OpenTTD
tunnelbridge_cmd.cpp
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1 /* $Id: tunnelbridge_cmd.cpp 27686 2016-12-09 21:27:22Z frosch $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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/>.
8  */
9 
16 #include "stdafx.h"
17 #include "newgrf_object.h"
18 #include "viewport_func.h"
19 #include "cmd_helper.h"
20 #include "command_func.h"
21 #include "town.h"
22 #include "train.h"
23 #include "ship.h"
24 #include "roadveh.h"
26 #include "newgrf_sound.h"
27 #include "autoslope.h"
28 #include "tunnelbridge_map.h"
29 #include "strings_func.h"
30 #include "date_func.h"
31 #include "clear_func.h"
32 #include "vehicle_func.h"
33 #include "sound_func.h"
34 #include "tunnelbridge.h"
35 #include "cheat_type.h"
36 #include "elrail_func.h"
37 #include "pbs.h"
38 #include "company_base.h"
39 #include "newgrf_railtype.h"
40 #include "object_base.h"
41 #include "water.h"
42 #include "company_gui.h"
43 
44 #include "table/strings.h"
45 #include "table/bridge_land.h"
46 
47 #include "safeguards.h"
48 
51 
53 static const int BRIDGE_Z_START = 3;
54 
55 
64 void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
65 {
66  TileIndexDiff delta = TileOffsByDiagDir(direction);
67  for (TileIndex t = begin; t != end; t += delta) {
68  MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
69  }
71 }
72 
78 {
80 }
81 
84 {
85  /* First, free sprite table data */
86  for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
87  if (_bridge[i].sprite_table != NULL) {
88  for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
89  free(_bridge[i].sprite_table);
90  }
91  }
92 
93  /* Then, wipe out current bridges */
94  memset(&_bridge, 0, sizeof(_bridge));
95  /* And finally, reinstall default data */
96  memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
97 }
98 
105 int CalcBridgeLenCostFactor(int length)
106 {
107  if (length < 2) return length;
108 
109  length -= 2;
110  int sum = 2;
111  for (int delta = 1;; delta++) {
112  for (int count = 0; count < delta; count++) {
113  if (length == 0) return sum;
114  sum += delta;
115  length--;
116  }
117  }
118 }
119 
127 {
128  if (tileh == SLOPE_FLAT ||
129  ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
130  ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
131 
132  return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
133 }
134 
142 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
143 {
144  ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
145  /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
146  return (tileh != SLOPE_FLAT);
147 }
148 
149 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
150 {
151  const BridgeSpec *bridge = GetBridgeSpec(index);
152  assert(table < BRIDGE_PIECE_INVALID);
153  if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
154  return _bridge_sprite_table[index][table];
155  } else {
156  return bridge->sprite_table[table];
157  }
158 }
159 
160 
169 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
170 {
171  Foundation f = GetBridgeFoundation(*tileh, axis);
172  *z += ApplyFoundationToSlope(f, tileh);
173 
174  Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
175  if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
176 
177  if (f == FOUNDATION_NONE) return CommandCost();
178 
179  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
180 }
181 
190 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
191 {
192  Foundation f = GetBridgeFoundation(*tileh, axis);
193  *z += ApplyFoundationToSlope(f, tileh);
194 
195  Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
196  if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
197 
198  if (f == FOUNDATION_NONE) return CommandCost();
199 
200  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
201 }
202 
209 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
210 {
211  if (flags & DC_QUERY_COST) {
212  if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
213  return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
214  }
215 
216  if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
217 
218  const BridgeSpec *b = GetBridgeSpec(bridge_type);
219  if (b->avail_year > _cur_year) return CMD_ERROR;
220 
222 
223  if (b->min_length > bridge_len) return CMD_ERROR;
224  if (bridge_len <= max) return CommandCost();
225  return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
226 }
227 
240 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
241 {
242  CompanyID company = _current_company;
243 
244  RailType railtype = INVALID_RAILTYPE;
245  RoadTypes roadtypes = ROADTYPES_NONE;
246 
247  /* unpack parameters */
248  BridgeType bridge_type = GB(p2, 0, 8);
249 
250  if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
251 
252  TransportType transport_type = Extract<TransportType, 15, 2>(p2);
253 
254  /* type of bridge */
255  switch (transport_type) {
256  case TRANSPORT_ROAD:
257  roadtypes = Extract<RoadTypes, 8, 2>(p2);
258  if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
259  break;
260 
261  case TRANSPORT_RAIL:
262  railtype = Extract<RailType, 8, 4>(p2);
263  if (!ValParamRailtype(railtype)) return CMD_ERROR;
264  break;
265 
266  case TRANSPORT_WATER:
267  break;
268 
269  default:
270  /* Airports don't have bridges. */
271  return CMD_ERROR;
272  }
273  TileIndex tile_start = p1;
274  TileIndex tile_end = end_tile;
275 
276  if (company == OWNER_DEITY) {
277  if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
278  const Town *town = CalcClosestTownFromTile(tile_start);
279 
280  company = OWNER_TOWN;
281 
282  /* If we are not within a town, we are not owned by the town */
283  if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
284  company = OWNER_NONE;
285  }
286  }
287 
288  if (tile_start == tile_end) {
289  return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
290  }
291 
292  Axis direction;
293  if (TileX(tile_start) == TileX(tile_end)) {
294  direction = AXIS_Y;
295  } else if (TileY(tile_start) == TileY(tile_end)) {
296  direction = AXIS_X;
297  } else {
298  return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
299  }
300 
301  if (tile_end < tile_start) Swap(tile_start, tile_end);
302 
303  uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
304  if (transport_type != TRANSPORT_WATER) {
