tunnelbridge_cmd.cpp

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00001 /* $Id: tunnelbridge_cmd.cpp 19393 2010-03-12 21:12:35Z rubidium $ */
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 "rail_map.h"
00017 #include "landscape.h"
00018 #include "unmovable_map.h"
00019 #include "viewport_func.h"
00020 #include "command_func.h"
00021 #include "town.h"
00022 #include "variables.h"
00023 #include "train.h"
00024 #include "ship.h"
00025 #include "roadveh.h"
00026 #include "water_map.h"
00027 #include "pathfinder/yapf/yapf_cache.h"
00028 #include "newgrf_sound.h"
00029 #include "autoslope.h"
00030 #include "tunnelbridge_map.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "functions.h"
00034 #include "vehicle_func.h"
00035 #include "sound_func.h"
00036 #include "tunnelbridge.h"
00037 #include "cheat_type.h"
00038 #include "elrail_func.h"
00039 #include "landscape_type.h"
00040 #include "pbs.h"
00041 #include "company_base.h"
00042 #include "engine_base.h"
00043 #include "newgrf_railtype.h"
00044 
00045 #include "table/sprites.h"
00046 #include "table/strings.h"
00047 #include "table/bridge_land.h"
00048 
00049 BridgeSpec _bridge[MAX_BRIDGES];
00050 TileIndex _build_tunnel_endtile;
00051 
00053 void ResetBridges()
00054 {
00055   /* First, free sprite table data */
00056   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
00057     if (_bridge[i].sprite_table != NULL) {
00058       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
00059       free(_bridge[i].sprite_table);
00060     }
00061   }
00062 
00063   /* Then, wipe out current bidges */
00064   memset(&_bridge, 0, sizeof(_bridge));
00065   /* And finally, reinstall default data */
00066   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
00067 }
00068 
00072 int CalcBridgeLenCostFactor(int x)
00073 {
00074   int n;
00075   int r;
00076 
00077   if (x < 2) return x;
00078   x -= 2;
00079   for (n = 0, r = 2;; n++) {
00080     if (x <= n) return r + x * n;
00081     r += n * n;
00082     x -= n;
00083   }
00084 }
00085 
00086 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
00087 {
00088   if ((tileh == SLOPE_FLAT) ||
00089       (((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
00090       (((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
00091 
00092   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
00093 }
00094 
00102 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
00103 {
00104   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
00105   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
00106   return (tileh != SLOPE_FLAT);
00107 }
00108 
00109 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
00110 {
00111   const BridgeSpec *bridge = GetBridgeSpec(index);
00112   assert(table < BRIDGE_PIECE_INVALID);
00113   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
00114     return _bridge_sprite_table[index][table];
00115   } else {
00116     return bridge->sprite_table[table];
00117   }
00118 }
00119 
00120 
00129 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
00130 {
00131   Foundation f = GetBridgeFoundation(*tileh, axis);
00132   *z += ApplyFoundationToSlope(f, tileh);
00133 
00134   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
00135   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00136 
00137   if (f == FOUNDATION_NONE) return CommandCost();
00138 
00139   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00140 }
00141 
00150 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
00151 {
00152   Foundation f = GetBridgeFoundation(*tileh, axis);
00153   *z += ApplyFoundationToSlope(f, tileh);
00154 
00155   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
00156   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00157 
00158   if (f == FOUNDATION_NONE) return CommandCost();
00159 
00160   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00161 }
00162 
00163 bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
00164 {
00165   if (flags & DC_QUERY_COST) {
00166     return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
00167   }
00168 
00169   if (bridge_type >= MAX_BRIDGES) return false;
00170 
00171   const BridgeSpec *b = GetBridgeSpec(bridge_type);
00172   if (b->avail_year > _cur_year) return false;
00173 
00174   uint max = b->max_length;
00175   if (max >= 16 && _settings_game.construction.longbridges) max = 100;
00176 
00177   return b->min_length <= bridge_len && bridge_len <= max;
00178 }
00179 
00191 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00192 {
00193   RailType railtype = INVALID_RAILTYPE;
00194   RoadTypes roadtypes = ROADTYPES_NONE;
00195   CommandCost cost(EXPENSES_CONSTRUCTION);
00196   Owner owner;
00197 
00198   /* unpack parameters */
00199   BridgeType bridge_type = GB(p2, 0, 8);
00200 
00201   if (p1 >= MapSize()) return CMD_ERROR;
00202 
00203   TransportType transport_type = (TransportType)GB(p2, 15, 2);
00204 
00205   /* type of bridge */
00206   switch (transport_type) {
00207     case TRANSPORT_ROAD:
00208       roadtypes = (RoadTypes)GB(p2, 8, 2);
00209       if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
00210       break;
00211 
00212     case TRANSPORT_RAIL:
00213       railtype = (RailType)GB(p2, 8, 7);
00214       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00215       break;
00216 
00217     case TRANSPORT_WATER:
00218       break;
00219 
00220     default:
00221       /* Airports don't have bridges. */
00222       return CMD_ERROR;
00223   }
00224   TileIndex tile_start = p1;
00225   TileIndex tile_end = end_tile;
00226 
00227   if (tile_start == tile_end) {
00228     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
00229   }
00230 
00231   Axis direction;
00232   if (TileX(tile_start) == TileX(tile_end)) {
00233     direction = AXIS_Y;
00234   } else if (TileY(tile_start) == TileY(tile_end)) {
00235     direction = AXIS_X;
00236   } else {
00237     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
00238   }
00239 
00240   if (tile_end < tile_start) Swap(tile_start, tile_end);
00241 
00242   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
00243   if (transport_type != TRANSPORT_WATER) {
00244     /* set and test bridge length, availability */
00245     if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00246   } else {
00247     if (bridge_len > (_settings_game.construction.longbridges ? 100U : 16U)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00248   }
00249 
00250   /* retrieve landscape height and ensure it's on land */
00251   if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
