tunnelbridge_cmd.cpp

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00001 /* $Id: tunnelbridge_cmd.cpp 15452 2009-02-11 18:50:47Z frosch $ */
00002 
00008 #include "stdafx.h"
00009 #include "openttd.h"
00010 #include "rail_map.h"
00011 #include "landscape.h"
00012 #include "town_type.h"
00013 #include "unmovable_map.h"
00014 #include "viewport_func.h"
00015 #include "command_func.h"
00016 #include "town.h"
00017 #include "variables.h"
00018 #include "train.h"
00019 #include "water_map.h"
00020 #include "yapf/yapf.h"
00021 #include "newgrf_sound.h"
00022 #include "autoslope.h"
00023 #include "tunnelbridge_map.h"
00024 #include "strings_func.h"
00025 #include "date_func.h"
00026 #include "functions.h"
00027 #include "vehicle_func.h"
00028 #include "sound_func.h"
00029 #include "tunnelbridge.h"
00030 #include "engine_base.h"
00031 #include "cheat_type.h"
00032 #include "elrail_func.h"
00033 #include "landscape_type.h"
00034 
00035 #include "table/sprites.h"
00036 #include "table/strings.h"
00037 #include "table/bridge_land.h"
00038 
00039 BridgeSpec _bridge[MAX_BRIDGES];
00040 TileIndex _build_tunnel_endtile;
00041 
00043 void ResetBridges()
00044 {
00045   /* First, free sprite table data */
00046   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
00047     if (_bridge[i].sprite_table != NULL) {
00048       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
00049       free(_bridge[i].sprite_table);
00050     }
00051   }
00052 
00053   /* Then, wipe out current bidges */
00054   memset(&_bridge, 0, sizeof(_bridge));
00055   /* And finally, reinstall default data */
00056   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
00057 }
00058 
00062 int CalcBridgeLenCostFactor(int x)
00063 {
00064   int n;
00065   int r;
00066 
00067   if (x < 2) return x;
00068   x -= 2;
00069   for (n = 0, r = 2;; n++) {
00070     if (x <= n) return r + x * n;
00071     r += n * n;
00072     x -= n;
00073   }
00074 }
00075 
00076 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
00077 {
00078   if ((tileh == SLOPE_FLAT) ||
00079       (((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
00080       (((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
00081 
00082   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
00083 }
00084 
00092 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
00093 {
00094   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
00095   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
00096   return (tileh != SLOPE_FLAT);
00097 }
00098 
00099 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
00100 {
00101   const BridgeSpec *bridge = GetBridgeSpec(index);
00102   assert(table < BRIDGE_PIECE_INVALID);
00103   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
00104     return _bridge_sprite_table[index][table];
00105   } else {
00106     return bridge->sprite_table[table];
00107   }
00108 }
00109 
00110 
00119 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
00120 {
00121   Foundation f = GetBridgeFoundation(*tileh, axis);
00122   *z += ApplyFoundationToSlope(f, tileh);
00123 
00124   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
00125   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00126 
00127   if (f == FOUNDATION_NONE) return CommandCost();
00128 
00129   return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
00130 }
00131 
00140 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
00141 {
00142   Foundation f = GetBridgeFoundation(*tileh, axis);
00143   *z += ApplyFoundationToSlope(f, tileh);
00144 
00145   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
00146   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00147 
00148   if (f == FOUNDATION_NONE) return CommandCost();
00149 
00150   return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
00151 }
00152 
00153 bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
00154 {
00155   if (flags & DC_QUERY_COST) {
00156     return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
00157   }
00158 
00159   if (bridge_type >= MAX_BRIDGES) return false;
00160 
00161   const BridgeSpec *b = GetBridgeSpec(bridge_type);
00162   if (b->avail_year > _cur_year) return false;
00163 
00164   uint max = b->max_length;
00165   if (max >= 16 && _settings_game.construction.longbridges) max = 100;
00166 
00167   return b->min_length <= bridge_len && bridge_len <= max;
00168 }
00169 
00179 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00180 {
00181   BridgeType bridge_type;
00182   RailType railtype = INVALID_RAILTYPE;
00183   RoadTypes roadtypes = ROADTYPES_NONE;
00184   uint x;
00185   uint y;
00186   uint sx;
00187   uint sy;
00188   TileIndex tile_start;
00189   TileIndex tile_end;
00190   Slope tileh_start;
00191   Slope tileh_end;
00192   uint z_start;
00193   uint z_end;
00194   TileIndex tile;
00195   TileIndexDiff delta;
00196   uint bridge_len;
00197   Axis direction;
00198   CommandCost cost(EXPENSES_CONSTRUCTION);
00199   CommandCost ret;
00200   bool replace_bridge = false;
00201   BridgeType replaced_bridge_type;
00202   TransportType transport_type;
00203 
00204   /* unpack parameters */
00205   bridge_type = GB(p2, 0, 8);
00206 
00207   if (p1 >= MapSize()) return CMD_ERROR;
00208 
00209   transport_type = (TransportType)GB(p2, 15, 2);
00210 
00211   /* type of bridge */
00212   switch (transport_type) {
00213     case TRANSPORT_ROAD:
00214       roadtypes = (RoadTypes)GB(p2, 8, 3);
00215       if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
00216       break;
00217 
00218     case TRANSPORT_RAIL:
00219       railtype = (RailType)GB(p2, 8, 7);
00220       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00221       break;
00222 
00223     case TRANSPORT_WATER:
00224       break;
00225 
00226     default:
00227       /* Airports don't have tunnels. */
00228       return CMD_ERROR;
00229   }
00230 
00231   x = TileX(end_tile);
00232   y = TileY(end_tile);
00233   sx = TileX(p1);
