tunnelbridge_cmd.cpp

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00001 /* $Id: tunnelbridge_cmd.cpp 19056 2010-02-07 22:22:54Z peter1138 $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00015 #include "stdafx.h"
00016 #include "rail_map.h"
00017 #include "landscape.h"
00018 #include "unmovable_map.h"
00019 #include "viewport_func.h"
00020 #include "command_func.h"
00021 #include "town.h"
00022 #include "variables.h"
00023 #include "train.h"
00024 #include "ship.h"
00025 #include "roadveh.h"
00026 #include "water_map.h"
00027 #include "pathfinder/yapf/yapf_cache.h"
00028 #include "newgrf_sound.h"
00029 #include "autoslope.h"
00030 #include "tunnelbridge_map.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "functions.h"
00034 #include "vehicle_func.h"
00035 #include "sound_func.h"
00036 #include "tunnelbridge.h"
00037 #include "cheat_type.h"
00038 #include "elrail_func.h"
00039 #include "landscape_type.h"
00040 #include "pbs.h"
00041 #include "company_base.h"
00042 #include "engine_base.h"
00043 #include "newgrf_railtype.h"
00044 
00045 #include "table/sprites.h"
00046 #include "table/strings.h"
00047 #include "table/bridge_land.h"
00048 
00049 BridgeSpec _bridge[MAX_BRIDGES];
00050 TileIndex _build_tunnel_endtile;
00051 
00053 void ResetBridges()
00054 {
00055   /* First, free sprite table data */
00056   for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
00057     if (_bridge[i].sprite_table != NULL) {
00058       for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
00059       free(_bridge[i].sprite_table);
00060     }
00061   }
00062 
00063   /* Then, wipe out current bidges */
00064   memset(&_bridge, 0, sizeof(_bridge));
00065   /* And finally, reinstall default data */
00066   memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
00067 }
00068 
00072 int CalcBridgeLenCostFactor(int x)
00073 {
00074   int n;
00075   int r;
00076 
00077   if (x < 2) return x;
00078   x -= 2;
00079   for (n = 0, r = 2;; n++) {
00080     if (x <= n) return r + x * n;
00081     r += n * n;
00082     x -= n;
00083   }
00084 }
00085 
00086 Foundation GetBridgeFoundation(Slope tileh, Axis axis)
00087 {
00088   if ((tileh == SLOPE_FLAT) ||
00089       (((tileh == SLOPE_NE) || (tileh == SLOPE_SW)) && (axis == AXIS_X)) ||
00090       (((tileh == SLOPE_NW) || (tileh == SLOPE_SE)) && (axis == AXIS_Y))) return FOUNDATION_NONE;
00091 
00092   return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
00093 }
00094 
00102 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
00103 {
00104   ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
00105   /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
00106   return (tileh != SLOPE_FLAT);
00107 }
00108 
00109 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
00110 {
00111   const BridgeSpec *bridge = GetBridgeSpec(index);
00112   assert(table < BRIDGE_PIECE_INVALID);
00113   if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
00114     return _bridge_sprite_table[index][table];
00115   } else {
00116     return bridge->sprite_table[table];
00117   }
00118 }
00119 
00120 
00129 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, uint *z)
00130 {
00131   Foundation f = GetBridgeFoundation(*tileh, axis);
00132   *z += ApplyFoundationToSlope(f, tileh);
00133 
00134   Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
00135   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00136 
00137   if (f == FOUNDATION_NONE) return CommandCost();
00138 
00139   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00140 }
00141 
00150 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, uint *z)
00151 {
00152   Foundation f = GetBridgeFoundation(*tileh, axis);
00153   *z += ApplyFoundationToSlope(f, tileh);
00154 
00155   Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
00156   if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
00157 
00158   if (f == FOUNDATION_NONE) return CommandCost();
00159 
00160   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
00161 }
00162 
00163 bool CheckBridge_Stuff(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
00164 {
00165   if (flags & DC_QUERY_COST) {
00166     return bridge_len <= (_settings_game.construction.longbridges ? 100U : 16U);
00167   }
00168 
00169   if (bridge_type >= MAX_BRIDGES) return false;
00170 
00171   const BridgeSpec *b = GetBridgeSpec(bridge_type);
00172   if (b->avail_year > _cur_year) return false;
00173 
00174   uint max = b->max_length;
00175   if (max >= 16 && _settings_game.construction.longbridges) max = 100;
00176 
00177   return b->min_length <= bridge_len && bridge_len <= max;
00178 }
00179 
00191 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00192 {
00193   RailType railtype = INVALID_RAILTYPE;
00194   RoadTypes roadtypes = ROADTYPES_NONE;
00195   CommandCost cost(EXPENSES_CONSTRUCTION);
00196   Owner owner;
00197 
00198   /* unpack parameters */
00199   BridgeType bridge_type = GB(p2, 0, 8);
00200 
00201   if (p1 >= MapSize()) return CMD_ERROR;
00202 
00203   TransportType transport_type = (TransportType)GB(p2, 15, 2);
00204 
00205   /* type of bridge */
00206   switch (transport_type) {
00207     case TRANSPORT_ROAD:
00208       roadtypes = (RoadTypes)GB(p2, 8, 2);
00209       if (!AreValidRoadTypes(roadtypes) || !HasRoadTypesAvail(_current_company, roadtypes)) return CMD_ERROR;
00210       break;
00211 
00212     case TRANSPORT_RAIL:
00213       railtype = (RailType)GB(p2, 8, 7);
00214       if (!ValParamRailtype(railtype)) return CMD_ERROR;
00215       break;
00216 
00217     case TRANSPORT_WATER:
00218       break;
00219 
00220     default:
00221       /* Airports don't have bridges. */
00222       return CMD_ERROR;
00223   }
00224   TileIndex tile_start = p1;
00225   TileIndex tile_end = end_tile;
00226 
00227   if (tile_start == tile_end) {
00228     return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
00229   }
00230 
00231   Axis direction;
00232   if (TileX(tile_start) == TileX(tile_end)) {
00233     direction = AXIS_Y;
00234   } else if (TileY(tile_start) == TileY(tile_end)) {
00235     direction = AXIS_X;
00236   } else {
00237     return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
00238   }
00239 
00240   if (tile_end < tile_start) Swap(tile_start, tile_end);
00241 
00242   uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
00243   if (transport_type != TRANSPORT_WATER) {
00244     /* set and test bridge length, availability */
00245     if (!CheckBridge_Stuff(bridge_type, bridge_len, flags)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00246   } else {
00247     if (bridge_len > (_settings_game.construction.longbridges ? 100U : 16U)) return_cmd_error(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE);
00248   }
00249 
00250   /* retrieve landscape height and ensure it's on land */
