tunnelbridge_cmd.cpp

Go to the documentation of this file.
00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00015 #include "stdafx.h"
00016 #include "openttd.h"
00017 #include "rail_map.h"
00018 #include "landscape.h"
00019 #include "unmovable_map.h"
00020 #include "viewport_func.h"
00021 #include "command_func.h"
00022 #include "town.h"
00023 #include "variables.h"
00024 #include "train.h"
00025 #include "ship.h"
00026 #include "roadveh.h"
00027 #include "water_map.h"
00028 #include "pathfinder/yapf/yapf_cache.h"
00029 #include "newgrf_sound.h"
00030 #include "autoslope.h"
00031 #include "tunnelbridge_map.h"
00032 #include "strings_func.h"
00033 #include "date_func.h"
00034 #include "functions.h"
00035 #include "vehicle_func.h"
00036 #include "sound_func.h"
00037 #include "tunnelbridge.h"
00038 #include "cheat_type.h"
00039 #include "elrail_func.h"
00040 #include "landscape_type.h"
00041 #include "pbs.h"
00042 
00043 #include "table/sprites.h"
00044 #include "table/strings.h"
00045 #include "table/bridge_land.h"
00046 
00047 BridgeSpec _bridge[MAX_BRIDGES];
00048 TileIndex _build_tunnel_endtile;
00049 
00051 void ResetBridges()
00052 {
00053   /* First, free sprite table data */
00054   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
00055     if (_bridge[i].sprite_table != NULL) {
00056       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
00057       free(_bridge[i].sprite_table);
00058     }
00059   }
00060 
00061   /* Then, wipe out current bidges */
00062   memset(&_bridge, 0, sizeof(_bridge));
00063   /* And finally, reinstall default data */
00064   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
00065 }
00066 
00070 int CalcBridgeLenCostFactor(int x)
00071 {
00072   int n;
00073   int r;
00074 
00075   if (x < 2) return x;
00076   x -= 2;
00077   for (n = 0, r = 2;; n++) {
00078     if (x <= n) return r + x * n;
00079     r += n * n;
00080     x -= n;
00081   }
00082 }
00083 
00084 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
00085 {
00086   if ((tileh == SLOPE_FLAT) ||
00087       (((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
00088       (((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
00089 
00090   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
00091 }
00092 
00100 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
00101 {
00102   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
00103   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
00104   return (tileh != SLOPE_FLAT);
00105 }
00106 
00107 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
00108 {
00109   const BridgeSpec *bridge = GetBridgeSpec(index);
00110   assert(table < BRIDGE_PIECE_INVALID);
00111   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
00112     return _bridge_sprite_table[index][table];
00113   } else {
00114     return bridge->sprite_table[table];
00115   }
00116 }
00117 
00118 
00127 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
00128 {
00129   Foundation f = GetBridgeFoundation(*tileh, axis);
00130   *z += ApplyFoundationToSlope(f, tileh);
00131 
00132   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
00133   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00134 
00135   if (f == FOUNDATION_NONE) return CommandCost();
00136 
00137   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00138 }
00139 
00148 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
00149 {
00150   Foundation f = GetBridgeFoundation(*tileh, axis);
00151   *z += ApplyFoundationToSlope(f, tileh);
00152 
00153   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
00154   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00155 
00156   if (f == FOUNDATION_NONE) return CommandCost();
00157 
00158   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00159 }
00160 
00161 bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
00162 {
00163   if (flags & DC_QUERY_COST) {
00164     return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
00165   }
00166 
00167   if (bridge_type >= MAX_BRIDGES) return false;
00168 
00169   const BridgeSpec *b = GetBridgeSpec(bridge_type);
00170   if (b->avail_year > _cur_year) return false;
00171 
00172   uint max = b->max_length;
00173   if (max >= 16 && _settings_game.construction.longbridges) max = 100;
00174 
00175   return b->min_length <= bridge_len && bridge_len <= max;
00176 }
00177 
00189 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00190 {
00191   RailType railtype = INVALID_RAILTYPE;
00192   RoadTypes roadtypes = ROADTYPES_NONE;
00193   CommandCost cost(EXPENSES_CONSTRUCTION);
00194   Owner owner;
00195 
00196   /* unpack parameters */
00197   BridgeType bridge_type = GB(p2, 0, 8);
00198 
00199   if (p1 >= MapSize()) return CMD_ERROR;
00200 
00201   TransportType transport_type = (TransportType)GB(p2, 15, 2);
00202 
00203   /* type of bridge */
00204   switch (transport_type) {
00205     case TRANSPORT_ROAD:
00206       roadtypes = (RoadTypes)GB(p2, 8, 2);
00207       if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
00208       break;
00209 
00210     case TRANSPORT_RAIL:
00211       railtype = (RailType)GB(p2, 8, 7);
00212       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00213       break;
00214 
00215     case TRANSPORT_WATER:
00216       break;
00217 
00218     default:
00219       /* Airports don't have bridges. */
00220       return CMD_ERROR;
00221   }
00222   TileIndex tile_start = p1;
00223   TileIndex tile_end = end_tile;
00224 
00225   if (tile_start == tile_end) {
00226     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
00227   }
00228 
00229   Axis direction;
00230   if (TileX(tile_start) == TileX(tile_end)) {
00231     direction = AXIS_Y;
00232   } else if (TileY(tile_start) == TileY(tile_end)) {
00233     direction = AXIS_X;
00234   } else {
00235     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
00236   }
00237 
00238   if (tile_end < tile_start) Swap(tile_start, tile_end);
00239 
00240   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
00241   if (transport_type != TRANSPORT_WATER) {
00242     /* set and test bridge length, availability */
00243     if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00244   } else {
00245     if (bridge_len > (_settings_game.construction.longbridges ? 100U : 16U)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00246   }
00247 
00248   /* retrieve landscape height and ensure it's on land */
00249   if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
