# tunnelbridge_cmd.cpp

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    00001 /* $Id: tunnelbridge_cmd.cpp 24912 2013-01-13 13:17:12Z frosch $ */
    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 "pathfinder/yapf/yapf_cache.h"
    00026 #include "newgrf_sound.h"
    00027 #include "autoslope.h"
    00028 #include "tunnelbridge_map.h"
    00029 #include "strings_func.h"
    00030 #include "date_func.h"
    00031 #include "clear_func.h"
    00032 #include "vehicle_func.h"
    00033 #include "sound_func.h"
    00034 #include "tunnelbridge.h"
    00035 #include "cheat_type.h"
    00036 #include "elrail_func.h"
    00037 #include "pbs.h"
    00038 #include "company_base.h"
    00039 #include "newgrf_railtype.h"
    00040 #include "object_base.h"
    00041 #include "water.h"
    00042 #include "company_gui.h"
    00043
    00044 #include "table/strings.h"
    00045 #include "table/bridge_land.h"
    00046
    00047 BridgeSpec _bridge[MAX_BRIDGES];
    00048 TileIndex _build_tunnel_endtile;
    00049
    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 bridges */
    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
    00097 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
    00098 {
    00099   if (tileh == SLOPE_FLAT ||
    00100       ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
    00101       ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
    00102
    00103   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
    00104 }
    00105
    00113 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
    00114 {
    00115   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
    00116   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
    00117   return (tileh != SLOPE_FLAT);
    00118 }
    00119
    00120 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
    00121 {
    00122   const BridgeSpec *bridge = GetBridgeSpec(index);
    00123   assert(table < BRIDGE_PIECE_INVALID);
    00124   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
    00125     return _bridge_sprite_table[index][table];
    00126   } else {
    00127     return bridge->sprite_table[table];
    00128   }
    00129 }
    00130
    00131
    00140 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
    00141 {
    00142   Foundation f = GetBridgeFoundation(*tileh, axis);
    00143   *z += ApplyFoundationToSlope(f, tileh);
    00144
    00145   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
    00146   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00147
    00148   if (f == FOUNDATION_NONE) return CommandCost();
    00149
    00150   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00151 }
    00152
    00161 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
    00162 {
    00163   Foundation f = GetBridgeFoundation(*tileh, axis);
    00164   *z += ApplyFoundationToSlope(f, tileh);
    00165
    00166   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
    00167   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00168
    00169   if (f == FOUNDATION_NONE) return CommandCost();
    00170
    00171   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00172 }
    00173
    00180 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
    00181 {
    00182   if (flags & DC_QUERY_COST) {
    00183     if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
    00184     return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00185   }
    00186
    00187   if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
    00188
    00189   const BridgeSpec *b = GetBridgeSpec(bridge_type);
    00190   if (b->avail_year > _cur_year) return CMD_ERROR;
    00191
    00192   uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
    00193
    00194   if (b->min_length > bridge_len) return CMD_ERROR;
    00195   if (bridge_len <= max) return CommandCost();
    00196   return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00197 }
    00198
    00211 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00212 {
    00213   CompanyID company = _current_company;
    00214
    00215   RailType railtype = INVALID_RAILTYPE;
    00216   RoadTypes roadtypes = ROADTYPES_NONE;
    00217
    00218   /* unpack parameters */
    00219   BridgeType bridge_type = GB(p2, 0, 8);
    00220
    00221   if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
    00222
    00223   TransportType transport_type = Extract<TransportType, 15, 2>(p2);
    00224
    00225   /* type of bridge */
    00226   switch (transport_type) {
    00227     case TRANSPORT_ROAD:
    00228       roadtypes = Extract<RoadTypes, 8, 2>(p2);
    00229       if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
    00230       break;
    00231
    00232     case TRANSPORT_RAIL:
    00233       railtype = Extract<RailType, 8, 4>(p2);
    00234       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00235       break;
    00236
    00237     case TRANSPORT_WATER:
    00238       break;
    00239
    00240     default:
    00241       /* Airports don't have bridges. */
    00242       return CMD_ERROR;
    00243   }
    00244   TileIndex tile_start = p1;
    00245   TileIndex tile_end = end_tile;
    00246
    00247   if (company == OWNER_DEITY) {
    00248     if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
    00249     const Town *town = CalcClosestTownFromTile(tile_start);
    00250
    00251     company = OWNER_TOWN;
    00252
    00253     /* If we are not within a town, we are not owned by the town */
    00254     if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
    00255       company = OWNER_NONE;
    00256     }
    00257   }
    00258
    00259   if (tile_start == tile_end) {
    00260     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
    00261   }
    00262
    00263   Axis direction;
    00264   if (TileX(tile_start) == TileX(tile_end)) {
    00265     direction = AXIS_Y;
    00266   } else if (TileY(tile_start) == TileY(tile_end)) {
    00267     direction = AXIS_X;
    00268   } else {
    00269     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
    00270   }
    00271
    00272   if (tile_end < tile_start) Swap(tile_start, tile_end);
    00273
    00274   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
    00275   if (transport_type != TRANSPORT_WATER) {
    00276     /* set and test bridge length, availability */
    00277     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
    00278     if (ret.Failed()) return ret;
    00279   } else {
    00280     if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00281   }
    00282
    00283   int z_start;
    00284   int z_end;
    00285   Slope tileh_start = GetTileSlope(tile_start, &z_start);
    00286   Slope tileh_end = GetTileSlope(tile_end, &z_end);
    00287   bool pbs_reservation = false;
    00288
    00289   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
    00290   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
    00291
    00292   /* Aqueducts can't be built of flat land. */
    00293   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00294   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
    00295
    00296   CommandCost cost(EXPENSES_CONSTRUCTION);
    00297   Owner owner;
    00298   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00299       GetOtherBridgeEnd(tile_start) == tile_end &&
    00300       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00301     /* Replace a current bridge. */
    00302
    00303     /* If this is a railway bridge, make sure the railtypes match. */
    00304     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00305       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00306     }
    00307
    00308     /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
    00309     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00310         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
    00311         _game_mode != GM_EDITOR) {
    00312       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00313
    00314       if (t == NULL) {
    00315         return CMD_ERROR;
    00316       } else {