00234   sy = TileY(p1);
00235 
00236   /* check if valid, and make sure that (x,y) are smaller than (sx,sy) */
00237   if (x == sx) {
00238     if (y == sy) return_cmd_error(STR_5008_CANNOT_START_AND_END_ON);
00239     direction = AXIS_Y;
00240     if (y > sy) Swap(y, sy);
00241   } else if (y == sy) {
00242     direction = AXIS_X;
00243     if (x > sx) Swap(x, sx);
00244   } else {
00245     return_cmd_error(STR_500A_START_AND_END_MUST_BE_IN);
00246   }
00247 
00248   bridge_len = sx + sy - x - y - 1;
00249   if (transport_type != TRANSPORT_WATER) {
00250     /* set and test bridge length, availability */
00251     if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_5015_CAN_T_BUILD_BRIDGE_HERE);
00252   }
00253 
00254   /* retrieve landscape height and ensure it's on land */
00255   tile_start = TileXY(x, y);
00256   tile_end = TileXY(sx, sy);
00257   if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
00258     return_cmd_error(STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH);
00259   }
00260 
00261   tileh_start = GetTileSlope(tile_start, &z_start);
00262   tileh_end = GetTileSlope(tile_end, &z_end);
00263 
00264   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
00265   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
00266 
00267   if (z_start != z_end) return_cmd_error(STR_BRIDGEHEADS_NOT_SAME_HEIGHT);
00268 
00269   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
00270       GetOtherBridgeEnd(tile_start) == tile_end &&
00271       GetTunnelBridgeTransportType(tile_start) == transport_type) {
00272     /* Replace a current bridge. */
00273 
00274     /* If this is a railway bridge, make sure the railtypes match. */
00275     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
00276       return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
00277     }
00278 
00279     /* Do not replace town bridges with lower speed bridges. */
00280     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
00281         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
00282       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
00283 
00284       if (t == NULL) {
00285         return CMD_ERROR;
00286       } else {
00287         SetDParam(0, t->index);
00288         return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00289       }
00290     }
00291 
00292     /* Do not replace the bridge with the same bridge type. */
00293     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
00294       return_cmd_error(STR_1007_ALREADY_BUILT);
00295     }
00296 
00297     /* Do not allow replacing another company's bridges. */
00298     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
00299       return_cmd_error(STR_1024_AREA_IS_OWNED_BY_ANOTHER);
00300     }
00301 
00302     cost.AddCost((bridge_len + 1) * _price.clear_bridge); // The cost of clearing the current bridge.
00303     replace_bridge = true;
00304     replaced_bridge_type = GetBridgeType(tile_start);
00305 
00306     /* Do not remove road types when upgrading a bridge */
00307     roadtypes |= GetRoadTypes(tile_start);
00308   } else {
00309     /* Build a new bridge. */
00310 
00311     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
00312 
00313     /* Try and clear the start landscape */
00314     ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00315     if (CmdFailed(ret)) return ret;
00316     cost = ret;
00317 
00318     if (CmdFailed(terraform_cost_north) || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
00319       return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
00320     cost.AddCost(terraform_cost_north);
00321 
00322     /* Try and clear the end landscape */
00323     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00324     if (CmdFailed(ret)) return ret;
00325     cost.AddCost(ret);
00326 
00327     /* false - end tile slope check */
00328     if (CmdFailed(terraform_cost_south) || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
00329       return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
00330     cost.AddCost(terraform_cost_south);
00331 
00332     if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
00333   }
00334 
00335   if (!replace_bridge) {
00336     TileIndex Heads[] = {tile_start, tile_end};
00337     int i;
00338 
00339     for (i = 0; i < 2; i++) {
00340       if (MayHaveBridgeAbove(Heads[i])) {
00341         if (IsBridgeAbove(Heads[i])) {
00342           TileIndex north_head = GetNorthernBridgeEnd(Heads[i]);
00343 
00344           if (direction == GetBridgeAxis(Heads[i])) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
00345 
00346           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
00347             return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
00348           }
00349         }
00350       }
00351     }
00352   }
00353 
00354   /* do the drill? */
00355   if (flags & DC_EXEC) {
00356     DiagDirection dir = AxisToDiagDir(direction);
00357     Owner owner = (replace_bridge && IsTileOwner(tile_start, OWNER_TOWN)) ? OWNER_TOWN : _current_company;
00358 
00359     switch (transport_type) {
00360       case TRANSPORT_RAIL:
00361         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
00362         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
00363         break;
00364 
00365       case TRANSPORT_ROAD:
00366         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
00367         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
00368         break;
00369 
00370       case TRANSPORT_WATER:
00371         MakeAqueductBridgeRamp(tile_start, owner, dir);
00372         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
00373         break;
00374 
00375       default:
00376         NOT_REACHED();
00377         break;
00378     }
00379     MarkTileDirtyByTile(tile_start);
00380     MarkTileDirtyByTile(tile_end);
00381   }
00382 
00383   delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00384   for (tile = tile_start + delta; tile != tile_end; tile += delta) {
