OpenTTD
tunnelbridge_cmd.cpp
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1 /* $Id: tunnelbridge_cmd.cpp 27157 2015-02-22 14:01:24Z frosch $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8  */
9 
16 #include "stdafx.h"
17 #include "newgrf_object.h"
18 #include "viewport_func.h"
19 #include "cmd_helper.h"
20 #include "command_func.h"
21 #include "town.h"
22 #include "train.h"
23 #include "ship.h"
24 #include "roadveh.h"
26 #include "newgrf_sound.h"
27 #include "autoslope.h"
28 #include "tunnelbridge_map.h"
29 #include "strings_func.h"
30 #include "date_func.h"
31 #include "clear_func.h"
32 #include "vehicle_func.h"
33 #include "sound_func.h"
34 #include "tunnelbridge.h"
35 #include "cheat_type.h"
36 #include "elrail_func.h"
37 #include "pbs.h"
38 #include "company_base.h"
39 #include "newgrf_railtype.h"
40 #include "object_base.h"
41 #include "water.h"
42 #include "company_gui.h"
43 
44 #include "table/strings.h"
45 #include "table/bridge_land.h"
46 
47 #include "safeguards.h"
48 
51 
53 static const int BRIDGE_Z_START = 3;
54 
55 
64 void MarkBridgeDirty(TileIndex begin, TileIndex end, DiagDirection direction, uint bridge_height)
65 {
66  TileIndexDiff delta = TileOffsByDiagDir(direction);
67  for (TileIndex t = begin; t != end; t += delta) {
68  MarkTileDirtyByTile(t, bridge_height - TileHeight(t));
69  }
71 }
72 
78 {
80 }
81 
84 {
85  /* First, free sprite table data */
86  for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
87  if (_bridge[i].sprite_table != NULL) {
88  for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
89  free(_bridge[i].sprite_table);
90  }
91  }
92 
93  /* Then, wipe out current bridges */
94  memset(&_bridge, 0, sizeof(_bridge));
95  /* And finally, reinstall default data */
96  memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
97 }
98 
105 int CalcBridgeLenCostFactor(int length)
106 {
107  if (length < 2) return length;
108 
109  length -= 2;
110  int sum = 2;
111  for (int delta = 1;; delta++) {
112  for (int count = 0; count < delta; count++) {
113  if (length == 0) return sum;
114  sum += delta;
115  length--;
116  }
117  }
118 }
119 
127 {
128  if (tileh == SLOPE_FLAT ||
129  ((tileh == SLOPE_NE || tileh == SLOPE_SW) && axis == AXIS_X) ||
130  ((tileh == SLOPE_NW || tileh == SLOPE_SE) && axis == AXIS_Y)) return FOUNDATION_NONE;
131 
132  return (HasSlopeHighestCorner(tileh) ? InclinedFoundation(axis) : FlatteningFoundation(tileh));
133 }
134 
142 bool HasBridgeFlatRamp(Slope tileh, Axis axis)
143 {
144  ApplyFoundationToSlope(GetBridgeFoundation(tileh, axis), &tileh);
145  /* If the foundation slope is flat the bridge has a non-flat ramp and vice versa. */
146  return (tileh != SLOPE_FLAT);
147 }
148 
149 static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
150 {
151  const BridgeSpec *bridge = GetBridgeSpec(index);
152  assert(table < BRIDGE_PIECE_INVALID);
153  if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
154  return _bridge_sprite_table[index][table];
155  } else {
156  return bridge->sprite_table[table];
157  }
158 }
159 
160 
169 static CommandCost CheckBridgeSlopeNorth(Axis axis, Slope *tileh, int *z)
170 {
171  Foundation f = GetBridgeFoundation(*tileh, axis);
172  *z += ApplyFoundationToSlope(f, tileh);
173 
174  Slope valid_inclined = (axis == AXIS_X ? SLOPE_NE : SLOPE_NW);
175  if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
176 
177  if (f == FOUNDATION_NONE) return CommandCost();
178 
179  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
180 }
181 
190 static CommandCost CheckBridgeSlopeSouth(Axis axis, Slope *tileh, int *z)
191 {
192  Foundation f = GetBridgeFoundation(*tileh, axis);
193  *z += ApplyFoundationToSlope(f, tileh);
194 
195  Slope valid_inclined = (axis == AXIS_X ? SLOPE_SW : SLOPE_SE);
196  if ((*tileh != SLOPE_FLAT) && (*tileh != valid_inclined)) return CMD_ERROR;
197 
198  if (f == FOUNDATION_NONE) return CommandCost();
199 
200  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
201 }
202 
209 CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags)
210 {
211  if (flags & DC_QUERY_COST) {
212  if (bridge_len <= _settings_game.construction.max_bridge_length) return CommandCost();
213  return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
214  }
215 
216  if (bridge_type >= MAX_BRIDGES) return CMD_ERROR;
217 
218  const BridgeSpec *b = GetBridgeSpec(bridge_type);
219  if (b->avail_year > _cur_year) return CMD_ERROR;
220 
222 
223  if (b->min_length > bridge_len) return CMD_ERROR;
224  if (bridge_len <= max) return CommandCost();
225  return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
226 }
227 
240 CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
241 {
242  CompanyID company = _current_company;
243 
244  RailType railtype = INVALID_RAILTYPE;
245  RoadTypes roadtypes = ROADTYPES_NONE;
246 
247  /* unpack parameters */
248  BridgeType bridge_type = GB(p2, 0, 8);
249 
250  if (!IsValidTile(p1)) return_cmd_error(STR_ERROR_BRIDGE_THROUGH_MAP_BORDER);
251 
252  TransportType transport_type = Extract<TransportType, 15, 2>(p2);
253 
254  /* type of bridge */
255  switch (transport_type) {
256  case TRANSPORT_ROAD:
257  roadtypes = Extract<RoadTypes, 8, 2>(p2);
258  if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR;
259  break;
260 
261  case TRANSPORT_RAIL:
262  railtype = Extract<RailType, 8, 4>(p2);
263  if (!ValParamRailtype(railtype)) return CMD_ERROR;
264  break;
265 
266  case TRANSPORT_WATER:
267  break;
268 
269  default:
270  /* Airports don't have bridges. */
271  return CMD_ERROR;
272  }
273  TileIndex tile_start = p1;
274  TileIndex tile_end = end_tile;
275 
276  if (company == OWNER_DEITY) {
277  if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
278  const Town *town = CalcClosestTownFromTile(tile_start);
279 
280  company = OWNER_TOWN;
281 
282  /* If we are not within a town, we are not owned by the town */
283  if (town == NULL || DistanceSquare(tile_start, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
284  company = OWNER_NONE;
285  }
286  }
287 
288  if (tile_start == tile_end) {
289  return_cmd_error(STR_ERROR_CAN_T_START_AND_END_ON);
290  }
291 
292  Axis direction;
293  if (TileX(tile_start) == TileX(tile_end)) {
294  direction = AXIS_Y;
295  } else if (TileY(tile_start) == TileY(tile_end)) {
296  direction = AXIS_X;
297  } else {
298  return_cmd_error(STR_ERROR_START_AND_END_MUST_BE_IN);
299  }
300 
301  if (tile_end < tile_start) Swap(tile_start, tile_end);
302 
303  uint bridge_len = GetTunnelBridgeLength(tile_start, tile_end);
304  if (transport_type != TRANSPORT_WATER) {
305  /* set and test bridge length, availability */
306  CommandCost ret = CheckBridgeAvailability(bridge_type, bridge_len, flags);
307  if (ret.Failed()) return ret;
308  } else {
309  if (bridge_len > _settings_game.construction.max_bridge_length) return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG);
310  }
311 
312  int z_start;
313  int z_end;
314  Slope tileh_start = GetTileSlope(tile_start, &z_start);
315  Slope tileh_end = GetTileSlope(tile_end, &z_end);
316  bool pbs_reservation = false;
317 
318  CommandCost terraform_cost_north = CheckBridgeSlopeNorth(direction, &tileh_start, &z_start);
319  CommandCost terraform_cost_south = CheckBridgeSlopeSouth(direction, &tileh_end, &z_end);
320 
321  /* Aqueducts can't be built of flat land. */
322  if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
323  if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT);
324 
326  Owner owner;
327  bool is_new_owner;
328  if (IsBridgeTile(tile_start) && IsBridgeTile(tile_end) &&
329  GetOtherBridgeEnd(tile_start) == tile_end &&
330  GetTunnelBridgeTransportType(tile_start) == transport_type) {
331  /* Replace a current bridge. */
332 
333  /* If this is a railway bridge, make sure the railtypes match. */
334  if (transport_type == TRANSPORT_RAIL && GetRailType(tile_start) != railtype) {
335  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
336  }
337 
338  /* Do not replace town bridges with lower speed bridges, unless in scenario editor. */
339  if (!(flags & DC_QUERY_COST) && IsTileOwner(tile_start, OWNER_TOWN) &&
340  GetBridgeSpec(bridge_type)->speed < GetBridgeSpec(GetBridgeType(tile_start))->speed &&
341  _game_mode != GM_EDITOR) {
342  Town *t = ClosestTownFromTile(tile_start, UINT_MAX);
343 
344  if (t == NULL) {
345  return CMD_ERROR;
346  } else {
347  SetDParam(0, t->index);
348  return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
349  }
350  }
351 
352  /* Do not replace the bridge with the same bridge type. */
353  if (!(flags & DC_QUERY_COST) && (bridge_type == GetBridgeType(tile_start)) && (transport_type != TRANSPORT_ROAD || (roadtypes & ~GetRoadTypes(tile_start)) == 0)) {
354  return_cmd_error(STR_ERROR_ALREADY_BUILT);
355  }
356 
357  /* Do not allow replacing another company's bridges. */
358  if (!IsTileOwner(tile_start, company) && !IsTileOwner(tile_start, OWNER_TOWN) && !IsTileOwner(tile_start, OWNER_NONE)) {
359  return_cmd_error(STR_ERROR_AREA_IS_OWNED_BY_ANOTHER);
360  }
361 
362  cost.AddCost((bridge_len + 1) * _price[PR_CLEAR_BRIDGE]); // The cost of clearing the current bridge.
