# 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
    00046 #include "table/sprites.h"
    00047 #include "table/strings.h"
    00048 #include "table/bridge_land.h"
    00049
    00050 BridgeSpec _bridge[MAX_BRIDGES];
    00051 TileIndex _build_tunnel_endtile;
    00052
    00054 static const int BRIDGE_Z_START = 3;
    00055
    00057 void ResetBridges()
    00058 {
    00059   /* First, free sprite table data */
    00060   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
    00061     if (_bridge[i].sprite_table != NULL) {
    00062       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
    00063       free(_bridge[i].sprite_table);
    00064     }
    00065   }
    00066
    00067   /* Then, wipe out current bidges */
    00068   memset(&_bridge, 0, sizeof(_bridge));
    00069   /* And finally, reinstall default data */
    00070   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
    00071 }
    00072
    00079 int CalcBridgeLenCostFactor(int length)
    00080 {
    00081   if (length < 2) return length;
    00082
    00083   length -= 2;
    00084   int sum = 2;
    00085   for (int delta = 1;; delta++) {
    00086     for (int count = 0; count < delta; count++) {
    00087       if (length == 0) return sum;
    00088       sum += delta;
    00089       length--;
    00090     }
    00091   }
    00092 }
    00093
    00100 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
    00101 {
    00102   if (tileh == SLOPE_FLAT ||
    00103       ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
    00104       ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
    00105
    00106   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
    00107 }
    00108
    00112 BridgeType GetFastestAvailableBridgeType(uint bridge_len)
    00113 {
    00114   BridgeType fastest_type = 0;
    00115   uint16 fastest_speed = 0;
    00116
    00117   for (BridgeType brd_type = 0; brd_type != MAX_BRIDGES; brd_type++) {
    00118     CommandCost ret = CheckBridgeAvailability(brd_type, bridge_len, DC_NONE);
    00119     if (!ret.Failed()) {
    00120       /* bridge is accepted, compare speeds */
    00121       const BridgeSpec *b = GetBridgeSpec(brd_type);
    00122       if (b->speed >= fastest_speed) {
    00123         fastest_type = brd_type;
    00124         fastest_speed = b->speed;
    00125       }
    00126     }
    00127   }
    00128
    00129   return fastest_type;
    00130 }
    00131
    00139 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
    00140 {
    00141   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
    00142   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
    00143   return (tileh != SLOPE_FLAT);
    00144 }
    00145
    00146 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
    00147 {
    00148   const BridgeSpec *bridge = GetBridgeSpec(index);
    00149   assert(table < BRIDGE_PIECE_INVALID);
    00150   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
    00151     return _bridge_sprite_table[index][table];
    00152   } else {
    00153     return bridge->sprite_table[table];
    00154   }
    00155 }
    00156
    00157
    00166 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
    00167 {
    00168   Foundation f = GetBridgeFoundation(*tileh, axis);
    00169   *z += ApplyFoundationToSlope(f, tileh);
    00170
    00171   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
    00172   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00173
    00174   if (f == FOUNDATION_NONE) return CommandCost();
    00175
    00176   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00177 }
    00178
    00187 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
    00188 {
    00189   Foundation f = GetBridgeFoundation(*tileh, axis);
    00190   *z += ApplyFoundationToSlope(f, tileh);
    00191
    00192   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
    00193   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
    00194
    00195   if (f == FOUNDATION_NONE) return CommandCost();
    00196
    00197   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    00198 }
    00199
    00206 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
    00207 {
    00208   if (flags & DC_QUERY_COST) {
    00209     if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
    00210     return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00211   }
    00212
    00213   if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
    00214
    00215   const BridgeSpec *b = GetBridgeSpec(bridge_type);
    00216   if (b->avail_year > _cur_year) return CMD_ERROR;
    00217
    00218   uint max = min(b->max_length, _settings_game.construction.max_bridge_length);
    00219
    00220   if (b->min_length > bridge_len) return CMD_ERROR;
    00221   if (bridge_len <= max) return CommandCost();
    00222   return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00223 }
    00224
    00237 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00238 {
    00239   RailType railtype = INVALID_RAILTYPE;
    00240   RoadTypes roadtypes = ROADTYPES_NONE;
    00241
    00242   /* unpack parameters */
    00243   BridgeType bridge_type = GB(p2, 0, 8);
    00244
    00245   if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
    00246
    00247   TransportType transport_type = Extract<TransportType, 15, 2>(p2);
    00248
    00249   /* type of bridge */
    00250   switch (transport_type) {
    00251     case TRANSPORT_ROAD:
    00252       roadtypes = Extract<RoadTypes, 8, 2>(p2);
    00253       if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
    00254       break;
    00255
    00256     case TRANSPORT_RAIL:
    00257       railtype = Extract<RailType, 8, 4>(p2);
    00258       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00259       break;
    00260
    00261     case TRANSPORT_WATER:
    00262       break;
    00263
    00264     default:
    00265       /* Airports don't have bridges. */
    00266       return CMD_ERROR;
    00267   }
    00268   TileIndex tile_start = p1;
    00269   TileIndex tile_end = end_tile;
    00270
    00271   if (tile_start == tile_end) {
    00272     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
    00273   }
    00274
    00275   Axis direction;
    00276   if (TileX(tile_start) == TileX(tile_end)) {
    00277     direction = AXIS_Y;
    00278   } else if (TileY(tile_start) == TileY(tile_end)) {
    00279     direction = AXIS_X;
    00280   } else {
    00281     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
    00282   }
    00283
    00284   if (tile_end < tile_start) Swap(tile_start, tile_end);
    00285
    00286   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
    00287   if (transport_type != TRANSPORT_WATER) {
    00288     /* set and test bridge length, availability */
    00289     CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
    00290     if (ret.Failed()) return ret;
    00291   } else {
    00292     if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
    00293   }
    00294
    00295   uint z_start;
    00296   uint z_end;
    00297   Slope tileh_start = GetTileSlope(tile_start, &z_start);
    00298   Slope tileh_end = GetTileSlope(tile_end, &z_end);
    00299   bool pbs_reservation = false;
    00300
    00301   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
    00302   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
    00303
    00304   /* Aqueducts can't be built of flat land. */
    00305   if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00306   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
    00307
    00308   CommandCost cost(EXPENSES_CONSTRUCTION);
    00309   Owner owner;
    00310   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
    00311       GetOtherBridgeEnd(tile_start) == tile_end &&
    00312       GetTunnelBridgeTransportType(tile_start) == transport_type) {
    00313     /* Replace a current bridge. */
    00314
    00315     /* If this is a railway bridge, make sure the railtypes match. */
    00316     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
    00317       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00318     }
    00319
    00320     /* Do not replace town bridges with lower speed bridges. */
    00321     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
    00322         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
    00323       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
    00324
    00325       if (t == NULL) {
    00326         return CMD_ERROR;
    00327       } else {
    00328         SetDParam(0, t->index);
    00329         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
    00330       }
    00331     }
    00332