00385     if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_BRIDGE_TOO_LOW_FOR_TERRAIN);
00386 
00387     if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile) && !replace_bridge) {
00388       /* Disallow crossing bridges for the time being */
00389       return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
00390     }
00391 
00392     switch (GetTileType(tile)) {
00393       case MP_WATER:
00394         if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
00395         break;
00396 
00397       case MP_RAILWAY:
00398         if (!IsPlainRailTile(tile)) goto not_valid_below;
00399         break;
00400 
00401       case MP_ROAD:
00402         if (IsRoadDepot(tile)) goto not_valid_below;
00403         break;
00404 
00405       case MP_TUNNELBRIDGE:
00406         if (IsTunnel(tile)) break;
00407         if (replace_bridge) break;
00408         if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
00409         if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
00410         break;
00411 
00412       case MP_UNMOVABLE:
00413         if (!IsOwnedLand(tile)) goto not_valid_below;
00414         break;
00415 
00416       case MP_CLEAR:
00417         break;
00418 
00419       default:
00420 not_valid_below:;
00421         /* try and clear the middle landscape */
00422         ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00423         if (CmdFailed(ret)) return ret;
00424         cost.AddCost(ret);
00425         break;
00426     }
00427 
00428     if (flags & DC_EXEC) {
00429       SetBridgeMiddle(tile, direction);
00430       MarkTileDirtyByTile(tile);
00431     }
00432   }
00433 
00434   if (flags & DC_EXEC && transport_type == TRANSPORT_RAIL) {
00435     Track track = AxisToTrack(direction);
00436     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
00437     YapfNotifyTrackLayoutChange(tile_start, track);
00438   }
00439 
00440   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
00441    * It's unnecessary to execute this command every time for every bridge. So it is done only
00442    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
00443    */
00444   if (!(flags & DC_QUERY_COST) || (IsValidCompanyID(_current_company) && GetCompany(_current_company)->is_ai)) {
00445     bridge_len += 2; // begin and end tiles/ramps
00446 
00447     if (IsValidCompanyID(_current_company))
00448       bridge_len = CalcBridgeLenCostFactor(bridge_len);
00449 
00450     cost.AddCost((int64)bridge_len * _price.build_bridge * GetBridgeSpec(bridge_type)->price >> 8);
00451 
00452     /* Aqueducts are a little more expensive. */
00453     if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price.clear_water);
00454   }
00455 
00456   return cost;
00457 }
00458 
00459 
00466 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00467 {
00468   TileIndexDiff delta;
00469   TileIndex end_tile;
00470   DiagDirection direction;
00471   Slope start_tileh;
00472   Slope end_tileh;
00473   TransportType transport_type = (TransportType)GB(p1, 9, 1);
00474   uint start_z;
00475   uint end_z;
00476   CommandCost cost(EXPENSES_CONSTRUCTION);
00477   CommandCost ret;
00478 
00479   _build_tunnel_endtile = 0;
00480   if (transport_type == TRANSPORT_RAIL) {
00481     if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
00482   } else {
00483     const RoadTypes rts = (RoadTypes)GB(p1, 0, 3);
00484     if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
00485   }
00486 
00487   start_tileh = GetTileSlope(start_tile, &start_z);
00488   direction = GetInclinedSlopeDirection(start_tileh);
00489   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_500B_SITE_UNSUITABLE_FOR_TUNNEL);
00490 
00491   if (IsWaterTile(start_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
00492 
00493   ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00494   if (CmdFailed(ret)) return ret;
00495 
00496   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
00497    * for the clearing of the entrance of the tunnel. Assigning it to
00498    * cost before the loop will yield different costs depending on start-
00499    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
00500 
00501   delta = TileOffsByDiagDir(direction);
00502   DiagDirection tunnel_in_way_dir;
00503   if (DiagDirToAxis(direction) == AXIS_Y) {
00504     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
00505   } else {
00506     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
00507   }
00508 
00509   end_tile = start_tile;
00510 
00512   int tiles_coef = 3;
00514   int tiles = 0;
00516   int tiles_bump = 25;
00517 
00518   for (;;) {
00519     end_tile += delta;
00520     if (!IsValidTile(end_tile)) return_cmd_error(STR_TUNNEL_THROUGH_MAP_BORDER);
00521     end_tileh = GetTileSlope(end_tile, &end_z);
00522 
00523     if (start_z == end_z) break;
00524 
00525     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
00526       return_cmd_error(STR_5003_ANOTHER_TUNNEL_IN_THE_WAY);
00527     }
00528 
00529     tiles++;
00530     if (tiles == tiles_bump) {
00531       tiles_coef++;
00532       tiles_bump *= 2;
00533     }
00534 
00535     cost.AddCost(_price.build_tunnel);
00536     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
00537   }
00538 
00539   /* Add the cost of the entrance */
00540   cost.AddCost(_price.build_tunnel);
00541   cost.AddCost(ret);
00542 
00543   /* if the command fails from here on we want the end tile to be highlighted */
00544   _build_tunnel_endtile = end_tile;
00545 
00546   if (IsWaterTile(end_tile)) return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER);
00547 
00548   /* slope of end tile must be complementary to the slope of the start tile */
00549   if (end_tileh != ComplementSlope(start_tileh)) {
00550     /* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
00551      * Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
00552      *       the tree on end_tile.
