tunnelbridge_cmd.cpp

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00001 /* $Id: tunnelbridge_cmd.cpp 21471 2010-12-11 19:49:44Z 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 
00016 #include "stdafx.h"
00017 #include "newgrf_object.h"
00018 #include "viewport_func.h"
00019 #include "cmd_helper.h"
00020 #include "command_func.h"
00021 #include "town.h"
00022 #include "train.h"
00023 #include "ship.h"
00024 #include "roadveh.h"
00025 #include "water_map.h"
00026 #include "pathfinder/yapf/yapf_cache.h"
00027 #include "newgrf_sound.h"
00028 #include "autoslope.h"
00029 #include "tunnelbridge_map.h"
00030 #include "strings_func.h"
00031 #include "date_func.h"
00032 #include "functions.h"
00033 #include "vehicle_func.h"
00034 #include "sound_func.h"
00035 #include "tunnelbridge.h"
00036 #include "cheat_type.h"
00037 #include "elrail_func.h"
00038 #include "pbs.h"
00039 #include "company_base.h"
00040 #include "newgrf_railtype.h"
00041 #include "object_base.h"
00042 
00043 #include "table/sprites.h"
00044 #include "table/strings.h"
00045 #include "table/bridge_land.h"
00046 
00047 BridgeSpec _bridge[MAX_BRIDGES];
00048 TileIndex _build_tunnel_endtile;
00049 
00050 /* Z position of the bridge sprites relative to bridge height (downwards) */
00051 static const int BRIDGE_Z_START = 3;
00052 
00054 void ResetBridges()
00055 {
00056   /* First, free sprite table data */
00057   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
00058     if (_bridge[i].sprite_table != NULL) {
00059       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
00060       free(_bridge[i].sprite_table);
00061     }
00062   }
00063 
00064   /* Then, wipe out current bidges */
00065   memset(&_bridge, 0, sizeof(_bridge));
00066   /* And finally, reinstall default data */
00067   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
00068 }
00069 
00076 int CalcBridgeLenCostFactor(int length)
00077 {
00078   if (length < 2) return length;
00079 
00080   length -= 2;
00081   int sum = 2;
00082   for (int delta = 1;; delta++) {
00083     for (int count = 0; count < delta; count++) {
00084       if (length == 0) return sum;
00085       sum += delta;
00086       length--;
00087     }
00088   }
00089 }
00090 
00091 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
00092 {
00093   if (tileh == SLOPE_FLAT ||
00094       ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
00095       ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
00096 
00097   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
00098 }
00099 
00107 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
00108 {
00109   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
00110   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
00111   return (tileh != SLOPE_FLAT);
00112 }
00113 
00114 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
00115 {
00116   const BridgeSpec *bridge = GetBridgeSpec(index);
00117   assert(table < BRIDGE_PIECE_INVALID);
00118   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
00119     return _bridge_sprite_table[index][table];
00120   } else {
00121     return bridge->sprite_table[table];
00122   }
00123 }
00124 
00125 
00134 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
00135 {
00136   Foundation f = GetBridgeFoundation(*tileh, axis);
00137   *z += ApplyFoundationToSlope(f, tileh);
00138 
00139   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
00140   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00141 
00142   if (f == FOUNDATION_NONE) return CommandCost();
00143 
00144   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00145 }
00146 
00155 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
00156 {
00157   Foundation f = GetBridgeFoundation(*tileh, axis);
00158   *z += ApplyFoundationToSlope(f, tileh);
00159 
00160   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
00161   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00162 
00163   if (f == FOUNDATION_NONE) return CommandCost();
00164 
00165   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00166 }
00167 
00174 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
00175 {
00176   if (flags & DC_QUERY_COST) {
00177     if (bridge_len <= (_settings_game.construction.longbridges ? MAX_BRIDGE_LENGTH_LONGBRIDGES : MAX_BRIDGE_LENGTH)) return CommandCost();
00178     return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
00179   }
00180 
00181   if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
00182 
00183   const BridgeSpec *b = GetBridgeSpec(bridge_type);
00184   if (b->avail_year > _cur_year) return CMD_ERROR;
00185 
00186   uint max = b->max_length;
00187   if (max >= MAX_BRIDGE_LENGTH && _settings_game.construction.longbridges) max = MAX_BRIDGE_LENGTH_LONGBRIDGES;
00188 
00189   if (b->min_length > bridge_len) return CMD_ERROR;
00190   if (bridge_len <= max) return CommandCost();
00191   return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
00192 }
00193 
00206 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00207 {
00208   RailType railtype = INVALID_RAILTYPE;
00209   RoadTypes roadtypes = ROADTYPES_NONE;
00210 
00211   /* unpack parameters */
00212   BridgeType bridge_type = GB(p2, 0, 8);
00213 
00214   if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
00215 
00216   TransportType transport_type = Extract<TransportType, 15, 2>(p2);
00217 
00218   /* type of bridge */
00219   switch (transport_type) {
00220     case TRANSPORT_ROAD:
00221       roadtypes = Extract<RoadTypes, 8, 2>(p2);
00222       if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
00223       break;
00224 
00225     case TRANSPORT_RAIL:
00226       railtype = Extract<RailType, 8, 4>(p2);
00227       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00228       break;
00229 
00230     case TRANSPORT_WATER:
00231       break;
00232 
00233     default:
00234       /* Airports don't have bridges. */
00235       return CMD_ERROR;
00236   }
00237   TileIndex tile_start = p1;
00238   TileIndex tile_end = end_tile;
00239 
00240   if (tile_start == tile_end) {
00241     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
00242   }
00243 
00244   Axis direction;
00245   if (TileX(tile_start) == TileX(tile_end)) {
00246     direction = AXIS_Y;
00247   } else if (TileY(tile_start) == TileY(tile_end)) {
00248     direction = AXIS_X;
