# tunnelbridge_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00016 #include "stdafx.h"
    00017 #include "newgrf_object.h"
    00018 #include "viewport_func.h"
    00019 #include "cmd_helper.h"
    00020 #include "command_func.h"
    00021 #include "town.h"
    00022 #include "train.h"
    00023 #include "ship.h"
    00024 #include "roadveh.h"
    00025 #include "water_map.h"
    00026 #include "pathfinder/yapf/yapf_cache.h"
    00027 #include "newgrf_sound.h"
    00028 #include "autoslope.h"
    00029 #include "tunnelbridge_map.h"
    00030 #include "strings_func.h"
    00031 #include "date_func.h"
    00032 #include "clear_func.h"
    00033 #include "vehicle_func.h"
    00034 #include "sound_func.h"
    00035 #include "tunnelbridge.h"
    00036 #include "cheat_type.h"
    00037 #include "elrail_func.h"
    00038 #include "pbs.h"
    00039 #include "company_base.h"
    00040 #include "newgrf_railtype.h"
    00041 #include "object_base.h"
    00042 #include "water.h"
    00043
    00044 #include "table/sprites.h"
    00045 #include "table/strings.h"
    00046 #include "table/bridge_land.h"
    00047
    00048 BridgeSpec _bridge[MAX_BRIDGES];
    00049 TileIndex _build_tunnel_endtile;
    00050
    00051 /* Z position of the bridge sprites relative to bridge height (downwards) */
    00052 static const int BRIDGE_Z_START = 3;
    00053
    00055 void ResetBridges()
    00056 {
    00057   /* First, free sprite table data */
    00058   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
    00059     if (_bridge[i].sprite_table != NULL) {
    00060       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
    00061       free(_bridge[i].sprite_table);
    00062     }
    00063   }
    00064
    00065   /* Then, wipe out current bidges */
    00066   memset(&_bridge, 0, sizeof(_bridge));
    00067   /* And finally, reinstall default data */
    00068   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
    00069 }
    00070
    00077 int CalcBridgeLenCostFactor(int length)
    00078 {
    00079   if (length < 2) return length;
    00080
    00081   length -= 2;
    00082   int sum = 2;
    00083   for (int delta = 1;; delta++) {
    00084     for (int count = 0; count < delta; count++) {
    00085       if (length == 0) return sum;
    00086       sum += delta;
    00087       length--;
    00088     }
    00089   }
    00090 }
    00091
    00092 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
    00093 {
    00094   if (tileh == SLOPE_FLAT ||
    00095       ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
    00096       ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
    00097
    00098   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
    00099 }
    00100
    00108 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
    00109 {
    00110   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
    00111   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
    00112   return (tileh != SLOPE_FLAT);
    00113 }
    00114
    00115 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
    00116 {
    00117   const BridgeSpec *bridge = GetBridgeSpec(index);
    00118   assert(table < BRIDGE_PIECE_INVALID);
    00119   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
    00120     return _bridge_sprite_table[index][table];
    00121   } else {
    00122     return bridge->sprite_table[table];
    00123   }
    00124 }
    00125
    00126
    00135 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
    00136 {
    00137   Foundation f = GetBridgeFoundation(*tileh, axis);
    00138   *z += ApplyFoundationToSlope(f, tileh);
    00139
    00140   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
    00141   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00142
    00143   if (f == FOUNDATION_NONE) return CommandCost();
    00144
    00145   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00146 }
    00147
    00156 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
    00157 {
    00158   Foundation f = GetBridgeFoundation(*tileh, axis);
    00159   *z += ApplyFoundationToSlope(f, tileh);
    00160
    00161   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
    00162   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00163
    00164   if (f == FOUNDATION_NONE) return CommandCost();
    00165
    00166   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00167 }
    00168
    00175 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
    00176 {
    00177   if (flags & DC_QUERY_COST) {
    00178     if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
    00179     return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00180   }
    00181
    00182   if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
    00183
    00184   const BridgeSpec *b = GetBridgeSpec(bridge_type);
    00185   if (b->avail_year > _cur_year) return CMD_ERROR;
    00186
    00187   uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
    00188
    00189   if (b->min_length > bridge_len) return CMD_ERROR;
    00190   if (bridge_len <= max) return CommandCost();
    00191   return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00192 }
    00193
    00206 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00207 {
    00208   RailType railtype = INVALID_RAILTYPE;
    00209   RoadTypes roadtypes = ROADTYPES_NONE;
    00210
    00211   /* unpack parameters */
    00212   BridgeType bridge_type = GB(p2, 0, 8);
    00213
    00214   if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
    00215
    00216   TransportType transport_type = Extract<TransportType, 15, 2>(p2);
    00217
    00218   /* type of bridge */
    00219   switch (transport_type) {
    00220     case TRANSPORT_ROAD:
    00221       roadtypes = Extract<RoadTypes, 8, 2>(p2);
    00222       if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
    00223       break;
    00224
    00225     case TRANSPORT_RAIL:
    00226       railtype = Extract<RailType, 8, 4>(p2);
    00227       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00228       break;
    00229
    00230     case TRANSPORT_WATER:
    00231       break;
    00232
    00233     default:
    00234       /* Airports don't have bridges. */
    00235       return CMD_ERROR;
    00236   }
    00237   TileIndex tile_start = p1;
    00238   TileIndex tile_end = end_tile;
    00239
    00240   if (tile_start == tile_end) {
    00241     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
    00242   }
    00243
    00244   Axis direction;
    00245   if (TileX(tile_start) == TileX(tile_end)) {
    00246     direction = AXIS_Y;
    00247   } else if (TileY(tile_start) == TileY(tile_end)) {
    00248     direction = AXIS_X;
