# 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 "station_map.h"
    00027 #include "pathfinder/yapf/yapf_cache.h"
    00028 #include "newgrf_sound.h"
    00029 #include "autoslope.h"
    00030 #include "tunnelbridge_map.h"
    00031 #include "strings_func.h"
    00032 #include "date_func.h"
    00033 #include "clear_func.h"
    00034 #include "vehicle_func.h"
    00035 #include "vehicle_gui.h"
    00036 #include "sound_func.h"
    00037 #include "tunnelbridge.h"
    00038 #include "cheat_type.h"
    00039 #include "elrail_func.h"
    00040 #include "pbs.h"
    00041 #include "company_base.h"
    00042 #include "newgrf_railtype.h"
    00043 #include "object_base.h"
    00044 #include "water.h"
    00045 #include "company_gui.h"
    00046
    00047 #include "table/sprites.h"
    00048 #include "table/strings.h"
    00049 #include "table/bridge_land.h"
    00050
    00051 BridgeSpec _bridge[MAX_BRIDGES];
    00052 TileIndex _build_tunnel_endtile;
    00053
    00055 static const int BRIDGE_Z_START = 3;
    00056
    00058 void ResetBridges()
    00059 {
    00060   /* First, free sprite table data */
    00061   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
    00062     if (_bridge[i].sprite_table != NULL) {
    00063       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
    00064       free(_bridge[i].sprite_table);
    00065     }
    00066   }
    00067
    00068   /* Then, wipe out current bidges */
    00069   memset(&_bridge, 0, sizeof(_bridge));
    00070   /* And finally, reinstall default data */
    00071   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
    00072 }
    00073
    00080 int CalcBridgeLenCostFactor(int length)
    00081 {
    00082   if (length < 2) return length;
    00083
    00084   length -= 2;
    00085   int sum = 2;
    00086   for (int delta = 1;; delta++) {
    00087     for (int count = 0; count < delta; count++) {
    00088       if (length == 0) return sum;
    00089       sum += delta;
    00090       length--;
    00091     }
    00092   }
    00093 }
    00094
    00101 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
    00102 {
    00103   if (tileh == SLOPE_FLAT ||
    00104       ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
    00105       ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
    00106
    00107   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
    00108 }
    00109
    00113 BridgeType GetFastestAvailableBridgeType(uint bridge_len)
    00114 {
    00115   BridgeType fastest_type = 0;
    00116   uint16 fastest_speed = 0;
    00117
    00118   for (BridgeType brd_type = 0; brd_type != MAX_BRIDGES; brd_type++) {
    00119     CommandCost ret = CheckBridgeAvailability(brd_type, bridge_len, DC_NONE);
    00120     if (!ret.Failed()) {
    00121       /* bridge is accepted, compare speeds */
    00122       const BridgeSpec *b = GetBridgeSpec(brd_type);
    00123       if (b->speed >= fastest_speed) {
    00124         fastest_type = brd_type;
    00125         fastest_speed = b->speed;
    00126       }
    00127     }
    00128   }
    00129
    00130   return fastest_type;
    00131 }
    00132
    00140 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
    00141 {
    00142   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
    00143   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
    00144   return (tileh != SLOPE_FLAT);
    00145 }
    00146
    00147 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
    00148 {
    00149   const BridgeSpec *bridge = GetBridgeSpec(index);
    00150   assert(table < BRIDGE_PIECE_INVALID);
    00151   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
    00152     return _bridge_sprite_table[index][table];
    00153   } else {
    00154     return bridge->sprite_table[table];
    00155   }
    00156 }
    00157
    00158
    00167 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
    00168 {
    00169   Foundation f = GetBridgeFoundation(*tileh, axis);
    00170   *z += ApplyFoundationToSlope(f, tileh);
    00171
    00172   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
    00173   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00174
    00175   if (f == FOUNDATION_NONE) return CommandCost();
    00176
    00177   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00178 }
    00179
    00188 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
    00189 {
    00190   Foundation f = GetBridgeFoundation(*tileh, axis);
    00191   *z += ApplyFoundationToSlope(f, tileh);
    00192
    00193   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
    00194   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00195
    00196   if (f == FOUNDATION_NONE) return CommandCost();
    00197
    00198   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00199 }
    00200
    00207 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
    00208 {
    00209   if (flags & DC_QUERY_COST) {
    00210     if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
    00211     return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00212   }
    00213
    00214   if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
    00215
    00216   const BridgeSpec *b = GetBridgeSpec(bridge_type);
    00217   if (b->avail_year > _cur_year) return CMD_ERROR;
    00218
    00219   uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
    00220
    00221   if (b->min_length > bridge_len) return CMD_ERROR;
    00222   if (bridge_len <= max) return CommandCost();
    00223   return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00224 }
    00225
    00238 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00239 {
    00240   RailType railtype = INVALID_RAILTYPE;
    00241   RoadTypes roadtypes = ROADTYPES_NONE;
    00242
    00243   /* unpack parameters */
    00244   BridgeType bridge_type = GB(p2, 0, 8);
    00245
    00246   if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
    00247
    00248   TransportType transport_type = Extract<TransportType, 15, 2>(p2);
    00249
    00250   /* type of bridge */
    00251   switch (transport_type) {
    00252     case TRANSPORT_ROAD:
    00253       roadtypes = Extract<RoadTypes, 8, 2>(p2);
    00254       if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
    00255       break;
    00256
    00257     case TRANSPORT_RAIL:
    00258       railtype = Extract<RailType, 8, 4>(p2);
    00259       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00260       break;
    00261
    00262     case TRANSPORT_WATER:
    00263       break;
    00264
    00265     default:
    00266       /* Airports don't have bridges. */
    00267       return CMD_ERROR;
    00268   }
    00269   TileIndex tile_start = p1;
    00270   TileIndex tile_end = end_tile;
    00271
    00272   if (tile_start == tile_end) {
    00273     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
    00274   }
    00275
    00276   Axis direction;
    00277   if (TileX(tile_start) == TileX(tile_end)) {
    00278     direction = AXIS_Y;
    00279   } else if (TileY(tile_start) == TileY(tile_end)) {
    00280     direction = AXIS_X;
    00281   } else {
    00282     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
    00283   }
    00284
    00285   if (tile_end < tile_start) Swap(tile_start, tile_end);
    00286
    00287   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
    00288   if (transport_type != TRANSPORT_WATER) {
    00289     /* set and test bridge length, availability */
    00290     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
    00291     if (ret.Failed()) return ret;
    00292   } else {
    00293     if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00294   }
    00295
    00296   uint z_start;
    00297   uint z_end;
    00298   Slope tileh_start = GetTileSlope(tile_start, &z_start);
    00299   Slope tileh_end = GetTileSlope(tile_end, &z_end);
    00300   bool pbs_reservation = false;
    00301
    00302   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
    00303   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
    00304
    00305   /* Aqueducts can't be built of flat land. */
    00306   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00307   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
    00308
    00309   CommandCost cost(EXPENSES_CONSTRUCTION);
    00310   Owner owner;
    00311   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00312       GetOtherBridgeEnd(tile_start) == tile_end &&
    00313       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00314     /* Replace a current bridge. */
    00315
    00316     /* If this is a railway bridge, make sure the railtypes match. */
    00317     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00318       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00319     }
    00320