305  /* set and test bridge length, availability */
306  CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
307  if (ret.Failed()) return ret;
308  } else {
309  if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
310  }
311 
312  int z_start;
313  int z_end;
314  Slope tileh_start = GetTileSlope(tile_start, &z_start);
315  Slope tileh_end = GetTileSlope(tile_end, &z_end);
316  bool pbs_reservation = false;
317 
318  CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
319  CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
320 
321  /* Aqueducts can't be built of flat land. */
322  if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
323  if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
324 
326  Owner owner;
327  bool is_new_owner;
328  if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
329  GetOtherBridgeEnd(tile_start) == tile_end &&
330  GetTunnelBridgeTransportType(tile_start) == transport_type) {
331  /* Replace a current bridge. */
332 
333  /* If this is a railway bridge, make sure the railtypes match. */
334  if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
335  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
336  }
337 
338  /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
339  if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
340  GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
341  _game_mode != GM_EDITOR) {
342  Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
343 
344  if (t == NULL) {
345  return CMD_ERROR;
346  } else {
347  SetDParam(0, t->index);
348  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
349  }
350  }
351 
352  /* Do not replace the bridge with the same bridge type. */
353  if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
354  return_cmd_error(STR_ERROR_ALREADY_BUILT);
355  }
356 
357  /* Do not allow replacing another company's bridges. */
358  if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
359  return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
360  }
361 
362  cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
363  owner = GetTileOwner(tile_start);
364 
365  /* If bridge belonged to bankrupt company, it has a new owner now */
366  is_new_owner = (owner == OWNER_NONE);
367  if (is_new_owner) owner = company;
368 
369  switch (transport_type) {
370  case TRANSPORT_RAIL:
371  /* Keep the reservation, the path stays valid. */
372  pbs_reservation = HasTunnelBridgeReservation(tile_start);
373  break;
374 
375  case TRANSPORT_ROAD:
376  /* Do not remove road types when upgrading a bridge */
377  roadtypes |= GetRoadTypes(tile_start);
378  break;
379 
380  default: break;
381  }
382  } else {
383  /* Build a new bridge. */
384 
385  bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
386 
387  /* Try and clear the start landscape */
388  CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
389  if (ret.Failed()) return ret;
390  cost = ret;
391 
392  if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
393  cost.AddCost(terraform_cost_north);
394 
395  /* Try and clear the end landscape */
396  ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
397  if (ret.Failed()) return ret;
398  cost.AddCost(ret);
399 
400  /* false - end tile slope check */
401  if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
402  cost.AddCost(terraform_cost_south);
403 
404  const TileIndex heads[] = {tile_start, tile_end};
405  for (int i = 0; i < 2; i++) {
406  if (IsBridgeAbove(heads[i])) {
407  TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
408 
409  if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
410 
411  if (z_start + 1 == GetBridgeHeight(north_head)) {
412  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
413  }
414  }
415  }
416 
417  TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
418  for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
419  if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
420 
421  if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
422  /*
423  * Disallow too high bridges.
424  * Properly rendering a map where very high bridges (might) exist is expensive.
425  * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
426  * for a detailed discussion. z_start here is one heightlevel below the bridge level.
427  */
428  return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
429  }
430 
431  if (IsBridgeAbove(tile)) {
432  /* Disallow crossing bridges for the time being */
433  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
434  }
435 
436  switch (GetTileType(tile)) {
437  case MP_WATER:
438  if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
439  break;
440 
441  case MP_RAILWAY:
442  if (!IsPlainRail(tile)) goto not_valid_below;
443  break;
444 
445  case MP_ROAD:
446  if (IsRoadDepot(tile)) goto not_valid_below;
447  break;
448 
449  case MP_TUNNELBRIDGE:
450  if (IsTunnel(tile)) break;
451  if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
452  if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
453  break;
454 
455  case MP_OBJECT: {
456  const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
457  if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
458  if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
459  break;
460  }
461 
462  case MP_CLEAR:
463  break;
464 
465  default:
466  not_valid_below:;
467  /* try and clear the middle landscape */
468  ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
469  if (ret.Failed()) return ret;
470  cost.AddCost(ret);
471  break;
472  }
473 
474  if (flags & DC_EXEC) {
475  /* We do this here because when replacing a bridge with another
476  * type calling SetBridgeMiddle isn't needed. After all, the
477  * tile already has the has_bridge_above bits set. */
478  SetBridgeMiddle(tile, direction);
479  }
480  }
481 
482  owner = company;
483  is_new_owner = true;
484  }
485 
486  /* do the drill? */
487  if (flags & DC_EXEC) {
488  DiagDirection dir = AxisToDiagDir(direction);
489 
490  Company *c = Company::GetIfValid(company);
491  switch (transport_type) {
492  case TRANSPORT_RAIL:
493  /* Add to company infrastructure count if required. */
494  if (is_new_owner && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
495  MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
