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 
00040 #include "table/strings.h"
00041 
00046 bool RoadVehiclesAreBuilt()
00047 {
00048   const RoadVehicle *rv;
00049   FOR_ALL_ROADVEHICLES(rv) return true;
00050 
00051   return false;
00052 }
00053 
00055 static const RoadBits _invalid_tileh_slopes_road[2][15] = {
00056   /* The inverse of the mixable RoadBits on a leveled slope */
00057   {
00058     ROAD_NONE,         // SLOPE_FLAT
00059     ROAD_NE | ROAD_SE, // SLOPE_W
00060     ROAD_NE | ROAD_NW, // SLOPE_S
00061 
00062     ROAD_NE,           // SLOPE_SW
00063     ROAD_NW | ROAD_SW, // SLOPE_E
00064     ROAD_NONE,         // SLOPE_EW
00065 
00066     ROAD_NW,           // SLOPE_SE
00067     ROAD_NONE,         // SLOPE_WSE
00068     ROAD_SE | ROAD_SW, // SLOPE_N
00069 
00070     ROAD_SE,           // SLOPE_NW
00071     ROAD_NONE,         // SLOPE_NS
00072     ROAD_NONE,         // SLOPE_ENW
00073 
00074     ROAD_SW,           // SLOPE_NE
00075     ROAD_NONE,         // SLOPE_SEN
00076     ROAD_NONE          // SLOPE_NWS
00077   },
00078   /* The inverse of the allowed straight roads on a slope
00079    * (with and without a foundation). */
00080   {
00081     ROAD_NONE, // SLOPE_FLAT
00082     ROAD_NONE, // SLOPE_W    Foundation
00083     ROAD_NONE, // SLOPE_S    Foundation
00084 
00085     ROAD_Y,    // SLOPE_SW
00086     ROAD_NONE, // SLOPE_E    Foundation
00087     ROAD_ALL,  // SLOPE_EW
00088 
00089     ROAD_X,    // SLOPE_SE
00090     ROAD_ALL,  // SLOPE_WSE
00091     ROAD_NONE, // SLOPE_N    Foundation
00092 
00093     ROAD_X,    // SLOPE_NW
00094     ROAD_ALL,  // SLOPE_NS
00095     ROAD_ALL,  // SLOPE_ENW
00096 
00097     ROAD_Y,    // SLOPE_NE
00098     ROAD_ALL,  // SLOPE_SEN
00099     ROAD_ALL   // SLOPE_NW
00100   }
00101 };
00102 
00103 static Foundation GetRoadFoundation(Slope tileh, RoadBits bits);
00104 
00115 CommandCost CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadType rt, DoCommandFlag flags, bool town_check)
00116 {
00117   if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return CommandCost();
00118 
00119   /* Water can always flood and towns can always remove "normal" road pieces.
00120    * Towns are not be allowed to remove non "normal" road pieces, like tram
00121    * tracks as that would result in trams that cannot turn. */
00122   if (_current_company == OWNER_WATER ||
00123       (rt == ROADTYPE_ROAD && !Company::IsValidID(_current_company))) return CommandCost();
00124 
00125   /* Only do the special processing if the road is owned
00126    * by a town */
00127   if (owner != OWNER_TOWN) {
00128     if (owner == OWNER_NONE) return CommandCost();
00129     CommandCost ret = CheckOwnership(owner);
00130     return ret;
00131   }
00132 
00133   if (!town_check) return CommandCost();
00134 
00135   if (_cheats.magic_bulldozer.value) return CommandCost();
00136 
00137   Town *t = ClosestTownFromTile(tile, UINT_MAX);
00138   if (t == NULL) return CommandCost();
00139 
00140   /* check if you're allowed to remove the street owned by a town
00141    * removal allowance depends on difficulty setting */
00142   CommandCost ret = CheckforTownRating(flags, t, ROAD_REMOVE);
00143   if (ret.Failed()) return ret;
00144 
00145   /* Get a bitmask of which neighbouring roads has a tile */
00146   RoadBits n = ROAD_NONE;
00147   RoadBits present = GetAnyRoadBits(tile, rt);
00148   if ((present & ROAD_NE) && (GetAnyRoadBits(TILE_ADDXY(tile, -1,  0), rt) & ROAD_SW)) n |= ROAD_NE;
00149   if ((present & ROAD_SE) && (GetAnyRoadBits(TILE_ADDXY(tile,  0,  1), rt) & ROAD_NW)) n |= ROAD_SE;
00150   if ((present & ROAD_SW) && (GetAnyRoadBits(TILE_ADDXY(tile,  1,  0), rt) & ROAD_NE)) n |= ROAD_SW;
00151   if ((present & ROAD_NW) && (GetAnyRoadBits(TILE_ADDXY(tile,  0, -1), rt) & ROAD_SE)) n |= ROAD_NW;
00152 
00153   int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE;
00154   /* If 0 or 1 bits are set in n, or if no bits that match the bits to remove,
00155    * then allow it */
00156   if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) {
00157     /* you can remove all kind of roads with extra dynamite */
00158     if (!_settings_game.construction.extra_dynamite) {
00159       SetDParam(0, t->index);
00160       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00161     }
00162     rating_decrease = RATING_ROAD_DOWN_STEP_INNER;
00163   }
00164   ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags);
00165 
00166   return CommandCost();
00167 }
00168 
00169 
00180 static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits pieces, RoadType rt, bool crossing_check, bool trafficlights_check, bool town_check = true)
00181 {
00182   RoadTypes rts = GetRoadTypes(tile);
00183   /* The tile doesn't have the given road type */
00184   if (!HasBit(rts, rt)) return_cmd_error(rt == ROADTYPE_TRAM ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
00185 
00186   switch (GetTileType(tile)) {
00187     case MP_ROAD: {
00188       CommandCost ret = EnsureNoVehicleOnGround(tile);
00189       if (ret.Failed()) return ret;
00190       break;
00191     }
00192 
00193     case MP_STATION: {
00194       if (!IsDriveThroughStopTile(tile)) return CMD_ERROR;
00195 
00196       CommandCost ret = EnsureNoVehicleOnGround(tile);
00197       if (ret.Failed()) return ret;
00198       break;
00199     }
00200 
00201     case MP_TUNNELBRIDGE: {
00202       if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR;
00203       CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
00204       if (ret.Failed()) return ret;
00205       break;
00206     }
00207 
00208     default:
00209       return CMD_ERROR;
00210   }
00211 
00212   CommandCost ret = CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rt), rt, flags, town_check);
00213   if (ret.Failed()) return ret;
00214 
00215   if (!IsTileType(tile, MP_ROAD)) {
00216     /* If it's the last roadtype, just clear the whole tile */
00217     if (rts == RoadTypeToRoadTypes(rt)) return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00218 
00219     CommandCost cost(EXPENSES_CONSTRUCTION);
00220     if (IsTileType(tile, MP_TUNNELBRIDGE)) {
00221       TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
00222       /* Pay for *every* tile of the bridge or tunnel */
00223       cost.AddCost((GetTunnelBridgeLength(other_end, tile) + 2) * _price[PR_CLEAR_ROAD]);
00224       if (flags & DC_EXEC) {
00225         SetRoadTypes(other_end, GetRoadTypes(other_end) & ~RoadTypeToRoadTypes(rt));
00226         SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
00227 
00228         /* If the owner of the bridge sells all its road, also move the ownership
00229          * to the owner of the other roadtype. */
00230         RoadType other_rt = (rt == ROADTYPE_ROAD) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
00231         Owner other_owner = GetRoadOwner(tile, other_rt);
00232         if (other_owner != GetTileOwner(tile)) {
00233           SetTileOwner(tile, other_owner);
00234           SetTileOwner(other_end, other_owner);
00235         }
00236 
00237         /* Mark tiles dirty that have been repaved */
00238         MarkTileDirtyByTile(tile);
00239         MarkTileDirtyByTile(other_end);
00240         if (IsBridge(tile)) {
00241           TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
00242 
00243           for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
00244         }
00245       }
00246     } else {
00247       assert(IsDriveThroughStopTile(tile));
00248       cost.AddCost(_price[PR_CLEAR_ROAD] * 2);
00249       if (flags & DC_EXEC) {
00250         SetRoadTypes(tile, GetRoadTypes(tile) & ~RoadTypeToRoadTypes(rt));
00251         MarkTileDirtyByTile(tile);
00252       }
00253     }
00254     return cost;
00255   }
00256 
00257   switch (GetRoadTileType(tile)) {
00258     case ROAD_TILE_NORMAL: {
00259       const Slope tileh = GetTileSlope(tile, NULL);
00260       RoadBits present = GetRoadBits(tile, rt);
00261       const RoadBits other = GetOtherRoadBits(tile, rt);
00262       const Foundation f = GetRoadFoundation(tileh, present);
