# tunnelbridge_cmd.cpp

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    00001 /* $Id: tunnelbridge_cmd.cpp 26277 2014-01-26 13:50:10Z 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   bool is_new_owner;
    00299   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00300       GetOtherBridgeEnd(tile_start) == tile_end &&
    00301       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00302     /* Replace a current bridge. */
    00303
    00304     /* If this is a railway bridge, make sure the railtypes match. */
    00305     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00306       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00307     }
    00308
    00309     /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
    00310     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00311         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
    00312         _game_mode != GM_EDITOR) {
    00313       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00314
    00315       if (t == NULL) {
    00316         return CMD_ERROR;
    00317       } else {
    00318         SetDParam(0, t->index);
    00319         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00320       }
    00321     }
    00322
    00323     /* Do not replace the bridge with the same bridge type. */
    00324     if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
    00325       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00326     }
    00327
    00328     /* Do not allow replacing another company's bridges. */
    00329     if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
    00330       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00331     }
    00332
    00333     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00334     owner = GetTileOwner(tile_start);
    00335
    00336     /* If bridge belonged to bankrupt company, it has a new owner now */
    00337     is_new_owner = (owner == OWNER_NONE);
    00338     if (is_new_owner) owner = company;
    00339
    00340     switch (transport_type) {
    00341       case TRANSPORT_RAIL:
    00342         /* Keep the reservation, the path stays valid. */
    00343         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00344         break;
    00345
    00346       case TRANSPORT_ROAD:
    00347         /* Do not remove road types when upgrading a bridge */
    00348         roadtypes |= GetRoadTypes(tile_start);
    00349         break;
    00350
    00351       default: break;
    00352     }
    00353   } else {
    00354     /* Build a new bridge. */
    00355
    00356     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00357
    00358     /* Try and clear the start landscape */
    00359     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00360     if (ret.Failed()) return ret;
    00361     cost = ret;
    00362
    00363     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00364     cost.AddCost(terraform_cost_north);
    00365
    00366     /* Try and clear the end landscape */
    00367     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00368     if (ret.Failed()) return ret;
    00369     cost.AddCost(ret);
    00370
    00371     /* false - end tile slope check */
    00372     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00373     cost.AddCost(terraform_cost_south);
    00374
    00375     const TileIndex heads[] = {tile_start, tile_end};
    00376     for (int i = 0; i < 2; i++) {
    00377       if (MayHaveBridgeAbove(heads[i])) {
    00378         if (IsBridgeAbove(heads[i])) {
    00379           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00380
    00381           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00382
    00383           if (z_start + 1 == GetBridgeHeight(north_head)) {
    00384             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00385           }
    00386         }
    00387       }
    00388     }
    00389
    00390     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00391     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00392       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00393
    00394       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00395         /* Disallow crossing bridges for the time being */
    00396         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00397       }
    00398
    00399       switch (GetTileType(tile)) {
    00400         case MP_WATER:
    00401           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00402           break;
    00403
    00404         case MP_RAILWAY:
    00405           if (!IsPlainRail(tile)) goto not_valid_below;
    00406           break;
    00407
    00408         case MP_ROAD:
    00409           if (IsRoadDepot(tile)) goto not_valid_below;
    00410           break;
    00411
    00412         case MP_TUNNELBRIDGE:
    00413           if (IsTunnel(tile)) break;
    00414           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00415           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00416           break;
    00417
    00418         case MP_OBJECT: {
    00419           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00420           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00421           if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
    00422           break;
    00423         }
    00424
    00425         case MP_CLEAR:
    00426           break;
    00427
    00428         default:
    00429   not_valid_below:;
    00430           /* try and clear the middle landscape */
    00431           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00432           if (ret.Failed()) return ret;
    00433           cost.AddCost(ret);
    00434           break;
    00435       }
    00436
    00437       if (flags & DC_EXEC) {
    00438         /* We do this here because when replacing a bridge with another
    00439          * type calling SetBridgeMiddle isn't needed. After all, the
    00440          * tile already has the has_bridge_above bits set. */
    00441         SetBridgeMiddle(tile, direction);
    00442       }
    00443     }
    00444
    00445     owner = company;
    00446     is_new_owner = true;
    00447   }
    00448
    00449   /* do the drill? */
    00450   if (flags & DC_EXEC) {
    00451     DiagDirection dir = AxisToDiagDir(direction);
    00452
    00453     Company *c = Company::GetIfValid(owner);
    00454     switch (transport_type) {
    00455       case TRANSPORT_RAIL:
    00456         /* Add to company infrastructure count if required. */
    00457         if (is_new_owner && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00458         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00459         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00460         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00461         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00462         break;
    00463
    00464       case TRANSPORT_ROAD: {
    00465         RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
    00466         if (is_new_owner) {
    00467           /* Also give unowned present roadtypes to new owner */
    00468           if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
    00469           if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