363  owner = GetTileOwner(tile_start);
364 
365  /* If bridge belonged to bankrupt company, it has a new owner now */
366  is_new_owner = (owner == OWNER_NONE);
367  if (is_new_owner) owner = company;
368 
369  switch (transport_type) {
370  case TRANSPORT_RAIL:
371  /* Keep the reservation, the path stays valid. */
372  pbs_reservation = HasTunnelBridgeReservation(tile_start);
373  break;
374 
375  case TRANSPORT_ROAD:
376  /* Do not remove road types when upgrading a bridge */
377  roadtypes |= GetRoadTypes(tile_start);
378  break;
379 
380  default: break;
381  }
382  } else {
383  /* Build a new bridge. */
384 
385  bool allow_on_slopes = (_settings_game.construction.build_on_slopes && transport_type != TRANSPORT_WATER);
386 
387  /* Try and clear the start landscape */
388  CommandCost ret = DoCommand(tile_start, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
389  if (ret.Failed()) return ret;
390  cost = ret;
391 
392  if (terraform_cost_north.Failed() || (terraform_cost_north.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
393  cost.AddCost(terraform_cost_north);
394 
395  /* Try and clear the end landscape */
396  ret = DoCommand(tile_end, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
397  if (ret.Failed()) return ret;
398  cost.AddCost(ret);
399 
400  /* false - end tile slope check */
401  if (terraform_cost_south.Failed() || (terraform_cost_south.GetCost() != 0 && !allow_on_slopes)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
402  cost.AddCost(terraform_cost_south);
403 
404  const TileIndex heads[] = {tile_start, tile_end};
405  for (int i = 0; i < 2; i++) {
406  if (IsBridgeAbove(heads[i])) {
407  TileIndex north_head = GetNorthernBridgeEnd(heads[i]);
408 
409  if (direction == GetBridgeAxis(heads[i])) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
410 
411  if (z_start + 1 == GetBridgeHeight(north_head)) {
412  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
413  }
414  }
415  }
416 
417  TileIndexDiff delta = (direction == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1));
418  for (TileIndex tile = tile_start + delta; tile != tile_end; tile += delta) {
419  if (GetTileMaxZ(tile) > z_start) return_cmd_error(STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN);
420 
421  if (z_start >= (GetTileZ(tile) + _settings_game.construction.max_bridge_height)) {
422  /*
423  * Disallow too high bridges.
424  * Properly rendering a map where very high bridges (might) exist is expensive.
425  * See http://www.tt-forums.net/viewtopic.php?f=33&t=40844&start=980#p1131762
426  * for a detailed discussion. z_start here is one heightlevel below the bridge level.
427  */
428  return_cmd_error(STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN);
429  }
430 
431  if (IsBridgeAbove(tile)) {
432  /* Disallow crossing bridges for the time being */
433  return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
434  }
435 
436  switch (GetTileType(tile)) {
437  case MP_WATER:
438  if (!IsWater(tile) && !IsCoast(tile)) goto not_valid_below;
439  break;
440 
441  case MP_RAILWAY:
442  if (!IsPlainRail(tile)) goto not_valid_below;
443  break;
444 
445  case MP_ROAD:
446  if (IsRoadDepot(tile)) goto not_valid_below;
447  break;
448 
449  case MP_TUNNELBRIDGE:
450  if (IsTunnel(tile)) break;
451  if (direction == DiagDirToAxis(GetTunnelBridgeDirection(tile))) goto not_valid_below;
452  if (z_start < GetBridgeHeight(tile)) goto not_valid_below;
453  break;
454 
455  case MP_OBJECT: {
456  const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
457  if ((spec->flags & OBJECT_FLAG_ALLOW_UNDER_BRIDGE) == 0) goto not_valid_below;
458  if (GetTileMaxZ(tile) + spec->height > z_start) goto not_valid_below;
459  break;
460  }
461 
462  case MP_CLEAR:
463  break;
464 
465  default:
466  not_valid_below:;
467  /* try and clear the middle landscape */
468  ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
469  if (ret.Failed()) return ret;
470  cost.AddCost(ret);
471  break;
472  }
473 
474  if (flags & DC_EXEC) {
475  /* We do this here because when replacing a bridge with another
476  * type calling SetBridgeMiddle isn't needed. After all, the
477  * tile already has the has_bridge_above bits set. */
478  SetBridgeMiddle(tile, direction);
479  }
480  }
481 
482  owner = company;
483  is_new_owner = true;
484  }
485 
486  /* do the drill? */
487  if (flags & DC_EXEC) {
488  DiagDirection dir = AxisToDiagDir(direction);
489 
490  Company *c = Company::GetIfValid(owner);
491  switch (transport_type) {
492  case TRANSPORT_RAIL:
493  /* Add to company infrastructure count if required. */
494  if (is_new_owner && c != NULL) c->infrastructure.rail[railtype] += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
495  MakeRailBridgeRamp(tile_start, owner, bridge_type, dir, railtype);
496  MakeRailBridgeRamp(tile_end, owner, bridge_type, ReverseDiagDir(dir), railtype);
497  SetTunnelBridgeReservation(tile_start, pbs_reservation);
498  SetTunnelBridgeReservation(tile_end, pbs_reservation);
499  break;
500 
501  case TRANSPORT_ROAD: {
502  RoadTypes prev_roadtypes = IsBridgeTile(tile_start) ? GetRoadTypes(tile_start) : ROADTYPES_NONE;
503  if (is_new_owner) {
504  /* Also give unowned present roadtypes to new owner */
505  if (HasBit(prev_roadtypes, ROADTYPE_ROAD) && GetRoadOwner(tile_start, ROADTYPE_ROAD) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_ROAD);
506  if (HasBit(prev_roadtypes, ROADTYPE_TRAM) && GetRoadOwner(tile_start, ROADTYPE_TRAM) == OWNER_NONE) ClrBit(prev_roadtypes, ROADTYPE_TRAM);
507  }
508  if (c != NULL) {
509  /* Add all new road types to the company infrastructure counter. */
510  RoadType new_rt;
511  FOR_EACH_SET_ROADTYPE(new_rt, roadtypes ^ prev_roadtypes) {
512  /* A full diagonal road tile has two road bits. */
513  Company::Get(owner)->infrastructure.road[new_rt] += (bridge_len + 2) * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR;
514  }
515  }
516  Owner owner_road = owner;
517  Owner owner_tram = owner;
518  if (HasBit(prev_roadtypes, ROADTYPE_ROAD)) owner_road = GetRoadOwner(tile_start, ROADTYPE_ROAD);
519  if (HasBit(prev_roadtypes, ROADTYPE_TRAM)) owner_tram = GetRoadOwner(tile_start, ROADTYPE_TRAM);
520  MakeRoadBridgeRamp(tile_start, owner, owner_road, owner_tram, bridge_type, dir, roadtypes);
521  MakeRoadBridgeRamp(tile_end, owner, owner_road, owner_tram, bridge_type, ReverseDiagDir(dir), roadtypes);
522  break;
523  }
524 
525  case TRANSPORT_WATER:
526  if (is_new_owner && c != NULL) c->infrastructure.water += (bridge_len + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
527  MakeAqueductBridgeRamp(tile_start, owner, dir);
528  MakeAqueductBridgeRamp(tile_end, owner, ReverseDiagDir(dir));
529  break;
530 
531  default:
532  NOT_REACHED();
533  }
534 
535  /* Mark all tiles dirty */
536  MarkBridgeDirty(tile_start, tile_end, AxisToDiagDir(direction), z_start);
538  }
539 
540  if ((flags & DC_EXEC) && transport_type == TRANSPORT_RAIL) {