00263 
00264       if (HasRoadWorks(tile) && _current_company != OWNER_WATER) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
00265 
00266       /* Autocomplete to a straight road
00267        * @li on steep slopes
00268        * @li if the bits of the other roadtypes result in another foundation
00269        * @li if build on slopes is disabled */
00270       if (IsSteepSlope(tileh) || (IsStraightRoad(other) &&
00271           (other & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) != ROAD_NONE) ||
00272           (tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) {
00273         pieces |= MirrorRoadBits(pieces);
00274       }
00275 
00276       /* limit the bits to delete to the existing bits. */
00277       pieces &= present;
00278       if (pieces == ROAD_NONE) return_cmd_error(rt == ROADTYPE_TRAM ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD);
00279 
00280       /* Now set present what it will be after the remove */
00281       present ^= pieces;
00282 
00283       /* Check if traffic lights are present and if removing them would cause the tile to have less than three roadbits (of any kind!). */
00284       if (trafficlights_check && HasTrafficLights(tile) && (CountBits(present | GetOtherRoadBits(tile, rt)) < 3)) {
00285         return_cmd_error(STR_ERROR_MUST_REMOVE_TRAFFIC_LIGHTS_FIRST);
00286       }
00287 
00288       /* Check for invalid RoadBit combinations on slopes */
00289       if (tileh != SLOPE_FLAT && present != ROAD_NONE &&
00290           (present & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) == present) {
00291         return CMD_ERROR;
00292       }
00293 
00294       if (flags & DC_EXEC) {
00295         if (HasRoadWorks(tile)) {
00296           /* flooding tile with road works, don't forget to remove the effect vehicle too */
00297           assert(_current_company == OWNER_WATER);
00298           EffectVehicle *v;
00299           FOR_ALL_EFFECTVEHICLES(v) {
00300             if (TileVirtXY(v->x_pos, v->y_pos) == tile) {
00301               delete v;
00302             }
00303           }
00304         }
00305         if (present == ROAD_NONE) {
00306           RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
00307           if (rts == ROADTYPES_NONE) {
00308             /* Includes MarkTileDirtyByTile() */
00309             DoClearSquare(tile);
00310           } else {
00311             if (rt == ROADTYPE_ROAD && IsRoadOwner(tile, ROADTYPE_ROAD, OWNER_TOWN)) {
00312               /* Update nearest-town index */
00313               const Town *town = CalcClosestTownFromTile(tile);
00314               SetTownIndex(tile, town == NULL ? (TownID)INVALID_TOWN : town->index);
00315             }
00316             SetRoadBits(tile, ROAD_NONE, rt);
00317             SetRoadTypes(tile, rts);
00318             MarkTileDirtyByTile(tile);
00319           }
00320         } else {
00321           /* When bits are removed, you *always* end up with something that
00322            * is not a complete straight road tile. However, trams do not have
00323            * onewayness, so they cannot remove it either. */
00324           if (rt != ROADTYPE_TRAM) SetDisallowedRoadDirections(tile, DRD_NONE);
00325           SetRoadBits(tile, present, rt);
00326           MarkTileDirtyByTile(tile);
00327         }
00328       }
00329 
00330       CommandCost cost(EXPENSES_CONSTRUCTION, CountBits(pieces) * _price[PR_CLEAR_ROAD]);
00331       /* If we build a foundation we have to pay for it. */
00332       if (f == FOUNDATION_NONE && GetRoadFoundation(tileh, present) != FOUNDATION_NONE) cost.AddCost(_price[PR_BUILD_FOUNDATION]);
00333 
00334       return cost;
00335     }
00336 
00337     case ROAD_TILE_CROSSING: {
00338       if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) {
00339         return CMD_ERROR;
00340       }
00341 
00342       /* Don't allow road to be removed from the crossing when there is tram;
00343        * we can't draw the crossing without roadbits ;) */
00344       if (rt == ROADTYPE_ROAD && HasTileRoadType(tile, ROADTYPE_TRAM) && (flags & DC_EXEC || crossing_check)) return CMD_ERROR;
00345 
00346       if (flags & DC_EXEC) {
00347         Track railtrack = GetCrossingRailTrack(tile);
00348         RoadTypes rts = GetRoadTypes(tile) & ComplementRoadTypes(RoadTypeToRoadTypes(rt));
00349         if (rts == ROADTYPES_NONE) {
00350           TrackBits tracks = GetCrossingRailBits(tile);
00351           bool reserved = HasCrossingReservation(tile);
00352           MakeRailNormal(tile, GetTileOwner(tile), tracks, GetRailType(tile));
00353           if (reserved) SetTrackReservation(tile, tracks);
00354         } else {
00355           SetRoadTypes(tile, rts);
00356           /* If we ever get HWAY and it is possible without road then we will need to promote ownership and invalidate town index here, too */
00357         }
00358         MarkTileDirtyByTile(tile);
00359         YapfNotifyTrackLayoutChange(tile, railtrack);
00360       }
00361       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_ROAD] * 2);
00362     }
00363 
00364     default:
00365     case ROAD_TILE_DEPOT:
00366       return CMD_ERROR;
00367   }
00368 }
00369 
00370 
00382 static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existing, RoadBits other)
00383 {
00384   /* Remove already build pieces */
00385   CLRBITS(*pieces, existing);
00386 
00387   /* If we can't build anything stop here */
00388   if (*pieces == ROAD_NONE) return CMD_ERROR;
00389 
00390   /* All RoadBit combos are valid on flat land */
00391   if (tileh == SLOPE_FLAT) return CommandCost();
00392 
00393   /* Proceed steep Slopes first to reduce lookup table size */
00394   if (IsSteepSlope(tileh)) {
00395     /* Force straight roads. */
00396     *pieces |= MirrorRoadBits(*pieces);
00397 
00398     /* Use existing as all existing since only straight
00399      * roads are allowed here. */
00400     existing |= other;
00401 
00402     if ((existing == ROAD_NONE || existing == *pieces) && IsStraightRoad(*pieces)) {
00403       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00404     }
00405     return CMD_ERROR;
00406   }
00407 
00408   /* Save the merge of all bits of the current type */
00409   RoadBits type_bits = existing | *pieces;
00410 
00411   /* Roads on slopes */
00412   if (_settings_game.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) {
00413 
00414     /* If we add leveling we've got to pay for it */
00415     if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00416 
00417     return CommandCost();
00418   }
00419 
00420   /* Autocomplete uphill roads */
00421   *pieces |= MirrorRoadBits(*pieces);
00422   type_bits = existing | *pieces;
00423 
00424   /* Uphill roads */
00425   if (IsStraightRoad(type_bits) && (other == type_bits || other == ROAD_NONE) &&
00426       (_invalid_tileh_slopes_road[1][tileh] & (other | type_bits)) == ROAD_NONE) {
00427 
00428     /* Slopes with foundation ? */
00429     if (IsSlopeWithOneCornerRaised(tileh)) {
00430 
00431       /* Prevent build on slopes if it isn't allowed */
00432       if (_settings_game.construction.build_on_slopes) {
00433 
00434         /* If we add foundation we've got to pay for it */
00435         if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00436 
00437         return CommandCost();
00438       }
00439     } else {
00440       if (HasExactlyOneBit(existing) && GetRoadFoundation(tileh, existing) == FOUNDATION_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00441       return CommandCost();
00442     }
00443   }
00444   return CMD_ERROR;
00445 }
00446 
00458 CommandCost CmdBuildRoad(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00459 {
00460   CommandCost cost(EXPENSES_CONSTRUCTION);
00461 
00462   RoadBits existing = ROAD_NONE;
00463   RoadBits other_bits = ROAD_NONE;
00464 
00465   /* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero
00466    * if a non-company is building the road */
00467   if ((Company::IsValidID(_current_company) && p2 != 0) || (_current_company == OWNER_TOWN && !Town::IsValidID(p2))) return CMD_ERROR;