496  MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
497  SetTunnelBridgeReservation(tile_start, pbs_reservation);
498  SetTunnelBridgeReservation(tile_end, pbs_reservation);
499  break;
500 
501  case TRANSPORT_ROAD: {
502  RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
503  if (is_new_owner) {
504  /* Also give unowned present roadtypes to new owner */
505  if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
506  if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
507  }
508  if (c != NULL) {
509  /* Add all new road types to the company infrastructure counter. */
510  RoadType new_rt;
511  FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
512  /* A full diagonal road tile has two road bits. */
513  c->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
514  }
515  }
516  Owner owner_road = HasBit(prev_roadtypes, ROADTYPE_ROAD) ? GetRoadOwner(tile_start, ROADTYPE_ROAD) : company;
517  Owner owner_tram = HasBit(prev_roadtypes, ROADTYPE_TRAM) ? GetRoadOwner(tile_start, ROADTYPE_TRAM) : company;
518  MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, roadtypes);
519  MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
520  break;
521  }
522 
523  case TRANSPORT_WATER:
524  if (is_new_owner && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
525  MakeAqueductBridgeRamp(tile_start, owner, dir);
526  MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
527  break;
528 
529  default:
530  NOT_REACHED();
531  }
532 
533  /* Mark all tiles dirty */
534  MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
536  }
537 
538  if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
539  Track track = AxisToTrack(direction);
540  AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
541  YapfNotifyTrackLayoutChange(tile_start, track);
542  }
543 
544  /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
545  * It's unnecessary to execute this command every time for every bridge. So it is done only
546  * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
547  */
548  Company *c = Company::GetIfValid(company);
549  if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
550  bridge_len += 2; // begin and end tiles/ramps
551 
552  switch (transport_type) {
553  case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
554  case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
555  default: break;
556  }
557 
558  if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
559 
560  if (transport_type != TRANSPORT_WATER) {
561  cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
562  } else {
563  /* Aqueducts use a separate base cost. */
564  cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
565  }
566 
567  }
568 
569  return cost;
570 }
571 
572 
583 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
584 {
585  CompanyID company = _current_company;
586 
587  TransportType transport_type = Extract<TransportType, 8, 2>(p1);
588 
589  RailType railtype = INVALID_RAILTYPE;
592  switch (transport_type) {
593  case TRANSPORT_RAIL:
594  railtype = Extract<RailType, 0, 4>(p1);
595  if (!ValParamRailtype(railtype)) return CMD_ERROR;
596  break;
597 
598  case TRANSPORT_ROAD:
599  rts = Extract<RoadTypes, 0, 2>(p1);
600  if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
601  break;
602 
603  default: return CMD_ERROR;
604  }
605 
606  if (company == OWNER_DEITY) {
607  if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
608  const Town *town = CalcClosestTownFromTile(start_tile);
609 
610  company = OWNER_TOWN;
611 
612  /* If we are not within a town, we are not owned by the town */
613  if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
614  company = OWNER_NONE;
615  }
616  }
617 
618  int start_z;
619  int end_z;
620  Slope start_tileh = GetTileSlope(start_tile, &start_z);
621  DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
622  if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
623 
624  if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
625 
626  CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
627  if (ret.Failed()) return ret;
628 
629  /* XXX - do NOT change 'ret' in the loop, as it is used as the price
630  * for the clearing of the entrance of the tunnel. Assigning it to
631  * cost before the loop will yield different costs depending on start-
632  * position, because of increased-cost-by-length: 'cost += cost >> 3' */
633 
634  TileIndexDiff delta = TileOffsByDiagDir(direction);
635  DiagDirection tunnel_in_way_dir;
636  if (DiagDirToAxis(direction) == AXIS_Y) {
637  tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
638  } else {
639  tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
640  }
641 
642  TileIndex end_tile = start_tile;
643 
644  /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
645  int tiles_coef = 3;
646  /* Number of tiles from start of tunnel */
647  int tiles = 0;
648  /* Number of tiles at which the cost increase coefficient per tile is halved */
649  int tiles_bump = 25;
650 
652  Slope end_tileh;
653  for (;;) {
654  end_tile += delta;
655  if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
656  end_tileh = GetTileSlope(end_tile, &end_z);
657 
658  if (start_z == end_z) break;
659 
660  if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
661  return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
662  }
663 
664  tiles++;
665  if (tiles == tiles_bump) {
666  tiles_coef++;
667  tiles_bump *= 2;
668  }
669 
670  cost.AddCost(_price[PR_BUILD_TUNNEL]);
671  cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
672  }
673 
674  /* Add the cost of the entrance */
675  cost.AddCost(_price[PR_BUILD_TUNNEL]);
676  cost.AddCost(ret);
677 
678  /* if the command fails from here on we want the end tile to be highlighted */
679  _build_tunnel_endtile = end_tile;
680 
681  if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
682 
683  if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
684 
685  /* Clear the tile in any case */
686  ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
687  if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
688  cost.AddCost(ret);
689 
690  /* slope of end tile must be complementary to the slope of the start tile */
691  if (end_tileh != ComplementSlope(start_tileh)) {
692  /* Mark the tile as already cleared for the terraform command.