    00317         SetDParam(0, t->index);
    00318         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00319       }
    00320     }
    00321
    00322     /* Do not replace the bridge with the same bridge type. */
    00323     if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
    00324       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00325     }
    00326
    00327     /* Do not allow replacing another company's bridges. */
    00328     if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
    00329       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00330     }
    00331
    00332     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00333     owner = GetTileOwner(tile_start);
    00334
    00335     switch (transport_type) {
    00336       case TRANSPORT_RAIL:
    00337         /* Keep the reservation, the path stays valid. */
    00338         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00339         break;
    00340
    00341       case TRANSPORT_ROAD:
    00342         /* Do not remove road types when upgrading a bridge */
    00343         roadtypes |= GetRoadTypes(tile_start);
    00344         break;
    00345
    00346       default: break;
    00347     }
    00348   } else {
    00349     /* Build a new bridge. */
    00350
    00351     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00352
    00353     /* Try and clear the start landscape */
    00354     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00355     if (ret.Failed()) return ret;
    00356     cost = ret;
    00357
    00358     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00359     cost.AddCost(terraform_cost_north);
    00360
    00361     /* Try and clear the end landscape */
    00362     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00363     if (ret.Failed()) return ret;
    00364     cost.AddCost(ret);
    00365
    00366     /* false - end tile slope check */
    00367     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00368     cost.AddCost(terraform_cost_south);
    00369
    00370     const TileIndex heads[] = {tile_start, tile_end};
    00371     for (int i = 0; i < 2; i++) {
    00372       if (MayHaveBridgeAbove(heads[i])) {
    00373         if (IsBridgeAbove(heads[i])) {
    00374           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00375
    00376           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00377
    00378           if (z_start + 1 == GetBridgeHeight(north_head)) {
    00379             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00380           }
    00381         }
    00382       }
    00383     }
    00384
    00385     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00386     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00387       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00388
    00389       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00390         /* Disallow crossing bridges for the time being */
    00391         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00392       }
    00393
    00394       switch (GetTileType(tile)) {
    00395         case MP_WATER:
    00396           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00397           break;
    00398
    00399         case MP_RAILWAY:
    00400           if (!IsPlainRail(tile)) goto not_valid_below;
    00401           break;
    00402
    00403         case MP_ROAD:
    00404           if (IsRoadDepot(tile)) goto not_valid_below;
    00405           break;
    00406
    00407         case MP_TUNNELBRIDGE:
    00408           if (IsTunnel(tile)) break;
    00409           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00410           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00411           break;
    00412
    00413         case MP_OBJECT: {
    00414           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00415           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00416           if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
    00417           break;
    00418         }
    00419
    00420         case MP_CLEAR:
    00421           break;
    00422
    00423         default:
    00424   not_valid_below:;
    00425           /* try and clear the middle landscape */
    00426           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00427           if (ret.Failed()) return ret;
    00428           cost.AddCost(ret);
    00429           break;
    00430       }
    00431
    00432       if (flags & DC_EXEC) {
    00433         /* We do this here because when replacing a bridge with another
    00434          * type calling SetBridgeMiddle isn't needed. After all, the
    00435          * tile already has the has_bridge_above bits set. */
    00436         SetBridgeMiddle(tile, direction);
    00437       }
    00438     }
    00439
    00440     owner = company;
    00441   }
    00442
    00443   /* do the drill? */
    00444   if (flags & DC_EXEC) {
    00445     DiagDirection dir = AxisToDiagDir(direction);
    00446
    00447     Company *c = Company::GetIfValid(owner);
    00448     switch (transport_type) {
    00449       case TRANSPORT_RAIL:
    00450         /* Add to company infrastructure count if building a new bridge. */
    00451         if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00452         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00453         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00454         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00455         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00456         break;
    00457
    00458       case TRANSPORT_ROAD: {
    00459         RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
    00460         if (c != NULL) {
    00461           /* Add all new road types to the company infrastructure counter. */
    00462           RoadType new_rt;
    00463           FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
    00464             /* A full diagonal road tile has two road bits. */
    00465             Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00466           }
    00467         }
    00468         Owner owner_road = owner;
    00469         Owner owner_tram = owner;
    00470         if (HasBit(prev_roadtypes, ROADTYPE_ROAD)) owner_road = GetRoadOwner(tile_start, ROADTYPE_ROAD);
    00471         if (HasBit(prev_roadtypes, ROADTYPE_TRAM)) owner_tram = GetRoadOwner(tile_start, ROADTYPE_TRAM);
    00472         MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir,                 roadtypes);
    00473         MakeRoadBridgeRamp(tile_end,   owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
    00474         break;
    00475       }
    00476
    00477       case TRANSPORT_WATER:
    00478         if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00479         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00480         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00481         break;
    00482
    00483       default:
    00484         NOT_REACHED();
    00485     }
    00486
    00487     /* Mark all tiles dirty */
    00488     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00489     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00490       MarkTileDirtyByTile(tile);
    00491     }
    00492     DirtyCompanyInfrastructureWindows(owner);
    00493   }
    00494
    00495   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00496     Track track = AxisToTrack(direction);
    00497     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
    00498     YapfNotifyTrackLayoutChange(tile_start, track);
    00499   }
    00500
    00501   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00502    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00503    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00504    */
    00505   Company *c = Company::GetIfValid(company);
    00506   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00507     bridge_len += 2; // begin and end tiles/ramps
    00508