00468   if (_current_company != OWNER_TOWN) {
00469     const Town *town = CalcClosestTownFromTile(tile);
00470     p2 = (town != NULL) ? town->index : (TownID)INVALID_TOWN;
00471   }
00472 
00473   RoadBits pieces = Extract<RoadBits, 0, 4>(p1);
00474 
00475   /* do not allow building 'zero' road bits, code wouldn't handle it */
00476   if (pieces == ROAD_NONE) return CMD_ERROR;
00477 
00478   RoadType rt = Extract<RoadType, 4, 2>(p1);
00479   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00480 
00481   DisallowedRoadDirections toggle_drd = Extract<DisallowedRoadDirections, 6, 2>(p1);
00482 
00483   Slope tileh = GetTileSlope(tile, NULL);
00484 
00485   bool need_to_clear = false;
00486   switch (GetTileType(tile)) {
00487     case MP_ROAD:
00488       switch (GetRoadTileType(tile)) {
00489         case ROAD_TILE_NORMAL: {
00490           if (HasRoadWorks(tile)) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS);
00491 
00492           other_bits = GetOtherRoadBits(tile, rt);
00493           if (!HasTileRoadType(tile, rt)) break;
00494 
00495           existing = GetRoadBits(tile, rt);
00496           bool crossing = !IsStraightRoad(existing | pieces);
00497           if (rt != ROADTYPE_TRAM && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) {
00498             /* Junctions cannot be one-way */
00499             return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
00500           }
00501           if ((existing & pieces) == pieces) {
00502             /* We only want to set the (dis)allowed road directions */
00503             if (toggle_drd != DRD_NONE && rt != ROADTYPE_TRAM) {
00504               if (crossing) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION);
00505 
00506               Owner owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00507               if (owner != OWNER_NONE) {
00508                 CommandCost ret = CheckOwnership(owner, tile);
00509                 if (ret.Failed()) return ret;
00510               }
00511 
00512               DisallowedRoadDirections dis_existing = GetDisallowedRoadDirections(tile);
00513               DisallowedRoadDirections dis_new      = dis_existing ^ toggle_drd;
00514 
00515               /* We allow removing disallowed directions to break up
00516                * deadlocks, but adding them can break articulated
00517                * vehicles. As such, only when less is disallowed,
00518                * i.e. bits are removed, we skip the vehicle check. */
00519               if (CountBits(dis_existing) <= CountBits(dis_new)) {
00520                 CommandCost ret = EnsureNoVehicleOnGround(tile);
00521                 if (ret.Failed()) return ret;
00522               }
00523 
00524               /* Ignore half built tiles */
00525               if ((flags & DC_EXEC) && rt != ROADTYPE_TRAM && IsStraightRoad(existing)) {
00526                 SetDisallowedRoadDirections(tile, dis_new);
00527                 MarkTileDirtyByTile(tile);
00528               }
00529               return CommandCost();
00530             }
00531             return_cmd_error(STR_ERROR_ALREADY_BUILT);
00532           }
00533           break;
00534         }
00535 
00536         case ROAD_TILE_CROSSING:
00537           other_bits = GetCrossingRoadBits(tile);
00538           if (pieces & ComplementRoadBits(other_bits)) goto do_clear;
00539           pieces = other_bits; // we need to pay for both roadbits
00540 
00541           if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00542           break;
00543 
00544         case ROAD_TILE_DEPOT:
00545           if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00546           goto do_clear;
00547 
00548         default: NOT_REACHED();
00549       }
00550       break;
00551 
00552     case MP_RAILWAY: {
00553       if (IsSteepSlope(tileh)) {
00554         return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00555       }
00556 
00557       /* Level crossings may only be built on these slopes */
00558       if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) {
00559         return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00560       }
00561 
00562       if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear;
00563 
00564       if (RailNoLevelCrossings(GetRailType(tile))) {
00565         return_cmd_error(STR_ERROR_CROSSING_DISALLOWED);
00566       }
00567 
00568       Axis roaddir;
00569       switch (GetTrackBits(tile)) {
00570         case TRACK_BIT_X:
00571           if (pieces & ROAD_X) goto do_clear;
00572           roaddir = AXIS_Y;
00573           break;
00574 
00575         case TRACK_BIT_Y:
00576           if (pieces & ROAD_Y) goto do_clear;
00577           roaddir = AXIS_X;
00578           break;
00579 
00580         default: goto do_clear;
00581       }
00582 
00583       CommandCost ret = EnsureNoVehicleOnGround(tile);
00584       if (ret.Failed()) return ret;
00585 
00586       if (flags & DC_EXEC) {
00587         Track railtrack = AxisToTrack(OtherAxis(roaddir));
00588         YapfNotifyTrackLayoutChange(tile, railtrack);
00589         /* Always add road to the roadtypes (can't draw without it) */
00590         bool reserved = HasBit(GetRailReservationTrackBits(tile), railtrack);
00591         MakeRoadCrossing(tile, _current_company, _current_company, GetTileOwner(tile), roaddir, GetRailType(tile), RoadTypeToRoadTypes(rt) | ROADTYPES_ROAD, p2);
00592         SetCrossingReservation(tile, reserved);
00593         UpdateLevelCrossing(tile, false);
00594         MarkTileDirtyByTile(tile);
00595       }
00596       return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_ROAD] * (rt == ROADTYPE_ROAD ? 2 : 4));
00597     }
00598 
00599     case MP_STATION: {
00600       if ((GetAnyRoadBits(tile, rt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00601       if (!IsDriveThroughStopTile(tile)) goto do_clear;
00602 
00603       RoadBits curbits = AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile)));
00604       if (pieces & ~curbits) goto do_clear;
00605       pieces = curbits; // we need to pay for both roadbits
00606 
00607       if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00608       break;
00609     }
00610 
00611     case MP_TUNNELBRIDGE: {
00612       if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) goto do_clear;
00613       if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear;
00614       if (HasTileRoadType(tile, rt)) return_cmd_error(STR_ERROR_ALREADY_BUILT);
00615       /* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */
00616       CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile));
00617       if (ret.Failed()) return ret;
00618       break;
00619     }
00620 
00621     default: {
00622 do_clear:;
00623       need_to_clear = true;
00624       break;
00625     }
00626   }
00627 
00628   if (need_to_clear) {
00629     CommandCost ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00630     if (ret.Failed()) return ret;
00631     cost.AddCost(ret);
00632   }
00633 
00634   if (other_bits != pieces) {
00635     /* Check the foundation/slopes when adding road/tram bits */
00636     CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits);
00637     /* Return an error if we need to build a foundation (ret != 0) but the
00638      * current setting is turned off */
00639     if (ret.Failed() || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) {
00640       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00641     }
00642     cost.AddCost(ret);
00643   }
00644 
00645   if (!need_to_clear) {
00646     if (IsTileType(tile, MP_ROAD)) {
00647       /* Don't put the pieces that already exist */
00648       pieces &= ComplementRoadBits(existing);
00649 
00650       /* Check if new road bits will have the same foundation as other existing road types */
00651       if (IsNormalRoad(tile)) {
00652         Slope slope = GetTileSlope(tile, NULL);
00653         Foundation found_new = GetRoadFoundation(slope, pieces | existing);
00654 