00553      */
00554     ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
00555     if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
00556 
00557     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
00558     if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
00559   } else {
00560     ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00561     if (CmdFailed(ret)) return ret;
00562   }
00563   cost.AddCost(_price.build_tunnel);
00564   cost.AddCost(ret);
00565 
00566   if (flags & DC_EXEC) {
00567     if (transport_type == TRANSPORT_RAIL) {
00568       MakeRailTunnel(start_tile, _current_company, direction,                 (RailType)GB(p1, 0, 4));
00569       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
00570       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
00571       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
00572     } else {
00573       MakeRoadTunnel(start_tile, _current_company, direction,                 (RoadTypes)GB(p1, 0, 3));
00574       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 3));
00575     }
00576   }
00577 
00578   return cost;
00579 }
00580 
00581 
00582 static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
00583 {
00584   /* Floods can remove anything as well as the scenario editor */
00585   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
00586   /* Obviously if the bridge/tunnel belongs to us, or no-one, we can remove it */
00587   if (CheckTileOwnership(tile) || IsTileOwner(tile, OWNER_NONE)) return true;
00588   /* Otherwise we can only remove town-owned stuff with extra settings, or cheat */
00589   if (IsTileOwner(tile, OWNER_TOWN) && (_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return true;
00590   return false;
00591 }
00592 
00593 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
00594 {
00595   Town *t = NULL;
00596   TileIndex endtile;
00597 
00598   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00599 
00600   endtile = GetOtherTunnelEnd(tile);
00601 
00602   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00603 
00604   _build_tunnel_endtile = endtile;
00605 
00606   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00607     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00608 
00609     /* Check if you are allowed to remove the tunnel owned by a town
00610      * Removal depends on difficulty settings */
00611     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00612       SetDParam(0, t->index);
00613       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00614     }
00615   }
00616 
00617   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00618    * you have a "Poor" (0) town rating */
00619   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00620     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00621   }
00622 
00623   if (flags & DC_EXEC) {
00624     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
00625       /* We first need to request values before calling DoClearSquare */
00626       DiagDirection dir = GetTunnelBridgeDirection(tile);
00627       Track track = DiagDirToDiagTrack(dir);
00628       Owner owner = GetTileOwner(tile);
00629 
00630       Vehicle *v = NULL;
00631       if (GetTunnelBridgeReservation(tile)) {
00632         v = GetTrainForReservation(tile, track);
00633         if (v != NULL) FreeTrainTrackReservation(v);
00634       }
00635 
00636       DoClearSquare(tile);
00637       DoClearSquare(endtile);
00638 
00639       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
00640       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
00641       AddSideToSignalBuffer(endtile, dir,                 owner);
00642 
00643       YapfNotifyTrackLayoutChange(tile,    track);
00644       YapfNotifyTrackLayoutChange(endtile, track);
00645 
00646       if (v != NULL) TryPathReserve(v);
00647     } else {
00648       DoClearSquare(tile);
00649       DoClearSquare(endtile);
00650     }
00651   }
00652   return CommandCost(EXPENSES_CONSTRUCTION, _price.clear_tunnel * (GetTunnelBridgeLength(tile, endtile) + 2));
00653 }
00654 
00655 
00656 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
00657 {
00658   DiagDirection direction;
00659   TileIndexDiff delta;
00660   TileIndex endtile;
00661   Town *t = NULL;
00662 
00663   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00664 
00665   endtile = GetOtherBridgeEnd(tile);
00666 
00667   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00668 
00669   direction = GetTunnelBridgeDirection(tile);
00670   delta = TileOffsByDiagDir(direction);
00671 
00672   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00673     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00674 
00675     /* Check if you are allowed to remove the bridge owned by a town
00676      * Removal depends on difficulty settings */
00677     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00678       SetDParam(0, t->index);
00679       return_cmd_error(STR_2009_LOCAL_AUTHORITY_REFUSES);
00680     }
00681   }
00682 
00683   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00684    * you have a "Poor" (0) town rating */
00685   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00686     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00687   }
00688 
00689   if (flags & DC_EXEC) {
00690     /* read this value before actual removal of bridge */
00691     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
00692     Owner owner = GetTileOwner(tile);
00693     uint height = GetBridgeHeight(tile);
00694     Vehicle *v = NULL;
00695 
00696     if (rail && GetTunnelBridgeReservation(tile)) {
00697       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
00698       if (v != NULL) FreeTrainTrackReservation(v);
00699     }
00700 
00701     DoClearSquare(tile);
00702     DoClearSquare(endtile);
00703     for (TileIndex c = tile + delta; c != endtile; c += delta) {
00704       /* do not let trees appear from 'nowhere' after removing bridge */
00705       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
00706         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
00707         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
00708       }
00709       ClearBridgeMiddle(c);
00710       MarkTileDirtyByTile(c);
00711     }
00712 
00713     if (rail) {
00714       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
00715       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
00716       AddSideToSignalBuffer(endtile, direction,                 owner);
00717 
00718       Track track = DiagDirToDiagTrack(direction);
00719       YapfNotifyTrackLayoutChange(tile,    track);
00720       YapfNotifyTrackLayoutChange(endtile, track);
00721 
00722       if (v != NULL) TryPathReserve(v, true);
00723     }
00724   }
00725 
00726   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price.clear_bridge);
00727 }
00728 
00729 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
00730 {
00731   if (IsTunnel(tile)) {
00732     if (flags & DC_AUTO) return_cmd_error(STR_5006_MUST_DEMOLISH_TUNNEL_FIRST);
00733     return DoClearTunnel(tile, flags);
00734   } else { // IsBridge(tile)
00735     if (flags & DC_AUTO) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
00736     return DoClearBridge(tile, flags);
00737   }
00738 
00739   return CMD_ERROR;
00740 }
00741 
00753 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
00754 {
00755   /* Do not draw bridge pillars if they are invisible */
00756   if (IsInvisibilitySet(TO_BRIDGES)) return;
00757 
00758   SpriteID image = psid->sprite;
00759 
00760   if (image != 0) {
00761     /* "side" specifies the side the pillars stand on.
00762      * The length of the pillars is then set to the height of the bridge over the corners of this edge.
00763      *
00764      *                axis==AXIS_X  axis==AXIS_Y
00765      *   side==false      SW            NW
00766      *   side==true       NE            SE
00767      *
00768      * I have no clue, why this was done this way.
