# 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 "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 bidges */
    00065   memset(&_bridge, 0, sizeof(_bridge));
    00066   /* And finally, reinstall default data */
    00067   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
    00068 }
    00069
    00076 int CalcBridgeLenCostFactor(int length)
    00077 {
    00078   if (length < 2) return length;
    00079
    00080   length -= 2;
    00081   int sum = 2;
    00082   for (int delta = 1;; delta++) {
    00083     for (int count = 0; count < delta; count++) {
    00084       if (length == 0) return sum;
    00085       sum += delta;
    00086       length--;
    00087     }
    00088   }
    00089 }
    00090
    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->squared_town_zone_radius[HZB_TOWN_EDGE]) {
    00255       company = OWNER_NONE;
    00256     }
    00257   }
    00258
    00259   if (tile_start == tile_end) {
    00260     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
    00261   }
    00262
    00263   Axis direction;
    00264   if (TileX(tile_start) == TileX(tile_end)) {
    00265     direction = AXIS_Y;
    00266   } else if (TileY(tile_start) == TileY(tile_end)) {
    00267     direction = AXIS_X;
    00268   } else {
    00269     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
    00270   }
    00271
    00272   if (tile_end < tile_start) Swap(tile_start, tile_end);
    00273
    00274   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
    00275   if (transport_type != TRANSPORT_WATER) {
    00276     /* set and test bridge length, availability */
    00277     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
    00278     if (ret.Failed()) return ret;
    00279   } else {
    00280     if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00281   }
    00282
    00283   int z_start;
    00284   int z_end;
    00285   Slope tileh_start = GetTileSlope(tile_start, &z_start);
    00286   Slope tileh_end = GetTileSlope(tile_end, &z_end);
    00287   bool pbs_reservation = false;
    00288
    00289   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
    00290   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
    00291
    00292   /* Aqueducts can't be built of flat land. */
    00293   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00294   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
    00295
    00296   CommandCost cost(EXPENSES_CONSTRUCTION);
    00297   Owner owner;
    00298   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00299       GetOtherBridgeEnd(tile_start) == tile_end &&
    00300       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00301     /* Replace a current bridge. */
    00302
    00303     /* If this is a railway bridge, make sure the railtypes match. */
    00304     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00305       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00306     }
    00307
    00308     /* Do not replace town bridges with lower speed bridges. */
    00309     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00310         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
    00311       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00312
    00313       if (t == NULL) {
    00314         return CMD_ERROR;
    00315       } else {
    00316         SetDParam(0, t->index);
    00317         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00318       }
    00319     }
    00320
    00321     /* Do not replace the bridge with the same bridge type. */
    00322     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
    00323       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00324     }
    00325
    00326     /* Do not allow replacing another company's bridges. */
    00327     if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
    00328       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00329     }
    00330
    00331     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00332     owner = GetTileOwner(tile_start);
    00333
    00334     switch (transport_type) {
    00335       case TRANSPORT_RAIL:
    00336         /* Keep the reservation, the path stays valid. */
    00337         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00338         break;
    00339
    00340       case TRANSPORT_ROAD:
    00341         /* Do not remove road types when upgrading a bridge */
    00342         roadtypes |= GetRoadTypes(tile_start);
    00343         break;
    00344
    00345       default: break;
    00346     }
    00347   } else {
    00348     /* Build a new bridge. */
    00349
    00350     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00351
    00352     /* Try and clear the start landscape */
    00353     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00354     if (ret.Failed()) return ret;
    00355     cost = ret;
    00356
    00357     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00358     cost.AddCost(terraform_cost_north);
    00359
    00360     /* Try and clear the end landscape */
    00361     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00362     if (ret.Failed()) return ret;
    00363     cost.AddCost(ret);
    00364
    00365     /* false - end tile slope check */
    00366     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00367     cost.AddCost(terraform_cost_south);
    00368
    00369     const TileIndex heads[] = {tile_start, tile_end};
    00370     for (int i = 0; i < 2; i++) {
    00371       if (MayHaveBridgeAbove(heads[i])) {
    00372         if (IsBridgeAbove(heads[i])) {
    00373           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00374
    00375           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00376
    00377           if (z_start + 1 == GetBridgeHeight(north_head)) {
    00378             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00379           }
    00380         }
    00381       }
    00382     }
    00383
    00384     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00385     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00386       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00387
    00388       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00389         /* Disallow crossing bridges for the time being */
    00390         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00391       }
    00392
    00393       switch (GetTileType(tile)) {
    00394         case MP_WATER:
    00395           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00396           break;
    00397
    00398         case MP_RAILWAY:
    00399           if (!IsPlainRail(tile)) goto not_valid_below;
    00400           break;
    00401
    00402         case MP_ROAD:
    00403           if (IsRoadDepot(tile)) goto not_valid_below;
    00404           break;
    00405
    00406         case MP_TUNNELBRIDGE:
    00407           if (IsTunnel(tile)) break;
    00408           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00409           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00410           break;
    00411
    00412         case MP_OBJECT: {
    00413           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00414           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00415           if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
    00416           break;
    00417         }
    00418
    00419         case MP_CLEAR:
    00420           break;
    00421
    00422         default:
    00423   not_valid_below:;
    00424           /* try and clear the middle landscape */
    00425           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00426           if (ret.Failed()) return ret;
    00427           cost.AddCost(ret);
    00428           break;
    00429       }
    00430
    00431       if (flags & DC_EXEC) {
    00432         /* We do this here because when replacing a bridge with another
    00433          * type calling SetBridgeMiddle isn't needed. After all, the