    00470         }
    00471         if (c != NULL) {
    00472           /* Add all new road types to the company infrastructure counter. */
    00473           RoadType new_rt;
    00474           FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
    00475             /* A full diagonal road tile has two road bits. */
    00476             Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00477           }
    00478         }
    00479         Owner owner_road = owner;
    00480         Owner owner_tram = owner;
    00481         if (HasBit(prev_roadtypes, ROADTYPE_ROAD)) owner_road = GetRoadOwner(tile_start, ROADTYPE_ROAD);
    00482         if (HasBit(prev_roadtypes, ROADTYPE_TRAM)) owner_tram = GetRoadOwner(tile_start, ROADTYPE_TRAM);
    00483         MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir,                 roadtypes);
    00484         MakeRoadBridgeRamp(tile_end,   owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
    00485         break;
    00486       }
    00487
    00488       case TRANSPORT_WATER:
    00489         if (is_new_owner && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00490         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00491         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00492         break;
    00493
    00494       default:
    00495         NOT_REACHED();
    00496     }
    00497
    00498     /* Mark all tiles dirty */
    00499     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00500     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00501       MarkTileDirtyByTile(tile);
    00502     }
    00503     DirtyCompanyInfrastructureWindows(owner);
    00504   }
    00505
    00506   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00507     Track track = AxisToTrack(direction);
    00508     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
    00509     YapfNotifyTrackLayoutChange(tile_start, track);
    00510   }
    00511
    00512   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00513    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00514    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00515    */
    00516   Company *c = Company::GetIfValid(company);
    00517   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00518     bridge_len += 2; // begin and end tiles/ramps
    00519
    00520     switch (transport_type) {
    00521       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
    00522       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00523       default: break;
    00524     }
    00525
    00526     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00527
    00528     if (transport_type != TRANSPORT_WATER) {
    00529       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00530     } else {
    00531       /* Aqueducts use a separate base cost. */
    00532       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00533     }
    00534
    00535   }
    00536
    00537   return cost;
    00538 }
    00539
    00540
    00551 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00552 {
    00553   CompanyID company = _current_company;
    00554
    00555   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00556
    00557   RailType railtype = INVALID_RAILTYPE;
    00558   RoadTypes rts = ROADTYPES_NONE;
    00559   _build_tunnel_endtile = 0;
    00560   switch (transport_type) {
    00561     case TRANSPORT_RAIL:
    00562       railtype = Extract<RailType, 0, 4>(p1);
    00563       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00564       break;
    00565
    00566     case TRANSPORT_ROAD:
    00567       rts = Extract<RoadTypes, 0, 2>(p1);
    00568       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
    00569       break;
    00570
    00571     default: return CMD_ERROR;
    00572   }
    00573
    00574   if (company == OWNER_DEITY) {
    00575     if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
    00576     const Town *town = CalcClosestTownFromTile(start_tile);
    00577
    00578     company = OWNER_TOWN;
    00579
    00580     /* If we are not within a town, we are not owned by the town */
    00581     if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
    00582       company = OWNER_NONE;
    00583     }
    00584   }
    00585
    00586   int start_z;
    00587   int end_z;
    00588   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00589   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00590   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00591
    00592   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00593
    00594   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00595   if (ret.Failed()) return ret;
    00596
    00597   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00598    * for the clearing of the entrance of the tunnel. Assigning it to
    00599    * cost before the loop will yield different costs depending on start-
    00600    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00601
    00602   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00603   DiagDirection tunnel_in_way_dir;
    00604   if (DiagDirToAxis(direction) == AXIS_Y) {
    00605     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00606   } else {
    00607     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00608   }
    00609
    00610   TileIndex end_tile = start_tile;
    00611
    00612   /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00613   int tiles_coef = 3;
    00614   /* Number of tiles from start of tunnel */
    00615   int tiles = 0;
    00616   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00617   int tiles_bump = 25;
    00618
    00619   CommandCost cost(EXPENSES_CONSTRUCTION);
    00620   Slope end_tileh;
    00621   for (;;) {
    00622     end_tile += delta;
    00623     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00624     end_tileh = GetTileSlope(end_tile, &end_z);
    00625
    00626     if (start_z == end_z) break;
    00627
    00628     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00629       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00630     }
    00631
    00632     tiles++;
    00633     if (tiles == tiles_bump) {
    00634       tiles_coef++;
    00635       tiles_bump *= 2;
    00636     }
    00637
    00638     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00639     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00640   }
    00641
    00642   /* Add the cost of the entrance */
    00643   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00644   cost.AddCost(ret);
    00645
    00646   /* if the command fails from here on we want the end tile to be highlighted */
    00647   _build_tunnel_endtile = end_tile;
    00648
    00649   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00650
    00651   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00652
    00653   /* Clear the tile in any case */
    00654   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00655   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00656   cost.AddCost(ret);
    00657
    00658   /* slope of end tile must be complementary to the slope of the start tile */
    00659   if (end_tileh != ComplementSlope(start_tileh)) {
    00660     /* Mark the tile as already cleared for the terraform command.