    00509     switch (transport_type) {
    00510       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
    00511       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00512       default: break;
    00513     }
    00514
    00515     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00516
    00517     if (transport_type != TRANSPORT_WATER) {
    00518       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00519     } else {
    00520       /* Aqueducts use a separate base cost. */
    00521       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00522     }
    00523
    00524   }
    00525
    00526   return cost;
    00527 }
    00528
    00529
    00540 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00541 {
    00542   CompanyID company = _current_company;
    00543
    00544   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00545
    00546   RailType railtype = INVALID_RAILTYPE;
    00547   RoadTypes rts = ROADTYPES_NONE;
    00548   _build_tunnel_endtile = 0;
    00549   switch (transport_type) {
    00550     case TRANSPORT_RAIL:
    00551       railtype = Extract<RailType, 0, 4>(p1);
    00552       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00553       break;
    00554
    00555     case TRANSPORT_ROAD:
    00556       rts = Extract<RoadTypes, 0, 2>(p1);
    00557       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
    00558       break;
    00559
    00560     default: return CMD_ERROR;
    00561   }
    00562
    00563   if (company == OWNER_DEITY) {
    00564     if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
    00565     const Town *town = CalcClosestTownFromTile(start_tile);
    00566
    00567     company = OWNER_TOWN;
    00568
    00569     /* If we are not within a town, we are not owned by the town */
    00570     if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
    00571       company = OWNER_NONE;
    00572     }
    00573   }
    00574
    00575   int start_z;
    00576   int end_z;
    00577   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00578   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00579   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00580
    00581   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00582
    00583   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00584   if (ret.Failed()) return ret;
    00585
    00586   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00587    * for the clearing of the entrance of the tunnel. Assigning it to
    00588    * cost before the loop will yield different costs depending on start-
    00589    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00590
    00591   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00592   DiagDirection tunnel_in_way_dir;
    00593   if (DiagDirToAxis(direction) == AXIS_Y) {
    00594     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00595   } else {
    00596     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00597   }
    00598
    00599   TileIndex end_tile = start_tile;
    00600
    00601   /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00602   int tiles_coef = 3;
    00603   /* Number of tiles from start of tunnel */
    00604   int tiles = 0;
    00605   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00606   int tiles_bump = 25;
    00607
    00608   CommandCost cost(EXPENSES_CONSTRUCTION);
    00609   Slope end_tileh;
    00610   for (;;) {
    00611     end_tile += delta;
    00612     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00613     end_tileh = GetTileSlope(end_tile, &end_z);
    00614
    00615     if (start_z == end_z) break;
    00616
    00617     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00618       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00619     }
    00620
    00621     tiles++;
    00622     if (tiles == tiles_bump) {
    00623       tiles_coef++;
    00624       tiles_bump *= 2;
    00625     }
    00626
    00627     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00628     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00629   }
    00630
    00631   /* Add the cost of the entrance */
    00632   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00633   cost.AddCost(ret);
    00634
    00635   /* if the command fails from here on we want the end tile to be highlighted */
    00636   _build_tunnel_endtile = end_tile;
    00637
    00638   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00639
    00640   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00641
    00642   /* Clear the tile in any case */
    00643   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00644   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00645   cost.AddCost(ret);
    00646
    00647   /* slope of end tile must be complementary to the slope of the start tile */
    00648   if (end_tileh != ComplementSlope(start_tileh)) {
    00649     /* Mark the tile as already cleared for the terraform command.
    00650      * Do this for all tiles (like trees), not only objects. */
    00651     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00652     if (coa == NULL) {
    00653       coa = _cleared_object_areas.Append();
    00654       coa->first_tile = end_tile;
    00655       coa->area = TileArea(end_tile, 1, 1);
    00656     }
    00657
    00658     /* Hide the tile from the terraforming command */
    00659     TileIndex old_first_tile = coa->first_tile;
    00660     coa->first_tile = INVALID_TILE;
    00661     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00662     coa->first_tile = old_first_tile;
    00663     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00664     cost.AddCost(ret);
    00665   }
    00666   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00667
    00668   /* Pay for the rail/road in the tunnel including entrances */
    00669   switch (transport_type) {
    00670     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00671     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00672     default: break;
    00673   }
    00674
    00675   if (flags & DC_EXEC) {
    00676     Company *c = Company::GetIfValid(company);
    00677     uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00678     if (transport_type == TRANSPORT_RAIL) {
    00679       if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
    00680       MakeRailTunnel(start_tile, company, direction,                 railtype);
    00681       MakeRailTunnel(end_tile,   company, ReverseDiagDir(direction), railtype);
    00682       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
    00683       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00684     } else {
    00685       if (c != NULL) {
    00686         RoadType rt;
    00687         FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
    00688           c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
    00689         }
    00690       }
    00691       MakeRoadTunnel(start_tile, company, direction,                 rts);
    00692       MakeRoadTunnel(end_tile,   company, ReverseDiagDir(direction), rts);
    00693     }
    00694     DirtyCompanyInfrastructureWindows(company);
    00695   }
    00696
    00697   return cost;
    00698 }
    00699
    00700
    00706 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00707 {
    00708   /* Floods can remove anything as well as the scenario editor */
    00709   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00710
    00711   switch (GetTunnelBridgeTransportType(tile)) {
    00712     case TRANSPORT_ROAD: {
    00713       RoadTypes rts = GetRoadTypes(tile);
    00714       Owner road_owner = _current_company;
    00715       Owner tram_owner = _current_company;
    00716
    00717       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00718       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00719
    00720       /* We can remove unowned road and if the town allows it */
    00721       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00722         return CheckTileOwnership(tile);
    00723       }
