road_cmd.cpp

Go to the documentation of this file.
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 
00012 #include "stdafx.h"
00013 #include "cmd_helper.h"
00014 #include "road_internal.h"
00015 #include "viewport_func.h"
00016 #include "command_func.h"
00017 #include "pathfinder/yapf/yapf_cache.h"
00018 #include "depot_base.h"
00019 #include "newgrf.h"
00020 #include "autoslope.h"
00021 #include "tunnelbridge_map.h"
00022 #include "window_func.h"
00023 #include "strings_func.h"
00024 #include "vehicle_func.h"
00025 #include "sound_func.h"
00026 #include "tunnelbridge.h"
00027 #include "cheat_type.h"
00028 #include "effectvehicle_func.h"
00029 #include "effectvehicle_base.h"
00030 #include "elrail_func.h"
00031 #include "roadveh.h"
00032 #include "town.h"
00033 #include "company_base.h"
00034 #include "core/random_func.hpp"
00035 #include "newgrf_railtype.h"
00036 #include "date_func.h"
00037 #include "genworld.h"
00038 #include "trafficlight_func.h"
00039 #include "company_gui.h"
00040 
00041 #include "table/strings.h"
00042 
00047 bool RoadVehiclesAreBuilt()
00048 {
00049   const RoadVehicle *rv;
00050   FOR_ALL_ROADVEHICLES(rv) return true;
00051 
00052   return false;
00053 }
00054 
00056 static const RoadBits _invalid_tileh_slopes_road[2][15] = {
00057   /* The inverse of the mixable RoadBits on a leveled slope */
00058   {
00059     ROAD_NONE,         // SLOPE_FLAT
00060     ROAD_NE | ROAD_SE, // SLOPE_W
00061     ROAD_NE | ROAD_NW, // SLOPE_S
00062 
00063     ROAD_NE,           // SLOPE_SW
00064     ROAD_NW | ROAD_SW, // SLOPE_E
00065     ROAD_NONE,         // SLOPE_EW
00066 
00067     ROAD_NW,           // SLOPE_SE
00068     ROAD_NONE,         // SLOPE_WSE
00069     ROAD_SE | ROAD_SW, // SLOPE_N
00070 
00071     ROAD_SE,           // SLOPE_NW
00072     ROAD_NONE,         // SLOPE_NS
00073     ROAD_NONE,         // SLOPE_ENW
00074 
00075     ROAD_SW,           // SLOPE_NE
00076     ROAD_NONE,         // SLOPE_SEN
00077     ROAD_NONE          // SLOPE_NWS
00078   },
00079   /* The inverse of the allowed straight roads on a slope
00080    * (with and without a foundation). */
00081   {
00082     ROAD_NONE, // SLOPE_FLAT
00083     ROAD_NONE, // SLOPE_W    Foundation
00084     ROAD_NONE, // SLOPE_S    Foundation
00085 
00086     ROAD_Y,    // SLOPE_SW
00087     ROAD_NONE, // SLOPE_E    Foundation
00088     ROAD_ALL,  // SLOPE_EW
00089 
00090     ROAD_X,    // SLOPE_SE
00091     ROAD_ALL,  // SLOPE_WSE
00092     ROAD_NONE, // SLOPE_N    Foundation
00093 
00094     ROAD_X,    // SLOPE_NW
00095     ROAD_ALL,  // SLOPE_NS
00096     ROAD_ALL,  // SLOPE_ENW
00097 
00098     ROAD_Y,    // SLOPE_NE
00099     ROAD_ALL,  // SLOPE_SEN
00100     ROAD_ALL   // SLOPE_NW
00101   }
00102 };
00103 
00104 static Foundation GetRoadFoundation(Slope tileh, RoadBits bits);
00105 
00116 CommandCost CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType rt, DoCommandFlag flags, bool town_check)
00117 {
00118   if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return CommandCost();
00119 
00120   /* Water can always flood and towns can always remove "normal" road pieces.
00121    * Towns are not be allowed to remove non "normal" road pieces, like tram
00122    * tracks as that would result in trams that cannot turn. */
00123   if (_current_company == OWNER_WATER ||
00124       (rt == ROADTYPE_ROAD && !Company::IsValidID(_current_company))) return CommandCost();
00125 
00126   /* Only do the special processing if the road is owned
00127    * by a town */
00128   if (owner != OWNER_TOWN) {
00129     if (owner == OWNER_NONE) return CommandCost();
00130     CommandCost ret = CheckOwnership(owner);
00131     return ret;
00132   }
00133 
00134   if (!town_check) return CommandCost();
00135 
00136   if (_cheats.magic_bulldozer.value) return CommandCost();
00137 
00138   Town *t = ClosestTownFromTile(tile, UINT_MAX);
00139   if (t == NULL) return CommandCost();
00140 
00141   /* check if you're allowed to remove the street owned by a town
00142    * removal allowance depends on difficulty setting */
00143   CommandCost ret = CheckforTownRating(flags, t, ROAD_REMOVE);
00144   if (ret.Failed()) return ret;
00145 
00146   /* Get a bitmask of which neighbouring roads has a tile */
00147   RoadBits n = ROAD_NONE;
00148   RoadBits present = GetAnyRoadBits(tile, rt);
00149   if ((present & ROAD_NE) && (GetAnyRoadBits(TILE_ADDXY(tile, -1,  0), rt) & ROAD_SW)) n |= ROAD_NE;
00150   if ((present & ROAD_SE) && (GetAnyRoadBits(TILE_ADDXY(tile,  0,  1), rt) & ROAD_NW)) n |= ROAD_SE;
00151   if ((present & ROAD_SW) && (GetAnyRoadBits(TILE_ADDXY(tile,  1,  0), rt) & ROAD_NE)) n |= ROAD_SW;
00152   if ((present & ROAD_NW) && (GetAnyRoadBits(TILE_ADDXY(tile,  0, -1), rt) & ROAD_SE)) n |= ROAD_NW;
00153 
00154   int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE;
00155   /* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
00156    * then allow it */
00157   if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) {
00158     /* you can remove all kind of roads with extra dynamite */
00159     if (!_settings_game.construction.extra_dynamite) {
00160       SetDParam(0, t->index);
00161       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00162     }
00163     rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
00164   }
00165   ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags);
00166 
00167   return CommandCost();
00168 }
00169 
00170 
00181 static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits pieces, RoadType rt, bool crossing_check, bool trafficlights_check, bool town_check = true)
00182 {
00183   RoadTypes rts = GetRoadTypes(tile);
00184   /* The tile doesn't have the given road type */
00185   if (!HasBit(rts, rt)) return_cmd_error(rt == ROADTYPE_TRAM ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
00186 
00187   switch (GetTileType(tile)) {
00188     case MP_ROAD: {
00189       CommandCost ret = EnsureNoVehicleOnGround(tile);
00190       if (ret.Failed()) return ret;
00191       break;
00192     }
00193 
00194     case MP_STATION: {
00195       if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
00196 
00197       CommandCost ret = EnsureNoVehicleOnGround(tile);
00198       if (ret.Failed()) return ret;
00199       break;
00200     }
00201 
00202     case MP_TUNNELBRIDGE: {
00203       if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR;
00204       CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
00205       if (ret.Failed()) return ret;
00206       break;
00207     }
00208 
00209     default:
00210       return CMD_ERROR;
00211   }
00212 
00213   CommandCost ret = CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rt), rt, flags, town_check);
00214   if (ret.Failed()) return ret;
00215 
00216   if (!IsTileType(tile, MP_ROAD)) {
00217     /* If it's the last roadtype, just clear the whole tile */
00218     if (rts == RoadTypeToRoadTypes(rt)) return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00219 
00220     CommandCost cost(EXPENSES_CONSTRUCTION);
00221     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
00222       TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
00223       /* Pay for *every* tile of the bridge or tunnel */
00224       uint len = GetTunnelBridgeLength(other_end, tile) + 2;
00225       cost.AddCost(len * _price[PR_CLEAR_ROAD]);
00226       if (flags & DC_EXEC) {
00227         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
00228         if (c != NULL) {
00229           /* A full diagonal road tile has two road bits. */
00230           c->road_infrastructure[rt] -= len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
00231           DirtyCompanyInfrastructureWindows(c->index);
00232         }
00233 
00234         SetRoadTypes(other_end, GetRoadTypes(other_end) & ~RoadTypeToRoadTypes(rt));
00235         SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
00236 
00237         /* If the owner of the bridge sells all its road, also move the ownership
00238          * to the owner of the other roadtype. */
00239         RoadType other_rt = (rt == ROADTYPE_ROAD) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
00240         Owner other_owner = GetRoadOwner(tile, other_rt);
00241         if (other_owner != GetTileOwner(tile)) {
00242           SetTileOwner(tile, other_owner);
00243           SetTileOwner(other_end, other_owner);
00244         }
00245 
00246         /* Mark tiles dirty that have been repaved */
00247         MarkTileDirtyByTile(tile);
00248         MarkTileDirtyByTile(other_end);
00249         if (IsBridge(tile)) {
00250           TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
00251 
00252           for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
00253         }
00254       }
00255     } else {
00256       assert(IsDriveThroughStopTile(tile));