00252     return_cmd_error(STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH);
00253   }
00254 
00255   uint z_start;
00256   uint z_end;
00257   Slope tileh_start = GetTileSlope(tile_start, &z_start);
00258   Slope tileh_end = GetTileSlope(tile_end, &z_end);
00259   bool pbs_reservation = false;
00260 
00261   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
00262   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
00263 
00264   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
00265 
00266   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
00267       GetOtherBridgeEnd(tile_start) == tile_end &&
00268       GetTunnelBridgeTransportType(tile_start) == transport_type) {
00269     /* Replace a current bridge. */
00270 
00271     /* If this is a railway bridge, make sure the railtypes match. */
00272     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
00273       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00274     }
00275 
00276     /* Do not replace town bridges with lower speed bridges. */
00277     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
00278         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
00279       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
00280 
00281       if (t == NULL) {
00282         return CMD_ERROR;
00283       } else {
00284         SetDParam(0, t->index);
00285         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00286       }
00287     }
00288 
00289     /* Do not replace the bridge with the same bridge type. */
00290     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
00291       return_cmd_error(STR_ERROR_ALREADY_BUILT);
00292     }
00293 
00294     /* Do not allow replacing another company's bridges. */
00295     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
00296       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
00297     }
00298 
00299     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
00300     owner = GetTileOwner(tile_start);
00301 
00302     switch (transport_type) {
00303       case TRANSPORT_RAIL:
00304         /* Keep the reservation, the path stays valid. */
00305         pbs_reservation = HasTunnelBridgeReservation(tile_start);
00306         break;
00307 
00308       case TRANSPORT_ROAD:
00309         /* Do not remove road types when upgrading a bridge */
00310         roadtypes |= GetRoadTypes(tile_start);
00311         break;
00312 
00313       default: break;
00314     }
00315   } else {
00316     /* Build a new bridge. */
00317 
00318     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
00319 
00320     /* Try and clear the start landscape */
00321     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00322     if (ret.Failed()) return ret;
00323     cost = ret;
00324 
00325     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
00326       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00327     cost.AddCost(terraform_cost_north);
00328 
00329     /* Try and clear the end landscape */
00330     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00331     if (ret.Failed()) return ret;
00332     cost.AddCost(ret);
00333 
00334     /* false - end tile slope check */
00335     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
00336       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00337     cost.AddCost(terraform_cost_south);
00338 
00339     if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00340 
00341     const TileIndex heads[] = {tile_start, tile_end};
00342     for (int i = 0; i < 2; i++) {
00343       if (MayHaveBridgeAbove(heads[i])) {
00344         if (IsBridgeAbove(heads[i])) {
00345           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
00346 
00347           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00348 
00349           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
00350             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00351           }
00352         }
00353       }
00354     }
00355 
00356     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00357     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
00358       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
00359 
00360       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
00361         /* Disallow crossing bridges for the time being */
00362         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00363       }
00364 
00365       switch (GetTileType(tile)) {
00366         case MP_WATER:
00367           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
00368           break;
00369 
00370         case MP_RAILWAY:
00371           if (!IsPlainRail(tile)) goto not_valid_below;
00372           break;
00373 
00374         case MP_ROAD:
00375           if (IsRoadDepot(tile)) goto not_valid_below;
00376           break;
00377 
00378         case MP_TUNNELBRIDGE:
00379           if (IsTunnel(tile)) break;
00380           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
00381           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
00382           break;
00383 
00384         case MP_UNMOVABLE:
00385           if (!IsOwnedLand(tile)) goto not_valid_below;
00386           break;
00387 
00388         case MP_CLEAR:
00389           break;
00390 
00391         default:
00392   not_valid_below:;
00393           /* try and clear the middle landscape */
00394           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00395           if (ret.Failed()) return ret;
00396           cost.AddCost(ret);
00397           break;
00398       }
00399 
00400       if (flags & DC_EXEC) {
00401         /* We do this here because when replacing a bridge with another
00402          * type calling SetBridgeMiddle isn't needed. After all, the
00403          * tile alread has the has_bridge_above bits set. */
00404         SetBridgeMiddle(tile, direction);
00405       }
00406     }
00407 
00408     owner = _current_company;
00409   }
00410 
00411   /* do the drill? */
00412   if (flags & DC_EXEC) {
00413     DiagDirection dir = AxisToDiagDir(direction);
00414 
00415     switch (transport_type) {
00416       case TRANSPORT_RAIL:
00417         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
00418         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
00419         SetTunnelBridgeReservation(tile_start, pbs_reservation);
00420         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
00421         break;
00422 
00423       case TRANSPORT_ROAD:
00424         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
00425         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