00655         /* Test if all other roadtypes can be built at that foundation */
00656         for (RoadType rtest = ROADTYPE_ROAD; rtest < ROADTYPE_END; rtest++) {
00657           if (rtest != rt) { // check only other road types
00658             RoadBits bits = GetRoadBits(tile, rtest);
00659             /* do not check if there are not road bits of given type */
00660             if (bits != ROAD_NONE && GetRoadFoundation(slope, bits) != found_new) {
00661               return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00662             }
00663           }
00664         }
00665       }
00666     }
00667 
00668     CommandCost ret = EnsureNoVehicleOnGround(tile);
00669     if (ret.Failed()) return ret;
00670 
00671   }
00672   cost.AddCost(CountBits(pieces) * _price[PR_BUILD_ROAD]);
00673 
00674   if (!need_to_clear && IsTileType(tile, MP_TUNNELBRIDGE)) {
00675     /* Pay for *every* tile of the bridge or tunnel */
00676     cost.MultiplyCost(GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2);
00677   }
00678 
00679   if (flags & DC_EXEC) {
00680     switch (GetTileType(tile)) {
00681       case MP_ROAD: {
00682         RoadTileType rtt = GetRoadTileType(tile);
00683         if (existing == ROAD_NONE || rtt == ROAD_TILE_CROSSING) {
00684           SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00685           SetRoadOwner(tile, rt, _current_company);
00686           if (rt == ROADTYPE_ROAD) SetTownIndex(tile, p2);
00687         }
00688         if (rtt != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rt);
00689         break;
00690       }
00691 
00692       case MP_TUNNELBRIDGE: {
00693         TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
00694 
00695         SetRoadTypes(other_end, GetRoadTypes(other_end) | RoadTypeToRoadTypes(rt));
00696         SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00697         SetRoadOwner(other_end, rt, _current_company);
00698         SetRoadOwner(tile, rt, _current_company);
00699 
00700         /* Mark tiles dirty that have been repaved */
00701         MarkTileDirtyByTile(other_end);
00702         MarkTileDirtyByTile(tile);
00703         if (IsBridge(tile)) {
00704           TileIndexDiff delta = TileOffsByDiagDir(GetTunnelBridgeDirection(tile));
00705 
00706           for (TileIndex t = tile + delta; t != other_end; t += delta) MarkTileDirtyByTile(t);
00707         }
00708         break;
00709       }
00710 
00711       case MP_STATION:
00712         assert(IsDriveThroughStopTile(tile));
00713         SetRoadTypes(tile, GetRoadTypes(tile) | RoadTypeToRoadTypes(rt));
00714         SetRoadOwner(tile, rt, _current_company);
00715         break;
00716 
00717       default:
00718         MakeRoadNormal(tile, pieces, RoadTypeToRoadTypes(rt), p2, _current_company, _current_company);
00719         break;
00720     }
00721 
00722     if (rt != ROADTYPE_TRAM && IsNormalRoadTile(tile)) {
00723       existing |= pieces;
00724       SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ?
00725           GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE);
00726     }
00727 
00728     MarkTileDirtyByTile(tile);
00729   }
00730   return cost;
00731 }
00732 
00748 CommandCost CmdBuildLongRoad(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00749 {
00750   DisallowedRoadDirections drd = DRD_NORTHBOUND;
00751 
00752   if (p1 >= MapSize()) return CMD_ERROR;
00753 
00754   TileIndex end_tile = p1;
00755   RoadType rt = Extract<RoadType, 3, 2>(p2);
00756   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00757 
00758   Axis axis = Extract<Axis, 2, 1>(p2);
00759   /* Only drag in X or Y direction dictated by the direction variable */
00760   if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
00761   if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
00762 
00763   DiagDirection dir = AxisToDiagDir(axis);
00764 
00765   /* Swap direction, also the half-tile drag var (bit 0 and 1) */
00766   if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
00767     dir = ReverseDiagDir(dir);
00768     p2 ^= 3;
00769     drd = DRD_SOUTHBOUND;
00770   }
00771 
00772   /* On the X-axis, we have to swap the initial bits, so they
00773    * will be interpreted correctly in the GTTS. Furthermore
00774    * when you just 'click' on one tile to build them. */
00775   if ((axis == AXIS_Y) == (start_tile == end_tile && HasBit(p2, 0) == HasBit(p2, 1))) drd ^= DRD_BOTH;
00776   /* No disallowed direction bits have to be toggled */
00777   if (!HasBit(p2, 5)) drd = DRD_NONE;
00778 
00779   CommandCost cost(EXPENSES_CONSTRUCTION);
00780   CommandCost last_error = CMD_ERROR;
00781   TileIndex tile = start_tile;
00782   bool had_bridge = false;
00783   bool had_tunnel = false;
00784   bool had_success = false;
00785   /* Start tile is the first tile clicked by the user. */
00786   for (;;) {
00787     RoadBits bits = AxisToRoadBits(axis);
00788 
00789     /* Road parts only have to be built at the start tile or at the end tile. */
00790     if (tile == end_tile && !HasBit(p2, 1)) bits &= DiagDirToRoadBits(ReverseDiagDir(dir));
00791     if (tile == start_tile && HasBit(p2, 0)) bits &= DiagDirToRoadBits(dir);
00792 
00793     CommandCost ret = DoCommand(tile, drd << 6 | rt << 4 | bits, 0, flags, CMD_BUILD_ROAD);
00794     if (ret.Failed()) {
00795       last_error = ret;
00796       if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) {
00797         if (HasBit(p2, 6)) return last_error;
00798         break;
00799       }
00800     } else {
00801       had_success = true;
00802       /* Only pay for the upgrade on one side of the bridges and tunnels */
00803       if (IsTileType(tile, MP_TUNNELBRIDGE)) {
00804         if (IsBridge(tile)) {
00805           if (!had_bridge || GetTunnelBridgeDirection(tile) == dir) {
00806             cost.AddCost(ret);
00807           }
00808           had_bridge = true;
00809         } else { // IsTunnel(tile)
00810           if (!had_tunnel || GetTunnelBridgeDirection(tile) == dir) {
00811             cost.AddCost(ret);
00812           }
00813           had_tunnel = true;
00814         }
00815       } else {
00816         cost.AddCost(ret);
00817       }
00818     }
00819 
00820     if (tile == end_tile) break;
00821 
00822     tile += TileOffsByDiagDir(dir);
00823   }
00824 
00825   return had_success ? cost : last_error;
00826 }
00827 
00841 CommandCost CmdRemoveLongRoad(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00842 {
00843   CommandCost cost(EXPENSES_CONSTRUCTION);
00844 
00845   if (p1 >= MapSize()) return CMD_ERROR;
00846 
00847   TileIndex end_tile = p1;
00848   RoadType rt = Extract<RoadType, 3, 2>(p2);
00849   if (!IsValidRoadType(rt)) return CMD_ERROR;
00850 
00851   Axis axis = Extract<Axis, 2, 1>(p2);
00852   /* Only drag in X or Y direction dictated by the direction variable */
00853   if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis
00854   if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis
00855 
00856   /* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */
00857   if (start_tile > end_tile || (start_tile == end_tile && HasBit(p2, 0))) {
00858     TileIndex t = start_tile;
00859     start_tile = end_tile;
00860     end_tile = t;
00861     p2 ^= IsInsideMM(p2 & 3, 1, 3) ? 3 : 0;
00862   }
00863 
00864   Money money = GetAvailableMoneyForCommand();
00865   TileIndex tile = start_tile;
00866   CommandCost last_error = CMD_ERROR;
00867   bool had_success = false;
00868   /* Start tile is the small number. */
00869   for (;;) {
00870     RoadBits bits = AxisToRoadBits(axis);
00871 
00872     if (tile == end_tile && !HasBit(p2, 1)) bits &= ROAD_NW | ROAD_NE;
00873     if (tile == start_tile && HasBit(p2, 0)) bits &= ROAD_SE | ROAD_SW;
00874 
00875     /* try to remove the halves. */
00876     if (bits != 0) {
00877       CommandCost ret = RemoveRoad(tile, flags & ~DC_EXEC, bits, rt, true, true);
00878       if (ret.Succeeded()) {
00879         if (flags & DC_EXEC) {
00880           money -= ret.GetCost();
00881           if (money < 0) {
00882             _additional_cash_required = DoCommand(start_tile, end_tile, p2, flags & ~DC_EXEC, CMD_REMOVE_LONG_ROAD).GetCost();