00257       cost.AddCost(_price[PR_CLEAR_ROAD] * 2);
00258       if (flags & DC_EXEC) {
00259       Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
00260         if (c != NULL) {
00261           /* A full diagonal road tile has two road bits. */
00262           c->road_infrastructure[rt] -= 2;
00263           DirtyCompanyInfrastructureWindows(c->index);
00264         }
00265         SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
00266         MarkTileDirtyByTile(tile);
00267       }
00268     }
00269     return cost;
00270   }
00271 
00272   switch (GetRoadTileType(tile)) {
00273     case ROAD_TILE_NORMAL: {
00274       const Slope tileh = GetTileSlope(tile, NULL);
00275       RoadBits present = GetRoadBits(tile, rt);
00276       const RoadBits other = GetOtherRoadBits(tile, rt);
00277       const Foundation f = GetRoadFoundation(tileh, present);
00278 
00279       if (HasRoadWorks(tile) && _current_company != OWNER_WATER) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
00280 
00281       /* Autocomplete to a straight road
00282        * @li on steep slopes
00283        * @li if the bits of the other roadtypes result in another foundation
00284        * @li if build on slopes is disabled */
00285       if (IsSteepSlope(tileh) || (IsStraightRoad(other) &&
00286           (other & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) != ROAD_NONE) ||
00287           (tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) {
00288         pieces |= MirrorRoadBits(pieces);
00289       }
00290 
00291       /* limit the bits to delete to the existing bits. */
00292       pieces &= present;
00293       if (pieces == ROAD_NONE) return_cmd_error(rt == ROADTYPE_TRAM ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
00294 
00295       /* Now set present what it will be after the remove */
00296       present ^= pieces;
00297 
00298       /* Check if traffic lights are present and if removing them would cause the tile to have less than three roadbits (of any kind!). */
00299       if (trafficlights_check && HasTrafficLights(tile) && (CountBits(present | GetOtherRoadBits(tile, rt)) < 3)) {
00300         return_cmd_error(STR_ERROR_MUST_REMOVE_TRAFFIC_LIGHTS_FIRST);
00301       }
00302 
00303       /* Check for invalid RoadBit combinations on slopes */
00304       if (tileh != SLOPE_FLAT && present != ROAD_NONE &&
00305           (present & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) == present) {
00306         return CMD_ERROR;
00307       }
00308 
00309       if (flags & DC_EXEC) {
00310         if (HasRoadWorks(tile)) {
00311           /* flooding tile with road works, don't forget to remove the effect vehicle too */
00312           assert(_current_company == OWNER_WATER);
00313           EffectVehicle *v;
00314           FOR_ALL_EFFECTVEHICLES(v) {
00315             if (TileVirtXY(v->x_pos, v->y_pos) == tile) {
00316               delete v;
00317             }
00318           }
00319         }
00320 
00321         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
00322         if (c != NULL) {
00323           c->road_infrastructure[rt] -= CountBits(pieces);
00324           DirtyCompanyInfrastructureWindows(c->index);
00325         }
00326 
00327         if (present == ROAD_NONE) {
00328           RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
00329           if (rts == ROADTYPES_NONE) {
00330             /* Includes MarkTileDirtyByTile() */
00331             DoClearSquare(tile);
00332           } else {
00333             if (rt == ROADTYPE_ROAD && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) {
00334               /* Update nearest-town index */
00335               const Town *town = CalcClosestTownFromTile(tile);
00336               SetTownIndex(tile, town == NULL ? (TownID)INVALID_TOWN : town->index);
00337             }
00338             SetRoadBits(tile, ROAD_NONE, rt);
00339             SetRoadTypes(tile, rts);
00340             MarkTileDirtyByTile(tile);
00341           }
00342         } else {
00343           /* When bits are removed, you *always* end up with something that
00344            * is not a complete straight road tile. However, trams do not have
00345            * onewayness, so they cannot remove it either. */
00346           if (rt != ROADTYPE_TRAM) SetDisallowedRoadDirections(tile, DRD_NONE);
00347           SetRoadBits(tile, present, rt);
00348           MarkTileDirtyByTile(tile);
00349         }
00350       }
00351 
00352       CommandCost cost(EXPENSES_CONSTRUCTION, CountBits(pieces) * _price[PR_CLEAR_ROAD]);
00353       /* If we build a foundation we have to pay for it. */
00354       if (f == FOUNDATION_NONE && GetRoadFoundation(tileh, present) != FOUNDATION_NONE) cost.AddCost(_price[PR_BUILD_FOUNDATION]);
00355 
00356       return cost;
00357     }
00358 
00359     case ROAD_TILE_CROSSING: {
00360       if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) {
00361         return CMD_ERROR;
00362       }
00363 
00364       /* Don't allow road to be removed from the crossing when there is tram;
00365        * we can't draw the crossing without roadbits ;) */
00366       if (rt == ROADTYPE_ROAD && HasTileRoadType(tile, ROADTYPE_TRAM) && (flags & DC_EXEC || crossing_check)) return CMD_ERROR;
00367 
00368       if (flags & DC_EXEC) {
00369         Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
00370         if (c != NULL) {
00371           /* A full diagonal road tile has two road bits. */
00372           c->road_infrastructure[rt] -= 2;
00373           DirtyCompanyInfrastructureWindows(c->index);
00374         }
00375 
00376         Track railtrack = GetCrossingRailTrack(tile);
00377         RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
00378         if (rts == ROADTYPES_NONE) {
00379           TrackBits tracks = GetCrossingRailBits(tile);
00380           bool reserved = HasCrossingReservation(tile);
00381           MakeRailNormal(tile, GetTileOwner(tile), tracks, GetRailType(tile));
00382           if (reserved) SetTrackReservation(tile, tracks);
00383 
00384           /* Update rail count for level crossings. The plain track should still be accounted
00385            * for, so only subtract the difference to the level crossing cost. */
00386           c = Company::GetIfValid(GetTileOwner(tile));
00387           if (c != NULL) c->rail_infrastructure[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR - 1;
00388         } else {
00389           SetRoadTypes(tile, rts);
00390           /* If we ever get HWAY and it is possible without road then we will need to promote ownership and invalidate town index here, too */
00391         }
00392         MarkTileDirtyByTile(tile);
00393         YapfNotifyTrackLayoutChange(tile, railtrack);
00394       }
00395       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROAD] * 2);
00396     }
00397 
00398     default:
00399     case ROAD_TILE_DEPOT:
00400       return CMD_ERROR;
00401   }
00402 }
00403 
00404 
00416 static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existing, RoadBits other)
00417 {
00418   /* Remove already build pieces */
00419   CLRBITS(*pieces, existing);
00420 
00421   /* If we can't build anything stop here */
00422   if (*pieces == ROAD_NONE) return CMD_ERROR;
00423 
00424   /* All RoadBit combos are valid on flat land */
00425   if (tileh == SLOPE_FLAT) return CommandCost();
00426 
00427   /* Proceed steep Slopes first to reduce lookup table size */
00428   if (IsSteepSlope(tileh)) {
00429     /* Force straight roads. */
00430     *pieces |= MirrorRoadBits(*pieces);
00431 
00432     /* Use existing as all existing since only straight
00433      * roads are allowed here. */
00434     existing |= other;
00435 
00436     if ((existing == ROAD_NONE || existing == *pieces) && IsStraightRoad(*pieces)) {
00437       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00438     }
00439     return CMD_ERROR;
00440   }
00441 
00442   /* Save the merge of all bits of the current type */
00443   RoadBits type_bits = existing | *pieces;
00444 
00445   /* Roads on slopes */
00446   if (_settings_game.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) {
00447 
00448     /* If we add leveling we've got to pay for it */
00449     if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00450 
00451     return CommandCost();
00452   }
00453 
00454   /* Autocomplete uphill roads */
00455   *pieces |= MirrorRoadBits(*pieces);
00456   type_bits = existing | *pieces;
00457 
00458   /* Uphill roads */
00459   if (IsStraightRoad(type_bits) && (other == type_bits || other == ROAD_NONE) &&
00460       (_invalid_tileh_slopes_road[1][tileh] & (other | type_bits)) == ROAD_NONE) {
00461 
00462     /* Slopes with foundation ? */
00463     if (IsSlopeWithOneCornerRaised(tileh)) {
00464 
00465       /* Prevent build on slopes if it isn't allowed */