    00661      * Do this for all tiles (like trees), not only objects. */
    00662     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00663     if (coa == NULL) {
    00664       coa = _cleared_object_areas.Append();
    00665       coa->first_tile = end_tile;
    00666       coa->area = TileArea(end_tile, 1, 1);
    00667     }
    00668
    00669     /* Hide the tile from the terraforming command */
    00670     TileIndex old_first_tile = coa->first_tile;
    00671     coa->first_tile = INVALID_TILE;
    00672     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00673     coa->first_tile = old_first_tile;
    00674     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00675     cost.AddCost(ret);
    00676   }
    00677   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00678
    00679   /* Pay for the rail/road in the tunnel including entrances */
    00680   switch (transport_type) {
    00681     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00682     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00683     default: NOT_REACHED();
    00684   }
    00685
    00686   if (flags & DC_EXEC) {
    00687     Company *c = Company::GetIfValid(company);
    00688     uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00689     if (transport_type == TRANSPORT_RAIL) {
    00690       if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
    00691       MakeRailTunnel(start_tile, company, direction,                 railtype);
    00692       MakeRailTunnel(end_tile,   company, ReverseDiagDir(direction), railtype);
    00693       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
    00694       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00695     } else {
    00696       if (c != NULL) {
    00697         RoadType rt;
    00698         FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
    00699           c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
    00700         }
    00701       }
    00702       MakeRoadTunnel(start_tile, company, direction,                 rts);
    00703       MakeRoadTunnel(end_tile,   company, ReverseDiagDir(direction), rts);
    00704     }
    00705     DirtyCompanyInfrastructureWindows(company);
    00706   }
    00707
    00708   return cost;
    00709 }
    00710
    00711
    00717 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00718 {
    00719   /* Floods can remove anything as well as the scenario editor */
    00720   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00721
    00722   switch (GetTunnelBridgeTransportType(tile)) {
    00723     case TRANSPORT_ROAD: {
    00724       RoadTypes rts = GetRoadTypes(tile);
    00725       Owner road_owner = _current_company;
    00726       Owner tram_owner = _current_company;
    00727
    00728       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00729       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00730
    00731       /* We can remove unowned road and if the town allows it */
    00732       if (road_owner == OWNER_TOWN && _current_company != OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00733         /* Town does not allow */
    00734         return CheckTileOwnership(tile);
    00735       }
    00736       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00737       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00738
    00739       CommandCost ret = CheckOwnership(road_owner, tile);
    00740       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00741       return ret;
    00742     }
    00743
    00744     case TRANSPORT_RAIL:
    00745       return CheckOwnership(GetTileOwner(tile));
    00746
    00747     case TRANSPORT_WATER: {
    00748       /* Always allow to remove aqueducts without owner. */
    00749       Owner aqueduct_owner = GetTileOwner(tile);
    00750       if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
    00751       return CheckOwnership(aqueduct_owner);
    00752     }
    00753
    00754     default: NOT_REACHED();
    00755   }
    00756 }
    00757
    00764 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00765 {
    00766   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00767   if (ret.Failed()) return ret;
    00768
    00769   TileIndex endtile = GetOtherTunnelEnd(tile);
    00770
    00771   ret = TunnelBridgeIsFree(tile, endtile);
    00772   if (ret.Failed()) return ret;
    00773
    00774   _build_tunnel_endtile = endtile;
    00775
    00776   Town *t = NULL;
    00777   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00778     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00779
    00780     /* Check if you are allowed to remove the tunnel owned by a town
    00781      * Removal depends on difficulty settings */
    00782     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00783     if (ret.Failed()) return ret;
    00784   }
    00785
    00786   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00787    * you have a "Poor" (0) town rating */
    00788   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00789     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00790   }
    00791
    00792   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00793
    00794   if (flags & DC_EXEC) {
    00795     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00796       /* We first need to request values before calling DoClearSquare */
    00797       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00798       Track track = DiagDirToDiagTrack(dir);
    00799       Owner owner = GetTileOwner(tile);
    00800
    00801       Train *v = NULL;
    00802       if (HasTunnelBridgeReservation(tile)) {
    00803         v = GetTrainForReservation(tile, track);
    00804         if (v != NULL) FreeTrainTrackReservation(v);
    00805       }
    00806
    00807       if (Company::IsValidID(owner)) {
    00808         Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00809         DirtyCompanyInfrastructureWindows(owner);
    00810       }
    00811
    00812       DoClearSquare(tile);
    00813       DoClearSquare(endtile);
    00814
    00815       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00816       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00817       AddSideToSignalBuffer(endtile, dir,                 owner);
    00818
    00819       YapfNotifyTrackLayoutChange(tile,    track);
    00820       YapfNotifyTrackLayoutChange(endtile, track);
    00821
    00822       if (v != NULL) TryPathReserve(v);
    00823     } else {
    00824       RoadType rt;
    00825       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00826         /* A full diagonal road tile has two road bits. */
    00827         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00828         if (c != NULL) {
    00829           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00830           DirtyCompanyInfrastructureWindows(c->index);
    00831         }
    00832       }
    00833
    00834       DoClearSquare(tile);
    00835       DoClearSquare(endtile);
    00836     }
    00837   }
    00838   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
    00839 }
    00840
    00841
    00848 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00849 {
    00850   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00851   if (ret.Failed()) return ret;
    00852
    00853   TileIndex endtile = GetOtherBridgeEnd(tile);
    00854
    00855   ret = TunnelBridgeIsFree(tile, endtile);