    00434          * tile alread has the has_bridge_above bits set. */
    00435         SetBridgeMiddle(tile, direction);
    00436       }
    00437     }
    00438
    00439     owner = company;
    00440   }
    00441
    00442   /* do the drill? */
    00443   if (flags & DC_EXEC) {
    00444     DiagDirection dir = AxisToDiagDir(direction);
    00445
    00446     Company *c = Company::GetIfValid(owner);
    00447     switch (transport_type) {
    00448       case TRANSPORT_RAIL:
    00449         /* Add to company infrastructure count if building a new bridge. */
    00450         if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00451         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00452         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00453         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00454         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00455         break;
    00456
    00457       case TRANSPORT_ROAD:
    00458         if (c != NULL) {
    00459           /* Add all new road types to the company infrastructure counter. */
    00460           RoadType new_rt;
    00461           FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ (IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE)) {
    00462             /* A full diagonal road tile has two road bits. */
    00463             Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00464           }
    00465         }
    00466         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
    00467         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
    00468         break;
    00469
    00470       case TRANSPORT_WATER:
    00471         if (!IsBridgeTile(tile_start) && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00472         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00473         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00474         break;
    00475
    00476       default:
    00477         NOT_REACHED();
    00478     }
    00479
    00480     /* Mark all tiles dirty */
    00481     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00482     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00483       MarkTileDirtyByTile(tile);
    00484     }
    00485     DirtyCompanyInfrastructureWindows(owner);
    00486   }
    00487
    00488   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00489     Track track = AxisToTrack(direction);
    00490     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
    00491     YapfNotifyTrackLayoutChange(tile_start, track);
    00492   }
    00493
    00494   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00495    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00496    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00497    */
    00498   Company *c = Company::GetIfValid(company);
    00499   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00500     bridge_len += 2; // begin and end tiles/ramps
    00501
    00502     switch (transport_type) {
    00503       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
    00504       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00505       default: break;
    00506     }
    00507
    00508     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00509
    00510     if (transport_type != TRANSPORT_WATER) {
    00511       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00512     } else {
    00513       /* Aqueducts use a separate base cost. */
    00514       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00515     }
    00516
    00517   }
    00518
    00519   return cost;
    00520 }
    00521
    00522
    00533 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00534 {
    00535   CompanyID company = _current_company;
    00536
    00537   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00538
    00539   RailType railtype = INVALID_RAILTYPE;
    00540   RoadTypes rts = ROADTYPES_NONE;
    00541   _build_tunnel_endtile = 0;
    00542   switch (transport_type) {
    00543     case TRANSPORT_RAIL:
    00544       railtype = Extract<RailType, 0, 4>(p1);
    00545       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00546       break;
    00547
    00548     case TRANSPORT_ROAD:
    00549       rts = Extract<RoadTypes, 0, 2>(p1);
    00550       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
    00551       break;
    00552
    00553     default: return CMD_ERROR;
    00554   }
    00555
    00556   if (company == OWNER_DEITY) {
    00557     if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
    00558     const Town *town = CalcClosestTownFromTile(start_tile);
    00559
    00560     company = OWNER_TOWN;
    00561
    00562     /* If we are not within a town, we are not owned by the town */
    00563     if (town == NULL || DistanceSquare(start_tile, town->xy) > town->squared_town_zone_radius[HZB_TOWN_EDGE]) {
    00564       company = OWNER_NONE;
    00565     }
    00566   }
    00567
    00568   int start_z;
    00569   int end_z;
    00570   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00571   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00572   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00573
    00574   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00575
    00576   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00577   if (ret.Failed()) return ret;
    00578
    00579   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00580    * for the clearing of the entrance of the tunnel. Assigning it to
    00581    * cost before the loop will yield different costs depending on start-
    00582    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00583
    00584   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00585   DiagDirection tunnel_in_way_dir;
    00586   if (DiagDirToAxis(direction) == AXIS_Y) {
    00587     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00588   } else {
    00589     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00590   }
    00591
    00592   TileIndex end_tile = start_tile;
    00593
    00594   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00595   int tiles_coef = 3;
    00596   /* Number of tiles from start of tunnel */
    00597   int tiles = 0;
    00598   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00599   int tiles_bump = 25;
    00600
    00601   CommandCost cost(EXPENSES_CONSTRUCTION);
    00602   Slope end_tileh;
    00603   for (;;) {
    00604     end_tile += delta;
    00605     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00606     end_tileh = GetTileSlope(end_tile, &end_z);
    00607
    00608     if (start_z == end_z) break;
    00609
    00610     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00611       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00612     }
    00613
    00614     tiles++;
    00615     if (tiles == tiles_bump) {
    00616       tiles_coef++;
    00617       tiles_bump *= 2;
    00618     }
    00619
    00620     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00621     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00622   }
    00623
    00624   /* Add the cost of the entrance */
    00625   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00626   cost.AddCost(ret);
    00627
    00628   /* if the command fails from here on we want the end tile to be highlighted */
    00629   _build_tunnel_endtile = end_tile;
    00630
    00631   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00632
    00633   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00634
    00635   /* Clear the tile in any case */
    00636   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00637   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00638   cost.AddCost(ret);
    00639
    00640   /* slope of end tile must be complementary to the slope of the start tile */
    00641   if (end_tileh != ComplementSlope(start_tileh)) {
    00642     /* Mark the tile as already cleared for the terraform command.