00249   } else {
00250     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
00251   }
00252 
00253   if (tile_end < tile_start) Swap(tile_start, tile_end);
00254 
00255   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
00256   if (transport_type != TRANSPORT_WATER) {
00257     /* set and test bridge length, availability */
00258     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
00259     if (ret.Failed()) return ret;
00260   } else {
00261     if (bridge_len > (_settings_game.construction.longbridges ? MAX_BRIDGE_LENGTH_LONGBRIDGES : MAX_BRIDGE_LENGTH)) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
00262   }
00263 
00264   uint z_start;
00265   uint z_end;
00266   Slope tileh_start = GetTileSlope(tile_start, &z_start);
00267   Slope tileh_end = GetTileSlope(tile_end, &z_end);
00268   bool pbs_reservation = false;
00269 
00270   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
00271   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
00272 
00273   /* Aqueducts can't be built of flat land. */
00274   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00275   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
00276 
00277   CommandCost cost(EXPENSES_CONSTRUCTION);
00278   Owner owner;
00279   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
00280       GetOtherBridgeEnd(tile_start) == tile_end &&
00281       GetTunnelBridgeTransportType(tile_start) == transport_type) {
00282     /* Replace a current bridge. */
00283 
00284     /* If this is a railway bridge, make sure the railtypes match. */
00285     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
00286       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00287     }
00288 
00289     /* Do not replace town bridges with lower speed bridges. */
00290     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
00291         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
00292       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
00293 
00294       if (t == NULL) {
00295         return CMD_ERROR;
00296       } else {
00297         SetDParam(0, t->index);
00298         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00299       }
00300     }
00301 
00302     /* Do not replace the bridge with the same bridge type. */
00303     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
00304       return_cmd_error(STR_ERROR_ALREADY_BUILT);
00305     }
00306 
00307     /* Do not allow replacing another company's bridges. */
00308     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
00309       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
00310     }
00311 
00312     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
00313     owner = GetTileOwner(tile_start);
00314 
00315     switch (transport_type) {
00316       case TRANSPORT_RAIL:
00317         /* Keep the reservation, the path stays valid. */
00318         pbs_reservation = HasTunnelBridgeReservation(tile_start);
00319         break;
00320 
00321       case TRANSPORT_ROAD:
00322         /* Do not remove road types when upgrading a bridge */
00323         roadtypes |= GetRoadTypes(tile_start);
00324         break;
00325 
00326       default: break;
00327     }
00328   } else {
00329     /* Build a new bridge. */
00330 
00331     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
00332 
00333     /* Try and clear the start landscape */
00334     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00335     if (ret.Failed()) return ret;
00336     cost = ret;
00337 
00338     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00339     cost.AddCost(terraform_cost_north);
00340 
00341     /* Try and clear the end landscape */
00342     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00343     if (ret.Failed()) return ret;
00344     cost.AddCost(ret);
00345 
00346     /* false - end tile slope check */
00347     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00348     cost.AddCost(terraform_cost_south);
00349 
00350     const TileIndex heads[] = {tile_start, tile_end};
00351     for (int i = 0; i < 2; i++) {
00352       if (MayHaveBridgeAbove(heads[i])) {
00353         if (IsBridgeAbove(heads[i])) {
00354           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
00355 
00356           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00357 
00358           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
00359             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00360           }
00361         }
00362       }
00363     }
00364 
00365     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00366     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
00367       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
00368 
00369       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
00370         /* Disallow crossing bridges for the time being */
00371         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00372       }
00373 
00374       switch (GetTileType(tile)) {
00375         case MP_WATER:
00376           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
00377           break;
00378 
00379         case MP_RAILWAY:
00380           if (!IsPlainRail(tile)) goto not_valid_below;
00381           break;
00382 
00383         case MP_ROAD:
00384           if (IsRoadDepot(tile)) goto not_valid_below;
00385           break;
00386 
00387         case MP_TUNNELBRIDGE:
00388           if (IsTunnel(tile)) break;
00389           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
00390           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
00391           break;
00392 
00393         case MP_OBJECT: {
00394           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
00395           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
00396           if (GetTileMaxZ(tile) + spec->height * TILE_HEIGHT > z_start) goto not_valid_below;
00397           break;
00398         }
00399 
00400         case MP_CLEAR:
00401           break;
00402 
00403         default:
00404   not_valid_below:;
00405           /* try and clear the middle landscape */
00406           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00407           if (ret.Failed()) return ret;
00408           cost.AddCost(ret);
00409           break;
00410       }
00411 
00412       if (flags & DC_EXEC) {
