/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file road_cmd.cpp Commands related to road tiles. */ #include "stdafx.h" #include "road.h" #include "road_internal.h" #include "viewport_func.h" #include "command_func.h" #include "company_func.h" #include "pathfinder/yapf/yapf_cache.h" #include "depot_base.h" #include "newgrf.h" #include "autoslope.h" #include "tunnelbridge_map.h" #include "strings_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "tunnelbridge.h" #include "cheat_type.h" #include "effectvehicle_func.h" #include "effectvehicle_base.h" #include "elrail_func.h" #include "roadveh.h" #include "train.h" #include "town.h" #include "company_base.h" #include "core/random_func.hpp" #include "core/container_func.hpp" #include "newgrf_debug.h" #include "newgrf_railtype.h" #include "newgrf_roadtype.h" #include "timer/timer_game_calendar.h" #include "genworld.h" #include "company_gui.h" #include "road_func.h" #include "road_cmd.h" #include "landscape_cmd.h" #include "rail_cmd.h" #include "table/strings.h" #include "table/roadtypes.h" #include "safeguards.h" /** Helper type for lists/vectors of road vehicles */ typedef std::vector RoadVehicleList; RoadTypeInfo _roadtypes[ROADTYPE_END]; std::vector _sorted_roadtypes; RoadTypes _roadtypes_hidden_mask; /** * Bitmap of road/tram types. * Bit if set if a roadtype is tram. */ RoadTypes _roadtypes_type; /** * Reset all road type information to its default values. */ void ResetRoadTypes() { static_assert(lengthof(_original_roadtypes) <= lengthof(_roadtypes)); auto insert = std::copy(std::begin(_original_roadtypes), std::end(_original_roadtypes), std::begin(_roadtypes)); std::fill(insert, std::end(_roadtypes), RoadTypeInfo{}); _roadtypes_hidden_mask = ROADTYPES_NONE; _roadtypes_type = ROADTYPES_TRAM; } void ResolveRoadTypeGUISprites(RoadTypeInfo *rti) { SpriteID cursors_base = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_CURSORS); if (cursors_base != 0) { rti->gui_sprites.build_y_road = cursors_base + 0; rti->gui_sprites.build_x_road = cursors_base + 1; rti->gui_sprites.auto_road = cursors_base + 2; rti->gui_sprites.build_depot = cursors_base + 3; rti->gui_sprites.build_tunnel = cursors_base + 4; rti->gui_sprites.convert_road = cursors_base + 5; rti->cursor.road_swne = cursors_base + 6; rti->cursor.road_nwse = cursors_base + 7; rti->cursor.autoroad = cursors_base + 8; rti->cursor.depot = cursors_base + 9; rti->cursor.tunnel = cursors_base + 10; rti->cursor.convert_road = cursors_base + 11; } } /** * Compare roadtypes based on their sorting order. * @param first The roadtype to compare to. * @param second The roadtype to compare. * @return True iff the first should be sorted before the second. */ static bool CompareRoadTypes(const RoadType &first, const RoadType &second) { if (RoadTypeIsRoad(first) == RoadTypeIsRoad(second)) { return GetRoadTypeInfo(first)->sorting_order < GetRoadTypeInfo(second)->sorting_order; } return RoadTypeIsTram(first) < RoadTypeIsTram(second); } /** * Resolve sprites of custom road types */ void InitRoadTypes() { for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) { RoadTypeInfo *rti = &_roadtypes[rt]; ResolveRoadTypeGUISprites(rti); if (HasBit(rti->flags, ROTF_HIDDEN)) SetBit(_roadtypes_hidden_mask, rt); } _sorted_roadtypes.clear(); for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) { if (_roadtypes[rt].label != 0 && !HasBit(_roadtypes_hidden_mask, rt)) { _sorted_roadtypes.push_back(rt); } } std::sort(_sorted_roadtypes.begin(), _sorted_roadtypes.end(), CompareRoadTypes); } /** * Allocate a new road type label */ RoadType AllocateRoadType(RoadTypeLabel label, RoadTramType rtt) { for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) { RoadTypeInfo *rti = &_roadtypes[rt]; if (rti->label == 0) { /* Set up new road type */ *rti = _original_roadtypes[(rtt == RTT_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD]; rti->label = label; rti->alternate_labels.clear(); rti->flags = ROTFB_NONE; rti->introduction_date = CalendarTime::INVALID_DATE; /* Make us compatible with ourself. */ rti->powered_roadtypes = (RoadTypes)(1ULL << rt); /* We also introduce ourself. */ rti->introduces_roadtypes = (RoadTypes)(1ULL << rt); /* Default sort order; order of allocation, but with some * offsets so it's easier for NewGRF to pick a spot without * changing the order of other (original) road types. * The << is so you can place other roadtypes in between the * other roadtypes, the 7 is to be able to place something * before the first (default) road type. */ rti->sorting_order = rt << 2 | 7; /* Set bitmap of road/tram types */ if (rtt == RTT_TRAM) { SetBit(_roadtypes_type, rt); } else { ClrBit(_roadtypes_type, rt); } return rt; } } return INVALID_ROADTYPE; } /** * Verify whether a road vehicle is available. * @return \c true if at least one road vehicle is available, \c false if not */ bool RoadVehiclesAreBuilt() { return !RoadVehicle::Iterate().empty(); } /** * Update road infrastructure counts for a company. * @param rt Road type to update count of. * @param o Owner of road piece. * @param count Number of road pieces to adjust. */ void UpdateCompanyRoadInfrastructure(RoadType rt, Owner o, int count) { if (rt == INVALID_ROADTYPE) return; Company *c = Company::GetIfValid(o); if (c == nullptr) return; c->infrastructure.road[rt] += count; DirtyCompanyInfrastructureWindows(c->index); } /** Invalid RoadBits on slopes. */ static const RoadBits _invalid_tileh_slopes_road[2][15] = { /* The inverse of the mixable RoadBits on a leveled slope */ { ROAD_NONE, // SLOPE_FLAT ROAD_NE | ROAD_SE, // SLOPE_W ROAD_NE | ROAD_NW, // SLOPE_S ROAD_NE, // SLOPE_SW ROAD_NW | ROAD_SW, // SLOPE_E ROAD_NONE, // SLOPE_EW ROAD_NW, // SLOPE_SE ROAD_NONE, // SLOPE_WSE ROAD_SE | ROAD_SW, // SLOPE_N ROAD_SE, // SLOPE_NW ROAD_NONE, // SLOPE_NS ROAD_NONE, // SLOPE_ENW ROAD_SW, // SLOPE_NE ROAD_NONE, // SLOPE_SEN ROAD_NONE // SLOPE_NWS }, /* The inverse of the allowed straight roads on a slope * (with and without a foundation). */ { ROAD_NONE, // SLOPE_FLAT ROAD_NONE, // SLOPE_W Foundation ROAD_NONE, // SLOPE_S Foundation ROAD_Y, // SLOPE_SW ROAD_NONE, // SLOPE_E Foundation ROAD_ALL, // SLOPE_EW ROAD_X, // SLOPE_SE ROAD_ALL, // SLOPE_WSE ROAD_NONE, // SLOPE_N Foundation ROAD_X, // SLOPE_NW ROAD_ALL, // SLOPE_NS ROAD_ALL, // SLOPE_ENW ROAD_Y, // SLOPE_NE ROAD_ALL, // SLOPE_SEN ROAD_ALL // SLOPE_NW } }; static Foundation GetRoadFoundation(Slope tileh, RoadBits bits); /** * Is it allowed to remove the given road bits from the given tile? * @param tile the tile to remove the road from * @param remove the roadbits that are going to be removed * @param owner the actual owner of the roadbits of the tile * @param rt the road type to remove the bits from * @param flags command flags * @param town_check Shall the town rating checked/affected * @return A succeeded command when it is allowed to remove the road bits, a failed command otherwise. */ CommandCost CheckAllowRemoveRoad(TileIndex tile, RoadBits remove, Owner owner, RoadTramType rtt, DoCommandFlag flags, bool town_check) { if (_game_mode == GM_EDITOR || remove == ROAD_NONE) return CommandCost(); /* Water can always flood and towns can always remove "normal" road pieces. * Towns are not be allowed to remove non "normal" road pieces, like tram * tracks as that would result in trams that cannot turn. */ if (_current_company == OWNER_WATER || (rtt == RTT_ROAD && !Company::IsValidID(_current_company))) return CommandCost(); /* Only do the special processing if the road is owned * by a town */ if (owner != OWNER_TOWN) { if (owner == OWNER_NONE) return CommandCost(); CommandCost ret = CheckOwnership(owner); return ret; } if (!town_check) return CommandCost(); if (_cheats.magic_bulldozer.value) return CommandCost(); Town *t = ClosestTownFromTile(tile, UINT_MAX); if (t == nullptr) return CommandCost(); /* check if you're allowed to remove the street owned by a town * removal allowance depends on difficulty setting */ CommandCost ret = CheckforTownRating(flags, t, ROAD_REMOVE); if (ret.Failed()) return ret; /* Get a bitmask of which neighbouring roads has a tile */ RoadBits n = ROAD_NONE; RoadBits present = GetAnyRoadBits(tile, rtt); if ((present & ROAD_NE) && (GetAnyRoadBits(TileAddXY(tile, -1, 0), rtt) & ROAD_SW)) n |= ROAD_NE; if ((present & ROAD_SE) && (GetAnyRoadBits(TileAddXY(tile, 0, 1), rtt) & ROAD_NW)) n |= ROAD_SE; if ((present & ROAD_SW) && (GetAnyRoadBits(TileAddXY(tile, 1, 0), rtt) & ROAD_NE)) n |= ROAD_SW; if ((present & ROAD_NW) && (GetAnyRoadBits(TileAddXY(tile, 0, -1), rtt) & ROAD_SE)) n |= ROAD_NW; int rating_decrease = RATING_ROAD_DOWN_STEP_EDGE; /* If 0 or 1 bits are set in n, or if no bits that match the bits to remove, * then allow it */ if (KillFirstBit(n) != ROAD_NONE && (n & remove) != ROAD_NONE) { /* you can remove all kind of roads with extra dynamite */ if (!_settings_game.construction.extra_dynamite) { SetDParam(0, t->index); return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } rating_decrease = RATING_ROAD_DOWN_STEP_INNER; } ChangeTownRating(t, rating_decrease, RATING_ROAD_MINIMUM, flags); return CommandCost(); } /** * Delete a piece of road. * @param tile tile where to remove road from * @param flags operation to perform * @param pieces roadbits to remove * @param rt roadtype to remove * @param town_check should we check if the town allows removal? */ static CommandCost RemoveRoad(TileIndex tile, DoCommandFlag flags, RoadBits pieces, RoadTramType rtt, bool town_check) { assert(pieces != ROAD_NONE); RoadType existing_rt = MayHaveRoad(tile) ? GetRoadType(tile, rtt) : INVALID_ROADTYPE; /* The tile doesn't have the given road type */ if (existing_rt == INVALID_ROADTYPE) return_cmd_error((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD); switch (GetTileType(tile)) { case MP_ROAD: { CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; break; } case MP_STATION: { if (!IsDriveThroughStopTile(tile)) return CMD_ERROR; CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; break; } case MP_TUNNELBRIDGE: { if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return CMD_ERROR; CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile)); if (ret.Failed()) return ret; break; } default: return CMD_ERROR; } CommandCost ret = CheckAllowRemoveRoad(tile, pieces, GetRoadOwner(tile, rtt), rtt, flags, town_check); if (ret.Failed()) return ret; if (!IsTileType(tile, MP_ROAD)) { /* If it's the last roadtype, just clear the whole tile */ if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) return Command::Do(flags, tile); CommandCost cost(EXPENSES_CONSTRUCTION); if (IsTileType(tile, MP_TUNNELBRIDGE)) { /* Removing any roadbit in the bridge axis removes the roadtype (that's the behaviour remove-long-roads needs) */ if ((AxisToRoadBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))) & pieces) == ROAD_NONE) return_cmd_error((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD); TileIndex other_end = GetOtherTunnelBridgeEnd(tile); /* Pay for *every* tile of the bridge or tunnel */ uint len = GetTunnelBridgeLength(other_end, tile) + 2; cost.AddCost(len * 2 * RoadClearCost(existing_rt)); if (flags & DC_EXEC) { /* A full diagonal road tile has two road bits. */ UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -(int)(len * 2 * TUNNELBRIDGE_TRACKBIT_FACTOR)); SetRoadType(other_end, rtt, INVALID_ROADTYPE); SetRoadType(tile, rtt, INVALID_ROADTYPE); /* If the owner of the bridge sells all its road, also move the ownership * to the owner of the other roadtype, unless the bridge owner is a town. */ Owner other_owner = GetRoadOwner(tile, OtherRoadTramType(rtt)); if (!IsTileOwner(tile, other_owner) && !IsTileOwner(tile, OWNER_TOWN)) { SetTileOwner(tile, other_owner); SetTileOwner(other_end, other_owner); } /* Mark tiles dirty that have been repaved */ if (IsBridge(tile)) { MarkBridgeDirty(tile); } else { MarkTileDirtyByTile(tile); MarkTileDirtyByTile(other_end); } } } else { assert(IsDriveThroughStopTile(tile)); cost.AddCost(RoadClearCost(existing_rt) * 2); if (flags & DC_EXEC) { /* A full diagonal road tile has two road bits. */ UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2); SetRoadType(tile, rtt, INVALID_ROADTYPE); MarkTileDirtyByTile(tile); } } return cost; } switch (GetRoadTileType(tile)) { case ROAD_TILE_NORMAL: { Slope tileh = GetTileSlope(tile); /* Steep slopes behave the same as slopes with one corner raised. */ if (IsSteepSlope(tileh)) { tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh)); } RoadBits present = GetRoadBits(tile, rtt); const RoadBits other = GetRoadBits(tile, OtherRoadTramType(rtt)); const Foundation f = GetRoadFoundation(tileh, present); if (HasRoadWorks(tile) && _current_company != OWNER_WATER) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS); /* Autocomplete to a straight road * @li if the bits of the other roadtypes result in another foundation * @li if build on slopes is disabled */ if ((IsStraightRoad(other) && (other & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) != ROAD_NONE) || (tileh != SLOPE_FLAT && !_settings_game.construction.build_on_slopes)) { pieces |= MirrorRoadBits(pieces); } /* limit the bits to delete to the existing bits. */ pieces &= present; if (pieces == ROAD_NONE) return_cmd_error((rtt == RTT_TRAM) ? STR_ERROR_THERE_IS_NO_TRAMWAY : STR_ERROR_THERE_IS_NO_ROAD); /* Now set present what it will be after the remove */ present ^= pieces; /* Check for invalid RoadBit combinations on slopes */ if (tileh != SLOPE_FLAT && present != ROAD_NONE && (present & _invalid_tileh_slopes_road[0][tileh & SLOPE_ELEVATED]) == present) { return CMD_ERROR; } if (flags & DC_EXEC) { if (HasRoadWorks(tile)) { /* flooding tile with road works, don't forget to remove the effect vehicle too */ assert(_current_company == OWNER_WATER); for (EffectVehicle *v : EffectVehicle::Iterate()) { if (TileVirtXY(v->x_pos, v->y_pos) == tile) { delete v; } } } UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -(int)CountBits(pieces)); if (present == ROAD_NONE) { /* No other road type, just clear tile. */ if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) { /* Includes MarkTileDirtyByTile() */ DoClearSquare(tile); } else { if (rtt == RTT_ROAD && IsRoadOwner(tile, rtt, OWNER_TOWN)) { /* Update nearest-town index */ const Town *town = CalcClosestTownFromTile(tile); SetTownIndex(tile, town == nullptr ? INVALID_TOWN : town->index); } if (rtt == RTT_ROAD) SetDisallowedRoadDirections(tile, DRD_NONE); SetRoadBits(tile, ROAD_NONE, rtt); SetRoadType(tile, rtt, INVALID_ROADTYPE); MarkTileDirtyByTile(tile); } } else { /* When bits are removed, you *always* end up with something that * is not a complete straight road tile. However, trams do not have * onewayness, so they cannot remove it either. */ if (rtt == RTT_ROAD) SetDisallowedRoadDirections(tile, DRD_NONE); SetRoadBits(tile, present, rtt); MarkTileDirtyByTile(tile); } } CommandCost cost(EXPENSES_CONSTRUCTION, CountBits(pieces) * RoadClearCost(existing_rt)); /* If we build a foundation we have to pay for it. */ if (f == FOUNDATION_NONE && GetRoadFoundation(tileh, present) != FOUNDATION_NONE) cost.AddCost(_price[PR_BUILD_FOUNDATION]); return cost; } case ROAD_TILE_CROSSING: { if (pieces & ComplementRoadBits(GetCrossingRoadBits(tile))) { return CMD_ERROR; } if (flags & DC_EXEC) { UpdateAdjacentLevelCrossingTilesOnLevelCrossingRemoval(tile, GetCrossingRoadAxis(tile)); /* A full diagonal road tile has two road bits. */ UpdateCompanyRoadInfrastructure(existing_rt, GetRoadOwner(tile, rtt), -2); Track railtrack = GetCrossingRailTrack(tile); if (GetRoadType(tile, OtherRoadTramType(rtt)) == INVALID_ROADTYPE) { TrackBits tracks = GetCrossingRailBits(tile); bool reserved = HasCrossingReservation(tile); MakeRailNormal(tile, GetTileOwner(tile), tracks, GetRailType(tile)); if (reserved) SetTrackReservation(tile, tracks); /* Update rail count for level crossings. The plain track