00769      */
00770     bool side = HasBit(image, 0);
00771 
00772     /* "dir" means the edge the pillars stand on */
00773     DiagDirection dir = AxisToDiagDir(axis);
00774     if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
00775 
00776     /* Determine ground height under pillars */
00777     int front_height = ti->z;
00778     int back_height = ti->z;
00779     GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
00780 
00781     /* x and y size of bounding-box of pillars */
00782     int w = (axis == AXIS_X ? 16 : 2);
00783     int h = (axis == AXIS_X ? 2 : 16);
00784     /* sprite position of back facing pillar */
00785     int x_back = x - (axis == AXIS_X ? 0 : 9);
00786     int y_back = y - (axis == AXIS_X ? 9 : 0);
00787 
00788     for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
00789       /* Draw front facing pillar */
00790       if (cur_z >= front_height) {
00791         AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00792       }
00793 
00794       /* Draw back facing pillar, but not the highest part directly under the bridge-floor */
00795       if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
00796         AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00797       }
00798     }
00799   }
00800 }
00801 
00811 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
00812 {
00813   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
00814   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
00815   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
00816 
00817   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
00818   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
00819   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
00820   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
00821 
00822   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
00823    * The bounding boxes here are the same as for bridge front/roof */
00824   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
00825     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
00826       x, y, size_x[offset], size_y[offset], 0x28, z,
00827       !head && IsTransparencySet(TO_BRIDGES));
00828   }
00829 
00830   /* Do not draw catenary if it is set invisible */
00831   if (!IsInvisibilitySet(TO_CATENARY)) {
00832     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
00833       x, y, size_x[offset], size_y[offset], 0x28, z,
00834       IsTransparencySet(TO_CATENARY));
00835   }
00836 
00837   /* Start a new SpriteCombine for the front part */
00838   EndSpriteCombine();
00839   StartSpriteCombine();
00840 
00841   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
00842   if (!IsInvisibilitySet(TO_CATENARY)) {
00843     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
00844       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
00845       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
00846   }
00847 }
00848 
00862 static void DrawTile_TunnelBridge(TileInfo *ti)
00863 {
00864   SpriteID image;
00865   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
00866   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
00867 
00868   if (IsTunnel(ti->tile)) {
00869     /* Front view of tunnel bounding boxes:
00870      *
00871      *   122223  <- BB_Z_SEPARATOR
00872      *   1    3
00873      *   1    3                1,3 = empty helper BB
00874      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
00875      *
00876      */
00877 
00878     static const int _tunnel_BB[4][12] = {
00879       /*  tunnnel-roof  |  Z-separator  | tram-catenary
00880        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
00881       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
00882       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
00883       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
00884       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
00885     };
00886     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
00887 
00888     bool catenary = false;
00889 
00890     if (transport_type == TRANSPORT_RAIL) {
00891       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
00892     } else {
00893       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
00894     }
00895 
00896     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
00897 
00898     image += tunnelbridge_direction * 2;
00899     DrawGroundSprite(image, PAL_NONE);
00900 
00901     /* PBS debugging, draw reserved tracks darker */
00902     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && GetTunnelBridgeReservation(ti->tile))) {
00903       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00904       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, PALETTE_CRASH);
00905     }
00906 
00907     if (transport_type == TRANSPORT_ROAD) {
00908       RoadTypes rts = GetRoadTypes(ti->tile);
00909 
00910       if (HasBit(rts, ROADTYPE_TRAM)) {
00911         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
00912 
00913         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
00914 
00915         /* Do not draw wires if they are invisible */
00916         if (!IsInvisibilitySet(TO_CATENARY)) {
00917           catenary = true;
00918           StartSpriteCombine();
00919           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);
00920         }
00921       }
00922     } else if (HasCatenaryDrawn(GetRailType(ti->tile))) {
00923       /* Maybe draw pylons on the entry side */
00924       DrawCatenary(ti);
00925 
00926       catenary = true;
00927       StartSpriteCombine();
00928       /* Draw wire above the ramp */
00929       DrawCatenaryOnTunnel(ti);
00930     }
00931 
00932     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);
00933 
00934     if (catenary) EndSpriteCombine();
00935 
00936     /* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
00937     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x             , ti->y             , BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
00938     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);
00939 
00940     DrawBridgeMiddle(ti);
00941   } else { // IsBridge(ti->tile)
00942     const PalSpriteID *psid;
00943     int base_offset;
00944     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
00945 
00946     if (transport_type == TRANSPORT_RAIL) {
00947       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
00948       assert(base_offset != 8); // This one is used for roads
00949     } else {
00950       base_offset = 8;
00951     }
00952 
00953     /* as the lower 3 bits are used for other stuff, make sure they are clear */