00251   if (IsWaterTile(tile_start) || IsWaterTile(tile_end)) {
00252     return_cmd_error(STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH);
00253   }
00254 
00255   uint z_start;
00256   uint z_end;
00257   Slope tileh_start = GetTileSlope(tile_start, &z_start);
00258   Slope tileh_end = GetTileSlope(tile_end, &z_end);
00259 
00260   CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
00261   CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end,   &z_end);
00262 
00263   if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
00264 
00265   if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
00266       GetOtherBridgeEnd(tile_start) == tile_end &&
00267       GetTunnelBridgeTransportType(tile_start) == transport_type) {
00268     /* Replace a current bridge. */
00269 
00270     /* If this is a railway bridge, make sure the railtypes match. */
00271     if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
00272       return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00273     }
00274 
00275     /* Do not replace town bridges with lower speed bridges. */
00276     if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
00277         GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed) {
00278       Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
00279 
00280       if (t == NULL) {
00281         return CMD_ERROR;
00282       } else {
00283         SetDParam(0, t->index);
00284         return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00285       }
00286     }
00287 
00288     /* Do not replace the bridge with the same bridge type. */
00289     if (!(flags & DC_QUERY_COST) && bridge_type == GetBridgeType(tile_start)) {
00290       return_cmd_error(STR_ERROR_ALREADY_BUILT);
00291     }
00292 
00293     /* Do not allow replacing another company's bridges. */
00294     if (!IsTileOwner(tile_start, _current_company) && !IsTileOwner(tile_start, OWNER_TOWN)) {
00295       return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
00296     }
00297 
00298     cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
00299     owner = GetTileOwner(tile_start);
00300 
00301     /* Do not remove road types when upgrading a bridge */
00302     roadtypes |= GetRoadTypes(tile_start);
00303   } else {
00304     /* Build a new bridge. */
00305 
00306     bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
00307 
00308     /* Try and clear the start landscape */
00309     CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00310     if (ret.Failed()) return ret;
00311     cost = ret;
00312 
00313     if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes))
00314       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00315     cost.AddCost(terraform_cost_north);
00316 
00317     /* Try and clear the end landscape */
00318     ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00319     if (ret.Failed()) return ret;
00320     cost.AddCost(ret);
00321 
00322     /* false - end tile slope check */
00323     if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes))
00324       return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00325     cost.AddCost(terraform_cost_south);
00326 
00327     if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
00328 
00329     const TileIndex heads[] = {tile_start, tile_end};
00330     for (int i = 0; i < 2; i++) {
00331       if (MayHaveBridgeAbove(heads[i])) {
00332         if (IsBridgeAbove(heads[i])) {
00333           TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
00334 
00335           if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00336 
00337           if (z_start + TILE_HEIGHT == GetBridgeHeight(north_head)) {
00338             return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00339           }
00340         }
00341       }
00342     }
00343 
00344     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00345     for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
00346       if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
00347 
00348       if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) {
00349         /* Disallow crossing bridges for the time being */
00350         return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00351       }
00352 
00353       switch (GetTileType(tile)) {
00354         case MP_WATER:
00355           if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
00356           break;
00357 
00358         case MP_RAILWAY:
00359           if (!IsPlainRail(tile)) goto not_valid_below;
00360           break;
00361 
00362         case MP_ROAD:
00363           if (IsRoadDepot(tile)) goto not_valid_below;
00364           break;
00365 
00366         case MP_TUNNELBRIDGE:
00367           if (IsTunnel(tile)) break;
00368           if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
00369           if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
00370           break;
00371 
00372         case MP_UNMOVABLE:
00373           if (!IsOwnedLand(tile)) goto not_valid_below;
00374           break;
00375 
00376         case MP_CLEAR:
00377           break;
00378 
00379         default:
00380   not_valid_below:;
00381           /* try and clear the middle landscape */
00382           ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00383           if (ret.Failed()) return ret;
00384           cost.AddCost(ret);
00385           break;
00386       }
00387 
00388       if (flags & DC_EXEC) {
00389         /* We do this here because when replacing a bridge with another
00390          * type calling SetBridgeMiddle isn't needed. After all, the
00391          * tile alread has the has_bridge_above bits set. */
00392         SetBridgeMiddle(tile, direction);
00393       }
00394     }
00395 
00396     owner = _current_company;
00397   }
00398 
00399   /* do the drill? */
00400   if (flags & DC_EXEC) {
00401     DiagDirection dir = AxisToDiagDir(direction);
00402 
00403     switch (transport_type) {
00404       case TRANSPORT_RAIL:
00405         MakeRailBridgeRamp(tile_start, owner, bridge_type, dir,                 railtype);
00406         MakeRailBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), railtype);
00407         break;
00408 
00409       case TRANSPORT_ROAD:
00410         MakeRoadBridgeRamp(tile_start, owner, bridge_type, dir,                 roadtypes);
00411         MakeRoadBridgeRamp(tile_end,   owner, bridge_type, ReverseDiagDir(dir), roadtypes);
00412         break;
00413 
00414       case TRANSPORT_WATER:
00415         MakeAqueductBridgeRamp(tile_start, owner, dir);
00416         MakeAqueductBridgeRamp(tile_end,   owner, ReverseDiagDir(dir));
00417         break;
00418 
00419       default:
00420         NOT_REACHED();
00421     }
00422 
00423     /* Mark all tiles dirty */