00426         break;
00427 
00428       case TRANSPORT_WATER:
00429         MakeAqueductBridgeRamp(tile_start, owner, dir);
00430         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
00431         break;
00432 
00433       default:
00434         NOT_REACHED();
00435     }
00436 
00437     /* Mark all tiles dirty */
00438     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00439     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
00440       MarkTileDirtyByTile(tile);
00441     }
00442   }
00443 
00444   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
00445     Track track = AxisToTrack(direction);
00446     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
00447     YapfNotifyTrackLayoutChange(tile_start, track);
00448   }
00449 
00450   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
00451    * It's unnecessary to execute this command every time for every bridge. So it is done only
00452    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
00453    */
00454   Company *c = Company::GetIfValid(_current_company);
00455   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
00456     bridge_len += 2; // begin and end tiles/ramps
00457 
00458     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
00459 
00460     cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
00461 
00462     /* Aqueducts are a little more expensive. */
00463     if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price[PR_CLEAR_WATER]);
00464   }
00465 
00466   return cost;
00467 }
00468 
00469 
00478 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00479 {
00480   TransportType transport_type = (TransportType)GB(p1, 9, 1);
00481   CommandCost cost(EXPENSES_CONSTRUCTION);
00482 
00483   _build_tunnel_endtile = 0;
00484   if (transport_type == TRANSPORT_RAIL) {
00485     if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
00486   } else {
00487     const RoadTypes rts = (RoadTypes)GB(p1, 0, 2);
00488     if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
00489   }
00490 
00491   uint start_z;
00492   uint end_z;
00493   Slope start_tileh = GetTileSlope(start_tile, &start_z);
00494   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
00495   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
00496 
00497   if (IsWaterTile(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00498 
00499   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00500   if (ret.Failed()) return ret;
00501 
00502   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
00503    * for the clearing of the entrance of the tunnel. Assigning it to
00504    * cost before the loop will yield different costs depending on start-
00505    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
00506 
00507   TileIndexDiff delta = TileOffsByDiagDir(direction);
00508   DiagDirection tunnel_in_way_dir;
00509   if (DiagDirToAxis(direction) == AXIS_Y) {
00510     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
00511   } else {
00512     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
00513   }
00514 
00515   TileIndex end_tile = start_tile;
00516 
00517   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
00518   int tiles_coef = 3;
00519   /* Number of tiles from start of tunnel */
00520   int tiles = 0;
00521   /* Number of tiles at which the cost increase coefficient per tile is halved */
00522   int tiles_bump = 25;
00523 
00524   Slope end_tileh;
00525   for (;;) {
00526     end_tile += delta;
00527     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
00528     end_tileh = GetTileSlope(end_tile, &end_z);
00529 
00530     if (start_z == end_z) break;
00531 
00532     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
00533       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
00534     }
00535 
00536     tiles++;
00537     if (tiles == tiles_bump) {
00538       tiles_coef++;
00539       tiles_bump *= 2;
00540     }
00541 
00542     cost.AddCost(_price[PR_BUILD_TUNNEL]);
00543     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
00544   }
00545 
00546   /* Add the cost of the entrance */
00547   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00548   cost.AddCost(ret);
00549 
00550   /* if the command fails from here on we want the end tile to be highlighted */
00551   _build_tunnel_endtile = end_tile;
00552 
00553   if (IsWaterTile(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00554 
00555   /* slope of end tile must be complementary to the slope of the start tile */
00556   if (end_tileh != ComplementSlope(start_tileh)) {
00557     /* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
00558      * Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
00559      *       the tree on end_tile.
00560      */
00561     ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
00562     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00563 
00564     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
00565     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00566   } else {
00567     ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00568     if (ret.Failed()) return ret;
00569   }
00570   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00571   cost.AddCost(ret);
00572 
00573   if (flags & DC_EXEC) {
00574     if (transport_type == TRANSPORT_RAIL) {
00575       MakeRailTunnel(start_tile, _current_company, direction,                 (RailType)GB(p1, 0, 4));
00576       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
00577       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
00578       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
00579     } else {
00580       MakeRoadTunnel(start_tile, _current_company, direction,                 (RoadTypes)GB(p1, 0, 2));
00581       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 2));
00582     }
00583   }
00584 
00585   return cost;
00586 }
00587 
00588 
00589 static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
00590 {
00591   /* Floods can remove anything as well as the scenario editor */
00592   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
00593 
00594   switch (GetTunnelBridgeTransportType(tile)) {
00595     case TRANSPORT_ROAD: {
00596       RoadTypes rts = GetRoadTypes(tile);
00597       Owner road_owner = _current_company;
00598       Owner tram_owner = _current_company;
00599 
00600       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00601       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
00602 
00603       /* We can remove unowned road and if the town allows it */
00604       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return CheckTileOwnership(tile);