    00643      * Do this for all tiles (like trees), not only objects. */
    00644     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00645     if (coa == NULL) {
    00646       coa = _cleared_object_areas.Append();
    00647       coa->first_tile = end_tile;
    00648       coa->area = TileArea(end_tile, 1, 1);
    00649     }
    00650
    00651     /* Hide the tile from the terraforming command */
    00652     TileIndex old_first_tile = coa->first_tile;
    00653     coa->first_tile = INVALID_TILE;
    00654     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00655     coa->first_tile = old_first_tile;
    00656     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00657     cost.AddCost(ret);
    00658   }
    00659   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00660
    00661   /* Pay for the rail/road in the tunnel including entrances */
    00662   switch (transport_type) {
    00663     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00664     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00665     default: break;
    00666   }
    00667
    00668   if (flags & DC_EXEC) {
    00669     Company *c = Company::GetIfValid(company);
    00670     uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00671     if (transport_type == TRANSPORT_RAIL) {
    00672       if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
    00673       MakeRailTunnel(start_tile, company, direction,                 railtype);
    00674       MakeRailTunnel(end_tile,   company, ReverseDiagDir(direction), railtype);
    00675       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
    00676       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00677     } else {
    00678       if (c != NULL) {
    00679         RoadType rt;
    00680         FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
    00681           c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
    00682         }
    00683       }
    00684       MakeRoadTunnel(start_tile, company, direction,                 rts);
    00685       MakeRoadTunnel(end_tile,   company, ReverseDiagDir(direction), rts);
    00686     }
    00687     DirtyCompanyInfrastructureWindows(company);
    00688   }
    00689
    00690   return cost;
    00691 }
    00692
    00693
    00699 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00700 {
    00701   /* Floods can remove anything as well as the scenario editor */
    00702   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00703
    00704   switch (GetTunnelBridgeTransportType(tile)) {
    00705     case TRANSPORT_ROAD: {
    00706       RoadTypes rts = GetRoadTypes(tile);
    00707       Owner road_owner = _current_company;
    00708       Owner tram_owner = _current_company;
    00709
    00710       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00711       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00712
    00713       /* We can remove unowned road and if the town allows it */
    00714       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00715         return CheckTileOwnership(tile);
    00716       }
    00717       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00718       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00719
    00720       CommandCost ret = CheckOwnership(road_owner, tile);
    00721       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00722       return ret;
    00723     }
    00724
    00725     case TRANSPORT_RAIL:
    00726       return CheckOwnership(GetTileOwner(tile));
    00727
    00728     case TRANSPORT_WATER: {
    00729       /* Always allow to remove aqueducts without owner. */
    00730       Owner aqueduct_owner = GetTileOwner(tile);
    00731       if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
    00732       return CheckOwnership(aqueduct_owner);
    00733     }
    00734
    00735     default: NOT_REACHED();
    00736   }
    00737 }
    00738
    00745 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00746 {
    00747   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00748   if (ret.Failed()) return ret;
    00749
    00750   TileIndex endtile = GetOtherTunnelEnd(tile);
    00751
    00752   ret = TunnelBridgeIsFree(tile, endtile);
    00753   if (ret.Failed()) return ret;
    00754
    00755   _build_tunnel_endtile = endtile;
    00756
    00757   Town *t = NULL;
    00758   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00759     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00760
    00761     /* Check if you are allowed to remove the tunnel owned by a town
    00762      * Removal depends on difficulty settings */
    00763     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00764     if (ret.Failed()) return ret;
    00765   }
    00766
    00767   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00768    * you have a "Poor" (0) town rating */
    00769   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00770     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00771   }
    00772
    00773   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00774
    00775   if (flags & DC_EXEC) {
    00776     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00777       /* We first need to request values before calling DoClearSquare */
    00778       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00779       Track track = DiagDirToDiagTrack(dir);
    00780       Owner owner = GetTileOwner(tile);
    00781
    00782       Train *v = NULL;
    00783       if (HasTunnelBridgeReservation(tile)) {
    00784         v = GetTrainForReservation(tile, track);
    00785         if (v != NULL) FreeTrainTrackReservation(v);
    00786       }
    00787
    00788       if (Company::IsValidID(owner)) {
    00789         Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00790         DirtyCompanyInfrastructureWindows(owner);
    00791       }
    00792
    00793       DoClearSquare(tile);
    00794       DoClearSquare(endtile);
    00795
    00796       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00797       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00798       AddSideToSignalBuffer(endtile, dir,                 owner);
    00799
    00800       YapfNotifyTrackLayoutChange(tile,    track);
    00801       YapfNotifyTrackLayoutChange(endtile, track);
    00802
    00803       if (v != NULL) TryPathReserve(v);
    00804     } else {
    00805       RoadType rt;
    00806       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00807         /* A full diagonal road tile has two road bits. */
    00808         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00809         if (c != NULL) {
    00810           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00811           DirtyCompanyInfrastructureWindows(c->index);
    00812         }
    00813       }
    00814
    00815       DoClearSquare(tile);
    00816       DoClearSquare(endtile);
    00817     }
    00818   }
    00819   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
    00820 }
    00821
    00822
    00829 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00830 {
    00831   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00832   if (ret.Failed()) return ret;
    00833
    00834   TileIndex endtile = GetOtherBridgeEnd(tile);
    00835
    00836   ret = TunnelBridgeIsFree(tile, endtile);
    00837   if (ret.Failed()) return ret;
    00838