should still be accounted * for, so only subtract the difference to the level crossing cost. */ Company *c = Company::GetIfValid(GetTileOwner(tile)); if (c != nullptr) { c->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR - 1; DirtyCompanyInfrastructureWindows(c->index); } } else { SetRoadType(tile, rtt, INVALID_ROADTYPE); } MarkTileDirtyByTile(tile); YapfNotifyTrackLayoutChange(tile, railtrack); } return CommandCost(EXPENSES_CONSTRUCTION, RoadClearCost(existing_rt) * 2); } default: case ROAD_TILE_DEPOT: return CMD_ERROR; } } /** * Calculate the costs for roads on slopes * Aside modify the RoadBits to fit on the slopes * * @note The RoadBits are modified too! * @param tileh The current slope * @param pieces The RoadBits we want to add * @param existing The existent RoadBits of the current type * @param other The other existent RoadBits * @return The costs for these RoadBits on this slope */ static CommandCost CheckRoadSlope(Slope tileh, RoadBits *pieces, RoadBits existing, RoadBits other) { /* Remove already build pieces */ CLRBITS(*pieces, existing); /* If we can't build anything stop here */ if (*pieces == ROAD_NONE) return CMD_ERROR; /* All RoadBit combos are valid on flat land */ if (tileh == SLOPE_FLAT) return CommandCost(); /* Steep slopes behave the same as slopes with one corner raised. */ if (IsSteepSlope(tileh)) { tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh)); } /* Save the merge of all bits of the current type */ RoadBits type_bits = existing | *pieces; /* Roads on slopes */ if (_settings_game.construction.build_on_slopes && (_invalid_tileh_slopes_road[0][tileh] & (other | type_bits)) == ROAD_NONE) { /* If we add leveling we've got to pay for it */ if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); return CommandCost(); } /* Autocomplete uphill roads */ *pieces |= MirrorRoadBits(*pieces); type_bits = existing | *pieces; /* Uphill roads */ if (IsStraightRoad(type_bits) && (other == type_bits || other == ROAD_NONE) && (_invalid_tileh_slopes_road[1][tileh] & (other | type_bits)) == ROAD_NONE) { /* Slopes with foundation ? */ if (IsSlopeWithOneCornerRaised(tileh)) { /* Prevent build on slopes if it isn't allowed */ if (_settings_game.construction.build_on_slopes) { /* If we add foundation we've got to pay for it */ if ((other | existing) == ROAD_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); return CommandCost(); } } else { if (HasExactlyOneBit(existing) && GetRoadFoundation(tileh, existing) == FOUNDATION_NONE) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); return CommandCost(); } } return CMD_ERROR; } /** * Build a piece of road. * @param flags operation to perform * @param tile tile where to build road * @param pieces road pieces to build (RoadBits) * @param rt road type * @param toggle_drd disallowed directions to toggle * @param town_id the town that is building the road (0 if not applicable) * @return the cost of this operation or an error */ CommandCost CmdBuildRoad(DoCommandFlag flags, TileIndex tile, RoadBits pieces, RoadType rt, DisallowedRoadDirections toggle_drd, TownID town_id) { CompanyID company = _current_company; CommandCost cost(EXPENSES_CONSTRUCTION); RoadBits existing = ROAD_NONE; RoadBits other_bits = ROAD_NONE; /* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero * if a non-company is building the road */ if ((Company::IsValidID(company) && town_id != 0) || (company == OWNER_TOWN && !Town::IsValidID(town_id)) || (company == OWNER_DEITY && town_id != 0)) return CMD_ERROR; if (company != OWNER_TOWN) { const Town *town = CalcClosestTownFromTile(tile); town_id = (town != nullptr) ? town->index : INVALID_TOWN; if (company == OWNER_DEITY) { company = OWNER_TOWN; /* If we are not within a town, we are not owned by the town */ if (town == nullptr || DistanceSquare(tile, town->xy) > town->cache.squared_town_zone_radius[HZB_TOWN_EDGE]) { company = OWNER_NONE; } } } /* do not allow building 'zero' road bits, code wouldn't handle it */ if (pieces == ROAD_NONE || !IsValidRoadBits(pieces) || !IsValidDisallowedRoadDirections(toggle_drd)) return CMD_ERROR; if (!ValParamRoadType(rt)) return CMD_ERROR; Slope tileh = GetTileSlope(tile); RoadTramType rtt = GetRoadTramType(rt); bool need_to_clear = false; switch (GetTileType(tile)) { case MP_ROAD: switch (GetRoadTileType(tile)) { case ROAD_TILE_NORMAL: { if (HasRoadWorks(tile)) return_cmd_error(STR_ERROR_ROAD_WORKS_IN_PROGRESS); other_bits = GetRoadBits(tile, OtherRoadTramType(rtt)); if (!HasTileRoadType(tile, rtt)) break; existing = GetRoadBits(tile, rtt); bool crossing = !IsStraightRoad(existing | pieces); if (rtt == RTT_ROAD && (GetDisallowedRoadDirections(tile) != DRD_NONE || toggle_drd != DRD_NONE) && crossing) { /* Junctions cannot be one-way */ return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION); } if ((existing & pieces) == pieces) { /* We only want to set the (dis)allowed road directions */ if (toggle_drd != DRD_NONE && rtt == RTT_ROAD) { if (crossing) return_cmd_error(STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION); Owner owner = GetRoadOwner(tile, rtt); if (owner != OWNER_NONE) { CommandCost ret = CheckOwnership(owner, tile); if (ret.Failed()) return ret; } DisallowedRoadDirections dis_existing = GetDisallowedRoadDirections(tile); DisallowedRoadDirections