693  * Do this for all tiles (like trees), not only objects. */
694  ClearedObjectArea *coa = FindClearedObject(end_tile);
695  if (coa == NULL) {
696  coa = _cleared_object_areas.Append();
697  coa->first_tile = end_tile;
698  coa->area = TileArea(end_tile, 1, 1);
699  }
700 
701  /* Hide the tile from the terraforming command */
702  TileIndex old_first_tile = coa->first_tile;
703  coa->first_tile = INVALID_TILE;
704  ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
705  coa->first_tile = old_first_tile;
706  if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
707  cost.AddCost(ret);
708  }
709  cost.AddCost(_price[PR_BUILD_TUNNEL]);
710 
711  /* Pay for the rail/road in the tunnel including entrances */
712  switch (transport_type) {
713  case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
714  case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
715  default: NOT_REACHED();
716  }
717 
718  if (flags & DC_EXEC) {
719  Company *c = Company::GetIfValid(company);
720  uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
721  if (transport_type == TRANSPORT_RAIL) {
722  if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
723  MakeRailTunnel(start_tile, company, direction, railtype);
724  MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
725  AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
726  YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
727  } else {
728  if (c != NULL) {
729  RoadType rt;
730  FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
731  c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
732  }
733  }
734  MakeRoadTunnel(start_tile, company, direction, rts);
735  MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), rts);
736  }
738  }
739 
740  return cost;
741 }
742 
743 
750 {
751  /* Floods can remove anything as well as the scenario editor */
752  if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
753 
754  switch (GetTunnelBridgeTransportType(tile)) {
755  case TRANSPORT_ROAD: {
756  RoadTypes rts = GetRoadTypes(tile);
757  Owner road_owner = _current_company;
758  Owner tram_owner = _current_company;
759 
760  if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
761  if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
762 
763  /* We can remove unowned road and if the town allows it */
765  /* Town does not allow */
766  return CheckTileOwnership(tile);
767  }
768  if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
769  if (tram_owner == OWNER_NONE) tram_owner = _current_company;
770 
771  CommandCost ret = CheckOwnership(road_owner, tile);
772  if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
773  return ret;
774  }
775 
776  case TRANSPORT_RAIL:
777  return CheckOwnership(GetTileOwner(tile));
778 
779  case TRANSPORT_WATER: {
780  /* Always allow to remove aqueducts without owner. */
781  Owner aqueduct_owner = GetTileOwner(tile);
782  if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
783  return CheckOwnership(aqueduct_owner);
784  }
785 
786  default: NOT_REACHED();
787  }
788 }
789 
797 {
799  if (ret.Failed()) return ret;
800 
801  TileIndex endtile = GetOtherTunnelEnd(tile);
802 
803  ret = TunnelBridgeIsFree(tile, endtile);
804  if (ret.Failed()) return ret;
805 
806  _build_tunnel_endtile = endtile;
807 
808  Town *t = NULL;
809  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
810  t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
811 
812  /* Check if you are allowed to remove the tunnel owned by a town
813  * Removal depends on difficulty settings */
815  if (ret.Failed()) return ret;
816  }
817 
818  /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
819  * you have a "Poor" (0) town rating */
820  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
822  }
823 
824  uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
825 
826  if (flags & DC_EXEC) {
828  /* We first need to request values before calling DoClearSquare */
830  Track track = DiagDirToDiagTrack(dir);
831  Owner owner = GetTileOwner(tile);
832 
833  Train *v = NULL;
834  if (HasTunnelBridgeReservation(tile)) {
835  v = GetTrainForReservation(tile, track);
836  if (v != NULL) FreeTrainTrackReservation(v);
837  }
838 
839  if (Company::IsValidID(owner)) {
840  Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
842  }
843 
844  DoClearSquare(tile);
845  DoClearSquare(endtile);
846 
847  /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
848  AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
849  AddSideToSignalBuffer(endtile, dir, owner);
850 
851  YapfNotifyTrackLayoutChange(tile, track);
852  YapfNotifyTrackLayoutChange(endtile, track);
853 
854  if (v != NULL) TryPathReserve(v);
855  } else {
856  RoadType rt;
858  /* A full diagonal road tile has two road bits. */
859  Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
860  if (c != NULL) {
863  }
864  }
865 
866  DoClearSquare(tile);
867  DoClearSquare(endtile);
868  }
869  }
870  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
871 }
872 
873 
881 {
883  if (ret.Failed()) return ret;
884 
885  TileIndex endtile = GetOtherBridgeEnd(tile);
886 
887  ret = TunnelBridgeIsFree(tile, endtile);
888  if (ret.Failed()) return ret;
889 
890  DiagDirection direction = GetTunnelBridgeDirection(tile);
891  TileIndexDiff delta = TileOffsByDiagDir(direction);
892 
893  Town *t = NULL;
894  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
895  t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
896 
897  /* Check if you are allowed to remove the bridge owned by a town
898  * Removal depends on difficulty settings */
900  if (ret.Failed()) return ret;
901  }
902 
903  /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
904  * you have a "Poor" (0) town rating */
905  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
907  }
908 
909  Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
910  uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
911 
912  if (flags & DC_EXEC) {
913  /* read this value before actual removal of bridge */
914  bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
915  Owner owner = GetTileOwner(tile);
916  int height = GetBridgeHeight(tile);
917  Train *v = NULL;
918 
919  if (rail && HasTunnelBridgeReservation(tile)) {
920  v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
921  if (v != NULL) FreeTrainTrackReservation(v);
922  }
923 
924  /* Update company infrastructure counts. */
925  if (rail) {
926  if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
927  } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
928  RoadType rt;
930  Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
931  if (c != NULL) {
932  /* A full diagonal road tile has two road bits. */
935  }
936  }
937  } else { // Aqueduct
938  if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
939  }
941 
942  DoClearSquare(tile);
943  DoClearSquare(endtile);
944  for (TileIndex c = tile + delta; c != endtile; c += delta) {
945  /* do not let trees appear from 'nowhere' after removing bridge */
946  if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
947  int minz = GetTileMaxZ(c) + 3;
948  if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