    00724       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00725       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00726
    00727       CommandCost ret = CheckOwnership(road_owner, tile);
    00728       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00729       return ret;
    00730     }
    00731
    00732     case TRANSPORT_RAIL:
    00733       return CheckOwnership(GetTileOwner(tile));
    00734
    00735     case TRANSPORT_WATER: {
    00736       /* Always allow to remove aqueducts without owner. */
    00737       Owner aqueduct_owner = GetTileOwner(tile);
    00738       if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
    00739       return CheckOwnership(aqueduct_owner);
    00740     }
    00741
    00742     default: NOT_REACHED();
    00743   }
    00744 }
    00745
    00752 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00753 {
    00754   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00755   if (ret.Failed()) return ret;
    00756
    00757   TileIndex endtile = GetOtherTunnelEnd(tile);
    00758
    00759   ret = TunnelBridgeIsFree(tile, endtile);
    00760   if (ret.Failed()) return ret;
    00761
    00762   _build_tunnel_endtile = endtile;
    00763
    00764   Town *t = NULL;
    00765   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00766     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00767
    00768     /* Check if you are allowed to remove the tunnel owned by a town
    00769      * Removal depends on difficulty settings */
    00770     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00771     if (ret.Failed()) return ret;
    00772   }
    00773
    00774   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00775    * you have a "Poor" (0) town rating */
    00776   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00777     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00778   }
    00779
    00780   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00781
    00782   if (flags & DC_EXEC) {
    00783     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00784       /* We first need to request values before calling DoClearSquare */
    00785       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00786       Track track = DiagDirToDiagTrack(dir);
    00787       Owner owner = GetTileOwner(tile);
    00788
    00789       Train *v = NULL;
    00790       if (HasTunnelBridgeReservation(tile)) {
    00791         v = GetTrainForReservation(tile, track);
    00792         if (v != NULL) FreeTrainTrackReservation(v);
    00793       }
    00794
    00795       if (Company::IsValidID(owner)) {
    00796         Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00797         DirtyCompanyInfrastructureWindows(owner);
    00798       }
    00799
    00800       DoClearSquare(tile);
    00801       DoClearSquare(endtile);
    00802
    00803       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00804       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00805       AddSideToSignalBuffer(endtile, dir,                 owner);
    00806
    00807       YapfNotifyTrackLayoutChange(tile,    track);
    00808       YapfNotifyTrackLayoutChange(endtile, track);
    00809
    00810       if (v != NULL) TryPathReserve(v);
    00811     } else {
    00812       RoadType rt;
    00813       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00814         /* A full diagonal road tile has two road bits. */
    00815         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00816         if (c != NULL) {
    00817           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00818           DirtyCompanyInfrastructureWindows(c->index);
    00819         }
    00820       }
    00821
    00822       DoClearSquare(tile);
    00823       DoClearSquare(endtile);
    00824     }
    00825   }
    00826   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
    00827 }
    00828
    00829
    00836 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00837 {
    00838   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00839   if (ret.Failed()) return ret;
    00840
    00841   TileIndex endtile = GetOtherBridgeEnd(tile);
    00842
    00843   ret = TunnelBridgeIsFree(tile, endtile);
    00844   if (ret.Failed()) return ret;
    00845
    00846   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00847   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00848
    00849   Town *t = NULL;
    00850   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00851     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00852
    00853     /* Check if you are allowed to remove the bridge owned by a town
    00854      * Removal depends on difficulty settings */
    00855     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00856     if (ret.Failed()) return ret;
    00857   }
    00858
    00859   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00860    * you have a "Poor" (0) town rating */
    00861   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00862     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00863   }
    00864
    00865   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00866   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00867
    00868   if (flags & DC_EXEC) {
    00869     /* read this value before actual removal of bridge */
    00870     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00871     Owner owner = GetTileOwner(tile);
    00872     int height = GetBridgeHeight(tile);
    00873     Train *v = NULL;
    00874
    00875     if (rail && HasTunnelBridgeReservation(tile)) {
    00876       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00877       if (v != NULL) FreeTrainTrackReservation(v);
    00878     }
    00879
    00880     /* Update company infrastructure counts. */
    00881     if (rail) {
    00882       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00883     } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    00884       RoadType rt;
    00885       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00886         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00887         if (c != NULL) {
    00888           /* A full diagonal road tile has two road bits. */
    00889           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00890           DirtyCompanyInfrastructureWindows(c->index);
    00891         }
    00892       }
    00893     } else { // Aqueduct
    00894       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00895     }
    00896     DirtyCompanyInfrastructureWindows(owner);
    00897
    00898     DoClearSquare(tile);
    00899     DoClearSquare(endtile);
    00900     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00901       /* do not let trees appear from 'nowhere' after removing bridge */
    00902       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00903         int minz = GetTileMaxZ(c) + 3;
    00904         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00905       }
    00906       ClearBridgeMiddle(c);
    00907       MarkTileDirtyByTile(c);
    00908     }
    00909
    00910     if (rail) {
    00911       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00912       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00913       AddSideToSignalBuffer(endtile, direction,                 owner);
    00914
    00915       Track track = DiagDirToDiagTrack(direction);
    00916       YapfNotifyTrackLayoutChange(tile,    track);
    00917       YapfNotifyTrackLayoutChange(endtile, track);
    00918
    00919       if (v != NULL) TryPathReserve(v, true);
    00920     }
    00921   }
    00922
    00923   return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
    00924 }
    00925
    00932 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00933 {
    00934   if (IsTunnel(tile)) {
    00935     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00936     return DoClearTunnel(tile, flags);
    00937   } else { // IsBridge(tile)
    00938     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00939     return DoClearBridge(tile, flags);
    00940   }