00424     TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
00425     for (TileIndex tile = tile_start; tile <= tile_end; tile += delta) {
00426       MarkTileDirtyByTile(tile);
00427     }
00428   }
00429 
00430   if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
00431     Track track = AxisToTrack(direction);
00432     AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, _current_company);
00433     YapfNotifyTrackLayoutChange(tile_start, track);
00434   }
00435 
00436   /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
00437    * It's unnecessary to execute this command every time for every bridge. So it is done only
00438    * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
00439    */
00440   Company *c = Company::GetIfValid(_current_company);
00441   if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
00442     bridge_len += 2; // begin and end tiles/ramps
00443 
00444     if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
00445 
00446     cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
00447 
00448     /* Aqueducts are a little more expensive. */
00449     if (transport_type == TRANSPORT_WATER) cost.AddCost((int64)bridge_len * _price[PR_CLEAR_WATER]);
00450   }
00451 
00452   return cost;
00453 }
00454 
00455 
00464 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00465 {
00466   TransportType transport_type = (TransportType)GB(p1, 9, 1);
00467   CommandCost cost(EXPENSES_CONSTRUCTION);
00468 
00469   _build_tunnel_endtile = 0;
00470   if (transport_type == TRANSPORT_RAIL) {
00471     if (!ValParamRailtype((RailType)p1)) return CMD_ERROR;
00472   } else {
00473     const RoadTypes rts = (RoadTypes)GB(p1, 0, 2);
00474     if (!AreValidRoadTypes(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR;
00475   }
00476 
00477   uint start_z;
00478   uint end_z;
00479   Slope start_tileh = GetTileSlope(start_tile, &start_z);
00480   DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
00481   if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
00482 
00483   if (IsWaterTile(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00484 
00485   CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00486   if (ret.Failed()) return ret;
00487 
00488   /* XXX - do NOT change 'ret' in the loop, as it is used as the price
00489    * for the clearing of the entrance of the tunnel. Assigning it to
00490    * cost before the loop will yield different costs depending on start-
00491    * position, because of increased-cost-by-length: 'cost += cost >> 3' */
00492 
00493   TileIndexDiff delta = TileOffsByDiagDir(direction);
00494   DiagDirection tunnel_in_way_dir;
00495   if (DiagDirToAxis(direction) == AXIS_Y) {
00496     tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
00497   } else {
00498     tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
00499   }
00500 
00501   TileIndex end_tile = start_tile;
00502 
00503   /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
00504   int tiles_coef = 3;
00505   /* Number of tiles from start of tunnel */
00506   int tiles = 0;
00507   /* Number of tiles at which the cost increase coefficient per tile is halved */
00508   int tiles_bump = 25;
00509 
00510   Slope end_tileh;
00511   for (;;) {
00512     end_tile += delta;
00513     if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
00514     end_tileh = GetTileSlope(end_tile, &end_z);
00515 
00516     if (start_z == end_z) break;
00517 
00518     if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
00519       return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
00520     }
00521 
00522     tiles++;
00523     if (tiles == tiles_bump) {
00524       tiles_coef++;
00525       tiles_bump *= 2;
00526     }
00527 
00528     cost.AddCost(_price[PR_BUILD_TUNNEL]);
00529     cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
00530   }
00531 
00532   /* Add the cost of the entrance */
00533   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00534   cost.AddCost(ret);
00535 
00536   /* if the command fails from here on we want the end tile to be highlighted */
00537   _build_tunnel_endtile = end_tile;
00538 
00539   if (IsWaterTile(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
00540 
00541   /* slope of end tile must be complementary to the slope of the start tile */
00542   if (end_tileh != ComplementSlope(start_tileh)) {
00543     /* Check if there is a structure on the terraformed tile. Do not add the cost, that will be done by the terraforming
00544      * Note: Currently the town rating is also affected by this clearing-test. So effectivly the player is punished twice for clearing
00545      *       the tree on end_tile.
00546      */
00547     ret = DoCommand(end_tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR);
00548     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00549 
00550     ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
00551     if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
00552   } else {
00553     ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
00554     if (ret.Failed()) return ret;
00555   }
00556   cost.AddCost(_price[PR_BUILD_TUNNEL]);
00557   cost.AddCost(ret);
00558 
00559   if (flags & DC_EXEC) {
00560     if (transport_type == TRANSPORT_RAIL) {
00561       MakeRailTunnel(start_tile, _current_company, direction,                 (RailType)GB(p1, 0, 4));
00562       MakeRailTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RailType)GB(p1, 0, 4));
00563       AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, _current_company);
00564       YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
00565     } else {
00566       MakeRoadTunnel(start_tile, _current_company, direction,                 (RoadTypes)GB(p1, 0, 2));
00567       MakeRoadTunnel(end_tile,   _current_company, ReverseDiagDir(direction), (RoadTypes)GB(p1, 0, 2));
00568     }
00569   }
00570 
00571   return cost;
00572 }
00573 
00574 
00575 static inline bool CheckAllowRemoveTunnelBridge(TileIndex tile)
00576 {
00577   /* Floods can remove anything as well as the scenario editor */
00578   if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return true;
00579 
00580   switch (GetTunnelBridgeTransportType(tile)) {
00581     case TRANSPORT_ROAD: {
00582       RoadTypes rts = GetRoadTypes(tile);
00583       Owner road_owner = _current_company;
00584       Owner tram_owner = _current_company;
00585 
00586       if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
00587       if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
00588 
00589       /* We can remove unowned road and if the town allows it */
00590       if (road_owner == OWNER_TOWN && !(_settings_game.construction.extra_dynamite || _cheats.magic_bulldozer.value)) return CheckTileOwnership(tile);