00883             return cost;
00884           }
00885           RemoveRoad(tile, flags, bits, rt, true, true, false);
00886         }
00887         cost.AddCost(ret);
00888         had_success = true;
00889       } else {
00890         /* Ownership errors are more important. */
00891         if (last_error.GetErrorMessage() != STR_ERROR_OWNED_BY) last_error = ret;
00892       }
00893     }
00894 
00895     if (tile == end_tile) break;
00896 
00897     tile += (axis == AXIS_Y) ? TileDiffXY(0, 1) : TileDiffXY(1, 0);
00898   }
00899 
00900   return had_success ? cost : last_error;
00901 }
00902 
00916 CommandCost CmdBuildRoadDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00917 {
00918   DiagDirection dir = Extract<DiagDirection, 0, 2>(p1);
00919   RoadType rt = Extract<RoadType, 2, 2>(p1);
00920 
00921   if (!IsValidRoadType(rt) || !ValParamRoadType(rt)) return CMD_ERROR;
00922 
00923   Slope tileh = GetTileSlope(tile, NULL);
00924   if (tileh != SLOPE_FLAT && (
00925         !_settings_game.construction.build_on_slopes ||
00926         IsSteepSlope(tileh) ||
00927         !CanBuildDepotByTileh(dir, tileh)
00928       )) {
00929     return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED);
00930   }
00931 
00932   CommandCost cost = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00933   if (cost.Failed()) return cost;
00934 
00935   if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00936 
00937   if (!Depot::CanAllocateItem()) return CMD_ERROR;
00938 
00939   if (flags & DC_EXEC) {
00940     Depot *dep = new Depot(tile);
00941     dep->build_date = _date;
00942 
00943     MakeRoadDepot(tile, _current_company, dep->index, dir, rt);
00944     MarkTileDirtyByTile(tile);
00945     MakeDefaultName(dep);
00946   }
00947   cost.AddCost(_price[PR_BUILD_DEPOT_ROAD]);
00948   return cost;
00949 }
00950 
00951 static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlag flags)
00952 {
00953   if (_current_company != OWNER_WATER) {
00954     CommandCost ret = CheckTileOwnership(tile);
00955     if (ret.Failed()) return ret;
00956   }
00957 
00958   CommandCost ret = EnsureNoVehicleOnGround(tile);
00959   if (ret.Failed()) return ret;
00960 
00961   if (flags & DC_EXEC) {
00962     delete Depot::GetByTile(tile);
00963     DoClearSquare(tile);
00964   }
00965 
00966   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_ROAD]);
00967 }
00968 
00969 static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlag flags)
00970 {
00971   switch (GetRoadTileType(tile)) {
00972     case ROAD_TILE_NORMAL: {
00973       RoadBits b = GetAllRoadBits(tile);
00974 
00975       /* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */
00976       if ((HasExactlyOneBit(b) && GetRoadBits(tile, ROADTYPE_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) {
00977         CommandCost ret(EXPENSES_CONSTRUCTION);
00978 
00979         /* Remove traffic light if necessary. */
00980         if (HasTrafficLights(tile)) {
00981           CommandCost tl_ret = CmdRemoveTrafficLights(tile, flags, 0, 0, 0);
00982           if (tl_ret.Failed()) return tl_ret;
00983           ret.AddCost(tl_ret);
00984         }
00985 
00986         /* Remove road bits. */
00987         RoadType rt;
00988         FOR_EACH_SET_ROADTYPE(rt, GetRoadTypes(tile)) {
00989           CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rt), rt, true, false);
00990           if (tmp_ret.Failed()) return tmp_ret;
00991           ret.AddCost(tmp_ret);
00992         }
00993         return ret;
00994       }
00995       return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
00996     }
00997 
00998     case ROAD_TILE_CROSSING: {
00999       RoadTypes rts = GetRoadTypes(tile);
01000       CommandCost ret(EXPENSES_CONSTRUCTION);
01001 
01002       if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST);
01003 
01004       /* Must iterate over the roadtypes in a reverse manner because
01005        * tram tracks must be removed before the road bits. */
01006       RoadType rt = ROADTYPE_TRAM;
01007       do {
01008         if (HasBit(rts, rt)) {
01009           CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rt, false, false);
01010           if (tmp_ret.Failed()) return tmp_ret;
01011           ret.AddCost(tmp_ret);
01012         }
01013       } while (rt-- != ROADTYPE_ROAD);
01014 
01015       if (flags & DC_EXEC) {
01016         DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01017       }
01018       return ret;
01019     }
01020 
01021     default:
01022     case ROAD_TILE_DEPOT:
01023       if (flags & DC_AUTO) {
01024         return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED);
01025       }
01026       return RemoveRoadDepot(tile, flags);
01027   }
01028 }
01029 
01030 
01031 struct DrawRoadTileStruct {
01032   uint16 image;
01033   byte subcoord_x;
01034   byte subcoord_y;
01035 };
01036 
01037 #include "table/road_land.h"
01038 
01046 static Foundation GetRoadFoundation(Slope tileh, RoadBits bits)
01047 {
01048   /* Flat land and land without a road doesn't require a foundation */
01049   if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE;
01050 
01051   if (!IsSteepSlope(tileh)) {
01052     /* Leveled RoadBits on a slope */
01053     if ((_invalid_tileh_slopes_road[0][tileh] & bits) == ROAD_NONE) return FOUNDATION_LEVELED;
01054 
01055     /* Straight roads without foundation on a slope */
01056     if (!IsSlopeWithOneCornerRaised(tileh) &&
01057         (_invalid_tileh_slopes_road[1][tileh] & bits) == ROAD_NONE)
01058       return FOUNDATION_NONE;
01059   }
01060 
01061   /* Roads on steep Slopes or on Slopes with one corner raised */
01062   return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y);
01063 }
01064 
01065 const byte _road_sloped_sprites[14] = {
01066   0,  0,  2,  0,
01067   0,  1,  0,  0,
01068   3,  0,  0,  0,
01069   0,  0
01070 };
01071 
01082 static bool AlwaysDrawUnpavedRoads(TileIndex tile, Roadside roadside)
01083 {
01084   return (IsOnSnow(tile) &&
01085       !(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
01086         roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
01087 }
01088 
01094 void DrawTramCatenary(const TileInfo *ti, RoadBits tram)
01095 {
01096   /* Do not draw catenary if it is invisible */
01097   if (IsInvisibilitySet(TO_CATENARY)) return;
01098 
01099   /* Don't draw the catenary under a low bridge */
01100   if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) {
01101     uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
01102 
01103     if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
01104   }
01105 
01106   SpriteID front;
01107   SpriteID back;
01108 
01109   if (ti->tileh != SLOPE_FLAT) {
01110     back  = SPR_TRAMWAY_BACK_WIRES_SLOPED  + _road_sloped_sprites[ti->tileh - 1];
01111     front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1];
01112   } else {
01113     back  = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[tram];
01114     front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[tram];
01115   }
01116 
01117   AddSortableSpriteToDraw(back,  PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
01118   AddSortableSpriteToDraw(front, PAL_NONE, ti->x, ti->y, 16, 16, TILE_HEIGHT + BB_HEIGHT_UNDER_BRIDGE, ti->z, IsTransparencySet(TO_CATENARY));
01119 }
01120 
01129 void DrawRoadDetail(SpriteID img, TileInfo *ti, int dx, int dy, int h)
01130 {
01131   int x = ti->x | dx;
01132   int y = ti->y | dy;
01133   int32 z = ti->z;
01134   if (ti->tileh != SLOPE_FLAT) z = GetSlopeZ(x, y);
01135   AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z);
01136 }
01137 
01142 static void DrawRoadBits(TileInfo *ti)
01143 {
01144   RoadBits road = GetRoadBits(ti->tile, ROADTYPE_ROAD);
01145   RoadBits tram = GetRoadBits(ti->tile, ROADTYPE_TRAM);
01146 
01147   SpriteID image = 0;
01148   PaletteID pal = PAL_NONE;
01149 
01150   if (ti->tileh != SLOPE_FLAT) {
01151     DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram));
01152 
01153     /* DrawFoundation() modifies ti.