00605       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
00606       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
00607 
00608       return CheckOwnership(road_owner, tile) && CheckOwnership(tram_owner, tile);
00609     }
00610 
00611     case TRANSPORT_RAIL:
00612     case TRANSPORT_WATER:
00613       return CheckOwnership(GetTileOwner(tile));
00614 
00615     default: NOT_REACHED();
00616   }
00617 }
00618 
00619 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
00620 {
00621   Town *t = NULL;
00622   TileIndex endtile;
00623 
00624   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00625 
00626   endtile = GetOtherTunnelEnd(tile);
00627 
00628   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00629 
00630   _build_tunnel_endtile = endtile;
00631 
00632   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00633     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00634 
00635     /* Check if you are allowed to remove the tunnel owned by a town
00636      * Removal depends on difficulty settings */
00637     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00638       SetDParam(0, t->index);
00639       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00640     }
00641   }
00642 
00643   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00644    * you have a "Poor" (0) town rating */
00645   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00646     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00647   }
00648 
00649   if (flags & DC_EXEC) {
00650     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
00651       /* We first need to request values before calling DoClearSquare */
00652       DiagDirection dir = GetTunnelBridgeDirection(tile);
00653       Track track = DiagDirToDiagTrack(dir);
00654       Owner owner = GetTileOwner(tile);
00655 
00656       Train *v = NULL;
00657       if (HasTunnelBridgeReservation(tile)) {
00658         v = GetTrainForReservation(tile, track);
00659         if (v != NULL) FreeTrainTrackReservation(v);
00660       }
00661 
00662       DoClearSquare(tile);
00663       DoClearSquare(endtile);
00664 
00665       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
00666       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
00667       AddSideToSignalBuffer(endtile, dir,                 owner);
00668 
00669       YapfNotifyTrackLayoutChange(tile,    track);
00670       YapfNotifyTrackLayoutChange(endtile, track);
00671 
00672       if (v != NULL) TryPathReserve(v);
00673     } else {
00674       DoClearSquare(tile);
00675       DoClearSquare(endtile);
00676     }
00677   }
00678   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
00679 }
00680 
00681 
00682 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
00683 {
00684   DiagDirection direction;
00685   TileIndexDiff delta;
00686   TileIndex endtile;
00687   Town *t = NULL;
00688 
00689   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00690 
00691   endtile = GetOtherBridgeEnd(tile);
00692 
00693   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00694 
00695   direction = GetTunnelBridgeDirection(tile);
00696   delta = TileOffsByDiagDir(direction);
00697 
00698   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00699     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00700 
00701     /* Check if you are allowed to remove the bridge owned by a town
00702      * Removal depends on difficulty settings */
00703     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00704       SetDParam(0, t->index);
00705       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00706     }
00707   }
00708 
00709   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00710    * you have a "Poor" (0) town rating */
00711   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00712     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00713   }
00714 
00715   if (flags & DC_EXEC) {
00716     /* read this value before actual removal of bridge */
00717     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
00718     Owner owner = GetTileOwner(tile);
00719     uint height = GetBridgeHeight(tile);
00720     Train *v = NULL;
00721 
00722     if (rail && HasTunnelBridgeReservation(tile)) {
00723       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
00724       if (v != NULL) FreeTrainTrackReservation(v);
00725     }
00726 
00727     DoClearSquare(tile);
00728     DoClearSquare(endtile);
00729     for (TileIndex c = tile + delta; c != endtile; c += delta) {
00730       /* do not let trees appear from 'nowhere' after removing bridge */
00731       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
00732         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
00733         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
00734       }
00735       ClearBridgeMiddle(c);
00736       MarkTileDirtyByTile(c);
00737     }
00738 
00739     if (rail) {
00740       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
00741       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
00742       AddSideToSignalBuffer(endtile, direction,                 owner);
00743 
00744       Track track = DiagDirToDiagTrack(direction);
00745       YapfNotifyTrackLayoutChange(tile,    track);
00746       YapfNotifyTrackLayoutChange(endtile, track);
00747 
00748       if (v != NULL) TryPathReserve(v, true);
00749     }
00750   }
00751 
00752   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price[PR_CLEAR_BRIDGE]);
00753 }
00754 
00755 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
00756 {
00757   if (IsTunnel(tile)) {
00758     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
00759     return DoClearTunnel(tile, flags);
00760   } else { // IsBridge(tile)
00761     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00762     return DoClearBridge(tile, flags);
00763   }
00764 
00765   return CMD_ERROR;
00766 }
00767 
00779 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
00780 {
00781   /* Do not draw bridge pillars if they are invisible */
00782   if (IsInvisibilitySet(TO_BRIDGES)) return;
00783 
00784   SpriteID image = psid->sprite;
00785 
00786   if (image != 0) {
00787     /* "side" specifies the side the pillars stand on.
00788      * The length of the pillars is then set to the height of the bridge over the corners of this edge.
00789      *
00790      *                axis==AXIS_X  axis==AXIS_Y
00791      *   side==false      SW            NW
00792      *   side==true       NE            SE
00793      *
00794      * I have no clue, why this was done this way.
