
1617 if (!IsTunnel(tile)) {
1618 uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1619 if (td->rail_speed == 0 || spd < td->rail_speed) {
1620 td->rail_speed = spd;
1623 } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1624 td->road_speed = GetBridgeSpec(GetBridgeType(tile))->speed;
1629 static void TileLoop_TunnelBridge(TileIndex tile)
1631 bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1632 switch (_settings_game.game_creation.landscape) {
1633 case LT_ARCTIC: {
1634 /* As long as we do not have a snow density, we want to use the density
1635 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1636 * (Independent of foundations) */
1637 int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1638 if (snow_or_desert != (z > GetSnowLine())) {
1639 SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1640 MarkTileDirtyByTile(tile);
1642 break;
1645 case LT_TROPIC:
1646 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1647 SetTunnelBridgeSnowOrDesert(tile, true);
1648 MarkTileDirtyByTile(tile);
1650 break;
1652 default:
1653 break;
1657 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1659 TransportType transport_type = GetTunnelBridgeTransportType(tile);
1660 if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
1662 DiagDirection dir = GetTunnelBridgeDirection(tile);
1663 if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1664 return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
1667 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1669 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1670 /* Set number of pieces to zero if it's the southern tile as we
1671 * don't want to update the infrastructure counts twice. */
1672 uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1674 for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
1675 /* Update all roadtypes, no matter if they are present */
1676 if (GetRoadOwner(tile, rt) == old_owner) {
1677 if (HasBit(GetRoadTypes(tile), rt)) {
1678 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1679 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1680 Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1681 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1684 SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1688 if (!IsTileOwner(tile, old_owner)) return;
1690 /* Update company infrastructure counts for rail and water as well.
1691 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1692 TransportType tt = GetTunnelBridgeTransportType(tile);
1693 Company *old = Company::Get(old_owner);
1694 if (tt == TRANSPORT_RAIL) {
1695 old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1696 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1697 } else if (tt == TRANSPORT_WATER) {
1698 old->infrastructure.water -= num_pieces;
1699 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1702 if (new_owner != INVALID_OWNER) {
1703 SetTileOwner(tile, new_owner);
1704 } else {
1705 if (tt == TRANSPORT_RAIL) {
1706 /* Since all of our vehicles have been removed, it is safe to remove the rail
1707 * bridge / tunnel. */
1708 CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
1709 assert(ret.Succeeded());
1710 } else {
1711 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1712 SetTileOwner(tile, OWNER_NONE);
1718 * Frame when the 'enter tunnel' sound should be played. This is the second
1719 * frame on a tile, so the sound is played shortly after entering the tunnel
1720 * tile, while the vehicle is still visible.
1722 static const byte TUNNEL_SOUND_FRAME = 1;
1725 * Frame when a vehicle should be hidden in a tunnel with a certain direction.
1726 * This differs per direction, because of visibility / bounding box issues.
1727 * Note that direction, in this case, is the direction leading into the tunnel.
1728 * When entering a tunnel, hide the vehicle when it reaches the given frame.
1729 * When leaving a tunnel, show the vehicle when it is one frame further
1730 * to the 'outside', i.e. at (TILE_SIZE-1) - (frame) + 1
1732 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1734 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1736 int z = GetSlopePixelZ(x, y) - v->z_pos;
1738 if (abs(z) > 2) return VETSB_CANNOT_ENTER;
1739 /* Direction into the wormhole */
1740 const DiagDirection dir = GetTunnelBridgeDirection(tile);
1741 /* Direction of the vehicle */
1742 const DiagDirection vdir = DirToDiagDir(v->direction);
1743 /* New position of the vehicle on the tile */
1744 byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1745 /* Number of units moved by the vehicle since entering the tile */
1746 byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1748 if (IsTunnel(tile)) {
1749 if (v->type == VEH_TRAIN) {
1750 Train *t = Train::From(v);