    00856   if (ret.Failed()) return ret;
    00857
    00858   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00859   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00860
    00861   Town *t = NULL;
    00862   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00863     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00864
    00865     /* Check if you are allowed to remove the bridge owned by a town
    00866      * Removal depends on difficulty settings */
    00867     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00868     if (ret.Failed()) return ret;
    00869   }
    00870
    00871   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00872    * you have a "Poor" (0) town rating */
    00873   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00874     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00875   }
    00876
    00877   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00878   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00879
    00880   if (flags & DC_EXEC) {
    00881     /* read this value before actual removal of bridge */
    00882     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00883     Owner owner = GetTileOwner(tile);
    00884     int height = GetBridgeHeight(tile);
    00885     Train *v = NULL;
    00886
    00887     if (rail && HasTunnelBridgeReservation(tile)) {
    00888       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00889       if (v != NULL) FreeTrainTrackReservation(v);
    00890     }
    00891
    00892     /* Update company infrastructure counts. */
    00893     if (rail) {
    00894       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00895     } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    00896       RoadType rt;
    00897       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00898         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00899         if (c != NULL) {
    00900           /* A full diagonal road tile has two road bits. */
    00901           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00902           DirtyCompanyInfrastructureWindows(c->index);
    00903         }
    00904       }
    00905     } else { // Aqueduct
    00906       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00907     }
    00908     DirtyCompanyInfrastructureWindows(owner);
    00909
    00910     DoClearSquare(tile);
    00911     DoClearSquare(endtile);
    00912     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00913       /* do not let trees appear from 'nowhere' after removing bridge */
    00914       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00915         int minz = GetTileMaxZ(c) + 3;
    00916         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00917       }
    00918       ClearBridgeMiddle(c);
    00919       MarkTileDirtyByTile(c);
    00920     }
    00921
    00922     if (rail) {
    00923       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00924       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00925       AddSideToSignalBuffer(endtile, direction,                 owner);
    00926
    00927       Track track = DiagDirToDiagTrack(direction);
    00928       YapfNotifyTrackLayoutChange(tile,    track);
    00929       YapfNotifyTrackLayoutChange(endtile, track);
    00930
    00931       if (v != NULL) TryPathReserve(v, true);
    00932     }
    00933   }
    00934
    00935   return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
    00936 }
    00937
    00944 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00945 {
    00946   if (IsTunnel(tile)) {
    00947     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00948     return DoClearTunnel(tile, flags);
    00949   } else { // IsBridge(tile)
    00950     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00951     return DoClearBridge(tile, flags);
    00952   }
    00953 }
    00954
    00965 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    00966 {
    00967   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    00968   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);
    00969 }
    00970
    00982 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    00983 {
    00984   int cur_z;
    00985   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    00986     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    00987   }
    00988   return cur_z;
    00989 }
    00990
    01002 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    01003 {
    01004   static const int bounding_box_size[2]  = {16, 2};
    01005   static const int back_pillar_offset[2] = { 0, 9};
    01006
    01007   static const int INF = 1000;
    01008   static const SubSprite half_pillar_sub_sprite[2][2] = {
    01009     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    01010     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    01011   };
    01012
    01013   if (psid->sprite == 0) return;
    01014
    01015   /* Determine ground height under pillars */
    01016   DiagDirection south_dir = AxisToDiagDir(axis);
    01017   int z_front_north = ti->z;
    01018   int z_back_north = ti->z;
    01019   int z_front_south = ti->z;
    01020   int z_back_south = ti->z;
    01021   GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    01022   GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    01023
    01024   /* Shared height of pillars */
    01025   int z_front = max(z_front_north, z_front_south);
    01026   int z_back = max(z_back_north, z_back_south);
    01027
    01028   /* x and y size of bounding-box of pillars */
    01029   int w = bounding_box_size[axis];
    01030   int h = bounding_box_size[OtherAxis(axis)];
    01031   /* sprite position of back facing pillar */
    01032   int x_back = x - back_pillar_offset[axis];
    01033   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    01034
    01035   /* Draw front pillars */
    01036   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    01037   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01038   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01039
    01040   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    01041   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    01042   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    01043     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    01044     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01045     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01046   }
    01047 }
    01048
    01058 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
    01059 {
    01060   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    01061   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    01062   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    01063
    01064   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    01065   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    01066   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    01067   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    01068
    01069   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    01070    * The bounding boxes here are the same as for bridge front/roof */
    01071   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    01072     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    01073       x, y, size_x[offset], size_y[offset], 0x28, z,
    01074       !head && IsTransparencySet(TO_BRIDGES));
    01075   }
    01076