00795      */
00796     bool side = HasBit(image, 0);
00797 
00798     /* "dir" means the edge the pillars stand on */
00799     DiagDirection dir = AxisToDiagDir(axis);
00800     if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
00801 
00802     /* Determine ground height under pillars */
00803     int front_height = ti->z;
00804     int back_height = ti->z;
00805     GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
00806 
00807     /* x and y size of bounding-box of pillars */
00808     int w = (axis == AXIS_X ? 16 : 2);
00809     int h = (axis == AXIS_X ? 2 : 16);
00810     /* sprite position of back facing pillar */
00811     int x_back = x - (axis == AXIS_X ? 0 : 9);
00812     int y_back = y - (axis == AXIS_X ? 9 : 0);
00813 
00814     for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
00815       /* Draw front facing pillar */
00816       if (cur_z >= front_height) {
00817         AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00818       }
00819 
00820       /* Draw back facing pillar, but not the highest part directly under the bridge-floor */
00821       if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
00822         AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00823       }
00824     }
00825   }
00826 }
00827 
00837 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
00838 {
00839   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
00840   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
00841   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
00842 
00843   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
00844   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
00845   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
00846   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
00847 
00848   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
00849    * The bounding boxes here are the same as for bridge front/roof */
00850   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
00851     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
00852       x, y, size_x[offset], size_y[offset], 0x28, z,
00853       !head && IsTransparencySet(TO_BRIDGES));
00854   }
00855 
00856   /* Do not draw catenary if it is set invisible */
00857   if (!IsInvisibilitySet(TO_CATENARY)) {
00858     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
00859       x, y, size_x[offset], size_y[offset], 0x28, z,
00860       IsTransparencySet(TO_CATENARY));
00861   }
00862 
00863   /* Start a new SpriteCombine for the front part */
00864   EndSpriteCombine();
00865   StartSpriteCombine();
00866 
00867   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
00868   if (!IsInvisibilitySet(TO_CATENARY)) {
00869     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
00870       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
00871       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
00872   }
00873 }
00874 
00888 static void DrawTile_TunnelBridge(TileInfo *ti)
00889 {
00890   SpriteID image;
00891   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
00892   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
00893 
00894   if (IsTunnel(ti->tile)) {
00895     /* Front view of tunnel bounding boxes:
00896      *
00897      *   122223  <- BB_Z_SEPARATOR
00898      *   1    3
00899      *   1    3                1,3 = empty helper BB
00900      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
00901      *
00902      */
00903 
00904     static const int _tunnel_BB[4][12] = {
00905       /*  tunnnel-roof  |  Z-separator  | tram-catenary
00906        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
00907       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
00908       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
00909       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
00910       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
00911     };
00912     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
00913 
00914     bool catenary = false;
00915 
00916     if (transport_type == TRANSPORT_RAIL) {
00917       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
00918     } else {
00919       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
00920     }
00921 
00922     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
00923 
00924     image += tunnelbridge_direction * 2;
00925     DrawGroundSprite(image, PAL_NONE);
00926 
00927     /* PBS debugging, draw reserved tracks darker */
00928     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
00929       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00930       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
00931     }
00932 
00933     if (transport_type == TRANSPORT_ROAD) {
00934       RoadTypes rts = GetRoadTypes(ti->tile);
00935 
00936       if (HasBit(rts, ROADTYPE_TRAM)) {
00937         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
00938 
00939         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
00940 
00941         /* Do not draw wires if they are invisible */
00942         if (!IsInvisibilitySet(TO_CATENARY)) {
00943           catenary = true;
00944           StartSpriteCombine();
00945           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);
00946         }
00947       }
00948     } else {
00949       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00950       if (rti->UsesOverlay()) {
00951         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
00952         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
00953       }
00954 
00955       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
00956         /* Maybe draw pylons on the entry side */
00957         DrawCatenary(ti);
00958 
00959         catenary = true;
00960         StartSpriteCombine();
00961         /* Draw wire above the ramp */
00962         DrawCatenaryOnTunnel(ti);
00963       }
00964     }
00965 
00966     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);
00967 
00968     if (catenary) EndSpriteCombine();
00969 
00970     /* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
00971     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
00972     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);
00973 
00974     DrawBridgeMiddle(ti);
00975   } else { // IsBridge(ti->tile)
00976     const PalSpriteID *psid;
00977     int base_offset;
00978     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
00979 
00980     if (transport_type == TRANSPORT_RAIL) {
00981       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
00982       assert(base_offset != 8); // This one is used for roads
00983     } else {
00984       base_offset = 8;
00985     }
00986 
00987     /* as the lower 3 bits are used for other stuff, make sure they are clear */
00988     assert( (base_offset & 0x07) == 0x00);
00989 
00990     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
00991 
00992     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
00993     base_offset += (6 - tunnelbridge_direction) % 4;
00994 