    00333     /* Do not replace the bridge with the same bridge type. */
    00334     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
    00335       return_cmd_error(STR_ERROR_ALREADY_BUILT);
    00336     }
    00337
    00338     /* Do not allow replacing another company's bridges. */
    00339     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
    00340       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
    00341     }
    00342
    00343     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
    00344     owner = GetTileOwner(tile_start);
    00345
    00346     switch (transport_type) {
    00347       case TRANSPORT_RAIL:
    00348         /* Keep the reservation, the path stays valid. */
    00349         pbs_reservation = HasTunnelBridgeReservation(tile_start);
    00350         break;
    00351
    00352       case TRANSPORT_ROAD:
    00353         /* Do not remove road types when upgrading a bridge */
    00354         roadtypes |= GetRoadTypes(tile_start);
    00355         break;
    00356
    00357       default: break;
    00358     }
    00359   } else {
    00360     /* Build a new bridge. */
    00361
    00362     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
    00363
    00364     /* Try and clear the start landscape */
    00365     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00366     if (ret.Failed()) return ret;
    00367     cost = ret;
    00368
    00369     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00370     cost.AddCost(terraform_cost_north);
    00371
    00372     /* Try and clear the end landscape */
    00373     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00374     if (ret.Failed()) return ret;
    00375     cost.AddCost(ret);
    00376
    00377     /* false - end tile slope check */
    00378     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
    00379     cost.AddCost(terraform_cost_south);
    00380
    00381     const TileIndex heads[] = {tile_start, tile_end};
    00382     for (int i = 0; i < 2; i++) {
    00383       if (MayHaveBridgeAbove(heads[i])) {
    00384         if (IsBridgeAbove(heads[i])) {
    00385           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
    00386
    00387           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00388
    00389           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
    00390             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00391           }
    00392         }
    00393       }
    00394     }
    00395
    00396     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00397     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
    00398       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
    00399
    00400       if (z_start + TILE_HEIGHT > (TileHeight(tile) + MAX_BRIDGE_HEIGHT) * TILE_HEIGHT) {
    00401         /* z_start seems to be one height level below the bridge level in all cases.
    00402          * So add one TILE_HEIGHT. Then compare, if the currently tested tile is to low.
    00403          * If yes, we have a problem... */
    00404         return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
    00405       }
    00406
    00407       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
    00408         /* Disallow crossing bridges for the time being */
    00409         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00410       }
    00411
    00412       switch (GetTileType(tile)) {
    00413         case MP_WATER:
    00414           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
    00415           break;
    00416
    00417         case MP_RAILWAY:
    00418           if (!IsPlainRail(tile)) goto not_valid_below;
    00419           break;
    00420
    00421         case MP_ROAD:
    00422           if (IsRoadDepot(tile)) goto not_valid_below;
    00423           break;
    00424
    00425         case MP_TUNNELBRIDGE:
    00426           if (IsTunnel(tile)) break;
    00427           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
    00428           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
    00429           break;
    00430
    00431         case MP_OBJECT: {
    00432           const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
    00433           if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
    00434           if (GetTileMaxZ(tile) + spec->height * TILE_HEIGHT > z_start) goto not_valid_below;
    00435           break;
    00436         }
    00437
    00438         case MP_CLEAR:
    00439           break;
    00440
    00441         default:
    00442   not_valid_below:;
    00443           /* try and clear the middle landscape */
    00444           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00445           if (ret.Failed()) return ret;
    00446           cost.AddCost(ret);
    00447           break;
    00448       }
    00449
    00450       if (flags & DC_EXEC) {
    00451         /* We do this here because when replacing a bridge with another
    00452          * type calling SetBridgeMiddle isn't needed. After all, the
    00453          * tile alread has the has_bridge_above bits set. */
    00454         SetBridgeMiddle(tile, direction);
    00455       }
    00456     }
    00457
    00458     owner = _current_company;
    00459   }
    00460
    00461   /* do the drill? */
    00462   if (flags & DC_EXEC) {
    00463     DiagDirection dir = AxisToDiagDir(direction);
    00464
    00465     switch (transport_type) {
    00466       case TRANSPORT_RAIL:
    00467         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
    00468         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
    00469         SetTunnelBridgeReservation(tile_start, pbs_reservation);
    00470         SetTunnelBridgeReservation(tile_end,   pbs_reservation);
    00471         break;
    00472
    00473       case TRANSPORT_ROAD:
    00474         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
    00475         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
    00476         break;
    00477
    00478       case TRANSPORT_WATER:
    00479         MakeAqueductBridgeRamp(tile_start, owner, dir);
    00480         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
    00481         break;
    00482
    00483       default:
    00484         NOT_REACHED();
    00485     }
    00486
    00487     /* Mark all tiles dirty */
    00488     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
    00489     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
    00490       MarkTileDirtyByTile(tile);
    00491     }
    00492   }
    00493
    00494   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
    00495     Track track = AxisToTrack(direction);
    00496     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
    00497     YapfNotifyTrackLayoutChange(tile_start, track);
    00498   }
    00499
    00500   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
    00501    * It's unnecessary to execute this command every time for every bridge. So it is done only
    00502    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
    00503    */
    00504   Company *c = Company::GetIfValid(_current_company);
    00505   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
    00506     bridge_len += 2; // begin and end tiles/ramps
    00507
    00508     switch (transport_type) {
    00509       case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2); break;
    00510       case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
    00511       default: break;
    00512     }
    00513
    00514     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
    00515
    00516     if (transport_type != TRANSPORT_WATER) {
    00517       cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
    00518     } else {
    00519       /* Aqueducts use a separate base cost. */
    00520       cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
    00521     }
    00522
    00523   }
    00524
    00525   return cost;
    00526 }
    00527
    00537 bool IsCrossableWater(TileIndex end_tile, TileIndexDiff delta, DiagDirection direction)
    00538 {
    00539   /* Building only allowed on slopes SLOPE_NE, SLOPE_SE, SLOPE_SW, SLOPE_NW. */
    00540   if (GetTileSlope(end_tile, NULL) != InclinedSlope(ReverseDiagDir(direction))) return false;
    00541
    00542   /* test for minimal one water tile. */
    00543   end_tile += delta;
    00544   if (!IsValidTile(end_tile)) return false;
    00545   if (!(IsWaterTile(end_tile) || IsBuoyTile(end_tile))) return false;
    00546
    00547   /* Continue until water is passed. */
    00548   for (;;) {
    00549     end_tile += delta;
    00550     if (!IsValidTile(end_tile)) return false;
