OpenTTD Source 20250717-master-g55605ae8f2
tunnelbridge_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
14#include "stdafx.h"
15#include "newgrf_object.h"
16#include "viewport_func.h"
17#include "command_func.h"
18#include "town.h"
19#include "train.h"
20#include "ship.h"
21#include "roadveh.h"
24#include "newgrf_sound.h"
25#include "autoslope.h"
26#include "tunnelbridge_map.h"
27#include "strings_func.h"
29#include "clear_func.h"
30#include "vehicle_func.h"
31#include "sound_func.h"
32#include "tunnelbridge.h"
33#include "cheat_type.h"
34#include "elrail_func.h"
35#include "pbs.h"
36#include "company_base.h"
37#include "newgrf_railtype.h"
38#include "newgrf_roadtype.h"
39#include "object_base.h"
40#include "water.h"
41#include "company_gui.h"
42#include "station_func.h"
43#include "tunnelbridge_cmd.h"
44#include "landscape_cmd.h"
45#include "terraform_cmd.h"
46
47#include "table/strings.h"
48#include "table/bridge_land.h"
49
50#include "safeguards.h"
51
54
56static const int BRIDGE_Z_START = 3;
57
58
67void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
68{
69 TileIndexDiff delta = TileOffsByDiagDir(direction);
70 for (TileIndex t = begin; t != end; t += delta) {
71 MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
72 }
74}
75
84
87{
88 std::ranges::copy(_orig_bridge, std::begin(_bridge));
89}
90
98{
99 if (length < 2) return length;
100
101 length -= 2;
102 int sum = 2;
103 for (int delta = 1;; delta++) {
104 for (int count = 0; count < delta; count++) {
105 if (length == 0) return sum;
106 sum += delta;
107 length--;
108 }
109 }
110}
111
119{
120 if (tileh == SLOPE_FLAT ||
121 ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
122 ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
123
124 return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
125}
126
134bool HasBridgeFlatRamp(Slope tileh, Axis axis)
135{
136 ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), tileh);
137 /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
138 return (tileh != SLOPE_FLAT);
139}
140
141static inline std::span<const PalSpriteID> GetBridgeSpriteTable(int index, BridgePieces table)
142{
143 const BridgeSpec *bridge = GetBridgeSpec(index);
144 assert(table < NUM_BRIDGE_PIECES);
145 if (table < bridge->sprite_table.size() && !bridge->sprite_table[table].empty()) return bridge->sprite_table[table];
146
147 return _bridge_sprite_table[index][table];
148}
149
150
160static CommandCost CheckBridgeSlope(BridgePieces bridge_piece, Axis axis, Slope &tileh, int &z)
161{
162 assert(bridge_piece == BRIDGE_PIECE_NORTH || bridge_piece == BRIDGE_PIECE_SOUTH);
163
164 Foundation f = GetBridgeFoundation(tileh, axis);
165 z += ApplyFoundationToSlope(f, tileh);
166
167 Slope valid_inclined;
168 if (bridge_piece == BRIDGE_PIECE_NORTH) {
169 valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
170 } else {
171 valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
172 }
173 if ((tileh != SLOPE_FLAT) && (tileh != valid_inclined)) return CMD_ERROR;
174
175 if (f == FOUNDATION_NONE) return CommandCost();
176
177 return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
178}
179
188{
189 if (flags.Test(DoCommandFlag::QueryCost)) {
190 if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
191 return CommandCost(STR_ERROR_BRIDGE_TOO_LONG);
192 }
193
194 if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
195
196 const BridgeSpec *b = GetBridgeSpec(bridge_type);
198
200
201 if (b->min_length > bridge_len) return CMD_ERROR;
202 if (bridge_len <= max) return CommandCost();
203 return CommandCost(STR_ERROR_BRIDGE_TOO_LONG);
204}
205
212{
213 Money base_cost = _price[base_price];
214
215 /* Add the cost of the transport that is on the tunnel/bridge. */
216 switch (GetTunnelBridgeTransportType(tile)) {
217 case TRANSPORT_ROAD: {
218 RoadType road_rt = GetRoadTypeRoad(tile);
219 RoadType tram_rt = GetRoadTypeTram(tile);
220
221 if (road_rt != INVALID_ROADTYPE) {
222 base_cost += 2 * RoadClearCost(road_rt);
223 }
224 if (tram_rt != INVALID_ROADTYPE) {
225 base_cost += 2 * RoadClearCost(tram_rt);
226 }
227 } break;
228
229 case TRANSPORT_RAIL: base_cost += RailClearCost(GetRailType(tile)); break;
230 /* Aquaducts have their own clear price. */
231 case TRANSPORT_WATER: base_cost = _price[PR_CLEAR_AQUEDUCT]; break;
232 default: break;
233 }
234
235 return base_cost;
236}
237
248CommandCost CmdBuildBridge(DoCommandFlags flags, TileIndex tile_end, TileIndex tile_start, TransportType transport_type, BridgeType bridge_type, uint8_t road_rail_type)
249{
250 CompanyID company = _current_company;
251
252 RailType railtype = INVALID_RAILTYPE;
253 RoadType roadtype = INVALID_ROADTYPE;
254
255 if (!IsValidTile(tile_start)) return CommandCost(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
256
257 /* type of bridge */
258 switch (transport_type) {
259 case TRANSPORT_ROAD:
260 roadtype = (RoadType)road_rail_type;
261 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
262 break;
263
264 case TRANSPORT_RAIL:
265 railtype = (RailType)road_rail_type;
266 if (!ValParamRailType(railtype)) return CMD_ERROR;
267 break;
268
269 case TRANSPORT_WATER:
270 break;
271
272 default:
273 /* Airports don't have bridges. */
274 return CMD_ERROR;
275 }
276
277 if (company == OWNER_DEITY) {
278 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
279 const Town *town = CalcClosestTownFromTile(tile_start);
280
281 company = OWNER_TOWN;
282
283 /* If we are not within a town, we are not owned by the town */
284 if (town == nullptr || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
285 company = OWNER_NONE;
286 }
287 }
288
289 if (tile_start == tile_end) {
290 return CommandCost(STR_ERROR_CAN_T_START_AND_END_ON);
291 }
292
293 Axis direction;
294 if (TileX(tile_start) == TileX(tile_end)) {
295 direction = AXIS_Y;
296 } else if (TileY(tile_start) == TileY(tile_end)) {
297 direction = AXIS_X;
298 } else {
299 return CommandCost(STR_ERROR_START_AND_END_MUST_BE_IN);
300 }
301
302 if (tile_end < tile_start) std::swap(tile_start, tile_end);
303
304 uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
305 if (transport_type != TRANSPORT_WATER) {
306 /* set and test bridge length, availability */
307 CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
308 if (ret.Failed()) return ret;
309 } else {
310 if (bridge_len > _settings_game.construction.max_bridge_length) return CommandCost(STR_ERROR_BRIDGE_TOO_LONG);
311 }
312 bridge_len += 2; // begin and end tiles/ramps
313
314 auto [tileh_start, z_start] = GetTileSlopeZ(tile_start);
315 auto [tileh_end, z_end] = GetTileSlopeZ(tile_end);
316 bool pbs_reservation = false;
317
318 CommandCost terraform_cost_north = CheckBridgeSlope(BRIDGE_PIECE_NORTH, direction, tileh_start, z_start);
319 CommandCost terraform_cost_south = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, 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 CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
323 if (z_start != z_end) return CommandCost(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
324
326 Owner owner;
327 bool is_new_owner;
328 RoadType road_rt = INVALID_ROADTYPE;
329 RoadType tram_rt = INVALID_ROADTYPE;
330 if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
331 GetOtherBridgeEnd(tile_start) == tile_end &&
332 GetTunnelBridgeTransportType(tile_start) == transport_type) {
333 /* Replace a current bridge. */
334
335 switch (transport_type) {
336 case TRANSPORT_RAIL:
337 /* Keep the reservation, the path stays valid. */
338 pbs_reservation = HasTunnelBridgeReservation(tile_start);
339 break;
340
341 case TRANSPORT_ROAD:
342 /* Do not remove road types when upgrading a bridge */
343 road_rt = GetRoadTypeRoad(tile_start);
344 tram_rt = GetRoadTypeTram(tile_start);
345 break;
346
347 default: break;
348 }
349
350 /* If this is a railway bridge, make sure the railtypes match. */
351 if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
352 return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
353 }
354
355 /* If this is a road bridge, make sure the roadtype matches. */
356 if (transport_type == TRANSPORT_ROAD) {
357 RoadType existing_rt = RoadTypeIsRoad(roadtype) ? road_rt : tram_rt;
358 if (existing_rt != roadtype && existing_rt != INVALID_ROADTYPE) {
359 return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
360 }
361 }
362
363 if (!flags.Test(DoCommandFlag::QueryCost)) {
364 /* Do not replace the bridge with the same bridge type. */
365 if ((bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || road_rt == roadtype || tram_rt == roadtype)) {
366 return CommandCost(STR_ERROR_ALREADY_BUILT);
367 }
368
369 /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
370 if (IsTileOwner(tile_start, OWNER_TOWN) && _game_mode != GM_EDITOR) {
371 Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
372 if (t == nullptr) return CMD_ERROR;
373
374 if (GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
375 return CommandCostWithParam(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS, t->index);
376 } else {
377 ChangeTownRating(t, RATING_TUNNEL_BRIDGE_UP_STEP, RATING_MAXIMUM, flags);
378 }
379 }
380 }
381
382 /* Do not allow replacing another company's bridges. */
383 if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
384 return CommandCost(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
385 }
386
387 /* The cost of clearing the current bridge. */
388 cost.AddCost(bridge_len * TunnelBridgeClearCost(tile_start, PR_CLEAR_BRIDGE));
389 owner = GetTileOwner(tile_start);
390
391 /* If bridge belonged to bankrupt company, it has a new owner now */
392 is_new_owner = (owner == OWNER_NONE);
393 if (is_new_owner) owner = company;
394 } else {
395 /* Build a new bridge. */
396
397 bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
398
399 /* Try and clear the start landscape */
400 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_start);
401 if (ret.Failed()) return ret;
402 cost = ret;
403
404 if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
405 cost.AddCost(terraform_cost_north.GetCost());
406
407 /* Try and clear the end landscape */
408 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile_end);
409 if (ret.Failed()) return ret;
410 cost.AddCost(ret.GetCost());
411
412 /* false - end tile slope check */
413 if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return CommandCost(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
414 cost.AddCost(terraform_cost_south.GetCost());
415
416 /* Check for bridges above the bridge ramps. */
417 for (TileIndex tile : {tile_start, tile_end}) {
418 if (!IsBridgeAbove(tile)) continue;
419
420 if (direction == GetBridgeAxis(tile)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
421
422 if (z_start + 1 == GetBridgeHeight(GetNorthernBridgeEnd(tile))) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
423 }
424
425 TileIndexDiff delta = TileOffsByAxis(direction);
426 for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
427 if (GetTileMaxZ(tile) > z_start) return CommandCost(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
428
429 if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
430 /*
431 * Disallow too high bridges.