    00249   } else {
    00250     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
    00251   }
    00252
    00253   if (tile_end < tile_start) Swap(tile_start, tile_end);
    00254
    00255   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
    00256   if (transport_type != TRANSPORT_WATER) {
    00257     /* set and test bridge length, availability */
    00258     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
    00259     if (ret.Failed()) return ret;
    00260   } else {
    00261     if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00262   }
    00263
    00264   uint z_start;
    00265   uint z_end;
    00266   Slope tileh_start = GetTileSlope(tile_start, &z_start);
    00267   Slope tileh_end = GetTileSlope(tile_end, &z_end);
    00268   bool pbs_reservation = false;
    00269
    00270   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
    00271   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
    00272
    00273   /* Aqueducts can't be built of flat land. */
    00274   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00275   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
    00276
    00277   CommandCost cost(EXPENSES_CONSTRUCTION);
    00278   Owner owner;
    00279   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00280       GetOtherBridgeEnd(tile_start) == tile_end &&
    00281       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00282     /* Replace a current bridge. */
    00283
    00284     /* If this is a railway bridge, make sure the railtypes match. */
    00285     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00286       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00287     }
    00288
    00289     /* Do not replace town bridges with lower speed bridges. */
    00290     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00291         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
    00292       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00293
    00294       if (t == NULL) {
    00295         return CMD_ERROR;
    00296       } else {
    00297         SetDParam(0, t->index);
    00298         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00299       }
    00300     }
    00301
    00302     /* Do not replace the bridge with the same bridge type. */
    00303     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
    00304       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00305     }
    00306
    00307     /* Do not allow replacing another company's bridges. */
    00308     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
    00309       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00310     }
    00311
    00312     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00313     owner = GetTileOwner(tile_start);
    00314
    00315     switch (transport_type) {
    00316       case TRANSPORT_RAIL:
    00317         /* Keep the reservation, the path stays valid. */
    00318         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00319         break;
    00320
    00321       case TRANSPORT_ROAD:
    00322         /* Do not remove road types when upgrading a bridge */
    00323         roadtypes |= GetRoadTypes(tile_start);
    00324         break;
    00325
    00326       default: break;
    00327     }
    00328   } else {
    00329     /* Build a new bridge. */
    00330
    00331     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00332
    00333     /* Try and clear the start landscape */
    00334     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00335     if (ret.Failed()) return ret;
    00336     cost = ret;
    00337
    00338     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00339     cost.AddCost(terraform_cost_north);
    00340
    00341     /* Try and clear the end landscape */
    00342     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00343     if (ret.Failed()) return ret;
    00344     cost.AddCost(ret);
    00345
    00346     /* false - end tile slope check */
    00347     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00348     cost.AddCost(terraform_cost_south);
    00349
    00350     const TileIndex heads[] = {tile_start, tile_end};
    00351     for (int i = 0; i < 2; i++) {
    00352       if (MayHaveBridgeAbove(heads[i])) {
    00353         if (IsBridgeAbove(heads[i])) {
    00354           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00355
    00356           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00357
    00358           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
    00359             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00360           }
    00361         }
    00362       }
    00363     }
    00364
    00365     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00366     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00367       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00368
    00369       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00370         /* Disallow crossing bridges for the time being */
    00371         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00372       }
    00373
    00374       switch (GetTileType(tile)) {
    00375         case MP_WATER:
    00376           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00377           break;
    00378
    00379         case MP_RAILWAY:
    00380           if (!IsPlainRail(tile)) goto not_valid_below;
    00381           break;
    00382
    00383         case MP_ROAD:
    00384           if (IsRoadDepot(tile)) goto not_valid_below;
    00385           break;
    00386
    00387         case MP_TUNNELBRIDGE:
    00388           if (IsTunnel(tile)) break;
    00389           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00390           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00391           break;
    00392
    00393         case MP_OBJECT: {
    00394           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00395           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00396           if (GetTileMaxZ(tile) + spec->height * TILE_HEIGHT > z_start) goto not_valid_below;
    00397           break;
    00398         }
    00399
    00400         case MP_CLEAR:
    00401           break;
    00402
    00403         default:
    00404   not_valid_below:;
    00405           /* try and clear the middle landscape */
    00406           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00407           if (ret.Failed()) return ret;
    00408           cost.AddCost(ret);
    00409           break;
    00410       }
    00411
    00412       if (flags & DC_EXEC) {
    00413         /* We do this here because when replacing a bridge with another