    00839   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00840   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00841
    00842   Town *t = NULL;
    00843   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00844     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00845
    00846     /* Check if you are allowed to remove the bridge owned by a town
    00847      * Removal depends on difficulty settings */
    00848     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00849     if (ret.Failed()) return ret;
    00850   }
    00851
    00852   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00853    * you have a "Poor" (0) town rating */
    00854   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00855     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00856   }
    00857
    00858   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00859   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00860
    00861   if (flags & DC_EXEC) {
    00862     /* read this value before actual removal of bridge */
    00863     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00864     Owner owner = GetTileOwner(tile);
    00865     int height = GetBridgeHeight(tile);
    00866     Train *v = NULL;
    00867
    00868     if (rail && HasTunnelBridgeReservation(tile)) {
    00869       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00870       if (v != NULL) FreeTrainTrackReservation(v);
    00871     }
    00872
    00873     /* Update company infrastructure counts. */
    00874     if (rail) {
    00875       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00876     } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    00877       RoadType rt;
    00878       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00879         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00880         if (c != NULL) {
    00881           /* A full diagonal road tile has two road bits. */
    00882           c->infrastructure.road[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00883           DirtyCompanyInfrastructureWindows(c->index);
    00884         }
    00885       }
    00886     } else { // Aqueduct
    00887       if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00888     }
    00889     DirtyCompanyInfrastructureWindows(owner);
    00890
    00891     DoClearSquare(tile);
    00892     DoClearSquare(endtile);
    00893     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00894       /* do not let trees appear from 'nowhere' after removing bridge */
    00895       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00896         int minz = GetTileMaxZ(c) + 3;
    00897         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00898       }
    00899       ClearBridgeMiddle(c);
    00900       MarkTileDirtyByTile(c);
    00901     }
    00902
    00903     if (rail) {
    00904       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00905       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00906       AddSideToSignalBuffer(endtile, direction,                 owner);
    00907
    00908       Track track = DiagDirToDiagTrack(direction);
    00909       YapfNotifyTrackLayoutChange(tile,    track);
    00910       YapfNotifyTrackLayoutChange(endtile, track);
    00911
    00912       if (v != NULL) TryPathReserve(v, true);
    00913     }
    00914   }
    00915
    00916   return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
    00917 }
    00918
    00925 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00926 {
    00927   if (IsTunnel(tile)) {
    00928     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00929     return DoClearTunnel(tile, flags);
    00930   } else { // IsBridge(tile)
    00931     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00932     return DoClearBridge(tile, flags);
    00933   }
    00934 }
    00935
    00946 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    00947 {
    00948   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    00949   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);
    00950 }
    00951
    00963 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    00964 {
    00965   int cur_z;
    00966   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    00967     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    00968   }
    00969   return cur_z;
    00970 }
    00971
    00983 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    00984 {
    00985   static const int bounding_box_size[2]  = {16, 2};
    00986   static const int back_pillar_offset[2] = { 0, 9};
    00987
    00988   static const int INF = 1000;
    00989   static const SubSprite half_pillar_sub_sprite[2][2] = {
    00990     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    00991     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    00992   };
    00993
    00994   if (psid->sprite == 0) return;
    00995
    00996   /* Determine ground height under pillars */
    00997   DiagDirection south_dir = AxisToDiagDir(axis);
    00998   int z_front_north = ti->z;
    00999   int z_back_north = ti->z;
    01000   int z_front_south = ti->z;
    01001   int z_back_south = ti->z;
    01002   GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    01003   GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    01004
    01005   /* Shared height of pillars */
    01006   int z_front = max(z_front_north, z_front_south);
    01007   int z_back = max(z_back_north, z_back_south);
    01008
    01009   /* x and y size of bounding-box of pillars */
    01010   int w = bounding_box_size[axis];
    01011   int h = bounding_box_size[OtherAxis(axis)];
    01012   /* sprite position of back facing pillar */
    01013   int x_back = x - back_pillar_offset[axis];
    01014   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    01015
    01016   /* Draw front pillars */
    01017   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    01018   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01019   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01020
    01021   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    01022   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    01023   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    01024     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    01025     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01026     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01027   }
    01028 }
    01029
    01039 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
    01040 {
    01041   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    01042   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    01043   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    01044
    01045   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    01046   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    01047   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    01048   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    01049
    01050   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    01051    * The bounding boxes here are the same as for bridge front/roof */
    01052   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    01053     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    01054       x, y, size_x[offset], size_y[offset], 0x28, z,
    01055       !head && IsTransparencySet(TO_BRIDGES));
    01056   }
    01057