00591       if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
00592       if (tram_owner == OWNER_NONE) tram_owner = _current_company;
00593 
00594       return CheckOwnership(road_owner, tile) && CheckOwnership(tram_owner, tile);
00595     }
00596 
00597     case TRANSPORT_RAIL:
00598     case TRANSPORT_WATER:
00599       return CheckOwnership(GetTileOwner(tile));
00600 
00601     default: NOT_REACHED();
00602   }
00603 }
00604 
00605 static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
00606 {
00607   Town *t = NULL;
00608   TileIndex endtile;
00609 
00610   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00611 
00612   endtile = GetOtherTunnelEnd(tile);
00613 
00614   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00615 
00616   _build_tunnel_endtile = endtile;
00617 
00618   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00619     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00620 
00621     /* Check if you are allowed to remove the tunnel owned by a town
00622      * Removal depends on difficulty settings */
00623     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00624       SetDParam(0, t->index);
00625       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00626     }
00627   }
00628 
00629   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00630    * you have a "Poor" (0) town rating */
00631   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00632     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00633   }
00634 
00635   if (flags & DC_EXEC) {
00636     if (GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL) {
00637       /* We first need to request values before calling DoClearSquare */
00638       DiagDirection dir = GetTunnelBridgeDirection(tile);
00639       Track track = DiagDirToDiagTrack(dir);
00640       Owner owner = GetTileOwner(tile);
00641 
00642       Train *v = NULL;
00643       if (HasTunnelBridgeReservation(tile)) {
00644         v = GetTrainForReservation(tile, track);
00645         if (v != NULL) FreeTrainTrackReservation(v);
00646       }
00647 
00648       DoClearSquare(tile);
00649       DoClearSquare(endtile);
00650 
00651       /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
00652       AddSideToSignalBuffer(tile,    ReverseDiagDir(dir), owner);
00653       AddSideToSignalBuffer(endtile, dir,                 owner);
00654 
00655       YapfNotifyTrackLayoutChange(tile,    track);
00656       YapfNotifyTrackLayoutChange(endtile, track);
00657 
00658       if (v != NULL) TryPathReserve(v);
00659     } else {
00660       DoClearSquare(tile);
00661       DoClearSquare(endtile);
00662     }
00663   }
00664   return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * (GetTunnelBridgeLength(tile, endtile) + 2));
00665 }
00666 
00667 
00668 static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
00669 {
00670   DiagDirection direction;
00671   TileIndexDiff delta;
00672   TileIndex endtile;
00673   Town *t = NULL;
00674 
00675   if (!CheckAllowRemoveTunnelBridge(tile)) return CMD_ERROR;
00676 
00677   endtile = GetOtherBridgeEnd(tile);
00678 
00679   if (HasVehicleOnTunnelBridge(tile, endtile)) return CMD_ERROR;
00680 
00681   direction = GetTunnelBridgeDirection(tile);
00682   delta = TileOffsByDiagDir(direction);
00683 
00684   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00685     t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
00686 
00687     /* Check if you are allowed to remove the bridge owned by a town
00688      * Removal depends on difficulty settings */
00689     if (!CheckforTownRating(flags, t, TUNNELBRIDGE_REMOVE)) {
00690       SetDParam(0, t->index);
00691       return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
00692     }
00693   }
00694 
00695   /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
00696    * you have a "Poor" (0) town rating */
00697   if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
00698     ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM, flags);
00699   }
00700 
00701   if (flags & DC_EXEC) {
00702     /* read this value before actual removal of bridge */
00703     bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
00704     Owner owner = GetTileOwner(tile);
00705     uint height = GetBridgeHeight(tile);
00706     Train *v = NULL;
00707 
00708     if (rail && HasTunnelBridgeReservation(tile)) {
00709       v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
00710       if (v != NULL) FreeTrainTrackReservation(v);
00711     }
00712 
00713     DoClearSquare(tile);
00714     DoClearSquare(endtile);
00715     for (TileIndex c = tile + delta; c != endtile; c += delta) {
00716       /* do not let trees appear from 'nowhere' after removing bridge */
00717       if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
00718         uint minz = GetTileMaxZ(c) + 3 * TILE_HEIGHT;
00719         if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
00720       }
00721       ClearBridgeMiddle(c);
00722       MarkTileDirtyByTile(c);
00723     }
00724 
00725     if (rail) {
00726       /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
00727       AddSideToSignalBuffer(tile,    ReverseDiagDir(direction), owner);
00728       AddSideToSignalBuffer(endtile, direction,                 owner);
00729 
00730       Track track = DiagDirToDiagTrack(direction);
00731       YapfNotifyTrackLayoutChange(tile,    track);
00732       YapfNotifyTrackLayoutChange(endtile, track);
00733 
00734       if (v != NULL) TryPathReserve(v, true);
00735     }
00736   }
00737 
00738   return CommandCost(EXPENSES_CONSTRUCTION, (GetTunnelBridgeLength(tile, endtile) + 2) * _price[PR_CLEAR_BRIDGE]);
00739 }
00740 
00741 static CommandCost ClearTile_TunnelBridge(TileIndex tile, DoCommandFlag flags)
00742 {
00743   if (IsTunnel(tile)) {
00744     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
00745     return DoClearTunnel(tile, flags);
00746   } else { // IsBridge(tile)
00747     if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
00748     return DoClearBridge(tile, flags);
00749   }
00750 
00751   return CMD_ERROR;
00752 }
00753 
00765 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
00766 {
00767   /* Do not draw bridge pillars if they are invisible */
00768   if (IsInvisibilitySet(TO_BRIDGES)) return;
00769 
00770   SpriteID image = psid->sprite;
00771 
00772   if (image != 0) {
00773     /* "side" specifies the side the pillars stand on.
00774      * The length of the pillars is then set to the height of the bridge over the corners of this edge.
00775      *
00776      *                axis==AXIS_X  axis==AXIS_Y
00777      *   side==false      SW            NW
00778      *   side==true       NE            SE
00779      *
00780      * I have no clue, why this was done this way.