00413         /* We do this here because when replacing a bridge with another
00414          * type calling SetBridgeMiddle isn't needed. After all, the
00415          * tile alread has the has_bridge_above bits set. */
00416         SetBridgeMiddle(tile, direction);
00417       }
00418     }
00419 
00420     owner = _current_company;
00421   }
00422 
00423   /* do the drill? */
00424   if (flags & DC_EXEC) {
00425     DiagDirection dir = AxisToDiagDir(direction);
00426 
00427     switch (transport_type) {
00428       case TRANSPORT_RAIL:
00429         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
00430         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
00431         SetTunnelBridgeReservation(tile_start, pbs_reservation);
00432         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
00433         break;
00434 
00435       case TRANSPORT_ROAD:
00436         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
00437         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
00438         break;
00439 
00440       case TRANSPORT_WATER:
00441         MakeAqueductBridgeRamp(tile_start, owner, dir);
00442         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
00443         break;
00444 
00445       default:
00446         NOT_REACHED();
00447     }
00448 
00449     /* Mark all tiles dirty */
00450     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00451     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
00452       MarkTileDirtyByTile(tile);
00453     }
00454   }
00455 
00456   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
00457     Track track = AxisToTrack(direction);
00458     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
00459     YapfNotifyTrackLayoutChange(tile_start, track);
00460   }
00461 
00462   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
00463    * It's unnecessary to execute this command every time for every bridge. So it is done only
00464    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
00465    */
00466   Company *c = Company::GetIfValid(_current_company);
00467   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
00468     bridge_len += 2; // begin and end tiles/ramps
00469 
00470     switch (transport_type) {
00471       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2); break;
00472       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
00473       default: break;
00474     }
00475 
00476     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
00477 
00478     if (transport_type != TRANSPORT_WATER) {
00479       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
00480     } else {
00481       /* Aqueducts use a separate base cost. */
00482       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
00483     }
00484 
00485   }
00486 
00487   return cost;
00488 }
00489 
00490 
00501 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00502 {
00503   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
00504 
00505   RailType railtype = INVALID_RAILTYPE;
00506   RoadTypes rts = ROADTYPES_NONE;
00507   _build_tunnel_endtile = 0;
00508   switch (transport_type) {
00509     case TRANSPORT_RAIL:
00510       railtype = Extract<RailType, 0, 4>(p1);
00511       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00512       break;
00513 
00514     case TRANSPORT_ROAD:
00515       rts = Extract<RoadTypes, 0, 2>(p1);
00516       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
00517       break;
00518 
00519     default: return CMD_ERROR;
00520   }
00521 
00522   uint start_z;
00523   uint end_z;
00524   Slope start_tileh = GetTileSlope(start_tile, &start_z);
00525   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
00526   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
00527 
00528   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00529 
00530   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00531   if (ret.Failed()) return ret;
00532 
00533   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
00534    * for the clearing of the entrance of the tunnel. Assigning it to
00535    * cost before the loop will yield different costs depending on start-
00536    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
00537 
00538   TileIndexDiff delta = TileOffsByDiagDir(direction);
00539   DiagDirection tunnel_in_way_dir;
00540   if (DiagDirToAxis(direction) == AXIS_Y) {
00541     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
00542   } else {
00543     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
00544   }
00545 
00546   TileIndex end_tile = start_tile;
00547 
00548   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
00549   int tiles_coef = 3;
00550   /* Number of tiles from start of tunnel */
00551   int tiles = 0;
00552   /* Number of tiles at which the cost increase coefficient per tile is halved */
00553   int tiles_bump = 25;
00554 
00555   CommandCost cost(EXPENSES_CONSTRUCTION);
00556   Slope end_tileh;
00557   for (;;) {
00558     end_tile += delta;
00559     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
00560     end_tileh = GetTileSlope(end_tile, &end_z);
00561 
00562     if (start_z == end_z) break;
00563 
00564     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
00565       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
00566     }
00567 
00568     tiles++;
00569     if (tiles == tiles_bump) {
00570       tiles_coef++;
00571       tiles_bump *= 2;
00572     }
00573 
00574     cost.AddCost(_price[PR_BUILD_TUNNEL]);
00575     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
00576   }
00577 
00578   /* Add the cost of the entrance */
00579   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00580   cost.AddCost(ret);
00581 
00582   /* if the command fails from here on we want the end tile to be highlighted */
00583   _build_tunnel_endtile = end_tile;
00584 
00585   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00586 
00587   /* Clear the tile in any case */
00588   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00589   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00590   cost.AddCost(ret);
00591 
00592   /* slope of end tile must be complementary to the slope of the start tile */
00593   if (end_tileh != ComplementSlope(start_tileh)) {
00594     /* Mark the tile as already cleared for the terraform command.