    01058   /* Do not draw catenary if it is set invisible */
    01059   if (!IsInvisibilitySet(TO_CATENARY)) {
    01060     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    01061       x, y, size_x[offset], size_y[offset], 0x28, z,
    01062       IsTransparencySet(TO_CATENARY));
    01063   }
    01064
    01065   /* Start a new SpriteCombine for the front part */
    01066   EndSpriteCombine();
    01067   StartSpriteCombine();
    01068
    01069   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    01070   if (!IsInvisibilitySet(TO_CATENARY)) {
    01071     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    01072       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    01073       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    01074   }
    01075 }
    01076
    01090 static void DrawTile_TunnelBridge(TileInfo *ti)
    01091 {
    01092   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    01093   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    01094
    01095   if (IsTunnel(ti->tile)) {
    01096     /* Front view of tunnel bounding boxes:
    01097      *
    01098      *   122223  <- BB_Z_SEPARATOR
    01099      *   1    3
    01100      *   1    3                1,3 = empty helper BB
    01101      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01102      *
    01103      */
    01104
    01105     static const int _tunnel_BB[4][12] = {
    01106       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01107        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01108       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01109       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01110       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01111       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01112     };
    01113     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01114
    01115     bool catenary = false;
    01116
    01117     SpriteID image;
    01118     SpriteID railtype_overlay = 0;
    01119     if (transport_type == TRANSPORT_RAIL) {
    01120       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01121       image = rti->base_sprites.tunnel;
    01122       if (rti->UsesOverlay()) {
    01123         /* Check if the railtype has custom tunnel portals. */
    01124         railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
    01125         if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
    01126       }
    01127     } else {
    01128       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01129     }
    01130
    01131     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
    01132
    01133     image += tunnelbridge_direction * 2;
    01134     DrawGroundSprite(image, PAL_NONE);
    01135
    01136     if (transport_type == TRANSPORT_ROAD) {
    01137       RoadTypes rts = GetRoadTypes(ti->tile);
    01138
    01139       if (HasBit(rts, ROADTYPE_TRAM)) {
    01140         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01141
    01142         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01143
    01144         /* Do not draw wires if they are invisible */
    01145         if (!IsInvisibilitySet(TO_CATENARY)) {
    01146           catenary = true;
    01147           StartSpriteCombine();
    01148           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);
    01149         }
    01150       }
    01151     } else {
    01152       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01153       if (rti->UsesOverlay()) {
    01154         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01155         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01156       }
    01157
    01158       /* PBS debugging, draw reserved tracks darker */
    01159       if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01160         DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01161       }
    01162
    01163       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01164         /* Maybe draw pylons on the entry side */
    01165         DrawCatenary(ti);
    01166
    01167         catenary = true;
    01168         StartSpriteCombine();
    01169         /* Draw wire above the ramp */
    01170         DrawCatenaryOnTunnel(ti);
    01171       }
    01172     }
    01173
    01174     if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
    01175
    01176     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);
    01177     /* Draw railtype tunnel portal overlay if defined. */
    01178     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);
    01179
    01180     if (catenary || railtype_overlay != 0) EndSpriteCombine();
    01181
    01182     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01183     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01184     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);
    01185
    01186     DrawBridgeMiddle(ti);
    01187   } else { // IsBridge(ti->tile)
    01188     const PalSpriteID *psid;
    01189     int base_offset;
    01190     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01191
    01192     if (transport_type == TRANSPORT_RAIL) {
    01193       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01194       assert(base_offset != 8); // This one is used for roads
    01195     } else {
    01196       base_offset = 8;
    01197     }
    01198
    01199     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01200     assert( (base_offset & 0x07) == 0x00);
    01201
    01202     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01203
    01204     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01205     base_offset += (6 - tunnelbridge_direction) % 4;
    01206
    01207     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01208
    01209     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01210     if (transport_type != TRANSPORT_WATER) {
    01211       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01212     } else {
    01213       psid = _aqueduct_sprites + base_offset;
    01214     }
    01215
    01216     if (!ice) {
    01217       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01218       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01219         DrawShoreTile(ti->tileh);
    01220       } else {
    01221         DrawClearLandTile(ti, 3);
    01222       }
    01223     } else {
    01224       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01225     }
    01226
    01227     /* draw ramp */
    01228
    01229     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01230     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01231
    01232     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01233      * it doesn't disappear behind it
    01234      */
    01235     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01236     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01237
    01238     if (transport_type == TRANSPORT_ROAD) {
    01239       RoadTypes rts = GetRoadTypes(ti->tile);
    01240
    01241       if (HasBit(rts, ROADTYPE_TRAM)) {
    01242         uint offset = tunnelbridge_direction;
    01243         int z = ti->z;
    01244         if (ti->tileh != SLOPE_FLAT) {
    01245           offset = (offset + 1) & 1;
    01246           z += TILE_HEIGHT;
    01247         } else {
    01248           offset += 2;
    01249         }