00995     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
00996 
00997     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
00998     if (transport_type != TRANSPORT_WATER) {
00999       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
01000     } else {
01001       psid = _aqueduct_sprites + base_offset;
01002     }
01003 
01004     if (!ice) {
01005       DrawClearLandTile(ti, 3);
01006     } else {
01007       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
01008     }
01009 
01010     /* draw ramp */
01011 
01012     /* Draw Trambits and PBS Reservation as SpriteCombine */
01013     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01014 
01015     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
01016      * it doesn't disappear behind it
01017      */
01018     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
01019     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
01020 
01021     if (transport_type == TRANSPORT_ROAD) {
01022       RoadTypes rts = GetRoadTypes(ti->tile);
01023 
01024       if (HasBit(rts, ROADTYPE_TRAM)) {
01025         uint offset = tunnelbridge_direction;
01026         uint z = ti->z;
01027         if (ti->tileh != SLOPE_FLAT) {
01028           offset = (offset + 1) & 1;
01029           z += TILE_HEIGHT;
01030         } else {
01031           offset += 2;
01032         }
01033         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01034         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
01035       }
01036       EndSpriteCombine();
01037     } else if (transport_type == TRANSPORT_RAIL) {
01038       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01039       if (rti->UsesOverlay()) {
01040         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
01041         if (surface != 0) {
01042           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01043             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
01044           } else {
01045             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
01046           }
01047         }
01048         /* Don't fallback to non-overlay sprite -- the spec states that
01049          * if an overlay is present then the bridge surface must be
01050          * present. */
01051       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
01052         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01053           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);
01054         } else {
01055           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
01056         }
01057       }
01058       EndSpriteCombine();
01059       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01060         DrawCatenary(ti);
01061       }
01062     }
01063 
01064     DrawBridgeMiddle(ti);
01065   }
01066 }
01067 
01068 
01086 static BridgePieces CalcBridgePiece(uint north, uint south)
01087 {
01088   if (north == 1) {
01089     return BRIDGE_PIECE_NORTH;
01090   } else if (south == 1) {
01091     return BRIDGE_PIECE_SOUTH;
01092   } else if (north < south) {
01093     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
01094   } else if (north > south) {
01095     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
01096   } else {
01097     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
01098   }
01099 }
01100 
01101 
01102 void DrawBridgeMiddle(const TileInfo *ti)
01103 {
01104   /* Sectional view of bridge bounding boxes:
01105    *
01106    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
01107    *  1           2                                  3 = empty helper BB
01108    *  1     7     2                                4,5 = pillars under higher bridges
01109    *  1 6 88888 6 2                                  6 = elrail-pylons
01110    *  1 6 88888 6 2                                  7 = elrail-wire
01111    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
01112    *  3333333333333  <- BB_Z_SEPARATOR
01113    *                 <- unused
01114    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
01115    *    4       5
01116    *    4       5
01117    *
01118    */
01119 
01120   /* Z position of the bridge sprites relative to bridge height (downwards) */
01121   static const int BRIDGE_Z_START = 3;
01122 
01123   if (!IsBridgeAbove(ti->tile)) return;
01124 
01125   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
01126   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
01127   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
01128 
01129   Axis axis = GetBridgeAxis(ti->tile);
01130   BridgePieces piece = CalcBridgePiece(
01131     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
01132     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
01133   );
01134 
01135   const PalSpriteID *psid;
01136   bool drawfarpillar;
01137   if (transport_type != TRANSPORT_WATER) {
01138     BridgeType type =  GetBridgeType(rampsouth);
01139     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
01140 
01141     uint base_offset;
01142     if (transport_type == TRANSPORT_RAIL) {
01143       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
01144     } else {
01145       base_offset = 8;
01146     }
01147 
01148     psid = base_offset + GetBridgeSpriteTable(type, piece);
01149   } else {
01150     drawfarpillar = true;
01151     psid = _aqueduct_sprites;
01152   }
01153 
01154   if (axis != AXIS_X) psid += 4;
01155 
01156   int x = ti->x;
01157   int y = ti->y;
01158   uint bridge_z = GetBridgeHeight(rampsouth);
01159   uint z = bridge_z - BRIDGE_Z_START;
01160 
01161   /* Add a bounding box, that separates the bridge from things below it. */
01162   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
01163 
01164   /* Draw Trambits as SpriteCombine */
01165   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01166 
01167   /* Draw floor and far part of bridge*/
01168   if (!IsInvisibilitySet(TO_BRIDGES)) {
01169     if (axis == AXIS_X) {
01170       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01171     } else {
01172       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01173     }
01174   }
01175 
01176   psid++;
01177 
01178   if (transport_type == TRANSPORT_ROAD) {
01179     RoadTypes rts = GetRoadTypes(rampsouth);
01180 
01181     if (HasBit(rts, ROADTYPE_TRAM)) {
01182       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01183       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
01184     } else {
01185       EndSpriteCombine();
01186       StartSpriteCombine();
01187     }
01188   } else if (transport_type == TRANSPORT_RAIL) {
01189     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
01190     if (rti->UsesOverlay()) {
01191       SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
01192       if (surface != 0) {
01193         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
01194       }
01195     }
01196     EndSpriteCombine();
01197 
01198     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
01199       DrawCatenaryOnBridge(ti);
01200     }
01201   }
01202 
01203   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