00466       if (_settings_game.construction.build_on_slopes) {
00467 
00468         /* If we add foundation we've got to pay for it */
00469         if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00470 
00471         return CommandCost();
00472       }
00473     } else {
00474       if (HasExactlyOneBit(existing) && GetRoadFoundation(tileh, existing) == FOUNDATION_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00475       return CommandCost();
00476     }
00477   }
00478   return CMD_ERROR;
00479 }
00480 
00492 CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00493 {
00494   CommandCost cost(EXPENSES_CONSTRUCTION);
00495 
00496   RoadBits existing = ROAD_NONE;
00497   RoadBits other_bits = ROAD_NONE;
00498 
00499   /* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
00500    * if a non-company is building the road */
00501   if ((Company::IsValidID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !Town::IsValidID(p2))) return CMD_ERROR;
00502   if (_current_company != OWNER_TOWN) {
00503     const Town *town = CalcClosestTownFromTile(tile);
00504     p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
00505   }
00506 
00507   RoadBits pieces = Extract<RoadBits, 0, 4>(p1);
00508 
00509   /* do not allow building 'zero' road bits, code wouldn't handle it */
00510   if (pieces == ROAD_NONE) return CMD_ERROR;
00511 
00512   RoadType rt = Extract<RoadType, 4, 2>(p1);
00513   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00514 
00515   DisallowedRoadDirections toggle_drd = Extract<DisallowedRoadDirections, 6, 2>(p1);
00516 
00517   Slope tileh = GetTileSlope(tile, NULL);
00518 
00519   bool need_to_clear = false;
00520   switch (GetTileType(tile)) {
00521     case MP_ROAD:
00522       switch (GetRoadTileType(tile)) {
00523         case ROAD_TILE_NORMAL: {
00524           if (HasRoadWorks(tile)) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
00525 
00526           other_bits = GetOtherRoadBits(tile, rt);
00527           if (!HasTileRoadType(tile, rt)) break;
00528 
00529           existing = GetRoadBits(tile, rt);
00530           bool crossing = !IsStraightRoad(existing | pieces);
00531           if (rt != ROADTYPE_TRAM && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
00532             /* Junctions cannot be one-way */
00533             return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
00534           }
00535           if ((existing & pieces) == pieces) {
00536             /* We only want to set the (dis)allowed road directions */
00537             if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM) {
00538               if (crossing) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
00539 
00540               Owner owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00541               if (owner != OWNER_NONE) {
00542                 CommandCost ret = CheckOwnership(owner, tile);
00543                 if (ret.Failed()) return ret;
00544               }
00545 
00546               DisallowedRoadDirections dis_existing = GetDisallowedRoadDirections(tile);
00547               DisallowedRoadDirections dis_new      = dis_existing ^ toggle_drd;
00548 
00549               /* We allow removing disallowed directions to break up
00550                * deadlocks, but adding them can break articulated
00551                * vehicles. As such, only when less is disallowed,
00552                * i.e. bits are removed, we skip the vehicle check. */
00553               if (CountBits(dis_existing) <= CountBits(dis_new)) {
00554                 CommandCost ret = EnsureNoVehicleOnGround(tile);
00555                 if (ret.Failed()) return ret;
00556               }
00557 
00558               /* Ignore half built tiles */
00559               if ((flags & DC_EXEC) && rt != ROADTYPE_TRAM && IsStraightRoad(existing)) {
00560                 SetDisallowedRoadDirections(tile, dis_new);
00561                 MarkTileDirtyByTile(tile);
00562               }
00563               return CommandCost();
00564             }
00565             return_cmd_error(STR_ERROR_ALREADY_BUILT);
00566           }
00567           break;
00568         }
00569 
00570         case ROAD_TILE_CROSSING:
00571           other_bits = GetCrossingRoadBits(tile);
00572           if (pieces & ComplementRoadBits(other_bits)) goto do_clear;
00573           pieces = other_bits; // we need to pay for both roadbits
00574 
00575           if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00576           break;
00577 
00578         case ROAD_TILE_DEPOT:
00579           if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00580           goto do_clear;
00581 
00582         default: NOT_REACHED();
00583       }
00584       break;
00585 
00586     case MP_RAILWAY: {
00587       if (IsSteepSlope(tileh)) {
00588         return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00589       }
00590 
00591       /* Level crossings may only be built on these slopes */
00592       if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
00593         return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00594       }
00595 
00596       if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear;
00597 
00598       if (RailNoLevelCrossings(GetRailType(tile))) {
00599         return_cmd_error(STR_ERROR_CROSSING_DISALLOWED);
00600       }
00601 
00602       Axis roaddir;
00603       switch (GetTrackBits(tile)) {
00604         case TRACK_BIT_X:
00605           if (pieces & ROAD_X) goto do_clear;
00606           roaddir = AXIS_Y;
00607           break;
00608 
00609         case TRACK_BIT_Y:
00610           if (pieces & ROAD_Y) goto do_clear;
00611           roaddir = AXIS_X;
00612           break;
00613 
00614         default: goto do_clear;
00615       }
00616 
00617       CommandCost ret = EnsureNoVehicleOnGround(tile);
00618       if (ret.Failed()) return ret;
00619 
00620       if (flags & DC_EXEC) {
00621         Track railtrack = AxisToTrack(OtherAxis(roaddir));
00622         YapfNotifyTrackLayoutChange(tile, railtrack);
00623         /* Update company infrastructure counts. A level crossing has two road bits. */
00624         Company *c = Company::GetIfValid(_current_company);
00625         if (c != NULL) {
00626           c->road_infrastructure[rt] += 2;
00627           if (rt != ROADTYPE_ROAD) c->road_infrastructure[ROADTYPE_ROAD] += 2;
00628           DirtyCompanyInfrastructureWindows(_current_company);
00629         }
00630         /* Update rail count for level crossings. The plain track is already
00631          * counted, so only add the difference to the level crossing cost. */
00632         c = Company::GetIfValid(GetTileOwner(tile));
00633         if (c != NULL) c->rail_infrastructure[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR - 1;
00634 
00635         /* Always add road to the roadtypes (can't draw without it) */
00636         bool reserved = HasBit(GetRailReservationTrackBits(tile), railtrack);
00637         MakeRoadCrossing(tile, _current_company, _current_company, GetTileOwner(tile), roaddir, GetRailType(tile), RoadTypeToRoadTypes(rt) | ROADTYPES_ROAD, p2);
00638         SetCrossingReservation(tile, reserved);
00639         UpdateLevelCrossing(tile, false);
00640         MarkTileDirtyByTile(tile);
00641       }
00642       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_ROAD] * (rt == ROADTYPE_ROAD ? 2 : 4));
00643     }
00644 
00645     case MP_STATION: {
00646       if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00647       if (!IsDriveThroughStopTile(tile)) goto do_clear;
00648 
00649       RoadBits curbits = AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile)));
00650       if (pieces & ~curbits) goto do_clear;
00651       pieces = curbits; // we need to pay for both roadbits
00652 
00653       if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00654       break;
00655     }
00656 
00657     case MP_TUNNELBRIDGE: {
00658       if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) goto do_clear;
00659       if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear;
00660       if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00661       /* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
00662       CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
00663       if (ret.Failed()) return ret;
00664       break;
00665     }
00666 
00667     default: {
00668 do_clear:;
00669       need_to_clear = true;
00670       break;
00671     }
00672   }
00673 
00674   if (need_to_clear) {
00675     CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00676     if (ret.Failed()) return ret;
00677     cost.AddCost(ret);
00678   }
00679 
00680   if (other_bits != pieces) {
00681     /* Check the foundation/slopes when adding road/tram bits */
00682     CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits);