1752 if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1753 if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1754 if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1755 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1757 return VETSB_CONTINUE;
1759 if (frame == _tunnel_visibility_frame[dir]) {
1760 t->tile = tile;
1761 t->track = TRACK_BIT_WORMHOLE;
1762 t->vehstatus |= VS_HIDDEN;
1763 return VETSB_ENTERED_WORMHOLE;
1767 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1768 /* We're at the tunnel exit ?? */
1769 t->tile = tile;
1770 t->track = DiagDirToDiagTrackBits(vdir);
1771 assert(t->track);
1772 t->vehstatus &= ~VS_HIDDEN;
1773 return VETSB_ENTERED_WORMHOLE;
1775 } else if (v->type == VEH_ROAD) {
1776 RoadVehicle *rv = RoadVehicle::From(v);
1778 /* Enter tunnel? */
1779 if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1780 if (frame == _tunnel_visibility_frame[dir]) {
1781 /* Frame should be equal to the next frame number in the RV's movement */
1782 assert(frame == rv->frame + 1);
1783 rv->tile = tile;
1784 rv->state = RVSB_WORMHOLE;
1785 rv->vehstatus |= VS_HIDDEN;
1786 return VETSB_ENTERED_WORMHOLE;
1787 } else {
1788 return VETSB_CONTINUE;
1792 /* We're at the tunnel exit ?? */
1793 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1794 rv->tile = tile;
1795 rv->state = DiagDirToDiagTrackdir(vdir);
1796 rv->frame = frame;
1797 rv->vehstatus &= ~VS_HIDDEN;
1798 return VETSB_ENTERED_WORMHOLE;
1801 } else { // IsBridge(tile)
1802 if (v->type != VEH_SHIP) {
1803 /* modify speed of vehicle */
1804 uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1806 if (v->type == VEH_ROAD) spd *= 2;
1807 Vehicle *first = v->First();
1808 first->cur_speed = min(first->cur_speed, spd);
1811 if (vdir == dir) {
1812 /* Vehicle enters bridge at the last frame inside this tile. */
1813 if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1814 switch (v->type) {
1815 case VEH_TRAIN: {
1816 Train *t = Train::From(v);
1817 t->track = TRACK_BIT_WORMHOLE;
1818 ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
1819 ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
1820 break;
1823 case VEH_ROAD: {
1824 RoadVehicle *rv = RoadVehicle::From(v);
1825 rv->state = RVSB_WORMHOLE;
1826 /* There are no slopes inside bridges / tunnels. */
1827 ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
1828 ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
1829 break;
1832 case VEH_SHIP:
1833 Ship::From(v)->state = TRACK_BIT_WORMHOLE;
1834 break;
1836 default: NOT_REACHED();
1838 return VETSB_ENTERED_WORMHOLE;
1839 } else if (vdir == ReverseDiagDir(dir)) {
1840 v->tile = tile;
1841 switch (v->type) {
1842 case VEH_TRAIN: {
1843 Train *t = Train::From(v);
1844 if (t->track == TRACK_BIT_WORMHOLE) {
1845 t->track = DiagDirToDiagTrackBits(vdir);
1846 return VETSB_ENTERED_WORMHOLE;
1848 break;
1851 case VEH_ROAD: {
1852 RoadVehicle *rv = RoadVehicle::From(v);
1853 if (rv->state == RVSB_WORMHOLE) {
1854 rv->state = DiagDirToDiagTrackdir(vdir);
1855 rv->frame = 0;
1856 return VETSB_ENTERED_WORMHOLE;
1858 break;
1861 case VEH_SHIP: {
1862 Ship *ship = Ship::From(v);
1863 if (ship->state == TRACK_BIT_WORMHOLE) {
1864 ship->state = DiagDirToDiagTrackBits(vdir);
1865 return VETSB_ENTERED_WORMHOLE;
1867 break;
1870 default: NOT_REACHED();
1874 return VETSB_CONTINUE;
1877 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
1879 if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
1880 DiagDirection direction = GetTunnelBridgeDirection(tile);
1881 Axis axis = DiagDirToAxis(direction);
1882 CommandCost res;
1883 int z_old;
1884 Slope tileh_old = GetTileSlope(tile, &z_old);
1886 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
1887 if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
1888 CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
1889 res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
1890 } else {
1891 CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
1892 res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
1895 /* Surface slope is valid and remains unchanged? */
1896 if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
1899 return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
1902 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
1903 DrawTile_TunnelBridge, // draw_tile_proc
1904 GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
1905 ClearTile_TunnelBridge, // clear_tile_proc
1906 NULL, // add_accepted_cargo_proc
1907 GetTileDesc_TunnelBridge, // get_tile_desc_proc
1908 GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
1909 NULL, // click_tile_proc
1910 NULL, // animate_tile_proc
1911 TileLoop_TunnelBridge, // tile_loop_proc
1912 ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
1913 NULL, // add_produced_cargo_proc
1914 VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
1915 GetFoundation_TunnelBridge, // get_foundation_proc
1916 TerraformTile_TunnelBridge, // terraform_tile_proc