00781      */
00782     bool side = HasBit(image, 0);
00783 
00784     /* "dir" means the edge the pillars stand on */
00785     DiagDirection dir = AxisToDiagDir(axis);
00786     if (side != (axis == AXIS_Y)) dir = ReverseDiagDir(dir);
00787 
00788     /* Determine ground height under pillars */
00789     int front_height = ti->z;
00790     int back_height = ti->z;
00791     GetSlopeZOnEdge(ti->tileh, dir, &front_height, &back_height);
00792 
00793     /* x and y size of bounding-box of pillars */
00794     int w = (axis == AXIS_X ? 16 : 2);
00795     int h = (axis == AXIS_X ? 2 : 16);
00796     /* sprite position of back facing pillar */
00797     int x_back = x - (axis == AXIS_X ? 0 : 9);
00798     int y_back = y - (axis == AXIS_X ? 9 : 0);
00799 
00800     for (int cur_z = z_bridge; cur_z >= front_height || cur_z >= back_height; cur_z -= TILE_HEIGHT) {
00801       /* Draw front facing pillar */
00802       if (cur_z >= front_height) {
00803         AddSortableSpriteToDraw(image, psid->pal, x, y, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00804       }
00805 
00806       /* Draw back facing pillar, but not the highest part directly under the bridge-floor */
00807       if (drawfarpillar && cur_z >= back_height && cur_z < z_bridge - TILE_HEIGHT) {
00808         AddSortableSpriteToDraw(image, psid->pal, x_back, y_back, w, h, BB_HEIGHT_UNDER_BRIDGE - 5, cur_z, IsTransparencySet(TO_BRIDGES), 0, 0, -5);
00809       }
00810     }
00811   }
00812 }
00813 
00823 static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay, bool head)
00824 {
00825   static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
00826   static const SpriteID back_offsets[6]    =   {  95,  96,  99, 102, 100, 101 };
00827   static const SpriteID front_offsets[6]   =   {  97,  98, 103, 106, 104, 105 };
00828 
00829   static const uint size_x[6] = {  1, 16, 16,  1, 16,  1 };
00830   static const uint size_y[6] = { 16,  1,  1, 16,  1, 16 };
00831   static const uint front_bb_offset_x[6] = { 15,  0,  0, 15,  0, 15 };
00832   static const uint front_bb_offset_y[6] = {  0, 15, 15,  0, 15,  0 };
00833 
00834   /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
00835    * The bounding boxes here are the same as for bridge front/roof */
00836   if (head || !IsInvisibilitySet(TO_BRIDGES)) {
00837     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
00838       x, y, size_x[offset], size_y[offset], 0x28, z,
00839       !head && IsTransparencySet(TO_BRIDGES));
00840   }
00841 
00842   /* Do not draw catenary if it is set invisible */
00843   if (!IsInvisibilitySet(TO_CATENARY)) {
00844     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
00845       x, y, size_x[offset], size_y[offset], 0x28, z,
00846       IsTransparencySet(TO_CATENARY));
00847   }
00848 
00849   /* Start a new SpriteCombine for the front part */
00850   EndSpriteCombine();
00851   StartSpriteCombine();
00852 
00853   /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
00854   if (!IsInvisibilitySet(TO_CATENARY)) {
00855     AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
00856       x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
00857       IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
00858   }
00859 }
00860 
00874 static void DrawTile_TunnelBridge(TileInfo *ti)
00875 {
00876   SpriteID image;
00877   TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
00878   DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
00879 
00880   if (IsTunnel(ti->tile)) {
00881     /* Front view of tunnel bounding boxes:
00882      *
00883      *   122223  <- BB_Z_SEPARATOR
00884      *   1    3
00885      *   1    3                1,3 = empty helper BB
00886      *   1    3                  2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
00887      *
00888      */
00889 
00890     static const int _tunnel_BB[4][12] = {
00891       /*  tunnnel-roof  |  Z-separator  | tram-catenary
00892        * w  h  bb_x bb_y| x   y   w   h |bb_x bb_y w h */
00893       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // NE
00894       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // SE
00895       {  1,  0, -15, -14,  0, 15, 16,  1, 0, 1, 16, 15 }, // SW
00896       {  0,  1, -14, -15, 15,  0,  1, 16, 1, 0, 15, 16 }, // NW
00897     };
00898     const int *BB_data = _tunnel_BB[tunnelbridge_direction];
00899 
00900     bool catenary = false;
00901 
00902     if (transport_type == TRANSPORT_RAIL) {
00903       image = GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.tunnel;
00904     } else {
00905       image = SPR_TUNNEL_ENTRY_REAR_ROAD;
00906     }
00907 
00908     if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += 32;
00909 
00910     image += tunnelbridge_direction * 2;
00911     DrawGroundSprite(image, PAL_NONE);
00912 
00913     /* PBS debugging, draw reserved tracks darker */
00914     if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && (transport_type == TRANSPORT_RAIL && HasTunnelBridgeReservation(ti->tile))) {
00915       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00916       DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
00917     }
00918 
00919     if (transport_type == TRANSPORT_ROAD) {
00920       RoadTypes rts = GetRoadTypes(ti->tile);
00921 
00922       if (HasBit(rts, ROADTYPE_TRAM)) {
00923         static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, {  5, 76, 77,  4 } };
00924 
00925         DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
00926 
00927         /* Do not draw wires if they are invisible */
00928         if (!IsInvisibilitySet(TO_CATENARY)) {
00929           catenary = true;
00930           StartSpriteCombine();
00931           AddSortableSpriteToDraw(SPR_TRAMWAY_TUNNEL_WIRES + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, BB_data[10], BB_data[11], TILE_HEIGHT, ti->z, IsTransparencySet(TO_CATENARY), BB_data[8], BB_data[9], BB_Z_SEPARATOR);
00932         }
00933       }
00934     } else {
00935       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
00936       if (rti->UsesOverlay()) {
00937         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
00938         if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
00939       }
00940 
00941       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
00942         /* Maybe draw pylons on the entry side */
00943         DrawCatenary(ti);
00944 
00945         catenary = true;
00946         StartSpriteCombine();
00947         /* Draw wire above the ramp */
00948         DrawCatenaryOnTunnel(ti);
00949       }
00950     }
00951 
00952     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);
00953 
00954     if (catenary) EndSpriteCombine();
00955 
00956     /* Add helper BB for sprite sorting, that separate the tunnel from things beside of it */
00957     AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x,              ti->y,              BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
00958     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);
00959 
00960     DrawBridgeMiddle(ti);
00961   } else { // IsBridge(ti->tile)
00962     const PalSpriteID *psid;
00963     int base_offset;
00964     bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
00965 
00966     if (transport_type == TRANSPORT_RAIL) {
00967       base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
00968       assert(base_offset != 8); // This one is used for roads