    01250         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01251         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01252       }
    01253       EndSpriteCombine();
    01254     } else if (transport_type == TRANSPORT_RAIL) {
    01255       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01256       if (rti->UsesOverlay()) {
    01257         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01258         if (surface != 0) {
    01259           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01260             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01261           } else {
    01262             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01263           }
    01264         }
    01265         /* Don't fallback to non-overlay sprite -- the spec states that
    01266          * if an overlay is present then the bridge surface must be
    01267          * present. */
    01268       }
    01269
    01270       /* PBS debugging, draw reserved tracks darker */
    01271       if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01272         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01273           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);
    01274         } else {
    01275           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01276         }
    01277       }
    01278
    01279       EndSpriteCombine();
    01280       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01281         DrawCatenary(ti);
    01282       }
    01283     }
    01284
    01285     DrawBridgeMiddle(ti);
    01286   }
    01287 }
    01288
    01289
    01308 static BridgePieces CalcBridgePiece(uint north, uint south)
    01309 {
    01310   if (north == 1) {
    01311     return BRIDGE_PIECE_NORTH;
    01312   } else if (south == 1) {
    01313     return BRIDGE_PIECE_SOUTH;
    01314   } else if (north < south) {
    01315     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01316   } else if (north > south) {
    01317     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01318   } else {
    01319     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01320   }
    01321 }
    01322
    01327 void DrawBridgeMiddle(const TileInfo *ti)
    01328 {
    01329   /* Sectional view of bridge bounding boxes:
    01330    *
    01331    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01332    *  1           2                                  3 = empty helper BB
    01333    *  1     7     2                                4,5 = pillars under higher bridges
    01334    *  1 6 88888 6 2                                  6 = elrail-pylons
    01335    *  1 6 88888 6 2                                  7 = elrail-wire
    01336    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01337    *  3333333333333  <- BB_Z_SEPARATOR
    01338    *                 <- unused
    01339    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01340    *    4       5
    01341    *    4       5
    01342    *
    01343    */
    01344
    01345   if (!IsBridgeAbove(ti->tile)) return;
    01346
    01347   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01348   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01349   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01350
    01351   Axis axis = GetBridgeAxis(ti->tile);
    01352   BridgePieces piece = CalcBridgePiece(
    01353     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01354     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01355   );
    01356
    01357   const PalSpriteID *psid;
    01358   bool drawfarpillar;
    01359   if (transport_type != TRANSPORT_WATER) {
    01360     BridgeType type =  GetBridgeType(rampsouth);
    01361     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01362
    01363     uint base_offset;
    01364     if (transport_type == TRANSPORT_RAIL) {
    01365       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01366     } else {
    01367       base_offset = 8;
    01368     }
    01369
    01370     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01371   } else {
    01372     drawfarpillar = true;
    01373     psid = _aqueduct_sprites;
    01374   }
    01375
    01376   if (axis != AXIS_X) psid += 4;
    01377
    01378   int x = ti->x;
    01379   int y = ti->y;
    01380   uint bridge_z = GetBridgePixelHeight(rampsouth);
    01381   int z = bridge_z - BRIDGE_Z_START;
    01382
    01383   /* Add a bounding box that separates the bridge from things below it. */
    01384   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01385
    01386   /* Draw Trambits as SpriteCombine */
    01387   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01388
    01389   /* Draw floor and far part of bridge*/
    01390   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01391     if (axis == AXIS_X) {
    01392       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01393     } else {
    01394       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01395     }
    01396   }
    01397
    01398   psid++;
    01399
    01400   if (transport_type == TRANSPORT_ROAD) {
    01401     RoadTypes rts = GetRoadTypes(rampsouth);
    01402
    01403     if (HasBit(rts, ROADTYPE_TRAM)) {
    01404       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01405       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01406     } else {
    01407       EndSpriteCombine();
    01408       StartSpriteCombine();
    01409     }
    01410   } else if (transport_type == TRANSPORT_RAIL) {
    01411     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01412     if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
    01413       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01414       if (surface != 0) {
    01415         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01416       }
    01417     }
    01418     EndSpriteCombine();
    01419
    01420     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01421       DrawCatenaryOnBridge(ti);
    01422     }
    01423   }
    01424
    01425   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01426   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01427     if (axis == AXIS_X) {
    01428       y += 12;
    01429       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01430     } else {
    01431       x += 12;
    01432       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01433     }
    01434   }
    01435
    01436   /* Draw TramFront as SpriteCombine */
    01437   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01438
    01439   /* Do not draw anything more if bridges are invisible */
    01440   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01441
    01442   psid++;
    01443   if (ti->z + 5 == z) {
    01444     /* draw poles below for small bridges */
    01445     if (psid->sprite != 0) {
    01446       SpriteID image = psid->sprite;
    01447       SpriteID pal   = psid->pal;
    01448       if (IsTransparencySet(TO_BRIDGES)) {
    01449         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01450         pal = PALETTE_TO_TRANSPARENT;
    01451       }
    01452
    01453       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01454     }
    01455   } else {
    01456     /* draw pillars below for high bridges */
    01457     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01458   }
    01459 }
    01460
    01461
    01462 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01463 {
    01464   int z;