    00414          * type calling SetBridgeMiddle isn't needed. After all, the
    00415          * tile alread has the has_bridge_above bits set. */
    00416         SetBridgeMiddle(tile, direction);
    00417       }
    00418     }
    00419
    00420     owner = _current_company;
    00421   }
    00422
    00423   /* do the drill? */
    00424   if (flags & DC_EXEC) {
    00425     DiagDirection dir = AxisToDiagDir(direction);
    00426
    00427     switch (transport_type) {
    00428       case TRANSPORT_RAIL:
    00429         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00430         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00431         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00432         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00433         break;
    00434
    00435       case TRANSPORT_ROAD:
    00436         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
    00437         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
    00438         break;
    00439
    00440       case TRANSPORT_WATER:
    00441         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00442         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00443         break;
    00444
    00445       default:
    00446         NOT_REACHED();
    00447     }
    00448
    00449     /* Mark all tiles dirty */
    00450     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00451     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00452       MarkTileDirtyByTile(tile);
    00453     }
    00454   }
    00455
    00456   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00457     Track track = AxisToTrack(direction);
    00458     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
    00459     YapfNotifyTrackLayoutChange(tile_start, track);
    00460   }
    00461
    00462   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00463    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00464    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00465    */
    00466   Company *c = Company::GetIfValid(_current_company);
    00467   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00468     bridge_len += 2; // begin and end tiles/ramps
    00469
    00470     switch (transport_type) {
    00471       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2); break;
    00472       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00473       default: break;
    00474     }
    00475
    00476     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00477
    00478     if (transport_type != TRANSPORT_WATER) {
    00479       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00480     } else {
    00481       /* Aqueducts use a separate base cost. */
    00482       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00483     }
    00484
    00485   }
    00486
    00487   return cost;
    00488 }
    00489
    00490
    00501 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00502 {
    00503   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00504
    00505   RailType railtype = INVALID_RAILTYPE;
    00506   RoadTypes rts = ROADTYPES_NONE;
    00507   _build_tunnel_endtile = 0;
    00508   switch (transport_type) {
    00509     case TRANSPORT_RAIL:
    00510       railtype = Extract<RailType, 0, 4>(p1);
    00511       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00512       break;
    00513
    00514     case TRANSPORT_ROAD:
    00515       rts = Extract<RoadTypes, 0, 2>(p1);
    00516       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
    00517       break;
    00518
    00519     default: return CMD_ERROR;
    00520   }
    00521
    00522   uint start_z;
    00523   uint end_z;
    00524   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00525   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00526   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00527
    00528   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00529
    00530   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00531   if (ret.Failed()) return ret;
    00532
    00533   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00534    * for the clearing of the entrance of the tunnel. Assigning it to
    00535    * cost before the loop will yield different costs depending on start-
    00536    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00537
    00538   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00539   DiagDirection tunnel_in_way_dir;
    00540   if (DiagDirToAxis(direction) == AXIS_Y) {
    00541     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00542   } else {
    00543     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00544   }
    00545
    00546   TileIndex end_tile = start_tile;
    00547
    00548   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00549   int tiles_coef = 3;
    00550   /* Number of tiles from start of tunnel */
    00551   int tiles = 0;
    00552   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00553   int tiles_bump = 25;
    00554
    00555   CommandCost cost(EXPENSES_CONSTRUCTION);
    00556   Slope end_tileh;
    00557   for (;;) {
    00558     end_tile += delta;
    00559     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00560     end_tileh = GetTileSlope(end_tile, &end_z);
    00561
    00562     if (start_z == end_z) break;
    00563
    00564     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00565       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00566     }
    00567
    00568     tiles++;
    00569     if (tiles == tiles_bump) {
    00570       tiles_coef++;
    00571       tiles_bump *= 2;
    00572     }
    00573
    00574     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00575     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00576   }
    00577
    00578   /* Add the cost of the entrance */
    00579   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00580   cost.AddCost(ret);
    00581
    00582   /* if the command fails from here on we want the end tile to be highlighted */
    00583   _build_tunnel_endtile = end_tile;
    00584
    00585   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00586
    00587   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00588
    00589   /* Clear the tile in any case */
    00590   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00591   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00592   cost.AddCost(ret);
    00593
    00594   /* slope of end tile must be complementary to the slope of the start tile */
    00595   if (end_tileh != ComplementSlope(start_tileh)) {
    00596     /* Mark the tile as already cleared for the terraform command.