    00551     if (GetTileSlope(end_tile, NULL) != SLOPE_FLAT) break;
    00552     if (!(IsWaterTile(end_tile) || IsBuoyTile(end_tile))) return false;
    00553   }
    00554
    00555   /* Building only allowed on slopes SLOPE_NE, SLOPE_SE, SLOPE_SW, SLOPE_NW. */
    00556   if (GetTileSlope(end_tile, NULL) != InclinedSlope(direction)) return false;
    00557
    00558   int tiles = 0;
    00559   /* After crossing water test last section of tunnel */
    00560   for (;;) {
    00561     end_tile += delta;
    00562     if (!IsValidTile(end_tile)) return false;
    00563     if (GetTileZ(end_tile) == 0) break;
    00564     tiles++;
    00565   }
    00566
    00567   /* Limit length of tunnel exit. */
    00568   return (tiles >= 2 && tiles <= 4);
    00569 }
    00570
    00581 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00582 {
    00583   TransportType transport_type = Extract<TransportType, 8, 2>(p1);
    00584
    00585   RailType railtype = INVALID_RAILTYPE;
    00586   RoadTypes rts = ROADTYPES_NONE;
    00587   _build_tunnel_endtile = 0;
    00588   switch (transport_type) {
    00589     case TRANSPORT_RAIL:
    00590       railtype = Extract<RailType, 0, 4>(p1);
    00591       if (!ValParamRailtype(railtype)) return CMD_ERROR;
    00592       break;
    00593
    00594     case TRANSPORT_ROAD:
    00595       rts = Extract<RoadTypes, 0, 2>(p1);
    00596       if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
    00597       break;
    00598
    00599     default: return CMD_ERROR;
    00600   }
    00601
    00602   uint start_z;
    00603   uint end_z;
    00604   Slope start_tileh = GetTileSlope(start_tile, &start_z);
    00605   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
    00606   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
    00607
    00608   if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00609
    00610   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00611   if (ret.Failed()) return ret;
    00612
    00613   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
    00614    * for the clearing of the entrance of the tunnel. Assigning it to
    00615    * cost before the loop will yield different costs depending on start-
    00616    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
    00617
    00618   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00619   DiagDirection tunnel_in_way_dir;
    00620   if (DiagDirToAxis(direction) == AXIS_Y) {
    00621     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
    00622   } else {
    00623     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
    00624   }
    00625
    00626   TileIndex end_tile = start_tile;
    00627
    00628   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
    00629   int tiles_coef = 3;
    00630   /* Number of tiles from start of tunnel */
    00631   int tiles = 0;
    00632   /* Number of tiles at which the cost increase coefficient per tile is halved */
    00633   int tiles_bump = 25;
    00634
    00635   /* Flag used while building crossing-water tunnel.
    00636    * One stretch of water only.
    00637    * 0 = Didn't cross water.
    00638    * 1 = Not allowed to cross water.
    00639    * 2 = Crossing water.
    00640    * 3 = Finished crossing water. */
    00641   int pass_water = 0;
    00642
    00643   CommandCost cost(EXPENSES_CONSTRUCTION);
    00644   Slope end_tileh;
    00645   for (;;) {
    00646     end_tile += delta;
    00647     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
    00648     end_tileh = GetTileSlope(end_tile, &end_z);
    00649
    00650     if (start_z == end_z) {
    00651       if (start_z > 0) break;
    00652       /* Tunnels crossing water only allowed at sea level. z == 0 */
    00653       if (end_tileh != SLOPE_FLAT) {
    00654         if (pass_water == 2) pass_water = 3;
    00655         if (pass_water == 0) {
    00656           /* only 2 to 4 tiles between entrance and coast tile alowed. */
    00657           (tiles >= 2 && tiles <= 4 && IsCrossableWater(end_tile, delta, direction)) ? pass_water = 2 : pass_water = 1;
    00658         }
    00659
    00660         if (pass_water == 1) break;
    00661         if (pass_water == 3) pass_water = 1; // Finish at next suitable inclined tile.
    00662       }
    00663     }
    00664
    00665     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
    00666       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
    00667     }
    00668
    00669     tiles++;
    00670     if (tiles == tiles_bump) {
    00671       tiles_coef++;
    00672       tiles_bump *= 2;
    00673     }
    00674
    00675     cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00676     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
    00677   }
    00678
    00679   /* Add the cost of the entrance */
    00680   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00681   cost.AddCost(ret);
    00682
    00683   /* if the command fails from here on we want the end tile to be highlighted */
    00684   _build_tunnel_endtile = end_tile;
    00685
    00686   if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
    00687
    00688   if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
    00689
    00690   /* Clear the tile in any case */
    00691   ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    00692   if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00693   cost.AddCost(ret);
    00694
    00695   /* slope of end tile must be complementary to the slope of the start tile */
    00696   if (end_tileh != ComplementSlope(start_tileh)) {
    00697     /* Mark the tile as already cleared for the terraform command.
    00698      * Do this for all tiles (like trees), not only objects. */
    00699     ClearedObjectArea *coa = FindClearedObject(end_tile);
    00700     if (coa == NULL) {
    00701       coa = _cleared_object_areas.Append();
    00702       coa->first_tile = end_tile;
    00703       coa->area = TileArea(end_tile, 1, 1);
    00704     }
    00705
    00706     /* Hide the tile from the terraforming command */
    00707     TileIndex old_first_tile = coa->first_tile;
    00708     coa->first_tile = INVALID_TILE;
    00709     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
    00710     coa->first_tile = old_first_tile;
    00711     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
    00712     cost.AddCost(ret);
    00713   }
    00714   cost.AddCost(_price[PR_BUILD_TUNNEL]);
    00715
    00716   /* Pay for the rail/road in the tunnel including entrances */
    00717   switch (transport_type) {
    00718     case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
    00719     case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
    00720     default: break;
    00721   }
    00722
    00723   if (flags & DC_EXEC) {
    00724     if (transport_type == TRANSPORT_RAIL) {
    00725       MakeRailTunnel(start_tile, _current_company, direction,                 railtype);
    00726       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), railtype);
    00727       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
    00728       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
    00729     } else {
    00730       MakeRoadTunnel(start_tile, _current_company, direction,                 rts);
    00731       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), rts);
    00732     }
    00733   }
    00734
    00735   return cost;
    00736 }
    00737
    00738
    00744 static inline CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
    00745 {
    00746   /* Floods can remove anything as well as the scenario editor */
    00747   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
    00748
    00749   switch (GetTunnelBridgeTransportType(tile)) {
    00750     case TRANSPORT_ROAD: {
    00751       RoadTypes rts = GetRoadTypes(tile);
    00752       Owner road_owner = _current_company;
    00753       Owner tram_owner = _current_company;
    00754
    00755       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    00756       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    00757
    00758       /* We can remove unowned road and if the town allows it */
    00759       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) {
    00760         return CheckTileOwnership(tile);
    00761       }
    00762       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
    00763       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
    00764
    00765       CommandCost ret = CheckOwnership(road_owner, tile);
    00766       if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
    00767       return ret;
    00768     }
    00769
    00770     case TRANSPORT_RAIL:
    00771     case TRANSPORT_WATER:
    00772       return CheckOwnership(GetTileOwner(tile));
    00773
    00774     default: NOT_REACHED();
    00775   }
    00776 }
    00777
    00784 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
    00785 {
    00786   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00787   if (ret.Failed()) return ret;
    00788
    00789   TileIndex endtile = GetOtherTunnelEnd(tile);
    00790
    00791   ret = TunnelBridgeIsFree(tile, endtile);
    00792   if (ret.Failed()) return ret;
    00793
    00794   _build_tunnel_endtile = endtile;
    00795
    00796   Town *t = NULL;
    00797   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00798     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00799
    00800     /* Check if you are allowed to remove the tunnel owned by a town
    00801      * Removal depends on difficulty settings */
    00802     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00803     if (ret.Failed()) return ret;
    00804   }
    00805
    00806   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00807    * you have a "Poor" (0) town rating */
    00808   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00809     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00810   }
    00811
    00812   if (flags & DC_EXEC) {
    00813     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    00814       /* We first need to request values before calling DoClearSquare */
    00815       DiagDirection dir = GetTunnelBridgeDirection(tile);
    00816       Track track = DiagDirToDiagTrack(dir);
    00817       Owner owner = GetTileOwner(tile);
    00818
    00819       Train *v = NULL;
    00820       if (HasTunnelBridgeReservation(tile)) {
    00821         v = GetTrainForReservation(tile, track);
    00822         if (v != NULL) FreeTrainTrackReservation(v);
    00823       }
    00824
    00825       DoClearSquare(tile);
    00826       DoClearSquare(endtile);
    00827
    00828       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
    00829       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
    00830       AddSideToSignalBuffer(endtile, dir,                 owner);
    00831
    00832       YapfNotifyTrackLayoutChange(tile,    track);
    00833       YapfNotifyTrackLayoutChange(endtile, track);
    00834
    00835       if (v != NULL) TryPathReserve(v);
    00836     } else {
    00837       DoClearSquare(tile);
    00838       DoClearSquare(endtile);
    00839     }
    00840   }
    00841   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
    00842 }
    00843
    00844
    00851 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
    00852 {
    00853   CommandCost ret = CheckAllowRemoveTunnelBridge(tile);
    00854   if (ret.Failed()) return ret;
    00855
    00856   TileIndex endtile = GetOtherBridgeEnd(tile);
    00857
    00858   ret = TunnelBridgeIsFree(tile, endtile);
    00859   if (ret.Failed()) return ret;
    00860
    00861   DiagDirection direction = GetTunnelBridgeDirection(tile);
    00862   TileIndexDiff delta = TileOffsByDiagDir(direction);
    00863
    00864   Town *t = NULL;
    00865   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00866     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
    00867
    00868     /* Check if you are allowed to remove the bridge owned by a town
    00869      * Removal depends on difficulty settings */
    00870     CommandCost ret = CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE);
    00871     if (ret.Failed()) return ret;
    00872   }
    00873
    00874   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
    00875    * you have a "Poor" (0) town rating */
    00876   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
    00877     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
    00878   }
    00879
    00880   Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
    00881
    00882   if (flags & DC_EXEC) {
    00883     /* read this value before actual removal of bridge */
    00884     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
    00885     Owner owner = GetTileOwner(tile);
    00886     uint height = GetBridgeHeight(tile);
    00887     Train *v = NULL;
    00888
    00889     if (rail && HasTunnelBridgeReservation(tile)) {
    00890       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
    00891       if (v != NULL) FreeTrainTrackReservation(v);
    00892     }
    00893
    00894     DoClearSquare(tile);
    00895     DoClearSquare(endtile);
    00896     for (TileIndex c = tile + delta; c != endtile; c += delta) {
    00897       /* do not let trees appear from 'nowhere' after removing bridge */
    00898       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
    00899         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
    00900         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
    00901       }
    00902       ClearBridgeMiddle(c);
    00903       MarkTileDirtyByTile(c);
    00904     }
    00905
    00906     if (rail) {
    00907       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
    00908       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
    00909       AddSideToSignalBuffer(endtile, direction,                 owner);
    00910
    00911       Track track = DiagDirToDiagTrack(direction);
    00912       YapfNotifyTrackLayoutChange(tile,    track);
    00913       YapfNotifyTrackLayoutChange(endtile, track);
    00914
    00915       if (v != NULL) TryPathReserve(v, true);
    00916     }
    00917   }
    00918
    00919   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * base_cost);
    00920 }
    00921
    00928 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
    00929 {
    00930   if (IsTunnel(tile)) {
    00931     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
    00932     return DoClearTunnel(tile, flags);
    00933   } else { // IsBridge(tile)
    00934     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
    00935     return DoClearBridge(tile, flags);
    00936   }
    00937 }
    00938
    00949 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
    00950 {
    00951   static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
    00952   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);
    00953 }
    00954
    00966 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
    00967 {
    00968   int cur_z;
    00969   for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
    00970     DrawPillar(psid, x, y, cur_z, w, h, NULL);
    00971   }
    00972   return cur_z;
    00973 }
    00974
    00986 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
    00987 {
    00988   static const int bounding_box_size[2]  = {16, 2};
    00989   static const int back_pillar_offset[2] = { 0, 9};
    00990
    00991   static const int INF = 1000;
    00992   static const SubSprite half_pillar_sub_sprite[2][2] = {
    00993     { {  -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
    00994     { { -INF, -INF,  15, INF }, {   16, -INF, INF, INF } }, // Y axis, north and south
    00995   };
    00996
    00997   if (psid->sprite == 0) return;
    00998
    00999   /* Determine ground height under pillars */
    01000   DiagDirection south_dir = AxisToDiagDir(axis);
    01001   int z_front_north = ti->z;
    01002   int z_back_north = ti->z;
    01003   int z_front_south = ti->z;
    01004   int z_back_south = ti->z;
    01005   GetSlopeZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
    01006   GetSlopeZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
    01007
    01008   /* Shared height of pillars */
    01009   int z_front = max(z_front_north, z_front_south);
    01010   int z_back = max(z_back_north, z_back_south);
    01011
    01012   /* x and y size of bounding-box of pillars */
    01013   int w = bounding_box_size[axis];
    01014   int h = bounding_box_size[OtherAxis(axis)];
    01015   /* sprite position of back facing pillar */
    01016   int x_back = x - back_pillar_offset[axis];
    01017   int y_back = y - back_pillar_offset[OtherAxis(axis)];
    01018
    01019   /* Draw front pillars */
    01020   int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
    01021   if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01022   if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01023
    01024   /* Draw back pillars, skip top two parts, which are hidden by the bridge */
    01025   int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
    01026   if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
    01027     bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
    01028     if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
    01029     if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
    01030   }
    01031 }
    01032