00250     return_cmd_error(STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH);
00251   }
00252 
00253   uint z_start;
00254   uint z_end;
00255   Slope tileh_start = GetTileSlope(tile_start, &z_start);
00256   Slope tileh_end = GetTileSlope(tile_end, &z_end);
00257 
00258   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
00259   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
00260 
00261   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
00262 
00263   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
00264       GetOtherBridgeEnd(tile_start) == tile_end &&
00265       GetTunnelBridgeTransportType(tile_start) == transport_type) {
00266     /* Replace a current bridge. */
00267 
00268     /* If this is a railway bridge, make sure the railtypes match. */
00269     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
00270       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00271     }
00272 
00273     /* Do not replace town bridges with lower speed bridges. */
00274     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
00275         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
00276       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
00277 
00278       if (t == NULL) {
00279         return CMD_ERROR;
00280       } else {
00281         SetDParam(0, t->index);
00282         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00283       }
00284     }
00285 
00286     /* Do not replace the bridge with the same bridge type. */
00287     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
00288       return_cmd_error(STR_ERROR_ALREADY_BUILT);
00289     }
00290 
00291     /* Do not allow replacing another company's bridges. */
00292     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
00293       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
00294     }
00295 
00296     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
00297     owner = GetTileOwner(tile_start);
00298 
00299     /* Do not remove road types when upgrading a bridge */
00300     roadtypes |= GetRoadTypes(tile_start);
00301   } else {
00302     /* Build a new bridge. */
00303 
00304     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
00305 
00306     /* Try and clear the start landscape */
00307     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00308     if (CmdFailed(ret)) return ret;
00309     cost = ret;
00310 
00311     if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
00312       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00313     cost.AddCost(terraform_cost_north);
00314 
00315     /* Try and clear the end landscape */
00316     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00317     if (CmdFailed(ret)) return ret;
00318     cost.AddCost(ret);
00319 
00320     /* false - end tile slope check */
00321     if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
00322       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00323     cost.AddCost(terraform_cost_south);
00324 
00325     if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00326 
00327     const TileIndex heads[] = {tile_start, tile_end};
00328     for (int i = 0; i < 2; i++) {
00329       if (MayHaveBridgeAbove(heads[i])) {
00330         if (IsBridgeAbove(heads[i])) {
00331           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
00332 
00333           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00334 
00335           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
00336             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00337           }
00338         }
00339       }
00340     }
00341 
00342     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00343     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
00344       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
00345 
00346       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
00347         /* Disallow crossing bridges for the time being */
00348         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00349       }
00350 
00351       switch (GetTileType(tile)) {
00352         case MP_WATER:
00353           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
00354           break;
00355 
00356         case MP_RAILWAY:
00357           if (!IsPlainRail(tile)) goto not_valid_below;
00358           break;
00359 
00360         case MP_ROAD:
00361           if (IsRoadDepot(tile)) goto not_valid_below;
00362           break;
00363 
00364         case MP_TUNNELBRIDGE:
00365           if (IsTunnel(tile)) break;
00366           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
00367           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
00368           break;
00369 
00370         case MP_UNMOVABLE:
00371           if (!IsOwnedLand(tile)) goto not_valid_below;
00372           break;
00373 
00374         case MP_CLEAR:
00375           break;
00376 
00377         default:
00378   not_valid_below:;
00379           /* try and clear the middle landscape */
00380           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00381           if (CmdFailed(ret)) return ret;
00382           cost.AddCost(ret);
00383           break;
00384       }
00385 
00386       if (flags & DC_EXEC) {
00387         /* We do this here because when replacing a bridge with another
00388          * type calling SetBridgeMiddle isn't needed. After all, the
00389          * tile alread has the has_bridge_above bits set. */
00390         SetBridgeMiddle(tile, direction);
00391       }
00392     }
00393 
00394     owner = _current_company;
00395   }
00396 
00397   /* do the drill? */
00398   if (flags & DC_EXEC) {
00399     DiagDirection dir = AxisToDiagDir(direction);
00400 
00401     switch (transport_type) {
00402       case TRANSPORT_RAIL:
00403         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
00404         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
00405         break;
00406 
00407       case TRANSPORT_ROAD:
00408         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
00409         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
00410         break;
00411 
00412       case TRANSPORT_WATER:
00413         MakeAqueductBridgeRamp(tile_start, owner, dir);
00414         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
00415         break;
00416 
00417       default:
00418         NOT_REACHED();
00419     }
00420 
00421     /* Mark all tiles dirty */