541  Track track = AxisToTrack(direction);
542  AddSideToSignalBuffer(tile_start, INVALID_DIAGDIR, company);
543  YapfNotifyTrackLayoutChange(tile_start, track);
544  }
545 
546  /* for human player that builds the bridge he gets a selection to choose from bridges (DC_QUERY_COST)
547  * It's unnecessary to execute this command every time for every bridge. So it is done only
548  * and cost is computed in "bridge_gui.c". For AI, Towns this has to be of course calculated
549  */
550  Company *c = Company::GetIfValid(company);
551  if (!(flags & DC_QUERY_COST) || (c != NULL && c->is_ai)) {
552  bridge_len += 2; // begin and end tiles/ramps
553 
554  switch (transport_type) {
555  case TRANSPORT_ROAD: cost.AddCost(bridge_len * _price[PR_BUILD_ROAD] * 2 * CountBits(roadtypes)); break;
556  case TRANSPORT_RAIL: cost.AddCost(bridge_len * RailBuildCost(railtype)); break;
557  default: break;
558  }
559 
560  if (c != NULL) bridge_len = CalcBridgeLenCostFactor(bridge_len);
561 
562  if (transport_type != TRANSPORT_WATER) {
563  cost.AddCost((int64)bridge_len * _price[PR_BUILD_BRIDGE] * GetBridgeSpec(bridge_type)->price >> 8);
564  } else {
565  /* Aqueducts use a separate base cost. */
566  cost.AddCost((int64)bridge_len * _price[PR_BUILD_AQUEDUCT]);
567  }
568 
569  }
570 
571  return cost;
572 }
573 
574 
585 CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
586 {
587  CompanyID company = _current_company;
588 
589  TransportType transport_type = Extract<TransportType, 8, 2>(p1);
590 
591  RailType railtype = INVALID_RAILTYPE;
594  switch (transport_type) {
595  case TRANSPORT_RAIL:
596  railtype = Extract<RailType, 0, 4>(p1);
597  if (!ValParamRailtype(railtype)) return CMD_ERROR;
598  break;
599 
600  case TRANSPORT_ROAD:
601  rts = Extract<RoadTypes, 0, 2>(p1);
602  if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR;
603  break;
604 
605  default: return CMD_ERROR;
606  }
607 
608  if (company == OWNER_DEITY) {
609  if (transport_type != TRANSPORT_ROAD) return CMD_ERROR;
610  const Town *town = CalcClosestTownFromTile(start_tile);
611 
612  company = OWNER_TOWN;
613 
614  /* If we are not within a town, we are not owned by the town */
615  if (town == NULL || DistanceSquare(start_tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) {
616  company = OWNER_NONE;
617  }
618  }
619 
620  int start_z;
621  int end_z;
622  Slope start_tileh = GetTileSlope(start_tile, &start_z);
623  DiagDirection direction = GetInclinedSlopeDirection(start_tileh);
624  if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL);
625 
626  if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
627 
628  CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
629  if (ret.Failed()) return ret;
630 
631  /* XXX - do NOT change 'ret' in the loop, as it is used as the price
632  * for the clearing of the entrance of the tunnel. Assigning it to
633  * cost before the loop will yield different costs depending on start-
634  * position, because of increased-cost-by-length: 'cost += cost >> 3' */
635 
636  TileIndexDiff delta = TileOffsByDiagDir(direction);
637  DiagDirection tunnel_in_way_dir;
638  if (DiagDirToAxis(direction) == AXIS_Y) {
639  tunnel_in_way_dir = (TileX(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SW : DIAGDIR_NE;
640  } else {
641  tunnel_in_way_dir = (TileY(start_tile) < (MapMaxX() / 2)) ? DIAGDIR_SE : DIAGDIR_NW;
642  }
643 
644  TileIndex end_tile = start_tile;
645 
646  /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
647  int tiles_coef = 3;
648  /* Number of tiles from start of tunnel */
649  int tiles = 0;
650  /* Number of tiles at which the cost increase coefficient per tile is halved */
651  int tiles_bump = 25;
652 
654  Slope end_tileh;
655  for (;;) {
656  end_tile += delta;
657  if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER);
658  end_tileh = GetTileSlope(end_tile, &end_z);
659 
660  if (start_z == end_z) break;
661 
662  if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) {
663  return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY);
664  }
665 
666  tiles++;
667  if (tiles == tiles_bump) {
668  tiles_coef++;
669  tiles_bump *= 2;
670  }
671 
672  cost.AddCost(_price[PR_BUILD_TUNNEL]);
673  cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels
674  }
675 
676  /* Add the cost of the entrance */
677  cost.AddCost(_price[PR_BUILD_TUNNEL]);
678  cost.AddCost(ret);
679 
680  /* if the command fails from here on we want the end tile to be highlighted */
681  _build_tunnel_endtile = end_tile;
682 
683  if (tiles > _settings_game.construction.max_tunnel_length) return_cmd_error(STR_ERROR_TUNNEL_TOO_LONG);
684 
685  if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER);
686 
687  /* Clear the tile in any case */
688  ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
689  if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
690  cost.AddCost(ret);
691 
692  /* slope of end tile must be complementary to the slope of the start tile */
693  if (end_tileh != ComplementSlope(start_tileh)) {
694  /* Mark the tile as already cleared for the terraform command.
695  * Do this for all tiles (like trees), not only objects. */
696  ClearedObjectArea *coa = FindClearedObject(end_tile);
697  if (coa == NULL) {
698  coa = _cleared_object_areas.Append();
699  coa->first_tile = end_tile;
700  coa->area = TileArea(end_tile, 1, 1);
701  }
702 
703  /* Hide the tile from the terraforming command */
704  TileIndex old_first_tile = coa->first_tile;
705  coa->first_tile = INVALID_TILE;
706  ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
707  coa->first_tile = old_first_tile;
708  if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND);
709  cost.AddCost(ret);
710  }
711  cost.AddCost(_price[PR_BUILD_TUNNEL]);
712 
713  /* Pay for the rail/road in the tunnel including entrances */
714  switch (transport_type) {
715  case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break;
716  case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break;
717  default: NOT_REACHED();
718  }
719 
720  if (flags & DC_EXEC) {
721  Company *c = Company::GetIfValid(company);
722  uint num_pieces = (tiles + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR;
723  if (transport_type == TRANSPORT_RAIL) {
724  if (!IsTunnelTile(start_tile) && c != NULL) c->infrastructure.rail[railtype] += num_pieces;
725  MakeRailTunnel(start_tile, company, direction, railtype);
726  MakeRailTunnel(end_tile, company, ReverseDiagDir(direction), railtype);
727  AddSideToSignalBuffer(start_tile, INVALID_DIAGDIR, company);
728  YapfNotifyTrackLayoutChange(start_tile, DiagDirToDiagTrack(direction));
729  } else {
730  if (c != NULL) {
731  RoadType rt;
732  FOR_EACH_SET_ROADTYPE(rt, rts ^ (IsTunnelTile(start_tile) ? GetRoadTypes(start_tile) : ROADTYPES_NONE)) {
733  c->infrastructure.road[rt] += num_pieces * 2; // A full diagonal road has two road bits.