00683     /* Return an error if we need to build a foundation (ret != 0) but the
00684      * current setting is turned off */
00685     if (ret.Failed() || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
00686       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00687     }
00688     cost.AddCost(ret);
00689   }
00690 
00691   if (!need_to_clear) {
00692     if (IsTileType(tile, MP_ROAD)) {
00693       /* Don't put the pieces that already exist */
00694       pieces &= ComplementRoadBits(existing);
00695 
00696       /* Check if new road bits will have the same foundation as other existing road types */
00697       if (IsNormalRoad(tile)) {
00698         Slope slope = GetTileSlope(tile, NULL);
00699         Foundation found_new = GetRoadFoundation(slope, pieces | existing);
00700 
00701         /* Test if all other roadtypes can be built at that foundation */
00702         for (RoadType rtest = ROADTYPE_ROAD; rtest < ROADTYPE_END; rtest++) {
00703           if (rtest != rt) { // check only other road types
00704             RoadBits bits = GetRoadBits(tile, rtest);
00705             /* do not check if there are not road bits of given type */
00706             if (bits != ROAD_NONE && GetRoadFoundation(slope, bits) != found_new) {
00707               return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00708             }
00709           }
00710         }
00711       }
00712     }
00713 
00714     CommandCost ret = EnsureNoVehicleOnGround(tile);
00715     if (ret.Failed()) return ret;
00716 
00717   }
00718   cost.AddCost(CountBits(pieces) * _price[PR_BUILD_ROAD]);
00719 
00720   if (!need_to_clear && IsTileType(tile, MP_TUNNELBRIDGE)) {
00721     /* Pay for *every* tile of the bridge or tunnel */
00722     cost.MultiplyCost(GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2);
00723   }
00724 
00725   if (flags & DC_EXEC) {
00726     switch (GetTileType(tile)) {
00727       case MP_ROAD: {
00728         RoadTileType rtt = GetRoadTileType(tile);
00729         if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
00730           SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00731           SetRoadOwner(tile, rt, _current_company);
00732           if (rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
00733         }
00734         if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
00735         break;
00736       }
00737 
00738       case MP_TUNNELBRIDGE: {
00739         TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
00740 
00741         SetRoadTypes(other_end, GetRoadTypes(other_end) | RoadTypeToRoadTypes(rt));
00742         SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00743         SetRoadOwner(other_end, rt, _current_company);
00744         SetRoadOwner(tile, rt, _current_company);
00745 
00746         /* Mark tiles dirty that have been repaved */
00747         MarkTileDirtyByTile(other_end);
00748         MarkTileDirtyByTile(tile);
00749         if (IsBridge(tile)) {
00750           TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
00751 
00752           for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
00753         }
00754         break;
00755       }
00756 
00757       case MP_STATION:
00758         assert(IsDriveThroughStopTile(tile));
00759         SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00760         SetRoadOwner(tile, rt, _current_company);
00761         break;
00762 
00763       default:
00764         MakeRoadNormal(tile, pieces, RoadTypeToRoadTypes(rt), p2, _current_company, _current_company);
00765         break;
00766     }
00767 
00768     /* Update company infrastructure count. */
00769     Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
00770     if (c != NULL) {
00771       uint num_pieces = CountBits(pieces);
00772       if (IsTileType(tile, MP_TUNNELBRIDGE)) num_pieces *= TUNNELBRIDGE_TRACKBIT_FACTOR;
00773       c->road_infrastructure[rt] += num_pieces;
00774       DirtyCompanyInfrastructureWindows(c->index);
00775     }
00776 
00777     if (rt != ROADTYPE_TRAM && IsNormalRoadTile(tile)) {
00778       existing |= pieces;
00779       SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
00780           GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
00781     }
00782 
00783     MarkTileDirtyByTile(tile);
00784   }
00785   return cost;
00786 }
00787 
00803 CommandCost CmdBuildLongRoad(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00804 {
00805   DisallowedRoadDirections drd = DRD_NORTHBOUND;
00806 
00807   if (p1 >= MapSize()) return CMD_ERROR;
00808 
00809   TileIndex end_tile = p1;
00810   RoadType rt = Extract<RoadType, 3, 2>(p2);
00811   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00812 
00813   Axis axis = Extract<Axis, 2, 1>(p2);
00814   /* Only drag in X or Y direction dictated by the direction variable */
00815   if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
00816   if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
00817 
00818   DiagDirection dir = AxisToDiagDir(axis);
00819 
00820   /* Swap direction, also the half-tile drag var (bit 0 and 1) */
00821   if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
00822     dir = ReverseDiagDir(dir);
00823     p2 ^= 3;
00824     drd = DRD_SOUTHBOUND;
00825   }
00826 
00827   /* On the X-axis, we have to swap the initial bits, so they
00828    * will be interpreted correctly in the GTTS. Furthermore
00829    * when you just 'click' on one tile to build them. */
00830   if ((axis == AXIS_Y) == (start_tile == end_tile && HasBit(p2, 0) == HasBit(p2, 1))) drd ^= DRD_BOTH;
00831   /* No disallowed direction bits have to be toggled */
00832   if (!HasBit(p2, 5)) drd = DRD_NONE;
00833 
00834   CommandCost cost(EXPENSES_CONSTRUCTION);
00835   CommandCost last_error = CMD_ERROR;
00836   TileIndex tile = start_tile;
00837   bool had_bridge = false;
00838   bool had_tunnel = false;
00839   bool had_success = false;
00840   /* Start tile is the first tile clicked by the user. */
00841   for (;;) {
00842     RoadBits bits = AxisToRoadBits(axis);
00843 
00844     /* Road parts only have to be built at the start tile or at the end tile. */
00845     if (tile == end_tile && !HasBit(p2, 1)) bits &= DiagDirToRoadBits(ReverseDiagDir(dir));
00846     if (tile == start_tile && HasBit(p2, 0)) bits &= DiagDirToRoadBits(dir);
00847 
00848     CommandCost ret = DoCommand(tile, drd << 6 | rt << 4 | bits, 0, flags, CMD_BUILD_ROAD);
00849     if (ret.Failed()) {
00850       last_error = ret;
00851       if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) {
00852         if (HasBit(p2, 6)) return last_error;
00853         break;
00854       }
00855     } else {
00856       had_success = true;
00857       /* Only pay for the upgrade on one side of the bridges and tunnels */
00858       if (IsTileType(tile, MP_TUNNELBRIDGE)) {
00859         if (IsBridge(tile)) {
00860           if (!had_bridge || GetTunnelBridgeDirection(tile) == dir) {
00861             cost.AddCost(ret);
00862           }
00863           had_bridge = true;
00864         } else { // IsTunnel(tile)
00865           if (!had_tunnel || GetTunnelBridgeDirection(tile) == dir) {
00866             cost.AddCost(ret);
00867           }
00868           had_tunnel = true;
00869         }
00870       } else {
00871         cost.AddCost(ret);
00872       }
00873     }
00874 
00875     if (tile == end_tile) break;
00876 
00877     tile += TileOffsByDiagDir(dir);
00878   }
00879 
00880   return had_success ? cost : last_error;
00881 }
00882 
00896 CommandCost CmdRemoveLongRoad(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00897 {
00898   CommandCost cost(EXPENSES_CONSTRUCTION);
00899 
00900   if (p1 >= MapSize()) return CMD_ERROR;
00901 
00902   TileIndex end_tile = p1;
00903   RoadType rt = Extract<RoadType, 3, 2>(p2);
00904   if (!IsValidRoadType(rt)) return CMD_ERROR;
00905 
00906   Axis axis = Extract<Axis, 2, 1>(p2);
00907   /* Only drag in X or Y direction dictated by the direction variable */
00908   if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
00909   if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
00910 
00911   /* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
00912   if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
00913     TileIndex t = start_tile;
00914     start_tile = end_tile;
00915     end_tile = t;
00916     p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
00917   }
00918 
00919   Money money = GetAvailableMoneyForCommand();
00920   TileIndex tile = start_tile;
00921   CommandCost last_error = CMD_ERROR;
00922   bool had_success = false;
00923   /* Start tile is the small number. */
00924   for (;;) {
00925     RoadBits bits = AxisToRoadBits(axis);
00926 
00927     if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
00928     if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