00595      * Do this for all tiles (like trees), not only objects. */
00596     ClearedObjectArea *coa = FindClearedObject(end_tile);
00597     if (coa == NULL) {
00598       coa = _cleared_object_areas.Append();
00599       coa->first_tile = end_tile;
00600       coa->area = TileArea(end_tile, 1, 1);
00601     }
00602 
00603     /* Hide the tile from the terraforming command */
00604     TileIndex old_first_tile = coa->first_tile;
00605     coa->first_tile = INVALID_TILE;
00606     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
00607     coa->first_tile = old_first_tile;
00608     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00609     cost.AddCost(ret);
00610   }
00611   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00612 
00613   /* Pay for the rail/road in the tunnel including entrances */
00614   switch (transport_type) {
00615     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
00616     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
00617     default: break;
00618   }
00619 
00620   if (flags & DC_EXEC) {
00621     if (transport_type == TRANSPORT_RAIL) {
00622       MakeRailTunnel(start_tile, _current_company, direction,                 railtype);
00623       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), railtype);
00624       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
00625       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
00626     } else {
00627       MakeRoadTunnel(start_tile, _current_company, direction,                 rts);
00628       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), rts);
00629     }
00630   }
00631 
00632   return cost;
00633 }
00634 
00635 
00641 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
00642 {
00643   /* Floods can remove anything as well as the scenario editor */
00644   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
00645 
00646   switch (GetTunnelBridgeTransportType(tile)) {
00647     case TRANSPORT_ROAD: {
00648       RoadTypes rts = GetRoadTypes(tile);
00649       Owner road_owner = _current_company;
00650       Owner tram_owner = _current_company;
00651 
00652       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00653       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
00654 
00655       /* We can remove unowned road and if the town allows it */
00656       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
00657         return CheckTileOwnership(tile);
00658       }
00659       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
00660       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
00661 
00662       CommandCost ret = CheckOwnership(road_owner, tile);
00663       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
00664       return ret;
00665     }
00666 
00667     case TRANSPORT_RAIL:
00668     case TRANSPORT_WATER:
00669       return CheckOwnership(GetTileOwner(tile));
00670 
00671     default: NOT_REACHED();
00672   }
00673 }
00674 
00681 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
00682 {
00683   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
00684   if (ret.Failed()) return ret;
00685 
00686   TileIndex endtile = GetOtherTunnelEnd(tile);
00687 
00688   ret = TunnelBridgeIsFree(tile, endtile);
00689   if (ret.Failed()) return ret;
00690 
00691   _build_tunnel_endtile = endtile;
00692 
00693   Town *t = NULL;
00694   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00695     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00696 
00697     /* Check if you are allowed to remove the tunnel owned by a town
00698      * Removal depends on difficulty settings */
00699     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
00700     if (ret.Failed()) return ret;
00701   }
00702 
00703   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00704    * you have a "Poor" (0) town rating */
00705   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00706     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00707   }
00708 
00709   if (flags & DC_EXEC) {
00710     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
00711       /* We first need to request values before calling DoClearSquare */
00712       DiagDirection dir = GetTunnelBridgeDirection(tile);
00713       Track track = DiagDirToDiagTrack(dir);
00714       Owner owner = GetTileOwner(tile);
00715 
00716       Train *v = NULL;
00717       if (HasTunnelBridgeReservation(tile)) {
00718         v = GetTrainForReservation(tile, track);
00719         if (v != NULL) FreeTrainTrackReservation(v);
00720       }
00721 
00722       DoClearSquare(tile);
00723       DoClearSquare(endtile);
00724 
00725       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
00726       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
00727       AddSideToSignalBuffer(endtile, dir,                 owner);
00728 
00729       YapfNotifyTrackLayoutChange(tile,    track);
00730       YapfNotifyTrackLayoutChange(endtile, track);
00731 
00732       if (v != NULL) TryPathReserve(v);
00733     } else {
00734       DoClearSquare(tile);
00735       DoClearSquare(endtile);
00736     }
00737   }
00738   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
00739 }
00740 
00741 
00748 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
00749 {
00750   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
00751   if (ret.Failed()) return ret;
00752 
00753   TileIndex endtile = GetOtherBridgeEnd(tile);
00754 
00755   ret = TunnelBridgeIsFree(tile, endtile);
00756   if (ret.Failed()) return ret;
00757 
00758   DiagDirection direction = GetTunnelBridgeDirection(tile);
00759   TileIndexDiff delta = TileOffsByDiagDir(direction);
00760 
00761   Town *t = NULL;
00762   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00763     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00764 
00765     /* Check if you are allowed to remove the bridge owned by a town
00766      * Removal depends on difficulty settings */
00767     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
00768     if (ret.Failed()) return ret;
00769   }
00770 
00771   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00772    * you have a "Poor" (0) town rating */
00773   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00774     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00775   }
00776 
00777   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
00778 
00779   if (flags & DC_EXEC) {
00780     /* read this value before actual removal of bridge */
00781     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
00782     Owner owner = GetTileOwner(tile);
00783     uint height = GetBridgeHeight(tile);
00784     Train *v = NULL;
00785 
00786     if (rail && HasTunnelBridgeReservation(tile)) {
00787       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
00788       if (v != NULL) FreeTrainTrackReservation(v);
00789     }
00790 
00791     DoClearSquare(tile);
00792     DoClearSquare(endtile);
00793     for (TileIndex c = tile + delta; c != endtile; c += delta) {
00794       /* do not let trees appear from 'nowhere' after removing bridge */
00795       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
00796         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
00797         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
00798       }
00799       ClearBridgeMiddle(c);
00800       MarkTileDirtyByTile(c);
00801     }
00802 
00803     if (rail) {
00804       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