734  }
735  }
736  MakeRoadTunnel(start_tile, company, direction, rts);
737  MakeRoadTunnel(end_tile, company, ReverseDiagDir(direction), rts);
738  }
740  }
741 
742  return cost;
743 }
744 
745 
752 {
753  /* Floods can remove anything as well as the scenario editor */
754  if (_current_company == OWNER_WATER || _game_mode == GM_EDITOR) return CommandCost();
755 
756  switch (GetTunnelBridgeTransportType(tile)) {
757  case TRANSPORT_ROAD: {
758  RoadTypes rts = GetRoadTypes(tile);
759  Owner road_owner = _current_company;
760  Owner tram_owner = _current_company;
761 
762  if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
763  if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
764 
765  /* We can remove unowned road and if the town allows it */
767  /* Town does not allow */
768  return CheckTileOwnership(tile);
769  }
770  if (road_owner == OWNER_NONE || road_owner == OWNER_TOWN) road_owner = _current_company;
771  if (tram_owner == OWNER_NONE) tram_owner = _current_company;
772 
773  CommandCost ret = CheckOwnership(road_owner, tile);
774  if (ret.Succeeded()) ret = CheckOwnership(tram_owner, tile);
775  return ret;
776  }
777 
778  case TRANSPORT_RAIL:
779  return CheckOwnership(GetTileOwner(tile));
780 
781  case TRANSPORT_WATER: {
782  /* Always allow to remove aqueducts without owner. */
783  Owner aqueduct_owner = GetTileOwner(tile);
784  if (aqueduct_owner == OWNER_NONE) aqueduct_owner = _current_company;
785  return CheckOwnership(aqueduct_owner);
786  }
787 
788  default: NOT_REACHED();
789  }
790 }
791 
799 {
801  if (ret.Failed()) return ret;
802 
803  TileIndex endtile = GetOtherTunnelEnd(tile);
804 
805  ret = TunnelBridgeIsFree(tile, endtile);
806  if (ret.Failed()) return ret;
807 
808  _build_tunnel_endtile = endtile;
809 
810  Town *t = NULL;
811  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
812  t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
813 
814  /* Check if you are allowed to remove the tunnel owned by a town
815  * Removal depends on difficulty settings */
817  if (ret.Failed()) return ret;
818  }
819 
820  /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
821  * you have a "Poor" (0) town rating */
822  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
824  }
825 
826  uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
827 
828  if (flags & DC_EXEC) {
830  /* We first need to request values before calling DoClearSquare */
832  Track track = DiagDirToDiagTrack(dir);
833  Owner owner = GetTileOwner(tile);
834 
835  Train *v = NULL;
836  if (HasTunnelBridgeReservation(tile)) {
837  v = GetTrainForReservation(tile, track);
838  if (v != NULL) FreeTrainTrackReservation(v);
839  }
840 
841  if (Company::IsValidID(owner)) {
842  Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
844  }
845 
846  DoClearSquare(tile);
847  DoClearSquare(endtile);
848 
849  /* cannot use INVALID_DIAGDIR for signal update because the tunnel doesn't exist anymore */
850  AddSideToSignalBuffer(tile, ReverseDiagDir(dir), owner);
851  AddSideToSignalBuffer(endtile, dir, owner);
852 
853  YapfNotifyTrackLayoutChange(tile, track);
854  YapfNotifyTrackLayoutChange(endtile, track);
855 
856  if (v != NULL) TryPathReserve(v);
857  } else {
858  RoadType rt;
860  /* A full diagonal road tile has two road bits. */
861  Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
862  if (c != NULL) {
865  }
866  }
867 
868  DoClearSquare(tile);
869  DoClearSquare(endtile);
870  }
871  }
872  return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_TUNNEL] * len);
873 }
874 
875 
883 {
885  if (ret.Failed()) return ret;
886 
887  TileIndex endtile = GetOtherBridgeEnd(tile);
888 
889  ret = TunnelBridgeIsFree(tile, endtile);
890  if (ret.Failed()) return ret;
891 
892  DiagDirection direction = GetTunnelBridgeDirection(tile);
893  TileIndexDiff delta = TileOffsByDiagDir(direction);
894 
895  Town *t = NULL;
896  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
897  t = ClosestTownFromTile(tile, UINT_MAX); // town penalty rating
898 
899  /* Check if you are allowed to remove the bridge owned by a town
900  * Removal depends on difficulty settings */
902  if (ret.Failed()) return ret;
903  }
904 
905  /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
906  * you have a "Poor" (0) town rating */
907  if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR) {
909  }
910 
911  Money base_cost = (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) ? _price[PR_CLEAR_BRIDGE] : _price[PR_CLEAR_AQUEDUCT];
912  uint len = GetTunnelBridgeLength(tile, endtile) + 2; // Don't forget the end tiles.
913 
914  if (flags & DC_EXEC) {
915  /* read this value before actual removal of bridge */
916  bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
917  Owner owner = GetTileOwner(tile);
918  int height = GetBridgeHeight(tile);
919  Train *v = NULL;
920 
921  if (rail && HasTunnelBridgeReservation(tile)) {
922  v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
923  if (v != NULL) FreeTrainTrackReservation(v);
924  }
925 
926  /* Update company infrastructure counts. */
927  if (rail) {
928  if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.rail[GetRailType(tile)] -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
929  } else if (GetTunnelBridgeTransportType(tile) == TRANSPORT_ROAD) {
930  RoadType rt;
932  Company *c = Company::GetIfValid(GetRoadOwner(tile, rt));
933  if (c != NULL) {
934  /* A full diagonal road tile has two road bits. */
937  }
938  }
939  } else { // Aqueduct
940  if (Company::IsValidID(owner)) Company::Get(owner)->infrastructure.water -= len * TUNNELBRIDGE_TRACKBIT_FACTOR;
941  }
943 
944  DoClearSquare(tile);
945  DoClearSquare(endtile);
946  for (TileIndex c = tile + delta; c != endtile; c += delta) {
947  /* do not let trees appear from 'nowhere' after removing bridge */
948  if (IsNormalRoadTile(c) && GetRoadside(c) == ROADSIDE_TREES) {
949  int minz = GetTileMaxZ(c) + 3;
950  if (height < minz) SetRoadside(c, ROADSIDE_PAVED);
951  }
953  MarkTileDirtyByTile(c, height - TileHeight(c));
954  }
955 
956  if (rail) {
957  /* cannot use INVALID_DIAGDIR for signal update because the bridge doesn't exist anymore */
958  AddSideToSignalBuffer(tile, ReverseDiagDir(direction), owner);
959  AddSideToSignalBuffer(endtile, direction, owner);
960 
961  Track track = DiagDirToDiagTrack(direction);
962  YapfNotifyTrackLayoutChange(tile, track);
963  YapfNotifyTrackLayoutChange(endtile, track);
964 
965  if (v != NULL) TryPathReserve(v, true);
966  }
967  }
968 
969  return CommandCost(EXPENSES_CONSTRUCTION, len * base_cost);
970 }
971 
979 {
980  if (IsTunnel(tile)) {
981  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST);
982  return DoClearTunnel(tile, flags);
983  } else { // IsBridge(tile)
984  if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
985  return DoClearBridge(tile, flags);
986  }
987 }
988 
999 static inline void DrawPillar(const PalSpriteID *psid, int x, int y, int z, int w, int h, const SubSprite *subsprite)
1000 {
1001  static const int PILLAR_Z_OFFSET = TILE_HEIGHT - BRIDGE_Z_START;
1002  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);
1003 }
1004 
1016 static int DrawPillarColumn(int z_bottom, int z_top, const PalSpriteID *psid, int x, int y, int w, int h)
1017 {