00954     assert( (base_offset & 0x07) == 0x00);
00955 
00956     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
00957 
00958     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
00959     base_offset += (6 - tunnelbridge_direction) % 4;
00960 
00961     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
00962 
00963     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
00964     if (transport_type != TRANSPORT_WATER) {
00965       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
00966     } else {
00967       psid = _aqueduct_sprites + base_offset;
00968     }
00969 
00970     if (!ice) {
00971       DrawClearLandTile(ti, 3);
00972     } else {
00973       DrawGroundSprite(SPR_FLAT_SNOWY_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
00974     }
00975 
00976     /* draw ramp */
00977 
00978     /* Draw Trambits as SpriteCombine */
00979     if (transport_type == TRANSPORT_ROAD) StartSpriteCombine();
00980 
00981     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
00982      * it doesn't disappear behind it
00983      */
00984     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
00985     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
00986 
00987     if (_settings_client.gui.show_track_reservation && transport_type == TRANSPORT_RAIL && GetTunnelBridgeReservation(ti->tile)) {
00988       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00989       if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
00990         AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_y : rti->base_sprites.single_x, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
00991       } else {
00992         AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
00993       }
00994     }
00995 
00996     if (transport_type == TRANSPORT_ROAD) {
00997       RoadTypes rts = GetRoadTypes(ti->tile);
00998 
00999       if (HasBit(rts, ROADTYPE_TRAM)) {
01000         uint offset = tunnelbridge_direction;
01001         uint z = ti->z;
01002         if (ti->tileh != SLOPE_FLAT) {
01003           offset = (offset + 1) & 1;
01004           z += TILE_HEIGHT;
01005         } else {
01006           offset += 2;
01007         }
01008         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01009         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
01010       }
01011       EndSpriteCombine();
01012     } else if (transport_type == TRANSPORT_RAIL) {
01013       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01014         DrawCatenary(ti);
01015       }
01016     }
01017 
01018     DrawBridgeMiddle(ti);
01019   }
01020 }
01021 
01022 
01040 static BridgePieces CalcBridgePiece(uint north, uint south)
01041 {
01042   if (north == 1) {
01043     return BRIDGE_PIECE_NORTH;
01044   } else if (south == 1) {
01045     return BRIDGE_PIECE_SOUTH;
01046   } else if (north < south) {
01047     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
01048   } else if (north > south) {
01049     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
01050   } else {
01051     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
01052   }
01053 }
01054 
01055 
01056 void DrawBridgeMiddle(const TileInfo *ti)
01057 {
01058   /* Sectional view of bridge bounding boxes:
01059    *
01060    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
01061    *  1           2                                  3 = empty helper BB
01062    *  1     7     2                                4,5 = pillars under higher bridges
01063    *  1 6 88888 6 2                                  6 = elrail-pylons
01064    *  1 6 88888 6 2                                  7 = elrail-wire
01065    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
01066    *  3333333333333  <- BB_Z_SEPARATOR
01067    *                 <- unused
01068    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
01069    *    4       5
01070    *    4       5
01071    *
01072    */
01073 
01074   /* Z position of the bridge sprites relative to bridge height (downwards) */
01075   static const int BRIDGE_Z_START = 3;
01076 
01077   if (!IsBridgeAbove(ti->tile)) return;
01078 
01079   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
01080   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
01081   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
01082 
01083   Axis axis = GetBridgeAxis(ti->tile);
01084   BridgePieces piece = CalcBridgePiece(
01085     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
01086     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
01087   );
01088 
01089   const PalSpriteID *psid;
01090   bool drawfarpillar;
01091   if (transport_type != TRANSPORT_WATER) {
01092     BridgeType type =  GetBridgeType(rampsouth);
01093     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
01094 
01095     uint base_offset;
01096     if (transport_type == TRANSPORT_RAIL) {
01097       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
01098     } else {
01099       base_offset = 8;
01100     }
01101 
01102     psid = base_offset + GetBridgeSpriteTable(type, piece);
01103   } else {
01104     drawfarpillar = true;
01105     psid = _aqueduct_sprites;
01106   }
01107 
01108   if (axis != AXIS_X) psid += 4;
01109 
01110   int x = ti->x;
01111   int y = ti->y;
01112   uint bridge_z = GetBridgeHeight(rampsouth);
01113   uint z = bridge_z - BRIDGE_Z_START;
01114 
01115   /* Add a bounding box, that separates the bridge from things below it. */
01116   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
01117 
01118   /* Draw Trambits as SpriteCombine */
01119   if (transport_type == TRANSPORT_ROAD) StartSpriteCombine();
01120 
01121   /* Draw floor and far part of bridge*/
01122   if (!IsInvisibilitySet(TO_BRIDGES)) {
01123     if (axis == AXIS_X) {
01124       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01125     } else {
01126       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01127     }
01128   }
01129 
01130   psid++;
01131 
01132   if (transport_type == TRANSPORT_ROAD) {
01133     RoadTypes rts = GetRoadTypes(rampsouth);
01134 
01135     if (HasBit(rts, ROADTYPE_TRAM)) {
01136       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01137       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
01138     } else {
01139       EndSpriteCombine();
01140       StartSpriteCombine();
01141     }
01142   } else if (transport_type == TRANSPORT_RAIL) {
01143     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
01144       DrawCatenaryOnBridge(ti);
01145     }
01146   }
01147 
01148   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
01149   if (!IsInvisibilitySet(TO_BRIDGES)) {
01150     if (axis == AXIS_X) {