432 * Properly rendering a map where very high bridges (might) exist is expensive.
433 * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
434 * for a detailed discussion. z_start here is one heightlevel below the bridge level.
435 */
436 return CommandCost(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
437 }
438
439 if (IsBridgeAbove(tile)) {
440 /* Disallow crossing bridges for the time being */
441 return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
442 }
443
444 switch (GetTileType(tile)) {
445 case MP_WATER:
446 if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
447 break;
448
449 case MP_RAILWAY:
450 if (!IsPlainRail(tile)) goto not_valid_below;
451 break;
452
453 case MP_ROAD:
454 if (IsRoadDepot(tile)) goto not_valid_below;
455 break;
456
457 case MP_TUNNELBRIDGE:
458 if (IsTunnel(tile)) break;
459 if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
460 if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
461 break;
462
463 case MP_OBJECT: {
464 const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
465 if (!spec->flags.Test(ObjectFlag::AllowUnderBridge)) goto not_valid_below;
466 if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
467 break;
468 }
469
470 case MP_CLEAR:
471 break;
472
473 default:
474 not_valid_below:;
475 /* try and clear the middle landscape */
476 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
477 if (ret.Failed()) return ret;
478 cost.AddCost(ret.GetCost());
479 break;
480 }
481
482 if (flags.Test(DoCommandFlag::Execute)) {
483 /* We do this here because when replacing a bridge with another
484 * type calling SetBridgeMiddle isn't needed. After all, the
485 * tile already has the has_bridge_above bits set. */
486 SetBridgeMiddle(tile, direction);
487 }
488 }
489
490 owner = company;
491 is_new_owner = true;
492 }
493
494 bool hasroad = road_rt != INVALID_ROADTYPE;
495 bool hastram = tram_rt != INVALID_ROADTYPE;
496 if (transport_type == TRANSPORT_ROAD) {
497 if (RoadTypeIsRoad(roadtype)) road_rt = roadtype;
498 if (RoadTypeIsTram(roadtype)) tram_rt = roadtype;
499 }
500
501 /* do the drill? */
502 if (flags.Test(DoCommandFlag::Execute)) {
503 DiagDirection dir = AxisToDiagDir(direction);
504
505 Company *c = Company::GetIfValid(company);
506 switch (transport_type) {
507 case TRANSPORT_RAIL:
508 /* Add to company infrastructure count if required. */
509 if (is_new_owner && c != nullptr) c->infrastructure.rail[railtype] += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
510 MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
511 MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
512 SetTunnelBridgeReservation(tile_start, pbs_reservation);
513 SetTunnelBridgeReservation(tile_end, pbs_reservation);
514 break;
515
516 case TRANSPORT_ROAD: {
517 if (is_new_owner) {
518 /* Also give unowned present roadtypes to new owner */
519 if (hasroad && GetRoadOwner(tile_start, RTT_ROAD) == OWNER_NONE) hasroad = false;
520 if (hastram && GetRoadOwner(tile_start, RTT_TRAM) == OWNER_NONE) hastram = false;
521 }
522 if (c != nullptr) {
523 /* Add all new road types to the company infrastructure counter. */
524 if (!hasroad && road_rt != INVALID_ROADTYPE) {
525 /* A full diagonal road tile has two road bits. */
526 c->infrastructure.road[road_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
527 }
528 if (!hastram && tram_rt != INVALID_ROADTYPE) {
529 /* A full diagonal road tile has two road bits. */
530 c->infrastructure.road[tram_rt] += bridge_len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
531 }
532 }
533 Owner owner_road = hasroad ? GetRoadOwner(tile_start, RTT_ROAD) : company;
534 Owner owner_tram = hastram ? GetRoadOwner(tile_start, RTT_TRAM) : company;
535 MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, road_rt, tram_rt);
536 MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), road_rt, tram_rt);
537 break;
538 }
539
540 case TRANSPORT_WATER:
541 if (is_new_owner && c != nullptr) c->infrastructure.water += bridge_len * TUNNELBRIDGE_TRACKBIT_FACTOR;
542 MakeAqueductBridgeRamp(tile_start, owner, dir);
543 MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
544 CheckForDockingTile(tile_start);
545 CheckForDockingTile(tile_end);
546 break;
547
548 default:
549 NOT_REACHED();
550 }
551
552 /* Mark all tiles dirty */
553 MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
555 }
556
557 if (flags.Test(DoCommandFlag::Execute) && transport_type == TRANSPORT_RAIL) {
558 Track track = AxisToTrack(direction);
559 AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
560 YapfNotifyTrackLayoutChange(tile_start, track);
561 }
562
563 /* Human players that build bridges get a selection to choose from (DoCommandFlag::QueryCost)
564 * It's unnecessary to execute this command every time for every bridge.
565 * So it is done only for humans and cost is computed in bridge_gui.cpp.
566 * For (non-spectated) AI, Towns this has to be of course calculated. */
567 Company *c = Company::GetIfValid(company);
568 if (!flags.Test(DoCommandFlag::QueryCost) || (c != nullptr && c->is_ai && company != _local_company)) {
569 switch (transport_type) {
570 case TRANSPORT_ROAD:
571 if (road_rt != INVALID_ROADTYPE) {
572 cost.AddCost(bridge_len * 2 * RoadBuildCost(road_rt));
573 }
574 if (tram_rt != INVALID_ROADTYPE) {
575 cost.AddCost(bridge_len * 2 * RoadBuildCost(tram_rt));
576 }
577 break;
578
579 case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
580 default: break;
581 }
582
583 if (c != nullptr) bridge_len = CalcBridgeLenCostFactor(bridge_len);
584
585 if (transport_type != TRANSPORT_WATER) {
586 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
587 } else {
588 /* Aqueducts use a separate base cost. */
589 cost.AddCost((int64_t)bridge_len * _price[PR_BUILD_AQUEDUCT]);
590 }
591
592 }
593
594 return cost;
595}
596
597
606CommandCost CmdBuildTunnel(DoCommandFlags flags, TileIndex start_tile, TransportType transport_type, uint8_t road_rail_type)
607{
608 CompanyID company = _current_company;
609
610 RailType railtype = INVALID_RAILTYPE;
611 RoadType roadtype = INVALID_ROADTYPE;
613 switch (transport_type) {
614 case TRANSPORT_RAIL:
615 railtype = (RailType)road_rail_type;
616 if (!ValParamRailType(railtype)) return CMD_ERROR;
617 break;
618
619 case TRANSPORT_ROAD:
620 roadtype = (RoadType)road_rail_type;
621 if (!ValParamRoadType(roadtype)) return CMD_ERROR;
622 break;
623
624 default: return CMD_ERROR;
625 }
626
627 if (company == OWNER_DEITY) {
628 if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
629 const Town *town = CalcClosestTownFromTile(start_tile);
630
631 company = OWNER_TOWN;
632
633 /* If we are not within a town, we are not owned by the town */
634 if (town == nullptr || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[to_underlying(HouseZone::TownEdge)]) {
635 company = OWNER_NONE;
636 }
637 }
638
639 auto [start_tileh, start_z] = GetTileSlopeZ(start_tile);
640 DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
641 if (direction == INVALID_DIAGDIR) return CommandCost(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
642
643 if (HasTileWaterGround(start_tile)) return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
644
645 CommandCost ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, start_tile);
646 if (ret.Failed()) return ret;
647
648 /* XXX - do NOT change 'ret' in the loop, as it is used as the price
649 * for the clearing of the entrance of the tunnel. Assigning it to
650 * cost before the loop will yield different costs depending on start-
651 * position, because of increased-cost-by-length: 'cost += cost >> 3' */
652
653 TileIndexDiff delta = TileOffsByDiagDir(direction);
654 DiagDirection tunnel_in_way_dir;
655 if (DiagDirToAxis(direction) == AXIS_Y) {
656 tunnel_in_way_dir = (TileX(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
657 } else {
658 tunnel_in_way_dir = (TileY(start_tile) < (Map::MaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
659 }
660
661 TileIndex end_tile = start_tile;
662
663 /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
664 int tiles_coef = 3;
665 /* Number of tiles from start of tunnel */
666 int tiles = 0;
667 /* Number of tiles at which the cost increase coefficient per tile is halved */
668 int tiles_bump = 25;
669
671 Slope end_tileh;
672 int end_z;
673 for (;;) {
674 end_tile += delta;
675 if (!IsValidTile(end_tile)) return CommandCost(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
676 std::tie(end_tileh, end_z) = GetTileSlopeZ(end_tile);
677
678 if (start_z == end_z) break;
679
680 if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
681 return CommandCost(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
682 }
683
684 tiles++;
685 if (tiles == tiles_bump) {
686 tiles_coef++;
687 tiles_bump *= 2;
688 }
689
690 cost.AddCost(_price[PR_BUILD_TUNNEL]);
691 cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
692 }
693
694 /* Add the cost of the entrance */
695 cost.AddCost(_price[PR_BUILD_TUNNEL]);
696 cost.AddCost(ret.GetCost());
697
698 /* if the command fails from here on we want the end tile to be highlighted */
699 _build_tunnel_endtile = end_tile;
700
701 if (tiles > _settings_game.construction.max_tunnel_length) return CommandCost(STR_ERROR_TUNNEL_TOO_LONG);
702
703 if (HasTileWaterGround(end_tile)) return CommandCost(STR_ERROR_CAN_T_BUILD_ON_WATER);
704
705 /* Clear the tile in any case */
706 ret = Command<CMD_LANDSCAPE_CLEAR>::Do(flags, end_tile);
707 if (ret.Failed()) return CommandCost(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
708 cost.AddCost(ret.GetCost());
709
710 /* slope of end tile must be complementary to the slope of the start tile */
711 if (end_tileh != ComplementSlope(start_tileh)) {
712 /* Mark the tile as already cleared for the terraform command.
713 * Do this for all tiles (like trees), not only objects. */
714 ClearedObjectArea *coa = FindClearedObject(end_tile);
715 if (coa == nullptr) {
716 coa = &_cleared_object_areas.emplace_back(end_tile, TileArea(end_tile, 1, 1));
717 }
718
719 /* Hide the tile from the terraforming command */
720 TileIndex old_first_tile = coa->first_tile;
722
723 /* CMD_TERRAFORM_LAND may append further items to _cleared_object_areas,
724 * however it will never erase or re-order existing items.
725 * _cleared_object_areas is a value-type self-resizing vector, therefore appending items
726 * may result in a backing-store re-allocation, which would invalidate the coa pointer.
727 * The index of the coa pointer into the _cleared_object_areas vector remains valid,
728 * and can be used safely after the CMD_TERRAFORM_LAND operation.
729 * Deliberately clear the coa pointer to avoid leaving dangling pointers which could
730 * inadvertently be dereferenced.