dis_new = dis_existing ^ toggle_drd; /* We allow removing disallowed directions to break up * deadlocks, but adding them can break articulated * vehicles. As such, only when less is disallowed, * i.e. bits are removed, we skip the vehicle check. */ if (CountBits(dis_existing) <= CountBits(dis_new)) { CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; } /* Ignore half built tiles */ if ((flags & DC_EXEC) && IsStraightRoad(existing)) { SetDisallowedRoadDirections(tile, dis_new); MarkTileDirtyByTile(tile); } return CommandCost(); } return_cmd_error(STR_ERROR_ALREADY_BUILT); } /* Disallow breaking end-of-line of someone else * so trams can still reverse on this tile. */ if (rtt == RTT_TRAM && HasExactlyOneBit(existing)) { Owner owner = GetRoadOwner(tile, rtt); if (Company::IsValidID(owner)) { CommandCost ret = CheckOwnership(owner); if (ret.Failed()) return ret; } } break; } case ROAD_TILE_CROSSING: if (RoadNoLevelCrossing(rt)) { return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_ROAD); } other_bits = GetCrossingRoadBits(tile); if (pieces & ComplementRoadBits(other_bits)) goto do_clear; pieces = other_bits; // we need to pay for both roadbits if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT); break; case ROAD_TILE_DEPOT: if ((GetAnyRoadBits(tile, rtt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT); goto do_clear; default: NOT_REACHED(); } break; case MP_RAILWAY: { if (IsSteepSlope(tileh)) { return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); } /* Level crossings may only be built on these slopes */ if (!HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh)) { return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); } if (!_settings_game.construction.crossing_with_competitor && company != OWNER_TOWN && company != OWNER_DEITY) { CommandCost ret = CheckTileOwnership(tile); if (ret.Failed()) return ret; } if (GetRailTileType(tile) != RAIL_TILE_NORMAL) goto do_clear; if (RoadNoLevelCrossing(rt)) { return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_ROAD); } if (RailNoLevelCrossings(GetRailType(tile))) { return_cmd_error(STR_ERROR_CROSSING_DISALLOWED_RAIL); } Axis roaddir; switch (GetTrackBits(tile)) { case TRACK_BIT_X: if (pieces & ROAD_X) goto do_clear; roaddir = AXIS_Y; break; case TRACK_BIT_Y: if (pieces & ROAD_Y) goto do_clear; roaddir = AXIS_X; break; default: goto do_clear; } CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; if (flags & DC_EXEC) { Track railtrack = AxisToTrack(OtherAxis(roaddir)); YapfNotifyTrackLayoutChange(tile, railtrack); /* Update company infrastructure counts. A level crossing has two road bits. */ UpdateCompanyRoadInfrastructure(rt, company, 2); /* Update rail count for level crossings. The plain track is already * counted, so only add the difference to the level crossing cost. */ Company *c = Company::GetIfValid(GetTileOwner(tile)); if (c != nullptr) { c->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR - 1; DirtyCompanyInfrastructureWindows(c->index); } /* Always add road to the roadtypes (can't draw without it) */ bool reserved = HasBit(GetRailReservationTrackBits(tile), railtrack); MakeRoadCrossing(tile, company, company, GetTileOwner(tile), roaddir, GetRailType(tile), rtt == RTT_ROAD ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, town_id); SetCrossingReservation(tile, reserved); UpdateLevelCrossing(tile, false); MarkDirtyAdjacentLevelCrossingTiles(tile, GetCrossingRoadAxis(tile)); MarkTileDirtyByTile(tile); } return CommandCost(EXPENSES_CONSTRUCTION, 2 * RoadBuildCost(rt)); } case MP_STATION: { if ((GetAnyRoadBits(tile, rtt) & pieces) == pieces) return_cmd_error(STR_ERROR_ALREADY_BUILT); if (!IsDriveThroughStopTile(tile)) goto do_clear; RoadBits curbits = AxisToRoadBits(DiagDirToAxis(GetRoadStopDir(tile))); if (pieces & ~curbits) goto do_clear; pieces = curbits; // we need to pay for both roadbits if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT); break; } case MP_TUNNELBRIDGE: { if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) goto do_clear; /* Only allow building the outern roadbit, so building long roads stops at existing bridges */ if (MirrorRoadBits(DiagDirToRoadBits(GetTunnelBridgeDirection(tile))) != pieces) goto do_clear; if (HasTileRoadType(tile, rtt)) return_cmd_error(STR_ERROR_ALREADY_BUILT); /* Don't allow adding roadtype to the bridge/tunnel when vehicles are already driving on it */ CommandCost ret = TunnelBridgeIsFree(tile, GetOtherTunnelBridgeEnd(tile)); if (ret.Failed()) return ret; break; } default: { do_clear:; need_to_clear = true; break; } } if (need_to_clear) { CommandCost ret = Command::Do(flags, tile); if (ret.Failed()) return ret; cost.AddCost(ret); } if (other_bits != pieces) { /* Check the foundation/slopes when adding road/tram bits */ CommandCost ret = CheckRoadSlope(tileh, &pieces, existing, other_bits); /* Return an error if we need to build a foundation (ret != 0) but the * current setting is turned off */ if (ret.Failed() || (ret.GetCost() != 0 && !