    00597      * Do this for all tiles (like trees), not only objects. */
    00598     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00599     if (coa == NULL) {
    00600       coa = _cleared_object_areas.Append();
    00601       coa->first_tile = end_tile;
    00602       coa->area = TileArea(end_tile, 1, 1);
    00603     }
    00604
    00605     /* Hide the tile from the terraforming command */
    00606     TileIndex old_first_tile = coa->first_tile;
    00607     coa->first_tile = INVALID_TILE;
    00608     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00609     coa->first_tile = old_first_tile;
    00610     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00611     cost.AddCost(ret);
    00612   }
    00613   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00614
    00615   /* Pay for the rail/road in the tunnel including entrances */
    00616   switch (transport_type) {
    00617     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00618     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00619     default: break;
    00620   }
    00621
    00622   if (flags & DC_EXEC) {
    00623     if (transport_type == TRANSPORT_RAIL) {
    00624       MakeRailTunnel(start_tile, _current_company, direction,                 railtype);
    00625       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), railtype);
    00626       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
    00627       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00628     } else {
    00629       MakeRoadTunnel(start_tile, _current_company, direction,                 rts);
    00630       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), rts);
    00631     }
    00632   }
    00633
    00634   return cost;
    00635 }
    00636
    00637
    00643 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00644 {
    00645   /* Floods can remove anything as well as the scenario editor */
    00646   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00647
    00648   switch (GetTunnelBridgeTransportType(tile)) {
    00649     case TRANSPORT_ROAD: {
    00650       RoadTypes rts = GetRoadTypes(tile);
    00651       Owner road_owner = _current_company;
    00652       Owner tram_owner = _current_company;
    00653
    00654       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00655       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00656
    00657       /* We can remove unowned road and if the town allows it */
    00658       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00659         return CheckTileOwnership(tile);
    00660       }
    00661       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00662       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00663
    00664       CommandCost ret = CheckOwnership(road_owner, tile);
    00665       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00666       return ret;
    00667     }
    00668
    00669     case TRANSPORT_RAIL:
    00670     case TRANSPORT_WATER:
    00671       return CheckOwnership(GetTileOwner(tile));
    00672
    00673     default: NOT_REACHED();
    00674   }
    00675 }
    00676
    00683 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00684 {
    00685   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00686   if (ret.Failed()) return ret;
    00687
    00688   TileIndex endtile = GetOtherTunnelEnd(tile);
    00689
    00690   ret = TunnelBridgeIsFree(tile, endtile);
    00691   if (ret.Failed()) return ret;
    00692
    00693   _build_tunnel_endtile = endtile;
    00694
    00695   Town *t = NULL;
    00696   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00697     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00698
    00699     /* Check if you are allowed to remove the tunnel owned by a town
    00700      * Removal depends on difficulty settings */
    00701     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00702     if (ret.Failed()) return ret;
    00703   }
    00704
    00705   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00706    * you have a "Poor" (0) town rating */
    00707   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00708     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00709   }
    00710
    00711   if (flags & DC_EXEC) {
    00712     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00713       /* We first need to request values before calling DoClearSquare */
    00714       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00715       Track track = DiagDirToDiagTrack(dir);
    00716       Owner owner = GetTileOwner(tile);
    00717
    00718       Train *v = NULL;
    00719       if (HasTunnelBridgeReservation(tile)) {
    00720         v = GetTrainForReservation(tile, track);
    00721         if (v != NULL) FreeTrainTrackReservation(v);
    00722       }
    00723
    00724       DoClearSquare(tile);
    00725       DoClearSquare(endtile);
    00726
    00727       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00728       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00729       AddSideToSignalBuffer(endtile, dir,                 owner);
    00730
    00731       YapfNotifyTrackLayoutChange(tile,    track);
    00732       YapfNotifyTrackLayoutChange(endtile, track);
    00733
    00734       if (v != NULL) TryPathReserve(v);
    00735     } else {
    00736       DoClearSquare(tile);
    00737       DoClearSquare(endtile);
    00738     }
    00739   }
    00740   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
    00741 }
    00742
    00743
    00750 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00751 {
    00752   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00753   if (ret.Failed()) return ret;
    00754
    00755   TileIndex endtile = GetOtherBridgeEnd(tile);
    00756
    00757   ret = TunnelBridgeIsFree(tile, endtile);
    00758   if (ret.Failed()) return ret;
    00759
    00760   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00761   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00762
    00763   Town *t = NULL;
    00764   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00765     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00766
    00767     /* Check if you are allowed to remove the bridge owned by a town
    00768      * Removal depends on difficulty settings */
    00769     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00770     if (ret.Failed()) return ret;
    00771   }
    00772
    00773   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00774    * you have a "Poor" (0) town rating */
    00775   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00776     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00777   }
    00778
    00779   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00780
    00781   if (flags & DC_EXEC) {
    00782     /* read this value before actual removal of bridge */
    00783     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00784     Owner owner = GetTileOwner(tile);
    00785     uint height = GetBridgeHeight(tile);
    00786     Train *v = NULL;
    00787
    00788     if (rail && HasTunnelBridgeReservation(tile)) {
    00789       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00790       if (v != NULL) FreeTrainTrackReservation(v);
    00791     }
    00792
    00793     DoClearSquare(tile);
    00794     DoClearSquare(endtile);
    00795     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00796       /* do not let trees appear from 'nowhere' after removing bridge */
    00797       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00798         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
    00799         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00800       }
    00801       ClearBridgeMiddle(c);
    00802       MarkTileDirtyByTile(c);
    00803     }
    00804
    00805     if (rail) {
    00806       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00807       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00808       AddSideToSignalBuffer(endtile, direction,                 owner);