01204   if (!IsInvisibilitySet(TO_BRIDGES)) {
01205     if (axis == AXIS_X) {
01206       y += 12;
01207       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
01208     } else {
01209       x += 12;
01210       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
01211     }
01212   }
01213 
01214   /* Draw TramFront as SpriteCombine */
01215   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
01216 
01217   /* Do not draw anything more if bridges are invisible */
01218   if (IsInvisibilitySet(TO_BRIDGES)) return;
01219 
01220   psid++;
01221   if (ti->z + 5 == z) {
01222     /* draw poles below for small bridges */
01223     if (psid->sprite != 0) {
01224       SpriteID image = psid->sprite;
01225       SpriteID pal   = psid->pal;
01226       if (IsTransparencySet(TO_BRIDGES)) {
01227         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
01228         pal = PALETTE_TO_TRANSPARENT;
01229       }
01230 
01231       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
01232     }
01233   } else if (_settings_client.gui.bridge_pillars) {
01234     /* draw pillars below for high bridges */
01235     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
01236   }
01237 }
01238 
01239 
01240 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
01241 {
01242   uint z;
01243   Slope tileh = GetTileSlope(tile, &z);
01244 
01245   x &= 0xF;
01246   y &= 0xF;
01247 
01248   if (IsTunnel(tile)) {
01249     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
01250 
01251     /* In the tunnel entrance? */
01252     if (5 <= pos && pos <= 10) return z;
01253   } else { // IsBridge(tile)
01254     DiagDirection dir = GetTunnelBridgeDirection(tile);
01255     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
01256 
01257     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
01258 
01259     /* On the bridge ramp? */
01260     if (5 <= pos && pos <= 10) {
01261       uint delta;
01262 
01263       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
01264 
01265       switch (dir) {
01266         default: NOT_REACHED();
01267         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
01268         case DIAGDIR_SE: delta = y / 2; break;
01269         case DIAGDIR_SW: delta = x / 2; break;
01270         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
01271       }
01272       return z + 1 + delta;
01273     }
01274   }
01275 
01276   return z + GetPartialZ(x, y, tileh);
01277 }
01278 
01279 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
01280 {
01281   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
01282 }
01283 
01284 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
01285 {
01286   TransportType tt = GetTunnelBridgeTransportType(tile);
01287 
01288   if (IsTunnel(tile)) {
01289     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
01290   } else { // IsBridge(tile)
01291     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
01292   }
01293   td->owner[0] = GetTileOwner(tile);
01294 
01295   Owner road_owner = INVALID_OWNER;
01296   Owner tram_owner = INVALID_OWNER;
01297   RoadTypes rts = GetRoadTypes(tile);
01298   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01299   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01300 
01301   /* Is there a mix of owners? */
01302   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
01303       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
01304     uint i = 1;
01305     if (road_owner != INVALID_OWNER) {
01306       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
01307       td->owner[i] = road_owner;
01308       i++;
01309     }
01310     if (tram_owner != INVALID_OWNER) {
01311       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
01312       td->owner[i] = tram_owner;
01313     }
01314   }
01315 }
01316 
01317 
01318 static void TileLoop_TunnelBridge(TileIndex tile)
01319 {
01320   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
01321   switch (_settings_game.game_creation.landscape) {
01322     case LT_ARCTIC:
01323       if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
01324         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
01325         MarkTileDirtyByTile(tile);
01326       }
01327       break;
01328 
01329     case LT_TROPIC:
01330       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
01331         SetTunnelBridgeSnowOrDesert(tile, true);
01332         MarkTileDirtyByTile(tile);
01333       }
01334       break;
01335 
01336     default:
01337       break;
01338   }
01339 }
01340 
01341 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01342 {
01343   TransportType transport_type = GetTunnelBridgeTransportType(tile);
01344   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
01345 
01346   DiagDirection dir = GetTunnelBridgeDirection(tile);
01347   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
01348   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
01349 }
01350 
01351 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
01352 {
01353   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01354     /* Update all roadtypes, no matter if they are present */
01355     if (GetRoadOwner(tile, rt) == old_owner) {
01356       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01357     }
01358   }
01359 
01360   if (!IsTileOwner(tile, old_owner)) return;
01361 
01362   if (new_owner != INVALID_OWNER) {
01363     SetTileOwner(tile, new_owner);
01364   } else {
01365     if (DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR).Failed()) {
01366       /* When clearing the bridge/tunnel failed there are still vehicles on/in
01367        * the bridge/tunnel. As all *our* vehicles are already removed, they
01368        * must be of another owner. Therefore this can't be rail tunnel/bridge.
01369        * In that case we can safely reassign the ownership to OWNER_NONE. */
01370       assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
01371       SetTileOwner(tile, OWNER_NONE);
01372     }
01373   }
01374 }
01375 
01376 
01377 static const byte _tunnel_fractcoord_1[4]    = {0x8E, 0x18, 0x81, 0xE8};
01378 static const byte _tunnel_fractcoord_2[4]    = {0x81, 0x98, 0x87, 0x38};
01379 static const byte _tunnel_fractcoord_3[4]    = {0x82, 0x88, 0x86, 0x48};
01380 static const byte _exit_tunnel_track[4]      = {1, 2, 1, 2};
01381 
01383 static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
01384   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01385 };
01386 static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
01387 
01388 static const byte _tunnel_fractcoord_4[4]    = {0x52, 0x85, 0x98, 0x29};
01389 static const byte _tunnel_fractcoord_5[4]    = {0x92, 0x89, 0x58, 0x25};
01390 static const byte _tunnel_fractcoord_6[4]    = {0x92, 0x89, 0x56, 0x45};
01391 static const byte _tunnel_fractcoord_7[4]    = {0x52, 0x85, 0x96, 0x49};
01392 
01393 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
01394 {
01395   int z = GetSlopeZ(x, y) - v->z_pos;
01396 
01397   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