949  }
951  MarkTileDirtyByTile(c, height - TileHeight(c));
952  }
953 
954  if (rail) {
955  /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
956  AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
957  AddSideToSignalBuffer(endtile, direction, owner);
958 
959  Track track = DiagDirToDiagTrack(direction);
960  YapfNotifyTrackLayoutChange(tile, track);
961  YapfNotifyTrackLayoutChange(endtile, track);
962 
963  if (v != NULL) TryPathReserve(v, true);
964  }
965  }
966 
967  return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
968 }
969 
977 {
978  if (IsTunnel(tile)) {
979  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
980  return DoClearTunnel(tile, flags);
981  } else { // IsBridge(tile)
982  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
983  return DoClearBridge(tile, flags);
984  }
985 }
986 
997 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
998 {
999  static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
1000  AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - PILLAR_Z_OFFSET, z, IsTransparencySet(TO_BRIDGES), 0, 0, -PILLAR_Z_OFFSET, subsprite);
1001 }
1002 
1014 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1015 {
1016  int cur_z;
1017  for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1018  DrawPillar(psid, x, y, cur_z, w, h, NULL);
1019  }
1020  return cur_z;
1021 }
1022 
1034 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1035 {
1036  static const int bounding_box_size[2] = {16, 2};
1037  static const int back_pillar_offset[2] = { 0, 9};
1038 
1039  static const int INF = 1000;
1040  static const SubSprite half_pillar_sub_sprite[2][2] = {
1041  { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1042  { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1043  };
1044 
1045  if (psid->sprite == 0) return;
1046 
1047  /* Determine ground height under pillars */
1048  DiagDirection south_dir = AxisToDiagDir(axis);
1049  int z_front_north = ti->z;
1050  int z_back_north = ti->z;
1051  int z_front_south = ti->z;
1052  int z_back_south = ti->z;
1053  GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
1054  GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
1055 
1056  /* Shared height of pillars */
1057  int z_front = max(z_front_north, z_front_south);
1058  int z_back = max(z_back_north, z_back_south);
1059 
1060  /* x and y size of bounding-box of pillars */
1061  int w = bounding_box_size[axis];
1062  int h = bounding_box_size[OtherAxis(axis)];
1063  /* sprite position of back facing pillar */
1064  int x_back = x - back_pillar_offset[axis];
1065  int y_back = y - back_pillar_offset[OtherAxis(axis)];
1066 
1067  /* Draw front pillars */
1068  int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1069  if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1070  if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1071 
1072  /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1073  int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1074  if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1075  bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1076  if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1077  if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1078  }
1079 }
1080 
1090 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
1091 {
1092  static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
1093  static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1094  static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1095 
1096  static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1097  static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1098  static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1099  static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1100 
1101  /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1102  * The bounding boxes here are the same as for bridge front/roof */
1103  if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1104  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
1105  x, y, size_x[offset], size_y[offset], 0x28, z,
1106  !head && IsTransparencySet(TO_BRIDGES));
1107  }
1108 
1109  /* Do not draw catenary if it is set invisible */
1111  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
1112  x, y, size_x[offset], size_y[offset], 0x28, z,
1114  }
1115 
1116  /* Start a new SpriteCombine for the front part */
1117  EndSpriteCombine();
1119 
1120  /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
1122  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
1123  x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1124  IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
1125  }
1126 }
1127 
1142 {
1143  TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1144  DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1145 
1146  if (IsTunnel(ti->tile)) {
1147  /* Front view of tunnel bounding boxes:
1148  *
1149  * 122223 <- BB_Z_SEPARATOR
1150  * 1 3
1151  * 1 3 1,3 = empty helper BB
1152  * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1153  *
1154  */
1155 
1156  static const int _tunnel_BB[4][12] = {
1157  /* tunnnel-roof | Z-separator | tram-catenary
1158  * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1159  { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1160  { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1161  { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1162  { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1163  };
1164  const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1165 
1166  bool catenary = false;
1167 
1168  SpriteID image;
1169  SpriteID railtype_overlay = 0;
1170  if (transport_type == TRANSPORT_RAIL) {
1171  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1172  image = rti->base_sprites.tunnel;
1173  if (rti->UsesOverlay()) {
1174  /* Check if the railtype has custom tunnel portals. */
1175  railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1176  if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1177  }
1178  } else {
1179  image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1180  }
1181 
1182  if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1183 
1184  image += tunnelbridge_direction * 2;
1185  DrawGroundSprite(image, PAL_NONE);
1186 
1187  if (transport_type == TRANSPORT_ROAD) {
1188  RoadTypes rts = GetRoadTypes(ti->tile);
1189 
1190  if (HasBit(rts, ROADTYPE_TRAM)) {
1191  static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
1192 
1193  DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
1194 
1195  /* Do not draw wires if they are invisible */
1197  catenary = true;
1199  AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
1200  }
1201  }
1202  } else {
1203  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1204  if (rti->UsesOverlay()) {
1205  SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1206  if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1207  }
1208 
1209  /* PBS debugging, draw reserved tracks darker */
1210  if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1211  if (rti->UsesOverlay()) {
1212  SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1213  DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1214  } else {