00422     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00423     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
00424       MarkTileDirtyByTile(tile);
00425     }
00426   }
00427 
00428   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
00429     Track track = AxisToTrack(direction);
00430     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
00431     YapfNotifyTrackLayoutChange(tile_start, track);
00432   }
00433 
00434   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
00435    * It's unnecessary to execute this command every time for every bridge. So it is done only
00436    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
00437    */
00438   Company *c = Company::GetIfValid(_current_company);
00439   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
00440     bridge_len += 2; // begin and end tiles/ramps
00441 
00442     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
00443 
00444     cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
00445 
00446     /* Aqueducts are a little more expensive. */
00447     if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price[PR_CLEAR_WATER]);
00448   }
00449 
00450   return cost;
00451 }
00452 
00453 
00462 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00463 {
00464   TransportType transport_type = (TransportType)GB(p1, 9, 1);
00465   CommandCost cost(EXPENSES_CONSTRUCTION);
00466 
00467   _build_tunnel_endtile = 0;
00468   if (transport_type == TRANSPORT_RAIL) {
00469     if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
00470   } else {
00471     const RoadTypes rts = (RoadTypes)GB(p1, 0, 2);
00472     if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
00473   }
00474 
00475   uint start_z;
00476   uint end_z;
00477   Slope start_tileh = GetTileSlope(start_tile, &start_z);
00478   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
00479   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
00480 
00481   if (IsWaterTile(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00482 
00483   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00484   if (CmdFailed(ret)) return ret;
00485 
00486   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
00487    * for the clearing of the entrance of the tunnel. Assigning it to
00488    * cost before the loop will yield different costs depending on start-
00489    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
00490 
00491   TileIndexDiff delta = TileOffsByDiagDir(direction);
00492   DiagDirection tunnel_in_way_dir;
00493   if (DiagDirToAxis(direction) == AXIS_Y) {
00494     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
00495   } else {
00496     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
00497   }
00498 
00499   TileIndex end_tile = start_tile;
00500 
00501   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
00502   int tiles_coef = 3;
00503   /* Number of tiles from start of tunnel */
00504   int tiles = 0;
00505   /* Number of tiles at which the cost increase coefficient per tile is halved */
00506   int tiles_bump = 25;
00507 
00508   Slope end_tileh;
00509   for (;;) {
00510     end_tile += delta;
00511     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
00512     end_tileh = GetTileSlope(end_tile, &end_z);
00513 
00514     if (start_z == end_z) break;
00515 
00516     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
00517       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
00518     }
00519 
00520     tiles++;
00521     if (tiles == tiles_bump) {
00522       tiles_coef++;
00523       tiles_bump *= 2;
00524     }
00525 
00526     cost.AddCost(_price[PR_BUILD_TUNNEL]);
00527     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
00528   }
00529 
00530   /* Add the cost of the entrance */
00531   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00532   cost.AddCost(ret);
00533 
00534   /* if the command fails from here on we want the end tile to be highlighted */
00535   _build_tunnel_endtile = end_tile;
00536 
00537   if (IsWaterTile(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00538 
00539   /* slope of end tile must be complementary to the slope of the start tile */
00540   if (end_tileh != ComplementSlope(start_tileh)) {
00541     /* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
00542      * Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
00543      *       the tree on end_tile.
00544      */
00545     ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
00546     if (CmdFailed(ret)) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00547 
00548     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
00549     if (CmdFailed(ret)) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00550   } else {
00551     ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00552     if (CmdFailed(ret)) return ret;
00553   }
00554   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00555   cost.AddCost(ret);
00556 
00557   if (flags & DC_EXEC) {
00558     if (transport_type == TRANSPORT_RAIL) {
00559       MakeRailTunnel(start_tile, _current_company, direction,                 (RailType)GB(p1, 0, 4));
00560       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
00561       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
00562       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
00563     } else {
00564       MakeRoadTunnel(start_tile, _current_company, direction,                 (RoadTypes)GB(p1, 0, 2));
00565       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 2));
00566     }
00567   }
00568 
00569   return cost;
00570 }
00571 
00572 
00573 static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
00574 {
00575   /* Floods can remove anything as well as the scenario editor */
00576   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
00577 
00578   switch (GetTunnelBridgeTransportType(tile)) {
00579     case TRANSPORT_ROAD: {
00580       RoadTypes rts = GetRoadTypes(tile);
00581       Owner road_owner = _current_company;
00582       Owner tram_owner = _current_company;
00583 
00584       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00585       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
00586 
00587       /* We can remove unowned road and if the town allows it */
00588       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return CheckTileOwnership(tile);
00589       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