00929 
00930     /* try to remove the halves. */
00931     if (bits != 0) {
00932       CommandCost ret = RemoveRoad(tile, flags & ~DC_EXEC, bits, rt, true, true);
00933       if (ret.Succeeded()) {
00934         if (flags & DC_EXEC) {
00935           money -= ret.GetCost();
00936           if (money < 0) {
00937             _additional_cash_required = DoCommand(start_tile, end_tile, p2, flags & ~DC_EXEC, CMD_REMOVE_LONG_ROAD).GetCost();
00938             return cost;
00939           }
00940           RemoveRoad(tile, flags, bits, rt, true, true, false);
00941         }
00942         cost.AddCost(ret);
00943         had_success = true;
00944       } else {
00945         /* Ownership errors are more important. */
00946         if (last_error.GetErrorMessage() != STR_ERROR_OWNED_BY) last_error = ret;
00947       }
00948     }
00949 
00950     if (tile == end_tile) break;
00951 
00952     tile += (axis == AXIS_Y) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
00953   }
00954 
00955   return had_success ? cost : last_error;
00956 }
00957 
00971 CommandCost CmdBuildRoadDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00972 {
00973   DiagDirection dir = Extract<DiagDirection, 0, 2>(p1);
00974   RoadType rt = Extract<RoadType, 2, 2>(p1);
00975 
00976   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00977 
00978   Slope tileh = GetTileSlope(tile, NULL);
00979   if (tileh != SLOPE_FLAT && (
00980         !_settings_game.construction.build_on_slopes ||
00981         IsSteepSlope(tileh) ||
00982         !CanBuildDepotByTileh(dir, tileh)
00983       )) {
00984     return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
00985   }
00986 
00987   CommandCost cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00988   if (cost.Failed()) return cost;
00989 
00990   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00991 
00992   if (!Depot::CanAllocateItem()) return CMD_ERROR;
00993 
00994   if (flags & DC_EXEC) {
00995     Depot *dep = new Depot(tile);
00996     dep->build_date = _date;
00997 
00998     /* A road depot has two road bits. */
00999     Company::Get(_current_company)->road_infrastructure[rt] += 2;
01000     DirtyCompanyInfrastructureWindows(_current_company);
01001 
01002     MakeRoadDepot(tile, _current_company, dep->index, dir, rt);
01003     MarkTileDirtyByTile(tile);
01004     MakeDefaultName(dep);
01005   }
01006   cost.AddCost(_price[PR_BUILD_DEPOT_ROAD]);
01007   return cost;
01008 }
01009 
01010 static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlag flags)
01011 {
01012   if (_current_company != OWNER_WATER) {
01013     CommandCost ret = CheckTileOwnership(tile);
01014     if (ret.Failed()) return ret;
01015   }
01016 
01017   CommandCost ret = EnsureNoVehicleOnGround(tile);
01018   if (ret.Failed()) return ret;
01019 
01020   if (flags & DC_EXEC) {
01021     Company *c = Company::GetIfValid(GetTileOwner(tile));
01022     if (c != NULL) {
01023       /* A road depot has two road bits. */
01024       c->road_infrastructure[FIND_FIRST_BIT(GetRoadTypes(tile))] -= 2;
01025       DirtyCompanyInfrastructureWindows(c->index);
01026     }
01027 
01028     delete Depot::GetByTile(tile);
01029     DoClearSquare(tile);
01030   }
01031 
01032   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_ROAD]);
01033 }
01034 
01035 static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlag flags)
01036 {
01037   switch (GetRoadTileType(tile)) {
01038     case ROAD_TILE_NORMAL: {
01039       RoadBits b = GetAllRoadBits(tile);
01040 
01041       /* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
01042       if ((HasExactlyOneBit(b) && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) {
01043         CommandCost ret(EXPENSES_CONSTRUCTION);
01044 
01045         /* Remove traffic light if necessary. */
01046         if (HasTrafficLights(tile)) {
01047           CommandCost tl_ret = CmdRemoveTrafficLights(tile, flags, 0, 0, 0);
01048           if (tl_ret.Failed()) return tl_ret;
01049           ret.AddCost(tl_ret);
01050         }
01051 
01052         /* Remove road bits. */
01053         RoadType rt;
01054         FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
01055           CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rt), rt, true, false);
01056           if (tmp_ret.Failed()) return tmp_ret;
01057           ret.AddCost(tmp_ret);
01058         }
01059         return ret;
01060       }
01061       return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
01062     }
01063 
01064     case ROAD_TILE_CROSSING: {
01065       RoadTypes rts = GetRoadTypes(tile);
01066       CommandCost ret(EXPENSES_CONSTRUCTION);
01067 
01068       if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
01069 
01070       /* Must iterate over the roadtypes in a reverse manner because
01071        * tram tracks must be removed before the road bits. */
01072       RoadType rt = ROADTYPE_TRAM;
01073       do {
01074         if (HasBit(rts, rt)) {
01075           CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rt, false, false);
01076           if (tmp_ret.Failed()) return tmp_ret;
01077           ret.AddCost(tmp_ret);
01078         }
01079       } while (rt-- != ROADTYPE_ROAD);
01080 
01081       if (flags & DC_EXEC) {
01082         DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01083       }
01084       return ret;
01085     }
01086 
01087     default:
01088     case ROAD_TILE_DEPOT:
01089       if (flags & DC_AUTO) {
01090         return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
01091       }
01092       return RemoveRoadDepot(tile, flags);
01093   }
01094 }
01095 
01096 
01097 struct DrawRoadTileStruct {
01098   uint16 image;
01099   byte subcoord_x;
01100   byte subcoord_y;
01101 };
01102 
01103 #include "table/road_land.h"
01104 
01112 static Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
01113 {
01114   /* Flat land and land without a road doesn't require a foundation */
01115   if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE;
01116 
01117   if (!IsSteepSlope(tileh)) {
01118     /* Leveled RoadBits on a slope */
01119     if ((_invalid_tileh_slopes_road[0][tileh] & bits) == ROAD_NONE) return FOUNDATION_LEVELED;
01120 
01121     /* Straight roads without foundation on a slope */
01122     if (!IsSlopeWithOneCornerRaised(tileh) &&
01123         (_invalid_tileh_slopes_road[1][tileh] & bits) == ROAD_NONE)
01124       return FOUNDATION_NONE;
01125   }
01126 
01127   /* Roads on steep Slopes or on Slopes with one corner raised */
01128   return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y);
01129 }
01130 
01131 const byte _road_sloped_sprites[14] = {
01132   0,  0,  2,  0,
01133   0,  1,  0,  0,
01134   3,  0,  0,  0,
01135   0,  0
01136 };
01137 
01148 static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
01149 {
01150   return (IsOnSnow(tile) &&
01151       !(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
01152         roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
01153 }
01154 
01160 void DrawTramCatenary(const TileInfo *ti, RoadBits tram)
01161 {
01162   /* Do not draw catenary if it is invisible */
01163   if (IsInvisibilitySet(TO_CATENARY)) return;
01164 
01165   /* Don't draw the catenary under a low bridge */
01166   if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) {
01167     uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
01168 
01169     if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
01170   }
01171 
01172   SpriteID front;
01173   SpriteID back;
01174 
01175   if (ti->tileh != SLOPE_FLAT) {
01176     back  = SPR_TRAMWAY_BACK_WIRES_SLOPED  + _road_sloped_sprites[ti->tileh - 1];
01177     front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
01178   } else {
01179     back  = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[tram];
01180     front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[tram];
01181   }
01182 
01183   AddSortableSpriteToDraw(back,  PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
01184   AddSortableSpriteToDraw(front, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
01185 }
01186 
01195 void DrawRoadDetail(SpriteID img, TileInfo *ti, int dx, int dy, int h)
01196 {
01197   int x = ti->x | dx;
01198   int y = ti->y | dy;
01199   int32 z = ti->z;
01200   if (ti->tileh != SLOPE_FLAT) z = GetSlopeZ(x, y);
01201   AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z);
01202 }
01203 
01208 static void DrawRoadBits(TileInfo *ti)
01209 {
01210   RoadBits road = GetRoadBits(ti->tile, ROADTYPE_ROAD);
01211   RoadBits tram = GetRoadBits(ti->tile, ROADTYPE_TRAM);
01212 
01213   SpriteID image = 0;
01214   PaletteID pal = PAL_NONE;
01215 
01216   if (ti->tileh != SLOPE_FLAT) {
01217     DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
01218 
01219     /* DrawFoundation() modifies ti.