1018  int cur_z;
1019  for (cur_z = z_top; cur_z >= z_bottom; cur_z -= TILE_HEIGHT) {
1020  DrawPillar(psid, x, y, cur_z, w, h, NULL);
1021  }
1022  return cur_z;
1023 }
1024 
1036 static void DrawBridgePillars(const PalSpriteID *psid, const TileInfo *ti, Axis axis, bool drawfarpillar, int x, int y, int z_bridge)
1037 {
1038  static const int bounding_box_size[2] = {16, 2};
1039  static const int back_pillar_offset[2] = { 0, 9};
1040 
1041  static const int INF = 1000;
1042  static const SubSprite half_pillar_sub_sprite[2][2] = {
1043  { { -14, -INF, INF, INF }, { -INF, -INF, -15, INF } }, // X axis, north and south
1044  { { -INF, -INF, 15, INF }, { 16, -INF, INF, INF } }, // Y axis, north and south
1045  };
1046 
1047  if (psid->sprite == 0) return;
1048 
1049  /* Determine ground height under pillars */
1050  DiagDirection south_dir = AxisToDiagDir(axis);
1051  int z_front_north = ti->z;
1052  int z_back_north = ti->z;
1053  int z_front_south = ti->z;
1054  int z_back_south = ti->z;
1055  GetSlopePixelZOnEdge(ti->tileh, south_dir, &z_front_south, &z_back_south);
1056  GetSlopePixelZOnEdge(ti->tileh, ReverseDiagDir(south_dir), &z_front_north, &z_back_north);
1057 
1058  /* Shared height of pillars */
1059  int z_front = max(z_front_north, z_front_south);
1060  int z_back = max(z_back_north, z_back_south);
1061 
1062  /* x and y size of bounding-box of pillars */
1063  int w = bounding_box_size[axis];
1064  int h = bounding_box_size[OtherAxis(axis)];
1065  /* sprite position of back facing pillar */
1066  int x_back = x - back_pillar_offset[axis];
1067  int y_back = y - back_pillar_offset[OtherAxis(axis)];
1068 
1069  /* Draw front pillars */
1070  int bottom_z = DrawPillarColumn(z_front, z_bridge, psid, x, y, w, h);
1071  if (z_front_north < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1072  if (z_front_south < z_front) DrawPillar(psid, x, y, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1073 
1074  /* Draw back pillars, skip top two parts, which are hidden by the bridge */
1075  int z_bridge_back = z_bridge - 2 * (int)TILE_HEIGHT;
1076  if (drawfarpillar && (z_back_north <= z_bridge_back || z_back_south <= z_bridge_back)) {
1077  bottom_z = DrawPillarColumn(z_back, z_bridge_back, psid, x_back, y_back, w, h);
1078  if (z_back_north < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][0]);
1079  if (z_back_south < z_back) DrawPillar(psid, x_back, y_back, bottom_z, w, h, &half_pillar_sub_sprite[axis][1]);
1080  }
1081 }
1082 
1092 static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bool head)
1093 {
1094  static const SpriteID tram_offsets[2][6] = { { 107, 108, 109, 110, 111, 112 }, { 4, 5, 15, 16, 17, 18 } };
1095  static const SpriteID back_offsets[6] = { 95, 96, 99, 102, 100, 101 };
1096  static const SpriteID front_offsets[6] = { 97, 98, 103, 106, 104, 105 };
1097 
1098  static const uint size_x[6] = { 1, 16, 16, 1, 16, 1 };
1099  static const uint size_y[6] = { 16, 1, 1, 16, 1, 16 };
1100  static const uint front_bb_offset_x[6] = { 15, 0, 0, 15, 0, 15 };
1101  static const uint front_bb_offset_y[6] = { 0, 15, 15, 0, 15, 0 };
1102 
1103  /* The sprites under the vehicles are drawn as SpriteCombine. StartSpriteCombine() has already been called
1104  * The bounding boxes here are the same as for bridge front/roof */
1105  if (head || !IsInvisibilitySet(TO_BRIDGES)) {
1106  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE,
1107  x, y, size_x[offset], size_y[offset], 0x28, z,
1108  !head && IsTransparencySet(TO_BRIDGES));
1109  }
1110 
1111  /* Do not draw catenary if it is set invisible */
1113  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE,
1114  x, y, size_x[offset], size_y[offset], 0x28, z,
1116  }
1117 
1118  /* Start a new SpriteCombine for the front part */
1119  EndSpriteCombine();
1121 
1122  /* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
1124  AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + front_offsets[offset], PAL_NONE,
1125  x, y, size_x[offset] + front_bb_offset_x[offset], size_y[offset] + front_bb_offset_y[offset], 0x28, z,
1126  IsTransparencySet(TO_CATENARY), front_bb_offset_x[offset], front_bb_offset_y[offset]);
1127  }
1128 }
1129 
1144 {
1145  TransportType transport_type = GetTunnelBridgeTransportType(ti->tile);
1146  DiagDirection tunnelbridge_direction = GetTunnelBridgeDirection(ti->tile);
1147 
1148  if (IsTunnel(ti->tile)) {
1149  /* Front view of tunnel bounding boxes:
1150  *
1151  * 122223 <- BB_Z_SEPARATOR
1152  * 1 3
1153  * 1 3 1,3 = empty helper BB
1154  * 1 3 2 = SpriteCombine of tunnel-roof and catenary (tram & elrail)
1155  *
1156  */
1157 
1158  static const int _tunnel_BB[4][12] = {
1159  /* tunnnel-roof | Z-separator | tram-catenary
1160  * w h bb_x bb_y| x y w h |bb_x bb_y w h */
1161  { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // NE
1162  { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // SE
1163  { 1, 0, -15, -14, 0, 15, 16, 1, 0, 1, 16, 15 }, // SW
1164  { 0, 1, -14, -15, 15, 0, 1, 16, 1, 0, 15, 16 }, // NW
1165  };
1166  const int *BB_data = _tunnel_BB[tunnelbridge_direction];
1167 
1168  bool catenary = false;
1169 
1170  SpriteID image;
1171  SpriteID railtype_overlay = 0;
1172  if (transport_type == TRANSPORT_RAIL) {
1173  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1174  image = rti->base_sprites.tunnel;
1175  if (rti->UsesOverlay()) {
1176  /* Check if the railtype has custom tunnel portals. */
1177  railtype_overlay = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL_PORTAL);
1178  if (railtype_overlay != 0) image = SPR_RAILTYPE_TUNNEL_BASE; // Draw blank grass tunnel base.
1179  }
1180  } else {
1181  image = SPR_TUNNEL_ENTRY_REAR_ROAD;
1182  }
1183 
1184  if (HasTunnelBridgeSnowOrDesert(ti->tile)) image += railtype_overlay != 0 ? 8 : 32;
1185 
1186  image += tunnelbridge_direction * 2;
1187  DrawGroundSprite(image, PAL_NONE);
1188 
1189  if (transport_type == TRANSPORT_ROAD) {
1190  RoadTypes rts = GetRoadTypes(ti->tile);
1191 
1192  if (HasBit(rts, ROADTYPE_TRAM)) {
1193  static const SpriteID tunnel_sprites[2][4] = { { 28, 78, 79, 27 }, { 5, 76, 77, 4 } };
1194 
1195  DrawGroundSprite(SPR_TRAMWAY_BASE + tunnel_sprites[rts - ROADTYPES_TRAM][tunnelbridge_direction], PAL_NONE);
1196 
1197  /* Do not draw wires if they are invisible */
1199  catenary = true;
1201  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);
1202  }
1203  }
1204  } else {
1205  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1206  if (rti->UsesOverlay()) {
1207  SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_TUNNEL);
1208  if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE);
1209  }
1210 
1211  /* PBS debugging, draw reserved tracks darker */
1212  if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1213  DrawGroundSprite(DiagDirToAxis(tunnelbridge_direction) == AXIS_X ? rti->base_sprites.single_x : rti->base_sprites.single_y, PALETTE_CRASH);
1214  }
1215 
1216  if (HasCatenaryDrawn(GetRailType(ti->tile))) {
1217  /* Maybe draw pylons on the entry side */
1218  DrawCatenary(ti);
1219 
1220  catenary = true;
1222  /* Draw wire above the ramp */
1224  }
1225  }
1226 
1227  if (railtype_overlay != 0 && !catenary) StartSpriteCombine();
1228 
1229  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);