    01042 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
    01043 {
    01044   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
    01045   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
    01046   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
    01047
    01048   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
    01049   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
    01050   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
    01051   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
    01052
    01053   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
    01054    * The bounding boxes here are the same as for bridge front/roof */
    01055   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
    01056     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
    01057       x, y, size_x[offset], size_y[offset], 0x28, z,
    01058       !head && IsTransparencySet(TO_BRIDGES));
    01059   }
    01060
    01061   /* Do not draw catenary if it is set invisible */
    01062   if (!IsInvisibilitySet(TO_CATENARY)) {
    01063     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
    01064       x, y, size_x[offset], size_y[offset], 0x28, z,
    01065       IsTransparencySet(TO_CATENARY));
    01066   }
    01067
    01068   /* Start a new SpriteCombine for the front part */
    01069   EndSpriteCombine();
    01070   StartSpriteCombine();
    01071
    01072   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
    01073   if (!IsInvisibilitySet(TO_CATENARY)) {
    01074     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
    01075       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
    01076       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
    01077   }
    01078 }
    01079
    01081 static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
    01082 {
    01083   bool side = (_settings_game.vehicle.road_side != 0) &&_settings_game.construction.signal_side;
    01084
    01085   static const Point SignalPositions[2][4] = {
    01086     {      /* Signals on the left side */
    01087       {13,  3}, { 2, 13}, { 3,  4}, {13, 14}
    01088     }, {   /* Signals on the right side */
    01089       {14, 13}, { 3,  3}, {13,  2}, { 3, 13}
    01090     }
    01091   };
    01092
    01093   uint position;
    01094   DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
    01095   if (IsTunnelBridgeExit(ti->tile)) dir = ReverseDiagDir(dir);
    01096
    01097   switch (dir) {
    01098     default: NOT_REACHED();
    01099     case DIAGDIR_NE: position = 0; break;
    01100     case DIAGDIR_SE: position = 2; break;
    01101     case DIAGDIR_SW: position = 1; break;
    01102     case DIAGDIR_NW: position = 3; break;
    01103   }
    01104
    01105   uint x = ti->x + SignalPositions[side][position].x;
    01106   uint y = ti->y + SignalPositions[side][position].y;
    01107   uint z = ti->z;
    01108   if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head
    01109   SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
    01110
    01111   SpriteID sprite;
    01112   if (variant == SIG_ELECTRIC) {
    01113     /* Normal electric signals are picked from original sprites. */
    01114     sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + IsTunnelBridgeWithSignGreen(ti->tile));
    01115   } else {
    01116     /* All other signals are picked from add on sprites. */
    01117     sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + IsTunnelBridgeWithSignGreen(ti->tile));
    01118   }
    01119
    01120   AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
    01121 }
    01122
    01123 /* Draws a signal on tunnel / bridge entrance tile. */
    01124 static void DrawBrigeSignalOnMiddelPart(const TileInfo *ti, TileIndex bridge_start_tile, uint z)
    01125 {
    01126
    01127   uint bridge_signal_position = 0;
    01128   int m2_position = 0;
    01129
    01130   uint bridge_section = GetTunnelBridgeLength(ti->tile, bridge_start_tile) + 1;
    01131
    01132   while (bridge_signal_position <= bridge_section) {
    01133     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!)
    01134     if (bridge_signal_position == bridge_section) {
    01135       bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.signal_side;
    01136
    01137       static const Point SignalPositions[2][4] = {
    01138         {      /* Signals on the left side. */
    01139           {13,  3}, { 2, 13}, { 3,  4}, {13, 14}
    01140         }, {   /* Signals on the right side. */
    01141           {10, 13}, { 4,  3}, {13,  2}, { 3, 3}
    01142         }
    01143       };
    01144       uint position;
    01145
    01146       switch (GetTunnelBridgeDirection(bridge_start_tile)) {
    01147         default: NOT_REACHED();
    01148         case DIAGDIR_NE: position = 0; z += 8; break;
    01149         case DIAGDIR_SE: position = 2; z += 8; break;
    01150         case DIAGDIR_SW: position = 1; break;
    01151         case DIAGDIR_NW: position = 3; break;
    01152       }
    01153
    01154
    01155       uint x = ti->x + SignalPositions[side][position].x;
    01156       uint y = ti->y + SignalPositions[side][position].y;
    01157
    01158       SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC);
    01159
    01160       SpriteID sprite;
    01161       if (variant == SIG_ELECTRIC) {
    01162         /* Normal electric signals are picked from original sprites. */
    01163         sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position));
    01164       } else {
    01165         /* All other signals are picked from add on sprites. */
    01166         sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + !HasBit(_m[bridge_start_tile].m2, m2_position));
    01167       }
    01168
    01169       AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
    01170     }
    01171     m2_position++;
    01172   }
    01173 }
    01174
    01188 static void DrawTile_TunnelBridge(TileInfo *ti)
    01189 {
    01190   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
    01191   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
    01192
    01193   if (IsTunnel(ti->tile)) {
    01194     /* Front view of tunnel bounding boxes:
    01195      *
    01196      *   122223  <- BB_Z_SEPARATOR
    01197      *   1    3
    01198      *   1    3                1,3 = empty helper BB
    01199      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
    01200      *
    01201      */
    01202
    01203     static const int _tunnel_BB[4][12] = {
    01204       /*  tunnnel-roof  |  Z-separator  | tram-catenary
    01205        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
    01206       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
    01207       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
    01208       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
    01209       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
    01210     };
    01211     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
    01212
    01213     bool catenary = false;
    01214
    01215     SpriteID image;
    01216     if (transport_type == TRANSPORT_RAIL) {
    01217       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
    01218     } else {
    01219       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
    01220     }
    01221
    01222     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
    01223
    01224     image += tunnelbridge_direction * 2;
    01225     DrawGroundSprite(image, PAL_NONE);
    01226
    01227     /* PBS debugging, draw reserved tracks darker */
    01228     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
    01229       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01230       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
    01231     }
    01232
    01233     if (transport_type == TRANSPORT_ROAD) {
    01234       RoadTypes rts = GetRoadTypes(ti->tile);
    01235
    01236       if (HasBit(rts, ROADTYPE_TRAM)) {
    01237         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
    01238
    01239         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
    01240
    01241         /* Do not draw wires if they are invisible */
    01242         if (!IsInvisibilitySet(TO_CATENARY)) {
    01243           catenary = true;
    01244           StartSpriteCombine();
    01245           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);
    01246         }
    01247       }
    01248     } else {
    01249       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01250       if (rti->UsesOverlay()) {
    01251         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
    01252         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