1215  DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1216  }
1217  }
1218 
1220  /* Maybe draw pylons on the entry side */
1221  DrawRailCatenary(ti);
1222 
1223  catenary = true;
1225  /* Draw wire above the ramp */
1227  }
1228  }
1229 
1230  if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1231 
1232  AddSortableSpriteToDraw(image + 1, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
1233  /* Draw railtype tunnel portal overlay if defined. */
1234  if (railtype_overlay != 0) AddSortableSpriteToDraw(railtype_overlay + tunnelbridge_direction, PAL_NONE, ti->x + TILE_SIZE - 1, ti->y + TILE_SIZE - 1, BB_data[0], BB_data[1], TILE_HEIGHT, ti->z, false, BB_data[2], BB_data[3], BB_Z_SEPARATOR);
1235 
1236  if (catenary || railtype_overlay != 0) EndSpriteCombine();
1237 
1238  /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1239  AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1240  AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1241 
1242  DrawBridgeMiddle(ti);
1243  } else { // IsBridge(ti->tile)
1244  const PalSpriteID *psid;
1245  int base_offset;
1246  bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1247 
1248  if (transport_type == TRANSPORT_RAIL) {
1249  base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1250  assert(base_offset != 8); // This one is used for roads
1251  } else {
1252  base_offset = 8;
1253  }
1254 
1255  /* as the lower 3 bits are used for other stuff, make sure they are clear */
1256  assert( (base_offset & 0x07) == 0x00);
1257 
1258  DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1259 
1260  /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1261  base_offset += (6 - tunnelbridge_direction) % 4;
1262 
1263  /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1264  if (transport_type != TRANSPORT_WATER) {
1265  if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1266  psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1267  } else {
1268  psid = _aqueduct_sprites + base_offset;
1269  }
1270 
1271  if (!ice) {
1272  TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1273  if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1274  DrawShoreTile(ti->tileh);
1275  } else {
1276  DrawClearLandTile(ti, 3);
1277  }
1278  } else {
1279  DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1280  }
1281 
1282  /* draw ramp */
1283 
1284  /* Draw Trambits and PBS Reservation as SpriteCombine */
1285  if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1286 
1287  /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1288  * it doesn't disappear behind it
1289  */
1290  /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1291  AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1292 
1293  if (transport_type == TRANSPORT_ROAD) {
1294  RoadTypes rts = GetRoadTypes(ti->tile);
1295 
1296  if (HasBit(rts, ROADTYPE_TRAM)) {
1297  uint offset = tunnelbridge_direction;
1298  int z = ti->z;
1299  if (ti->tileh != SLOPE_FLAT) {
1300  offset = (offset + 1) & 1;
1301  z += TILE_HEIGHT;
1302  } else {
1303  offset += 2;
1304  }
1305  /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1306  DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
1307  }
1308  EndSpriteCombine();
1309  } else if (transport_type == TRANSPORT_RAIL) {
1310  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1311  if (rti->UsesOverlay()) {
1312  SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1313  if (surface != 0) {
1314  if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1315  AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1316  } else {
1317  AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1318  }
1319  }
1320  /* Don't fallback to non-overlay sprite -- the spec states that
1321  * if an overlay is present then the bridge surface must be
1322  * present. */
1323  }
1324 
1325  /* PBS debugging, draw reserved tracks darker */
1326  if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1327  if (rti->UsesOverlay()) {
1328  SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1329  if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1330  AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1331  } else {
1332  AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1333  }
1334  } else {
1335  if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1336  AddSortableSpriteToDraw(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1337  } else {
1338  AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1339  }
1340  }
1341  }
1342 
1343  EndSpriteCombine();
1345  DrawRailCatenary(ti);
1346  }
1347  }
1348 
1349  DrawBridgeMiddle(ti);
1350  }
1351 }
1352 
1353 
1372 static BridgePieces CalcBridgePiece(uint north, uint south)
1373 {
1374  if (north == 1) {
1375  return BRIDGE_PIECE_NORTH;
1376  } else if (south == 1) {
1377  return BRIDGE_PIECE_SOUTH;
1378  } else if (north < south) {
1379  return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1380  } else if (north > south) {
1381  return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1382  } else {
1383  return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1384  }
1385 }
1386 
1392 {
1393  /* Sectional view of bridge bounding boxes:
1394  *
1395  * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1396  * 1 2 3 = empty helper BB
1397  * 1 7 2 4,5 = pillars under higher bridges
1398  * 1 6 88888 6 2 6 = elrail-pylons
1399  * 1 6 88888 6 2 7 = elrail-wire
1400  * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1401  * 3333333333333 <- BB_Z_SEPARATOR
1402  * <- unused
1403  * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1404  * 4 5
1405  * 4 5
1406  *
1407  */
1408 
1409  if (!IsBridgeAbove(ti->tile)) return;
1410 
1411  TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1412  TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1413  TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1414 
1415  Axis axis = GetBridgeAxis(ti->tile);
1416  BridgePieces piece = CalcBridgePiece(
1417  GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1418  GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1419  );
1420 
1421  const PalSpriteID *psid;
1422  bool drawfarpillar;
1423  if (transport_type != TRANSPORT_WATER) {
1424  BridgeType type = GetBridgeType(rampsouth);
1425  drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1426 
1427  uint base_offset;
1428  if (transport_type == TRANSPORT_RAIL) {
1429  base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1430  } else {
1431  base_offset = 8;
1432  }
1433 
1434  psid = base_offset + GetBridgeSpriteTable(type, piece);
1435  } else {
1436  drawfarpillar = true;
1437  psid = _aqueduct_sprites;
1438  }
1439 
1440  if (axis != AXIS_X) psid += 4;
1441 
1442  int x = ti->x;
1443  int y = ti->y;
1444  uint bridge_z = GetBridgePixelHeight(rampsouth);
1445  int z = bridge_z - BRIDGE_Z_START;
1446 
1447  /* Add a bounding box that separates the bridge from things below it. */
1448  AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1449 
1450  /* Draw Trambits as SpriteCombine */
1451  if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1452 