00805       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
00806       AddSideToSignalBuffer(endtile, direction,                 owner);
00807 
00808       Track track = DiagDirToDiagTrack(direction);
00809       YapfNotifyTrackLayoutChange(tile,    track);
00810       YapfNotifyTrackLayoutChange(endtile, track);
00811 
00812       if (v != NULL) TryPathReserve(v, true);
00813     }
00814   }
00815 
00816   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * base_cost);
00817 }
00818 
00825 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
00826 {
00827   if (IsTunnel(tile)) {
00828     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
00829     return DoClearTunnel(tile, flags);
00830   } else { // IsBridge(tile)
00831     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00832     return DoClearBridge(tile, flags);
00833   }
00834 }
00835 
00846 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
00847 {
00848   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START; 
00849   AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
00850 }
00851 
00863 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
00864 {
00865   int cur_z;
00866   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
00867     DrawPillar(psid, x, y, cur_z, w, h, NULL);
00868   }
00869   return cur_z;
00870 }
00871 
00883 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
00884 {
00885   static const int bounding_box_size[2]  = {16, 2}; 
00886   static const int back_pillar_offset[2] = { 0, 9}; 
00887 
00888   static const int INF = 1000; 
00889   static const SubSprite half_pillar_sub_sprite[2][2] = {
00890     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
00891     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
00892   };
00893 
00894   if (psid->sprite == 0) return;
00895 
00896   /* Determine ground height under pillars */
00897   DiagDirection south_dir = AxisToDiagDir(axis);
00898   int z_front_north = ti->z;
00899   int z_back_north = ti->z;
00900   int z_front_south = ti->z;
00901   int z_back_south = ti->z;
00902   GetSlopeZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
00903   GetSlopeZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
00904 
00905   /* Shared height of pillars */
00906   int z_front = max(z_front_north, z_front_south);
00907   int z_back = max(z_back_north, z_back_south);
00908 
00909   /* x and y size of bounding-box of pillars */
00910   int w = bounding_box_size[axis];
00911   int h = bounding_box_size[OtherAxis(axis)];
00912   /* sprite position of back facing pillar */
00913   int x_back = x - back_pillar_offset[axis];
00914   int y_back = y - back_pillar_offset[OtherAxis(axis)];
00915 
00916   /* Draw front pillars */
00917   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
00918   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
00919   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
00920 
00921   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
00922   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
00923   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
00924     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
00925     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
00926     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
00927   }
00928 }
00929 
00939 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
00940 {
00941   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
00942   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
00943   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
00944 
00945   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
00946   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
00947   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
00948   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
00949 
00950   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
00951    * The bounding boxes here are the same as for bridge front/roof */
00952   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
00953     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
00954       x, y, size_x[offset], size_y[offset], 0x28, z,
00955       !head && IsTransparencySet(TO_BRIDGES));
00956   }
00957 
00958   /* Do not draw catenary if it is set invisible */
00959   if (!IsInvisibilitySet(TO_CATENARY)) {
00960     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
00961       x, y, size_x[offset], size_y[offset], 0x28, z,
00962       IsTransparencySet(TO_CATENARY));
00963   }
00964 
00965   /* Start a new SpriteCombine for the front part */
00966   EndSpriteCombine();
00967   StartSpriteCombine();
00968 
00969   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
00970   if (!IsInvisibilitySet(TO_CATENARY)) {
00971     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
00972       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
00973       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
00974   }
00975 }
00976 
00990 static void DrawTile_TunnelBridge(TileInfo *ti)
00991 {
00992   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
00993   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
00994 
00995   if (IsTunnel(ti->tile)) {
00996     /* Front view of tunnel bounding boxes:
00997      *
00998      *   122223  <- BB_Z_SEPARATOR
00999      *   1    3
01000      *   1    3                1,3 = empty helper BB
01001      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
01002      *
01003      */
01004 
01005     static const int _tunnel_BB[4][12] = {
01006       /*  tunnnel-roof  |  Z-separator  | tram-catenary
01007        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
01008       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
01009       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
01010       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
01011       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
01012     };
01013     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
01014 
01015     bool catenary = false;
01016 
01017     SpriteID image;
01018     if (transport_type == TRANSPORT_RAIL) {
01019       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
01020     } else {
01021       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
01022     }
01023 
01024     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
01025 
01026     image += tunnelbridge_direction * 2;
01027     DrawGroundSprite(image, PAL_NONE);
01028 
01029     /* PBS debugging, draw reserved tracks darker */
01030     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
01031       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01032       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
01033     }
01034 
01035     if (transport_type == TRANSPORT_ROAD) {
01036       RoadTypes rts = GetRoadTypes(ti->tile);
01037 
01038       if (HasBit(rts, ROADTYPE_TRAM)) {
01039         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
01040 
01041         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
01042 
01043         /* Do not draw wires if they are invisible */
01044         if (!IsInvisibilitySet(TO_CATENARY)) {
01045           catenary = true;
01046           StartSpriteCombine();
01047           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);
01048         }
01049       }
01050     } else {
01051       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01052       if (rti->UsesOverlay()) {
01053         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