731 */
732 ClearedObjectArea *begin = _cleared_object_areas.data();
733 assert(coa >= begin && coa < begin + _cleared_object_areas.size());
734 size_t coa_index = coa - begin;
735 assert(coa_index < UINT_MAX); // more than 2**32 cleared areas would be a bug in itself
736 coa = nullptr;
737
738 ret = std::get<0>(Command<CMD_TERRAFORM_LAND>::Do(flags, end_tile, end_tileh & start_tileh, false));
739 _cleared_object_areas[(uint)coa_index].first_tile = old_first_tile;
740 if (ret.Failed()) return CommandCost(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
741 cost.AddCost(ret.GetCost());
742 }
743 cost.AddCost(_price[PR_BUILD_TUNNEL]);
744
745 /* Pay for the rail/road in the tunnel including entrances */
746 switch (transport_type) {
747 case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * RoadBuildCost(roadtype) * 2); break;
748 case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
749 default: NOT_REACHED();
750 }
751
752 if (flags.Test(DoCommandFlag::Execute)) {
753 Company *c = Company::GetIfValid(company);
754 uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
755 if (transport_type == TRANSPORT_RAIL) {
756 if (c != nullptr) c->infrastructure.rail[railtype] += num_pieces;
757 MakeRailTunnel(start_tile, company, direction, railtype);
758 MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
759 AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
760 YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
761 } else {
762 if (c != nullptr) c->infrastructure.road[roadtype] += num_pieces * 2; // A full diagonal road has two road bits.
763 RoadType road_rt = RoadTypeIsRoad(roadtype) ? roadtype : INVALID_ROADTYPE;
764 RoadType tram_rt = RoadTypeIsTram(roadtype) ? roadtype : INVALID_ROADTYPE;
765 MakeRoadTunnel(start_tile, company, direction, road_rt, tram_rt);
766 MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), road_rt, tram_rt);
767 }
769 }
770
771 return cost;
772}
773
774
781{
782 /* Floods can remove anything as well as the scenario editor */
783 if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
784
785 switch (GetTunnelBridgeTransportType(tile)) {
786 case TRANSPORT_ROAD: {
787 RoadType road_rt = GetRoadTypeRoad(tile);
788 RoadType tram_rt = GetRoadTypeTram(tile);
789 Owner road_owner = _current_company;
790 Owner tram_owner = _current_company;
791
792 if (road_rt != INVALID_ROADTYPE) road_owner = GetRoadOwner(tile, RTT_ROAD);
793 if (tram_rt != INVALID_ROADTYPE) tram_owner = GetRoadOwner(tile, RTT_TRAM);
794
795 /* We can remove unowned road and if the town allows it */
797 /* Town does not allow */
798 return CheckTileOwnership(tile);
799 }
800 if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
801 if (tram_owner == OWNER_NONE) tram_owner = _current_company;
802
803 CommandCost ret = CheckOwnership(road_owner, tile);
804 if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
805 return ret;
806 }
807
808 case TRANSPORT_RAIL:
809 return CheckOwnership(GetTileOwner(tile));
810
811 case TRANSPORT_WATER: {
812 /* Always allow to remove aqueducts without owner. */
813 Owner aqueduct_owner = GetTileOwner(tile);
814 if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
815 return CheckOwnership(aqueduct_owner);
816 }
817
818 default: NOT_REACHED();
819 }
820}
821
829{
831 if (ret.Failed()) return ret;
832
833 TileIndex endtile = GetOtherTunnelEnd(tile);
834
835 ret = TunnelBridgeIsFree(tile, endtile);
836 if (ret.Failed()) return ret;
837
838 _build_tunnel_endtile = endtile;
839
840 Town *t = nullptr;
841 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
842 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
843
844 /* Check if you are allowed to remove the tunnel owned by a town
845 * Removal depends on difficulty settings */
847 if (ret.Failed()) return ret;
848 }
849
850 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
851 * you have a "Poor" (0) town rating */
852 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
854 }
855
856 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_TUNNEL);
857 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
858
859 if (flags.Test(DoCommandFlag::Execute)) {
861 /* We first need to request values before calling DoClearSquare */
863 Track track = DiagDirToDiagTrack(dir);
864 Owner owner = GetTileOwner(tile);
865
866 Train *v = nullptr;
867 if (HasTunnelBridgeReservation(tile)) {
868 v = GetTrainForReservation(tile, track);
869 if (v != nullptr) FreeTrainTrackReservation(v);
870 }
871
872 if (Company::IsValidID(owner)) {
873 Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
875 }
876
877 DoClearSquare(tile);
878 DoClearSquare(endtile);
879
880 /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
881 AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
882 AddSideToSignalBuffer(endtile, dir, owner);
883
884 YapfNotifyTrackLayoutChange(tile, track);
885 YapfNotifyTrackLayoutChange(endtile, track);
886
887 if (v != nullptr) TryPathReserve(v);
888 } else {
889 /* A full diagonal road tile has two road bits. */
890 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
891 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
892
893 DoClearSquare(tile);
894 DoClearSquare(endtile);
895 }
896 }
897
898 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
899}
900
901
909{
911 if (ret.Failed()) return ret;
912
913 TileIndex endtile = GetOtherBridgeEnd(tile);
914
915 ret = TunnelBridgeIsFree(tile, endtile);
916 if (ret.Failed()) return ret;
917
918 DiagDirection direction = GetTunnelBridgeDirection(tile);
919 TileIndexDiff delta = TileOffsByDiagDir(direction);
920
921 Town *t = nullptr;
922 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
923 t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
924
925 /* Check if you are allowed to remove the bridge owned by a town
926 * Removal depends on difficulty settings */
928 if (ret.Failed()) return ret;
929 }
930
931 /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
932 * you have a "Poor" (0) town rating */
933 if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
935 }
936
937 Money base_cost = TunnelBridgeClearCost(tile, PR_CLEAR_BRIDGE);
938 uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
939
940 if (flags.Test(DoCommandFlag::Execute)) {
941 /* read this value before actual removal of bridge */
942 bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
943 Owner owner = GetTileOwner(tile);
944 int height = GetBridgeHeight(tile);
945 Train *v = nullptr;
946
947 if (rail && HasTunnelBridgeReservation(tile)) {
948 v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
949 if (v != nullptr) FreeTrainTrackReservation(v);
950 }
951
952 /* Update company infrastructure counts. */
953 if (rail) {
954 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
955 } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
956 /* A full diagonal road tile has two road bits. */
957 UpdateCompanyRoadInfrastructure(GetRoadTypeRoad(tile), GetRoadOwner(tile, RTT_ROAD), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
958 UpdateCompanyRoadInfrastructure(GetRoadTypeTram(tile), GetRoadOwner(tile, RTT_TRAM), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR));
959 } else { // Aqueduct
960 if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
961 }
963
964 DoClearSquare(tile);
965 DoClearSquare(endtile);
966
967 for (TileIndex c = tile + delta; c != endtile; c += delta) {
968 /* do not let trees appear from 'nowhere' after removing bridge */
970 int minz = GetTileMaxZ(c) + 3;
971 if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
972 }
974 MarkTileDirtyByTile(c, height - TileHeight(c));
975 }
976
977 if (rail) {
978 /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
979 AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
980 AddSideToSignalBuffer(endtile, direction, owner);
981
982 Track track = DiagDirToDiagTrack(direction);
983 YapfNotifyTrackLayoutChange(tile, track);
984 YapfNotifyTrackLayoutChange(endtile, track);
985
986 if (v != nullptr) TryPathReserve(v, true);
987 }
988 }
989
990 return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
991}
992
1000{
1001 if (IsTunnel(tile)) {
1002 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
1003 return DoClearTunnel(tile, flags);
1004 } else { // IsBridge(tile)
1005 if (flags.Test(DoCommandFlag::Auto)) return CommandCost(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
1006 return DoClearBridge(tile, flags);
1007 }
1008}
1009
1020static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
1021{
1022 static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
1023 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);
1024}
1025
1037static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1038{
1039 int cur_z;
1040 for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1041 DrawPillar(psid, x, y, cur_z, w, h, nullptr);
1042 }
1043 return cur_z;
1044}
1045
1057static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1058{
1059 static const int bounding_box_size[2] = {16, 2};
1060 static const int back_pillar_offset[2] = { 0, 9};
1061
1062 static const int INF = 1000;
1063 static const SubSprite half_pillar_sub_sprite[2][2] = {
1064 { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1065 { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1066 };
1067
1068 if (psid->sprite == 0) return;
1069
1070 /* Determine ground height under pillars */
1071 DiagDirection south_dir = AxisToDiagDir(axis);
1072 int z_front_north = ti->z;
1073 int z_back_north = ti->z;
1074 int z_front_south = ti->z;
1075 int z_back_south = ti->z;
1076 GetSlopePixelZOnEdge(ti->tileh, south_dir, z_front_south, z_back_south);
1077 GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), z_front_north, z_back_north);
1078
1079 /* Shared height of pillars */
1080 int z_front = std::max(z_front_north, z_front_south);
1081 int z_back = std::max(z_back_north, z_back_south);
1082
1083 /* x and y size of bounding-box of pillars */
1084 int w = bounding_box_size[axis];
1085 int h = bounding_box_size[OtherAxis(axis)];
1086 /* sprite position of back facing pillar */
1087 int x_back = x - back_pillar_offset[axis];
1088 int y_back = y - back_pillar_offset[OtherAxis(axis)];
1089
1090 /* Draw front pillars */
1091 int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1092 if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1093 if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1094
1095 /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1096 int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1097 if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1098 bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1099 if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1100 if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1101 }
1102}
1103
1113static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
1114{
1115 static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1116 static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1117