    00941 }
    00942
    00953 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    00954 {
    00955   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    00956   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);
    00957 }
    00958
    00970 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    00971 {
    00972   int cur_z;
    00973   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    00974     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    00975   }
    00976   return cur_z;
    00977 }
    00978
    00990 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    00991 {
    00992   static const int bounding_box_size[2]  = {16, 2};
    00993   static const int back_pillar_offset[2] = { 0, 9};
    00994
    00995   static const int INF = 1000;
    00996   static const SubSprite half_pillar_sub_sprite[2][2] = {
    00997     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    00998     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    00999   };
    01000
    01001   if (psid->sprite == 0) return;
    01002
    01003   /* Determine ground height under pillars */
    01004   DiagDirection south_dir = AxisToDiagDir(axis);
    01005   int z_front_north = ti->z;
    01006   int z_back_north = ti->z;
    01007   int z_front_south = ti->z;
    01008   int z_back_south = ti->z;
    01009   GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    01010   GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    01011
    01012   /* Shared height of pillars */
    01013   int z_front = max(z_front_north, z_front_south);
    01014   int z_back = max(z_back_north, z_back_south);
    01015
    01016   /* x and y size of bounding-box of pillars */
    01017   int w = bounding_box_size[axis];
    01018   int h = bounding_box_size[OtherAxis(axis)];
    01019   /* sprite position of back facing pillar */
    01020   int x_back = x - back_pillar_offset[axis];
    01021   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    01022
    01023   /* Draw front pillars */
    01024   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    01025   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01026   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01027
    01028   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    01029   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    01030   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    01031     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    01032     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01033     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01034   }
    01035 }
    01036
    01046 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
    01047 {
    01048   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    01049   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    01050   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    01051
    01052   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    01053   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    01054   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    01055   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    01056
    01057   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    01058    * The bounding boxes here are the same as for bridge front/roof */
    01059   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    01060     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    01061       x, y, size_x[offset], size_y[offset], 0x28, z,
    01062       !head && IsTransparencySet(TO_BRIDGES));
    01063   }
    01064
    01065   /* Do not draw catenary if it is set invisible */
    01066   if (!IsInvisibilitySet(TO_CATENARY)) {
    01067     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    01068       x, y, size_x[offset], size_y[offset], 0x28, z,
    01069       IsTransparencySet(TO_CATENARY));
    01070   }
    01071
    01072   /* Start a new SpriteCombine for the front part */
    01073   EndSpriteCombine();
    01074   StartSpriteCombine();
    01075
    01076   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    01077   if (!IsInvisibilitySet(TO_CATENARY)) {
    01078     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    01079       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    01080       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    01081   }
    01082 }
    01083
    01097 static void DrawTile_TunnelBridge(TileInfo *ti)
    01098 {
    01099   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    01100   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    01101
    01102   if (IsTunnel(ti->tile)) {
    01103     /* Front view of tunnel bounding boxes:
    01104      *
    01105      *   122223  <- BB_Z_SEPARATOR
    01106      *   1    3
    01107      *   1    3                1,3 = empty helper BB
    01108      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01109      *
    01110      */
    01111
    01112     static const int _tunnel_BB[4][12] = {
    01113       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01114        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01115       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01116       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01117       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01118       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01119     };
    01120     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01121
    01122     bool catenary = false;
    01123
    01124     SpriteID image;
    01125     SpriteID railtype_overlay = 0;
    01126     if (transport_type == TRANSPORT_RAIL) {
    01127       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01128       image = rti->base_sprites.tunnel;
    01129       if (rti->UsesOverlay()) {
    01130         /* Check if the railtype has custom tunnel portals. */
    01131         railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
    01132         if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
    01133       }
    01134     } else {
    01135       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01136     }
    01137
    01138     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
    01139
    01140     image += tunnelbridge_direction * 2;
    01141     DrawGroundSprite(image, PAL_NONE);
    01142
    01143     if (transport_type == TRANSPORT_ROAD) {
    01144       RoadTypes rts = GetRoadTypes(ti->tile);
    01145
    01146       if (HasBit(rts, ROADTYPE_TRAM)) {
    01147         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01148
    01149         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01150
    01151         /* Do not draw wires if they are invisible */
    01152         if (!IsInvisibilitySet(TO_CATENARY)) {
    01153           catenary = true;
    01154           StartSpriteCombine();
    01155           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);
    01156         }
    01157       }
    01158     } else {
    01159       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01160       if (rti->UsesOverlay()) {
    01161         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01162         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01163       }
    01164
    01165       /* PBS debugging, draw reserved tracks darker */
    01166       if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01167         DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01168       }
    01169
    01170       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01171         /* Maybe draw pylons on the entry side */
    01172         DrawCatenary(ti);
    01173
    01174         catenary = true;
    01175         StartSpriteCombine();
    01176         /* Draw wire above the ramp */
    01177         DrawCatenaryOnTunnel(ti);
    01178       }
    01179     }
    01180
    01181     if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
    01182
    01183     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);
    01184     /* Draw railtype tunnel portal overlay if defined. */