_settings_game.construction.build_on_slopes)) { return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); } cost.AddCost(ret); } if (!need_to_clear) { if (IsTileType(tile, MP_ROAD)) { /* Don't put the pieces that already exist */ pieces &= ComplementRoadBits(existing); /* Check if new road bits will have the same foundation as other existing road types */ if (IsNormalRoad(tile)) { Slope slope = GetTileSlope(tile); Foundation found_new = GetRoadFoundation(slope, pieces | existing); RoadBits bits = GetRoadBits(tile, OtherRoadTramType(rtt)); /* do not check if there are not road bits of given type */ if (bits != ROAD_NONE && GetRoadFoundation(slope, bits) != found_new) { return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); } } } CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; if (IsNormalRoadTile(tile)) { /* If the road types don't match, try to convert only if vehicles of * the new road type are not powered on the present road type and vehicles of * the present road type are powered on the new road type. */ RoadType existing_rt = GetRoadType(tile, rtt); if (existing_rt != INVALID_ROADTYPE && existing_rt != rt) { if (HasPowerOnRoad(rt, existing_rt)) { rt = existing_rt; } else if (HasPowerOnRoad(existing_rt, rt)) { ret = Command::Do(flags, tile, tile, rt); if (ret.Failed()) return ret; cost.AddCost(ret); } else { return CMD_ERROR; } } } } uint num_pieces = (!need_to_clear && IsTileType(tile, MP_TUNNELBRIDGE)) ? /* There are 2 pieces on *every* tile of the bridge or tunnel */ 2 * (GetTunnelBridgeLength(GetOtherTunnelBridgeEnd(tile), tile) + 2) : /* Count pieces */ CountBits(pieces); cost.AddCost(num_pieces * RoadBuildCost(rt)); if (flags & DC_EXEC) { switch (GetTileType(tile)) { case MP_ROAD: { RoadTileType rttype = GetRoadTileType(tile); if (existing == ROAD_NONE || rttype == ROAD_TILE_CROSSING) { SetRoadType(tile, rtt, rt); SetRoadOwner(tile, rtt, company); if (rtt == RTT_ROAD) SetTownIndex(tile, town_id); } if (rttype != ROAD_TILE_CROSSING) SetRoadBits(tile, existing | pieces, rtt); break; } case MP_TUNNELBRIDGE: { TileIndex other_end = GetOtherTunnelBridgeEnd(tile); SetRoadType(other_end, rtt, rt); SetRoadType(tile, rtt, rt); SetRoadOwner(other_end, rtt, company); SetRoadOwner(tile, rtt, company); /* Mark tiles dirty that have been repaved */ if (IsBridge(tile)) { MarkBridgeDirty(tile); } else { MarkTileDirtyByTile(other_end); MarkTileDirtyByTile(tile); } break; } case MP_STATION: { assert(IsDriveThroughStopTile(tile)); SetRoadType(tile, rtt, rt); SetRoadOwner(tile, rtt, company); break; } default: MakeRoadNormal(tile, pieces, (rtt == RTT_ROAD) ? rt : INVALID_ROADTYPE, (rtt == RTT_TRAM) ? rt : INVALID_ROADTYPE, town_id, company, company); break; } /* Update company infrastructure count. */ if (IsTileType(tile, MP_TUNNELBRIDGE)) num_pieces *= TUNNELBRIDGE_TRACKBIT_FACTOR; UpdateCompanyRoadInfrastructure(rt, GetRoadOwner(tile, rtt), num_pieces); if (rtt == RTT_ROAD && IsNormalRoadTile(tile)) { existing |= pieces; SetDisallowedRoadDirections(tile, IsStraightRoad(existing) ? GetDisallowedRoadDirections(tile) ^ toggle_drd : DRD_NONE); } MarkTileDirtyByTile(tile); } return cost; } /** * Checks whether a road or tram connection can be found when building a new road or tram. * @param tile Tile at which the road being built will end. * @param rt Roadtype of the road being built. * @param dir Direction that the road is following. * @return True if the next tile at dir direction is suitable for being connected directly by a second roadbit at the end of the road being built. */ static bool CanConnectToRoad(TileIndex tile, RoadType rt, DiagDirection dir) { tile += TileOffsByDiagDir(dir); if (!IsValidTile(tile) || !MayHaveRoad(tile)) return false; RoadTramType rtt = GetRoadTramType(rt); RoadType existing = GetRoadType(tile, rtt); if (existing == INVALID_ROADTYPE) return false; if (!HasPowerOnRoad(existing, rt) && !HasPowerOnRoad(rt, existing)) return false; RoadBits bits = GetAnyRoadBits(tile, rtt, false); return (bits & DiagDirToRoadBits(ReverseDiagDir(dir))) != 0; } /** * Build a long piece of road. * @param flags operation to perform * @param end_tile end tile of drag * @param start_tile start tile of drag * @param rt road type * @param axis direction * @param drd set road direction * @param start_half start tile starts in the 2nd half of tile (p2 & 1). Only used if \c is_ai is set or if we are building a single tile * @param end_half end tile starts in the 2nd half of tile (p2 & 2). Only used if \c is_ai is set or if we are building a single tile * @param is_ai defines two different behaviors for this command: * - false = Build up to an obstacle. Do not build the first and last roadbits unless they can be connected to something, or if we are building a single tile * - true = Fail if an obstacle is found. Always take into account start_half and end_half. This behavior is used for scripts * @return the cost of this operation or an error */ CommandCost CmdBuildLongRoad(DoCommandFlag flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, DisallowedRoadDirections drd, bool start_half, bool end_half, bool is_ai) { if (start_tile >= Map::Size()) return CMD_ERROR; if (!ValParamRoadType(rt) || !IsValidAxis(axis) || !IsValidDisallowedRoadDirections(drd)) return CMD_ERROR; /* Only drag in X or Y direction dictated by the direction variable */ if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis DiagDirection dir = AxisToDiagDir(axis); /* Swap direction, also the half-tile drag vars. */ if (start_tile > end_tile || (start_tile == end_tile && start_half)) { dir = ReverseDiagDir(dir); start_half = !start_half; end_half = !end_half; if (drd == DRD_NORTHBOUND || drd == DRD_SOUTHBOUND) drd ^= DRD_BOTH; } /* On the X-axis, we have to swap the initial bits, so they * will be interpreted correctly in the GTTS. Furthermore * when you just 'click' on one tile to build them. */ if ((drd == DRD_NORTHBOUND || drd == DRD_SOUTHBOUND) && (axis == AXIS_Y) == (start_tile == end_tile && start_half == end_half)) drd ^= DRD_BOTH; CommandCost cost(EXPENSES_CONSTRUCTION); CommandCost last_error = CMD_ERROR; TileIndex tile = start_tile; bool had_bridge = false; bool had_tunnel = false; bool had_success = false; /* Start tile is the first tile clicked by the user. */ for (;;) { RoadBits bits = AxisToRoadBits(axis); /* Determine which road parts should be built. */ if (!is_ai && start_tile != end_tile) { /* Only build the first and last roadbit if they can connect to something. */ if (tile == end_tile && !CanConnectToRoad(tile, rt, dir)) { bits = DiagDirToRoadBits(ReverseDiagDir(dir)); } else if (tile == start_tile && !CanConnectToRoad(tile, rt, ReverseDiagDir(dir))) { bits = DiagDirToRoadBits(dir); } } else { /* Road parts only have to be built at the start tile or at the end tile. */ if (tile == end_tile && !end_half) bits &= DiagDirToRoadBits(ReverseDiagDir(dir)); if (tile == start_tile && start_half) bits &= DiagDirToRoadBits(dir); } CommandCost ret = Command::Do(flags, tile, bits, rt, drd, 0); if (ret.Failed()) { last_error = ret; if (last_error.GetErrorMessage() != STR_ERROR_ALREADY_BUILT) { if (is_ai) return last_error; if (had_success) break; // Keep going if we haven't constructed any road yet, skipping the start of the drag } } else { had_success = true; /* Only pay for the upgrade on one side of the bridges and tunnels */ if (IsTileType(tile, MP_TUNNELBRIDGE)) { if (IsBridge(tile)) { if (!had_bridge || GetTunnelBridgeDirection(tile) == dir) { cost.AddCost(ret); } had_bridge = true; } else { // IsTunnel(tile) if (!had_tunnel || GetTunnelBridgeDirection(tile) == dir) { cost.AddCost(ret); } had_tunnel = true; } } else { cost.AddCost(ret); } } if (tile == end_tile) break; tile += TileOffsByDiagDir(dir); } return had_success ? cost : last_error; } /** * Remove a long piece of road. * @param flags operation to perform * @param end_tile end tile of drag * @param start_tile start tile of drag * @param rt road type * @param axis direction * @param start_half start tile starts in the 2nd half of tile * @param end_half end tile starts in the 2nd half of tile (p2 & 2) * @return the cost of this operation or an error */ std::tuple CmdRemoveLongRoad(DoCommandFlag flags, TileIndex end_tile, TileIndex start_tile, RoadType rt, Axis axis, bool start_half, bool end_half) { CommandCost cost(EXPENSES_CONSTRUCTION); if (start_tile >= Map::Size()) return { CMD_ERROR, 0 }; if (!ValParamRoadType(rt) || !IsValidAxis(axis)) return { CMD_ERROR, 0 }; /* Only drag in X or Y direction dictated by the direction variable */ if (axis == AXIS_X && TileY(start_tile) != TileY(end_tile)) return { CMD_ERROR, 0 }; // x-axis if (axis == AXIS_Y && TileX(start_tile) != TileX(end_tile)) return { CMD_ERROR, 0 }; // y-axis /* Swap start and ending tile, also the half-tile drag vars. */ if (start_tile > end_tile || (start_tile == end_tile && start_half)) { std::swap(start_tile, end_tile); std::swap(start_half, end_half); } Money money_available = GetAvailableMoneyForCommand(); Money money_spent = 0; TileIndex tile = start_tile; CommandCost last_error = CMD_ERROR; bool had_success = false; /* Start tile is the small number. */ for (;;) { RoadBits bits = AxisToRoadBits(axis); if (tile == end_tile && !end_half) bits &= ROAD_NW | ROAD_NE; if (tile == start_tile && start_half) bits &= ROAD_SE | ROAD_SW; /* try to remove the halves. */ if (bits != 0) { RoadTramType rtt = GetRoadTramType(rt); CommandCost ret = RemoveRoad(tile, flags & ~DC_EXEC, bits, rtt, true); if (ret.Succeeded()) { if (flags & DC_EXEC) { money_spent += ret.GetCost(); if (money_spent > 0 && money_spent > money_available) { return { cost, std::get<0>(Command::Do(flags & ~DC_EXEC, end_tile, start_tile, rt, axis, start_half, end_half)).GetCost() }; } RemoveRoad(tile, flags, bits, rtt, false); } cost.AddCost(ret); had_success = true; } else { /* Some errors are more equal than others. */ switch (last_error.GetErrorMessage()) { case STR_ERROR_OWNED_BY: case STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS: break; default: last_error = ret; } } } if (tile == end_tile) break; tile += (axis == AXIS_Y) ? TileDiffXY(0, 1) : TileDiffXY(1, 0); } return { had_success ? cost : last_error, 0 }; } /** * Build a road depot. * @param tile tile where to build the depot * @param flags operation to perform * @param rt road type * @param dir entrance direction * @return the cost of this operation or an error * * @todo When checking for the tile slope, * distinguish between "Flat land required" and "land sloped in wrong direction" */ CommandCost CmdBuildRoadDepot(DoCommandFlag flags, TileIndex tile, RoadType rt, DiagDirection dir) { if (!ValParamRoadType(rt) || !IsValidDiagDirection(dir)) return CMD_ERROR; CommandCost cost(EXPENSES_CONSTRUCTION); Slope tileh = GetTileSlope(tile); if (tileh != SLOPE_FLAT) { if (!