    00321     /* Do not replace town bridges with lower speed bridges. */
    00322     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00323         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
    00324       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00325
    00326       if (t == NULL) {
    00327         return CMD_ERROR;
    00328       } else {
    00329         SetDParam(0, t->index);
    00330         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00331       }
    00332     }
    00333
    00334     /* Do not replace the bridge with the same bridge type. */
    00335     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
    00336       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00337     }
    00338
    00339     /* Do not allow replacing another company's bridges. */
    00340     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
    00341       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00342     }
    00343
    00344     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00345     owner = GetTileOwner(tile_start);
    00346
    00347     switch (transport_type) {
    00348       case TRANSPORT_RAIL:
    00349         /* Keep the reservation, the path stays valid. */
    00350         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00351         break;
    00352
    00353       case TRANSPORT_ROAD:
    00354         /* Do not remove road types when upgrading a bridge */
    00355         roadtypes |= GetRoadTypes(tile_start);
    00356         break;
    00357
    00358       default: break;
    00359     }
    00360   } else {
    00361     /* Build a new bridge. */
    00362
    00363     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00364
    00365     /* Try and clear the start landscape */
    00366     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00367     if (ret.Failed()) return ret;
    00368     cost = ret;
    00369
    00370     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00371     cost.AddCost(terraform_cost_north);
    00372
    00373     /* Try and clear the end landscape */
    00374     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00375     if (ret.Failed()) return ret;
    00376     cost.AddCost(ret);
    00377
    00378     /* false - end tile slope check */
    00379     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00380     cost.AddCost(terraform_cost_south);
    00381
    00382     const TileIndex heads[] = {tile_start, tile_end};
    00383     for (int i = 0; i < 2; i++) {
    00384       if (MayHaveBridgeAbove(heads[i])) {
    00385         if (IsBridgeAbove(heads[i])) {
    00386           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00387
    00388           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00389
    00390           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
    00391             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00392           }
    00393         }
    00394       }
    00395     }
    00396
    00397     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00398     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00399       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00400
    00401       if (z_start + TILE_HEIGHT > (TileHeight(tile) + MAX_BRIDGE_HEIGHT) * TILE_HEIGHT) {
    00402         /* z_start seems to be one height level below the bridge level in all cases.
    00403          * So add one TILE_HEIGHT. Then compare, if the currently tested tile is to low.
    00404          * If yes, we have a problem... */
    00405         return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
    00406       }
    00407
    00408       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00409         /* Disallow crossing bridges for the time being */
    00410         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00411       }
    00412
    00413       switch (GetTileType(tile)) {
    00414         case MP_WATER:
    00415           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00416           break;
    00417
    00418         case MP_RAILWAY:
    00419           if (!IsPlainRail(tile)) goto not_valid_below;
    00420           break;
    00421
    00422         case MP_ROAD:
    00423           if (IsRoadDepot(tile)) goto not_valid_below;
    00424           break;
    00425
    00426         case MP_TUNNELBRIDGE:
    00427           if (IsTunnel(tile)) break;
    00428           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00429           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00430           break;
    00431
    00432         case MP_OBJECT: {
    00433           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00434           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00435           if (GetTileMaxZ(tile) + spec->height * TILE_HEIGHT > z_start) goto not_valid_below;
    00436           break;
    00437         }
    00438
    00439         case MP_CLEAR:
    00440           break;
    00441
    00442         default:
    00443   not_valid_below:;
    00444           /* try and clear the middle landscape */
    00445           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00446           if (ret.Failed()) return ret;
    00447           cost.AddCost(ret);
    00448           break;
    00449       }
    00450
    00451       if (flags & DC_EXEC) {
    00452         /* We do this here because when replacing a bridge with another
    00453          * type calling SetBridgeMiddle isn't needed. After all, the
    00454          * tile alread has the has_bridge_above bits set. */
    00455         SetBridgeMiddle(tile, direction);
    00456       }
    00457     }
    00458
    00459     owner = _current_company;
    00460   }
    00461
    00462   /* do the drill? */
    00463   if (flags & DC_EXEC) {
    00464     DiagDirection dir = AxisToDiagDir(direction);
    00465
    00466     Company *c = Company::GetIfValid(owner);
    00467     switch (transport_type) {
    00468       case TRANSPORT_RAIL:
    00469         /* Add to company infrastructure count if building a new bridge. */
    00470         if (!IsBridgeTile(tile_start) && c != NULL) c->rail_infrastructure[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00471         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00472         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00473         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00474         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00475         break;
    00476
    00477       case TRANSPORT_ROAD:
    00478         if (c != NULL) {
    00479           /* Add all new road types to the company infrastructure counter. */
    00480           RoadType new_rt;
    00481           FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ (IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE)) {
    00482             /* A full diagonal road tile has two road bits. */
    00483             Company::Get(owner)->road_infrastructure[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00484           }
    00485         }
    00486         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
    00487         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
    00488         break;
    00489
    00490       case TRANSPORT_WATER:
    00491         if (!IsBridgeTile(tile_start) && c != NULL) c->water_infrastructure += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00492         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00493         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00494         break;
    00495
    00496       default:
    00497         NOT_REACHED();
    00498     }
    00499
    00500     /* Mark all tiles dirty */
    00501     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00502     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00503       MarkTileDirtyByTile(tile);
    00504     }
    00505     DirtyCompanyInfrastructureWindows(owner);
    00506   }
    00507
    00508   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00509     Track track = AxisToTrack(direction);
    00510     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
    00511     YapfNotifyTrackLayoutChange(tile_start, track);
    00512   }
    00513
    00514   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00515    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00516    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00517    */
    00518   Company *c = Company::GetIfValid(_current_company);
    00519   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00520     bridge_len += 2; // begin and end tiles/ramps
    00521
    00522     switch (transport_type) {
    00523       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2); break;
    00524       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00525       default: break;