01398   const DiagDirection dir = GetTunnelBridgeDirection(tile);
01399 
01400   if (IsTunnel(tile)) {
01401     byte fc;
01402     DiagDirection vdir;
01403 
01404     if (v->type == VEH_TRAIN) {
01405       Train *t = Train::From(v);
01406       fc = (x & 0xF) + (y << 4);
01407 
01408       vdir = DirToDiagDir(t->direction);
01409 
01410       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
01411         if (t->IsFrontEngine() && fc == _tunnel_fractcoord_1[dir]) {
01412           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
01413             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
01414           }
01415           return VETSB_CONTINUE;
01416         }
01417         if (fc == _tunnel_fractcoord_2[dir]) {
01418           t->tile = tile;
01419           t->track = TRACK_BIT_WORMHOLE;
01420           t->vehstatus |= VS_HIDDEN;
01421           return VETSB_ENTERED_WORMHOLE;
01422         }
01423       }
01424 
01425       if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
01426         /* We're at the tunnel exit ?? */
01427         t->tile = tile;
01428         t->track = (TrackBits)_exit_tunnel_track[dir];
01429         assert(t->track);
01430         t->vehstatus &= ~VS_HIDDEN;
01431         return VETSB_ENTERED_WORMHOLE;
01432       }
01433     } else if (v->type == VEH_ROAD) {
01434       RoadVehicle *rv = RoadVehicle::From(v);
01435       fc = (x & 0xF) + (y << 4);
01436       vdir = DirToDiagDir(v->direction);
01437 
01438       /* Enter tunnel? */
01439       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
01440         if (fc == _tunnel_fractcoord_4[dir] ||
01441             fc == _tunnel_fractcoord_5[dir]) {
01442           rv->tile = tile;
01443           rv->state = RVSB_WORMHOLE;
01444           rv->vehstatus |= VS_HIDDEN;
01445           return VETSB_ENTERED_WORMHOLE;
01446         } else {
01447           return VETSB_CONTINUE;
01448         }
01449       }
01450 
01451       if (dir == ReverseDiagDir(vdir) && (
01452             /* We're at the tunnel exit ?? */
01453             fc == _tunnel_fractcoord_6[dir] ||
01454             fc == _tunnel_fractcoord_7[dir]
01455           ) &&
01456           z == 0) {
01457         rv->tile = tile;
01458         rv->state = _road_exit_tunnel_state[dir];
01459         rv->frame = _road_exit_tunnel_frame[dir];
01460         rv->vehstatus &= ~VS_HIDDEN;
01461         return VETSB_ENTERED_WORMHOLE;
01462       }
01463     }
01464   } else { // IsBridge(tile)
01465 
01466     if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
01467       /* modify speed of vehicle */
01468       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01469 
01470       if (v->type == VEH_ROAD) spd *= 2;
01471       if (v->cur_speed > spd) v->cur_speed = spd;
01472     }
01473 
01474     if (DirToDiagDir(v->direction) == dir) {
01475       switch (dir) {
01476         default: NOT_REACHED();
01477         case DIAGDIR_NE: if ((x & 0xF) != 0)             return VETSB_CONTINUE; break;
01478         case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01479         case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01480         case DIAGDIR_NW: if ((y & 0xF) != 0)             return VETSB_CONTINUE; break;
01481       }
01482       switch (v->type) {
01483         case VEH_TRAIN: {
01484           Train *t = Train::From(v);
01485           t->track = TRACK_BIT_WORMHOLE;
01486           ClrBit(t->flags, VRF_GOINGUP);
01487           ClrBit(t->flags, VRF_GOINGDOWN);
01488         } break;
01489 
01490         case VEH_ROAD:
01491           RoadVehicle::From(v)->state = RVSB_WORMHOLE;
01492           break;
01493 
01494         case VEH_SHIP:
01495           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
01496           break;
01497 
01498         default: NOT_REACHED();
01499       }
01500       return VETSB_ENTERED_WORMHOLE;
01501     } else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
01502       v->tile = tile;
01503       switch (v->type) {
01504         case VEH_TRAIN: {
01505           Train *t = Train::From(v);
01506           if (t->track == TRACK_BIT_WORMHOLE) {
01507             t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01508             return VETSB_ENTERED_WORMHOLE;
01509           }
01510         } break;
01511 
01512         case VEH_ROAD: {
01513           RoadVehicle *rv = RoadVehicle::From(v);
01514           if (rv->state == RVSB_WORMHOLE) {
01515             rv->state = _road_exit_tunnel_state[dir];
01516             rv->frame = 0;
01517             return VETSB_ENTERED_WORMHOLE;
01518           }
01519         } break;
01520 
01521         case VEH_SHIP: {
01522           Ship *ship = Ship::From(v);
01523           if (ship->state == TRACK_BIT_WORMHOLE) {
01524             ship->state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01525             return VETSB_ENTERED_WORMHOLE;
01526           }
01527         } break;
01528 
01529         default: NOT_REACHED();
01530       }
01531     }
01532   }
01533   return VETSB_CONTINUE;
01534 }
01535 
01536 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01537 {
01538   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
01539     DiagDirection direction = GetTunnelBridgeDirection(tile);
01540     Axis axis = DiagDirToAxis(direction);
01541     CommandCost res;
01542     uint z_old;
01543     Slope tileh_old = GetTileSlope(tile, &z_old);
01544 
01545     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
01546     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
01547       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
01548       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
01549     } else {
01550       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
01551       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
01552     }
01553 
01554     /* Surface slope is valid and remains unchanged? */
01555     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01556   }
01557 
01558   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01559 }
01560 
01561 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
01562   DrawTile_TunnelBridge,           // draw_tile_proc
01563   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
01564   ClearTile_TunnelBridge,          // clear_tile_proc
01565   NULL,                            // add_accepted_cargo_proc
01566   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
01567   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
01568   NULL,                            // click_tile_proc
01569   NULL,                            // animate_tile_proc
01570   TileLoop_TunnelBridge,           // tile_loop_clear
01571   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
01572   NULL,                            // add_produced_cargo_proc
01573   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
01574   GetFoundation_TunnelBridge,      // get_foundation_proc
01575   TerraformTile_TunnelBridge,      // terraform_tile_proc
01576 };

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