    01077   /* Do not draw catenary if it is set invisible */
    01078   if (!IsInvisibilitySet(TO_CATENARY)) {
    01079     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    01080       x, y, size_x[offset], size_y[offset], 0x28, z,
    01081       IsTransparencySet(TO_CATENARY));
    01082   }
    01083
    01084   /* Start a new SpriteCombine for the front part */
    01085   EndSpriteCombine();
    01086   StartSpriteCombine();
    01087
    01088   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    01089   if (!IsInvisibilitySet(TO_CATENARY)) {
    01090     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    01091       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    01092       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    01093   }
    01094 }
    01095
    01109 static void DrawTile_TunnelBridge(TileInfo *ti)
    01110 {
    01111   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    01112   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    01113
    01114   if (IsTunnel(ti->tile)) {
    01115     /* Front view of tunnel bounding boxes:
    01116      *
    01117      *   122223  <- BB_Z_SEPARATOR
    01118      *   1    3
    01119      *   1    3                1,3 = empty helper BB
    01120      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01121      *
    01122      */
    01123
    01124     static const int _tunnel_BB[4][12] = {
    01125       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01126        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01127       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01128       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01129       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01130       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01131     };
    01132     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01133
    01134     bool catenary = false;
    01135
    01136     SpriteID image;
    01137     SpriteID railtype_overlay = 0;
    01138     if (transport_type == TRANSPORT_RAIL) {
    01139       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01140       image = rti->base_sprites.tunnel;
    01141       if (rti->UsesOverlay()) {
    01142         /* Check if the railtype has custom tunnel portals. */
    01143         railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
    01144         if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
    01145       }
    01146     } else {
    01147       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01148     }
    01149
    01150     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
    01151
    01152     image += tunnelbridge_direction * 2;
    01153     DrawGroundSprite(image, PAL_NONE);
    01154
    01155     if (transport_type == TRANSPORT_ROAD) {
    01156       RoadTypes rts = GetRoadTypes(ti->tile);
    01157
    01158       if (HasBit(rts, ROADTYPE_TRAM)) {
    01159         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01160
    01161         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01162
    01163         /* Do not draw wires if they are invisible */
    01164         if (!IsInvisibilitySet(TO_CATENARY)) {
    01165           catenary = true;
    01166           StartSpriteCombine();
    01167           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);
    01168         }
    01169       }
    01170     } else {
    01171       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01172       if (rti->UsesOverlay()) {
    01173         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01174         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01175       }
    01176
    01177       /* PBS debugging, draw reserved tracks darker */
    01178       if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01179         DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01180       }
    01181
    01182       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01183         /* Maybe draw pylons on the entry side */
    01184         DrawCatenary(ti);
    01185
    01186         catenary = true;
    01187         StartSpriteCombine();
    01188         /* Draw wire above the ramp */
    01189         DrawCatenaryOnTunnel(ti);
    01190       }
    01191     }
    01192
    01193     if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
    01194
    01195     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);
    01196     /* Draw railtype tunnel portal overlay if defined. */
    01197     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);
    01198
    01199     if (catenary || railtype_overlay != 0) EndSpriteCombine();
    01200
    01201     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01202     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01203     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);
    01204
    01205     DrawBridgeMiddle(ti);
    01206   } else { // IsBridge(ti->tile)
    01207     const PalSpriteID *psid;
    01208     int base_offset;
    01209     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01210
    01211     if (transport_type == TRANSPORT_RAIL) {
    01212       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01213       assert(base_offset != 8); // This one is used for roads
    01214     } else {
    01215       base_offset = 8;
    01216     }
    01217
    01218     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01219     assert( (base_offset & 0x07) == 0x00);
    01220
    01221     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01222
    01223     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01224     base_offset += (6 - tunnelbridge_direction) % 4;
    01225
    01226     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01227     if (transport_type != TRANSPORT_WATER) {
    01228       if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01229       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01230     } else {
    01231       psid = _aqueduct_sprites + base_offset;
    01232     }
    01233
    01234     if (!ice) {
    01235       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01236       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01237         DrawShoreTile(ti->tileh);
    01238       } else {
    01239         DrawClearLandTile(ti, 3);
    01240       }
    01241     } else {
    01242       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01243     }
    01244
    01245     /* draw ramp */
    01246
    01247     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01248     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01249
    01250     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01251      * it doesn't disappear behind it
    01252      */
    01253     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01254     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01255
    01256     if (transport_type == TRANSPORT_ROAD) {
    01257       RoadTypes rts = GetRoadTypes(ti->tile);
    01258
    01259       if (HasBit(rts, ROADTYPE_TRAM)) {
    01260         uint offset = tunnelbridge_direction;
    01261         int z = ti->z;
    01262         if (ti->tileh != SLOPE_FLAT) {
    01263           offset = (offset + 1) & 1;
    01264           z += TILE_HEIGHT;
    01265         } else {
    01266           offset += 2;
    01267         }
    01268         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01269         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01270       }