    00526     }
    00527
    00528     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00529
    00530     if (transport_type != TRANSPORT_WATER) {
    00531       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00532     } else {
    00533       /* Aqueducts use a separate base cost. */
    00534       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00535     }
    00536
    00537   }
    00538
    00539   return cost;
    00540 }
    00541
    00551 bool IsCrossableWater(TileIndex end_tile, TileIndexDiff delta, DiagDirection direction)
    00552 {
    00553   /* Building only allowed on slopes SLOPE_NE, SLOPE_SE, SLOPE_SW, SLOPE_NW. */
    00554   if (GetTileSlope(end_tile, NULL) != InclinedSlope(ReverseDiagDir(direction))) return false;
    00555
    00556   /* test for minimal one water tile. */
    00557   end_tile += delta;
    00558   if (!IsValidTile(end_tile)) return false;
    00559   if (!(IsWaterTile(end_tile) || IsBuoyTile(end_tile))) return false;
    00560
    00561   /* Continue until water is passed. */
    00562   for (;;) {
    00563     end_tile += delta;
    00564     if (!IsValidTile(end_tile)) return false;
    00565     if (GetTileSlope(end_tile, NULL) != SLOPE_FLAT) break;
    00566     if (!(IsWaterTile(end_tile) || IsBuoyTile(end_tile))) return false;
    00567   }
    00568
    00569   /* Building only allowed on slopes SLOPE_NE, SLOPE_SE, SLOPE_SW, SLOPE_NW. */
    00570   if (GetTileSlope(end_tile, NULL) != InclinedSlope(direction)) return false;
    00571
    00572   int tiles = 0;
    00573   /* After crossing water test last section of tunnel */
    00574   for (;;) {
    00575     end_tile += delta;
    00576     if (!IsValidTile(end_tile)) return false;
    00577     if (GetTileZ(end_tile) == 0) break;
    00578     tiles++;
    00579   }
    00580
    00581   /* Limit length of tunnel exit. */
    00582   return (tiles >= 2 && tiles <= _settings_game.construction.max_chunnel_exit_length);
    00583 }
    00584
    00595 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00596 {
    00597   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00598
    00599   RailType railtype = INVALID_RAILTYPE;
    00600   RoadTypes rts = ROADTYPES_NONE;
    00601   _build_tunnel_endtile = 0;
    00602   switch (transport_type) {
    00603     case TRANSPORT_RAIL:
    00604       railtype = Extract<RailType, 0, 4>(p1);
    00605       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00606       break;
    00607
    00608     case TRANSPORT_ROAD:
    00609       rts = Extract<RoadTypes, 0, 2>(p1);
    00610       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
    00611       break;
    00612
    00613     default: return CMD_ERROR;
    00614   }
    00615
    00616   uint start_z;
    00617   uint end_z;
    00618   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00619   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00620   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00621
    00622   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00623
    00624   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00625   if (ret.Failed()) return ret;
    00626
    00627   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00628    * for the clearing of the entrance of the tunnel. Assigning it to
    00629    * cost before the loop will yield different costs depending on start-
    00630    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00631
    00632   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00633   DiagDirection tunnel_in_way_dir;
    00634   if (DiagDirToAxis(direction) == AXIS_Y) {
    00635     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00636   } else {
    00637     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00638   }
    00639
    00640   TileIndex end_tile = start_tile;
    00641
    00642   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00643   int tiles_coef = 3;
    00644   /* Number of tiles from start of tunnel */
    00645   int tiles = 0;
    00646   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00647   int tiles_bump = 25;
    00648
    00649   /* Flag used while building crossing-water tunnel.
    00650    * One stretch of water only.
    00651    * 0 = Didn't cross water.
    00652    * 1 = Not allowed to cross water.
    00653    * 2 = Crossing water.
    00654    * 3 = Finished crossing water. */
    00655   int pass_water = 0;
    00656
    00657   CommandCost cost(EXPENSES_CONSTRUCTION);
    00658   Slope end_tileh;
    00659   for (;;) {
    00660     end_tile += delta;
    00661     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00662     end_tileh = GetTileSlope(end_tile, &end_z);
    00663
    00664     if (start_z == end_z) {
    00665       if (start_z > 0) break;
    00666       /* Tunnels crossing water only allowed at sea level. z == 0 */
    00667       if (end_tileh != SLOPE_FLAT) {
    00668         if (pass_water == 2) pass_water = 3;
    00669         if (pass_water == 0) {
    00670           /* only 2 to 4 tiles between entrance and coast tile alowed. */
    00671           (tiles >= 2 && tiles <= _settings_game.construction.max_chunnel_exit_length && IsCrossableWater(end_tile, delta, direction)) ? pass_water = 2 : pass_water = 1;
    00672         }
    00673
    00674         if (pass_water == 1) break;
    00675         if (pass_water == 3) pass_water = 1; // Finish at next suitable inclined tile.
    00676       }
    00677     }
    00678
    00679     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00680       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00681     }
    00682
    00683     tiles++;
    00684     if (tiles == tiles_bump) {
    00685       tiles_coef++;
    00686       tiles_bump *= 2;
    00687     }
    00688
    00689     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00690     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00691   }
    00692
    00693   /* Add the cost of the entrance */
    00694   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00695   cost.AddCost(ret);
    00696
    00697   /* if the command fails from here on we want the end tile to be highlighted */
    00698   _build_tunnel_endtile = end_tile;
    00699
    00700   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00701
    00702   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00703
    00704   /* Clear the tile in any case */
    00705   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00706   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00707   cost.AddCost(ret);
    00708
    00709   /* slope of end tile must be complementary to the slope of the start tile */
    00710   if (end_tileh != ComplementSlope(start_tileh)) {
    00711     /* Mark the tile as already cleared for the terraform command.
    00712      * Do this for all tiles (like trees), not only objects. */
    00713     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00714     if (coa == NULL) {
    00715       coa = _cleared_object_areas.Append();
    00716       coa->first_tile = end_tile;
    00717       coa->area = TileArea(end_tile, 1, 1);
    00718     }
    00719
    00720     /* Hide the tile from the terraforming command */
    00721     TileIndex old_first_tile = coa->first_tile;
    00722     coa->first_tile = INVALID_TILE;
    00723     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00724     coa->first_tile = old_first_tile;
    00725     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00726     cost.AddCost(ret);
    00727   }
    00728   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00729
    00730   /* Pay for the rail/road in the tunnel including entrances */
    00731   switch (transport_type) {
    00732     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00733     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00734     default: break;
    00735   }
    00736
    00737   if (flags & DC_EXEC) {
    00738     Company *c = Company::GetIfValid(_current_company);
    00739     uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00740     if (transport_type == TRANSPORT_RAIL) {
    00741       if (!IsTunnelTile(start_tile) && c != NULL) c->rail_infrastructure[railtype] += num_pieces;
    00742       MakeRailTunnel(start_tile, _current_company, direction,                 railtype);
    00743       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), railtype);
    00744       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
    00745       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00746     } else {
    00747       if (c != NULL) {
    00748         RoadType rt;
    00749         FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
    00750           c->road_infrastructure[rt] += num_pieces * 2; // A full diagonal road has two road bits.