00969     } else {
00970       base_offset = 8;
00971     }
00972 
00973     /* as the lower 3 bits are used for other stuff, make sure they are clear */
00974     assert( (base_offset & 0x07) == 0x00);
00975 
00976     DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
00977 
00978     /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
00979     base_offset += (6 - tunnelbridge_direction) % 4;
00980 
00981     if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
00982 
00983     /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
00984     if (transport_type != TRANSPORT_WATER) {
00985       psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
00986     } else {
00987       psid = _aqueduct_sprites + base_offset;
00988     }
00989 
00990     if (!ice) {
00991       DrawClearLandTile(ti, 3);
00992     } else {
00993       DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + _tileh_to_sprite[ti->tileh], PAL_NONE);
00994     }
00995 
00996     /* draw ramp */
00997 
00998     /* Draw Trambits and PBS Reservation as SpriteCombine */
00999     if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01000 
01001     /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
01002      * it doesn't disappear behind it
01003      */
01004     /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
01005     AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
01006 
01007     if (transport_type == TRANSPORT_ROAD) {
01008       RoadTypes rts = GetRoadTypes(ti->tile);
01009 
01010       if (HasBit(rts, ROADTYPE_TRAM)) {
01011         uint offset = tunnelbridge_direction;
01012         uint z = ti->z;
01013         if (ti->tileh != SLOPE_FLAT) {
01014           offset = (offset + 1) & 1;
01015           z += TILE_HEIGHT;
01016         } else {
01017           offset += 2;
01018         }
01019         /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01020         DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
01021       }
01022       EndSpriteCombine();
01023     } else if (transport_type == TRANSPORT_RAIL) {
01024       const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
01025       if (rti->UsesOverlay()) {
01026         SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
01027         if (surface != 0) {
01028           if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01029             AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
01030           } else {
01031             AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
01032           }
01033         }
01034         /* Don't fallback to non-overlay sprite -- the spec states that
01035          * if an overlay is present then the bridge surface must be
01036          * present. */
01037       } else if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
01038         if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
01039           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);
01040         } else {
01041           AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
01042         }
01043       }
01044       EndSpriteCombine();
01045       if (HasCatenaryDrawn(GetRailType(ti->tile))) {
01046         DrawCatenary(ti);
01047       }
01048     }
01049 
01050     DrawBridgeMiddle(ti);
01051   }
01052 }
01053 
01054 
01072 static BridgePieces CalcBridgePiece(uint north, uint south)
01073 {
01074   if (north == 1) {
01075     return BRIDGE_PIECE_NORTH;
01076   } else if (south == 1) {
01077     return BRIDGE_PIECE_SOUTH;
01078   } else if (north < south) {
01079     return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
01080   } else if (north > south) {
01081     return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
01082   } else {
01083     return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
01084   }
01085 }
01086 
01087 
01088 void DrawBridgeMiddle(const TileInfo *ti)
01089 {
01090   /* Sectional view of bridge bounding boxes:
01091    *
01092    *  1           2                                1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
01093    *  1           2                                  3 = empty helper BB
01094    *  1     7     2                                4,5 = pillars under higher bridges
01095    *  1 6 88888 6 2                                  6 = elrail-pylons
01096    *  1 6 88888 6 2                                  7 = elrail-wire
01097    *  1 6 88888 6 2  <- TILE_HEIGHT                  8 = rail-vehicle on bridge
01098    *  3333333333333  <- BB_Z_SEPARATOR
01099    *                 <- unused
01100    *    4       5    <- BB_HEIGHT_UNDER_BRIDGE
01101    *    4       5
01102    *    4       5
01103    *
01104    */
01105 
01106   /* Z position of the bridge sprites relative to bridge height (downwards) */
01107   static const int BRIDGE_Z_START = 3;
01108 
01109   if (!IsBridgeAbove(ti->tile)) return;
01110 
01111   TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
01112   TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
01113   TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
01114 
01115   Axis axis = GetBridgeAxis(ti->tile);
01116   BridgePieces piece = CalcBridgePiece(
01117     GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
01118     GetTunnelBridgeLength(ti->tile, rampsouth) + 1
01119   );
01120 
01121   const PalSpriteID *psid;
01122   bool drawfarpillar;
01123   if (transport_type != TRANSPORT_WATER) {
01124     BridgeType type =  GetBridgeType(rampsouth);
01125     drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
01126 
01127     uint base_offset;
01128     if (transport_type == TRANSPORT_RAIL) {
01129       base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
01130     } else {
01131       base_offset = 8;
01132     }
01133 
01134     psid = base_offset + GetBridgeSpriteTable(type, piece);
01135   } else {
01136     drawfarpillar = true;
01137     psid = _aqueduct_sprites;
01138   }
01139 
01140   if (axis != AXIS_X) psid += 4;
01141 
01142   int x = ti->x;
01143   int y = ti->y;
01144   uint bridge_z = GetBridgeHeight(rampsouth);
01145   uint z = bridge_z - BRIDGE_Z_START;
01146 
01147   /* Add a bounding box, that separates the bridge from things below it. */
01148   AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
01149 
01150   /* Draw Trambits as SpriteCombine */
01151   if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
01152 
01153   /* Draw floor and far part of bridge*/
01154   if (!IsInvisibilitySet(TO_BRIDGES)) {
01155     if (axis == AXIS_X) {
01156       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01157     } else {
01158       AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
01159     }
01160   }
01161 
01162   psid++;
01163 
01164   if (transport_type == TRANSPORT_ROAD) {
01165     RoadTypes rts = GetRoadTypes(rampsouth);
01166 
01167     if (HasBit(rts, ROADTYPE_TRAM)) {
01168       /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
01169       DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
01170     } else {
01171       EndSpriteCombine();
01172       StartSpriteCombine();
01173     }
01174   } else if (transport_type == TRANSPORT_RAIL) {
01175     const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
01176     if (rti->UsesOverlay()) {
01177       SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
01178       if (surface != 0) {