1230  /* Draw railtype tunnel portal overlay if defined. */
1231  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);
1232 
1233  if (catenary || railtype_overlay != 0) EndSpriteCombine();
1234 
1235  /* Add helper BB for sprite sorting that separates the tunnel from things beside of it. */
1236  AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z);
1237  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);
1238 
1239  DrawBridgeMiddle(ti);
1240  } else { // IsBridge(ti->tile)
1241  const PalSpriteID *psid;
1242  int base_offset;
1243  bool ice = HasTunnelBridgeSnowOrDesert(ti->tile);
1244 
1245  if (transport_type == TRANSPORT_RAIL) {
1246  base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
1247  assert(base_offset != 8); // This one is used for roads
1248  } else {
1249  base_offset = 8;
1250  }
1251 
1252  /* as the lower 3 bits are used for other stuff, make sure they are clear */
1253  assert( (base_offset & 0x07) == 0x00);
1254 
1255  DrawFoundation(ti, GetBridgeFoundation(ti->tileh, DiagDirToAxis(tunnelbridge_direction)));
1256 
1257  /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
1258  base_offset += (6 - tunnelbridge_direction) % 4;
1259 
1260  /* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
1261  if (transport_type != TRANSPORT_WATER) {
1262  if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
1263  psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
1264  } else {
1265  psid = _aqueduct_sprites + base_offset;
1266  }
1267 
1268  if (!ice) {
1269  TileIndex next = ti->tile + TileOffsByDiagDir(tunnelbridge_direction);
1270  if (ti->tileh != SLOPE_FLAT && ti->z == 0 && HasTileWaterClass(next) && GetWaterClass(next) == WATER_CLASS_SEA) {
1271  DrawShoreTile(ti->tileh);
1272  } else {
1273  DrawClearLandTile(ti, 3);
1274  }
1275  } else {
1276  DrawGroundSprite(SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh), PAL_NONE);
1277  }
1278 
1279  /* draw ramp */
1280 
1281  /* Draw Trambits and PBS Reservation as SpriteCombine */
1282  if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1283 
1284  /* HACK set the height of the BB of a sloped ramp to 1 so a vehicle on
1285  * it doesn't disappear behind it
1286  */
1287  /* Bridge heads are drawn solid no matter how invisibility/transparency is set */
1288  AddSortableSpriteToDraw(psid->sprite, psid->pal, ti->x, ti->y, 16, 16, ti->tileh == SLOPE_FLAT ? 0 : 8, ti->z);
1289 
1290  if (transport_type == TRANSPORT_ROAD) {
1291  RoadTypes rts = GetRoadTypes(ti->tile);
1292 
1293  if (HasBit(rts, ROADTYPE_TRAM)) {
1294  uint offset = tunnelbridge_direction;
1295  int z = ti->z;
1296  if (ti->tileh != SLOPE_FLAT) {
1297  offset = (offset + 1) & 1;
1298  z += TILE_HEIGHT;
1299  } else {
1300  offset += 2;
1301  }
1302  /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1303  DrawBridgeTramBits(ti->x, ti->y, z, offset, HasBit(rts, ROADTYPE_ROAD), true);
1304  }
1305  EndSpriteCombine();
1306  } else if (transport_type == TRANSPORT_RAIL) {
1307  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
1308  if (rti->UsesOverlay()) {
1309  SpriteID surface = GetCustomRailSprite(rti, ti->tile, RTSG_BRIDGE);
1310  if (surface != 0) {
1311  if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1312  AddSortableSpriteToDraw(surface + ((DiagDirToAxis(tunnelbridge_direction) == AXIS_X) ? RTBO_X : RTBO_Y), PAL_NONE, ti->x, ti->y, 16, 16, 0, ti->z + 8);
1313  } else {
1314  AddSortableSpriteToDraw(surface + RTBO_SLOPE + tunnelbridge_direction, PAL_NONE, ti->x, ti->y, 16, 16, 8, ti->z);
1315  }
1316  }
1317  /* Don't fallback to non-overlay sprite -- the spec states that
1318  * if an overlay is present then the bridge surface must be
1319  * present. */
1320  }
1321 
1322  /* PBS debugging, draw reserved tracks darker */
1323  if (_game_mode != GM_MENU &&_settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) {
1324  if (HasBridgeFlatRamp(ti->tileh, DiagDirToAxis(tunnelbridge_direction))) {
1325  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);
1326  } else {
1327  AddSortableSpriteToDraw(rti->base_sprites.single_sloped + tunnelbridge_direction, PALETTE_CRASH, ti->x, ti->y, 16, 16, 8, ti->z);
1328  }
1329  }
1330 
1331  EndSpriteCombine();
1332  if (HasCatenaryDrawn(GetRailType(ti->tile))) {
1333  DrawCatenary(ti);
1334  }
1335  }
1336 
1337  DrawBridgeMiddle(ti);
1338  }
1339 }
1340 
1341 
1360 static BridgePieces CalcBridgePiece(uint north, uint south)
1361 {
1362  if (north == 1) {
1363  return BRIDGE_PIECE_NORTH;
1364  } else if (south == 1) {
1365  return BRIDGE_PIECE_SOUTH;
1366  } else if (north < south) {
1367  return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
1368  } else if (north > south) {
1369  return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
1370  } else {
1371  return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
1372  }
1373 }
1374 
1380 {
1381  /* Sectional view of bridge bounding boxes:
1382  *
1383  * 1 2 1,2 = SpriteCombine of Bridge front/(back&floor) and TramCatenary
1384  * 1 2 3 = empty helper BB
1385  * 1 7 2 4,5 = pillars under higher bridges
1386  * 1 6 88888 6 2 6 = elrail-pylons
1387  * 1 6 88888 6 2 7 = elrail-wire
1388  * 1 6 88888 6 2 <- TILE_HEIGHT 8 = rail-vehicle on bridge
1389  * 3333333333333 <- BB_Z_SEPARATOR
1390  * <- unused
1391  * 4 5 <- BB_HEIGHT_UNDER_BRIDGE
1392  * 4 5
1393  * 4 5
1394  *
1395  */
1396 
1397  if (!IsBridgeAbove(ti->tile)) return;
1398 
1399  TileIndex rampnorth = GetNorthernBridgeEnd(ti->tile);
1400  TileIndex rampsouth = GetSouthernBridgeEnd(ti->tile);
1401  TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
1402 
1403  Axis axis = GetBridgeAxis(ti->tile);
1404  BridgePieces piece = CalcBridgePiece(
1405  GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
1406  GetTunnelBridgeLength(ti->tile, rampsouth) + 1
1407  );
1408 
1409  const PalSpriteID *psid;
1410  bool drawfarpillar;
1411  if (transport_type != TRANSPORT_WATER) {
1412  BridgeType type = GetBridgeType(rampsouth);
1413  drawfarpillar = !HasBit(GetBridgeSpec(type)->flags, 0);
1414 
1415  uint base_offset;
1416  if (transport_type == TRANSPORT_RAIL) {
1417  base_offset = GetRailTypeInfo(GetRailType(rampsouth))->bridge_offset;
1418  } else {
1419  base_offset = 8;
1420  }
1421 
1422  psid = base_offset + GetBridgeSpriteTable(type, piece);
1423  } else {
1424  drawfarpillar = true;
1425  psid = _aqueduct_sprites;
1426  }
1427 
1428  if (axis != AXIS_X) psid += 4;
1429 
1430  int x = ti->x;
1431  int y = ti->y;
1432  uint bridge_z = GetBridgePixelHeight(rampsouth);
1433  int z = bridge_z - BRIDGE_Z_START;
1434 
1435  /* Add a bounding box that separates the bridge from things below it. */
1436  AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, x, y, 16, 16, 1, bridge_z - TILE_HEIGHT + BB_Z_SEPARATOR);
1437 
1438  /* Draw Trambits as SpriteCombine */
1439  if (transport_type == TRANSPORT_ROAD || transport_type == TRANSPORT_RAIL) StartSpriteCombine();
1440 
1441  /* Draw floor and far part of bridge*/
1442  if (!IsInvisibilitySet(TO_BRIDGES)) {
1443  if (axis == AXIS_X) {
1444  AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 1, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1445  } else {
1446  AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 1, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 0, BRIDGE_Z_START);