01220      * Default sloped sprites.. */
01221     if (ti->tileh != SLOPE_FLAT) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
01222   }
01223 
01224   if (image == 0) image = _road_tile_sprites_1[road != ROAD_NONE ? road : tram];
01225 
01226   Roadside roadside = GetRoadside(ti->tile);
01227 
01228   if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01229     image += 19;
01230   } else {
01231     switch (roadside) {
01232       case ROADSIDE_BARREN:           pal = PALETTE_TO_BARE_LAND; break;
01233       case ROADSIDE_GRASS:            break;
01234       case ROADSIDE_GRASS_ROAD_WORKS: break;
01235       default:                        image -= 19; break; // Paved
01236     }
01237   }
01238 
01239   DrawGroundSprite(image, pal);
01240 
01241   /* For tram we overlay the road graphics with either tram tracks only
01242    * (when there is actual road beneath the trams) or with tram tracks
01243    * and some dirts which hides the road graphics */
01244   if (tram != ROAD_NONE) {
01245     if (ti->tileh != SLOPE_FLAT) {
01246       image = _road_sloped_sprites[ti->tileh - 1] + SPR_TRAMWAY_SLOPED_OFFSET;
01247     } else {
01248       image = _road_tile_sprites_1[tram] - SPR_ROAD_Y;
01249     }
01250     image += (road == ROAD_NONE) ? SPR_TRAMWAY_TRAM : SPR_TRAMWAY_OVERLAY;
01251     DrawGroundSprite(image, pal);
01252   }
01253 
01254   if (road != ROAD_NONE) {
01255     DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
01256     if (drd != DRD_NONE) {
01257       DrawGroundSpriteAt(SPR_ONEWAY_BASE + drd - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialZ(8, 8, ti->tileh));
01258     }
01259   }
01260 
01261   if (_settings_game.construction.traffic_lights && HasTrafficLights(ti->tile) && _cur_dpi->zoom <= ZOOM_LVL_DETAIL) DrawTrafficLights(ti);
01262 
01263   if (HasRoadWorks(ti->tile)) {
01264     /* Road works */
01265     DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
01266     return;
01267   }
01268 
01269   if (tram != ROAD_NONE) DrawTramCatenary(ti, tram);
01270 
01271   /* Return if full detail is disabled, or we are zoomed fully out. */
01272   if (!HasBit(_display_opt, DO_FULL_DETAIL) || _cur_dpi->zoom > ZOOM_LVL_DETAIL) return;
01273 
01274   /* Do not draw details (street lights, trees) under low bridge */
01275   if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && (roadside == ROADSIDE_TREES || roadside == ROADSIDE_STREET_LIGHTS)) {
01276     uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
01277     uint minz = GetTileMaxZ(ti->tile) + 2 * TILE_HEIGHT;
01278 
01279     if (roadside == ROADSIDE_TREES) minz += TILE_HEIGHT;
01280 
01281     if (height < minz) return;
01282   }
01283 
01284   /* If there are no road bits, return, as there is nothing left to do */
01285   if (HasAtMostOneBit(road)) return;
01286 
01287   /* Draw extra details. */
01288   for (const DrawRoadTileStruct *drts = _road_display_table[roadside][road | tram]; drts->image != 0; drts++) {
01289     DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10);
01290   }
01291 }
01292 
01294 static void DrawTile_Road(TileInfo *ti)
01295 {
01296   switch (GetRoadTileType(ti->tile)) {
01297     case ROAD_TILE_NORMAL:
01298       DrawRoadBits(ti);
01299       break;
01300 
01301     case ROAD_TILE_CROSSING: {
01302       if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
01303 
01304       PaletteID pal = PAL_NONE;
01305       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01306 
01307       if (rti->UsesOverlay()) {
01308         Axis axis = GetCrossingRailAxis(ti->tile);
01309         SpriteID road = SPR_ROAD_Y + axis;
01310 
01311         Roadside roadside = GetRoadside(ti->tile);
01312 
01313         if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01314           road += 19;
01315         } else {
01316           switch (roadside) {
01317             case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
01318             case ROADSIDE_GRASS:  break;
01319             default:              road -= 19; break; // Paved
01320           }
01321         }
01322 
01323         DrawGroundSprite(road, pal);
01324 
01325         SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
01326         /* Draw tracks, but draw PBS reserved tracks darker. */
01327         pal = (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile)) ? PALETTE_CRASH : PAL_NONE;
01328         DrawGroundSprite(rail, pal);
01329 
01330         DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
01331       } else {
01332         SpriteID image = rti->base_sprites.crossing;
01333 
01334         if (GetCrossingRoadAxis(ti->tile) == AXIS_X) image++;
01335         if (IsCrossingBarred(ti->tile)) image += 2;
01336 
01337         Roadside roadside = GetRoadside(ti->tile);
01338 
01339         if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01340           image += 8;
01341         } else {
01342           switch (roadside) {
01343             case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
01344             case ROADSIDE_GRASS:  break;
01345             default:              image += 4; break; // Paved
01346           }
01347         }
01348 
01349         DrawGroundSprite(image, pal);
01350 
01351         /* PBS debugging, draw reserved tracks darker */
01352         if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile)) {
01353           DrawGroundSprite(GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y, PALETTE_CRASH);
01354         }
01355       }
01356 
01357       if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
01358         DrawGroundSprite(SPR_TRAMWAY_OVERLAY + (GetCrossingRoadAxis(ti->tile) ^ 1), pal);
01359         DrawTramCatenary(ti, GetCrossingRoadBits(ti->tile));
01360       }
01361       if (HasCatenaryDrawn(GetRailType(ti->tile))) DrawCatenary(ti);
01362       break;
01363     }
01364 
01365     default:
01366     case ROAD_TILE_DEPOT: {
01367       if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
01368 
01369       PaletteID palette = COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile));
01370 
01371       const DrawTileSprites *dts;
01372       if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
01373         dts =  &_tram_depot[GetRoadDepotDirection(ti->tile)];
01374       } else {
01375         dts =  &_road_depot[GetRoadDepotDirection(ti->tile)];
01376       }
01377 
01378       DrawGroundSprite(dts->ground.sprite, PAL_NONE);
01379       DrawOrigTileSeq(ti, dts, TO_BUILDINGS, palette);
01380       break;
01381     }
01382   }
01383   DrawBridgeMiddle(ti);
01384 }
01385 
01393 void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
01394 {
01395   PaletteID palette = COMPANY_SPRITE_COLOUR(_local_company);
01396   const DrawTileSprites *dts = (rt == ROADTYPE_TRAM) ? &_tram_depot[dir] : &_road_depot[dir];
01397 
01398   x += 33;
01399   y += 17;
01400 
01401   DrawSprite(dts->ground.sprite, PAL_NONE, x, y);
01402   DrawOrigTileSeqInGUI(x, y, dts, palette);
01403 }
01404 
01410 void UpdateNearestTownForRoadTiles(bool invalidate)
01411 {
01412   assert(!invalidate || _generating_world);
01413 
01414   for (TileIndex t = 0; t < MapSize(); t++) {
01415     if (IsTileType(t, MP_ROAD) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