    01253       }
    01254
    01255       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01256         /* Maybe draw pylons on the entry side */
    01257         DrawCatenary(ti);
    01258
    01259         catenary = true;
    01260         StartSpriteCombine();
    01261         /* Draw wire above the ramp */
    01262         DrawCatenaryOnTunnel(ti);
    01263       }
    01264     }
    01265
    01266     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);
    01267
    01268     if (catenary) EndSpriteCombine();
    01269
    01270     /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
    01271     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
    01272     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);
    01273
    01274     /* Draw signals for tunnel. */
    01275     if (IsTunnelBridgeEntrance(ti->tile)) DrawTunnelBridgeRampSignal(ti);
    01276
    01277     DrawBridgeMiddle(ti);
    01278   } else { // IsBridge(ti->tile)
    01279     const PalSpriteID *psid;
    01280     int base_offset;
    01281     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
    01282
    01283     if (transport_type == TRANSPORT_RAIL) {
    01284       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
    01285       assert(base_offset != 8); // This one is used for roads
    01286     } else {
    01287       base_offset = 8;
    01288     }
    01289
    01290     /* as the lower 3 bits are used for other stuff, make sure they are clear */
    01291     assert( (base_offset & 0x07) == 0x00);
    01292
    01293     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
    01294
    01295     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
    01296     base_offset += (6 - tunnelbridge_direction) % 4;
    01297
    01298     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
    01299
    01300     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
    01301     if (transport_type != TRANSPORT_WATER) {
    01302       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
    01303     } else {
    01304       psid = _aqueduct_sprites + base_offset;
    01305     }
    01306
    01307     if (!ice) {
    01308       TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
    01309       if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
    01310         DrawShoreTile(ti->tileh);
    01311       } else {
    01312         DrawClearLandTile(ti, 3);
    01313       }
    01314     } else {
    01315       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
    01316     }
    01317
    01318     /* draw ramp */
    01319
    01320     /* Draw Trambits and PBS Reservation as SpriteCombine */
    01321     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01322
    01323     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
    01324      * it doesn't disappear behind it
    01325      */
    01326     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
    01327     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
    01328
    01329     if (transport_type == TRANSPORT_ROAD) {
    01330       RoadTypes rts = GetRoadTypes(ti->tile);
    01331
    01332       if (HasBit(rts, ROADTYPE_TRAM)) {
    01333         uint offset = tunnelbridge_direction;
    01334         uint z = ti->z;
    01335         if (ti->tileh != SLOPE_FLAT) {
    01336           offset = (offset + 1) & 1;
    01337           z += TILE_HEIGHT;
    01338         } else {
    01339           offset += 2;
    01340         }
    01341         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01342         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
    01343       }
    01344       EndSpriteCombine();
    01345     } else if (transport_type == TRANSPORT_RAIL) {
    01346       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
    01347       if (rti->UsesOverlay()) {
    01348         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
    01349         if (surface != 0) {
    01350           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01351             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
    01352           } else {
    01353             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
    01354           }
    01355         }
    01356         /* Don't fallback to non-overlay sprite -- the spec states that
    01357          * if an overlay is present then the bridge surface must be
    01358          * present. */
    01359       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
    01360         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
    01361           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);
    01362         } else {
    01363           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
    01364         }
    01365       }
    01366       EndSpriteCombine();
    01367       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
    01368         DrawCatenary(ti);
    01369       }
    01370     }
    01371     /* Draw signals for bridge. */
    01372     if (HasWormholeSignals(ti->tile)) DrawTunnelBridgeRampSignal(ti);
    01373
    01374     DrawBridgeMiddle(ti);
    01375   }
    01376 }
    01377
    01396 static BridgePieces CalcBridgePiece(uint north, uint south)
    01397 {
    01398   if (north == 1) {
    01399     return BRIDGE_PIECE_NORTH;
    01400   } else if (south == 1) {
    01401     return BRIDGE_PIECE_SOUTH;
    01402   } else if (north < south) {
    01403     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
    01404   } else if (north > south) {
    01405     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
    01406   } else {
    01407     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
    01408   }
    01409 }
    01410
    01415 void DrawBridgeMiddle(const TileInfo *ti)
    01416 {
    01417   /* Sectional view of bridge bounding boxes:
    01418    *
    01419    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
    01420    *  1           2                                  3 = empty helper BB
    01421    *  1     7     2                                4,5 = pillars under higher bridges
    01422    *  1 6 88888 6 2                                  6 = elrail-pylons
    01423    *  1 6 88888 6 2                                  7 = elrail-wire
    01424    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
    01425    *  3333333333333  <- BB_Z_SEPARATOR
    01426    *                 <- unused
    01427    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
    01428    *    4       5
    01429    *    4       5
    01430    *
    01431    */
    01432
    01433   if (!IsBridgeAbove(ti->tile)) return;
    01434
    01435   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
    01436   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
    01437   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
    01438
    01439   Axis axis = GetBridgeAxis(ti->tile);
    01440   BridgePieces piece = CalcBridgePiece(
    01441     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
    01442     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
    01443   );
    01444
    01445   const PalSpriteID *psid;
    01446   bool drawfarpillar;
    01447   if (transport_type != TRANSPORT_WATER) {
    01448     BridgeType type =  GetBridgeType(rampsouth);
    01449     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
    01450
    01451     uint base_offset;
    01452     if (transport_type == TRANSPORT_RAIL) {
    01453       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
    01454     } else {
    01455       base_offset = 8;
    01456     }
    01457
    01458     psid = base_offset + GetBridgeSpriteTable(type, piece);
    01459   } else {
    01460     drawfarpillar = true;
    01461     psid = _aqueduct_sprites;
    01462   }
    01463
    01464   if (axis != AXIS_X) psid += 4;
    01465
    01466   int x = ti->x;
    01467   int y = ti->y;
    01468   uint bridge_z = GetBridgeHeight(rampsouth);
    01469   uint z = bridge_z - BRIDGE_Z_START;
    01470
    01471   /* Add a bounding box that separates the bridge from things below it. */
    01472   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
    01473
    01474   /* Draw Trambits as SpriteCombine */
    01475   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
    01476
    01477   /* Draw floor and far part of bridge*/
    01478   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01479     if (axis == AXIS_X) {
    01480       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01481     } else {
    01482       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
    01483     }
    01484   }
    01485
    01486   psid++;
    01487
    01488   if (transport_type == TRANSPORT_ROAD) {