1447  }
1448  }
1449 
1450  psid++;
1451 
1452  if (transport_type == TRANSPORT_ROAD) {
1453  RoadTypes rts = GetRoadTypes(rampsouth);
1454 
1455  if (HasBit(rts, ROADTYPE_TRAM)) {
1456  /* DrawBridgeTramBits() calls EndSpriteCombine() and StartSpriteCombine() */
1457  DrawBridgeTramBits(x, y, bridge_z, axis ^ 1, HasBit(rts, ROADTYPE_ROAD), false);
1458  } else {
1459  EndSpriteCombine();
1461  }
1462  } else if (transport_type == TRANSPORT_RAIL) {
1463  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(rampsouth));
1464  if (rti->UsesOverlay() && !IsInvisibilitySet(TO_BRIDGES)) {
1465  SpriteID surface = GetCustomRailSprite(rti, rampsouth, RTSG_BRIDGE, TCX_ON_BRIDGE);
1466  if (surface != 0) {
1467  AddSortableSpriteToDraw(surface + axis, PAL_NONE, x, y, 16, 16, 0, bridge_z, IsTransparencySet(TO_BRIDGES));
1468  }
1469  }
1470  EndSpriteCombine();
1471 
1472  if (HasCatenaryDrawn(GetRailType(rampsouth))) {
1474  }
1475  }
1476 
1477  /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
1478  if (!IsInvisibilitySet(TO_BRIDGES)) {
1479  if (axis == AXIS_X) {
1480  y += 12;
1481  if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 16, 4, 0x28, z, IsTransparencySet(TO_BRIDGES), 0, 3, BRIDGE_Z_START);
1482  } else {
1483  x += 12;
1484  if (psid->sprite & SPRITE_MASK) AddSortableSpriteToDraw(psid->sprite, psid->pal, x, y, 4, 16, 0x28, z, IsTransparencySet(TO_BRIDGES), 3, 0, BRIDGE_Z_START);
1485  }
1486  }
1487 
1488  /* Draw TramFront as SpriteCombine */
1489  if (transport_type == TRANSPORT_ROAD) EndSpriteCombine();
1490 
1491  /* Do not draw anything more if bridges are invisible */
1492  if (IsInvisibilitySet(TO_BRIDGES)) return;
1493 
1494  psid++;
1495  if (ti->z + 5 == z) {
1496  /* draw poles below for small bridges */
1497  if (psid->sprite != 0) {
1498  SpriteID image = psid->sprite;
1499  SpriteID pal = psid->pal;
1502  pal = PALETTE_TO_TRANSPARENT;
1503  }
1504 
1505  DrawGroundSpriteAt(image, pal, x - ti->x, y - ti->y, z - ti->z);
1506  }
1507  } else {
1508  /* draw pillars below for high bridges */
1509  DrawBridgePillars(psid, ti, axis, drawfarpillar, x, y, z);
1510  }
1511 }
1512 
1513 
1514 static int GetSlopePixelZ_TunnelBridge(TileIndex tile, uint x, uint y)
1515 {
1516  int z;
1517  Slope tileh = GetTilePixelSlope(tile, &z);
1518 
1519  x &= 0xF;
1520  y &= 0xF;
1521 
1522  if (IsTunnel(tile)) {
1523  uint pos = (DiagDirToAxis(GetTunnelBridgeDirection(tile)) == AXIS_X ? y : x);
1524 
1525  /* In the tunnel entrance? */
1526  if (5 <= pos && pos <= 10) return z;
1527  } else { // IsBridge(tile)
1529  uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
1530 
1532 
1533  /* On the bridge ramp? */
1534  if (5 <= pos && pos <= 10) {
1535  int delta;
1536 
1537  if (tileh != SLOPE_FLAT) return z + TILE_HEIGHT;
1538 
1539  switch (dir) {
1540  default: NOT_REACHED();
1541  case DIAGDIR_NE: delta = (TILE_SIZE - 1 - x) / 2; break;
1542  case DIAGDIR_SE: delta = y / 2; break;
1543  case DIAGDIR_SW: delta = x / 2; break;
1544  case DIAGDIR_NW: delta = (TILE_SIZE - 1 - y) / 2; break;
1545  }
1546  return z + 1 + delta;
1547  }
1548  }
1549 
1550  return z + GetPartialPixelZ(x, y, tileh);
1551 }
1552 
1553 static Foundation GetFoundation_TunnelBridge(TileIndex tile, Slope tileh)
1554 {
1556 }
1557 
1558 static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td)
1559 {
1561 
1562  if (IsTunnel(tile)) {
1563  td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD;
1564  } else { // IsBridge(tile)
1565  td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt];
1566  }
1567  td->owner[0] = GetTileOwner(tile);
1568 
1569  Owner road_owner = INVALID_OWNER;
1570  Owner tram_owner = INVALID_OWNER;
1571  RoadTypes rts = GetRoadTypes(tile);
1572  if (HasBit(rts, ROADTYPE_ROAD)) road_owner = GetRoadOwner(tile, ROADTYPE_ROAD);
1573  if (HasBit(rts, ROADTYPE_TRAM)) tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM);
1574 
1575  /* Is there a mix of owners? */
1576  if ((tram_owner != INVALID_OWNER && tram_owner != td->owner[0]) ||
1577  (road_owner != INVALID_OWNER && road_owner != td->owner[0])) {
1578  uint i = 1;
1579  if (road_owner != INVALID_OWNER) {
1580  td->owner_type[i] = STR_LAND_AREA_INFORMATION_ROAD_OWNER;
1581  td->owner[i] = road_owner;
1582  i++;
1583  }
1584  if (tram_owner != INVALID_OWNER) {
1585  td->owner_type[i] = STR_LAND_AREA_INFORMATION_TRAM_OWNER;
1586  td->owner[i] = tram_owner;
1587  }
1588  }
1589 
1590  if (tt == TRANSPORT_RAIL) {
1591  const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
1592  td->rail_speed = rti->max_speed;
1593 
1594  if (!IsTunnel(tile)) {
1595  uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1596  if (td->rail_speed == 0 || spd < td->rail_speed) {
1597  td->rail_speed = spd;
1598  }
1599  }
1600  } else if (tt == TRANSPORT_ROAD && !IsTunnel(tile)) {
1602  }
1603 }
1604 
1605 
1606 static void TileLoop_TunnelBridge(TileIndex tile)
1607 {
1608  bool snow_or_desert = HasTunnelBridgeSnowOrDesert(tile);
1610  case LT_ARCTIC: {
1611  /* As long as we do not have a snow density, we want to use the density
1612  * from the entry edge. For tunnels this is the lowest point for bridges the highest point.
1613  * (Independent of foundations) */
1614  int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
1615  if (snow_or_desert != (z > GetSnowLine())) {
1616  SetTunnelBridgeSnowOrDesert(tile, !snow_or_desert);
1617  MarkTileDirtyByTile(tile);
1618  }
1619  break;
1620  }
1621 
1622  case LT_TROPIC:
1623  if (GetTropicZone(tile) == TROPICZONE_DESERT && !snow_or_desert) {
1624  SetTunnelBridgeSnowOrDesert(tile, true);
1625  MarkTileDirtyByTile(tile);
1626  }
1627  break;
1628 
1629  default:
1630  break;
1631  }
1632 }
1633 
1634 static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
1635 {
1636  TransportType transport_type = GetTunnelBridgeTransportType(tile);
1637  if (transport_type != mode || (transport_type == TRANSPORT_ROAD && (GetRoadTypes(tile) & sub_mode) == 0)) return 0;
1638 
1640  if (side != INVALID_DIAGDIR && side != ReverseDiagDir(dir)) return 0;
1642 }
1643 
1644 static void ChangeTileOwner_TunnelBridge(TileIndex tile, Owner old_owner, Owner new_owner)
1645 {
1646  TileIndex other_end = GetOtherTunnelBridgeEnd(tile);
1647  /* Set number of pieces to zero if it's the southern tile as we
1648  * don't want to update the infrastructure counts twice. */
1649  uint num_pieces = tile < other_end ? (GetTunnelBridgeLength(tile, other_end) + 2) * TUNNELBRIDGE_TRACKBIT_FACTOR : 0;
1650 
1651  for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
1652  /* Update all roadtypes, no matter if they are present */
1653  if (GetRoadOwner(tile, rt) == old_owner) {
1654  if (HasBit(GetRoadTypes(tile), rt)) {
1655  /* Update company infrastructure counts. A full diagonal road tile has two road bits.
1656  * No need to dirty windows here, we'll redraw the whole screen anyway. */
1657  Company::Get(old_owner)->infrastructure.road[rt] -= num_pieces * 2;
1658  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_pieces * 2;
1659  }
1660 
1661  SetRoadOwner(tile, rt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner);
1662  }
1663  }
1664 
1665  if (!IsTileOwner(tile, old_owner)) return;
1666 
1667  /* Update company infrastructure counts for rail and water as well.