    01185     if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
    01186
    01187     if (catenary || railtype_overlay != 0) EndSpriteCombine();
    01188
    01189     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01190     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01191     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);
    01192
    01193     DrawBridgeMiddle(ti);
    01194   } else { // IsBridge(ti->tile)
    01195     const PalSpriteID *psid;
    01196     int base_offset;
    01197     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01198
    01199     if (transport_type == TRANSPORT_RAIL) {
    01200       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01201       assert(base_offset != 8); // This one is used for roads
    01202     } else {
    01203       base_offset = 8;
    01204     }
    01205
    01206     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01207     assert( (base_offset & 0x07) == 0x00);
    01208
    01209     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01210
    01211     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01212     base_offset += (6 - tunnelbridge_direction) % 4;
    01213
    01214     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01215
    01216     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01217     if (transport_type != TRANSPORT_WATER) {
    01218       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01219     } else {
    01220       psid = _aqueduct_sprites + base_offset;
    01221     }
    01222
    01223     if (!ice) {
    01224       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01225       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01226         DrawShoreTile(ti->tileh);
    01227       } else {
    01228         DrawClearLandTile(ti, 3);
    01229       }
    01230     } else {
    01231       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01232     }
    01233
    01234     /* draw ramp */
    01235
    01236     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01237     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01238
    01239     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01240      * it doesn't disappear behind it
    01241      */
    01242     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01243     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01244
    01245     if (transport_type == TRANSPORT_ROAD) {
    01246       RoadTypes rts = GetRoadTypes(ti->tile);
    01247
    01248       if (HasBit(rts, ROADTYPE_TRAM)) {
    01249         uint offset = tunnelbridge_direction;
    01250         int z = ti->z;
    01251         if (ti->tileh != SLOPE_FLAT) {
    01252           offset = (offset + 1) & 1;
    01253           z += TILE_HEIGHT;
    01254         } else {
    01255           offset += 2;
    01256         }
    01257         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01258         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01259       }
    01260       EndSpriteCombine();
    01261     } else if (transport_type == TRANSPORT_RAIL) {
    01262       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01263       if (rti->UsesOverlay()) {
    01264         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01265         if (surface != 0) {
    01266           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01267             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01268           } else {
    01269             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01270           }
    01271         }
    01272         /* Don't fallback to non-overlay sprite -- the spec states that
    01273          * if an overlay is present then the bridge surface must be
    01274          * present. */
    01275       }
    01276
    01277       /* PBS debugging, draw reserved tracks darker */
    01278       if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01279         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01280           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);
    01281         } else {
    01282           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01283         }
    01284       }
    01285
    01286       EndSpriteCombine();
    01287       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01288         DrawCatenary(ti);
    01289       }
    01290     }
    01291
    01292     DrawBridgeMiddle(ti);
    01293   }
    01294 }
    01295
    01296
    01315 static BridgePieces CalcBridgePiece(uint north, uint south)
    01316 {
    01317   if (north == 1) {
    01318     return BRIDGE_PIECE_NORTH;
    01319   } else if (south == 1) {
    01320     return BRIDGE_PIECE_SOUTH;
    01321   } else if (north < south) {
    01322     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01323   } else if (north > south) {
    01324     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01325   } else {
    01326     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01327   }
    01328 }
    01329
    01334 void DrawBridgeMiddle(const TileInfo *ti)
    01335 {
    01336   /* Sectional view of bridge bounding boxes:
    01337    *
    01338    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01339    *  1           2                                  3 = empty helper BB
    01340    *  1     7     2                                4,5 = pillars under higher bridges
    01341    *  1 6 88888 6 2                                  6 = elrail-pylons
    01342    *  1 6 88888 6 2                                  7 = elrail-wire
    01343    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01344    *  3333333333333  <- BB_Z_SEPARATOR
    01345    *                 <- unused
    01346    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01347    *    4       5
    01348    *    4       5
    01349    *
    01350    */
    01351
    01352   if (!IsBridgeAbove(ti->tile)) return;
    01353
    01354   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01355   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01356   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01357
    01358   Axis axis = GetBridgeAxis(ti->tile);
    01359   BridgePieces piece = CalcBridgePiece(
    01360     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01361     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01362   );
    01363
    01364   const PalSpriteID *psid;
    01365   bool drawfarpillar;
    01366   if (transport_type != TRANSPORT_WATER) {
    01367     BridgeType type =  GetBridgeType(rampsouth);
    01368     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01369
    01370     uint base_offset;
    01371     if (transport_type == TRANSPORT_RAIL) {
    01372       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01373     } else {
    01374       base_offset = 8;
    01375     }
    01376
    01377     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01378   } else {
    01379     drawfarpillar = true;
    01380     psid = _aqueduct_sprites;
    01381   }
    01382
    01383   if (axis != AXIS_X) psid += 4;
    01384
    01385   int x = ti->x;
    01386   int y = ti->y;
    01387   uint bridge_z = GetBridgePixelHeight(rampsouth);
    01388   int z = bridge_z - BRIDGE_Z_START;
    01389
    01390   /* Add a bounding box that separates the bridge from things below it. */
    01391   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01392
    01393   /* Draw Trambits as SpriteCombine */
    01394   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01395
    01396   /* Draw floor and far part of bridge*/
    01397   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01398     if (axis == AXIS_X) {
    01399       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01400     } else {
    01401       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01402     }
    01403   }
    01404
    01405   psid++;
    01406
    01407   if (transport_type == TRANSPORT_ROAD) {
    01408     RoadTypes rts = GetRoadTypes(rampsouth);
    01409