    00809
    00810       Track track = DiagDirToDiagTrack(direction);
    00811       YapfNotifyTrackLayoutChange(tile,    track);
    00812       YapfNotifyTrackLayoutChange(endtile, track);
    00813
    00814       if (v != NULL) TryPathReserve(v, true);
    00815     }
    00816   }
    00817
    00818   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * base_cost);
    00819 }
    00820
    00827 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00828 {
    00829   if (IsTunnel(tile)) {
    00830     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00831     return DoClearTunnel(tile, flags);
    00832   } else { // IsBridge(tile)
    00833     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00834     return DoClearBridge(tile, flags);
    00835   }
    00836 }
    00837
    00848 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    00849 {
    00850   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    00851   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);
    00852 }
    00853
    00865 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    00866 {
    00867   int cur_z;
    00868   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    00869     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    00870   }
    00871   return cur_z;
    00872 }
    00873
    00885 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    00886 {
    00887   static const int bounding_box_size[2]  = {16, 2};
    00888   static const int back_pillar_offset[2] = { 0, 9};
    00889
    00890   static const int INF = 1000;
    00891   static const SubSprite half_pillar_sub_sprite[2][2] = {
    00892     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    00893     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    00894   };
    00895
    00896   if (psid->sprite == 0) return;
    00897
    00898   /* Determine ground height under pillars */
    00899   DiagDirection south_dir = AxisToDiagDir(axis);
    00900   int z_front_north = ti->z;
    00901   int z_back_north = ti->z;
    00902   int z_front_south = ti->z;
    00903   int z_back_south = ti->z;
    00904   GetSlopeZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    00905   GetSlopeZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    00906
    00907   /* Shared height of pillars */
    00908   int z_front = max(z_front_north, z_front_south);
    00909   int z_back = max(z_back_north, z_back_south);
    00910
    00911   /* x and y size of bounding-box of pillars */
    00912   int w = bounding_box_size[axis];
    00913   int h = bounding_box_size[OtherAxis(axis)];
    00914   /* sprite position of back facing pillar */
    00915   int x_back = x - back_pillar_offset[axis];
    00916   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    00917
    00918   /* Draw front pillars */
    00919   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    00920   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    00921   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    00922
    00923   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    00924   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    00925   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    00926     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    00927     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    00928     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    00929   }
    00930 }
    00931
    00941 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
    00942 {
    00943   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    00944   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    00945   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    00946
    00947   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    00948   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    00949   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    00950   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    00951
    00952   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    00953    * The bounding boxes here are the same as for bridge front/roof */
    00954   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    00955     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    00956       x, y, size_x[offset], size_y[offset], 0x28, z,
    00957       !head && IsTransparencySet(TO_BRIDGES));
    00958   }
    00959
    00960   /* Do not draw catenary if it is set invisible */
    00961   if (!IsInvisibilitySet(TO_CATENARY)) {
    00962     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    00963       x, y, size_x[offset], size_y[offset], 0x28, z,
    00964       IsTransparencySet(TO_CATENARY));
    00965   }
    00966
    00967   /* Start a new SpriteCombine for the front part */
    00968   EndSpriteCombine();
    00969   StartSpriteCombine();
    00970
    00971   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    00972   if (!IsInvisibilitySet(TO_CATENARY)) {
    00973     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    00974       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    00975       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    00976   }
    00977 }
    00978
    00992 static void DrawTile_TunnelBridge(TileInfo *ti)
    00993 {
    00994   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    00995   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    00996
    00997   if (IsTunnel(ti->tile)) {
    00998     /* Front view of tunnel bounding boxes:
    00999      *
    01000      *   122223  <- BB_Z_SEPARATOR
    01001      *   1    3
    01002      *   1    3                1,3 = empty helper BB
    01003      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01004      *
    01005      */
    01006
    01007     static const int _tunnel_BB[4][12] = {
    01008       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01009        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01010       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01011       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01012       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01013       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01014     };
    01015     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01016
    01017     bool catenary = false;
    01018
    01019     SpriteID image;
    01020     if (transport_type == TRANSPORT_RAIL) {
    01021       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
    01022     } else {
    01023       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01024     }
    01025
    01026     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
    01027
    01028     image += tunnelbridge_direction * 2;
    01029     DrawGroundSprite(image, PAL_NONE);
    01030
    01031     /* PBS debugging, draw reserved tracks darker */
    01032     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
    01033       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01034       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01035     }
    01036
    01037     if (transport_type == TRANSPORT_ROAD) {
    01038       RoadTypes rts = GetRoadTypes(ti->tile);
    01039
    01040       if (HasBit(rts, ROADTYPE_TRAM)) {
    01041         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01042
    01043         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01044
    01045         /* Do not draw wires if they are invisible */
    01046         if (!IsInvisibilitySet(TO_CATENARY)) {
    01047           catenary = true;
    01048           StartSpriteCombine();
    01049           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);
    01050         }
    01051       }
    01052     } else {
    01053       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01054       if (rti->UsesOverlay()) {
    01055         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01056         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01057       }