01151       y += 12;
01152       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
01153     } else {
01154       x += 12;
01155       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
01156     }
01157   }
01158 
01159   /* Draw TramFront as SpriteCombine */
01160   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
01161 
01162   /* Do not draw anything more if bridges are invisible */
01163   if (IsInvisibilitySet(TO_BRIDGES)) return;
01164 
01165   psid++;
01166   if (ti->z + 5 == z) {
01167     /* draw poles below for small bridges */
01168     if (psid->sprite != 0) {
01169       SpriteID image = psid->sprite;
01170       SpriteID pal   = psid->pal;
01171       if (IsTransparencySet(TO_BRIDGES)) {
01172         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
01173         pal = PALETTE_TO_TRANSPARENT;
01174       }
01175 
01176       DrawGroundSpriteAt(image, pal, x, y, z);
01177     }
01178   } else if (_settings_client.gui.bridge_pillars) {
01179     /* draw pillars below for high bridges */
01180     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
01181   }
01182 }
01183 
01184 
01185 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
01186 {
01187   uint z;
01188   Slope tileh = GetTileSlope(tile, &z);
01189 
01190   x &= 0xF;
01191   y &= 0xF;
01192 
01193   if (IsTunnel(tile)) {
01194     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
01195 
01196     /* In the tunnel entrance? */
01197     if (5 <= pos && pos <= 10) return z;
01198   } else { // IsBridge(tile)
01199     DiagDirection dir = GetTunnelBridgeDirection(tile);
01200     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
01201 
01202     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
01203 
01204     /* On the bridge ramp? */
01205     if (5 <= pos && pos <= 10) {
01206       uint delta;
01207 
01208       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
01209 
01210       switch (dir) {
01211         default: NOT_REACHED();
01212         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
01213         case DIAGDIR_SE: delta = y / 2; break;
01214         case DIAGDIR_SW: delta = x / 2; break;
01215         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
01216       }
01217       return z + 1 + delta;
01218     }
01219   }
01220 
01221   return z + GetPartialZ(x, y, tileh);
01222 }
01223 
01224 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
01225 {
01226   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
01227 }
01228 
01229 
01230 static void GetAcceptedCargo_TunnelBridge(TileIndex tile, AcceptedCargo ac)
01231 {
01232   /* not used */
01233 }
01234 
01235 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
01236 {
01237   TransportType tt = GetTunnelBridgeTransportType(tile);
01238 
01239   if (IsTunnel(tile)) {
01240     td->str = (tt == TRANSPORT_RAIL) ? STR_5017_RAILROAD_TUNNEL : STR_5018_ROAD_TUNNEL;
01241   } else { // IsBridge(tile)
01242     td->str = (tt == TRANSPORT_WATER) ? STR_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
01243   }
01244   td->owner[0] = GetTileOwner(tile);
01245 }
01246 
01247 
01248 static void AnimateTile_TunnelBridge(TileIndex tile)
01249 {
01250   /* not used */
01251 }
01252 
01253 static void TileLoop_TunnelBridge(TileIndex tile)
01254 {
01255   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
01256   switch (_settings_game.game_creation.landscape) {
01257     case LT_ARCTIC:
01258       if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
01259         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
01260         MarkTileDirtyByTile(tile);
01261       }
01262       break;
01263 
01264     case LT_TROPIC:
01265       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
01266         SetTunnelBridgeSnowOrDesert(tile, true);
01267         MarkTileDirtyByTile(tile);
01268       }
01269       break;
01270 
01271     default:
01272       break;
01273   }
01274 }
01275 
01276 static bool ClickTile_TunnelBridge(TileIndex tile)
01277 {
01278   /* not used */
01279   return false;
01280 }
01281 
01282 
01283 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01284 {
01285   TransportType transport_type = GetTunnelBridgeTransportType(tile);
01286   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
01287 
01288   DiagDirection dir = GetTunnelBridgeDirection(tile);
01289   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
01290   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
01291 }
01292 
01293 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
01294 {
01295   if (!IsTileOwner(tile, old_owner)) return;
01296 
01297   if (new_owner != INVALID_OWNER) {
01298     SetTileOwner(tile, new_owner);
01299   } else {
01300     if (CmdFailed(DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR))) {
01301       /* When clearing the bridge/tunnel failed there are still vehicles on/in
01302        * the bridge/tunnel. As all *our* vehicles are already removed, they
01303        * must be of another owner. Therefore this can't be rail tunnel/bridge.
01304        * In that case we can safely reassign the ownership to OWNER_NONE. */
01305       assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
01306       SetTileOwner(tile, OWNER_NONE);
01307     }
01308   }
01309 }
01310 
01311 
01312 static const byte _tunnel_fractcoord_1[4]    = {0x8E, 0x18, 0x81, 0xE8};
01313 static const byte _tunnel_fractcoord_2[4]    = {0x81, 0x98, 0x87, 0x38};
01314 static const byte _tunnel_fractcoord_3[4]    = {0x82, 0x88, 0x86, 0x48};
01315 static const byte _exit_tunnel_track[4]      = {1, 2, 1, 2};
01316 
01318 static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
01319   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01320 };
01321 static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
01322 
01323 static const byte _tunnel_fractcoord_4[4]    = {0x52, 0x85, 0x98, 0x29};
01324 static const byte _tunnel_fractcoord_5[4]    = {0x92, 0x89, 0x58, 0x25};
01325 static const byte _tunnel_fractcoord_6[4]    = {0x92, 0x89, 0x56, 0x45};
01326 static const byte _tunnel_fractcoord_7[4]    = {0x52, 0x85, 0x96, 0x49};
01327 
01328 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
01329 {
01330   int z = GetSlopeZ(x, y) - v->z_pos;
01331 
01332   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
01333   const DiagDirection dir = GetTunnelBridgeDirection(tile);
01334 
01335   if (IsTunnel(tile)) {
01336     byte fc;
01337     DiagDirection vdir;
01338 
01339     if (v->type == VEH_TRAIN) {
01340       fc = (x & 0xF) + (y << 4);
01341 
01342       vdir = DirToDiagDir(v->direction);
01343 
01344       if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