01416       TownID tid = (TownID)INVALID_TOWN;
01417       if (!invalidate) {
01418         const Town *town = CalcClosestTownFromTile(t);
01419         if (town != NULL) tid = town->index;
01420       }
01421       SetTownIndex(t, tid);
01422     }
01423   }
01424 }
01425 
01426 static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
01427 {
01428   uint z;
01429   Slope tileh = GetTileSlope(tile, &z);
01430 
01431   if (tileh == SLOPE_FLAT) return z;
01432   if (IsNormalRoad(tile)) {
01433     Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
01434     z += ApplyFoundationToSlope(f, &tileh);
01435     return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
01436   } else {
01437     return z + TILE_HEIGHT;
01438   }
01439 }
01440 
01441 static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
01442 {
01443   if (IsNormalRoad(tile)) {
01444     return GetRoadFoundation(tileh, GetAllRoadBits(tile));
01445   } else {
01446     return FlatteningFoundation(tileh);
01447   }
01448 }
01449 
01456 static void AnimateTile_Road(TileIndex tile)
01457 {
01458   if (_settings_game.construction.traffic_lights && HasTrafficLights(tile)) {
01459     if (_tick_counter % 16 == 0) MarkTileDirtyByTile(tile);
01460   }
01461 }
01462 
01463 static const Roadside _town_road_types[][2] = {
01464   { ROADSIDE_GRASS,         ROADSIDE_GRASS },
01465   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01466   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01467   { ROADSIDE_TREES,         ROADSIDE_TREES },
01468   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
01469 };
01470 
01471 static const Roadside _town_road_types_2[][2] = {
01472   { ROADSIDE_GRASS,         ROADSIDE_GRASS },
01473   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01474   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
01475   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
01476   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
01477 };
01478 
01479 
01480 static void TileLoop_Road(TileIndex tile)
01481 {
01482   switch (_settings_game.game_creation.landscape) {
01483     case LT_ARCTIC:
01484       if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
01485         ToggleSnow(tile);
01486         MarkTileDirtyByTile(tile);
01487       }
01488       break;
01489 
01490     case LT_TROPIC:
01491       if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) {
01492         ToggleDesert(tile);
01493         MarkTileDirtyByTile(tile);
01494       }
01495       break;
01496   }
01497 
01498   if (IsRoadDepot(tile)) return;
01499 
01500   const Town *t = ClosestTownFromTile(tile, UINT_MAX);
01501   if (!HasRoadWorks(tile)) {
01502     HouseZonesBits grp = HZB_TOWN_EDGE;
01503 
01504     if (t != NULL) {
01505       grp = GetTownRadiusGroup(t, tile);
01506 
01507       /* Show an animation to indicate road work */
01508       if (t->road_build_months != 0 &&
01509           (DistanceManhattan(t->xy, tile) < 8 || grp != HZB_TOWN_EDGE) &&
01510           IsNormalRoad(tile) && !HasAtMostOneBit(GetAllRoadBits(tile))) {
01511         if (GetFoundationSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile).Succeeded() && Chance16(1, 40)) {
01512           StartRoadWorks(tile);
01513 
01514           SndPlayTileFx(SND_21_JACKHAMMER, tile);
01515           CreateEffectVehicleAbove(
01516             TileX(tile) * TILE_SIZE + 7,
01517             TileY(tile) * TILE_SIZE + 7,
01518             0,
01519             EV_BULLDOZER);
01520           MarkTileDirtyByTile(tile);
01521           return;
01522         }
01523       }
01524     }
01525 
01526     {
01527       /* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
01528       const Roadside *new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
01529       Roadside cur_rs = GetRoadside(tile);
01530 
01531       /* We have our desired type, do nothing */
01532       if (cur_rs == new_rs[0]) return;
01533 
01534       /* We have the pre-type of the desired type, switch to the desired type */
01535       if (cur_rs == new_rs[1]) {
01536         cur_rs = new_rs[0];
01537       /* We have barren land, install the pre-type */
01538       } else if (cur_rs == ROADSIDE_BARREN) {
01539         cur_rs = new_rs[1];
01540       /* We're totally off limits, remove any installation and make barren land */
01541       } else {
01542         cur_rs = ROADSIDE_BARREN;
01543       }
01544       SetRoadside(tile, cur_rs);
01545       MarkTileDirtyByTile(tile);
01546     }
01547   } else {
01548     /* In the first half of roadworks, generate traffic lights with a certain chance. */
01549     if (_settings_game.construction.traffic_lights && _settings_game.construction.towns_build_traffic_lights &&
01550         (GetRoadWorksCounter(tile) < 8) && (CountBits(GetRoadBits(tile, ROADTYPE_ROAD)) >= 3) &&
01551         !HasTrafficLights(tile) && Chance16(1, 20)) {
01552       CmdBuildTrafficLights(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, 0, 0, 0);
01553       MarkTileDirtyByTile(tile);
01554     }
01555     if (IncreaseRoadWorksCounter(tile)) {
01556       TerminateRoadWorks(tile);
01557 
01558       if (_settings_game.economy.mod_road_rebuild) {
01559         /* Generate a nicer town surface. */
01560         const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
01561         const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
01562 
01563         if (old_rb != new_rb) {
01564           RemoveRoad(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, (old_rb ^ new_rb), ROADTYPE_ROAD, true, true);
01565         }
01566       }
01567 
01568       MarkTileDirtyByTile(tile);
01569     }
01570   }
01571 }
01572 
01573 static bool ClickTile_Road(TileIndex tile)
01574 {
01575   if (!IsRoadDepot(tile)) return false;
01576 
01577   ShowDepotWindow(tile, VEH_ROAD);
01578   return true;
01579 }
01580 
01581 /* Converts RoadBits to TrackBits */
01582 static const TrackBits _road_trackbits[16] = {
01583   TRACK_BIT_NONE,                                  // ROAD_NONE
01584   TRACK_BIT_NONE,                                  // ROAD_NW
01585   TRACK_BIT_NONE,                                  // ROAD_SW
01586   TRACK_BIT_LEFT,                                  // ROAD_W
01587   TRACK_BIT_NONE,                                  // ROAD_SE
01588   TRACK_BIT_Y,                                     // ROAD_Y
01589   TRACK_BIT_LOWER,                                 // ROAD_S
01590   TRACK_BIT_LEFT | TRACK_BIT_LOWER | TRACK_BIT_Y,  // ROAD_Y | ROAD_SW
01591   TRACK_BIT_NONE,                                  // ROAD_NE
01592   TRACK_BIT_UPPER,                                 // ROAD_N
01593   TRACK_BIT_X,                                     // ROAD_X
01594   TRACK_BIT_LEFT | TRACK_BIT_UPPER | TRACK_BIT_X,  // ROAD_X | ROAD_NW
01595   TRACK_BIT_RIGHT,                                 // ROAD_E
01596   TRACK_BIT_RIGHT | TRACK_BIT_UPPER | TRACK_BIT_Y, // ROAD_Y | ROAD_NE
01597   TRACK_BIT_RIGHT | TRACK_BIT_LOWER | TRACK_BIT_X, // ROAD_X | ROAD_SE
01598   TRACK_BIT_ALL,                                   // ROAD_ALL
01599 };
01600 
01601 static TrackStatus GetTileTrackStatus_Road(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01602 {