    00751         }
    00752       }
    00753       MakeRoadTunnel(start_tile, _current_company, direction,                 rts);
    00754       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), rts);
    00755     }
    00756     DirtyCompanyInfrastructureWindows(_current_company);
    00757   }
    00758
    00759   return cost;
    00760 }
    00761
    00762
    00768 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00769 {
    00770   /* Floods can remove anything as well as the scenario editor */
    00771   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00772
    00773   switch (GetTunnelBridgeTransportType(tile)) {
    00774     case TRANSPORT_ROAD: {
    00775       RoadTypes rts = GetRoadTypes(tile);
    00776       Owner road_owner = _current_company;
    00777       Owner tram_owner = _current_company;
    00778
    00779       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00780       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00781
    00782       /* We can remove unowned road and if the town allows it */
    00783       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00784         return CheckTileOwnership(tile);
    00785       }
    00786       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00787       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00788
    00789       CommandCost ret = CheckOwnership(road_owner, tile);
    00790       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00791       return ret;
    00792     }
    00793
    00794     case TRANSPORT_RAIL:
    00795     case TRANSPORT_WATER:
    00796       return CheckOwnership(GetTileOwner(tile));
    00797
    00798     default: NOT_REACHED();
    00799   }
    00800 }
    00801
    00808 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00809 {
    00810   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00811   if (ret.Failed()) return ret;
    00812
    00813   TileIndex endtile = GetOtherTunnelEnd(tile);
    00814
    00815   ret = TunnelBridgeIsFree(tile, endtile);
    00816   if (ret.Failed()) return ret;
    00817
    00818   _build_tunnel_endtile = endtile;
    00819
    00820   Town *t = NULL;
    00821   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00822     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00823
    00824     /* Check if you are allowed to remove the tunnel owned by a town
    00825      * Removal depends on difficulty settings */
    00826     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00827     if (ret.Failed()) return ret;
    00828   }
    00829
    00830   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00831    * you have a "Poor" (0) town rating */
    00832   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00833     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00834   }
    00835
    00836   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00837
    00838   if (flags & DC_EXEC) {
    00839     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00840       /* We first need to request values before calling DoClearSquare */
    00841       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00842       Track track = DiagDirToDiagTrack(dir);
    00843       Owner owner = GetTileOwner(tile);
    00844
    00845       Train *v = NULL;
    00846       if (HasTunnelBridgeReservation(tile)) {
    00847         v = GetTrainForReservation(tile, track);
    00848         if (v != NULL) FreeTrainTrackReservation(v);
    00849       }
    00850
    00851       if (Company::IsValidID(owner)) {
    00852         Company::Get(owner)->rail_infrastructure[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00853         DirtyCompanyInfrastructureWindows(owner);
    00854       }
    00855
    00856       DoClearSquare(tile);
    00857       DoClearSquare(endtile);
    00858
    00859       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00860       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00861       AddSideToSignalBuffer(endtile, dir,                 owner);
    00862
    00863       YapfNotifyTrackLayoutChange(tile,    track);
    00864       YapfNotifyTrackLayoutChange(endtile, track);
    00865
    00866       if (v != NULL) TryPathReserve(v);
    00867     } else {
    00868       RoadType rt;
    00869       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00870         /* A full diagonal road tile has two road bits. */
    00871         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00872         if (c != NULL) {
    00873           c->road_infrastructure[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00874           DirtyCompanyInfrastructureWindows(c->index);
    00875         }
    00876       }
    00877
    00878       DoClearSquare(tile);
    00879       DoClearSquare(endtile);
    00880     }
    00881   }
    00882   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
    00883 }
    00884
    00885
    00892 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00893 {
    00894   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00895   if (ret.Failed()) return ret;
    00896
    00897   TileIndex endtile = GetOtherBridgeEnd(tile);
    00898
    00899   ret = TunnelBridgeIsFree(tile, endtile);
    00900   if (ret.Failed()) return ret;
    00901
    00902   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00903   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00904
    00905   Town *t = NULL;
    00906   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00907     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00908
    00909     /* Check if you are allowed to remove the bridge owned by a town
    00910      * Removal depends on difficulty settings */
    00911     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00912     if (ret.Failed()) return ret;
    00913   }
    00914
    00915   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00916    * you have a "Poor" (0) town rating */
    00917   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00918     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00919   }
    00920
    00921   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00922   uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
    00923
    00924   if (flags & DC_EXEC) {
    00925     /* read this value before actual removal of bridge */
    00926     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00927     Owner owner = GetTileOwner(tile);
    00928     uint height = GetBridgeHeight(tile);
    00929     Train *v = NULL;
    00930
    00931     if (rail && HasTunnelBridgeReservation(tile)) {
    00932       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00933       if (v != NULL) FreeTrainTrackReservation(v);
    00934     }
    00935
    00936     /* Update company infrastructure counts. */
    00937     if (rail) {
    00938       if (Company::IsValidID(owner)) Company::Get(owner)->rail_infrastructure[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00939     } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
    00940       RoadType rt;
    00941       FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
    00942         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
    00943         if (c != NULL) {
    00944           /* A full diagonal road tile has two road bits. */
    00945           c->road_infrastructure[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00946           DirtyCompanyInfrastructureWindows(c->index);
    00947         }
    00948       }
    00949     } else { // Aqueduct
    00950       if (Company::IsValidID(owner)) Company::Get(owner)->water_infrastructure -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
    00951     }
    00952     DirtyCompanyInfrastructureWindows(owner);
    00953
    00954     DoClearSquare(tile);
    00955     DoClearSquare(endtile);
    00956     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00957       /* do not let trees appear from 'nowhere' after removing bridge */
    00958       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00959         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
    00960         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00961       }
    00962       ClearBridgeMiddle(c);
    00963       MarkTileDirtyByTile(c);
    00964     }
    00965
    00966     if (rail) {
    00967       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00968       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00969       AddSideToSignalBuffer(endtile, direction,                 owner);
    00970
    00971       Track track = DiagDirToDiagTrack(direction);
    00972       YapfNotifyTrackLayoutChange(tile,    track);
    00973       YapfNotifyTrackLayoutChange(endtile, track);
    00974
    00975       if (v != NULL) TryPathReserve(v, true);
    00976     }
    00977   }
    00978
    00979   return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
    00980 }
    00981
    00988 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00989 {
    00990   if (IsTunnel(tile)) {
    00991     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00992     return DoClearTunnel(tile, flags);
    00993   } else { // IsBridge(tile)
    00994     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00995     return DoClearBridge(tile, flags);
    00996   }
    00997 }
    00998
    01009 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    01010 {
    01011   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    01012   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);
    01013 }
    01014
    01026 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    01027 {