    01271       EndSpriteCombine();
    01272     } else if (transport_type == TRANSPORT_RAIL) {
    01273       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01274       if (rti->UsesOverlay()) {
    01275         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01276         if (surface != 0) {
    01277           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01278             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01279           } else {
    01280             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01281           }
    01282         }
    01283         /* Don't fallback to non-overlay sprite -- the spec states that
    01284          * if an overlay is present then the bridge surface must be
    01285          * present. */
    01286       }
    01287
    01288       /* PBS debugging, draw reserved tracks darker */
    01289       if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01290         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01291           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);
    01292         } else {
    01293           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01294         }
    01295       }
    01296
    01297       EndSpriteCombine();
    01298       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01299         DrawCatenary(ti);
    01300       }
    01301     }
    01302
    01303     DrawBridgeMiddle(ti);
    01304   }
    01305 }
    01306
    01307
    01326 static BridgePieces CalcBridgePiece(uint north, uint south)
    01327 {
    01328   if (north == 1) {
    01329     return BRIDGE_PIECE_NORTH;
    01330   } else if (south == 1) {
    01331     return BRIDGE_PIECE_SOUTH;
    01332   } else if (north < south) {
    01333     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01334   } else if (north > south) {
    01335     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01336   } else {
    01337     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01338   }
    01339 }
    01340
    01345 void DrawBridgeMiddle(const TileInfo *ti)
    01346 {
    01347   /* Sectional view of bridge bounding boxes:
    01348    *
    01349    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01350    *  1           2                                  3 = empty helper BB
    01351    *  1     7     2                                4,5 = pillars under higher bridges
    01352    *  1 6 88888 6 2                                  6 = elrail-pylons
    01353    *  1 6 88888 6 2                                  7 = elrail-wire
    01354    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01355    *  3333333333333  <- BB_Z_SEPARATOR
    01356    *                 <- unused
    01357    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01358    *    4       5
    01359    *    4       5
    01360    *
    01361    */
    01362
    01363   if (!IsBridgeAbove(ti->tile)) return;
    01364
    01365   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01366   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01367   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01368
    01369   Axis axis = GetBridgeAxis(ti->tile);
    01370   BridgePieces piece = CalcBridgePiece(
    01371     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01372     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01373   );
    01374
    01375   const PalSpriteID *psid;
    01376   bool drawfarpillar;
    01377   if (transport_type != TRANSPORT_WATER) {
    01378     BridgeType type =  GetBridgeType(rampsouth);
    01379     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01380
    01381     uint base_offset;
    01382     if (transport_type == TRANSPORT_RAIL) {
    01383       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01384     } else {
    01385       base_offset = 8;
    01386     }
    01387
    01388     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01389   } else {
    01390     drawfarpillar = true;
    01391     psid = _aqueduct_sprites;
    01392   }
    01393
    01394   if (axis != AXIS_X) psid += 4;
    01395
    01396   int x = ti->x;
    01397   int y = ti->y;
    01398   uint bridge_z = GetBridgePixelHeight(rampsouth);
    01399   int z = bridge_z - BRIDGE_Z_START;
    01400
    01401   /* Add a bounding box that separates the bridge from things below it. */
    01402   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01403
    01404   /* Draw Trambits as SpriteCombine */
    01405   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01406
    01407   /* Draw floor and far part of bridge*/
    01408   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01409     if (axis == AXIS_X) {
    01410       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01411     } else {
    01412       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01413     }
    01414   }
    01415
    01416   psid++;
    01417
    01418   if (transport_type == TRANSPORT_ROAD) {
    01419     RoadTypes rts = GetRoadTypes(rampsouth);
    01420
    01421     if (HasBit(rts, ROADTYPE_TRAM)) {
    01422       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01423       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01424     } else {
    01425       EndSpriteCombine();
    01426       StartSpriteCombine();
    01427     }
    01428   } else if (transport_type == TRANSPORT_RAIL) {
    01429     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01430     if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
    01431       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01432       if (surface != 0) {
    01433         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01434       }
    01435     }
    01436     EndSpriteCombine();
    01437
    01438     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01439       DrawCatenaryOnBridge(ti);
    01440     }
    01441   }
    01442
    01443   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01444   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01445     if (axis == AXIS_X) {
    01446       y += 12;
    01447       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01448     } else {
    01449       x += 12;
    01450       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01451     }
    01452   }
    01453
    01454   /* Draw TramFront as SpriteCombine */
    01455   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01456
    01457   /* Do not draw anything more if bridges are invisible */
    01458   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01459
    01460   psid++;
    01461   if (ti->z + 5 == z) {
    01462     /* draw poles below for small bridges */
    01463     if (psid->sprite != 0) {
    01464       SpriteID image = psid->sprite;
    01465       SpriteID pal   = psid->pal;
    01466       if (IsTransparencySet(TO_BRIDGES)) {
    01467         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01468         pal = PALETTE_TO_TRANSPARENT;
    01469       }
    01470
    01471       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01472     }
    01473   } else {
    01474     /* draw pillars below for high bridges */
    01475     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01476   }
    01477 }
    01478
    01479
    01480 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01481 {
    01482   int z;
    01483   Slope tileh = GetTilePixelSlope(tile, &z);
    01484