    01410     if (HasBit(rts, ROADTYPE_TRAM)) {
    01411       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01412       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01413     } else {
    01414       EndSpriteCombine();
    01415       StartSpriteCombine();
    01416     }
    01417   } else if (transport_type == TRANSPORT_RAIL) {
    01418     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01419     if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
    01420       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01421       if (surface != 0) {
    01422         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01423       }
    01424     }
    01425     EndSpriteCombine();
    01426
    01427     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01428       DrawCatenaryOnBridge(ti);
    01429     }
    01430   }
    01431
    01432   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01433   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01434     if (axis == AXIS_X) {
    01435       y += 12;
    01436       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01437     } else {
    01438       x += 12;
    01439       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01440     }
    01441   }
    01442
    01443   /* Draw TramFront as SpriteCombine */
    01444   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01445
    01446   /* Do not draw anything more if bridges are invisible */
    01447   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01448
    01449   psid++;
    01450   if (ti->z + 5 == z) {
    01451     /* draw poles below for small bridges */
    01452     if (psid->sprite != 0) {
    01453       SpriteID image = psid->sprite;
    01454       SpriteID pal   = psid->pal;
    01455       if (IsTransparencySet(TO_BRIDGES)) {
    01456         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01457         pal = PALETTE_TO_TRANSPARENT;
    01458       }
    01459
    01460       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01461     }
    01462   } else {
    01463     /* draw pillars below for high bridges */
    01464     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01465   }
    01466 }
    01467
    01468
    01469 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01470 {
    01471   int z;
    01472   Slope tileh = GetTilePixelSlope(tile, &z);
    01473
    01474   x &= 0xF;
    01475   y &= 0xF;
    01476
    01477   if (IsTunnel(tile)) {
    01478     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01479
    01480     /* In the tunnel entrance? */
    01481     if (5 <= pos && pos <= 10) return z;
    01482   } else { // IsBridge(tile)
    01483     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01484     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01485
    01486     z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01487
    01488     /* On the bridge ramp? */
    01489     if (5 <= pos && pos <= 10) {
    01490       int delta;
    01491
    01492       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01493
    01494       switch (dir) {
    01495         default: NOT_REACHED();
    01496         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01497         case DIAGDIR_SE: delta = y / 2; break;
    01498         case DIAGDIR_SW: delta = x / 2; break;
    01499         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01500       }
    01501       return z + 1 + delta;
    01502     }
    01503   }
    01504
    01505   return z + GetPartialPixelZ(x, y, tileh);
    01506 }
    01507
    01508 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01509 {
    01510   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01511 }
    01512
    01513 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01514 {
    01515   TransportType tt = GetTunnelBridgeTransportType(tile);
    01516
    01517   if (IsTunnel(tile)) {
    01518     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01519   } else { // IsBridge(tile)
    01520     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01521   }
    01522   td->owner[0] = GetTileOwner(tile);
    01523
    01524   Owner road_owner = INVALID_OWNER;
    01525   Owner tram_owner = INVALID_OWNER;
    01526   RoadTypes rts = GetRoadTypes(tile);
    01527   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01528   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01529
    01530   /* Is there a mix of owners? */
    01531   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01532       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01533     uint i = 1;
    01534     if (road_owner != INVALID_OWNER) {
    01535       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01536       td->owner[i] = road_owner;
    01537       i++;
    01538     }
    01539     if (tram_owner != INVALID_OWNER) {
    01540       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01541       td->owner[i] = tram_owner;
    01542     }
    01543   }
    01544
    01545   if (tt == TRANSPORT_RAIL) {
    01546     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01547     td->rail_speed = rti->max_speed;
    01548
    01549     if (!IsTunnel(tile)) {
    01550       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01551       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01552         td->rail_speed = spd;
    01553       }
    01554     }
    01555   }
    01556 }
    01557
    01558
    01559 static void TileLoop_TunnelBridge(TileIndex tile)
    01560 {
    01561   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01562   switch (_settings_game.game_creation.landscape) {
    01563     case LT_ARCTIC: {
    01564       /* As long as we do not have a snow density, we want to use the density
    01565        * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
    01566        * (Independent of foundations) */
    01567       int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01568       if (snow_or_desert != (z > GetSnowLine())) {
    01569         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01570         MarkTileDirtyByTile(tile);
    01571       }
    01572       break;
    01573     }
    01574
    01575     case LT_TROPIC:
    01576       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01577         SetTunnelBridgeSnowOrDesert(tile, true);
    01578         MarkTileDirtyByTile(tile);
    01579       }
    01580       break;
    01581
    01582     default:
    01583       break;
    01584   }
    01585 }
    01586
    01587 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01588 {
    01589   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01590   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01591
    01592   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01593   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01594   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01595 }
    01596
    01597 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01598 {
    01599   TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
    01600   /* Set number of pieces to zero if it's the southern tile as we
    01601    * don't want to update the infrastructure counts twice. */
    01602   uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
    01603
    01604   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01605     /* Update all roadtypes, no matter if they are present */
    01606     if (GetRoadOwner(tile, rt) == old_owner) {
    01607       if (HasBit(GetRoadTypes(tile), rt)) {
    01608         /* Update company infrastructure counts. A full diagonal road tile has two road bits.
    01609          * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01610         Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
    01611         if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
    01612       }
    01613
    01614       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01615     }
    01616   }
    01617
    01618   if (!IsTileOwner(tile, old_owner)) return;
    01619
    01620   /* Update company infrastructure counts for rail and water as well.