00590       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
00591 
00592       return CheckOwnership(road_owner) && CheckOwnership(tram_owner);
00593     }
00594 
00595     case TRANSPORT_RAIL:
00596     case TRANSPORT_WATER:
00597       return CheckOwnership(GetTileOwner(tile));
00598 
00599     default: NOT_REACHED();
00600   }
00601 }
00602 
00603 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
00604 {
00605   Town *t = NULL;
00606   TileIndex endtile;
00607 
00608   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00609 
00610   endtile = GetOtherTunnelEnd(tile);
00611 
00612   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00613 
00614   _build_tunnel_endtile = endtile;
00615 
00616   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00617     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00618 
00619     /* Check if you are allowed to remove the tunnel owned by a town
00620      * Removal depends on difficulty settings */
00621     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00622       SetDParam(0, t->index);
00623       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00624     }
00625   }
00626 
00627   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00628    * you have a "Poor" (0) town rating */
00629   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00630     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00631   }
00632 
00633   if (flags & DC_EXEC) {
00634     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
00635       /* We first need to request values before calling DoClearSquare */
00636       DiagDirection dir = GetTunnelBridgeDirection(tile);
00637       Track track = DiagDirToDiagTrack(dir);
00638       Owner owner = GetTileOwner(tile);
00639 
00640       Train *v = NULL;
00641       if (HasTunnelBridgeReservation(tile)) {
00642         v = GetTrainForReservation(tile, track);
00643         if (v != NULL) FreeTrainTrackReservation(v);
00644       }
00645 
00646       DoClearSquare(tile);
00647       DoClearSquare(endtile);
00648 
00649       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
00650       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
00651       AddSideToSignalBuffer(endtile, dir,                 owner);
00652 
00653       YapfNotifyTrackLayoutChange(tile,    track);
00654       YapfNotifyTrackLayoutChange(endtile, track);
00655 
00656       if (v != NULL) TryPathReserve(v);
00657     } else {
00658       DoClearSquare(tile);
00659       DoClearSquare(endtile);
00660     }
00661   }
00662   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
00663 }
00664 
00665 
00666 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
00667 {
00668   DiagDirection direction;
00669   TileIndexDiff delta;
00670   TileIndex endtile;
00671   Town *t = NULL;
00672 
00673   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00674 
00675   endtile = GetOtherBridgeEnd(tile);
00676 
00677   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00678 
00679   direction = GetTunnelBridgeDirection(tile);
00680   delta = TileOffsByDiagDir(direction);
00681 
00682   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00683     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00684 
00685     /* Check if you are allowed to remove the bridge owned by a town
00686      * Removal depends on difficulty settings */
00687     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00688       SetDParam(0, t->index);
00689       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00690     }
00691   }
00692 
00693   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00694    * you have a "Poor" (0) town rating */
00695   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00696     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00697   }
00698 
00699   if (flags & DC_EXEC) {
00700     /* read this value before actual removal of bridge */
00701     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
00702     Owner owner = GetTileOwner(tile);
00703     uint height = GetBridgeHeight(tile);
00704     Train *v = NULL;
00705 
00706     if (rail && HasTunnelBridgeReservation(tile)) {
00707       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
00708       if (v != NULL) FreeTrainTrackReservation(v);
00709     }
00710 
00711     DoClearSquare(tile);
00712     DoClearSquare(endtile);
00713     for (TileIndex c = tile + delta; c != endtile; c += delta) {
00714       /* do not let trees appear from 'nowhere' after removing bridge */
00715       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
00716         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
00717         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
00718       }
00719       ClearBridgeMiddle(c);
00720       MarkTileDirtyByTile(c);
00721     }
00722 
00723     if (rail) {
00724       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
00725       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
00726       AddSideToSignalBuffer(endtile, direction,                 owner);
00727 
00728       Track track = DiagDirToDiagTrack(direction);
00729       YapfNotifyTrackLayoutChange(tile,    track);
00730       YapfNotifyTrackLayoutChange(endtile, track);
00731 
00732       if (v != NULL) TryPathReserve(v, true);
00733     }
00734   }
00735 
00736   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price[PR_CLEAR_BRIDGE]);
00737 }
00738 
00739 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
00740 {
00741   if (IsTunnel(tile)) {
00742     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
00743     return DoClearTunnel(tile, flags);
00744   } else { // IsBridge(tile)
00745     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00746     return DoClearBridge(tile, flags);
00747   }
00748 
00749   return CMD_ERROR;
00750 }
00751 
00763 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
00764 {
00765   /* Do not draw bridge pillars if they are invisible */
00766   if (IsInvisibilitySet(TO_BRIDGES)) return;
00767 
00768   SpriteID image = psid->sprite;
00769 
00770   if (image != 0) {
00771     /* "side" specifies the side the pillars stand on.
00772      * The length of the pillars is then set to the height of the bridge over the corners of this edge.
00773      *
00774      *                axis==AXIS_X  axis==AXIS_Y
00775      *   side==false      SW            NW
00776      *   side==true       NE            SE
00777      *
00778      * I have no clue, why this was done this way.