    01058
    01059       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01060         /* Maybe draw pylons on the entry side */
    01061         DrawCatenary(ti);
    01062
    01063         catenary = true;
    01064         StartSpriteCombine();
    01065         /* Draw wire above the ramp */
    01066         DrawCatenaryOnTunnel(ti);
    01067       }
    01068     }
    01069
    01070     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);
    01071
    01072     if (catenary) EndSpriteCombine();
    01073
    01074     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01075     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01076     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);
    01077
    01078     DrawBridgeMiddle(ti);
    01079   } else { // IsBridge(ti->tile)
    01080     const PalSpriteID *psid;
    01081     int base_offset;
    01082     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01083
    01084     if (transport_type == TRANSPORT_RAIL) {
    01085       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01086       assert(base_offset != 8); // This one is used for roads
    01087     } else {
    01088       base_offset = 8;
    01089     }
    01090
    01091     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01092     assert( (base_offset & 0x07) == 0x00);
    01093
    01094     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01095
    01096     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01097     base_offset += (6 - tunnelbridge_direction) % 4;
    01098
    01099     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01100
    01101     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01102     if (transport_type != TRANSPORT_WATER) {
    01103       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01104     } else {
    01105       psid = _aqueduct_sprites + base_offset;
    01106     }
    01107
    01108     if (!ice) {
    01109       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01110       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01111         DrawShoreTile(ti->tileh);
    01112       } else {
    01113         DrawClearLandTile(ti, 3);
    01114       }
    01115     } else {
    01116       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01117     }
    01118
    01119     /* draw ramp */
    01120
    01121     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01122     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01123
    01124     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01125      * it doesn't disappear behind it
    01126      */
    01127     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01128     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01129
    01130     if (transport_type == TRANSPORT_ROAD) {
    01131       RoadTypes rts = GetRoadTypes(ti->tile);
    01132
    01133       if (HasBit(rts, ROADTYPE_TRAM)) {
    01134         uint offset = tunnelbridge_direction;
    01135         uint z = ti->z;
    01136         if (ti->tileh != SLOPE_FLAT) {
    01137           offset = (offset + 1) & 1;
    01138           z += TILE_HEIGHT;
    01139         } else {
    01140           offset += 2;
    01141         }
    01142         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01143         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01144       }
    01145       EndSpriteCombine();
    01146     } else if (transport_type == TRANSPORT_RAIL) {
    01147       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01148       if (rti->UsesOverlay()) {
    01149         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01150         if (surface != 0) {
    01151           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01152             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01153           } else {
    01154             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01155           }
    01156         }
    01157         /* Don't fallback to non-overlay sprite -- the spec states that
    01158          * if an overlay is present then the bridge surface must be
    01159          * present. */
    01160       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01161         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01162           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);
    01163         } else {
    01164           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01165         }
    01166       }
    01167       EndSpriteCombine();
    01168       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01169         DrawCatenary(ti);
    01170       }
    01171     }
    01172
    01173     DrawBridgeMiddle(ti);
    01174   }
    01175 }
    01176
    01177
    01196 static BridgePieces CalcBridgePiece(uint north, uint south)
    01197 {
    01198   if (north == 1) {
    01199     return BRIDGE_PIECE_NORTH;
    01200   } else if (south == 1) {
    01201     return BRIDGE_PIECE_SOUTH;
    01202   } else if (north < south) {
    01203     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01204   } else if (north > south) {
    01205     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01206   } else {
    01207     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01208   }
    01209 }
    01210
    01211
    01212 void DrawBridgeMiddle(const TileInfo *ti)
    01213 {
    01214   /* Sectional view of bridge bounding boxes:
    01215    *
    01216    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01217    *  1           2                                  3 = empty helper BB
    01218    *  1     7     2                                4,5 = pillars under higher bridges
    01219    *  1 6 88888 6 2                                  6 = elrail-pylons
    01220    *  1 6 88888 6 2                                  7 = elrail-wire
    01221    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01222    *  3333333333333  <- BB_Z_SEPARATOR
    01223    *                 <- unused
    01224    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01225    *    4       5
    01226    *    4       5
    01227    *
    01228    */
    01229
    01230   if (!IsBridgeAbove(ti->tile)) return;
    01231
    01232   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01233   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01234   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01235
    01236   Axis axis = GetBridgeAxis(ti->tile);
    01237   BridgePieces piece = CalcBridgePiece(
    01238     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01239     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01240   );
    01241
    01242   const PalSpriteID *psid;
    01243   bool drawfarpillar;
    01244   if (transport_type != TRANSPORT_WATER) {
    01245     BridgeType type =  GetBridgeType(rampsouth);
    01246     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01247
    01248     uint base_offset;
    01249     if (transport_type == TRANSPORT_RAIL) {
    01250       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01251     } else {
    01252       base_offset = 8;
    01253     }
    01254
    01255     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01256   } else {
    01257     drawfarpillar = true;
    01258     psid = _aqueduct_sprites;
    01259   }
    01260
    01261   if (axis != AXIS_X) psid += 4;
    01262
    01263   int x = ti->x;
    01264   int y = ti->y;
    01265   uint bridge_z = GetBridgeHeight(rampsouth);
    01266   uint z = bridge_z - BRIDGE_Z_START;
    01267
    01268   /* Add a bounding box that separates the bridge from things below it. */
    01269   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01270
    01271   /* Draw Trambits as SpriteCombine */
    01272   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01273
    01274   /* Draw floor and far part of bridge*/
    01275   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01276     if (axis == AXIS_X) {
    01277       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01278     } else {