    01621    * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01622   TransportType tt = GetTunnelBridgeTransportType(tile);
    01623   Company *old = Company::Get(old_owner);
    01624   if (tt == TRANSPORT_RAIL) {
    01625     old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
    01626     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
    01627   } else if (tt == TRANSPORT_WATER) {
    01628     old->infrastructure.water -= num_pieces;
    01629     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
    01630   }
    01631
    01632   if (new_owner != INVALID_OWNER) {
    01633     SetTileOwner(tile, new_owner);
    01634   } else {
    01635     if (tt == TRANSPORT_RAIL) {
    01636       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01637        * bridge / tunnel. */
    01638       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01639       assert(ret.Succeeded());
    01640     } else {
    01641       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01642       SetTileOwner(tile, OWNER_NONE);
    01643     }
    01644   }
    01645 }
    01646
    01652 static const byte TUNNEL_SOUND_FRAME = 1;
    01653
    01662 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01663
    01664 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01665 {
    01666   int z = GetSlopePixelZ(x, y) - v->z_pos;
    01667
    01668   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01669   /* Direction into the wormhole */
    01670   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01671   /* Direction of the vehicle */
    01672   const DiagDirection vdir = DirToDiagDir(v->direction);
    01673   /* New position of the vehicle on the tile */
    01674   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01675   /* Number of units moved by the vehicle since entering the tile */
    01676   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01677
    01678   if (IsTunnel(tile)) {
    01679     if (v->type == VEH_TRAIN) {
    01680       Train *t = Train::From(v);
    01681
    01682       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01683         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01684           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01685             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01686           }
    01687           return VETSB_CONTINUE;
    01688         }
    01689         if (frame == _tunnel_visibility_frame[dir]) {
    01690           t->tile = tile;
    01691           t->track = TRACK_BIT_WORMHOLE;
    01692           t->vehstatus |= VS_HIDDEN;
    01693           return VETSB_ENTERED_WORMHOLE;
    01694         }
    01695       }
    01696
    01697       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01698         /* We're at the tunnel exit ?? */
    01699         t->tile = tile;
    01700         t->track = DiagDirToDiagTrackBits(vdir);
    01701         assert(t->track);
    01702         t->vehstatus &= ~VS_HIDDEN;
    01703         return VETSB_ENTERED_WORMHOLE;
    01704       }
    01705     } else if (v->type == VEH_ROAD) {
    01706       RoadVehicle *rv = RoadVehicle::From(v);
    01707
    01708       /* Enter tunnel? */
    01709       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01710         if (frame == _tunnel_visibility_frame[dir]) {
    01711           /* Frame should be equal to the next frame number in the RV's movement */
    01712           assert(frame == rv->frame + 1);
    01713           rv->tile = tile;
    01714           rv->state = RVSB_WORMHOLE;
    01715           rv->vehstatus |= VS_HIDDEN;
    01716           return VETSB_ENTERED_WORMHOLE;
    01717         } else {
    01718           return VETSB_CONTINUE;
    01719         }
    01720       }
    01721
    01722       /* We're at the tunnel exit ?? */
    01723       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01724         rv->tile = tile;
    01725         rv->state = DiagDirToDiagTrackdir(vdir);
    01726         rv->frame = frame;
    01727         rv->vehstatus &= ~VS_HIDDEN;
    01728         return VETSB_ENTERED_WORMHOLE;
    01729       }
    01730     }
    01731   } else { // IsBridge(tile)
    01732     if (v->type != VEH_SHIP) {
    01733       /* modify speed of vehicle */
    01734       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01735
    01736       if (v->type == VEH_ROAD) spd *= 2;
    01737       Vehicle *first = v->First();
    01738       first->cur_speed = min(first->cur_speed, spd);
    01739     }
    01740
    01741     if (vdir == dir) {
    01742       /* Vehicle enters bridge at the last frame inside this tile. */
    01743       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01744       switch (v->type) {
    01745         case VEH_TRAIN: {
    01746           Train *t = Train::From(v);
    01747           t->track = TRACK_BIT_WORMHOLE;
    01748           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01749           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01750           break;
    01751         }
    01752
    01753         case VEH_ROAD: {
    01754           RoadVehicle *rv = RoadVehicle::From(v);
    01755           rv->state = RVSB_WORMHOLE;
    01756           /* There are no slopes inside bridges / tunnels. */
    01757           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01758           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01759           break;
    01760         }
    01761
    01762         case VEH_SHIP:
    01763           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01764           break;
    01765
    01766         default: NOT_REACHED();
    01767       }
    01768       return VETSB_ENTERED_WORMHOLE;
    01769     } else if (vdir == ReverseDiagDir(dir)) {
    01770       v->tile = tile;
    01771       switch (v->type) {
    01772         case VEH_TRAIN: {
    01773           Train *t = Train::From(v);
    01774           if (t->track == TRACK_BIT_WORMHOLE) {
    01775             t->track = DiagDirToDiagTrackBits(vdir);
    01776             return VETSB_ENTERED_WORMHOLE;
    01777           }
    01778           break;
    01779         }
    01780
    01781         case VEH_ROAD: {
    01782           RoadVehicle *rv = RoadVehicle::From(v);
    01783           if (rv->state == RVSB_WORMHOLE) {
    01784             rv->state = DiagDirToDiagTrackdir(vdir);
    01785             rv->frame = 0;
    01786             return VETSB_ENTERED_WORMHOLE;
    01787           }
    01788           break;
    01789         }
    01790
    01791         case VEH_SHIP: {
    01792           Ship *ship = Ship::From(v);
    01793           if (ship->state == TRACK_BIT_WORMHOLE) {
    01794             ship->state = DiagDirToDiagTrackBits(vdir);
    01795             return VETSB_ENTERED_WORMHOLE;
    01796           }
    01797           break;
    01798         }
    01799
    01800         default: NOT_REACHED();
    01801       }
    01802     }
    01803   }
    01804   return VETSB_CONTINUE;
    01805 }
    01806
    01807 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    01808 {
    01809   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01810     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01811     Axis axis = DiagDirToAxis(direction);
    01812     CommandCost res;
    01813     int z_old;
    01814     Slope tileh_old = GetTileSlope(tile, &z_old);
    01815
    01816     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01817     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01818       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01819       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01820     } else {
    01821       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01822       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01823     }
    01824
    01825     /* Surface slope is valid and remains unchanged? */
    01826     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01827   }
    01828
    01829   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01830 }
    01831
    01832 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01833   DrawTile_TunnelBridge,           // draw_tile_proc
    01834   GetSlopePixelZ_TunnelBridge,     // get_slope_z_proc
    01835   ClearTile_TunnelBridge,          // clear_tile_proc
    01836   NULL,                            // add_accepted_cargo_proc
    01837   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    01838   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    01839   NULL,                            // click_tile_proc
    01840   NULL,                            // animate_tile_proc
    01841   TileLoop_TunnelBridge,           // tile_loop_proc
    01842   ChangeTileOwner_TunnelBridge,    // change_tile_owner_proc
    01843   NULL,                            // add_produced_cargo_proc
    01844   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    01845   GetFoundation_TunnelBridge,      // get_foundation_proc
    01846   TerraformTile_TunnelBridge,      // terraform_tile_proc
    01847 };