00779      */
00780     bool side = HasBit(image, 0);
00781 
00782     /* "dir" means the edge the pillars stand on */
00783     DiagDirection dir = AxisToDiagDir(axis);
00784     if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
00785 
00786     /* Determine ground height under pillars */
00787     int front_height = ti->z;
00788     int back_height = ti->z;
00789     GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
00790 
00791     /* x and y size of bounding-box of pillars */
00792     int w = (axis == AXIS_X ? 16 : 2);
00793     int h = (axis == AXIS_X ? 2 : 16);
00794     /* sprite position of back facing pillar */
00795     int x_back = x - (axis == AXIS_X ? 0 : 9);
00796     int y_back = y - (axis == AXIS_X ? 9 : 0);
00797 
00798     for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
00799       /* Draw front facing pillar */
00800       if (cur_z >= front_height) {
00801         AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00802       }
00803 
00804       /* Draw back facing pillar, but not the highest part directly under the bridge-floor */
00805       if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
00806         AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00807       }
00808     }
00809   }
00810 }
00811 
00821 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
00822 {
00823   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
00824   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
00825   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
00826 
00827   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
00828   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
00829   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
00830   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
00831 
00832   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
00833    * The bounding boxes here are the same as for bridge front/roof */
00834   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
00835     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
00836       x, y, size_x[offset], size_y[offset], 0x28, z,
00837       !head && IsTransparencySet(TO_BRIDGES));
00838   }
00839 
00840   /* Do not draw catenary if it is set invisible */
00841   if (!IsInvisibilitySet(TO_CATENARY)) {
00842     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
00843       x, y, size_x[offset], size_y[offset], 0x28, z,
00844       IsTransparencySet(TO_CATENARY));
00845   }
00846 
00847   /* Start a new SpriteCombine for the front part */
00848   EndSpriteCombine();
00849   StartSpriteCombine();
00850 
00851   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
00852   if (!IsInvisibilitySet(TO_CATENARY)) {
00853     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
00854       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
00855       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
00856   }
00857 }
00858 
00872 static void DrawTile_TunnelBridge(TileInfo *ti)
00873 {
00874   SpriteID image;
00875   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
00876   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
00877 
00878   if (IsTunnel(ti->tile)) {
00879     /* Front view of tunnel bounding boxes:
00880      *
00881      *   122223  <- BB_Z_SEPARATOR
00882      *   1    3
00883      *   1    3                1,3 = empty helper BB
00884      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
00885      *
00886      */
00887 
00888     static const int _tunnel_BB[4][12] = {
00889       /*  tunnnel-roof  |  Z-separator  | tram-catenary
00890        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
00891       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
00892       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
00893       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
00894       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
00895     };
00896     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
00897 
00898     bool catenary = false;
00899 
00900     if (transport_type == TRANSPORT_RAIL) {
00901       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
00902     } else {
00903       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
00904     }
00905 
00906     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
00907 
00908     image += tunnelbridge_direction * 2;
00909     DrawGroundSprite(image, PAL_NONE);
00910 
00911     /* PBS debugging, draw reserved tracks darker */
00912     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
00913       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00914       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
00915     }
00916 
00917     if (transport_type == TRANSPORT_ROAD) {
00918       RoadTypes rts = GetRoadTypes(ti->tile);
00919 
00920       if (HasBit(rts, ROADTYPE_TRAM)) {
00921         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
00922 
00923         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
00924 
00925         /* Do not draw wires if they are invisible */
00926         if (!IsInvisibilitySet(TO_CATENARY)) {
00927           catenary = true;
00928           StartSpriteCombine();
00929           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);
00930         }
00931       }
00932     } else if (HasCatenaryDrawn(GetRailType(ti->tile))) {
00933       /* Maybe draw pylons on the entry side */
00934       DrawCatenary(ti);
00935 
00936       catenary = true;
00937       StartSpriteCombine();
00938       /* Draw wire above the ramp */
00939       DrawCatenaryOnTunnel(ti);
00940     }
00941 
00942     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);
00943 
00944     if (catenary) EndSpriteCombine();
00945 
00946     /* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
00947     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
00948     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);
00949 
00950     DrawBridgeMiddle(ti);
00951   } else { // IsBridge(ti->tile)
00952     const PalSpriteID *psid;
00953     int base_offset;
00954     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
00955 
00956     if (transport_type == TRANSPORT_RAIL) {
00957       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
00958       assert(base_offset != 8); // This one is used for roads
00959     } else {
00960       base_offset = 8;
00961     }
00962 
00963     /* as the lower 3 bits are used for other stuff, make sure they are clear */
00964     assert( (base_offset & 0x07) == 0x00);
00965 
00966     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
00967 
00968     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
00969     base_offset += (6 - tunnelbridge_direction) % 4;
00970 