    01485   x &= 0xF;
    01486   y &= 0xF;
    01487
    01488   if (IsTunnel(tile)) {
    01489     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01490
    01491     /* In the tunnel entrance? */
    01492     if (5 <= pos && pos <= 10) return z;
    01493   } else { // IsBridge(tile)
    01494     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01495     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01496
    01497     z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01498
    01499     /* On the bridge ramp? */
    01500     if (5 <= pos && pos <= 10) {
    01501       int delta;
    01502
    01503       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01504
    01505       switch (dir) {
    01506         default: NOT_REACHED();
    01507         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01508         case DIAGDIR_SE: delta = y / 2; break;
    01509         case DIAGDIR_SW: delta = x / 2; break;
    01510         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01511       }
    01512       return z + 1 + delta;
    01513     }
    01514   }
    01515
    01516   return z + GetPartialPixelZ(x, y, tileh);
    01517 }
    01518
    01519 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01520 {
    01521   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01522 }
    01523
    01524 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01525 {
    01526   TransportType tt = GetTunnelBridgeTransportType(tile);
    01527
    01528   if (IsTunnel(tile)) {
    01529     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01530   } else { // IsBridge(tile)
    01531     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01532   }
    01533   td->owner[0] = GetTileOwner(tile);
    01534
    01535   Owner road_owner = INVALID_OWNER;
    01536   Owner tram_owner = INVALID_OWNER;
    01537   RoadTypes rts = GetRoadTypes(tile);
    01538   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01539   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01540
    01541   /* Is there a mix of owners? */
    01542   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01543       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01544     uint i = 1;
    01545     if (road_owner != INVALID_OWNER) {
    01546       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01547       td->owner[i] = road_owner;
    01548       i++;
    01549     }
    01550     if (tram_owner != INVALID_OWNER) {
    01551       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01552       td->owner[i] = tram_owner;
    01553     }
    01554   }
    01555
    01556   if (tt == TRANSPORT_RAIL) {
    01557     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01558     td->rail_speed = rti->max_speed;
    01559
    01560     if (!IsTunnel(tile)) {
    01561       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01562       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01563         td->rail_speed = spd;
    01564       }
    01565     }
    01566   } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
    01567     td->road_speed = GetBridgeSpec(GetBridgeType(tile))->speed;
    01568   }
    01569 }
    01570
    01571
    01572 static void TileLoop_TunnelBridge(TileIndex tile)
    01573 {
    01574   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01575   switch (_settings_game.game_creation.landscape) {
    01576     case LT_ARCTIC: {
    01577       /* As long as we do not have a snow density, we want to use the density
    01578        * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
    01579        * (Independent of foundations) */
    01580       int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01581       if (snow_or_desert != (z > GetSnowLine())) {
    01582         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01583         MarkTileDirtyByTile(tile);
    01584       }
    01585       break;
    01586     }
    01587
    01588     case LT_TROPIC:
    01589       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01590         SetTunnelBridgeSnowOrDesert(tile, true);
    01591         MarkTileDirtyByTile(tile);
    01592       }
    01593       break;
    01594
    01595     default:
    01596       break;
    01597   }
    01598 }
    01599
    01600 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01601 {
    01602   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01603   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01604
    01605   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01606   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01607   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01608 }
    01609
    01610 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01611 {
    01612   TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
    01613   /* Set number of pieces to zero if it's the southern tile as we
    01614    * don't want to update the infrastructure counts twice. */
    01615   uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
    01616
    01617   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01618     /* Update all roadtypes, no matter if they are present */
    01619     if (GetRoadOwner(tile, rt) == old_owner) {
    01620       if (HasBit(GetRoadTypes(tile), rt)) {
    01621         /* Update company infrastructure counts. A full diagonal road tile has two road bits.
    01622          * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01623         Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
    01624         if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
    01625       }
    01626
    01627       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01628     }
    01629   }
    01630
    01631   if (!IsTileOwner(tile, old_owner)) return;
    01632
    01633   /* Update company infrastructure counts for rail and water as well.
    01634    * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01635   TransportType tt = GetTunnelBridgeTransportType(tile);
    01636   Company *old = Company::Get(old_owner);
    01637   if (tt == TRANSPORT_RAIL) {
    01638     old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
    01639     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
    01640   } else if (tt == TRANSPORT_WATER) {
    01641     old->infrastructure.water -= num_pieces;
    01642     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
    01643   }
    01644
    01645   if (new_owner != INVALID_OWNER) {
    01646     SetTileOwner(tile, new_owner);
    01647   } else {
    01648     if (tt == TRANSPORT_RAIL) {
    01649       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01650        * bridge / tunnel. */
    01651       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01652       assert(ret.Succeeded());
    01653     } else {
    01654       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01655       SetTileOwner(tile, OWNER_NONE);
    01656     }
    01657   }
    01658 }
    01659
    01665 static const byte TUNNEL_SOUND_FRAME = 1;
    01666
    01675 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01676
    01677 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01678 {
    01679   int z = GetSlopePixelZ(x, y) - v->z_pos;
    01680
    01681   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01682   /* Direction into the wormhole */
    01683   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01684   /* Direction of the vehicle */