    01028   int cur_z;
    01029   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    01030     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    01031   }
    01032   return cur_z;
    01033 }
    01034
    01046 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    01047 {
    01048   static const int bounding_box_size[2]  = {16, 2};
    01049   static const int back_pillar_offset[2] = { 0, 9};
    01050
    01051   static const int INF = 1000;
    01052   static const SubSprite half_pillar_sub_sprite[2][2] = {
    01053     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    01054     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    01055   };
    01056
    01057   if (psid->sprite == 0) return;
    01058
    01059   /* Determine ground height under pillars */
    01060   DiagDirection south_dir = AxisToDiagDir(axis);
    01061   int z_front_north = ti->z;
    01062   int z_back_north = ti->z;
    01063   int z_front_south = ti->z;
    01064   int z_back_south = ti->z;
    01065   GetSlopeZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    01066   GetSlopeZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    01067
    01068   /* Shared height of pillars */
    01069   int z_front = max(z_front_north, z_front_south);
    01070   int z_back = max(z_back_north, z_back_south);
    01071
    01072   /* x and y size of bounding-box of pillars */
    01073   int w = bounding_box_size[axis];
    01074   int h = bounding_box_size[OtherAxis(axis)];
    01075   /* sprite position of back facing pillar */
    01076   int x_back = x - back_pillar_offset[axis];
    01077   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    01078
    01079   /* Draw front pillars */
    01080   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    01081   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01082   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01083
    01084   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    01085   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    01086   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    01087     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    01088     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01089     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01090   }
    01091 }
    01092
    01102 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
    01103 {
    01104   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    01105   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    01106   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    01107
    01108   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    01109   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    01110   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    01111   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    01112
    01113   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    01114    * The bounding boxes here are the same as for bridge front/roof */
    01115   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    01116     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    01117       x, y, size_x[offset], size_y[offset], 0x28, z,
    01118       !head && IsTransparencySet(TO_BRIDGES));
    01119   }
    01120
    01121   /* Do not draw catenary if it is set invisible */
    01122   if (!IsInvisibilitySet(TO_CATENARY)) {
    01123     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    01124       x, y, size_x[offset], size_y[offset], 0x28, z,
    01125       IsTransparencySet(TO_CATENARY));
    01126   }
    01127
    01128   /* Start a new SpriteCombine for the front part */
    01129   EndSpriteCombine();
    01130   StartSpriteCombine();
    01131
    01132   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    01133   if (!IsInvisibilitySet(TO_CATENARY)) {
    01134     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    01135       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    01136       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    01137   }
    01138 }
    01139
    01141 static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
    01142 {
    01143   bool side = (_settings_game.vehicle.road_side != 0) &&_settings_game.construction.signal_side;
    01144
    01145   static const Point SignalPositions[2][4] = {
    01146     {      /* Signals on the left side */
    01147       {13,  3}, { 2, 13}, { 3,  4}, {13, 14}
    01148     }, {   /* Signals on the right side */
    01149       {14, 13}, { 3,  3}, {13,  2}, { 3, 13}
    01150     }
    01151   };
    01152
    01153   uint position;
    01154   DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
    01155   if (IsTunnelBridgeExit(ti->tile)) dir = ReverseDiagDir(dir);
    01156
    01157   switch (dir) {
    01158     default: NOT_REACHED();
    01159     case DIAGDIR_NE: position = 0; break;
    01160     case DIAGDIR_SE: position = 2; break;
    01161     case DIAGDIR_SW: position = 1; break;
    01162     case DIAGDIR_NW: position = 3; break;
    01163   }
    01164
    01165   uint x = ti->x + SignalPositions[side][position].x;
    01166   uint y = ti->y + SignalPositions[side][position].y;
    01167   uint z = ti->z;
    01168   if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head
    01169   SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
    01170
    01171   SpriteID sprite;
    01172   if (variant == SIG_ELECTRIC) {
    01173     /* Normal electric signals are picked from original sprites. */
    01174     sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + IsTunnelBridgeWithSignGreen(ti->tile));
    01175   } else {
    01176     /* All other signals are picked from add on sprites. */
    01177     sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + IsTunnelBridgeWithSignGreen(ti->tile));
    01178   }
    01179
    01180   AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
    01181 }
    01182
    01183 /* Draws a signal on tunnel / bridge entrance tile. */
    01184 static void DrawBrigeSignalOnMiddelPart(const TileInfo *ti, TileIndex bridge_start_tile, uint z)
    01185 {
    01186
    01187   uint bridge_signal_position = 0;
    01188   int m2_position = 0;
    01189
    01190   uint bridge_section = GetTunnelBridgeLength(ti->tile, bridge_start_tile) + 1;
    01191
    01192   while (bridge_signal_position <= bridge_section) {
    01193     bridge_signal_position += 4; // 4 tiles is block size, max 24 signals, 25 blocks * 4 = 102 on bridge of max length e.g. 100 tiles .(not anymore!)
    01194     if (bridge_signal_position == bridge_section) {
    01195       bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.signal_side;
    01196
    01197       static const Point SignalPositions[2][4] = {
    01198         {      /* Signals on the left side. */
    01199           {13,  3}, { 2, 13}, { 3,  4}, {13, 14}
    01200         }, {   /* Signals on the right side. */
    01201           {10, 13}, { 4,  3}, {13,  2}, { 3, 3}
    01202         }
    01203       };
    01204       uint position;
    01205
    01206       switch (GetTunnelBridgeDirection(bridge_start_tile)) {
    01207         default: NOT_REACHED();
    01208         case DIAGDIR_NE: position = 0; z += 8; break;
    01209         case DIAGDIR_SE: position = 2; z += 8; break;
    01210         case DIAGDIR_SW: position = 1; break;
    01211         case DIAGDIR_NW: position = 3; break;
    01212       }
    01213
    01214
    01215       uint x = ti->x + SignalPositions[side][position].x;
    01216       uint y = ti->y + SignalPositions[side][position].y;
    01217
    01218       SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
    01219
    01220       SpriteID sprite;
    01221       if (variant == SIG_ELECTRIC) {
    01222         /* Normal electric signals are picked from original sprites. */
    01223         sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position));
    01224       } else {
    01225         /* All other signals are picked from add on sprites. */
    01226         sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position));
    01227       }
    01228
    01229       AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
    01230     }
    01231     m2_position++;
    01232   }
    01233 }
    01234
    01248 static void DrawTile_TunnelBridge(TileInfo *ti)
    01249 {
    01250   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    01251   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    01252
    01253   if (IsTunnel(ti->tile)) {
    01254     /* Front view of tunnel bounding boxes:
    01255      *
    01256      *   122223  <- BB_Z_SEPARATOR
    01257      *   1    3
    01258      *   1    3                1,3 = empty helper BB
    01259      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01260      *
    01261      */
    01262
    01263     static const int _tunnel_BB[4][12] = {
    01264       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01265        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01266       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01267       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01268       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01269       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01270     };
    01271     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01272
    01273     bool catenary = false;
    01274
    01275     SpriteID image;
    01276     if (transport_type == TRANSPORT_RAIL) {
    01277       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
    01278     } else {