1453  /* Draw floor and far part of bridge*/
1454  if (!IsInvisibilitySet(TO_BRIDGES)) {
1455  if (axis == AXIS_X) {
1456  AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1457  } else {
1458  AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1459  }
1460  }
1461 
1462  psid++;
1463 
1464  if (transport_type == TRANSPORT_ROAD) {
1465  RoadTypes rts = GetRoadTypes(rampsouth);
1466 
1467  if (HasBit(rts, ROADTYPE_TRAM)) {
1468  /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1469  DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
1470  } else {
1471  EndSpriteCombine();
1473  }
1474  } else if (transport_type == TRANSPORT_RAIL) {
1475  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1476  if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1477  SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1478  if (surface != 0) {
1479  AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1480  }
1481  }
1482 
1483  if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && !IsInvisibilitySet(TO_BRIDGES) && HasTunnelBridgeReservation(rampnorth)) {
1484  if (rti->UsesOverlay()) {
1485  SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1486  AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1487  } else {
1488  AddSortableSpriteToDraw(axis == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1489  }
1490  }
1491 
1492  EndSpriteCombine();
1493 
1494  if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1496  }
1497  }
1498 
1499  /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1500  if (!IsInvisibilitySet(TO_BRIDGES)) {
1501  if (axis == AXIS_X) {
1502  y += 12;
1503  if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1504  } else {
1505  x += 12;
1506  if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1507  }
1508  }
1509 
1510  /* Draw TramFront as SpriteCombine */
1511  if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1512 
1513  /* Do not draw anything more if bridges are invisible */
1514  if (IsInvisibilitySet(TO_BRIDGES)) return;
1515 
1516  psid++;
1517  if (ti->z + 5 == z) {
1518  /* draw poles below for small bridges */
1519  if (psid->sprite != 0) {
1520  SpriteID image = psid->sprite;
1521  SpriteID pal = psid->pal;
1524  pal = PALETTE_TO_TRANSPARENT;
1525  }
1526 
1527  DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
1528  }
1529  } else {
1530  /* draw pillars below for high bridges */
1531  DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1532  }
1533 }
1534 
1535 
1536 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
1537 {
1538  int z;
1539  Slope tileh = GetTilePixelSlope(tile, &z);
1540 
1541  x &= 0xF;
1542  y &= 0xF;
1543 
1544  if (IsTunnel(tile)) {
1545  uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
1546 
1547  /* In the tunnel entrance? */
1548  if (5 <= pos && pos <= 10) return z;
1549  } else { // IsBridge(tile)
1551  uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
1552 
1554 
1555  /* On the bridge ramp? */
1556  if (5 <= pos && pos <= 10) {
1557  int delta;
1558 
1559  if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1560 
1561  switch (dir) {
1562  default: NOT_REACHED();
1563  case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
1564  case DIAGDIR_SE: delta = y / 2; break;
1565  case DIAGDIR_SW: delta = x / 2; break;
1566  case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
1567  }
1568  return z + 1 + delta;
1569  }
1570  }
1571 
1572  return z + GetPartialPixelZ(x, y, tileh);
1573 }
1574 
1575 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1576 {
1578 }
1579 
1580 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1581 {
1583 
1584  if (IsTunnel(tile)) {
1585  td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1586  } else { // IsBridge(tile)
1587  td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1588  }
1589  td->owner[0] = GetTileOwner(tile);
1590 
1591  Owner road_owner = INVALID_OWNER;
1592  Owner tram_owner = INVALID_OWNER;
1593  RoadTypes rts = GetRoadTypes(tile);
1594  if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
1595  if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
1596 
1597  /* Is there a mix of owners? */
1598  if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1599  (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1600  uint i = 1;
1601  if (road_owner != INVALID_OWNER) {
1602  td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1603  td->owner[i] = road_owner;
1604  i++;
1605  }
1606  if (tram_owner != INVALID_OWNER) {
1607  td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1608  td->owner[i] = tram_owner;
1609  }
1610  }
1611 
1612  if (tt == TRANSPORT_RAIL) {
1613  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1614  td->rail_speed = rti->max_speed;
1615  td->railtype = rti->strings.name;
1616 
1617  if (!IsTunnel(tile)) {
1618  uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1619  if (td->rail_speed == 0 || spd < td->rail_speed) {
1620  td->rail_speed = spd;
1621  }
1622  }
1623  } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1625  }
1626 }
1627 
1628 
1629 static void TileLoop_TunnelBridge(TileIndex tile)
1630 {
1631  bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1633  case LT_ARCTIC: {
1634  /* As long as we do not have a snow density, we want to use the density
1635  * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1636  * (Independent of foundations) */
1637  int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1638  if (snow_or_desert != (z > GetSnowLine())) {
1639  SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1640  MarkTileDirtyByTile(tile);
1641  }
1642  break;
1643  }
1644 
1645  case LT_TROPIC:
1646  if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1647  SetTunnelBridgeSnowOrDesert(tile, true);
1648  MarkTileDirtyByTile(tile);
1649  }
1650  break;
1651 
1652  default:
1653  break;
1654  }
1655 }
1656 
1657 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1658 {
1659  TransportType transport_type = GetTunnelBridgeTransportType(tile);
1660  if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
1661 
1663  if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1665 }
1666 
1667 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1668 {
1669  TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1670  /* Set number of pieces to zero if it's the southern tile as we
1671  * don't want to update the infrastructure counts twice. */
1672  uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1673 
1674  for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
1675  /* Update all roadtypes, no matter if they are present */
1676  if (GetRoadOwner(tile, rt) == old_owner) {
1677  if (HasBit(GetRoadTypes(tile), rt)) {
1678  /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1679  * No need to dirty windows here, we'll redraw the whole screen anyway. */
1680  Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1681  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1682  }
1683 
1684  SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1685  }
1686  }
1687 
1688  if (!IsTileOwner(tile, old_owner)) return;
1689 
1690  /* Update company infrastructure counts for rail and water as well.