1118 /* Simplified from DrawRoadTypeCatenary() to remove all the special cases required for regular ground road */
1119 spr_back = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_BACK, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1120 spr_front = GetCustomRoadSprite(rti, head_tile, ROTSG_CATENARY_FRONT, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1121 if (spr_back == 0 && spr_front == 0) {
1122 spr_back = SPR_TRAMWAY_BASE + back_offsets[offset];
1123 spr_front = SPR_TRAMWAY_BASE + front_offsets[offset];
1124 } else {
1125 if (spr_back != 0) spr_back += 23 + offset;
1126 if (spr_front != 0) spr_front += 23 + offset;
1127 }
1128}
1129
1139static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
1140{
1141 RoadType road_rt = GetRoadTypeRoad(head_tile);
1142 RoadType tram_rt = GetRoadTypeTram(head_tile);
1143 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1144 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1145
1146 SpriteID seq_back[4] = { 0 };
1147 bool trans_back[4] = { false };
1148 SpriteID seq_front[4] = { 0 };
1149 bool trans_front[4] = { false };
1150
1151 static const SpriteID overlay_offsets[6] = { 0, 1, 11, 12, 13, 14 };
1152 if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1153 /* Road underlay takes precedence over tram */
1154 trans_back[0] = !head && IsTransparencySet(TO_BRIDGES);
1155 if (road_rti != nullptr) {
1156 if (road_rti->UsesOverlay()) {
1157 seq_back[0] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1158 }
1159 } else if (tram_rti != nullptr) {
1160 if (tram_rti->UsesOverlay()) {
1161 seq_back[0] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_BRIDGE, head ? TCX_NORMAL : TCX_ON_BRIDGE) + offset;
1162 } else {
1163 seq_back[0] = SPR_TRAMWAY_BRIDGE + offset;
1164 }
1165 }
1166
1167 /* Draw road overlay */
1168 trans_back[1] = !head && IsTransparencySet(TO_BRIDGES);
1169 if (road_rti != nullptr) {
1170 if (road_rti->UsesOverlay()) {
1171 seq_back[1] = GetCustomRoadSprite(road_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1172 if (seq_back[1] != 0) seq_back[1] += overlay_offsets[offset];
1173 }
1174 }
1175
1176 /* Draw tram overlay */
1177 trans_back[2] = !head && IsTransparencySet(TO_BRIDGES);
1178 if (tram_rti != nullptr) {
1179 if (tram_rti->UsesOverlay()) {
1180 seq_back[2] = GetCustomRoadSprite(tram_rti, head_tile, ROTSG_OVERLAY, head ? TCX_NORMAL : TCX_ON_BRIDGE);
1181 if (seq_back[2] != 0) seq_back[2] += overlay_offsets[offset];
1182 } else if (road_rti != nullptr) {
1183 seq_back[2] = SPR_TRAMWAY_OVERLAY + overlay_offsets[offset];
1184 }
1185 }
1186
1187 /* Road catenary takes precedence over tram */
1188 trans_back[3] = IsTransparencySet(TO_CATENARY);
1189 trans_front[0] = IsTransparencySet(TO_CATENARY);
1190 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1191 GetBridgeRoadCatenary(road_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1192 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1193 GetBridgeRoadCatenary(tram_rti, head_tile, offset, head, seq_back[3], seq_front[0]);
1194 }
1195 }
1196
1197 static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1198 static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1199 static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1200 static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1201
1202 /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1203 * The bounding boxes here are the same as for bridge front/roof */
1204 for (uint i = 0; i < lengthof(seq_back); ++i) {
1205 if (seq_back[i] != 0) {
1206 AddSortableSpriteToDraw(seq_back[i], PAL_NONE,
1207 x, y, size_x[offset], size_y[offset], 0x28, z,
1208 trans_back[i]);
1209 }
1210 }
1211
1212 /* Start a new SpriteCombine for the front part */
1215
1216 for (uint i = 0; i < lengthof(seq_front); ++i) {
1217 if (seq_front[i] != 0) {
1218 AddSortableSpriteToDraw(seq_front[i], PAL_NONE,
1219 x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1220 trans_front[i],
1221 front_bb_offset_x[offset], front_bb_offset_y[offset]);
1222 }
1223 }
1224}
1225
1240{
1241 TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1242 DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1243
1244 if (IsTunnel(ti->tile)) {
1245 /* Front view of tunnel bounding boxes:
1246 *
1247 * 122223 <- BB_Z_SEPARATOR
1248 * 1 3
1249 * 1 3 1,3 = empty helper BB
1250 * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1251 *
1252 */
1253
1254 static const int _tunnel_BB[4][12] = {
1255 /* tunnnel-roof | Z-separator | tram-catenary
1256 * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1257 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1258 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1259 { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1260 { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1261 };
1262 const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1263
1264 bool catenary = false;
1265
1266 SpriteID image;
1267 SpriteID railtype_overlay = 0;
1268 if (transport_type == TRANSPORT_RAIL) {
1269 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1270 image = rti->base_sprites.tunnel;
1271 if (rti->UsesOverlay()) {
1272 /* Check if the railtype has custom tunnel portals. */
1273 railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1274 if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1275 }
1276 } else {
1277 image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1278 }
1279
1280 if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1281
1282 image += tunnelbridge_direction * 2;
1283 DrawGroundSprite(image, PAL_NONE);
1284
1285 if (transport_type == TRANSPORT_ROAD) {
1286 RoadType road_rt = GetRoadTypeRoad(ti->tile);
1287 RoadType tram_rt = GetRoadTypeTram(ti->tile);
1288 const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt);
1289 const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt);
1290 uint sprite_offset = DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? 1 : 0;
1291 bool draw_underlay = true;
1292
1293 /* Road underlay takes precedence over tram */
1294 if (road_rti != nullptr) {
1295 if (road_rti->UsesOverlay()) {
1296 SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_TUNNEL);
1297 if (ground != 0) {
1298 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1299 draw_underlay = false;
1300 }
1301 }
1302 } else {
1303 if (tram_rti->UsesOverlay()) {
1304 SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_TUNNEL);
1305 if (ground != 0) {
1306 DrawGroundSprite(ground + tunnelbridge_direction, PAL_NONE);
1307 draw_underlay = false;
1308 }
1309 }
1310 }
1311
1312 DrawRoadOverlays(ti, PAL_NONE, road_rti, tram_rti, sprite_offset, sprite_offset, draw_underlay);
1313
1314 /* Road catenary takes precedence over tram */
1315 SpriteID catenary_sprite_base = 0;
1316 if (road_rti != nullptr && HasRoadCatenaryDrawn(road_rt)) {
1317 catenary_sprite_base = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_CATENARY_FRONT);
1318 if (catenary_sprite_base == 0) {
1319 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1320 } else {
1321 catenary_sprite_base += 19;
1322 }
1323 } else if (tram_rti != nullptr && HasRoadCatenaryDrawn(tram_rt)) {
1324 catenary_sprite_base = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_CATENARY_FRONT);
1325 if (catenary_sprite_base == 0) {
1326 catenary_sprite_base = SPR_TRAMWAY_TUNNEL_WIRES;
1327 } else {
1328 catenary_sprite_base += 19;
1329 }
1330 }
1331
1332 if (catenary_sprite_base != 0) {
1333 catenary = true;
1335 AddSortableSpriteToDraw(catenary_sprite_base + 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);
1336 }
1337 } else {
1338 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1339 if (rti->UsesOverlay()) {
1340 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1341 if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1342 }
1343
1344 /* PBS debugging, draw reserved tracks darker */
1345 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1346 if (rti->UsesOverlay()) {
1347 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1348 DrawGroundSprite(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH);
1349 } else {
1351 }
1352 }
1353
1355 /* Maybe draw pylons on the entry side */
1356 DrawRailCatenary(ti);
1357
1358 catenary = true;
1360 /* Draw wire above the ramp */
1362 }
1363 }
1364
1365 if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1366
1367 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);
1368 /* Draw railtype tunnel portal overlay if defined. */
1369 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);
1370
1371 if (catenary || railtype_overlay != 0) EndSpriteCombine();
1372
1373 /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1374 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1375 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);
1376
1377 DrawBridgeMiddle(ti);
1378 } else { // IsBridge(ti->tile)
1379 const PalSpriteID *psid;
1380 int base_offset;
1381 bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1382
1383 if (transport_type == TRANSPORT_RAIL) {
1384 base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1385 assert(base_offset != 8); // This one is used for roads
1386 } else {
1387 base_offset = 8;
1388 }
1389
1390 /* as the lower 3 bits are used for other stuff, make sure they are clear */
1391 assert( (base_offset & 0x07) == 0x00);
1392
1393 DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1394
1395 /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1396 base_offset += (6 - tunnelbridge_direction) % 4;
1397
1398 /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1399 if (transport_type != TRANSPORT_WATER) {
1400 if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1401 psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1402 } else {
1403 psid = _aqueduct_sprites + base_offset;
1404 }
1405
1406 if (!ice) {
1407 TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1408 if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1409 DrawShoreTile(ti->tileh);
1410 } else {
1411 DrawClearLandTile(ti, 3);
1412 }
1413 } else {
1414 DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1415 }
1416
1417 /* draw ramp */
1418
1419 /* Draw Trambits and PBS Reservation as SpriteCombine */
1420 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1421
1422 /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1423 * it doesn't disappear behind it
1424 */
1425 /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1426 AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1427
1428 if (transport_type == TRANSPORT_ROAD) {
1429 uint offset = tunnelbridge_direction;
1430 int z = ti->z;
1431 if (ti->tileh != SLOPE_FLAT) {
1432 offset = (offset + 1) & 1;
1433 z += TILE_HEIGHT;
1434 } else {
1435 offset += 2;
1436 }
1437
1438 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1439 DrawBridgeRoadBits(ti->tile, ti->x, ti->y, z, offset, true);
1440
1442 } else if (transport_type == TRANSPORT_RAIL) {
1443 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1444 if (rti->UsesOverlay()) {