01603   TrackdirBits trackdirbits = TRACKDIR_BIT_NONE;
01604   TrackdirBits red_signals = TRACKDIR_BIT_NONE; // Crossing barred or red traffic light.
01605   switch (mode) {
01606     case TRANSPORT_RAIL:
01607       if (IsLevelCrossing(tile)) trackdirbits = TrackBitsToTrackdirBits(GetCrossingRailBits(tile));
01608       break;
01609 
01610     case TRANSPORT_ROAD:
01611       if ((GetRoadTypes(tile) & sub_mode) == 0) break;
01612       switch (GetRoadTileType(tile)) {
01613         case ROAD_TILE_NORMAL: {
01614           const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 };
01615           RoadType rt = (RoadType)FindFirstBit(sub_mode);
01616           RoadBits bits = GetRoadBits(tile, rt);
01617 
01618           /* no roadbit at this side of tile, return 0 */
01619           if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break;
01620 
01621           uint multiplier = drd_to_multiplier[rt == ROADTYPE_TRAM ? DRD_NONE : GetDisallowedRoadDirections(tile)];
01622           if (!HasRoadWorks(tile)) trackdirbits = (TrackdirBits)(_road_trackbits[bits] * multiplier);
01623           if (_settings_game.construction.traffic_lights && HasTrafficLights(tile))
01624               red_signals = trackdirbits & GetTrafficLightDisallowedDirections(tile);
01625           break;
01626         }
01627 
01628         case ROAD_TILE_CROSSING: {
01629           Axis axis = GetCrossingRoadAxis(tile);
01630 
01631           if (side != INVALID_DIAGDIR && axis != DiagDirToAxis(side)) break;
01632 
01633           trackdirbits = TrackBitsToTrackdirBits(AxisToTrackBits(axis));
01634           if (IsCrossingBarred(tile)) red_signals = trackdirbits;
01635           if (IsLevelCrossingTile(TileAddByDiagDir(tile, AxisToDiagDir(axis))) &&
01636               IsCrossingBarred(TileAddByDiagDir(tile, AxisToDiagDir(axis)))) {
01637             red_signals &= (TrackdirBits)0x0102; // magic value. I think TRACKBIT_X_SW and TRACKBIT_X_NE should be swapped
01638           }
01639           if (IsLevelCrossingTile(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis)))) &&
01640               IsCrossingBarred(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis))))) {
01641             red_signals &= (TrackdirBits)0x0201; // inverse of above magic value
01642           }
01643           break;
01644         }
01645 
01646         default:
01647         case ROAD_TILE_DEPOT: {
01648           DiagDirection dir = GetRoadDepotDirection(tile);
01649 
01650           if (side != INVALID_DIAGDIR && side != dir) break;
01651 
01652           trackdirbits = TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir));
01653           break;
01654         }
01655       }
01656       break;
01657 
01658     default: break;
01659   }
01660   return CombineTrackStatus(trackdirbits, red_signals);
01661 }
01662 
01663 static const StringID _road_tile_strings[] = {
01664   STR_LAI_ROAD_DESCRIPTION_ROAD,
01665   STR_LAI_ROAD_DESCRIPTION_ROAD,
01666   STR_LAI_ROAD_DESCRIPTION_ROAD,
01667   STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS,
01668   STR_LAI_ROAD_DESCRIPTION_ROAD,
01669   STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD,
01670   STR_LAI_ROAD_DESCRIPTION_ROAD,
01671   STR_LAI_ROAD_DESCRIPTION_ROAD,
01672 };
01673 
01674 static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
01675 {
01676   Owner rail_owner = INVALID_OWNER;
01677   Owner road_owner = INVALID_OWNER;
01678   Owner tram_owner = INVALID_OWNER;
01679 
01680   switch (GetRoadTileType(tile)) {
01681     case ROAD_TILE_CROSSING: {
01682       td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING;
01683       RoadTypes rts = GetRoadTypes(tile);
01684       rail_owner = GetTileOwner(tile);
01685       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01686       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01687 
01688       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
01689       td->rail_speed = rti->max_speed;
01690 
01691       break;
01692     }
01693 
01694     case ROAD_TILE_DEPOT:
01695       td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT;
01696       road_owner = GetTileOwner(tile); // Tile has only one owner, roadtype does not matter
01697       td->build_date = Depot::GetByTile(tile)->build_date;
01698       break;
01699 
01700     default: {
01701       RoadTypes rts = GetRoadTypes(tile);
01702       if (HasTrafficLights(tile)) {
01703         td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_TRAFFIC_LIGHTS;
01704       } else {
01705         td->str = (HasBit(rts, ROADTYPE_ROAD) ? _road_tile_strings[GetRoadside(tile)] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY);
01706       }
01707       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01708       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01709       break;
01710     }
01711   }
01712 
01713   /* Now we have to discover, if the tile has only one owner or many:
01714    *   - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available)
01715    *   - Compare the found owner with the other owners, and test if they differ.
01716    * Note: If road exists it will be the first_owner.
01717    */
01718   Owner first_owner = (road_owner == INVALID_OWNER ? tram_owner : road_owner);
01719   bool mixed_owners = (tram_owner != INVALID_OWNER && tram_owner != first_owner) || (rail_owner != INVALID_OWNER && rail_owner != first_owner);
01720 
01721   if (mixed_owners) {
01722     /* Multiple owners */
01723     td->owner_type[0] = (rail_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_RAIL_OWNER);
01724     td->owner[0] = rail_owner;
01725     td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER);
01726     td->owner[1] = road_owner;
01727     td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_TRAM_OWNER);
01728     td->owner[2] = tram_owner;
01729   } else {
01730     /* One to rule them all */
01731     td->owner[0] = first_owner;
01732   }
01733 }
01734 
01739 static const byte _roadveh_enter_depot_dir[4] = {
01740   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01741 };
01742 
01743 static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y)
01744 {
01745   switch (GetRoadTileType(tile)) {
01746     case ROAD_TILE_DEPOT: {
01747       if (v->type != VEH_ROAD) break;
01748 
01749       RoadVehicle *rv = RoadVehicle::From(v);
01750       if (rv->frame == RVC_DEPOT_STOP_FRAME &&
01751           _roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
01752         rv->state = RVSB_IN_DEPOT;
01753         rv->vehstatus |= VS_HIDDEN;
01754         rv->direction = ReverseDir(rv->direction);
01755         if (rv->Next() == NULL) VehicleEnterDepot(rv->First());
01756         rv->tile = tile;
01757 
01758         InvalidateWindowData(WC_VEHICLE_DEPOT, rv->tile);
01759         return VETSB_ENTERED_WORMHOLE;
01760       }
01761       break;
01762     }
01763 
01764     default: break;
01765   }
01766   return VETSB_CONTINUE;
01767 }
01768 
01769 
01770 static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner)
01771 {
01772   if (IsRoadDepot(tile)) {
01773     if (GetTileOwner(tile) == old_owner) {
01774       if (new_owner == INVALID_OWNER) {
01775         DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
01776       } else {
01777         /* A road depot has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
01778         RoadType rt = (RoadType)FIND_FIRST_BIT(GetRoadTypes(tile));
01779         Company::Get(old_owner)->road_infrastructure[rt] -= 2;
01780         Company::Get(new_owner)->road_infrastructure[rt] += 2;
01781 
01782         SetTileOwner(tile, new_owner);
01783       }
01784     }
01785     return;
01786   }
01787 
01788   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01789     /* Update all roadtypes, no matter if they are present */
01790     if (GetRoadOwner(tile, rt) == old_owner) {
01791       if (HasTileRoadType(tile, rt)) {
01792         /* A level crossing has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */
01793         uint num_bits = IsLevelCrossing(tile) ? 2 : CountBits(GetRoadBits(tile, rt));
01794         Company::Get(old_owner)->road_infrastructure[rt] -= num_bits;
01795         if (new_owner != INVALID_OWNER) Company::Get(new_owner)->road_infrastructure[rt] += num_bits;
01796       }
01797 
01798       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01799     }
01800   }
01801 
01802   if (IsLevelCrossing(tile)) {
01803     if (GetTileOwner(tile) == old_owner) {
01804       if (new_owner == INVALID_OWNER) {
01805         DoCommand(tile, 0, GetCrossingRailTrack(tile), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
01806       } else {
01807         /* Update infrastructure counts. No need to dirty windows here, we'll redraw the whole screen anyway. */
01808         Company::Get(old_owner)->rail_infrastructure[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR;
01809         Company::Get(new_owner)->rail_infrastructure[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR;
01810 
01811         SetTileOwner(tile, new_owner);
01812       }
01813     }
01814   }
01815 }
01816 
01817 static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01818 {
01819   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
01820     switch (GetRoadTileType(tile)) {
01821       case ROAD_TILE_CROSSING:
01822         if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01823         break;
01824 
01825       case ROAD_TILE_DEPOT:
01826         if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01827         break;
01828 
01829       case ROAD_TILE_NORMAL: {
01830         RoadBits bits = GetAllRoadBits(tile);
01831         RoadBits bits_copy = bits;
01832         /* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */
01833         if (CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE, ROAD_NONE).Succeeded()) {
01834           /* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
01835           if (bits == bits_copy) {
01836             uint z_old;
01837             Slope tileh_old = GetTileSlope(tile, &z_old);
01838 
01839             /* Get the slope on top of the foundation */
01840             z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), &tileh_old);
01841             z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), &tileh_new);
01842 
01843             /* The surface slope must not be changed */
01844             if ((z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01845           }
01846         }
01847         break;
01848       }
01849 
01850       default: NOT_REACHED();
01851     }
01852   }
01853 
01854   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01855 }
01856 
01858 extern const TileTypeProcs _tile_type_road_procs = {
01859   DrawTile_Road,           // draw_tile_proc
01860   GetSlopeZ_Road,          // get_slope_z_proc
01861   ClearTile_Road,          // clear_tile_proc
01862   NULL,                    // add_accepted_cargo_proc
01863   GetTileDesc_Road,        // get_tile_desc_proc
01864   GetTileTrackStatus_Road, // get_tile_track_status_proc
01865   ClickTile_Road,          // click_tile_proc
01866   AnimateTile_Road,        // animate_tile_proc
01867   TileLoop_Road,           // tile_loop_clear
01868   ChangeTileOwner_Road,    // change_tile_owner_clear
01869   NULL,                    // add_produced_cargo_proc
01870   VehicleEnter_Road,       // vehicle_enter_tile_proc
01871   GetFoundation_Road,      // get_foundation_proc
01872   TerraformTile_Road,      // terraform_tile_proc
01873 };