01154      * Default sloped sprites.. */
01155     if (ti->tileh != SLOPE_FLAT) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
01156   }
01157 
01158   if (image == 0) image = _road_tile_sprites_1[road != ROAD_NONE ? road : tram];
01159 
01160   Roadside roadside = GetRoadside(ti->tile);
01161 
01162   if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01163     image += 19;
01164   } else {
01165     switch (roadside) {
01166       case ROADSIDE_BARREN:           pal = PALETTE_TO_BARE_LAND; break;
01167       case ROADSIDE_GRASS:            break;
01168       case ROADSIDE_GRASS_ROAD_WORKS: break;
01169       default:                        image -= 19; break; // Paved
01170     }
01171   }
01172 
01173   DrawGroundSprite(image, pal);
01174 
01175   /* For tram we overlay the road graphics with either tram tracks only
01176    * (when there is actual road beneath the trams) or with tram tracks
01177    * and some dirts which hides the road graphics */
01178   if (tram != ROAD_NONE) {
01179     if (ti->tileh != SLOPE_FLAT) {
01180       image = _road_sloped_sprites[ti->tileh - 1] + SPR_TRAMWAY_SLOPED_OFFSET;
01181     } else {
01182       image = _road_tile_sprites_1[tram] - SPR_ROAD_Y;
01183     }
01184     image += (road == ROAD_NONE) ? SPR_TRAMWAY_TRAM : SPR_TRAMWAY_OVERLAY;
01185     DrawGroundSprite(image, pal);
01186   }
01187 
01188   if (road != ROAD_NONE) {
01189     DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile);
01190     if (drd != DRD_NONE) {
01191       DrawGroundSpriteAt(SPR_ONEWAY_BASE + drd - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialZ(8, 8, ti->tileh));
01192     }
01193   }
01194 
01195   if (_settings_game.construction.traffic_lights && HasTrafficLights(ti->tile) && _cur_dpi->zoom <= ZOOM_LVL_DETAIL) DrawTrafficLights(ti);
01196 
01197   if (HasRoadWorks(ti->tile)) {
01198     /* Road works */
01199     DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE);
01200     return;
01201   }
01202 
01203   if (tram != ROAD_NONE) DrawTramCatenary(ti, tram);
01204 
01205   /* Return if full detail is disabled, or we are zoomed fully out. */
01206   if (!HasBit(_display_opt, DO_FULL_DETAIL) || _cur_dpi->zoom > ZOOM_LVL_DETAIL) return;
01207 
01208   /* Do not draw details (street lights, trees) under low bridge */
01209   if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && (roadside == ROADSIDE_TREES || roadside == ROADSIDE_STREET_LIGHTS)) {
01210     uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
01211     uint minz = GetTileMaxZ(ti->tile) + 2 * TILE_HEIGHT;
01212 
01213     if (roadside == ROADSIDE_TREES) minz += TILE_HEIGHT;
01214 
01215     if (height < minz) return;
01216   }
01217 
01218   /* If there are no road bits, return, as there is nothing left to do */
01219   if (HasAtMostOneBit(road)) return;
01220 
01221   /* Draw extra details. */
01222   for (const DrawRoadTileStruct *drts = _road_display_table[roadside][road | tram]; drts->image != 0; drts++) {
01223     DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10);
01224   }
01225 }
01226 
01228 static void DrawTile_Road(TileInfo *ti)
01229 {
01230   switch (GetRoadTileType(ti->tile)) {
01231     case ROAD_TILE_NORMAL:
01232       DrawRoadBits(ti);
01233       break;
01234 
01235     case ROAD_TILE_CROSSING: {
01236       if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
01237 
01238       PaletteID pal = PAL_NONE;
01239       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01240 
01241       if (rti->UsesOverlay()) {
01242         Axis axis = GetCrossingRailAxis(ti->tile);
01243         SpriteID road = SPR_ROAD_Y + axis;
01244 
01245         Roadside roadside = GetRoadside(ti->tile);
01246 
01247         if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01248           road += 19;
01249         } else {
01250           switch (roadside) {
01251             case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
01252             case ROADSIDE_GRASS:  break;
01253             default:              road -= 19; break; // Paved
01254           }
01255         }
01256 
01257         DrawGroundSprite(road, pal);
01258 
01259         SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis;
01260         /* Draw tracks, but draw PBS reserved tracks darker. */
01261         pal = (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile)) ? PALETTE_CRASH : PAL_NONE;
01262         DrawGroundSprite(rail, pal);
01263 
01264         DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE);
01265       } else {
01266         SpriteID image = rti->base_sprites.crossing;
01267 
01268         if (GetCrossingRoadAxis(ti->tile) == AXIS_X) image++;
01269         if (IsCrossingBarred(ti->tile)) image += 2;
01270 
01271         Roadside roadside = GetRoadside(ti->tile);
01272 
01273         if (AlwaysDrawUnpavedRoads(ti->tile, roadside)) {
01274           image += 8;
01275         } else {
01276           switch (roadside) {
01277             case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break;
01278             case ROADSIDE_GRASS:  break;
01279             default:              image += 4; break; // Paved
01280           }
01281         }
01282 
01283         DrawGroundSprite(image, pal);
01284 
01285         /* PBS debugging, draw reserved tracks darker */
01286         if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile)) {
01287           DrawGroundSprite(GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y, PALETTE_CRASH);
01288         }
01289       }
01290 
01291       if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
01292         DrawGroundSprite(SPR_TRAMWAY_OVERLAY + (GetCrossingRoadAxis(ti->tile) ^ 1), pal);
01293         DrawTramCatenary(ti, GetCrossingRoadBits(ti->tile));
01294       }
01295       if (HasCatenaryDrawn(GetRailType(ti->tile))) DrawCatenary(ti);
01296       break;
01297     }
01298 
01299     default:
01300     case ROAD_TILE_DEPOT: {
01301       if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
01302 
01303       PaletteID palette = COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile));
01304 
01305       const DrawTileSprites *dts;
01306       if (HasTileRoadType(ti->tile, ROADTYPE_TRAM)) {
01307         dts =  &_tram_depot[GetRoadDepotDirection(ti->tile)];
01308       } else {
01309         dts =  &_road_depot[GetRoadDepotDirection(ti->tile)];
01310       }
01311 
01312       DrawGroundSprite(dts->ground.sprite, PAL_NONE);
01313       DrawOrigTileSeq(ti, dts, TO_BUILDINGS, palette);
01314       break;
01315     }
01316   }
01317   DrawBridgeMiddle(ti);
01318 }
01319 
01327 void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt)
01328 {
01329   PaletteID palette = COMPANY_SPRITE_COLOUR(_local_company);
01330   const DrawTileSprites *dts = (rt == ROADTYPE_TRAM) ? &_tram_depot[dir] : &_road_depot[dir];
01331 
01332   x += 33;
01333   y += 17;
01334 
01335   DrawSprite(dts->ground.sprite, PAL_NONE, x, y);
01336   DrawOrigTileSeqInGUI(x, y, dts, palette);
01337 }
01338 
01344 void UpdateNearestTownForRoadTiles(bool invalidate)
01345 {
01346   assert(!invalidate || _generating_world);
01347 
01348   for (TileIndex t = 0; t < MapSize(); t++) {
01349     if (IsTileType(t, MP_ROAD) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