    01279       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01280     }
    01281
    01282     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
    01283
    01284     image += tunnelbridge_direction * 2;
    01285     DrawGroundSprite(image, PAL_NONE);
    01286
    01287     /* PBS debugging, draw reserved tracks darker */
    01288     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
    01289       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01290       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01291     }
    01292
    01293     if (transport_type == TRANSPORT_ROAD) {
    01294       RoadTypes rts = GetRoadTypes(ti->tile);
    01295
    01296       if (HasBit(rts, ROADTYPE_TRAM)) {
    01297         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01298
    01299         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01300
    01301         /* Do not draw wires if they are invisible */
    01302         if (!IsInvisibilitySet(TO_CATENARY)) {
    01303           catenary = true;
    01304           StartSpriteCombine();
    01305           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);
    01306         }
    01307       }
    01308     } else {
    01309       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01310       if (rti->UsesOverlay()) {
    01311         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01312         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01313       }
    01314
    01315       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01316         /* Maybe draw pylons on the entry side */
    01317         DrawCatenary(ti);
    01318
    01319         catenary = true;
    01320         StartSpriteCombine();
    01321         /* Draw wire above the ramp */
    01322         DrawCatenaryOnTunnel(ti);
    01323       }
    01324     }
    01325
    01326     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);
    01327
    01328     if (catenary) EndSpriteCombine();
    01329
    01330     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01331     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01332     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);
    01333
    01334     /* Draw signals for tunnel. */
    01335     if (IsTunnelBridgeEntrance(ti->tile)) DrawTunnelBridgeRampSignal(ti);
    01336
    01337     DrawBridgeMiddle(ti);
    01338   } else { // IsBridge(ti->tile)
    01339     const PalSpriteID *psid;
    01340     int base_offset;
    01341     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01342
    01343     if (transport_type == TRANSPORT_RAIL) {
    01344       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01345       assert(base_offset != 8); // This one is used for roads
    01346     } else {
    01347       base_offset = 8;
    01348     }
    01349
    01350     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01351     assert( (base_offset & 0x07) == 0x00);
    01352
    01353     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01354
    01355     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01356     base_offset += (6 - tunnelbridge_direction) % 4;
    01357
    01358     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01359
    01360     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01361     if (transport_type != TRANSPORT_WATER) {
    01362       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01363     } else {
    01364       psid = _aqueduct_sprites + base_offset;
    01365     }
    01366
    01367     if (!ice) {
    01368       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01369       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01370         DrawShoreTile(ti->tileh);
    01371       } else {
    01372         DrawClearLandTile(ti, 3);
    01373       }
    01374     } else {
    01375       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01376     }
    01377
    01378     /* draw ramp */
    01379
    01380     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01381     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01382
    01383     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01384      * it doesn't disappear behind it
    01385      */
    01386     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01387     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01388
    01389     if (transport_type == TRANSPORT_ROAD) {
    01390       RoadTypes rts = GetRoadTypes(ti->tile);
    01391
    01392       if (HasBit(rts, ROADTYPE_TRAM)) {
    01393         uint offset = tunnelbridge_direction;
    01394         uint z = ti->z;
    01395         if (ti->tileh != SLOPE_FLAT) {
    01396           offset = (offset + 1) & 1;
    01397           z += TILE_HEIGHT;
    01398         } else {
    01399           offset += 2;
    01400         }
    01401         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01402         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01403       }
    01404       EndSpriteCombine();
    01405     } else if (transport_type == TRANSPORT_RAIL) {
    01406       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01407       if (rti->UsesOverlay()) {
    01408         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01409         if (surface != 0) {
    01410           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01411             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01412           } else {
    01413             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01414           }
    01415         }
    01416         /* Don't fallback to non-overlay sprite -- the spec states that
    01417          * if an overlay is present then the bridge surface must be
    01418          * present. */
    01419       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01420         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01421           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);
    01422         } else {
    01423           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01424         }
    01425       }
    01426       EndSpriteCombine();
    01427       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01428         DrawCatenary(ti);
    01429       }
    01430     }
    01431     /* Draw signals for bridge. */
    01432     if (HasWormholeSignals(ti->tile)) DrawTunnelBridgeRampSignal(ti);
    01433
    01434     DrawBridgeMiddle(ti);
    01435   }
    01436 }
    01437
    01456 static BridgePieces CalcBridgePiece(uint north, uint south)
    01457 {
    01458   if (north == 1) {
    01459     return BRIDGE_PIECE_NORTH;
    01460   } else if (south == 1) {
    01461     return BRIDGE_PIECE_SOUTH;
    01462   } else if (north < south) {
    01463     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01464   } else if (north > south) {
    01465     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01466   } else {
    01467     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01468   }
    01469 }
    01470
    01475 void DrawBridgeMiddle(const TileInfo *ti)
    01476 {
    01477   /* Sectional view of bridge bounding boxes:
    01478    *
    01479    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01480    *  1           2                                  3 = empty helper BB
    01481    *  1     7     2                                4,5 = pillars under higher bridges
    01482    *  1 6 88888 6 2                                  6 = elrail-pylons
    01483    *  1 6 88888 6 2                                  7 = elrail-wire
    01484    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01485    *  3333333333333  <- BB_Z_SEPARATOR
    01486    *                 <- unused
    01487    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01488    *    4       5
    01489    *    4       5
    01490    *
    01491    */
    01492
    01493   if (!IsBridgeAbove(ti->tile)) return;
    01494
    01495   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01496   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01497   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01498
    01499   Axis axis = GetBridgeAxis(ti->tile);
    01500   BridgePieces piece = CalcBridgePiece(
    01501     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01502     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01503   );
    01504
    01505   const PalSpriteID *psid;
    01506   bool drawfarpillar;
    01507   if (transport_type != TRANSPORT_WATER) {
    01508     BridgeType type =  GetBridgeType(rampsouth);
    01509     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01510
    01511     uint base_offset;
    01512     if (transport_type == TRANSPORT_RAIL) {
    01513       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01514     } else {
    01515       base_offset = 8;
    01516     }
    01517
    01518     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01519   } else {
    01520     drawfarpillar = true;
    01521     psid = _aqueduct_sprites;
    01522   }
    01523
    01524   if (axis != AXIS_X) psid += 4;
    01525
    01526   int x = ti->x;
    01527   int y = ti->y;
    01528   uint bridge_z = GetBridgeHeight(rampsouth);
    01529   uint z = bridge_z - BRIDGE_Z_START;
    01530
    01531   /* Add a bounding box that separates the bridge from things below it. */
    01532   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01533
    01534   /* Draw Trambits as SpriteCombine */
    01535   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01536
    01537   /* Draw floor and far part of bridge*/