01054         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
01055       }
01056 
01057       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01058         /* Maybe draw pylons on the entry side */
01059         DrawCatenary(ti);
01060 
01061         catenary = true;
01062         StartSpriteCombine();
01063         /* Draw wire above the ramp */
01064         DrawCatenaryOnTunnel(ti);
01065       }
01066     }
01067 
01068     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);
01069 
01070     if (catenary) EndSpriteCombine();
01071 
01072     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
01073     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
01074     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);
01075 
01076     DrawBridgeMiddle(ti);
01077   } else { // IsBridge(ti->tile)
01078     const PalSpriteID *psid;
01079     int base_offset;
01080     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
01081 
01082     if (transport_type == TRANSPORT_RAIL) {
01083       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
01084       assert(base_offset != 8); // This one is used for roads
01085     } else {
01086       base_offset = 8;
01087     }
01088 
01089     /* as the lower 3 bits are used for other stuff, make sure they are clear */
01090     assert( (base_offset & 0x07) == 0x00);
01091 
01092     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
01093 
01094     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
01095     base_offset += (6 - tunnelbridge_direction) % 4;
01096 
01097     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
01098 
01099     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
01100     if (transport_type != TRANSPORT_WATER) {
01101       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
01102     } else {
01103       psid = _aqueduct_sprites + base_offset;
01104     }
01105 
01106     if (!ice) {
01107       DrawClearLandTile(ti, 3);
01108     } else {
01109       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
01110     }
01111 
01112     /* draw ramp */
01113 
01114     /* Draw Trambits and PBS Reservation as SpriteCombine */
01115     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01116 
01117     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
01118      * it doesn't disappear behind it
01119      */
01120     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
01121     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
01122 
01123     if (transport_type == TRANSPORT_ROAD) {
01124       RoadTypes rts = GetRoadTypes(ti->tile);
01125 
01126       if (HasBit(rts, ROADTYPE_TRAM)) {
01127         uint offset = tunnelbridge_direction;
01128         uint z = ti->z;
01129         if (ti->tileh != SLOPE_FLAT) {
01130           offset = (offset + 1) & 1;
01131           z += TILE_HEIGHT;
01132         } else {
01133           offset += 2;
01134         }
01135         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01136         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
01137       }
01138       EndSpriteCombine();
01139     } else if (transport_type == TRANSPORT_RAIL) {
01140       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01141       if (rti->UsesOverlay()) {
01142         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
01143         if (surface != 0) {
01144           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01145             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
01146           } else {
01147             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
01148           }
01149         }
01150         /* Don't fallback to non-overlay sprite -- the spec states that
01151          * if an overlay is present then the bridge surface must be
01152          * present. */
01153       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
01154         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01155           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);
01156         } else {
01157           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
01158         }
01159       }
01160       EndSpriteCombine();
01161       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01162         DrawCatenary(ti);
01163       }
01164     }
01165 
01166     DrawBridgeMiddle(ti);
01167   }
01168 }
01169 
01170 
01189 static BridgePieces CalcBridgePiece(uint north, uint south)
01190 {
01191   if (north == 1) {
01192     return BRIDGE_PIECE_NORTH;
01193   } else if (south == 1) {
01194     return BRIDGE_PIECE_SOUTH;
01195   } else if (north < south) {
01196     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
01197   } else if (north > south) {
01198     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
01199   } else {
01200     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
01201   }
01202 }
01203 
01204 
01205 void DrawBridgeMiddle(const TileInfo *ti)
01206 {
01207   /* Sectional view of bridge bounding boxes:
01208    *
01209    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
01210    *  1           2                                  3 = empty helper BB
01211    *  1     7     2                                4,5 = pillars under higher bridges
01212    *  1 6 88888 6 2                                  6 = elrail-pylons
01213    *  1 6 88888 6 2                                  7 = elrail-wire
01214    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
01215    *  3333333333333  <- BB_Z_SEPARATOR
01216    *                 <- unused
01217    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
01218    *    4       5
01219    *    4       5
01220    *
01221    */
01222 
01223   if (!IsBridgeAbove(ti->tile)) return;
01224 
01225   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
01226   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
01227   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
01228 
01229   Axis axis = GetBridgeAxis(ti->tile);
01230   BridgePieces piece = CalcBridgePiece(
01231     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
01232     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
01233   );
01234 
01235   const PalSpriteID *psid;
01236   bool drawfarpillar;
01237   if (transport_type != TRANSPORT_WATER) {
01238     BridgeType type =  GetBridgeType(rampsouth);
01239     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
01240 
01241     uint base_offset;
01242     if (transport_type == TRANSPORT_RAIL) {
01243       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
01244     } else {
01245       base_offset = 8;
01246     }
01247 
01248     psid = base_offset + GetBridgeSpriteTable(type, piece);
01249   } else {
01250     drawfarpillar = true;
01251     psid = _aqueduct_sprites;
01252   }
01253 
01254   if (axis != AXIS_X) psid += 4;
01255 
01256   int x = ti->x;
01257   int y = ti->y;
01258   uint bridge_z = GetBridgeHeight(rampsouth);
01259   uint z = bridge_z - BRIDGE_Z_START;
01260 
01261   /* Add a bounding box that separates the bridge from things below it. */
01262   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
01263 
01264   /* Draw Trambits as SpriteCombine */
01265   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01266 
01267   /* Draw floor and far part of bridge*/
01268   if (!IsInvisibilitySet(TO_BRIDGES)) {
01269     if (axis == AXIS_X) {
01270       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01271     } else {