1445 SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1446 if (surface != 0) {
1447 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1448 AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1449 } else {
1450 AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1451 }
1452 }
1453 /* Don't fallback to non-overlay sprite -- the spec states that
1454 * if an overlay is present then the bridge surface must be
1455 * present. */
1456 }
1457
1458 /* PBS debugging, draw reserved tracks darker */
1459 if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1460 if (rti->UsesOverlay()) {
1461 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1462 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1463 AddSortableSpriteToDraw(overlay + RTO_X + DiagDirToAxis(tunnelbridge_direction), PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1464 } else {
1465 AddSortableSpriteToDraw(overlay + RTO_SLOPE_NE + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1466 }
1467 } else {
1468 if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1469 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);
1470 } else {
1471 AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1472 }
1473 }
1474 }
1475
1478 DrawRailCatenary(ti);
1479 }
1480 }
1481
1482 DrawBridgeMiddle(ti);
1483 }
1484}
1485
1486
1505static BridgePieces CalcBridgePiece(uint north, uint south)
1506{
1507 if (north == 1) {
1508 return BRIDGE_PIECE_NORTH;
1509 } else if (south == 1) {
1510 return BRIDGE_PIECE_SOUTH;
1511 } else if (north < south) {
1512 return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1513 } else if (north > south) {
1514 return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1515 } else {
1516 return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1517 }
1518}
1519
1525{
1526 /* Sectional view of bridge bounding boxes:
1527 *
1528 * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and RoadCatenary
1529 * 1 2 3 = empty helper BB
1530 * 1 7 2 4,5 = pillars under higher bridges
1531 * 1 6 88888 6 2 6 = elrail-pylons
1532 * 1 6 88888 6 2 7 = elrail-wire
1533 * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1534 * 3333333333333 <- BB_Z_SEPARATOR
1535 * <- unused
1536 * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1537 * 4 5
1538 * 4 5
1539 *
1540 */
1541
1542 if (!IsBridgeAbove(ti->tile)) return;
1543
1544 TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1545 TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1546 TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1547
1548 Axis axis = GetBridgeAxis(ti->tile);
1550 GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1551 GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1552 );
1553
1554 const PalSpriteID *psid;
1555 bool drawfarpillar;
1556 if (transport_type != TRANSPORT_WATER) {
1557 BridgeType type = GetBridgeType(rampsouth);
1558 drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1559
1560 uint base_offset;
1561 if (transport_type == TRANSPORT_RAIL) {
1562 base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1563 } else {
1564 base_offset = 8;
1565 }
1566
1567 psid = &GetBridgeSpriteTable(type, piece)[base_offset];
1568 } else {
1569 drawfarpillar = true;
1570 psid = _aqueduct_sprites;
1571 }
1572
1573 if (axis != AXIS_X) psid += 4;
1574
1575 int x = ti->x;
1576 int y = ti->y;
1577 uint bridge_z = GetBridgePixelHeight(rampsouth);
1578 int z = bridge_z - BRIDGE_Z_START;
1579
1580 /* Add a bounding box that separates the bridge from things below it. */
1581 AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1582
1583 /* Draw Trambits as SpriteCombine */
1584 if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1585
1586 /* Draw floor and far part of bridge*/
1588 if (axis == AXIS_X) {
1589 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1590 } else {
1591 AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1592 }
1593 }
1594
1595 psid++;
1596
1597 if (transport_type == TRANSPORT_ROAD) {
1598 /* DrawBridgeRoadBits() calls EndSpriteCombine() and StartSpriteCombine() */
1599 DrawBridgeRoadBits(rampsouth, x, y, bridge_z, axis ^ 1, false);
1600 } else if (transport_type == TRANSPORT_RAIL) {
1601 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1602 if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1603 SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1604 if (surface != 0) {
1605 AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1606 }
1607 }
1608
1610 if (rti->UsesOverlay()) {
1611 SpriteID overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY);
1612 AddSortableSpriteToDraw(overlay + RTO_X + axis, PALETTE_CRASH, ti->x, ti->y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1613 } else {
1614 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));
1615 }
1616 }
1617
1619
1620 if (HasRailCatenaryDrawn(GetRailType(rampsouth))) {
1622 }
1623 }
1624
1625 /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1627 if (axis == AXIS_X) {
1628 y += 12;
1629 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1630 } else {
1631 x += 12;
1632 if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1633 }
1634 }
1635
1636 /* Draw TramFront as SpriteCombine */
1637 if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1638
1639 /* Do not draw anything more if bridges are invisible */
1640 if (IsInvisibilitySet(TO_BRIDGES)) return;
1641
1642 psid++;
1643 DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1644}
1645
1646
1647static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y, bool ground_vehicle)
1648{
1649 auto [tileh, z] = GetTilePixelSlope(tile);
1650
1651 x &= 0xF;
1652 y &= 0xF;
1653
1654 if (IsTunnel(tile)) {
1655 /* In the tunnel entrance? */
1656 if (ground_vehicle) return z;
1657 } else { // IsBridge(tile)
1660
1661 /* On the bridge ramp? */
1662 if (ground_vehicle) {
1663 if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1664
1665 switch (dir) {
1666 default: NOT_REACHED();
1667 case DIAGDIR_NE: tileh = SLOPE_NE; break;
1668 case DIAGDIR_SE: tileh = SLOPE_SE; break;
1669 case DIAGDIR_SW: tileh = SLOPE_SW; break;
1670 case DIAGDIR_NW: tileh = SLOPE_NW; break;
1671 }
1672 }
1673 }
1674
1675 return z + GetPartialPixelZ(x, y, tileh);
1676}
1677
1678static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1679{
1681}
1682
1683static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc &td)
1684{
1686
1687 if (IsTunnel(tile)) {
1688 td.str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1689 } else { // IsBridge(tile)
1690 td.str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1691 }
1692 td.owner[0] = GetTileOwner(tile);
1693
1694 Owner road_owner = INVALID_OWNER;
1695 Owner tram_owner = INVALID_OWNER;
1696 RoadType road_rt = (tt == TRANSPORT_ROAD) ? GetRoadTypeRoad(tile) : INVALID_ROADTYPE;
1697 RoadType tram_rt = (tt == TRANSPORT_ROAD) ? GetRoadTypeTram(tile) : INVALID_ROADTYPE;
1698 if (road_rt != INVALID_ROADTYPE) {
1699 const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt);
1700 td.roadtype = rti->strings.name;
1701 td.road_speed = rti->max_speed / 2;
1702 road_owner = GetRoadOwner(tile, RTT_ROAD);
1703 }
1704 if (tram_rt != INVALID_ROADTYPE) {
1705 const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt);
1706 td.tramtype = rti->strings.name;
1707 td.tram_speed = rti->max_speed / 2;
1708 tram_owner = GetRoadOwner(tile, RTT_TRAM);
1709 }
1710
1711 /* Is there a mix of owners? */
1712 if ((tram_owner != INVALID_OWNER && tram_owner != td.owner[0]) ||
1713 (road_owner != INVALID_OWNER && road_owner != td.owner[0])) {
1714 uint i = 1;
1715 if (road_owner != INVALID_OWNER) {
1716 td.owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1717 td.owner[i] = road_owner;
1718 i++;
1719 }
1720 if (tram_owner != INVALID_OWNER) {
1721 td.owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1722 td.owner[i] = tram_owner;
1723 }
1724 }
1725
1726 if (tt == TRANSPORT_RAIL) {
1727 const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1728 td.rail_speed = rti->max_speed;
1729 td.railtype = rti->strings.name;
1730
1731 if (!IsTunnel(tile)) {
1732 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1733 /* rail speed special-cases 0 as unlimited, hides display of limit etc. */
1734 if (spd == UINT16_MAX) spd = 0;
1735 if (td.rail_speed == 0 || spd < td.rail_speed) {
1736 td.rail_speed = spd;
1737 }
1738 }
1739 } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1740 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1741 /* road speed special-cases 0 as unlimited, hides display of limit etc. */
1742 if (spd == UINT16_MAX) spd = 0;
1743 if (road_rt != INVALID_ROADTYPE && (td.road_speed == 0 || spd < td.road_speed)) td.road_speed = spd;
1744 if (tram_rt != INVALID_ROADTYPE && (td.tram_speed == 0 || spd < td.tram_speed)) td.tram_speed = spd;
1745 }
1746}
1747
1748
1749static void TileLoop_TunnelBridge(TileIndex tile)
1750{
1751 bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1753 case LandscapeType::Arctic: {
1754 /* As long as we do not have a snow density, we want to use the density
1755 * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1756 * (Independent of foundations) */
1757 int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1758 if (snow_or_desert != (z > GetSnowLine())) {
1759 SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1760 MarkTileDirtyByTile(tile);
1761 }
1762 break;
1763 }
1764
1765 case LandscapeType::Tropic:
1766 if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1767 SetTunnelBridgeSnowOrDesert(tile, true);
1768 MarkTileDirtyByTile(tile);
1769 }
1770 break;
1771
1772 default:
1773 break;
1774 }
1775}
1776
1777static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1778{
1779 TransportType transport_type = GetTunnelBridgeTransportType(tile);
1780 if (transport_type != mode || (transport_type == TRANSPORT_ROAD && !HasTileRoadType(tile, (RoadTramType)sub_mode))) return 0;
1781
1783 if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1785}
1786
1787static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1788{
1789 TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1790 /* Set number of pieces to zero if it's the southern tile as we
1791 * don't want to update the infrastructure counts twice. */
1792 uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1793
1795
1796 if (tt == TRANSPORT_ROAD) {
1797 for (RoadTramType rtt : _roadtramtypes) {
1798 /* Update all roadtypes, no matter if they are present */
1799 if (GetRoadOwner(tile, rtt) == old_owner) {
1800 RoadType rt = GetRoadType(tile, rtt);
1801 if (rt != INVALID_ROADTYPE) {
1802 /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1803 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1804 Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1805 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1806 }
1807
1808 SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1809 }
1810 }
1811 }
1812
1813 if (!IsTileOwner(tile, old_owner)) return;
1814
1815 /* Update company infrastructure counts for rail and water as well.