00971     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
00972 
00973     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
00974     if (transport_type != TRANSPORT_WATER) {
00975       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
00976     } else {
00977       psid = _aqueduct_sprites + base_offset;
00978     }
00979 
00980     if (!ice) {
00981       DrawClearLandTile(ti, 3);
00982     } else {
00983       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
00984     }
00985 
00986     /* draw ramp */
00987 
00988     /* Draw Trambits and PBS Reservation as SpriteCombine */
00989     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
00990 
00991     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
00992      * it doesn't disappear behind it
00993      */
00994     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
00995     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
00996 
00997     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile)) {
00998       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00999       if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01000         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);
01001       } else {
01002         AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
01003       }
01004     }
01005 
01006     if (transport_type == TRANSPORT_ROAD) {
01007       RoadTypes rts = GetRoadTypes(ti->tile);
01008 
01009       if (HasBit(rts, ROADTYPE_TRAM)) {
01010         uint offset = tunnelbridge_direction;
01011         uint z = ti->z;
01012         if (ti->tileh != SLOPE_FLAT) {
01013           offset = (offset + 1) & 1;
01014           z += TILE_HEIGHT;
01015         } else {
01016           offset += 2;
01017         }
01018         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01019         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
01020       }
01021       EndSpriteCombine();
01022     } else if (transport_type == TRANSPORT_RAIL) {
01023       EndSpriteCombine();
01024       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01025         DrawCatenary(ti);
01026       }
01027     }
01028 
01029     DrawBridgeMiddle(ti);
01030   }
01031 }
01032 
01033 
01051 static BridgePieces CalcBridgePiece(uint north, uint south)
01052 {
01053   if (north == 1) {
01054     return BRIDGE_PIECE_NORTH;
01055   } else if (south == 1) {
01056     return BRIDGE_PIECE_SOUTH;
01057   } else if (north < south) {
01058     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
01059   } else if (north > south) {
01060     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
01061   } else {
01062     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
01063   }
01064 }
01065 
01066 
01067 void DrawBridgeMiddle(const TileInfo *ti)
01068 {
01069   /* Sectional view of bridge bounding boxes:
01070    *
01071    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
01072    *  1           2                                  3 = empty helper BB
01073    *  1     7     2                                4,5 = pillars under higher bridges
01074    *  1 6 88888 6 2                                  6 = elrail-pylons
01075    *  1 6 88888 6 2                                  7 = elrail-wire
01076    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
01077    *  3333333333333  <- BB_Z_SEPARATOR
01078    *                 <- unused
01079    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
01080    *    4       5
01081    *    4       5
01082    *
01083    */
01084 
01085   /* Z position of the bridge sprites relative to bridge height (downwards) */
01086   static const int BRIDGE_Z_START = 3;
01087 
01088   if (!IsBridgeAbove(ti->tile)) return;
01089 
01090   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
01091   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
01092   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
01093 
01094   Axis axis = GetBridgeAxis(ti->tile);
01095   BridgePieces piece = CalcBridgePiece(
01096     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
01097     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
01098   );
01099 
01100   const PalSpriteID *psid;
01101   bool drawfarpillar;
01102   if (transport_type != TRANSPORT_WATER) {
01103     BridgeType type =  GetBridgeType(rampsouth);
01104     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
01105 
01106     uint base_offset;
01107     if (transport_type == TRANSPORT_RAIL) {
01108       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
01109     } else {
01110       base_offset = 8;
01111     }
01112 
01113     psid = base_offset + GetBridgeSpriteTable(type, piece);
01114   } else {
01115     drawfarpillar = true;
01116     psid = _aqueduct_sprites;
01117   }
01118 
01119   if (axis != AXIS_X) psid += 4;
01120 
01121   int x = ti->x;
01122   int y = ti->y;
01123   uint bridge_z = GetBridgeHeight(rampsouth);
01124   uint z = bridge_z - BRIDGE_Z_START;
01125 
01126   /* Add a bounding box, that separates the bridge from things below it. */
01127   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
01128 
01129   /* Draw Trambits as SpriteCombine */
01130   if (transport_type == TRANSPORT_ROAD) StartSpriteCombine();
01131 
01132   /* Draw floor and far part of bridge*/
01133   if (!IsInvisibilitySet(TO_BRIDGES)) {
01134     if (axis == AXIS_X) {
01135       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01136     } else {
01137       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01138     }
01139   }
01140 
01141   psid++;
01142 
01143   if (transport_type == TRANSPORT_ROAD) {
01144     RoadTypes rts = GetRoadTypes(rampsouth);
01145 
01146     if (HasBit(rts, ROADTYPE_TRAM)) {
01147       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01148       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
01149     } else {
01150       EndSpriteCombine();
01151       StartSpriteCombine();
01152     }
01153   } else if (transport_type == TRANSPORT_RAIL) {
01154     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
01155       DrawCatenaryOnBridge(ti);
01156     }
01157   }
01158 
01159   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
01160   if (!IsInvisibilitySet(TO_BRIDGES)) {
01161     if (axis == AXIS_X) {
01162       y += 12;
01163       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
01164     } else {
01165       x += 12;
01166       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
01167     }
01168   }
01169 
01170   /* Draw TramFront as SpriteCombine */
01171   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
01172 
01173   /* Do not draw anything more if bridges are invisible */
01174   if (IsInvisibilitySet(TO_BRIDGES)) return;
01175 
01176   psid++;
01177   if (ti->z + 5 == z) {