    01489     RoadTypes rts = GetRoadTypes(rampsouth);
    01490
    01491     if (HasBit(rts, ROADTYPE_TRAM)) {
    01492       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
    01493       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
    01494     } else {
    01495       EndSpriteCombine();
    01496       StartSpriteCombine();
    01497     }
    01498   } else if (transport_type == TRANSPORT_RAIL) {
    01499     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
    01500     if (rti->UsesOverlay()) {
    01501       SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
    01502       if (surface != 0) {
    01503         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
    01504       }
    01505     }
    01506     EndSpriteCombine();
    01507
    01508     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
    01509       DrawCatenaryOnBridge(ti);
    01510     }
    01511
    01512     if (HasWormholeSignals(rampsouth)) {
    01513       IsTunnelBridgeExit(rampsouth) ? DrawBrigeSignalOnMiddelPart(ti, rampnorth, z): DrawBrigeSignalOnMiddelPart(ti, rampsouth, z);
    01514     }
    01515   }
    01516
    01517   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
    01518   if (!IsInvisibilitySet(TO_BRIDGES)) {
    01519     if (axis == AXIS_X) {
    01520       y += 12;
    01521       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
    01522     } else {
    01523       x += 12;
    01524       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
    01525     }
    01526   }
    01527
    01528   /* Draw TramFront as SpriteCombine */
    01529   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
    01530
    01531   /* Do not draw anything more if bridges are invisible */
    01532   if (IsInvisibilitySet(TO_BRIDGES)) return;
    01533
    01534   psid++;
    01535   if (ti->z + 5 == z) {
    01536     /* draw poles below for small bridges */
    01537     if (psid->sprite != 0) {
    01538       SpriteID image = psid->sprite;
    01539       SpriteID pal   = psid->pal;
    01540       if (IsTransparencySet(TO_BRIDGES)) {
    01541         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
    01542         pal = PALETTE_TO_TRANSPARENT;
    01543       }
    01544
    01545       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
    01546     }
    01547   } else if (_settings_client.gui.bridge_pillars) {
    01548     /* draw pillars below for high bridges */
    01549     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
    01550   }
    01551 }
    01552
    01553
    01554 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
    01555 {
    01556   uint z;
    01557   Slope tileh = GetTileSlope(tile, &z);
    01558
    01559   x &= 0xF;
    01560   y &= 0xF;
    01561
    01562   if (IsTunnel(tile)) {
    01563     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
    01564
    01565     /* In the tunnel entrance? */
    01566     if (5 <= pos && pos <= 10) return z;
    01567   } else { // IsBridge(tile)
    01568     DiagDirection dir = GetTunnelBridgeDirection(tile);
    01569     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
    01570
    01571     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
    01572
    01573     /* On the bridge ramp? */
    01574     if (5 <= pos && pos <= 10) {
    01575       uint delta;
    01576
    01577       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
    01578
    01579       switch (dir) {
    01580         default: NOT_REACHED();
    01581         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
    01582         case DIAGDIR_SE: delta = y / 2; break;
    01583         case DIAGDIR_SW: delta = x / 2; break;
    01584         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
    01585       }
    01586       return z + 1 + delta;
    01587     }
    01588   }
    01589
    01590   return z + GetPartialZ(x, y, tileh);
    01591 }
    01592
    01593 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
    01594 {
    01595   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
    01596 }
    01597
    01598 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
    01599 {
    01600   TransportType tt = GetTunnelBridgeTransportType(tile);
    01601
    01602   if (IsTunnel(tile)) {
    01603     td->str = (tt == TRANSPORT_RAIL) ? HasWormholeSignals(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
    01604   } else { // IsBridge(tile)
    01605     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : HasWormholeSignals(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
    01606   }
    01607   td->owner[0] = GetTileOwner(tile);
    01608
    01609   Owner road_owner = INVALID_OWNER;
    01610   Owner tram_owner = INVALID_OWNER;
    01611   RoadTypes rts = GetRoadTypes(tile);
    01612   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
    01613   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
    01614
    01615   /* Is there a mix of owners? */
    01616   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
    01617       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
    01618     uint i = 1;
    01619     if (road_owner != INVALID_OWNER) {
    01620       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
    01621       td->owner[i] = road_owner;
    01622       i++;
    01623     }
    01624     if (tram_owner != INVALID_OWNER) {
    01625       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
    01626       td->owner[i] = tram_owner;
    01627     }
    01628   }
    01629
    01630   if (tt == TRANSPORT_RAIL) {
    01631     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
    01632     td->rail_speed = rti->max_speed;
    01633
    01634     if (!IsTunnel(tile)) {
    01635       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01636       if (td->rail_speed == 0 || spd < td->rail_speed) {
    01637         td->rail_speed = spd;
    01638       }
    01639     }
    01640   }
    01641 }
    01642
    01643
    01644 static void TileLoop_TunnelBridge(TileIndex tile)
    01645 {
    01646   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
    01647   switch (_settings_game.game_creation.landscape) {
    01648     case LT_ARCTIC: {
    01649       /* As long as we do not have a snow density, we want to use the density
    01650        * from the entry endge. For tunnels this is the lowest point for bridges the highest point.
    01651        * (Independent of foundations) */
    01652       uint z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
    01653       if (snow_or_desert != (z > GetSnowLine())) {
    01654         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
    01655         MarkTileDirtyByTile(tile);
    01656       }
    01657       break;
    01658     }
    01659
    01660     case LT_TROPIC:
    01661       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
    01662         SetTunnelBridgeSnowOrDesert(tile, true);
    01663         MarkTileDirtyByTile(tile);
    01664       }
    01665       break;
    01666
    01667     default:
    01668       break;
    01669   }
    01670 }
    01671
    01672 static bool ClickTile_TunnelBridge(TileIndex tile)
    01673 {
    01674   /* Show vehicles found in tunnel. */
    01675   if (IsTunnelTile(tile)) {
    01676     int count = 0;
    01677     const Train *t;
    01678     TileIndex tile_end = GetOtherTunnelBridgeEnd(tile);
    01679     FOR_ALL_TRAINS(t) {
    01680       if (!t->IsFrontEngine()) continue;
    01681       if (tile == t->tile || tile_end == t->tile) {
    01682         ShowVehicleViewWindow(t);
    01683         count++;
    01684       }
    01685       if (count > 19) break;  // no more than 20 windows open
    01686     }
    01687     if (count > 0) return true;
    01688   }
    01689   return false;
    01690 }
    01691
    01692 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
    01693 {
    01694   TransportType transport_type = GetTunnelBridgeTransportType(tile);
    01695   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
    01696
    01697   DiagDirection dir = GetTunnelBridgeDirection(tile);
    01698   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
    01699   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
    01700 }
    01701
    01702 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
    01703 {
    01704   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
    01705     /* Update all roadtypes, no matter if they are present */
    01706     if (GetRoadOwner(tile, rt) == old_owner) {
    01707       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
    01708     }
    01709   }
    01710
    01711   if (!IsTileOwner(tile, old_owner)) return;
    01712