    01685   const DiagDirection vdir = DirToDiagDir(v->direction);
    01686   /* New position of the vehicle on the tile */
    01687   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01688   /* Number of units moved by the vehicle since entering the tile */
    01689   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01690
    01691   if (IsTunnel(tile)) {
    01692     if (v->type == VEH_TRAIN) {
    01693       Train *t = Train::From(v);
    01694
    01695       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01696         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01697           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01698             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01699           }
    01700           return VETSB_CONTINUE;
    01701         }
    01702         if (frame == _tunnel_visibility_frame[dir]) {
    01703           t->tile = tile;
    01704           t->track = TRACK_BIT_WORMHOLE;
    01705           t->vehstatus |= VS_HIDDEN;
    01706           return VETSB_ENTERED_WORMHOLE;
    01707         }
    01708       }
    01709
    01710       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01711         /* We're at the tunnel exit ?? */
    01712         t->tile = tile;
    01713         t->track = DiagDirToDiagTrackBits(vdir);
    01714         assert(t->track);
    01715         t->vehstatus &= ~VS_HIDDEN;
    01716         return VETSB_ENTERED_WORMHOLE;
    01717       }
    01718     } else if (v->type == VEH_ROAD) {
    01719       RoadVehicle *rv = RoadVehicle::From(v);
    01720
    01721       /* Enter tunnel? */
    01722       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01723         if (frame == _tunnel_visibility_frame[dir]) {
    01724           /* Frame should be equal to the next frame number in the RV's movement */
    01725           assert(frame == rv->frame + 1);
    01726           rv->tile = tile;
    01727           rv->state = RVSB_WORMHOLE;
    01728           rv->vehstatus |= VS_HIDDEN;
    01729           return VETSB_ENTERED_WORMHOLE;
    01730         } else {
    01731           return VETSB_CONTINUE;
    01732         }
    01733       }
    01734
    01735       /* We're at the tunnel exit ?? */
    01736       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01737         rv->tile = tile;
    01738         rv->state = DiagDirToDiagTrackdir(vdir);
    01739         rv->frame = frame;
    01740         rv->vehstatus &= ~VS_HIDDEN;
    01741         return VETSB_ENTERED_WORMHOLE;
    01742       }
    01743     }
    01744   } else { // IsBridge(tile)
    01745     if (v->type != VEH_SHIP) {
    01746       /* modify speed of vehicle */
    01747       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01748
    01749       if (v->type == VEH_ROAD) spd *= 2;
    01750       Vehicle *first = v->First();
    01751       first->cur_speed = min(first->cur_speed, spd);
    01752     }
    01753
    01754     if (vdir == dir) {
    01755       /* Vehicle enters bridge at the last frame inside this tile. */
    01756       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01757       switch (v->type) {
    01758         case VEH_TRAIN: {
    01759           Train *t = Train::From(v);
    01760           t->track = TRACK_BIT_WORMHOLE;
    01761           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01762           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01763           break;
    01764         }
    01765
    01766         case VEH_ROAD: {
    01767           RoadVehicle *rv = RoadVehicle::From(v);
    01768           rv->state = RVSB_WORMHOLE;
    01769           /* There are no slopes inside bridges / tunnels. */
    01770           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01771           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01772           break;
    01773         }
    01774
    01775         case VEH_SHIP:
    01776           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01777           break;
    01778
    01779         default: NOT_REACHED();
    01780       }
    01781       return VETSB_ENTERED_WORMHOLE;
    01782     } else if (vdir == ReverseDiagDir(dir)) {
    01783       v->tile = tile;
    01784       switch (v->type) {
    01785         case VEH_TRAIN: {
    01786           Train *t = Train::From(v);
    01787           if (t->track == TRACK_BIT_WORMHOLE) {
    01788             t->track = DiagDirToDiagTrackBits(vdir);
    01789             return VETSB_ENTERED_WORMHOLE;
    01790           }
    01791           break;
    01792         }
    01793
    01794         case VEH_ROAD: {
    01795           RoadVehicle *rv = RoadVehicle::From(v);
    01796           if (rv->state == RVSB_WORMHOLE) {
    01797             rv->state = DiagDirToDiagTrackdir(vdir);
    01798             rv->frame = 0;
    01799             return VETSB_ENTERED_WORMHOLE;
    01800           }
    01801           break;
    01802         }
    01803
    01804         case VEH_SHIP: {
    01805           Ship *ship = Ship::From(v);
    01806           if (ship->state == TRACK_BIT_WORMHOLE) {
    01807             ship->state = DiagDirToDiagTrackBits(vdir);
    01808             return VETSB_ENTERED_WORMHOLE;
    01809           }
    01810           break;
    01811         }
    01812
    01813         default: NOT_REACHED();
    01814       }
    01815     }
    01816   }
    01817   return VETSB_CONTINUE;
    01818 }
    01819
    01820 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    01821 {
    01822   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01823     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01824     Axis axis = DiagDirToAxis(direction);
    01825     CommandCost res;
    01826     int z_old;
    01827     Slope tileh_old = GetTileSlope(tile, &z_old);
    01828
    01829     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01830     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01831       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01832       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01833     } else {
    01834       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01835       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01836     }
    01837
    01838     /* Surface slope is valid and remains unchanged? */
    01839     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01840   }
    01841
    01842   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01843 }
    01844
    01845 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01846   DrawTile_TunnelBridge,           // draw_tile_proc
    01847   GetSlopePixelZ_TunnelBridge,     // get_slope_z_proc
    01848   ClearTile_TunnelBridge,          // clear_tile_proc
    01849   NULL,                            // add_accepted_cargo_proc
    01850   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    01851   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    01852   NULL,                            // click_tile_proc
    01853   NULL,                            // animate_tile_proc
    01854   TileLoop_TunnelBridge,           // tile_loop_proc
    01855   ChangeTileOwner_TunnelBridge,    // change_tile_owner_proc
    01856   NULL,                            // add_produced_cargo_proc
    01857   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    01858   GetFoundation_TunnelBridge,      // get_foundation_proc
    01859   TerraformTile_TunnelBridge,      // terraform_tile_proc
    01860 };