1668  * No need to dirty windows here, we'll redraw the whole screen anyway. */
1670  Company *old = Company::Get(old_owner);
1671  if (tt == TRANSPORT_RAIL) {
1672  old->infrastructure.rail[GetRailType(tile)] -= num_pieces;
1673  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += num_pieces;
1674  } else if (tt == TRANSPORT_WATER) {
1675  old->infrastructure.water -= num_pieces;
1676  if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.water += num_pieces;
1677  }
1678 
1679  if (new_owner != INVALID_OWNER) {
1680  SetTileOwner(tile, new_owner);
1681  } else {
1682  if (tt == TRANSPORT_RAIL) {
1683  /* Since all of our vehicles have been removed, it is safe to remove the rail
1684  * bridge / tunnel. */
1686  assert(ret.Succeeded());
1687  } else {
1688  /* In any other case, we can safely reassign the ownership to OWNER_NONE. */
1689  SetTileOwner(tile, OWNER_NONE);
1690  }
1691  }
1692 }
1693 
1699 static const byte TUNNEL_SOUND_FRAME = 1;
1700 
1709 extern const byte _tunnel_visibility_frame[DIAGDIR_END] = {12, 8, 8, 12};
1710 
1711 static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y)
1712 {
1713  int z = GetSlopePixelZ(x, y) - v->z_pos;
1714 
1715  if (abs(z) > 2) return VETSB_CANNOT_ENTER;
1716  /* Direction into the wormhole */
1717  const DiagDirection dir = GetTunnelBridgeDirection(tile);
1718  /* Direction of the vehicle */
1719  const DiagDirection vdir = DirToDiagDir(v->direction);
1720  /* New position of the vehicle on the tile */
1721  byte pos = (DiagDirToAxis(vdir) == AXIS_X ? x : y) & TILE_UNIT_MASK;
1722  /* Number of units moved by the vehicle since entering the tile */
1723  byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
1724 
1725  if (IsTunnel(tile)) {
1726  if (v->type == VEH_TRAIN) {
1727  Train *t = Train::From(v);
1728 
1729  if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
1730  if (t->IsFrontEngine() && frame == TUNNEL_SOUND_FRAME) {
1731  if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
1732  SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
1733  }
1734  return VETSB_CONTINUE;
1735  }
1736  if (frame == _tunnel_visibility_frame[dir]) {
1737  t->tile = tile;
1738  t->track = TRACK_BIT_WORMHOLE;
1739  t->vehstatus |= VS_HIDDEN;
1740  return VETSB_ENTERED_WORMHOLE;
1741  }
1742  }
1743 
1744  if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1745  /* We're at the tunnel exit ?? */
1746  t->tile = tile;
1747  t->track = DiagDirToDiagTrackBits(vdir);
1748  assert(t->track);
1749  t->vehstatus &= ~VS_HIDDEN;
1750  return VETSB_ENTERED_WORMHOLE;
1751  }
1752  } else if (v->type == VEH_ROAD) {
1753  RoadVehicle *rv = RoadVehicle::From(v);
1754 
1755  /* Enter tunnel? */
1756  if (rv->state != RVSB_WORMHOLE && dir == vdir) {
1757  if (frame == _tunnel_visibility_frame[dir]) {
1758  /* Frame should be equal to the next frame number in the RV's movement */
1759  assert(frame == rv->frame + 1);
1760  rv->tile = tile;
1761  rv->state = RVSB_WORMHOLE;
1762  rv->vehstatus |= VS_HIDDEN;
1763  return VETSB_ENTERED_WORMHOLE;
1764  } else {
1765  return VETSB_CONTINUE;
1766  }
1767  }
1768 
1769  /* We're at the tunnel exit ?? */
1770  if (dir == ReverseDiagDir(vdir) && frame == TILE_SIZE - _tunnel_visibility_frame[dir] && z == 0) {
1771  rv->tile = tile;
1772  rv->state = DiagDirToDiagTrackdir(vdir);
1773  rv->frame = frame;
1774  rv->vehstatus &= ~VS_HIDDEN;
1775  return VETSB_ENTERED_WORMHOLE;
1776  }
1777  }
1778  } else { // IsBridge(tile)
1779  if (v->type != VEH_SHIP) {
1780  /* modify speed of vehicle */
1781  uint16 spd = GetBridgeSpec(GetBridgeType(tile))->speed;
1782 
1783  if (v->type == VEH_ROAD) spd *= 2;
1784  Vehicle *first = v->First();
1785  first->cur_speed = min(first->cur_speed, spd);
1786  }
1787 
1788  if (vdir == dir) {
1789  /* Vehicle enters bridge at the last frame inside this tile. */
1790  if (frame != TILE_SIZE - 1) return VETSB_CONTINUE;
1791  switch (v->type) {
1792  case VEH_TRAIN: {
1793  Train *t = Train::From(v);
1794  t->track = TRACK_BIT_WORMHOLE;
1797  break;
1798  }
1799 
1800  case VEH_ROAD: {
1801  RoadVehicle *rv = RoadVehicle::From(v);
1802  rv->state = RVSB_WORMHOLE;
1803  /* There are no slopes inside bridges / tunnels. */
1806  break;
1807  }
1808 
1809  case VEH_SHIP:
1811  break;
1812 
1813  default: NOT_REACHED();
1814  }
1815  return VETSB_ENTERED_WORMHOLE;
1816  } else if (vdir == ReverseDiagDir(dir)) {
1817  v->tile = tile;
1818  switch (v->type) {
1819  case VEH_TRAIN: {
1820  Train *t = Train::From(v);
1821  if (t->track == TRACK_BIT_WORMHOLE) {
1822  t->track = DiagDirToDiagTrackBits(vdir);
1823  return VETSB_ENTERED_WORMHOLE;
1824  }
1825  break;
1826  }
1827 
1828  case VEH_ROAD: {
1829  RoadVehicle *rv = RoadVehicle::From(v);
1830  if (rv->state == RVSB_WORMHOLE) {
1831  rv->state = DiagDirToDiagTrackdir(vdir);
1832  rv->frame = 0;
1833  return VETSB_ENTERED_WORMHOLE;
1834  }
1835  break;
1836  }
1837 
1838  case VEH_SHIP: {
1839  Ship *ship = Ship::From(v);
1840  if (ship->state == TRACK_BIT_WORMHOLE) {
1841  ship->state = DiagDirToDiagTrackBits(vdir);
1842  return VETSB_ENTERED_WORMHOLE;
1843  }
1844  break;
1845  }
1846 
1847  default: NOT_REACHED();
1848  }
1849  }
1850  }
1851  return VETSB_CONTINUE;
1852 }
1853 
1854 static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new)
1855 {
1857  DiagDirection direction = GetTunnelBridgeDirection(tile);
1858  Axis axis = DiagDirToAxis(direction);
1859  CommandCost res;
1860  int z_old;
1861  Slope tileh_old = GetTileSlope(tile, &z_old);
1862 
1863  /* Check if new slope is valid for bridges in general (so we can safely call GetBridgeFoundation()) */
1864  if ((direction == DIAGDIR_NW) || (direction == DIAGDIR_NE)) {
1865  CheckBridgeSlopeSouth(axis, &tileh_old, &z_old);
1866  res = CheckBridgeSlopeSouth(axis, &tileh_new, &z_new);
1867  } else {
1868  CheckBridgeSlopeNorth(axis, &tileh_old, &z_old);
1869  res = CheckBridgeSlopeNorth(axis, &tileh_new, &z_new);
1870  }
1871 
1872  /* Surface slope is valid and remains unchanged? */
1873  if (res.Succeeded() && (z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]);
1874  }
1875 
1876  return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
1877 }
1878 
1879 extern const TileTypeProcs _tile_type_tunnelbridge_procs = {
1880  DrawTile_TunnelBridge, // draw_tile_proc
1881  GetSlopePixelZ_TunnelBridge, // get_slope_z_proc
1882  ClearTile_TunnelBridge, // clear_tile_proc
1883  NULL, // add_accepted_cargo_proc
1884  GetTileDesc_TunnelBridge, // get_tile_desc_proc
1885  GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc
1886  NULL, // click_tile_proc
1887  NULL, // animate_tile_proc
1888  TileLoop_TunnelBridge, // tile_loop_proc
1889  ChangeTileOwner_TunnelBridge, // change_tile_owner_proc
1890  NULL, // add_produced_cargo_proc
1891  VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc
1892  GetFoundation_TunnelBridge, // get_foundation_proc
1893  TerraformTile_TunnelBridge, // terraform_tile_proc
1894 };