    01538   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01539     if (axis == AXIS_X) {
    01540       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01541     } else {
    01542       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01543     }
    01544   }
    01545
    01546   psid++;
    01547
    01548   if (transport_type == TRANSPORT_ROAD) {
    01549     RoadTypes rts = GetRoadTypes(rampsouth);
    01550
    01551     if (HasBit(rts, ROADTYPE_TRAM)) {
    01552       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01553       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01554     } else {
    01555       EndSpriteCombine();
    01556       StartSpriteCombine();
    01557     }
    01558   } else if (transport_type == TRANSPORT_RAIL) {
    01559     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01560     if (rti->UsesOverlay()) {
    01561       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01562       if (surface != 0) {
    01563         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01564       }
    01565     }
    01566     EndSpriteCombine();
    01567
    01568     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01569       DrawCatenaryOnBridge(ti);
    01570     }
    01571
    01572     if (HasWormholeSignals(rampsouth)) {
    01573       IsTunnelBridgeExit(rampsouth) ? DrawBrigeSignalOnMiddelPart(ti, rampnorth, z): DrawBrigeSignalOnMiddelPart(ti, rampsouth, z);
    01574     }
    01575   }
    01576
    01577   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01578   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01579     if (axis == AXIS_X) {
    01580       y += 12;
    01581       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01582     } else {
    01583       x += 12;
    01584       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01585     }
    01586   }
    01587
    01588   /* Draw TramFront as SpriteCombine */
    01589   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01590
    01591   /* Do not draw anything more if bridges are invisible */
    01592   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01593
    01594   psid++;
    01595   if (ti->z + 5 == z) {
    01596     /* draw poles below for small bridges */
    01597     if (psid->sprite != 0) {
    01598       SpriteID image = psid->sprite;
    01599       SpriteID pal   = psid->pal;
    01600       if (IsTransparencySet(TO_BRIDGES)) {
    01601         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01602         pal = PALETTE_TO_TRANSPARENT;
    01603       }
    01604
    01605       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01606     }
    01607   } else if (_settings_client.gui.bridge_pillars) {
    01608     /* draw pillars below for high bridges */
    01609     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01610   }
    01611 }
    01612
    01613
    01614 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01615 {
    01616   uint z;
    01617   Slope tileh = GetTileSlope(tile, &z);
    01618
    01619   x &= 0xF;
    01620   y &= 0xF;
    01621
    01622   if (IsTunnel(tile)) {
    01623     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01624
    01625     /* In the tunnel entrance? */
    01626     if (5 <= pos && pos <= 10) return z;
    01627   } else { // IsBridge(tile)
    01628     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01629     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01630
    01631     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01632
    01633     /* On the bridge ramp? */
    01634     if (5 <= pos && pos <= 10) {
    01635       uint delta;
    01636
    01637       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01638
    01639       switch (dir) {
    01640         default: NOT_REACHED();
    01641         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01642         case DIAGDIR_SE: delta = y / 2; break;
    01643         case DIAGDIR_SW: delta = x / 2; break;
    01644         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01645       }
    01646       return z + 1 + delta;
    01647     }
    01648   }
    01649
    01650   return z + GetPartialZ(x, y, tileh);
    01651 }
    01652
    01653 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01654 {
    01655   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01656 }
    01657
    01658 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01659 {
    01660   TransportType tt = GetTunnelBridgeTransportType(tile);
    01661
    01662   if (IsTunnel(tile)) {
    01663     td->str = (tt == TRANSPORT_RAIL) ? HasWormholeSignals(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01664   } else { // IsBridge(tile)
    01665     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : HasWormholeSignals(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01666   }
    01667   td->owner[0] = GetTileOwner(tile);
    01668
    01669   Owner road_owner = INVALID_OWNER;
    01670   Owner tram_owner = INVALID_OWNER;
    01671   RoadTypes rts = GetRoadTypes(tile);
    01672   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01673   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01674
    01675   /* Is there a mix of owners? */
    01676   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01677       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01678     uint i = 1;
    01679     if (road_owner != INVALID_OWNER) {
    01680       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01681       td->owner[i] = road_owner;
    01682       i++;
    01683     }
    01684     if (tram_owner != INVALID_OWNER) {
    01685       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01686       td->owner[i] = tram_owner;
    01687     }
    01688   }
    01689
    01690   if (tt == TRANSPORT_RAIL) {
    01691     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01692     td->rail_speed = rti->max_speed;
    01693
    01694     if (!IsTunnel(tile)) {
    01695       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01696       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01697         td->rail_speed = spd;
    01698       }
    01699     }
    01700   }
    01701 }
    01702
    01703
    01704 static void TileLoop_TunnelBridge(TileIndex tile)
    01705 {
    01706   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01707   switch (_settings_game.game_creation.landscape) {
    01708     case LT_ARCTIC: {
    01709       /* As long as we do not have a snow density, we want to use the density
    01710        * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
    01711        * (Independent of foundations) */
    01712       uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01713       if (snow_or_desert != (z > GetSnowLine())) {
    01714         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01715         MarkTileDirtyByTile(tile);
    01716       }
    01717       break;
    01718     }
    01719
    01720     case LT_TROPIC:
    01721       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01722         SetTunnelBridgeSnowOrDesert(tile, true);
    01723         MarkTileDirtyByTile(tile);
    01724       }
    01725       break;
    01726
    01727     default:
    01728       break;
    01729   }
    01730 }
    01731
    01732 static bool ClickTile_TunnelBridge(TileIndex tile)
    01733 {
    01734   /* Show vehicles found in tunnel. */
    01735   if (IsTunnelTile(tile)) {
    01736     int count = 0;
    01737     const Train *t;
    01738     TileIndex tile_end = GetOtherTunnelBridgeEnd(tile);
    01739     FOR_ALL_TRAINS(t) {
    01740       if (!t->IsFrontEngine()) continue;
    01741       if (tile == t->tile || tile_end == t->tile) {
    01742         ShowVehicleViewWindow(t);
    01743         count++;
    01744       }
    01745       if (count > 19) break;  // no more than 20 windows open
    01746     }
    01747     if (count > 0) return true;
    01748   }
    01749   return false;
    01750 }
    01751
    01752 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01753 {
    01754   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01755   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01756
    01757   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01758   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01759   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01760 }
    01761
    01762 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01763 {
    01764   TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
    01765   /* Set number of pieces to zero if it's the southern tile as we
    01766    * don't want to update the infrastructure counts twice. */
    01767   uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
    01768
    01769   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01770     /* Update all roadtypes, no matter if they are present */
    01771     if (GetRoadOwner(tile, rt) == old_owner) {
    01772       if (HasBit(GetRoadTypes(tile), rt)) {
    01773         /* Update company infrastructure counts. A full diagonal road tile has two road bits.
    01774          * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01775         Company::Get(old_owner)->road_infrastructure[rt] -= num_pieces * 2;
    01776         if (new_owner != INVALID_OWNER) Company::Get(new_owner)->road_infrastructure[rt] += num_pieces * 2;
    01777       }
    01778
    01779       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01780     }
    01781   }
    01782
    01783   if (!IsTileOwner(tile, old_owner)) return;
    01784
    01785   /* Update company infrastructure counts for rail and water as well.