01178     /* draw poles below for small bridges */
01179     if (psid->sprite != 0) {
01180       SpriteID image = psid->sprite;
01181       SpriteID pal   = psid->pal;
01182       if (IsTransparencySet(TO_BRIDGES)) {
01183         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
01184         pal = PALETTE_TO_TRANSPARENT;
01185       }
01186 
01187       DrawGroundSpriteAt(image, pal, x, y, z);
01188     }
01189   } else if (_settings_client.gui.bridge_pillars) {
01190     /* draw pillars below for high bridges */
01191     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
01192   }
01193 }
01194 
01195 
01196 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
01197 {
01198   uint z;
01199   Slope tileh = GetTileSlope(tile, &z);
01200 
01201   x &= 0xF;
01202   y &= 0xF;
01203 
01204   if (IsTunnel(tile)) {
01205     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
01206 
01207     /* In the tunnel entrance? */
01208     if (5 <= pos && pos <= 10) return z;
01209   } else { // IsBridge(tile)
01210     DiagDirection dir = GetTunnelBridgeDirection(tile);
01211     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
01212 
01213     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
01214 
01215     /* On the bridge ramp? */
01216     if (5 <= pos && pos <= 10) {
01217       uint delta;
01218 
01219       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
01220 
01221       switch (dir) {
01222         default: NOT_REACHED();
01223         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
01224         case DIAGDIR_SE: delta = y / 2; break;
01225         case DIAGDIR_SW: delta = x / 2; break;
01226         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
01227       }
01228       return z + 1 + delta;
01229     }
01230   }
01231 
01232   return z + GetPartialZ(x, y, tileh);
01233 }
01234 
01235 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
01236 {
01237   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
01238 }
01239 
01240 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
01241 {
01242   TransportType tt = GetTunnelBridgeTransportType(tile);
01243 
01244   if (IsTunnel(tile)) {
01245     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
01246   } else { // IsBridge(tile)
01247     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
01248   }
01249   td->owner[0] = GetTileOwner(tile);
01250 
01251   Owner road_owner = INVALID_OWNER;
01252   Owner tram_owner = INVALID_OWNER;
01253   RoadTypes rts = GetRoadTypes(tile);
01254   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01255   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01256 
01257   /* Is there a mix of owners? */
01258   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
01259       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
01260     uint i = 1;
01261     if (road_owner != INVALID_OWNER) {
01262       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
01263       td->owner[i] = road_owner;
01264       i++;
01265     }
01266     if (tram_owner != INVALID_OWNER) {
01267       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
01268       td->owner[i] = tram_owner;
01269     }
01270   }
01271 }
01272 
01273 
01274 static void TileLoop_TunnelBridge(TileIndex tile)
01275 {
01276   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
01277   switch (_settings_game.game_creation.landscape) {
01278     case LT_ARCTIC:
01279       if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
01280         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
01281         MarkTileDirtyByTile(tile);
01282       }
01283       break;
01284 
01285     case LT_TROPIC:
01286       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
01287         SetTunnelBridgeSnowOrDesert(tile, true);
01288         MarkTileDirtyByTile(tile);
01289       }
01290       break;
01291 
01292     default:
01293       break;
01294   }
01295 }
01296 
01297 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01298 {
01299   TransportType transport_type = GetTunnelBridgeTransportType(tile);
01300   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
01301 
01302   DiagDirection dir = GetTunnelBridgeDirection(tile);
01303   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
01304   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
01305 }
01306 
01307 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
01308 {
01309   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01310     /* Update all roadtypes, no matter if they are present */
01311     if (GetRoadOwner(tile, rt) == old_owner) {
01312       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01313     }
01314   }
01315 
01316   if (!IsTileOwner(tile, old_owner)) return;
01317 
01318   if (new_owner != INVALID_OWNER) {
01319     SetTileOwner(tile, new_owner);
01320   } else {
01321     if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) {
01322       /* When clearing the bridge/tunnel failed there are still vehicles on/in
01323        * the bridge/tunnel. As all *our* vehicles are already removed, they
01324        * must be of another owner. Therefore this can't be rail tunnel/bridge.
01325        * In that case we can safely reassign the ownership to OWNER_NONE. */
01326       assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
01327       SetTileOwner(tile, OWNER_NONE);
01328     }
01329   }
01330 }
01331 
01332 
01333 static const byte _tunnel_fractcoord_1[4]    = {0x8E, 0x18, 0x81, 0xE8};
01334 static const byte _tunnel_fractcoord_2[4]    = {0x81, 0x98, 0x87, 0x38};
01335 static const byte _tunnel_fractcoord_3[4]    = {0x82, 0x88, 0x86, 0x48};
01336 static const byte _exit_tunnel_track[4]      = {1, 2, 1, 2};
01337 
01339 static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
01340   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01341 };
01342 static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
01343 
01344 static const byte _tunnel_fractcoord_4[4]    = {0x52, 0x85, 0x98, 0x29};
01345 static const byte _tunnel_fractcoord_5[4]    = {0x92, 0x89, 0x58, 0x25};
01346 static const byte _tunnel_fractcoord_6[4]    = {0x92, 0x89, 0x56, 0x45};
01347 static const byte _tunnel_fractcoord_7[4]    = {0x52, 0x85, 0x96, 0x49};
01348 
01349 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
01350 {
01351   int z = GetSlopeZ(x, y) - v->z_pos;
01352 
01353   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
01354   const DiagDirection dir = GetTunnelBridgeDirection(tile);
01355 
01356   if (IsTunnel(tile)) {
01357     byte fc;
01358     DiagDirection vdir;
01359 
01360     if (v->type == VEH_TRAIN) {
01361       Train *t = Train::From(v);
01362       fc = (x & 0xF) + (y << 4);
01363 
01364       vdir = DirToDiagDir(t->direction);
01365 