01272       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01273     }
01274   }
01275 
01276   psid++;
01277 
01278   if (transport_type == TRANSPORT_ROAD) {
01279     RoadTypes rts = GetRoadTypes(rampsouth);
01280 
01281     if (HasBit(rts, ROADTYPE_TRAM)) {
01282       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01283       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
01284     } else {
01285       EndSpriteCombine();
01286       StartSpriteCombine();
01287     }
01288   } else if (transport_type == TRANSPORT_RAIL) {
01289     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
01290     if (rti->UsesOverlay()) {
01291       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
01292       if (surface != 0) {
01293         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
01294       }
01295     }
01296     EndSpriteCombine();
01297 
01298     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
01299       DrawCatenaryOnBridge(ti);
01300     }
01301   }
01302 
01303   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
01304   if (!IsInvisibilitySet(TO_BRIDGES)) {
01305     if (axis == AXIS_X) {
01306       y += 12;
01307       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
01308     } else {
01309       x += 12;
01310       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
01311     }
01312   }
01313 
01314   /* Draw TramFront as SpriteCombine */
01315   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
01316 
01317   /* Do not draw anything more if bridges are invisible */
01318   if (IsInvisibilitySet(TO_BRIDGES)) return;
01319 
01320   psid++;
01321   if (ti->z + 5 == z) {
01322     /* draw poles below for small bridges */
01323     if (psid->sprite != 0) {
01324       SpriteID image = psid->sprite;
01325       SpriteID pal   = psid->pal;
01326       if (IsTransparencySet(TO_BRIDGES)) {
01327         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
01328         pal = PALETTE_TO_TRANSPARENT;
01329       }
01330 
01331       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
01332     }
01333   } else if (_settings_client.gui.bridge_pillars) {
01334     /* draw pillars below for high bridges */
01335     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
01336   }
01337 }
01338 
01339 
01340 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
01341 {
01342   uint z;
01343   Slope tileh = GetTileSlope(tile, &z);
01344 
01345   x &= 0xF;
01346   y &= 0xF;
01347 
01348   if (IsTunnel(tile)) {
01349     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
01350 
01351     /* In the tunnel entrance? */
01352     if (5 <= pos && pos <= 10) return z;
01353   } else { // IsBridge(tile)
01354     DiagDirection dir = GetTunnelBridgeDirection(tile);
01355     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
01356 
01357     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
01358 
01359     /* On the bridge ramp? */
01360     if (5 <= pos && pos <= 10) {
01361       uint delta;
01362 
01363       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
01364 
01365       switch (dir) {
01366         default: NOT_REACHED();
01367         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
01368         case DIAGDIR_SE: delta = y / 2; break;
01369         case DIAGDIR_SW: delta = x / 2; break;
01370         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
01371       }
01372       return z + 1 + delta;
01373     }
01374   }
01375 
01376   return z + GetPartialZ(x, y, tileh);
01377 }
01378 
01379 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
01380 {
01381   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
01382 }
01383 
01384 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
01385 {
01386   TransportType tt = GetTunnelBridgeTransportType(tile);
01387 
01388   if (IsTunnel(tile)) {
01389     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
01390   } else { // IsBridge(tile)
01391     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
01392   }
01393   td->owner[0] = GetTileOwner(tile);
01394 
01395   Owner road_owner = INVALID_OWNER;
01396   Owner tram_owner = INVALID_OWNER;
01397   RoadTypes rts = GetRoadTypes(tile);
01398   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01399   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01400 
01401   /* Is there a mix of owners? */
01402   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
01403       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
01404     uint i = 1;
01405     if (road_owner != INVALID_OWNER) {
01406       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
01407       td->owner[i] = road_owner;
01408       i++;
01409     }
01410     if (tram_owner != INVALID_OWNER) {
01411       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
01412       td->owner[i] = tram_owner;
01413     }
01414   }
01415 
01416   if (tt == TRANSPORT_RAIL) {
01417     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
01418     td->rail_speed = rti->max_speed;
01419 
01420     if (!IsTunnel(tile)) {
01421       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01422       if (td->rail_speed == 0 || spd < td->rail_speed) {
01423         td->rail_speed = spd;
01424       }
01425     }
01426   }
01427 }
01428 
01429 
01430 static void TileLoop_TunnelBridge(TileIndex tile)
01431 {
01432   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
01433   switch (_settings_game.game_creation.landscape) {
01434     case LT_ARCTIC: {
01435       /* As long as we do not have a snow density, we want to use the density
01436        * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
01437        * (Independent of foundations) */
01438       uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
01439       if (snow_or_desert != (z > GetSnowLine())) {
01440         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
01441         MarkTileDirtyByTile(tile);
01442       }
01443       break;
01444     }
01445 
01446     case LT_TROPIC:
01447       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
01448         SetTunnelBridgeSnowOrDesert(tile, true);
01449         MarkTileDirtyByTile(tile);
01450       }
01451       break;
01452 
01453     default:
01454       break;
01455   }
01456 }
01457 
01458 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01459 {
01460   TransportType transport_type = GetTunnelBridgeTransportType(tile);
01461   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
01462 
01463   DiagDirection dir = GetTunnelBridgeDirection(tile);
01464   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
01465   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
01466 }
01467 
01468 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
01469 {
01470   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01471     /* Update all roadtypes, no matter if they are present */
01472     if (GetRoadOwner(tile, rt) == old_owner) {
01473       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01474     }
01475   }
01476 
01477   if (!IsTileOwner(tile, old_owner)) return;
01478 
01479   if (new_owner != INVALID_OWNER) {
01480     SetTileOwner(tile, new_owner);
01481   } else {
01482     if (DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR).Failed()) {
01483       /* When clearing the bridge/tunnel failed there are still vehicles on/in
01484        * the bridge/tunnel. As all *our* vehicles are already removed, they
01485        * must be of another owner. Therefore this can't be rail tunnel/bridge.