    01279       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01280     }
    01281   }
    01282
    01283   psid++;
    01284
    01285   if (transport_type == TRANSPORT_ROAD) {
    01286     RoadTypes rts = GetRoadTypes(rampsouth);
    01287
    01288     if (HasBit(rts, ROADTYPE_TRAM)) {
    01289       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01290       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01291     } else {
    01292       EndSpriteCombine();
    01293       StartSpriteCombine();
    01294     }
    01295   } else if (transport_type == TRANSPORT_RAIL) {
    01296     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01297     if (rti->UsesOverlay()) {
    01298       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01299       if (surface != 0) {
    01300         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01301       }
    01302     }
    01303     EndSpriteCombine();
    01304
    01305     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01306       DrawCatenaryOnBridge(ti);
    01307     }
    01308   }
    01309
    01310   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01311   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01312     if (axis == AXIS_X) {
    01313       y += 12;
    01314       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01315     } else {
    01316       x += 12;
    01317       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01318     }
    01319   }
    01320
    01321   /* Draw TramFront as SpriteCombine */
    01322   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01323
    01324   /* Do not draw anything more if bridges are invisible */
    01325   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01326
    01327   psid++;
    01328   if (ti->z + 5 == z) {
    01329     /* draw poles below for small bridges */
    01330     if (psid->sprite != 0) {
    01331       SpriteID image = psid->sprite;
    01332       SpriteID pal   = psid->pal;
    01333       if (IsTransparencySet(TO_BRIDGES)) {
    01334         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01335         pal = PALETTE_TO_TRANSPARENT;
    01336       }
    01337
    01338       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01339     }
    01340   } else {
    01341     /* draw pillars below for high bridges */
    01342     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01343   }
    01344 }
    01345
    01346
    01347 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01348 {
    01349   uint z;
    01350   Slope tileh = GetTileSlope(tile, &z);
    01351
    01352   x &= 0xF;
    01353   y &= 0xF;
    01354
    01355   if (IsTunnel(tile)) {
    01356     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01357
    01358     /* In the tunnel entrance? */
    01359     if (5 <= pos && pos <= 10) return z;
    01360   } else { // IsBridge(tile)
    01361     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01362     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01363
    01364     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01365
    01366     /* On the bridge ramp? */
    01367     if (5 <= pos && pos <= 10) {
    01368       uint delta;
    01369
    01370       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01371
    01372       switch (dir) {
    01373         default: NOT_REACHED();
    01374         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01375         case DIAGDIR_SE: delta = y / 2; break;
    01376         case DIAGDIR_SW: delta = x / 2; break;
    01377         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01378       }
    01379       return z + 1 + delta;
    01380     }
    01381   }
    01382
    01383   return z + GetPartialZ(x, y, tileh);
    01384 }
    01385
    01386 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01387 {
    01388   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01389 }
    01390
    01391 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01392 {
    01393   TransportType tt = GetTunnelBridgeTransportType(tile);
    01394
    01395   if (IsTunnel(tile)) {
    01396     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01397   } else { // IsBridge(tile)
    01398     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01399   }
    01400   td->owner[0] = GetTileOwner(tile);
    01401
    01402   Owner road_owner = INVALID_OWNER;
    01403   Owner tram_owner = INVALID_OWNER;
    01404   RoadTypes rts = GetRoadTypes(tile);
    01405   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01406   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01407
    01408   /* Is there a mix of owners? */
    01409   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01410       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01411     uint i = 1;
    01412     if (road_owner != INVALID_OWNER) {
    01413       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01414       td->owner[i] = road_owner;
    01415       i++;
    01416     }
    01417     if (tram_owner != INVALID_OWNER) {
    01418       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01419       td->owner[i] = tram_owner;
    01420     }
    01421   }
    01422
    01423   if (tt == TRANSPORT_RAIL) {
    01424     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01425     td->rail_speed = rti->max_speed;
    01426
    01427     if (!IsTunnel(tile)) {
    01428       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01429       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01430         td->rail_speed = spd;
    01431       }
    01432     }
    01433   }
    01434 }
    01435
    01436
    01437 static void TileLoop_TunnelBridge(TileIndex tile)
    01438 {
    01439   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01440   switch (_settings_game.game_creation.landscape) {
    01441     case LT_ARCTIC: {
    01442       /* As long as we do not have a snow density, we want to use the density
    01443        * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
    01444        * (Independent of foundations) */
    01445       uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01446       if (snow_or_desert != (z > GetSnowLine())) {
    01447         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01448         MarkTileDirtyByTile(tile);
    01449       }
    01450       break;
    01451     }
    01452
    01453     case LT_TROPIC:
    01454       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01455         SetTunnelBridgeSnowOrDesert(tile, true);
    01456         MarkTileDirtyByTile(tile);
    01457       }
    01458       break;
    01459
    01460     default:
    01461       break;
    01462   }
    01463 }
    01464
    01465 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01466 {
    01467   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01468   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01469
    01470   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01471   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01472   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01473 }
    01474
    01475 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01476 {
    01477   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01478     /* Update all roadtypes, no matter if they are present */
    01479     if (GetRoadOwner(tile, rt) == old_owner) {
    01480       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01481     }
    01482   }
    01483
    01484   if (!IsTileOwner(tile, old_owner)) return;
    01485
    01486   if (new_owner != INVALID_OWNER) {
    01487     SetTileOwner(tile, new_owner);
    01488   } else {
    01489     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    01490       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01491        * bridge / tunnel. */
    01492       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01493       assert(ret.Succeeded());
    01494     } else {
    01495       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01496       SetTileOwner(tile, OWNER_NONE);