    01465   Slope tileh = GetTilePixelSlope(tile, &z);
    01466
    01467   x &= 0xF;
    01468   y &= 0xF;
    01469
    01470   if (IsTunnel(tile)) {
    01471     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01472
    01473     /* In the tunnel entrance? */
    01474     if (5 <= pos && pos <= 10) return z;
    01475   } else { // IsBridge(tile)
    01476     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01477     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01478
    01479     z += ApplyPixelFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01480
    01481     /* On the bridge ramp? */
    01482     if (5 <= pos && pos <= 10) {
    01483       int delta;
    01484
    01485       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01486
    01487       switch (dir) {
    01488         default: NOT_REACHED();
    01489         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01490         case DIAGDIR_SE: delta = y / 2; break;
    01491         case DIAGDIR_SW: delta = x / 2; break;
    01492         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01493       }
    01494       return z + 1 + delta;
    01495     }
    01496   }
    01497
    01498   return z + GetPartialPixelZ(x, y, tileh);
    01499 }
    01500
    01501 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01502 {
    01503   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01504 }
    01505
    01506 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01507 {
    01508   TransportType tt = GetTunnelBridgeTransportType(tile);
    01509
    01510   if (IsTunnel(tile)) {
    01511     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01512   } else { // IsBridge(tile)
    01513     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01514   }
    01515   td->owner[0] = GetTileOwner(tile);
    01516
    01517   Owner road_owner = INVALID_OWNER;
    01518   Owner tram_owner = INVALID_OWNER;
    01519   RoadTypes rts = GetRoadTypes(tile);
    01520   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01521   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01522
    01523   /* Is there a mix of owners? */
    01524   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01525       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01526     uint i = 1;
    01527     if (road_owner != INVALID_OWNER) {
    01528       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01529       td->owner[i] = road_owner;
    01530       i++;
    01531     }
    01532     if (tram_owner != INVALID_OWNER) {
    01533       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01534       td->owner[i] = tram_owner;
    01535     }
    01536   }
    01537
    01538   if (tt == TRANSPORT_RAIL) {
    01539     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01540     td->rail_speed = rti->max_speed;
    01541
    01542     if (!IsTunnel(tile)) {
    01543       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01544       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01545         td->rail_speed = spd;
    01546       }
    01547     }
    01548   }
    01549 }
    01550
    01551
    01552 static void TileLoop_TunnelBridge(TileIndex tile)
    01553 {
    01554   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01555   switch (_settings_game.game_creation.landscape) {
    01556     case LT_ARCTIC: {
    01557       /* As long as we do not have a snow density, we want to use the density
    01558        * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
    01559        * (Independent of foundations) */
    01560       int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01561       if (snow_or_desert != (z > GetSnowLine())) {
    01562         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01563         MarkTileDirtyByTile(tile);
    01564       }
    01565       break;
    01566     }
    01567
    01568     case LT_TROPIC:
    01569       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01570         SetTunnelBridgeSnowOrDesert(tile, true);
    01571         MarkTileDirtyByTile(tile);
    01572       }
    01573       break;
    01574
    01575     default:
    01576       break;
    01577   }
    01578 }
    01579
    01580 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01581 {
    01582   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01583   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01584
    01585   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01586   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01587   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01588 }
    01589
    01590 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01591 {
    01592   TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
    01593   /* Set number of pieces to zero if it's the southern tile as we
    01594    * don't want to update the infrastructure counts twice. */
    01595   uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
    01596
    01597   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01598     /* Update all roadtypes, no matter if they are present */
    01599     if (GetRoadOwner(tile, rt) == old_owner) {
    01600       if (HasBit(GetRoadTypes(tile), rt)) {
    01601         /* Update company infrastructure counts. A full diagonal road tile has two road bits.
    01602          * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01603         Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
    01604         if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
    01605       }
    01606
    01607       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01608     }
    01609   }
    01610
    01611   if (!IsTileOwner(tile, old_owner)) return;
    01612
    01613   /* Update company infrastructure counts for rail and water as well.
    01614    * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01615   TransportType tt = GetTunnelBridgeTransportType(tile);
    01616   Company *old = Company::Get(old_owner);
    01617   if (tt == TRANSPORT_RAIL) {
    01618     old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
    01619     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
    01620   } else if (tt == TRANSPORT_WATER) {
    01621     old->infrastructure.water -= num_pieces;
    01622     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
    01623   }
    01624
    01625   if (new_owner != INVALID_OWNER) {
    01626     SetTileOwner(tile, new_owner);
    01627   } else {
    01628     if (tt == TRANSPORT_RAIL) {
    01629       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01630        * bridge / tunnel. */
    01631       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01632       assert(ret.Succeeded());
    01633     } else {
    01634       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01635       SetTileOwner(tile, OWNER_NONE);
    01636     }
    01637   }
    01638 }
    01639
    01645 static const byte TUNNEL_SOUND_FRAME = 1;
    01646
    01655 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01656
    01657 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01658 {
    01659   int z = GetSlopePixelZ(x, y) - v->z_pos;
    01660
    01661   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01662   /* Direction into the wormhole */
    01663   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01664   /* Direction of the vehicle */
    01665   const DiagDirection vdir = DirToDiagDir(v->direction);