    01713   if (new_owner != INVALID_OWNER) {
    01714     SetTileOwner(tile, new_owner);
    01715   } else {
    01716     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
    01717       /* Since all of our vehicles have been removed, it is safe to remove the rail
    01718        * bridge / tunnel. */
    01719       CommandCost ret = DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
    01720       assert(ret.Succeeded());
    01721     } else {
    01722       /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
    01723       SetTileOwner(tile, OWNER_NONE);
    01724     }
    01725   }
    01726 }
    01727
    01733 static const byte TUNNEL_SOUND_FRAME = 1;
    01734
    01743 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
    01744
    01745 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
    01746 {
    01747   int z = GetSlopeZ(x, y) - v->z_pos;
    01748
    01749   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
    01750   /* Direction into the wormhole */
    01751   const DiagDirection dir = GetTunnelBridgeDirection(tile);
    01752   /* Direction of the vehicle */
    01753   const DiagDirection vdir = DirToDiagDir(v->direction);
    01754   /* New position of the vehicle on the tile */
    01755   byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
    01756   /* Number of units moved by the vehicle since entering the tile */
    01757   byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
    01758
    01759   if (IsTunnel(tile)) {
    01760     if (v->type == VEH_TRAIN) {
    01761       Train *t = Train::From(v);
    01762
    01763       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
    01764         if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
    01765           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
    01766             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
    01767           }
    01768           return VETSB_CONTINUE;
    01769         }
    01770         if (frame == _tunnel_visibility_frame[dir]) {
    01771           t->tile = tile;
    01772           t->track = TRACK_BIT_WORMHOLE;
    01773           t->vehstatus |= VS_HIDDEN;
    01774           return VETSB_ENTERED_WORMHOLE;
    01775         }
    01776       }
    01777
    01778       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01779         /* We're at the tunnel exit ?? */
    01780         t->tile = tile;
    01781         t->track = DiagDirToDiagTrackBits(vdir);
    01782         assert(t->track);
    01783         t->vehstatus &= ~VS_HIDDEN;
    01784         return VETSB_ENTERED_WORMHOLE;
    01785       }
    01786     } else if (v->type == VEH_ROAD) {
    01787       RoadVehicle *rv = RoadVehicle::From(v);
    01788
    01789       /* Enter tunnel? */
    01790       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
    01791         if (frame == _tunnel_visibility_frame[dir]) {
    01792           /* Frame should be equal to the next frame number in the RV's movement */
    01793           assert(frame == rv->frame + 1);
    01794           rv->tile = tile;
    01795           rv->state = RVSB_WORMHOLE;
    01796           rv->vehstatus |= VS_HIDDEN;
    01797           return VETSB_ENTERED_WORMHOLE;
    01798         } else {
    01799           return VETSB_CONTINUE;
    01800         }
    01801       }
    01802
    01803       /* We're at the tunnel exit ?? */
    01804       if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
    01805         rv->tile = tile;
    01806         rv->state = DiagDirToDiagTrackdir(vdir);
    01807         rv->frame = frame;
    01808         rv->vehstatus &= ~VS_HIDDEN;
    01809         return VETSB_ENTERED_WORMHOLE;
    01810       }
    01811     }
    01812   } else { // IsBridge(tile)
    01813     if (v->type != VEH_SHIP) {
    01814       /* modify speed of vehicle */
    01815       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
    01816
    01817       if (v->type == VEH_ROAD) spd *= 2;
    01818       Vehicle *first = v->First();
    01819       first->cur_speed = min(first->cur_speed, spd);
    01820     }
    01821
    01822     if (vdir == dir) {
    01823       /* Vehicle enters bridge at the last frame inside this tile. */
    01824       if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
    01825       switch (v->type) {
    01826         case VEH_TRAIN: {
    01827           Train *t = Train::From(v);
    01828           t->track = TRACK_BIT_WORMHOLE;
    01829           ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
    01830           ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
    01831           break;
    01832         }
    01833
    01834         case VEH_ROAD: {
    01835           RoadVehicle *rv = RoadVehicle::From(v);
    01836           rv->state = RVSB_WORMHOLE;
    01837           /* There are no slopes inside bridges / tunnels. */
    01838           ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
    01839           ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
    01840           break;
    01841         }
    01842
    01843         case VEH_SHIP:
    01844           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
    01845           break;
    01846
    01847         default: NOT_REACHED();
    01848       }
    01849       return VETSB_ENTERED_WORMHOLE;
    01850     } else if (vdir == ReverseDiagDir(dir)) {
    01851       v->tile = tile;
    01852       switch (v->type) {
    01853         case VEH_TRAIN: {
    01854           Train *t = Train::From(v);
    01855           if (t->track == TRACK_BIT_WORMHOLE) {
    01856             t->track = DiagDirToDiagTrackBits(vdir);
    01857             return VETSB_ENTERED_WORMHOLE;
    01858           }
    01859           break;
    01860         }
    01861
    01862         case VEH_ROAD: {
    01863           RoadVehicle *rv = RoadVehicle::From(v);
    01864           if (rv->state == RVSB_WORMHOLE) {
    01865             rv->state = DiagDirToDiagTrackdir(vdir);
    01866             rv->frame = 0;
    01867             return VETSB_ENTERED_WORMHOLE;
    01868           }
    01869           break;
    01870         }
    01871
    01872         case VEH_SHIP: {
    01873           Ship *ship = Ship::From(v);
    01874           if (ship->state == TRACK_BIT_WORMHOLE) {
    01875             ship->state = DiagDirToDiagTrackBits(vdir);
    01876             return VETSB_ENTERED_WORMHOLE;
    01877           }
    01878           break;
    01879         }
    01880
    01881         default: NOT_REACHED();
    01882       }
    01883     }
    01884   }
    01885   return VETSB_CONTINUE;
    01886 }
    01887
    01888 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
    01889 {
    01890   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
    01891     DiagDirection direction = GetTunnelBridgeDirection(tile);
    01892     Axis axis = DiagDirToAxis(direction);
    01893     CommandCost res;
    01894     uint z_old;
    01895     Slope tileh_old = GetTileSlope(tile, &z_old);
    01896
    01897     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
    01898     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
    01899       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
    01900       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
    01901     } else {
    01902       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
    01903       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
    01904     }
    01905
    01906     /* Surface slope is valid and remains unchanged? */
    01907     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
    01908   }
    01909
    01910   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
    01911 }
    01912
    01913 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
    01914   DrawTile_TunnelBridge,           // draw_tile_proc
    01915   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
    01916   ClearTile_TunnelBridge,          // clear_tile_proc
    01917   NULL,                            // add_accepted_cargo_proc
    01918   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
    01919   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
    01920   ClickTile_TunnelBridge,          // click_tile_proc
    01921   NULL,                            // animate_tile_proc
    01922   TileLoop_TunnelBridge,           // tile_loop_clear
    01923   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
    01924   NULL,                            // add_produced_cargo_proc
    01925   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
    01926   GetFoundation_TunnelBridge,      // get_foundation_proc
    01927   TerraformTile_TunnelBridge,      // terraform_tile_proc
    01928 };