01345         if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
01346           if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
01347             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
01348           }
01349           return VETSB_CONTINUE;
01350         }
01351         if (fc == _tunnel_fractcoord_2[dir]) {
01352           v->tile = tile;
01353           v->u.rail.track = TRACK_BIT_WORMHOLE;
01354           v->vehstatus |= VS_HIDDEN;
01355           return VETSB_ENTERED_WORMHOLE;
01356         }
01357       }
01358 
01359       if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
01360         /* We're at the tunnel exit ?? */
01361         v->tile = tile;
01362         v->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
01363         assert(v->u.rail.track);
01364         v->vehstatus &= ~VS_HIDDEN;
01365         return VETSB_ENTERED_WORMHOLE;
01366       }
01367     } else if (v->type == VEH_ROAD) {
01368       fc = (x & 0xF) + (y << 4);
01369       vdir = DirToDiagDir(v->direction);
01370 
01371       /* Enter tunnel? */
01372       if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
01373         if (fc == _tunnel_fractcoord_4[dir] ||
01374             fc == _tunnel_fractcoord_5[dir]) {
01375           v->tile = tile;
01376           v->u.road.state = RVSB_WORMHOLE;
01377           v->vehstatus |= VS_HIDDEN;
01378           return VETSB_ENTERED_WORMHOLE;
01379         } else {
01380           return VETSB_CONTINUE;
01381         }
01382       }
01383 
01384       if (dir == ReverseDiagDir(vdir) && (
01385             /* We're at the tunnel exit ?? */
01386             fc == _tunnel_fractcoord_6[dir] ||
01387             fc == _tunnel_fractcoord_7[dir]
01388           ) &&
01389           z == 0) {
01390         v->tile = tile;
01391         v->u.road.state = _road_exit_tunnel_state[dir];
01392         v->u.road.frame = _road_exit_tunnel_frame[dir];
01393         v->vehstatus &= ~VS_HIDDEN;
01394         return VETSB_ENTERED_WORMHOLE;
01395       }
01396     }
01397   } else { // IsBridge(tile)
01398 
01399     if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
01400       /* modify speed of vehicle */
01401       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01402 
01403       if (v->type == VEH_ROAD) spd *= 2;
01404       if (v->cur_speed > spd) v->cur_speed = spd;
01405     }
01406 
01407     if (DirToDiagDir(v->direction) == dir) {
01408       switch (dir) {
01409         default: NOT_REACHED();
01410         case DIAGDIR_NE: if ((x & 0xF) != 0)             return VETSB_CONTINUE; break;
01411         case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01412         case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01413         case DIAGDIR_NW: if ((y & 0xF) != 0)             return VETSB_CONTINUE; break;
01414       }
01415       switch (v->type) {
01416         case VEH_TRAIN:
01417           v->u.rail.track = TRACK_BIT_WORMHOLE;
01418           ClrBit(v->u.rail.flags, VRF_GOINGUP);
01419           ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
01420           break;
01421 
01422         case VEH_ROAD:
01423           v->u.road.state = RVSB_WORMHOLE;
01424           break;
01425 
01426         case VEH_SHIP:
01427           v->u.ship.state = TRACK_BIT_WORMHOLE;
01428           break;
01429 
01430         default: NOT_REACHED();
01431       }
01432       return VETSB_ENTERED_WORMHOLE;
01433     } else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
01434       v->tile = tile;
01435       switch (v->type) {
01436         case VEH_TRAIN:
01437           if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
01438             v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01439             return VETSB_ENTERED_WORMHOLE;
01440           }
01441           break;
01442 
01443         case VEH_ROAD:
01444           if (v->u.road.state == RVSB_WORMHOLE) {
01445             v->u.road.state = _road_exit_tunnel_state[dir];
01446             v->u.road.frame = 0;
01447             return VETSB_ENTERED_WORMHOLE;
01448           }
01449           break;
01450 
01451         case VEH_SHIP:
01452           if (v->u.ship.state == TRACK_BIT_WORMHOLE) {
01453             v->u.ship.state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01454             return VETSB_ENTERED_WORMHOLE;
01455           }
01456           break;
01457 
01458         default: NOT_REACHED();
01459       }
01460     }
01461   }
01462   return VETSB_CONTINUE;
01463 }
01464 
01465 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01466 {
01467   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
01468     DiagDirection direction = GetTunnelBridgeDirection(tile);
01469     Axis axis = DiagDirToAxis(direction);
01470     CommandCost res;
01471     uint z_old;
01472     Slope tileh_old = GetTileSlope(tile, &z_old);
01473 
01474     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
01475     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
01476       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
01477       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
01478     } else {
01479       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
01480       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
01481     }
01482 
01483     /* Surface slope is valid and remains unchanged? */
01484     if (!CmdFailed(res) && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price.terraform);
01485   }
01486 
01487   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01488 }
01489 
01490 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
01491   DrawTile_TunnelBridge,           /* draw_tile_proc */
01492   GetSlopeZ_TunnelBridge,          /* get_slope_z_proc */
01493   ClearTile_TunnelBridge,          /* clear_tile_proc */
01494   GetAcceptedCargo_TunnelBridge,   /* get_accepted_cargo_proc */
01495   GetTileDesc_TunnelBridge,        /* get_tile_desc_proc */
01496   GetTileTrackStatus_TunnelBridge, /* get_tile_track_status_proc */
01497   ClickTile_TunnelBridge,          /* click_tile_proc */
01498   AnimateTile_TunnelBridge,        /* animate_tile_proc */
01499   TileLoop_TunnelBridge,           /* tile_loop_clear */
01500   ChangeTileOwner_TunnelBridge,    /* change_tile_owner_clear */
01501   NULL,                            /* get_produced_cargo_proc */
01502   VehicleEnter_TunnelBridge,       /* vehicle_enter_tile_proc */
01503   GetFoundation_TunnelBridge,      /* get_foundation_proc */
01504   TerraformTile_TunnelBridge,      /* terraform_tile_proc */
01505 };

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