    01666   /* New position of the vehicle on the tile */
    01667   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01668   /* Number of units moved by the vehicle since entering the tile */
    01669   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01670
    01671   if (IsTunnel(tile)) {
    01672     if (v->type == VEH_TRAIN) {
    01673       Train *t = Train::From(v);
    01674
    01675       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01676         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01677           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01678             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01679           }
    01680           return VETSB_CONTINUE;
    01681         }
    01682         if (frame == _tunnel_visibility_frame[dir]) {
    01683           t->tile = tile;
    01684           t->track = TRACK_BIT_WORMHOLE;
    01685           t->vehstatus |= VS_HIDDEN;
    01686           return VETSB_ENTERED_WORMHOLE;
    01687         }
    01688       }
    01689
    01690       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01691         /* We're at the tunnel exit ?? */
    01692         t->tile = tile;
    01693         t->track = DiagDirToDiagTrackBits(vdir);
    01694         assert(t->track);
    01695         t->vehstatus &= ~VS_HIDDEN;
    01696         return VETSB_ENTERED_WORMHOLE;
    01697       }
    01698     } else if (v->type == VEH_ROAD) {
    01699       RoadVehicle *rv = RoadVehicle::From(v);
    01700
    01701       /* Enter tunnel? */
    01702       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01703         if (frame == _tunnel_visibility_frame[dir]) {
    01704           /* Frame should be equal to the next frame number in the RV's movement */
    01705           assert(frame == rv->frame + 1);
    01706           rv->tile = tile;
    01707           rv->state = RVSB_WORMHOLE;
    01708           rv->vehstatus |= VS_HIDDEN;
    01709           return VETSB_ENTERED_WORMHOLE;
    01710         } else {
    01711           return VETSB_CONTINUE;
    01712         }
    01713       }
    01714
    01715       /* We're at the tunnel exit ?? */
    01716       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01717         rv->tile = tile;
    01718         rv->state = DiagDirToDiagTrackdir(vdir);
    01719         rv->frame = frame;
    01720         rv->vehstatus &= ~VS_HIDDEN;
    01721         return VETSB_ENTERED_WORMHOLE;
    01722       }
    01723     }
    01724   } else { // IsBridge(tile)
    01725     if (v->type != VEH_SHIP) {
    01726       /* modify speed of vehicle */
    01727       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01728
    01729       if (v->type == VEH_ROAD) spd *= 2;
    01730       Vehicle *first = v->First();
    01731       first->cur_speed = min(first->cur_speed, spd);
    01732     }
    01733
    01734     if (vdir == dir) {
    01735       /* Vehicle enters bridge at the last frame inside this tile. */
    01736       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01737       switch (v->type) {
    01738         case VEH_TRAIN: {
    01739           Train *t = Train::From(v);
    01740           t->track = TRACK_BIT_WORMHOLE;
    01741           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01742           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01743           break;
    01744         }
    01745
    01746         case VEH_ROAD: {
    01747           RoadVehicle *rv = RoadVehicle::From(v);
    01748           rv->state = RVSB_WORMHOLE;
    01749           /* There are no slopes inside bridges / tunnels. */
    01750           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01751           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01752           break;
    01753         }
    01754
    01755         case VEH_SHIP:
    01756           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01757           break;
    01758
    01759         default: NOT_REACHED();
    01760       }
    01761       return VETSB_ENTERED_WORMHOLE;
    01762     } else if (vdir == ReverseDiagDir(dir)) {
    01763       v->tile = tile;
    01764       switch (v->type) {
    01765         case VEH_TRAIN: {
    01766           Train *t = Train::From(v);
    01767           if (t->track == TRACK_BIT_WORMHOLE) {
    01768             t->track = DiagDirToDiagTrackBits(vdir);
    01769             return VETSB_ENTERED_WORMHOLE;
    01770           }
    01771           break;
    01772         }
    01773
    01774         case VEH_ROAD: {
    01775           RoadVehicle *rv = RoadVehicle::From(v);
    01776           if (rv->state == RVSB_WORMHOLE) {
    01777             rv->state = DiagDirToDiagTrackdir(vdir);
    01778             rv->frame = 0;
    01779             return VETSB_ENTERED_WORMHOLE;
    01780           }
    01781           break;
    01782         }
    01783
    01784         case VEH_SHIP: {
    01785           Ship *ship = Ship::From(v);
    01786           if (ship->state == TRACK_BIT_WORMHOLE) {
    01787             ship->state = DiagDirToDiagTrackBits(vdir);
    01788             return VETSB_ENTERED_WORMHOLE;
    01789           }
    01790           break;
    01791         }
    01792
    01793         default: NOT_REACHED();
    01794       }
    01795     }
    01796   }
    01797   return VETSB_CONTINUE;
    01798 }
    01799
    01800 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
    01801 {
    01802   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01803     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01804     Axis axis = DiagDirToAxis(direction);
    01805     CommandCost res;
    01806     int z_old;
    01807     Slope tileh_old = GetTileSlope(tile, &z_old);
    01808
    01809     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01810     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01811       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01812       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01813     } else {
    01814       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01815       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01816     }
    01817
    01818     /* Surface slope is valid and remains unchanged? */
    01819     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01820   }
    01821
    01822   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01823 }
    01824
    01825 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01826   DrawTile_TunnelBridge,           // draw_tile_proc
    01827   GetSlopePixelZ_TunnelBridge,     // get_slope_z_proc
    01828   ClearTile_TunnelBridge,          // clear_tile_proc
    01829   NULL,                            // add_accepted_cargo_proc
    01830   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    01831   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    01832   NULL,                            // click_tile_proc
    01833   NULL,                            // animate_tile_proc
    01834   TileLoop_TunnelBridge,           // tile_loop_proc
    01835   ChangeTileOwner_TunnelBridge,    // change_tile_owner_proc
    01836   NULL,                            // add_produced_cargo_proc
    01837   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    01838   GetFoundation_TunnelBridge,      // get_foundation_proc
    01839   TerraformTile_TunnelBridge,      // terraform_tile_proc
    01840 };