1691  * No need to dirty windows here, we'll redraw the whole screen anyway. */
1693  Company *old = Company::Get(old_owner);
1694  if (tt == TRANSPORT_RAIL) {
1695  old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1696  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1697  } else if (tt == TRANSPORT_WATER) {
1698  old->infrastructure.water -= num_pieces;
1699  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1700  }
1701 
1702  if (new_owner != INVALID_OWNER) {
1703  SetTileOwner(tile, new_owner);
1704  } else {
1705  if (tt == TRANSPORT_RAIL) {
1706  /* Since all of our vehicles have been removed, it is safe to remove the rail
1707  * bridge / tunnel. */
1709  assert(ret.Succeeded());
1710  } else {
1711  /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1712  SetTileOwner(tile, OWNER_NONE);
1713  }
1714  }
1715 }
1716 
1722 static const byte TUNNEL_SOUND_FRAME = 1;
1723 
1732 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1733 
1734 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1735 {
1736  int z = GetSlopePixelZ(x, y) - v->z_pos;
1737 
1738  if (abs(z) > 2) return VETSB_CANNOT_ENTER;
1739  /* Direction into the wormhole */
1740  const DiagDirection dir = GetTunnelBridgeDirection(tile);
1741  /* Direction of the vehicle */
1742  const DiagDirection vdir = DirToDiagDir(v->direction);
1743  /* New position of the vehicle on the tile */
1744  byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1745  /* Number of units moved by the vehicle since entering the tile */
1746  byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1747 
1748  if (IsTunnel(tile)) {
1749  if (v->type == VEH_TRAIN) {
1750  Train *t = Train::From(v);
1751 
1752  if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1753  if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1754  if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1755  SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1756  }
1757  return VETSB_CONTINUE;
1758  }
1759  if (frame == _tunnel_visibility_frame[dir]) {
1760  t->tile = tile;
1761  t->track = TRACK_BIT_WORMHOLE;
1762  t->vehstatus |= VS_HIDDEN;
1763  return VETSB_ENTERED_WORMHOLE;
1764  }
1765  }
1766 
1767  if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1768  /* We're at the tunnel exit ?? */
1769  t->tile = tile;
1770  t->track = DiagDirToDiagTrackBits(vdir);
1771  assert(t->track);
1772  t->vehstatus &= ~VS_HIDDEN;
1773  return VETSB_ENTERED_WORMHOLE;
1774  }
1775  } else if (v->type == VEH_ROAD) {
1776  RoadVehicle *rv = RoadVehicle::From(v);
1777 
1778  /* Enter tunnel? */
1779  if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1780  if (frame == _tunnel_visibility_frame[dir]) {
1781  /* Frame should be equal to the next frame number in the RV's movement */
1782  assert(frame == rv->frame + 1);
1783  rv->tile = tile;
1784  rv->state = RVSB_WORMHOLE;
1785  rv->vehstatus |= VS_HIDDEN;
1786  return VETSB_ENTERED_WORMHOLE;
1787  } else {
1788  return VETSB_CONTINUE;
1789  }
1790  }
1791 
1792  /* We're at the tunnel exit ?? */
1793  if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1794  rv->tile = tile;
1795  rv->state = DiagDirToDiagTrackdir(vdir);
1796  rv->frame = frame;
1797  rv->vehstatus &= ~VS_HIDDEN;
1798  return VETSB_ENTERED_WORMHOLE;
1799  }
1800  }
1801  } else { // IsBridge(tile)
1802  if (v->type != VEH_SHIP) {
1803  /* modify speed of vehicle */
1804  uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1805 
1806  if (v->type == VEH_ROAD) spd *= 2;
1807  Vehicle *first = v->First();
1808  first->cur_speed = min(first->cur_speed, spd);
1809  }
1810 
1811  if (vdir == dir) {
1812  /* Vehicle enters bridge at the last frame inside this tile. */
1813  if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1814  switch (v->type) {
1815  case VEH_TRAIN: {
1816  Train *t = Train::From(v);
1817  t->track = TRACK_BIT_WORMHOLE;
1820  break;
1821  }
1822 
1823  case VEH_ROAD: {
1824  RoadVehicle *rv = RoadVehicle::From(v);
1825  rv->state = RVSB_WORMHOLE;
1826  /* There are no slopes inside bridges / tunnels. */
1829  break;
1830  }
1831 
1832  case VEH_SHIP:
1834  break;
1835 
1836  default: NOT_REACHED();
1837  }
1838  return VETSB_ENTERED_WORMHOLE;
1839  } else if (vdir == ReverseDiagDir(dir)) {
1840  v->tile = tile;
1841  switch (v->type) {
1842  case VEH_TRAIN: {
1843  Train *t = Train::From(v);
1844  if (t->track == TRACK_BIT_WORMHOLE) {
1845  t->track = DiagDirToDiagTrackBits(vdir);
1846  return VETSB_ENTERED_WORMHOLE;
1847  }
1848  break;
1849  }
1850 
1851  case VEH_ROAD: {
1852  RoadVehicle *rv = RoadVehicle::From(v);
1853  if (rv->state == RVSB_WORMHOLE) {
1854  rv->state = DiagDirToDiagTrackdir(vdir);
1855  rv->frame = 0;
1856  return VETSB_ENTERED_WORMHOLE;
1857  }
1858  break;
1859  }
1860 
1861  case VEH_SHIP: {
1862  Ship *ship = Ship::From(v);
1863  if (ship->state == TRACK_BIT_WORMHOLE) {
1864  ship->state = DiagDirToDiagTrackBits(vdir);
1865  return VETSB_ENTERED_WORMHOLE;
1866  }
1867  break;
1868  }
1869 
1870  default: NOT_REACHED();
1871  }
1872  }
1873  }
1874  return VETSB_CONTINUE;
1875 }
1876 
1877 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
1878 {
1880  DiagDirection direction = GetTunnelBridgeDirection(tile);
1881  Axis axis = DiagDirToAxis(direction);
1882  CommandCost res;
1883  int z_old;
1884  Slope tileh_old = GetTileSlope(tile, &z_old);
1885 
1886  /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
1887  if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
1888  CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
1889  res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
1890  } else {
1891  CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
1892  res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
1893  }
1894 
1895  /* Surface slope is valid and remains unchanged? */
1896  if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
1897  }
1898 
1899  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
1900 }
1901 
1902 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
1903  DrawTile_TunnelBridge, // draw_tile_proc
1904  GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
1905  ClearTile_TunnelBridge, // clear_tile_proc
1906  NULL, // add_accepted_cargo_proc
1907  GetTileDesc_TunnelBridge, // get_tile_desc_proc
1908  GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
1909  NULL, // click_tile_proc
1910  NULL, // animate_tile_proc
1911  TileLoop_TunnelBridge, // tile_loop_proc
1912  ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
1913  NULL, // add_produced_cargo_proc
1914  VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
1915  GetFoundation_TunnelBridge, // get_foundation_proc
1916  TerraformTile_TunnelBridge, // terraform_tile_proc
1917 };