    01786    * No need to dirty windows here, we'll redraw the whole screen anyway. */
    01787   TransportType tt = GetTunnelBridgeTransportType(tile);
    01788   Company *old = Company::Get(old_owner);
    01789   if (tt == TRANSPORT_RAIL) {
    01790     old->rail_infrastructure[GetRailType(tile)] -= num_pieces;
    01791     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->rail_infrastructure[GetRailType(tile)] += num_pieces;
    01792   } else if (tt == TRANSPORT_WATER) {
    01793     old->water_infrastructure -= num_pieces;
    01794     if (new_owner != INVALID_OWNER) Company::Get(new_owner)->water_infrastructure += num_pieces;
    01795   }
    01796
    01797   if (new_owner != INVALID_OWNER) {
    01798     SetTileOwner(tile, new_owner);
    01799   } else {
    01800     if (tt == TRANSPORT_RAIL) {
    01801       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01802        * bridge / tunnel. */
    01803       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01804       assert(ret.Succeeded());
    01805     } else {
    01806       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01807       SetTileOwner(tile, OWNER_NONE);
    01808     }
    01809   }
    01810 }
    01811
    01817 static const byte TUNNEL_SOUND_FRAME = 1;
    01818
    01827 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01828
    01829 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01830 {
    01831   int z = GetSlopeZ(x, y) - v->z_pos;
    01832
    01833   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01834   /* Direction into the wormhole */
    01835   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01836   /* Direction of the vehicle */
    01837   const DiagDirection vdir = DirToDiagDir(v->direction);
    01838   /* New position of the vehicle on the tile */
    01839   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01840   /* Number of units moved by the vehicle since entering the tile */
    01841   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01842
    01843   if (IsTunnel(tile)) {
    01844     if (v->type == VEH_TRAIN) {
    01845       Train *t = Train::From(v);
    01846
    01847       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01848         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01849           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01850             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01851           }
    01852           return VETSB_CONTINUE;
    01853         }
    01854         if (frame == _tunnel_visibility_frame[dir]) {
    01855           t->tile = tile;
    01856           t->track = TRACK_BIT_WORMHOLE;
    01857           t->vehstatus |= VS_HIDDEN;
    01858           return VETSB_ENTERED_WORMHOLE;
    01859         }
    01860       }
    01861
    01862       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01863         /* We're at the tunnel exit ?? */
    01864         t->tile = tile;
    01865         t->track = DiagDirToDiagTrackBits(vdir);
    01866         assert(t->track);
    01867         t->vehstatus &= ~VS_HIDDEN;
    01868         return VETSB_ENTERED_WORMHOLE;
    01869       }
    01870     } else if (v->type == VEH_ROAD) {
    01871       RoadVehicle *rv = RoadVehicle::From(v);
    01872
    01873       /* Enter tunnel? */
    01874       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01875         if (frame == _tunnel_visibility_frame[dir]) {
    01876           /* Frame should be equal to the next frame number in the RV's movement */
    01877           assert(frame == rv->frame + 1);
    01878           rv->tile = tile;
    01879           rv->state = RVSB_WORMHOLE;
    01880           rv->vehstatus |= VS_HIDDEN;
    01881           return VETSB_ENTERED_WORMHOLE;
    01882         } else {
    01883           return VETSB_CONTINUE;
    01884         }
    01885       }
    01886
    01887       /* We're at the tunnel exit ?? */
    01888       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01889         rv->tile = tile;
    01890         rv->state = DiagDirToDiagTrackdir(vdir);
    01891         rv->frame = frame;
    01892         rv->vehstatus &= ~VS_HIDDEN;
    01893         return VETSB_ENTERED_WORMHOLE;
    01894       }
    01895     }
    01896   } else { // IsBridge(tile)
    01897     if (v->type != VEH_SHIP) {
    01898       /* modify speed of vehicle */
    01899       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01900
    01901       if (v->type == VEH_ROAD) spd *= 2;
    01902       Vehicle *first = v->First();
    01903       first->cur_speed = min(first->cur_speed, spd);
    01904     }
    01905
    01906     if (vdir == dir) {
    01907       /* Vehicle enters bridge at the last frame inside this tile. */
    01908       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01909       switch (v->type) {
    01910         case VEH_TRAIN: {
    01911           Train *t = Train::From(v);
    01912           t->track = TRACK_BIT_WORMHOLE;
    01913           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01914           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01915           break;
    01916         }
    01917
    01918         case VEH_ROAD: {
    01919           RoadVehicle *rv = RoadVehicle::From(v);
    01920           rv->state = RVSB_WORMHOLE;
    01921           /* There are no slopes inside bridges / tunnels. */
    01922           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01923           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01924           break;
    01925         }
    01926
    01927         case VEH_SHIP:
    01928           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01929           break;
    01930
    01931         default: NOT_REACHED();
    01932       }
    01933       return VETSB_ENTERED_WORMHOLE;
    01934     } else if (vdir == ReverseDiagDir(dir)) {
    01935       v->tile = tile;
    01936       switch (v->type) {
    01937         case VEH_TRAIN: {
    01938           Train *t = Train::From(v);
    01939           if (t->track == TRACK_BIT_WORMHOLE) {
    01940             t->track = DiagDirToDiagTrackBits(vdir);
    01941             return VETSB_ENTERED_WORMHOLE;
    01942           }
    01943           break;
    01944         }
    01945
    01946         case VEH_ROAD: {
    01947           RoadVehicle *rv = RoadVehicle::From(v);
    01948           if (rv->state == RVSB_WORMHOLE) {
    01949             rv->state = DiagDirToDiagTrackdir(vdir);
    01950             rv->frame = 0;
    01951             return VETSB_ENTERED_WORMHOLE;
    01952           }
    01953           break;
    01954         }
    01955
    01956         case VEH_SHIP: {
    01957           Ship *ship = Ship::From(v);
    01958           if (ship->state == TRACK_BIT_WORMHOLE) {
    01959             ship->state = DiagDirToDiagTrackBits(vdir);
    01960             return VETSB_ENTERED_WORMHOLE;
    01961           }
    01962           break;
    01963         }
    01964
    01965         default: NOT_REACHED();
    01966       }
    01967     }
    01968   }
    01969   return VETSB_CONTINUE;
    01970 }
    01971
    01972 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    01973 {
    01974   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01975     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01976     Axis axis = DiagDirToAxis(direction);
    01977     CommandCost res;
    01978     uint z_old;
    01979     Slope tileh_old = GetTileSlope(tile, &z_old);
    01980
    01981     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01982     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01983       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01984       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01985     } else {
    01986       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01987       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01988     }
    01989
    01990     /* Surface slope is valid and remains unchanged? */
    01991     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01992   }
    01993
    01994   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01995 }
    01996
    01997 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01998   DrawTile_TunnelBridge,           // draw_tile_proc
    01999   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
    02000   ClearTile_TunnelBridge,          // clear_tile_proc
    02001   NULL,                            // add_accepted_cargo_proc
    02002   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    02003   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    02004   ClickTile_TunnelBridge,          // click_tile_proc
    02005   NULL,                            // animate_tile_proc
    02006   TileLoop_TunnelBridge,           // tile_loop_clear
    02007   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
    02008   NULL,                            // add_produced_cargo_proc
    02009   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    02010   GetFoundation_TunnelBridge,      // get_foundation_proc
    02011   TerraformTile_TunnelBridge,      // terraform_tile_proc
    02012 };