01350       TownID tid = (TownID)INVALID_TOWN;
01351       if (!invalidate) {
01352         const Town *town = CalcClosestTownFromTile(t);
01353         if (town != NULL) tid = town->index;
01354       }
01355       SetTownIndex(t, tid);
01356     }
01357   }
01358 }
01359 
01360 static uint GetSlopeZ_Road(TileIndex tile, uint x, uint y)
01361 {
01362   uint z;
01363   Slope tileh = GetTileSlope(tile, &z);
01364 
01365   if (tileh == SLOPE_FLAT) return z;
01366   if (IsNormalRoad(tile)) {
01367     Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile));
01368     z += ApplyFoundationToSlope(f, &tileh);
01369     return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
01370   } else {
01371     return z + TILE_HEIGHT;
01372   }
01373 }
01374 
01375 static Foundation GetFoundation_Road(TileIndex tile, Slope tileh)
01376 {
01377   if (IsNormalRoad(tile)) {
01378     return GetRoadFoundation(tileh, GetAllRoadBits(tile));
01379   } else {
01380     return FlatteningFoundation(tileh);
01381   }
01382 }
01383 
01390 static void AnimateTile_Road(TileIndex tile)
01391 {
01392   if (_settings_game.construction.traffic_lights && HasTrafficLights(tile)) {
01393     if (_tick_counter % 16 == 0) MarkTileDirtyByTile(tile);
01394   }
01395 }
01396 
01397 static const Roadside _town_road_types[][2] = {
01398   { ROADSIDE_GRASS,         ROADSIDE_GRASS },
01399   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01400   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01401   { ROADSIDE_TREES,         ROADSIDE_TREES },
01402   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
01403 };
01404 
01405 static const Roadside _town_road_types_2[][2] = {
01406   { ROADSIDE_GRASS,         ROADSIDE_GRASS },
01407   { ROADSIDE_PAVED,         ROADSIDE_PAVED },
01408   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
01409   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED },
01410   { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }
01411 };
01412 
01413 
01414 static void TileLoop_Road(TileIndex tile)
01415 {
01416   switch (_settings_game.game_creation.landscape) {
01417     case LT_ARCTIC:
01418       if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) {
01419         ToggleSnow(tile);
01420         MarkTileDirtyByTile(tile);
01421       }
01422       break;
01423 
01424     case LT_TROPIC:
01425       if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) {
01426         ToggleDesert(tile);
01427         MarkTileDirtyByTile(tile);
01428       }
01429       break;
01430   }
01431 
01432   if (IsRoadDepot(tile)) return;
01433 
01434   const Town *t = ClosestTownFromTile(tile, UINT_MAX);
01435   if (!HasRoadWorks(tile)) {
01436     HouseZonesBits grp = HZB_TOWN_EDGE;
01437 
01438     if (t != NULL) {
01439       grp = GetTownRadiusGroup(t, tile);
01440 
01441       /* Show an animation to indicate road work */
01442       if (t->road_build_months != 0 &&
01443           (DistanceManhattan(t->xy, tile) < 8 || grp != HZB_TOWN_EDGE) &&
01444           IsNormalRoad(tile) && !HasAtMostOneBit(GetAllRoadBits(tile))) {
01445         if (GetFoundationSlope(tile, NULL) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile).Succeeded() && Chance16(1, 40)) {
01446           StartRoadWorks(tile);
01447 
01448           SndPlayTileFx(SND_21_JACKHAMMER, tile);
01449           CreateEffectVehicleAbove(
01450             TileX(tile) * TILE_SIZE + 7,
01451             TileY(tile) * TILE_SIZE + 7,
01452             0,
01453             EV_BULLDOZER);
01454           MarkTileDirtyByTile(tile);
01455           return;
01456         }
01457       }
01458     }
01459 
01460     {
01461       /* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
01462       const Roadside *new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
01463       Roadside cur_rs = GetRoadside(tile);
01464 
01465       /* We have our desired type, do nothing */
01466       if (cur_rs == new_rs[0]) return;
01467 
01468       /* We have the pre-type of the desired type, switch to the desired type */
01469       if (cur_rs == new_rs[1]) {
01470         cur_rs = new_rs[0];
01471       /* We have barren land, install the pre-type */
01472       } else if (cur_rs == ROADSIDE_BARREN) {
01473         cur_rs = new_rs[1];
01474       /* We're totally off limits, remove any installation and make barren land */
01475       } else {
01476         cur_rs = ROADSIDE_BARREN;
01477       }
01478       SetRoadside(tile, cur_rs);
01479       MarkTileDirtyByTile(tile);
01480     }
01481   } else {
01482     /* In the first half of roadworks, generate traffic lights with a certain chance. */
01483     if (_settings_game.construction.traffic_lights && _settings_game.construction.towns_build_traffic_lights &&
01484         (GetRoadWorksCounter(tile) < 8) && (CountBits(GetRoadBits(tile, ROADTYPE_ROAD)) >= 3) &&
01485         !HasTrafficLights(tile) && Chance16(1, 20)) {
01486       CmdBuildTrafficLights(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, 0, 0, 0);
01487       MarkTileDirtyByTile(tile);
01488     }
01489     if (IncreaseRoadWorksCounter(tile)) {
01490       TerminateRoadWorks(tile);
01491 
01492       if (_settings_game.economy.mod_road_rebuild) {
01493         /* Generate a nicer town surface. */
01494         const RoadBits old_rb = GetAnyRoadBits(tile, ROADTYPE_ROAD);
01495         const RoadBits new_rb = CleanUpRoadBits(tile, old_rb);
01496 
01497         if (old_rb != new_rb) {
01498           RemoveRoad(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, (old_rb ^ new_rb), ROADTYPE_ROAD, true, true);
01499         }
01500       }
01501 
01502       MarkTileDirtyByTile(tile);
01503     }
01504   }
01505 }
01506 
01507 static bool ClickTile_Road(TileIndex tile)
01508 {
01509   if (!IsRoadDepot(tile)) return false;
01510 
01511   ShowDepotWindow(tile, VEH_ROAD);
01512   return true;
01513 }
01514 
01515 /* Converts RoadBits to TrackBits */
01516 static const TrackBits _road_trackbits[16] = {
01517   TRACK_BIT_NONE,                                  // ROAD_NONE
01518   TRACK_BIT_NONE,                                  // ROAD_NW
01519   TRACK_BIT_NONE,                                  // ROAD_SW
01520   TRACK_BIT_LEFT,                                  // ROAD_W
01521   TRACK_BIT_NONE,                                  // ROAD_SE
01522   TRACK_BIT_Y,                                     // ROAD_Y
01523   TRACK_BIT_LOWER,                                 // ROAD_S
01524   TRACK_BIT_LEFT | TRACK_BIT_LOWER | TRACK_BIT_Y,  // ROAD_Y | ROAD_SW
01525   TRACK_BIT_NONE,                                  // ROAD_NE
01526   TRACK_BIT_UPPER,                                 // ROAD_N
01527   TRACK_BIT_X,                                     // ROAD_X
01528   TRACK_BIT_LEFT | TRACK_BIT_UPPER | TRACK_BIT_X,  // ROAD_X | ROAD_NW
01529   TRACK_BIT_RIGHT,                                 // ROAD_E
01530   TRACK_BIT_RIGHT | TRACK_BIT_UPPER | TRACK_BIT_Y, // ROAD_Y | ROAD_NE
01531   TRACK_BIT_RIGHT | TRACK_BIT_LOWER | TRACK_BIT_X, // ROAD_X | ROAD_SE
01532   TRACK_BIT_ALL,                                   // ROAD_ALL
01533 };
01534 
01535 static TrackStatus GetTileTrackStatus_Road(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01536 {