1816 * No need to dirty windows here, we'll redraw the whole screen anyway. */
1817 Company *old = Company::Get(old_owner);
1818 if (tt == TRANSPORT_RAIL) {
1819 old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1820 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1821 } else if (tt == TRANSPORT_WATER) {
1822 old->infrastructure.water -= num_pieces;
1823 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1824 }
1825
1826 if (new_owner != INVALID_OWNER) {
1827 SetTileOwner(tile, new_owner);
1828 } else {
1829 if (tt == TRANSPORT_RAIL) {
1830 /* Since all of our vehicles have been removed, it is safe to remove the rail
1831 * bridge / tunnel. */
1833 assert(ret.Succeeded());
1834 } else {
1835 /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1836 SetTileOwner(tile, OWNER_NONE);
1837 }
1838 }
1839}
1840
1853template <typename T>
1854static void PrepareToEnterBridge(T *gv)
1855{
1856 if (HasBit(gv->gv_flags, GVF_GOINGUP_BIT)) {
1857 gv->z_pos++;
1858 ClrBit(gv->gv_flags, GVF_GOINGUP_BIT);
1859 } else {
1860 ClrBit(gv->gv_flags, GVF_GOINGDOWN_BIT);
1861 }
1862}
1863
1869static const uint8_t TUNNEL_SOUND_FRAME = 1;
1870
1879extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1880
1881static VehicleEnterTileStates VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1882{
1883 int z = GetSlopePixelZ(x, y, true) - v->z_pos;
1884
1885 if (abs(z) > 2) return VehicleEnterTileState::CannotEnter;
1886 /* Direction into the wormhole */
1887 const DiagDirection dir = GetTunnelBridgeDirection(tile);
1888 /* Direction of the vehicle */
1889 const DiagDirection vdir = DirToDiagDir(v->direction);
1890 /* New position of the vehicle on the tile */
1891 uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1892 /* Number of units moved by the vehicle since entering the tile */
1893 uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1894
1895 if (IsTunnel(tile)) {
1896 if (v->type == VEH_TRAIN) {
1897 Train *t = Train::From(v);
1898
1899 if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1900 if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1901 if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1902 SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1903 }
1904 return {};
1905 }
1906 if (frame == _tunnel_visibility_frame[dir]) {
1907 t->tile = tile;
1908 t->track = TRACK_BIT_WORMHOLE;
1911 }
1912 }
1913
1914 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1915 /* We're at the tunnel exit ?? */
1916 t->tile = tile;
1917 t->track = DiagDirToDiagTrackBits(vdir);
1918 assert(t->track);
1921 }
1922 } else if (v->type == VEH_ROAD) {
1924
1925 /* Enter tunnel? */
1926 if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1927 if (frame == _tunnel_visibility_frame[dir]) {
1928 /* Frame should be equal to the next frame number in the RV's movement */
1929 assert(frame == rv->frame + 1);
1930 rv->tile = tile;
1931 rv->state = RVSB_WORMHOLE;
1934 } else {
1935 return {};
1936 }
1937 }
1938
1939 /* We're at the tunnel exit ?? */
1940 if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1941 rv->tile = tile;
1942 rv->state = DiagDirToDiagTrackdir(vdir);
1943 rv->frame = frame;
1946 }
1947 }
1948 } else { // IsBridge(tile)
1949 if (v->type != VEH_SHIP) {
1950 /* modify speed of vehicle */
1951 uint16_t spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1952
1953 if (v->type == VEH_ROAD) spd *= 2;
1954 Vehicle *first = v->First();
1955 first->cur_speed = std::min(first->cur_speed, spd);
1956 }
1957
1958 if (vdir == dir) {
1959 /* Vehicle enters bridge at the last frame inside this tile. */
1960 if (frame != TILE_SIZE - 1) return {};
1961 switch (v->type) {
1962 case VEH_TRAIN: {
1963 Train *t = Train::From(v);
1964 t->track = TRACK_BIT_WORMHOLE;
1966 break;
1967 }
1968
1969 case VEH_ROAD: {
1971 rv->state = RVSB_WORMHOLE;
1973 break;
1974 }
1975
1976 case VEH_SHIP:
1978 break;
1979
1980 default: NOT_REACHED();
1981 }
1983 } else if (vdir == ReverseDiagDir(dir)) {
1984 v->tile = tile;
1985 switch (v->type) {
1986 case VEH_TRAIN: {
1987 Train *t = Train::From(v);
1988 if (t->track == TRACK_BIT_WORMHOLE) {
1989 t->track = DiagDirToDiagTrackBits(vdir);
1991 }
1992 break;
1993 }
1994
1995 case VEH_ROAD: {
1997 if (rv->state == RVSB_WORMHOLE) {
1998 rv->state = DiagDirToDiagTrackdir(vdir);
1999 rv->frame = 0;
2001 }
2002 break;
2003 }
2004
2005 case VEH_SHIP: {
2006 Ship *ship = Ship::From(v);
2007 if (ship->state == TRACK_BIT_WORMHOLE) {
2008 ship->state = DiagDirToDiagTrackBits(vdir);
2010 }
2011 break;
2012 }
2013
2014 default: NOT_REACHED();
2015 }
2016 }
2017 }
2018 return {};
2019}
2020
2021static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlags flags, int z_new, Slope tileh_new)
2022{
2024 DiagDirection direction = GetTunnelBridgeDirection(tile);
2025 Axis axis = DiagDirToAxis(direction);
2026 CommandCost res;
2027 auto [tileh_old, z_old] = GetTileSlopeZ(tile);
2028
2029 /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
2030 if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
2031 CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_old, z_old);
2032 res = CheckBridgeSlope(BRIDGE_PIECE_SOUTH, axis, tileh_new, z_new);
2033 } else {
2034 CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, tileh_old, z_old);
2035 res = CheckBridgeSlope(BRIDGE_PIECE_NORTH, axis, tileh_new, z_new);
2036 }
2037
2038 /* Surface slope is valid and remains unchanged? */
2039 if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
2040 }
2041
2042 return Command<CMD_LANDSCAPE_CLEAR>::Do(flags, tile);
2043}
2044
2045extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
2046 DrawTile_TunnelBridge, // draw_tile_proc
2047 GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
2048 ClearTile_TunnelBridge, // clear_tile_proc
2049 nullptr, // add_accepted_cargo_proc
2050 GetTileDesc_TunnelBridge, // get_tile_desc_proc
2051 GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
2052 nullptr, // click_tile_proc
2053 nullptr, // animate_tile_proc
2054 TileLoop_TunnelBridge, // tile_loop_proc
2055 ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
2056 nullptr, // add_produced_cargo_proc
2057 VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
2058 GetFoundation_TunnelBridge, // get_foundation_proc
2059 TerraformTile_TunnelBridge, // terraform_tile_proc
2060};
Functions related to autoslope.
bool AutoslopeEnabled()
Tests if autoslope is enabled for _current_company.
Definition autoslope.h:65
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
const BridgeSpec * GetBridgeSpec(BridgeType i)
Get the specification of a bridge type.
Definition bridge.h:67
uint BridgeType
Bridge spec number.
Definition bridge.h:38
static const uint MAX_BRIDGES
Maximal number of available bridge specs.
Definition bridge.h:35
BridgePieces
This enum is related to the definition of bridge pieces, which is used to determine the proper sprite...
Definition bridge.h:22
This file contains all the sprites for bridges It consists of a number of arrays.
TileIndex GetSouthernBridgeEnd(TileIndex t)
Finds the southern end of a bridge starting at a middle tile.
TileIndex GetOtherBridgeEnd(TileIndex tile)
Starting at one bridge end finds the other bridge end.
TileIndex GetNorthernBridgeEnd(TileIndex t)
Finds the northern end of a bridge starting at a middle tile.
int GetBridgeHeight(TileIndex t)
Get the height ('z') of a bridge.
void SetBridgeMiddle(Tile t, Axis a)
Set that there is a bridge over the given axis.
Definition bridge_map.h:114
void MakeAqueductBridgeRamp(Tile t, Owner o, DiagDirection d)
Make a bridge ramp for aqueducts.
Definition bridge_map.h:181
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
void MakeRailBridgeRamp(Tile t, Owner o, BridgeType bridgetype, DiagDirection d, RailType rt)
Make a bridge ramp for rails.
Definition bridge_map.h:169
int GetBridgePixelHeight(TileIndex tile)
Get the height ('z') of a bridge in pixels.
Definition bridge_map.h:84
void ClearBridgeMiddle(Tile t)
Removes bridges from the given, that is bridges along the X and Y axis.
Definition bridge_map.h:103
void MakeRoadBridgeRamp(Tile t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadType road_rt, RoadType tram_rt)
Make a bridge ramp for roads.
Definition bridge_map.h:153
BridgeType GetBridgeType(Tile t)
Determines the type of bridge on a tile.
Definition bridge_map.h:56
bool IsBridgeAbove(Tile t)
checks if a bridge is set above the ground of this tile
Definition bridge_map.h:45
Axis GetBridgeAxis(Tile t)
Get the axis of the bridge that goes over the tile.
Definition bridge_map.h:68
bool IsBridge(Tile t)
Checks if this is a bridge, instead of a tunnel.
Definition bridge_map.h:24
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
Common return value for all commands.
bool Succeeded() const
Did this command succeed?
void AddCost(const Money &cost)
Adds the given cost to the cost of the command.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
Enum-as-bit-set wrapper.
This struct contains all the info that is needed to draw and construct tracks.
Definition rail.h:118
SpriteID single_x
single piece of rail in X direction, without ground
Definition rail.h:128
SpriteID bridge_offset
Bridge offset.
Definition rail.h:187
uint16_t max_speed
Maximum speed for vehicles travelling on this rail type.
Definition rail.h:222
struct RailTypeInfo::@20 base_sprites
Struct containing the main sprites.
SpriteID single_y
single piece of rail in Y direction, without ground
Definition rail.h:129
StringID name
Name of this rail type.
Definition rail.h:167
struct RailTypeInfo::@23 strings
Strings associated with the rail type.
SpriteID tunnel
tunnel sprites base
Definition rail.h:136
SpriteID single_sloped
single piece of rail for slopes
Definition rail.h:134
uint16_t max_speed
Maximum speed for vehicles travelling on this road type.
Definition road.h:133
StringID name
Name of this rail type.
Definition road.h:94
struct RoadTypeInfo::@26 strings
Strings associated with the rail type.
static Year year
Current year, starting at 0.
Functions related to clear (MP_CLEAR) land.
CommandCost CommandCostWithParam(StringID str, uint64_t value)
Return an error status, with string and parameter.
Definition command.cpp:417
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
@ QueryCost
query cost only, don't build.
@ Bankrupt
company bankrupts, skip money check, skip vehicle on tile check in some cases
@ Auto
don't allow building on structures
Definition of stuff that is very close to a company, like the company struct itself.
CommandCost CheckTileOwnership(TileIndex tile)
Check whether the current owner owns the stuff on the given tile.
CommandCost CheckOwnership(Owner owner, TileIndex tile)
Check whether the current owner owns something.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
void DirtyCompanyInfrastructureWindows(CompanyID company)
Redraw all windows with company infrastructure counts.
GUI Functions related to companies.
static constexpr Owner OWNER_DEITY
The object is owned by a superuser / goal script.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
static constexpr Owner INVALID_OWNER
An invalid owner.
static constexpr Owner OWNER_WATER
The tile/execution is done by "water".
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
DiagDirection AxisToDiagDir(Axis a)
Converts an Axis to a DiagDirection.
Axis OtherAxis(Axis a)
Select the other axis as provided.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
Axis
Allow incrementing of DiagDirDiff variables.
@ AXIS_X
The X axis.
@ AXIS_Y
The y axis.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ INVALID_DIAGDIR
Flag for an invalid DiagDirection.
@ DIAGDIR_SW
Southwest.
@ EXPENSES_CONSTRUCTION
Construction costs.
static const uint TUNNELBRIDGE_TRACKBIT_FACTOR
Multiplier for how many regular track bits a tunnel/bridge counts.
Price
Enumeration of all base prices for use with Prices.
void DrawRailCatenaryOnBridge(const TileInfo *ti)
Draws wires on a tunnel tile.
Definition elrail.cpp:506
void DrawRailCatenaryOnTunnel(const TileInfo *ti)
Draws wires on a tunnel tile.
Definition elrail.cpp:249
void DrawRailCatenary(const TileInfo *ti)
Draws overhead wires and pylons for electric railways.
Definition elrail.cpp:567
header file for electrified rail specific functions
bool HasRailCatenaryDrawn(RailType rt)
Test if we should draw rail catenary.
Definition elrail_func.h:30
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
@ GVF_GOINGDOWN_BIT
Vehicle is currently going downhill. (Cached track information for acceleration)
@ GVF_GOINGUP_BIT
Vehicle is currently going uphill. (Cached track information for acceleration)
uint8_t GetSnowLine()
Get the current snow line, either variable or static.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
uint GetPartialPixelZ(int x, int y, Slope corners)
Determines height at given coordinate of a slope.
void DrawFoundation(TileInfo *ti, Foundation f)
Draw foundation f at tile ti.
void GetSlopePixelZOnEdge(Slope tileh, DiagDirection edge, int &z1, int &z2)
Determine the Z height of the corners of a specific tile edge.
uint ApplyFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
uint ApplyPixelFoundationToSlope(Foundation f, Slope &s)
Applies a foundation to a slope.
Definition landscape.h:126
Command definitions related to landscape (slopes etc.).
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:159
TileIndexDiff TileOffsByAxis(Axis axis)
Convert an Axis to a TileIndexDiff.
Definition map_func.h:554
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:424
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:414
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:569
int32_t TileIndexDiff
An offset value between two tiles.
Definition map_type.h:23
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
@ TCX_ON_BRIDGE
Querying information about stuff on the bridge (via some bridgehead).
@ TCX_NORMAL
Nothing special.
Functions related to NewGRF objects.
@ AllowUnderBridge
Object can built under a bridge.
SpriteID GetCustomRailSprite(const RailTypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg, TileContext context, uint *num_results)
Get the sprite to draw for the given tile.