01486        * In that case we can safely reassign the ownership to OWNER_NONE. */
01487       assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
01488       SetTileOwner(tile, OWNER_NONE);
01489     }
01490   }
01491 }
01492 
01498 static const byte TUNNEL_SOUND_FRAME = 1;
01499 
01508 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
01509 
01510 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
01511 {
01512   int z = GetSlopeZ(x, y) - v->z_pos;
01513 
01514   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
01515   /* Direction into the wormhole */
01516   const DiagDirection dir = GetTunnelBridgeDirection(tile);
01517   /* Direction of the vehicle */
01518   const DiagDirection vdir = DirToDiagDir(v->direction);
01519   /* New position of the vehicle on the tile */
01520   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
01521   /* Number of units moved by the vehicle since entering the tile */
01522   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
01523 
01524   if (IsTunnel(tile)) {
01525     if (v->type == VEH_TRAIN) {
01526       Train *t = Train::From(v);
01527 
01528       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
01529         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
01530           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
01531             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
01532           }
01533           return VETSB_CONTINUE;
01534         }
01535         if (frame == _tunnel_visibility_frame[dir]) {
01536           t->tile = tile;
01537           t->track = TRACK_BIT_WORMHOLE;
01538           t->vehstatus |= VS_HIDDEN;
01539           return VETSB_ENTERED_WORMHOLE;
01540         }
01541       }
01542 
01543       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
01544         /* We're at the tunnel exit ?? */
01545         t->tile = tile;
01546         t->track = DiagDirToDiagTrackBits(vdir);
01547         assert(t->track);
01548         t->vehstatus &= ~VS_HIDDEN;
01549         return VETSB_ENTERED_WORMHOLE;
01550       }
01551     } else if (v->type == VEH_ROAD) {
01552       RoadVehicle *rv = RoadVehicle::From(v);
01553 
01554       /* Enter tunnel? */
01555       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
01556         if (frame == _tunnel_visibility_frame[dir]) {
01557           /* Frame should be equal to the next frame number in the RV's movement */
01558           assert(frame == rv->frame + 1);
01559           rv->tile = tile;
01560           rv->state = RVSB_WORMHOLE;
01561           rv->vehstatus |= VS_HIDDEN;
01562           return VETSB_ENTERED_WORMHOLE;
01563         } else {
01564           return VETSB_CONTINUE;
01565         }
01566       }
01567 
01568       /* We're at the tunnel exit ?? */
01569       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
01570         rv->tile = tile;
01571         rv->state = DiagDirToDiagTrackdir(vdir);
01572         rv->frame = frame;
01573         rv->vehstatus &= ~VS_HIDDEN;
01574         return VETSB_ENTERED_WORMHOLE;
01575       }
01576     }
01577   } else { // IsBridge(tile)
01578     if (v->type != VEH_SHIP) {
01579       /* modify speed of vehicle */
01580       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01581 
01582       if (v->type == VEH_ROAD) spd *= 2;
01583       Vehicle *first = v->First();
01584       first->cur_speed = min(first->cur_speed, spd);
01585     }
01586 
01587     if (vdir == dir) {
01588       /* Vehicle enters bridge at the last frame inside this tile. */
01589       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
01590       switch (v->type) {
01591         case VEH_TRAIN: {
01592           Train *t = Train::From(v);
01593           t->track = TRACK_BIT_WORMHOLE;
01594           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
01595           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
01596           break;
01597         }
01598 
01599         case VEH_ROAD: {
01600           RoadVehicle *rv = RoadVehicle::From(v);
01601           rv->state = RVSB_WORMHOLE;
01602           /* There are no slopes inside bridges / tunnels. */
01603           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
01604           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
01605           break;
01606         }
01607 
01608         case VEH_SHIP:
01609           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
01610           break;
01611 
01612         default: NOT_REACHED();
01613       }
01614       return VETSB_ENTERED_WORMHOLE;
01615     } else if (vdir == ReverseDiagDir(dir)) {
01616       v->tile = tile;
01617       switch (v->type) {
01618         case VEH_TRAIN: {
01619           Train *t = Train::From(v);
01620           if (t->track == TRACK_BIT_WORMHOLE) {
01621             t->track = DiagDirToDiagTrackBits(vdir);
01622             return VETSB_ENTERED_WORMHOLE;
01623           }
01624           break;
01625         }
01626 
01627         case VEH_ROAD: {
01628           RoadVehicle *rv = RoadVehicle::From(v);
01629           if (rv->state == RVSB_WORMHOLE) {
01630             rv->state = DiagDirToDiagTrackdir(vdir);
01631             rv->frame = 0;
01632             return VETSB_ENTERED_WORMHOLE;
01633           }
01634           break;
01635         }
01636 
01637         case VEH_SHIP: {
01638           Ship *ship = Ship::From(v);
01639           if (ship->state == TRACK_BIT_WORMHOLE) {
01640             ship->state = DiagDirToDiagTrackBits(vdir);
01641             return VETSB_ENTERED_WORMHOLE;
01642           }
01643           break;
01644         }
01645 
01646         default: NOT_REACHED();
01647       }
01648     }
01649   }
01650   return VETSB_CONTINUE;
01651 }
01652 
01653 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01654 {
01655   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
01656     DiagDirection direction = GetTunnelBridgeDirection(tile);
01657     Axis axis = DiagDirToAxis(direction);
01658     CommandCost res;
01659     uint z_old;
01660     Slope tileh_old = GetTileSlope(tile, &z_old);
01661 
01662     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
01663     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
01664       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
01665       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
01666     } else {
01667       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
01668       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
01669     }
01670 
01671     /* Surface slope is valid and remains unchanged? */
01672     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01673   }
01674 
01675   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01676 }
01677 
01678 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
01679   DrawTile_TunnelBridge,           // draw_tile_proc
01680   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
01681   ClearTile_TunnelBridge,          // clear_tile_proc
01682   NULL,                            // add_accepted_cargo_proc
01683   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
01684   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
01685   NULL,                            // click_tile_proc
01686   NULL,                            // animate_tile_proc
01687   TileLoop_TunnelBridge,           // tile_loop_clear
01688   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
01689   NULL,                            // add_produced_cargo_proc
01690   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
01691   GetFoundation_TunnelBridge,      // get_foundation_proc
01692   TerraformTile_TunnelBridge,      // terraform_tile_proc
01693 };

Generated on Fri Dec 31 17:15:41 2010 for OpenTTD by  doxygen 1.6.1