01537   TrackdirBits trackdirbits = TRACKDIR_BIT_NONE;
01538   TrackdirBits red_signals = TRACKDIR_BIT_NONE; // Crossing barred or red traffic light.
01539   switch (mode) {
01540     case TRANSPORT_RAIL:
01541       if (IsLevelCrossing(tile)) trackdirbits = TrackBitsToTrackdirBits(GetCrossingRailBits(tile));
01542       break;
01543 
01544     case TRANSPORT_ROAD:
01545       if ((GetRoadTypes(tile) & sub_mode) == 0) break;
01546       switch (GetRoadTileType(tile)) {
01547         case ROAD_TILE_NORMAL: {
01548           const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 };
01549           RoadType rt = (RoadType)FindFirstBit(sub_mode);
01550           RoadBits bits = GetRoadBits(tile, rt);
01551 
01552           /* no roadbit at this side of tile, return 0 */
01553           if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break;
01554 
01555           uint multiplier = drd_to_multiplier[rt == ROADTYPE_TRAM ? DRD_NONE : GetDisallowedRoadDirections(tile)];
01556           if (!HasRoadWorks(tile)) trackdirbits = (TrackdirBits)(_road_trackbits[bits] * multiplier);
01557           if (_settings_game.construction.traffic_lights && HasTrafficLights(tile))
01558               red_signals = trackdirbits & GetTrafficLightDisallowedDirections(tile);
01559           break;
01560         }
01561 
01562         case ROAD_TILE_CROSSING: {
01563           Axis axis = GetCrossingRoadAxis(tile);
01564 
01565           if (side != INVALID_DIAGDIR && axis != DiagDirToAxis(side)) break;
01566 
01567           trackdirbits = TrackBitsToTrackdirBits(AxisToTrackBits(axis));
01568           if (IsCrossingBarred(tile)) red_signals = trackdirbits;
01569           break;
01570         }
01571 
01572         default:
01573         case ROAD_TILE_DEPOT: {
01574           DiagDirection dir = GetRoadDepotDirection(tile);
01575 
01576           if (side != INVALID_DIAGDIR && side != dir) break;
01577 
01578           trackdirbits = TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir));
01579           break;
01580         }
01581       }
01582       break;
01583 
01584     default: break;
01585   }
01586   return CombineTrackStatus(trackdirbits, red_signals);
01587 }
01588 
01589 static const StringID _road_tile_strings[] = {
01590   STR_LAI_ROAD_DESCRIPTION_ROAD,
01591   STR_LAI_ROAD_DESCRIPTION_ROAD,
01592   STR_LAI_ROAD_DESCRIPTION_ROAD,
01593   STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS,
01594   STR_LAI_ROAD_DESCRIPTION_ROAD,
01595   STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD,
01596   STR_LAI_ROAD_DESCRIPTION_ROAD,
01597   STR_LAI_ROAD_DESCRIPTION_ROAD,
01598 };
01599 
01600 static void GetTileDesc_Road(TileIndex tile, TileDesc *td)
01601 {
01602   Owner rail_owner = INVALID_OWNER;
01603   Owner road_owner = INVALID_OWNER;
01604   Owner tram_owner = INVALID_OWNER;
01605 
01606   switch (GetRoadTileType(tile)) {
01607     case ROAD_TILE_CROSSING: {
01608       td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING;
01609       RoadTypes rts = GetRoadTypes(tile);
01610       rail_owner = GetTileOwner(tile);
01611       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01612       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01613 
01614       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
01615       td->rail_speed = rti->max_speed;
01616 
01617       break;
01618     }
01619 
01620     case ROAD_TILE_DEPOT:
01621       td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT;
01622       road_owner = GetTileOwner(tile); // Tile has only one owner, roadtype does not matter
01623       td->build_date = Depot::GetByTile(tile)->build_date;
01624       break;
01625 
01626     default: {
01627       RoadTypes rts = GetRoadTypes(tile);
01628       if (HasTrafficLights(tile)) {
01629         td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_TRAFFIC_LIGHTS;
01630       } else {
01631         td->str = (HasBit(rts, ROADTYPE_ROAD) ? _road_tile_strings[GetRoadside(tile)] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY);
01632       }
01633       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01634       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01635       break;
01636     }
01637   }
01638 
01639   /* Now we have to discover, if the tile has only one owner or many:
01640    *   - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available)
01641    *   - Compare the found owner with the other owners, and test if they differ.
01642    * Note: If road exists it will be the first_owner.
01643    */
01644   Owner first_owner = (road_owner == INVALID_OWNER ? tram_owner : road_owner);
01645   bool mixed_owners = (tram_owner != INVALID_OWNER && tram_owner != first_owner) || (rail_owner != INVALID_OWNER && rail_owner != first_owner);
01646 
01647   if (mixed_owners) {
01648     /* Multiple owners */
01649     td->owner_type[0] = (rail_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_RAIL_OWNER);
01650     td->owner[0] = rail_owner;
01651     td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER);
01652     td->owner[1] = road_owner;
01653     td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_TRAM_OWNER);
01654     td->owner[2] = tram_owner;
01655   } else {
01656     /* One to rule them all */
01657     td->owner[0] = first_owner;
01658   }
01659 }
01660 
01665 static const byte _roadveh_enter_depot_dir[4] = {
01666   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01667 };
01668 
01669 static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y)
01670 {
01671   switch (GetRoadTileType(tile)) {
01672     case ROAD_TILE_DEPOT: {
01673       if (v->type != VEH_ROAD) break;
01674 
01675       RoadVehicle *rv = RoadVehicle::From(v);
01676       if (rv->frame == RVC_DEPOT_STOP_FRAME &&
01677           _roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) {
01678         rv->state = RVSB_IN_DEPOT;
01679         rv->vehstatus |= VS_HIDDEN;
01680         rv->direction = ReverseDir(rv->direction);
01681         if (rv->Next() == NULL) VehicleEnterDepot(rv->First());
01682         rv->tile = tile;
01683 
01684         InvalidateWindowData(WC_VEHICLE_DEPOT, rv->tile);
01685         return VETSB_ENTERED_WORMHOLE;
01686       }
01687       break;
01688     }
01689 
01690     default: break;
01691   }
01692   return VETSB_CONTINUE;
01693 }
01694 
01695 
01696 static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner)
01697 {
01698   if (IsRoadDepot(tile)) {
01699     if (GetTileOwner(tile) == old_owner) {
01700       if (new_owner == INVALID_OWNER) {
01701         DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR);
01702       } else {
01703         SetTileOwner(tile, new_owner);
01704       }
01705     }
01706     return;
01707   }
01708 
01709   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01710     /* Update all roadtypes, no matter if they are present */
01711     if (GetRoadOwner(tile, rt) == old_owner) {
01712       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01713     }
01714   }
01715 
01716   if (IsLevelCrossing(tile)) {
01717     if (GetTileOwner(tile) == old_owner) {
01718       if (new_owner == INVALID_OWNER) {
01719         DoCommand(tile, 0, GetCrossingRailTrack(tile), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
01720       } else {
01721         SetTileOwner(tile, new_owner);
01722       }
01723     }
01724   }
01725 }
01726 
01727 static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01728 {
01729   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) {
01730     switch (GetRoadTileType(tile)) {
01731       case ROAD_TILE_CROSSING:
01732         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]);
01733         break;
01734 
01735       case ROAD_TILE_DEPOT:
01736         if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01737         break;
01738 
01739       case ROAD_TILE_NORMAL: {
01740         RoadBits bits = GetAllRoadBits(tile);
01741         RoadBits bits_copy = bits;
01742         /* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */
01743         if (CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE, ROAD_NONE).Succeeded()) {
01744           /* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */
01745           if (bits == bits_copy) {
01746             uint z_old;
01747             Slope tileh_old = GetTileSlope(tile, &z_old);
01748 
01749             /* Get the slope on top of the foundation */
01750             z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), &tileh_old);
01751             z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), &tileh_new);
01752 
01753             /* The surface slope must not be changed */
01754             if ((z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01755           }
01756         }
01757         break;
01758       }
01759 
01760       default: NOT_REACHED();
01761     }
01762   }
01763 
01764   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01765 }
01766 
01768 extern const TileTypeProcs _tile_type_road_procs = {
01769   DrawTile_Road,           // draw_tile_proc
01770   GetSlopeZ_Road,          // get_slope_z_proc
01771   ClearTile_Road,          // clear_tile_proc
01772   NULL,                    // add_accepted_cargo_proc
01773   GetTileDesc_Road,        // get_tile_desc_proc
01774   GetTileTrackStatus_Road, // get_tile_track_status_proc
01775   ClickTile_Road,          // click_tile_proc
01776   AnimateTile_Road,        // animate_tile_proc
01777   TileLoop_Road,           // tile_loop_clear
01778   ChangeTileOwner_Road,    // change_tile_owner_clear
01779   NULL,                    // add_produced_cargo_proc
01780   VehicleEnter_Road,       // vehicle_enter_tile_proc
01781   GetFoundation_Road,      // get_foundation_proc
01782   TerraformTile_Road,      // terraform_tile_proc
01783 };