NewGRF handling of rail types.
SpriteID GetCustomRoadSprite(const RoadTypeInfo *rti, TileIndex tile, RoadTypeSpriteGroup rtsg, TileContext context, uint *num_results)
Get the sprite to draw for the given tile.
NewGRF handling of road types.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Functions related to NewGRF provided sounds.
@ VSE_TUNNEL
Train entering a tunnel.
Base for all objects.
ClearedObjectArea * FindClearedObject(TileIndex tile)
Find the entry in _cleared_object_areas which occupies a certain tile.
Train * GetTrainForReservation(TileIndex tile, Track track)
Find the train which has reserved a specific path.
Definition pbs.cpp:331
PBS support routines.
bool ValParamRailType(const RailType rail)
Validate functions for rail building.
Definition rail.cpp:208
@ RTBO_Y
Piece of rail in Y direction.
Definition rail.h:85
@ RTBO_X
Piece of rail in X direction.
Definition rail.h:84
@ RTBO_SLOPE
Sloped rail pieces, in order NE, SE, SW, NW.
Definition rail.h:86
Money RailClearCost(RailType railtype)
Returns the 'cost' of clearing the specified railtype.
Definition rail.h:392
Money RailBuildCost(RailType railtype)
Returns the cost of building the specified railtype.
Definition rail.h:381
const RailTypeInfo * GetRailTypeInfo(RailType railtype)
Returns a pointer to the Railtype information for a given railtype.
Definition rail.h:300
@ RTSG_TUNNEL
Main group of ground images for snow or desert.
Definition rail.h:44
@ RTSG_OVERLAY
Images for overlaying track.
Definition rail.h:42
@ RTSG_BRIDGE
Bridge surface images.
Definition rail.h:47
@ RTSG_TUNNEL_PORTAL
Tunnel portal overlay.
Definition rail.h:51
@ RTO_SLOPE_NE
Piece of rail on slope with north-east raised.
Definition rail.h:68
@ RTO_X
Piece of rail in X direction.
Definition rail.h:62
RailType GetRailType(Tile t)
Gets the rail type of the given tile.
Definition rail_map.h:115
static debug_inline bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
RailType
Enumeration for all possible railtypes.
Definition rail_type.h:25
@ INVALID_RAILTYPE
Flag for invalid railtype.
Definition rail_type.h:32
bool ValParamRoadType(RoadType roadtype)
Validate functions for rail building.
Definition road.cpp:152
Money RoadClearCost(RoadType roadtype)
Returns the cost of clearing the specified roadtype.
Definition road.h:279
const RoadTypeInfo * GetRoadTypeInfo(RoadType roadtype)
Returns a pointer to the Roadtype information for a given roadtype.
Definition road.h:230
@ ROTSG_OVERLAY
Optional: Images for overlaying track.
Definition road.h:52
@ ROTSG_CATENARY_BACK
Optional: Catenary back.
Definition road.h:56
@ ROTSG_BRIDGE
Required: Bridge surface images.
Definition road.h:57
@ ROTSG_CATENARY_FRONT
Optional: Catenary front.
Definition road.h:55
@ ROTSG_TUNNEL
Optional: Ground images for tunnels.
Definition road.h:54
Money RoadBuildCost(RoadType roadtype)
Returns the cost of building the specified roadtype.
Definition road.h:268
void UpdateCompanyRoadInfrastructure(RoadType rt, Owner o, int count)
Update road infrastructure counts for a company.
Definition road_cmd.cpp:186
void DrawRoadOverlays(const TileInfo *ti, PaletteID pal, const RoadTypeInfo *road_rti, const RoadTypeInfo *tram_rti, uint road_offset, uint tram_offset, bool draw_underlay)
Draw road underlay and overlay sprites.
bool HasRoadCatenaryDrawn(RoadType roadtype)
Test if we should draw road catenary.
Definition road_func.h:145
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition road_map.h:235
static debug_inline bool IsNormalRoadTile(Tile t)
Return whether a tile is a normal road tile.
Definition road_map.h:58
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
bool HasTileRoadType(Tile t, RoadTramType rtt)
Check if a tile has a road or a tram road type.
Definition road_map.h:195
Roadside GetRoadside(Tile tile)
Get the decorations of a road.
Definition road_map.h:473
Owner GetRoadOwner(Tile t, RoadTramType rtt)
Get the owner of a specific road type.
Definition road_map.h:218
void SetRoadside(Tile tile, Roadside s)
Set the decorations of a road.
Definition road_map.h:483
@ ROADSIDE_PAVED
Road with paved sidewalks.
Definition road_map.h:460
@ ROADSIDE_TREES
Road with trees on paved sidewalks.
Definition road_map.h:463
RoadType
The different roadtypes we support.
Definition road_type.h:23
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:28
Road vehicle states.
@ RVSB_WORMHOLE
The vehicle is in a tunnel and/or bridge.
Definition roadveh.h:39
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
Base for ships.
void AddSideToSignalBuffer(TileIndex tile, DiagDirection side, Owner owner)
Add side of tile to signal update buffer.
Definition signal.cpp:619
uint SlopeToSpriteOffset(Slope s)
Returns the Sprite offset for a given Slope.
Definition slope_func.h:415
bool HasSlopeHighestCorner(Slope s)
Tests if a slope has a highest corner (i.e.
Definition slope_func.h:113
Foundation FlatteningFoundation(Slope s)
Returns the foundation needed to flatten a slope.
Definition slope_func.h:369
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition slope_func.h:239
Foundation InclinedFoundation(Axis axis)
Returns the along a specific axis inclined foundation.
Definition slope_func.h:380
Slope ComplementSlope(Slope s)
Return the complement of a slope.
Definition slope_func.h:76
Slope
Enumeration for the slope-type.
Definition slope_type.h:48
@ SLOPE_SW
south and west corner are raised
Definition slope_type.h:56
@ SLOPE_FLAT
a flat tile
Definition slope_type.h:49
@ SLOPE_NE
north and east corner are raised
Definition slope_type.h:58
@ SLOPE_SE
south and east corner are raised
Definition slope_type.h:57
@ SLOPE_NW
north and west corner are raised
Definition slope_type.h:55
Foundation
Enumeration for Foundations.
Definition slope_type.h:93
@ FOUNDATION_NONE
The tile has no foundation, the slope remains unchanged.
Definition slope_type.h:94
Functions related to sound.
@ SND_05_TRAIN_THROUGH_TUNNEL
3 == 0x03 Train enters tunnel: steam engine
Definition sound_type.h:50
static constexpr uint32_t SPRITE_MASK
The mask to for the main sprite.
Definition sprites.h:1562
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition sprites.h:1611
static const SpriteID SPR_RAILTYPE_TUNNEL_BASE
Tunnel sprites with grass only for custom railtype tunnel.
Definition sprites.h:301
static const SpriteID SPR_TRAMWAY_BASE
Tramway sprites.
Definition sprites.h:274
Functions related to stations.
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
Functions related to OTTD's strings.
VehicleType type
Type of vehicle.
Struct containing information about a single bridge type.
Definition bridge.h:43
uint8_t min_length
the minimum length (not counting start and end tile)
Definition bridge.h:45
std::vector< std::vector< PalSpriteID > > sprite_table
table of sprites for drawing the bridge
Definition bridge.h:53
TimerGameCalendar::Year avail_year
the year where it becomes available
Definition bridge.h:44
uint16_t speed
maximum travel speed (1 unit = 1/1.6 mph = 1 km-ish/h)
Definition bridge.h:48
uint16_t max_length
the maximum length (not counting start and end tile)
Definition bridge.h:46
bool value
tells if the bool cheat is active or not
Definition cheat_type.h:18
Cheat crossing_tunnels
allow tunnels that cross each other
Definition cheat_type.h:30
Cheat magic_bulldozer
dynamite industries, objects
Definition cheat_type.h:27
Keeps track of removed objects during execution/testruns of commands.
Definition object_base.h:86
TileIndex first_tile
The first tile being cleared, which then causes the whole object to be cleared.
Definition object_base.h:87
GUISettings gui
settings related to the GUI
std::array< uint32_t, ROADTYPE_END > road
Count of company owned track bits for each road type.
std::array< uint32_t, RAILTYPE_END > rail
Count of company owned track bits for each rail type.
uint32_t water
Count of company owned track bits for canals.
bool is_ai
If true, the company is (also) controlled by the computer (a NoAI program).
CompanyInfrastructure infrastructure
NOSAVE: Counts of company owned infrastructure.
uint8_t max_bridge_height
maximum height of bridges
bool build_on_slopes
allow building on slopes
bool extra_dynamite
extra dynamite
uint16_t max_bridge_length
maximum length of bridges
uint16_t max_tunnel_length
maximum length of tunnels
bool show_track_reservation
highlight reserved tracks.
LandscapeType landscape
the landscape we're currently in
ConstructionSettings construction
construction of things in-game
GameCreationSettings game_creation
settings used during the creation of a game (map)
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:296
Allow incrementing of ObjectClassID variables.
static const ObjectSpec * GetByTile(TileIndex tile)
Get the specification associated with a tile.
ObjectFlags flags
Flags/settings related to the object.
uint8_t height
The height of this structure, in heightlevels; max MAX_TILE_HEIGHT.
Combination of a palette sprite and a 'real' sprite.
Definition gfx_type.h:22
SpriteID sprite
The 'real' sprite.
Definition gfx_type.h:23
PaletteID pal
The palette (use PAL_NONE) if not needed)
Definition gfx_type.h:24
static Titem * Get(auto index)
Returns Titem with given index.
Tindex index
Index of this pool item.
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
EngineClass engclass
Class of engine for this vehicle.
Definition engine_type.h:59
Buses, trucks and trams belong to this class.
Definition roadveh.h:98
uint8_t state
Definition roadveh.h:100
All ships have this type.
Definition ship.h:32
TrackBits state
The "track" the ship is following.
Definition ship.h:34
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
Used to only draw a part of the sprite.
Definition gfx_type.h:273
Tile description for the 'land area information' tool.
Definition tile_cmd.h:38
uint16_t rail_speed
Speed limit of rail (bridges and track)
Definition tile_cmd.h:51
StringID str
Description of the tile.
Definition tile_cmd.h:39
std::array< Owner, 4 > owner
Name of the owner(s)
Definition tile_cmd.h:41
uint16_t tram_speed
Speed limit of tram (bridges and track)
Definition tile_cmd.h:55
StringID roadtype
Type of road on the tile.
Definition tile_cmd.h:52
StringID tramtype
Type of tram on the tile.
Definition tile_cmd.h:54
StringID railtype
Type of rail on the tile.
Definition tile_cmd.h:50
uint16_t road_speed
Speed limit of road (bridges and track)
Definition tile_cmd.h:53
std::array< StringID, 4 > owner_type
Type of each owner.
Definition tile_cmd.h:42
Tile information, used while rendering the tile.
Definition tile_cmd.h:29
int z
Height.