    01497     }
    01498   }
    01499 }
    01500
    01506 static const byte TUNNEL_SOUND_FRAME = 1;
    01507
    01516 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01517
    01518 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01519 {
    01520   int z = GetSlopeZ(x, y) - v->z_pos;
    01521
    01522   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01523   /* Direction into the wormhole */
    01524   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01525   /* Direction of the vehicle */
    01526   const DiagDirection vdir = DirToDiagDir(v->direction);
    01527   /* New position of the vehicle on the tile */
    01528   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01529   /* Number of units moved by the vehicle since entering the tile */
    01530   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01531
    01532   if (IsTunnel(tile)) {
    01533     if (v->type == VEH_TRAIN) {
    01534       Train *t = Train::From(v);
    01535
    01536       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01537         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01538           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01539             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01540           }
    01541           return VETSB_CONTINUE;
    01542         }
    01543         if (frame == _tunnel_visibility_frame[dir]) {
    01544           t->tile = tile;
    01545           t->track = TRACK_BIT_WORMHOLE;
    01546           t->vehstatus |= VS_HIDDEN;
    01547           return VETSB_ENTERED_WORMHOLE;
    01548         }
    01549       }
    01550
    01551       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01552         /* We're at the tunnel exit ?? */
    01553         t->tile = tile;
    01554         t->track = DiagDirToDiagTrackBits(vdir);
    01555         assert(t->track);
    01556         t->vehstatus &= ~VS_HIDDEN;
    01557         return VETSB_ENTERED_WORMHOLE;
    01558       }
    01559     } else if (v->type == VEH_ROAD) {
    01560       RoadVehicle *rv = RoadVehicle::From(v);
    01561
    01562       /* Enter tunnel? */
    01563       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01564         if (frame == _tunnel_visibility_frame[dir]) {
    01565           /* Frame should be equal to the next frame number in the RV's movement */
    01566           assert(frame == rv->frame + 1);
    01567           rv->tile = tile;
    01568           rv->state = RVSB_WORMHOLE;
    01569           rv->vehstatus |= VS_HIDDEN;
    01570           return VETSB_ENTERED_WORMHOLE;
    01571         } else {
    01572           return VETSB_CONTINUE;
    01573         }
    01574       }
    01575
    01576       /* We're at the tunnel exit ?? */
    01577       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01578         rv->tile = tile;
    01579         rv->state = DiagDirToDiagTrackdir(vdir);
    01580         rv->frame = frame;
    01581         rv->vehstatus &= ~VS_HIDDEN;
    01582         return VETSB_ENTERED_WORMHOLE;
    01583       }
    01584     }
    01585   } else { // IsBridge(tile)
    01586     if (v->type != VEH_SHIP) {
    01587       /* modify speed of vehicle */
    01588       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01589
    01590       if (v->type == VEH_ROAD) spd *= 2;
    01591       Vehicle *first = v->First();
    01592       first->cur_speed = min(first->cur_speed, spd);
    01593     }
    01594
    01595     if (vdir == dir) {
    01596       /* Vehicle enters bridge at the last frame inside this tile. */
    01597       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01598       switch (v->type) {
    01599         case VEH_TRAIN: {
    01600           Train *t = Train::From(v);
    01601           t->track = TRACK_BIT_WORMHOLE;
    01602           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01603           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01604           break;
    01605         }
    01606
    01607         case VEH_ROAD: {
    01608           RoadVehicle *rv = RoadVehicle::From(v);
    01609           rv->state = RVSB_WORMHOLE;
    01610           /* There are no slopes inside bridges / tunnels. */
    01611           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01612           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01613           break;
    01614         }
    01615
    01616         case VEH_SHIP:
    01617           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01618           break;
    01619
    01620         default: NOT_REACHED();
    01621       }
    01622       return VETSB_ENTERED_WORMHOLE;
    01623     } else if (vdir == ReverseDiagDir(dir)) {
    01624       v->tile = tile;
    01625       switch (v->type) {
    01626         case VEH_TRAIN: {
    01627           Train *t = Train::From(v);
    01628           if (t->track == TRACK_BIT_WORMHOLE) {
    01629             t->track = DiagDirToDiagTrackBits(vdir);
    01630             return VETSB_ENTERED_WORMHOLE;
    01631           }
    01632           break;
    01633         }
    01634
    01635         case VEH_ROAD: {
    01636           RoadVehicle *rv = RoadVehicle::From(v);
    01637           if (rv->state == RVSB_WORMHOLE) {
    01638             rv->state = DiagDirToDiagTrackdir(vdir);
    01639             rv->frame = 0;
    01640             return VETSB_ENTERED_WORMHOLE;
    01641           }
    01642           break;
    01643         }
    01644
    01645         case VEH_SHIP: {
    01646           Ship *ship = Ship::From(v);
    01647           if (ship->state == TRACK_BIT_WORMHOLE) {
    01648             ship->state = DiagDirToDiagTrackBits(vdir);
    01649             return VETSB_ENTERED_WORMHOLE;
    01650           }
    01651           break;
    01652         }
    01653
    01654         default: NOT_REACHED();
    01655       }
    01656     }
    01657   }
    01658   return VETSB_CONTINUE;
    01659 }
    01660
    01661 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    01662 {
    01663   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01664     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01665     Axis axis = DiagDirToAxis(direction);
    01666     CommandCost res;
    01667     uint z_old;
    01668     Slope tileh_old = GetTileSlope(tile, &z_old);
    01669
    01670     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01671     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01672       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01673       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01674     } else {
    01675       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01676       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01677     }
    01678
    01679     /* Surface slope is valid and remains unchanged? */
    01680     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01681   }
    01682
    01683   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01684 }
    01685
    01686 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01687   DrawTile_TunnelBridge,           // draw_tile_proc
    01688   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
    01689   ClearTile_TunnelBridge,          // clear_tile_proc
    01690   NULL,                            // add_accepted_cargo_proc
    01691   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    01692   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    01693   NULL,                            // click_tile_proc
    01694   NULL,                            // animate_tile_proc
    01695   TileLoop_TunnelBridge,           // tile_loop_clear
    01696   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
    01697   NULL,                            // add_produced_cargo_proc
    01698   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    01699   GetFoundation_TunnelBridge,      // get_foundation_proc
    01700   TerraformTile_TunnelBridge,      // terraform_tile_proc
    01701 };