01179         AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
01180       }
01181     }
01182     EndSpriteCombine();
01183 
01184     if (HasCatenaryDrawn(GetRailType(rampsouth))) {
01185       DrawCatenaryOnBridge(ti);
01186     }
01187   }
01188 
01189   /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
01190   if (!IsInvisibilitySet(TO_BRIDGES)) {
01191     if (axis == AXIS_X) {
01192       y += 12;
01193       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
01194     } else {
01195       x += 12;
01196       if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
01197     }
01198   }
01199 
01200   /* Draw TramFront as SpriteCombine */
01201   if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
01202 
01203   /* Do not draw anything more if bridges are invisible */
01204   if (IsInvisibilitySet(TO_BRIDGES)) return;
01205 
01206   psid++;
01207   if (ti->z + 5 == z) {
01208     /* draw poles below for small bridges */
01209     if (psid->sprite != 0) {
01210       SpriteID image = psid->sprite;
01211       SpriteID pal   = psid->pal;
01212       if (IsTransparencySet(TO_BRIDGES)) {
01213         SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
01214         pal = PALETTE_TO_TRANSPARENT;
01215       }
01216 
01217       DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
01218     }
01219   } else if (_settings_client.gui.bridge_pillars) {
01220     /* draw pillars below for high bridges */
01221     DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
01222   }
01223 }
01224 
01225 
01226 static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
01227 {
01228   uint z;
01229   Slope tileh = GetTileSlope(tile, &z);
01230 
01231   x &= 0xF;
01232   y &= 0xF;
01233 
01234   if (IsTunnel(tile)) {
01235     uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
01236 
01237     /* In the tunnel entrance? */
01238     if (5 <= pos && pos <= 10) return z;
01239   } else { // IsBridge(tile)
01240     DiagDirection dir = GetTunnelBridgeDirection(tile);
01241     uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
01242 
01243     z += ApplyFoundationToSlope(GetBridgeFoundation(tileh, DiagDirToAxis(dir)), &tileh);
01244 
01245     /* On the bridge ramp? */
01246     if (5 <= pos && pos <= 10) {
01247       uint delta;
01248 
01249       if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
01250 
01251       switch (dir) {
01252         default: NOT_REACHED();
01253         case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
01254         case DIAGDIR_SE: delta = y / 2; break;
01255         case DIAGDIR_SW: delta = x / 2; break;
01256         case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
01257       }
01258       return z + 1 + delta;
01259     }
01260   }
01261 
01262   return z + GetPartialZ(x, y, tileh);
01263 }
01264 
01265 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
01266 {
01267   return IsTunnel(tile) ? FOUNDATION_NONE : GetBridgeFoundation(tileh, DiagDirToAxis(GetTunnelBridgeDirection(tile)));
01268 }
01269 
01270 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
01271 {
01272   TransportType tt = GetTunnelBridgeTransportType(tile);
01273 
01274   if (IsTunnel(tile)) {
01275     td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
01276   } else { // IsBridge(tile)
01277     td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
01278   }
01279   td->owner[0] = GetTileOwner(tile);
01280 
01281   Owner road_owner = INVALID_OWNER;
01282   Owner tram_owner = INVALID_OWNER;
01283   RoadTypes rts = GetRoadTypes(tile);
01284   if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
01285   if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
01286 
01287   /* Is there a mix of owners? */
01288   if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
01289       (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
01290     uint i = 1;
01291     if (road_owner != INVALID_OWNER) {
01292       td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
01293       td->owner[i] = road_owner;
01294       i++;
01295     }
01296     if (tram_owner != INVALID_OWNER) {
01297       td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
01298       td->owner[i] = tram_owner;
01299     }
01300   }
01301 }
01302 
01303 
01304 static void TileLoop_TunnelBridge(TileIndex tile)
01305 {
01306   bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
01307   switch (_settings_game.game_creation.landscape) {
01308     case LT_ARCTIC:
01309       if (snow_or_desert != (GetTileZ(tile) > GetSnowLine())) {
01310         SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
01311         MarkTileDirtyByTile(tile);
01312       }
01313       break;
01314 
01315     case LT_TROPIC:
01316       if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
01317         SetTunnelBridgeSnowOrDesert(tile, true);
01318         MarkTileDirtyByTile(tile);
01319       }
01320       break;
01321 
01322     default:
01323       break;
01324   }
01325 }
01326 
01327 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
01328 {
01329   TransportType transport_type = GetTunnelBridgeTransportType(tile);
01330   if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
01331 
01332   DiagDirection dir = GetTunnelBridgeDirection(tile);
01333   if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
01334   return CombineTrackStatus(TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)), TRACKDIR_BIT_NONE);
01335 }
01336 
01337 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
01338 {
01339   for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
01340     /* Update all roadtypes, no matter if they are present */
01341     if (GetRoadOwner(tile, rt) == old_owner) {
01342       SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
01343     }
01344   }
01345 
01346   if (!IsTileOwner(tile, old_owner)) return;
01347 
01348   if (new_owner != INVALID_OWNER) {
01349     SetTileOwner(tile, new_owner);
01350   } else {
01351     if (DoCommand(tile, 0, 0, DC_EXEC | DC_BANKRUPT, CMD_LANDSCAPE_CLEAR).Failed()) {
01352       /* When clearing the bridge/tunnel failed there are still vehicles on/in
01353        * the bridge/tunnel. As all *our* vehicles are already removed, they
01354        * must be of another owner. Therefore this can't be rail tunnel/bridge.
01355        * In that case we can safely reassign the ownership to OWNER_NONE. */
01356       assert(GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL);
01357       SetTileOwner(tile, OWNER_NONE);
01358     }
01359   }
01360 }
01361 
01362 
01363 static const byte _tunnel_fractcoord_1[4]    = {0x8E, 0x18, 0x81, 0xE8};
01364 static const byte _tunnel_fractcoord_2[4]    = {0x81, 0x98, 0x87, 0x38};
01365 static const byte _tunnel_fractcoord_3[4]    = {0x82, 0x88, 0x86, 0x48};
01366 static const byte _exit_tunnel_track[4]      = {1, 2, 1, 2};
01367 
01369 static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
01370   TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
01371 };
01372 static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
01373 
01374 static const byte _tunnel_fractcoord_4[4]    = {0x52, 0x85, 0x98, 0x29};
01375 static const byte _tunnel_fractcoord_5[4]    = {0x92, 0x89, 0x58, 0x25};
01376 static const byte _tunnel_fractcoord_6[4]    = {0x92, 0x89, 0x56, 0x45};
01377 static const byte _tunnel_fractcoord_7[4]    = {0x52, 0x85, 0x96, 0x49};
01378 
01379 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