Definition tile_cmd.h:34
int x
X position of the tile in unit coordinates.
Definition tile_cmd.h:30
Slope tileh
Slope of the tile.
Definition tile_cmd.h:32
TileIndex tile
Tile index.
Definition tile_cmd.h:33
int y
Y position of the tile in unit coordinates.
Definition tile_cmd.h:31
Set of callback functions for performing tile operations of a given tile type.
Definition tile_cmd.h:144
std::array< uint32_t, NUM_HOUSE_ZONES > squared_town_zone_radius
UpdateTownRadius updates this given the house count.
Definition town.h:45
Town data structure.
Definition town.h:52
TileIndex xy
town center tile
Definition town.h:53
TownCache cache
Container for all cacheable data.
Definition town.h:55
'Train' is either a loco or a wagon.
Definition train.h:91
Vehicle data structure.
EngineID engine_type
The type of engine used for this vehicle.
int32_t z_pos
z coordinate.
Direction direction
facing
VehStates vehstatus
Status.
debug_inline bool IsFrontEngine() const
Check if the vehicle is a front engine.
Vehicle * First() const
Get the first vehicle of this vehicle chain.
uint16_t cur_speed
current speed
TileIndex tile
Current tile index.
Command definitions related to terraforming.
@ CannotEnter
The vehicle cannot enter the tile.
@ EnteredWormhole
The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/...
std::tuple< Slope, int > GetTileSlopeZ(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.cpp:55
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
void SetTileOwner(Tile tile, Owner owner)
Sets the owner of a tile.
Definition tile_map.h:198
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
std::tuple< Slope, int > GetTilePixelSlope(TileIndex tile)
Return the slope of a given tile.
Definition tile_map.h:289
bool IsValidTile(Tile tile)
Checks if a tile is valid.
Definition tile_map.h:161
TropicZone GetTropicZone(Tile tile)
Get the tropic zone.
Definition tile_map.h:238
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
static const uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static const uint TILE_UNIT_MASK
For masking in/out the inner-tile world coordinate units.
Definition tile_type.h:16
@ TROPICZONE_DESERT
Tile is desert.
Definition tile_type.h:78
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
OrthogonalTileArea TileArea
Shorthand for the much more common orthogonal tile area.
Definition of the game-calendar-timer.
Base of the town class.
void ChangeTownRating(Town *t, int add, int max, DoCommandFlags flags)
Changes town rating of the current company.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
@ TUNNELBRIDGE_REMOVE
Removal of a tunnel or bridge owned by the towb.
Definition town.h:175
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
CommandCost CheckforTownRating(DoCommandFlags flags, Town *t, TownRatingCheckType type)
Does the town authority allow the (destructive) action of the current company?
static constexpr int RATING_TUNNEL_BRIDGE_UP_STEP
rating increase for improving a town-owned bridge
Definition town_type.h:58
static constexpr int RATING_TUNNEL_BRIDGE_MINIMUM
minimum rating after removing tunnel or bridge
Definition town_type.h:60
static constexpr int RATING_TUNNEL_BRIDGE_DOWN_STEP
penalty for removing town owned tunnel or bridge
Definition town_type.h:59
TrackdirBits TrackBitsToTrackdirBits(TrackBits bits)
Converts TrackBits to TrackdirBits while allowing both directions.
Definition track_func.h:319
TrackStatus CombineTrackStatus(TrackdirBits trackdirbits, TrackdirBits red_signals)
Builds a TrackStatus.
Definition track_func.h:388
TrackBits DiagDirToDiagTrackBits(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track bits incidating with that diagdir.
Definition track_func.h:524
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:537
Track AxisToTrack(Axis a)
Convert an Axis to the corresponding Track AXIS_X -> TRACK_X AXIS_Y -> TRACK_Y Uses the fact that the...
Definition track_func.h:66
Track DiagDirToDiagTrack(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track incidating with that diagdir.
Definition track_func.h:512
@ TRACK_BIT_WORMHOLE
Bitflag for a wormhole (used for tunnels)
Definition track_type.h:52
@ TRACKDIR_BIT_NONE
No track build.
Definition track_type.h:98
Track
These are used to specify a single track.
Definition track_type.h:19
Base for the train class.
bool TryPathReserve(Train *v, bool mark_as_stuck=false, bool first_tile_okay=false)
Try to reserve a path to a safe position.
void FreeTrainTrackReservation(const Train *v)
Free the reserved path in front of a vehicle.
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
bool IsInvisibilitySet(TransparencyOption to)
Check if the invisibility option bit is set and if we aren't in the game menu (there's never transpar...
@ TO_BRIDGES
bridges
@ TO_CATENARY
catenary
TransportType
Available types of transport.
@ TRANSPORT_RAIL
Transport by train.
@ TRANSPORT_ROAD
Transport by road vehicle.
@ TRANSPORT_WATER
Transport over water.
bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir)
Is there a tunnel in the way in the given direction?
TileIndex GetOtherTunnelEnd(TileIndex tile)
Gets the other end of the tunnel.
void MakeRailTunnel(Tile t, Owner o, DiagDirection d, RailType r)
Makes a rail tunnel entrance.
Definition tunnel_map.h:73
bool IsTunnel(Tile t)
Is this a tunnel (entrance)?
Definition tunnel_map.h:23
void MakeRoadTunnel(Tile t, Owner o, DiagDirection d, RoadType road_rt, RoadType tram_rt)
Makes a road tunnel entrance.
Definition tunnel_map.h:50
Header file for things common for tunnels and bridges.
uint GetTunnelBridgeLength(TileIndex begin, TileIndex end)
Calculates the length of a tunnel or a bridge (without end tiles)
CommandCost CmdBuildBridge(DoCommandFlags flags, TileIndex tile_end, TileIndex tile_start, TransportType transport_type, BridgeType bridge_type, uint8_t road_rail_type)
Build a Bridge.
static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlags flags)
Remove a tunnel or a bridge from the game.
CommandCost CmdBuildTunnel(DoCommandFlags flags, TileIndex start_tile, TransportType transport_type, uint8_t road_rail_type)
Build Tunnel.
static BridgePieces CalcBridgePiece(uint north, uint south)
Compute bridge piece.
static CommandCost CheckAllowRemoveTunnelBridge(TileIndex tile)
Are we allowed to remove the tunnel or bridge at tile?
static Money TunnelBridgeClearCost(TileIndex tile, Price base_price)
Calculate the base cost of clearing a tunnel/bridge per tile.
void DrawBridgeMiddle(const TileInfo *ti)
Draw the middle bits of a bridge.
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
Get the foundation for a bridge.
static void DrawBridgeRoadBits(TileIndex head_tile, int x, int y, int z, int offset, bool head)
Draws the road and trambits over an already drawn (lower end) of a bridge.
const uint8_t _tunnel_visibility_frame[DIAGDIR_END]
Frame when a vehicle should be hidden in a tunnel with a certain direction.
static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
Draw two bridge pillars (north and south).
static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlags flags)
Remove a tunnel from the game, update town rating, etc.
static CommandCost DoClearBridge(TileIndex tile, DoCommandFlags flags)
Remove a bridge from the game, update town rating, etc.
CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlags flags)
Is a bridge of the specified type and length available?
void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
Mark bridge tiles dirty.
bool HasBridgeFlatRamp(Slope tileh, Axis axis)
Determines if the track on a bridge ramp is flat or goes up/down.
static void DrawTile_TunnelBridge(TileInfo *ti)
Draws a tunnel of bridge tile.
static const int BRIDGE_Z_START
Z position of the bridge sprites relative to bridge height (downwards)
TileIndex _build_tunnel_endtile
The end of a tunnel; as hidden return from the tunnel build command for GUI purposes.
BridgeSpec _bridge[MAX_BRIDGES]
The specification of all bridges.
static void GetBridgeRoadCatenary(const RoadTypeInfo *rti, TileIndex head_tile, int offset, bool head, SpriteID &spr_back, SpriteID &spr_front)
Retrieve the sprites required for catenary on a road/tram bridge.
int CalcBridgeLenCostFactor(int length)
Calculate the price factor for building a long bridge.
static void PrepareToEnterBridge(T *gv)
Helper to prepare the ground vehicle when entering a bridge.
static void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
Draw a single pillar sprite.
void ResetBridges()
Reset the data been eventually changed by the grf loaded.
static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
Draws the pillars under high bridges.
static CommandCost CheckBridgeSlope(BridgePieces bridge_piece, Axis axis, Slope &tileh, int &z)
Determines the foundation for the bridge head, and tests if the resulting slope is valid.
static const uint8_t TUNNEL_SOUND_FRAME
Frame when the 'enter tunnel' sound should be played.
Command definitions related to tunnels and bridges.
Functions that have tunnels and bridges in common.
void SetTunnelBridgeSnowOrDesert(Tile t, bool snow_or_desert)
Tunnel: Places this tunnel entrance in a snowy or desert area, or takes it out of there.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
bool HasTunnelBridgeSnowOrDesert(Tile t)
Tunnel: Is this tunnel entrance in a snowy or desert area? Bridge: Does the bridge ramp lie in a snow...
bool HasTunnelBridgeReservation(Tile t)
Get the reservation state of the rail tunnel/bridge.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void SetTunnelBridgeReservation(Tile t, bool b)
Set the reservation state of the rail tunnel/bridge.
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
Finds vehicle in tunnel / bridge.
Definition vehicle.cpp:551
@ Hidden
Vehicle is not visible.
Functions related to vehicles.
@ VEH_ROAD
Road vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
void StartSpriteCombine()
Starts a block of sprites, which are "combined" into a single bounding box.
Definition viewport.cpp:759
void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
Draw a (transparent) sprite at given coordinates with a given bounding box.
Definition viewport.cpp:663
void EndSpriteCombine()
Terminates a block of sprites started by StartSpriteCombine.
Definition viewport.cpp:769
void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
Draws a ground sprite for the current tile.
Definition viewport.cpp:579
Functions related to (drawing on) viewports.
static const uint BB_HEIGHT_UNDER_BRIDGE
Some values for constructing bounding boxes (BB).
static const uint BB_Z_SEPARATOR
Separates the bridge/tunnel from the things under/above it.
Functions related to water (management)
void CheckForDockingTile(TileIndex t)
Mark the supplied tile as a docking tile if it is suitable for docking.
bool HasTileWaterGround(Tile t)
Checks whether the tile has water at the ground.
Definition water_map.h:350
@ WATER_CLASS_SEA
Sea.
Definition water_map.h:40
bool HasTileWaterClass(Tile t)
Checks whether the tile has an waterclass associated.
Definition water_map.h:101
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:201
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
bool IsWater(Tile t)
Is it a plain water tile?
Definition water_map.h:147
Handles dividing the water in the map into regions to assist pathfinding.
Entry point for OpenTTD to YAPF's cache.
void YapfNotifyTrackLayoutChange(TileIndex tile, Track track)
Use this function to notify YAPF that track layout (or signal configuration) has change.