01366       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
01367         if (t->IsFrontEngine() && fc == _tunnel_fractcoord_1[dir]) {
01368           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
01369             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
01370           }
01371           return VETSB_CONTINUE;
01372         }
01373         if (fc == _tunnel_fractcoord_2[dir]) {
01374           t->tile = tile;
01375           t->track = TRACK_BIT_WORMHOLE;
01376           t->vehstatus |= VS_HIDDEN;
01377           return VETSB_ENTERED_WORMHOLE;
01378         }
01379       }
01380 
01381       if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
01382         /* We're at the tunnel exit ?? */
01383         t->tile = tile;
01384         t->track = (TrackBits)_exit_tunnel_track[dir];
01385         assert(t->track);
01386         t->vehstatus &= ~VS_HIDDEN;
01387         return VETSB_ENTERED_WORMHOLE;
01388       }
01389     } else if (v->type == VEH_ROAD) {
01390       RoadVehicle *rv = RoadVehicle::From(v);
01391       fc = (x & 0xF) + (y << 4);
01392       vdir = DirToDiagDir(v->direction);
01393 
01394       /* Enter tunnel? */
01395       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
01396         if (fc == _tunnel_fractcoord_4[dir] ||
01397             fc == _tunnel_fractcoord_5[dir]) {
01398           rv->tile = tile;
01399           rv->state = RVSB_WORMHOLE;
01400           rv->vehstatus |= VS_HIDDEN;
01401           return VETSB_ENTERED_WORMHOLE;
01402         } else {
01403           return VETSB_CONTINUE;
01404         }
01405       }
01406 
01407       if (dir == ReverseDiagDir(vdir) && (
01408             /* We're at the tunnel exit ?? */
01409             fc == _tunnel_fractcoord_6[dir] ||
01410             fc == _tunnel_fractcoord_7[dir]
01411           ) &&
01412           z == 0) {
01413         rv->tile = tile;
01414         rv->state = _road_exit_tunnel_state[dir];
01415         rv->frame = _road_exit_tunnel_frame[dir];
01416         rv->vehstatus &= ~VS_HIDDEN;
01417         return VETSB_ENTERED_WORMHOLE;
01418       }
01419     }
01420   } else { // IsBridge(tile)
01421 
01422     if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
01423       /* modify speed of vehicle */
01424       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01425 
01426       if (v->type == VEH_ROAD) spd *= 2;
01427       if (v->cur_speed > spd) v->cur_speed = spd;
01428     }
01429 
01430     if (DirToDiagDir(v->direction) == dir) {
01431       switch (dir) {
01432         default: NOT_REACHED();
01433         case DIAGDIR_NE: if ((x & 0xF) != 0)             return VETSB_CONTINUE; break;
01434         case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01435         case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01436         case DIAGDIR_NW: if ((y & 0xF) != 0)             return VETSB_CONTINUE; break;
01437       }
01438       switch (v->type) {
01439         case VEH_TRAIN: {
01440           Train *t = Train::From(v);
01441           t->track = TRACK_BIT_WORMHOLE;
01442           ClrBit(t->flags, VRF_GOINGUP);
01443           ClrBit(t->flags, VRF_GOINGDOWN);
01444         } break;
01445 
01446         case VEH_ROAD:
01447           RoadVehicle::From(v)->state = RVSB_WORMHOLE;
01448           break;
01449 
01450         case VEH_SHIP:
01451           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
01452           break;
01453 
01454         default: NOT_REACHED();
01455       }
01456       return VETSB_ENTERED_WORMHOLE;
01457     } else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
01458       v->tile = tile;
01459       switch (v->type) {
01460         case VEH_TRAIN: {
01461           Train *t = Train::From(v);
01462           if (t->track == TRACK_BIT_WORMHOLE) {
01463             t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01464             return VETSB_ENTERED_WORMHOLE;
01465           }
01466         } break;
01467 
01468         case VEH_ROAD: {
01469           RoadVehicle *rv = RoadVehicle::From(v);
01470           if (rv->state == RVSB_WORMHOLE) {
01471             rv->state = _road_exit_tunnel_state[dir];
01472             rv->frame = 0;
01473             return VETSB_ENTERED_WORMHOLE;
01474           }
01475         } break;
01476 
01477         case VEH_SHIP: {
01478           Ship *ship = Ship::From(v);
01479           if (ship->state == TRACK_BIT_WORMHOLE) {
01480             ship->state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01481             return VETSB_ENTERED_WORMHOLE;
01482           }
01483         } break;
01484 
01485         default: NOT_REACHED();
01486       }
01487     }
01488   }
01489   return VETSB_CONTINUE;
01490 }
01491 
01492 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01493 {
01494   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
01495     DiagDirection direction = GetTunnelBridgeDirection(tile);
01496     Axis axis = DiagDirToAxis(direction);
01497     CommandCost res;
01498     uint z_old;
01499     Slope tileh_old = GetTileSlope(tile, &z_old);
01500 
01501     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
01502     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
01503       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
01504       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
01505     } else {
01506       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
01507       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
01508     }
01509 
01510     /* Surface slope is valid and remains unchanged? */
01511     if (!CmdFailed(res) && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01512   }
01513 
01514   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01515 }
01516 
01517 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
01518   DrawTile_TunnelBridge,           // draw_tile_proc
01519   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
01520   ClearTile_TunnelBridge,          // clear_tile_proc
01521   NULL,                            // add_accepted_cargo_proc
01522   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
01523   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
01524   NULL,                            // click_tile_proc
01525   NULL,                            // animate_tile_proc
01526   TileLoop_TunnelBridge,           // tile_loop_clear
01527   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
01528   NULL,                            // add_produced_cargo_proc
01529   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
01530   GetFoundation_TunnelBridge,      // get_foundation_proc
01531   TerraformTile_TunnelBridge,      // terraform_tile_proc
01532 };

Generated on Wed Dec 30 20:40:08 2009 for OpenTTD by  doxygen 1.5.6