01380 {
01381   int z = GetSlopeZ(x, y) - v->z_pos;
01382 
01383   if (abs(z) > 2) return VETSB_CANNOT_ENTER;
01384   const DiagDirection dir = GetTunnelBridgeDirection(tile);
01385 
01386   if (IsTunnel(tile)) {
01387     byte fc;
01388     DiagDirection vdir;
01389 
01390     if (v->type == VEH_TRAIN) {
01391       Train *t = Train::From(v);
01392       fc = (x & 0xF) + (y << 4);
01393 
01394       vdir = DirToDiagDir(t->direction);
01395 
01396       if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
01397         if (t->IsFrontEngine() && fc == _tunnel_fractcoord_1[dir]) {
01398           if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
01399             SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
01400           }
01401           return VETSB_CONTINUE;
01402         }
01403         if (fc == _tunnel_fractcoord_2[dir]) {
01404           t->tile = tile;
01405           t->track = TRACK_BIT_WORMHOLE;
01406           t->vehstatus |= VS_HIDDEN;
01407           return VETSB_ENTERED_WORMHOLE;
01408         }
01409       }
01410 
01411       if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
01412         /* We're at the tunnel exit ?? */
01413         t->tile = tile;
01414         t->track = (TrackBits)_exit_tunnel_track[dir];
01415         assert(t->track);
01416         t->vehstatus &= ~VS_HIDDEN;
01417         return VETSB_ENTERED_WORMHOLE;
01418       }
01419     } else if (v->type == VEH_ROAD) {
01420       RoadVehicle *rv = RoadVehicle::From(v);
01421       fc = (x & 0xF) + (y << 4);
01422       vdir = DirToDiagDir(v->direction);
01423 
01424       /* Enter tunnel? */
01425       if (rv->state != RVSB_WORMHOLE && dir == vdir) {
01426         if (fc == _tunnel_fractcoord_4[dir] ||
01427             fc == _tunnel_fractcoord_5[dir]) {
01428           rv->tile = tile;
01429           rv->state = RVSB_WORMHOLE;
01430           rv->vehstatus |= VS_HIDDEN;
01431           return VETSB_ENTERED_WORMHOLE;
01432         } else {
01433           return VETSB_CONTINUE;
01434         }
01435       }
01436 
01437       if (dir == ReverseDiagDir(vdir) && (
01438             /* We're at the tunnel exit ?? */
01439             fc == _tunnel_fractcoord_6[dir] ||
01440             fc == _tunnel_fractcoord_7[dir]
01441           ) &&
01442           z == 0) {
01443         rv->tile = tile;
01444         rv->state = _road_exit_tunnel_state[dir];
01445         rv->frame = _road_exit_tunnel_frame[dir];
01446         rv->vehstatus &= ~VS_HIDDEN;
01447         return VETSB_ENTERED_WORMHOLE;
01448       }
01449     }
01450   } else { // IsBridge(tile)
01451 
01452     if (v->IsPrimaryVehicle() && v->type != VEH_SHIP) {
01453       /* modify speed of vehicle */
01454       uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
01455 
01456       if (v->type == VEH_ROAD) spd *= 2;
01457       if (v->cur_speed > spd) v->cur_speed = spd;
01458     }
01459 
01460     if (DirToDiagDir(v->direction) == dir) {
01461       switch (dir) {
01462         default: NOT_REACHED();
01463         case DIAGDIR_NE: if ((x & 0xF) != 0)             return VETSB_CONTINUE; break;
01464         case DIAGDIR_SE: if ((y & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01465         case DIAGDIR_SW: if ((x & 0xF) != TILE_SIZE - 1) return VETSB_CONTINUE; break;
01466         case DIAGDIR_NW: if ((y & 0xF) != 0)             return VETSB_CONTINUE; break;
01467       }
01468       switch (v->type) {
01469         case VEH_TRAIN: {
01470           Train *t = Train::From(v);
01471           t->track = TRACK_BIT_WORMHOLE;
01472           ClrBit(t->flags, VRF_GOINGUP);
01473           ClrBit(t->flags, VRF_GOINGDOWN);
01474         } break;
01475 
01476         case VEH_ROAD:
01477           RoadVehicle::From(v)->state = RVSB_WORMHOLE;
01478           break;
01479 
01480         case VEH_SHIP:
01481           Ship::From(v)->state = TRACK_BIT_WORMHOLE;
01482           break;
01483 
01484         default: NOT_REACHED();
01485       }
01486       return VETSB_ENTERED_WORMHOLE;
01487     } else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
01488       v->tile = tile;
01489       switch (v->type) {
01490         case VEH_TRAIN: {
01491           Train *t = Train::From(v);
01492           if (t->track == TRACK_BIT_WORMHOLE) {
01493             t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01494             return VETSB_ENTERED_WORMHOLE;
01495           }
01496         } break;
01497 
01498         case VEH_ROAD: {
01499           RoadVehicle *rv = RoadVehicle::From(v);
01500           if (rv->state == RVSB_WORMHOLE) {
01501             rv->state = _road_exit_tunnel_state[dir];
01502             rv->frame = 0;
01503             return VETSB_ENTERED_WORMHOLE;
01504           }
01505         } break;
01506 
01507         case VEH_SHIP: {
01508           Ship *ship = Ship::From(v);
01509           if (ship->state == TRACK_BIT_WORMHOLE) {
01510             ship->state = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
01511             return VETSB_ENTERED_WORMHOLE;
01512           }
01513         } break;
01514 
01515         default: NOT_REACHED();
01516       }
01517     }
01518   }
01519   return VETSB_CONTINUE;
01520 }
01521 
01522 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, uint z_new, Slope tileh_new)
01523 {
01524   if (_settings_game.construction.build_on_slopes && AutoslopeEnabled() && IsBridge(tile) && GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) {
01525     DiagDirection direction = GetTunnelBridgeDirection(tile);
01526     Axis axis = DiagDirToAxis(direction);
01527     CommandCost res;
01528     uint z_old;
01529     Slope tileh_old = GetTileSlope(tile, &z_old);
01530 
01531     /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
01532     if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
01533       CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
01534       res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
01535     } else {
01536       CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
01537       res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
01538     }
01539 
01540     /* Surface slope is valid and remains unchanged? */
01541     if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
01542   }
01543 
01544   return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
01545 }
01546 
01547 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
01548   DrawTile_TunnelBridge,           // draw_tile_proc
01549   GetSlopeZ_TunnelBridge,          // get_slope_z_proc
01550   ClearTile_TunnelBridge,          // clear_tile_proc
01551   NULL,                            // add_accepted_cargo_proc
01552   GetTileDesc_TunnelBridge,        // get_tile_desc_proc
01553   GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
01554   NULL,                            // click_tile_proc
01555   NULL,                            // animate_tile_proc
01556   TileLoop_TunnelBridge,           // tile_loop_clear
01557   ChangeTileOwner_TunnelBridge,    // change_tile_owner_clear
01558   NULL,                            // add_produced_cargo_proc
01559   VehicleEnter_TunnelBridge,       // vehicle_enter_tile_proc
01560   GetFoundation_TunnelBridge,      // get_foundation_proc
01561   TerraformTile_TunnelBridge,      // terraform_tile_proc
01562 };

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