_settings_game.construction.build_on_slopes || !CanBuildDepotByTileh(dir, tileh)) { return_cmd_error(STR_ERROR_FLAT_LAND_REQUIRED); } cost.AddCost(_price[PR_BUILD_FOUNDATION]); } /* Allow the user to rotate the depot instead of having to destroy it and build it again */ bool rotate_existing_depot = false; if (IsRoadDepotTile(tile) && (HasRoadTypeTram(tile) ? rt == GetRoadTypeTram(tile) : rt == GetRoadTypeRoad(tile))) { CommandCost ret = CheckTileOwnership(tile); if (ret.Failed()) return ret; if (dir == GetRoadDepotDirection(tile)) return CommandCost(); ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; rotate_existing_depot = true; } if (!rotate_existing_depot) { cost.AddCost(Command::Do(flags, tile)); if (cost.Failed()) return cost; if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); if (!Depot::CanAllocateItem()) return CMD_ERROR; } if (flags & DC_EXEC) { if (rotate_existing_depot) { SetRoadDepotExitDirection(tile, dir); } else { Depot *dep = new Depot(tile); dep->build_date = TimerGameCalendar::date; MakeRoadDepot(tile, _current_company, dep->index, dir, rt); MakeDefaultName(dep); /* A road depot has two road bits. */ UpdateCompanyRoadInfrastructure(rt, _current_company, ROAD_DEPOT_TRACKBIT_FACTOR); } MarkTileDirtyByTile(tile); } cost.AddCost(_price[PR_BUILD_DEPOT_ROAD]); return cost; } static CommandCost RemoveRoadDepot(TileIndex tile, DoCommandFlag flags) { if (_current_company != OWNER_WATER) { CommandCost ret = CheckTileOwnership(tile); if (ret.Failed()) return ret; } CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) return ret; if (flags & DC_EXEC) { Company *c = Company::GetIfValid(GetTileOwner(tile)); if (c != nullptr) { /* A road depot has two road bits. */ RoadType rt = GetRoadTypeRoad(tile); if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile); c->infrastructure.road[rt] -= ROAD_DEPOT_TRACKBIT_FACTOR; DirtyCompanyInfrastructureWindows(c->index); } delete Depot::GetByTile(tile); DoClearSquare(tile); } return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_DEPOT_ROAD]); } static CommandCost ClearTile_Road(TileIndex tile, DoCommandFlag flags) { switch (GetRoadTileType(tile)) { case ROAD_TILE_NORMAL: { RoadBits b = GetAllRoadBits(tile); /* Clear the road if only one piece is on the tile OR we are not using the DC_AUTO flag */ if ((HasExactlyOneBit(b) && GetRoadBits(tile, RTT_TRAM) == ROAD_NONE) || !(flags & DC_AUTO)) { CommandCost ret(EXPENSES_CONSTRUCTION); for (RoadTramType rtt : _roadtramtypes) { if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue; CommandCost tmp_ret = RemoveRoad(tile, flags, GetRoadBits(tile, rtt), rtt, true); if (tmp_ret.Failed()) return tmp_ret; ret.AddCost(tmp_ret); } return ret; } return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST); } case ROAD_TILE_CROSSING: { CommandCost ret(EXPENSES_CONSTRUCTION); if (flags & DC_AUTO) return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST); /* Must iterate over the roadtypes in a reverse manner because * tram tracks must be removed before the road bits. */ for (RoadTramType rtt : { RTT_TRAM, RTT_ROAD }) { if (!MayHaveRoad(tile) || GetRoadType(tile, rtt) == INVALID_ROADTYPE) continue; CommandCost tmp_ret = RemoveRoad(tile, flags, GetCrossingRoadBits(tile), rtt, true); if (tmp_ret.Failed()) return tmp_ret; ret.AddCost(tmp_ret); } if (flags & DC_EXEC) { Command::Do(flags, tile); } return ret; } default: case ROAD_TILE_DEPOT: if (flags & DC_AUTO) { return_cmd_error(STR_ERROR_BUILDING_MUST_BE_DEMOLISHED); } return RemoveRoadDepot(tile, flags); } } struct DrawRoadTileStruct { uint16_t image; uint8_t subcoord_x; uint8_t subcoord_y; }; #include "table/road_land.h" /** * Get the foundationtype of a RoadBits Slope combination * * @param tileh The Slope part * @param bits The RoadBits part * @return The resulting Foundation */ static Foundation GetRoadFoundation(Slope tileh, RoadBits bits) { /* Flat land and land without a road doesn't require a foundation */ if (tileh == SLOPE_FLAT || bits == ROAD_NONE) return FOUNDATION_NONE; /* Steep slopes behave the same as slopes with one corner raised. */ if (IsSteepSlope(tileh)) { tileh = SlopeWithOneCornerRaised(GetHighestSlopeCorner(tileh)); } /* Leveled RoadBits on a slope */ if ((_invalid_tileh_slopes_road[0][tileh] & bits) == ROAD_NONE) return FOUNDATION_LEVELED; /* Straight roads without foundation on a slope */ if (!IsSlopeWithOneCornerRaised(tileh) && (_invalid_tileh_slopes_road[1][tileh] & bits) == ROAD_NONE) return FOUNDATION_NONE; /* Roads on steep Slopes or on Slopes with one corner raised */ return (bits == ROAD_X ? FOUNDATION_INCLINED_X : FOUNDATION_INCLINED_Y); } const uint8_t _road_sloped_sprites[14] = { 0, 0, 2, 0, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0 }; /** * Get the sprite offset within a spritegroup. * @param slope Slope * @param bits Roadbits * @return Offset for the sprite within the spritegroup. */ static uint GetRoadSpriteOffset(Slope slope, RoadBits bits) { if (slope != SLOPE_FLAT) { switch (slope) { case SLOPE_NE: return 11; case SLOPE_SE: return 12; case SLOPE_SW: return 13; case SLOPE_NW: return 14; default: NOT_REACHED(); } } else { static const uint offsets[] = { 0, 18, 17, 7, 16, 0, 10, 5, 15, 8, 1, 4, 9, 3, 6, 2 }; return offsets[bits]; } } /** * Should the road be drawn as a unpaved snow/desert road? * By default, roads are always drawn as unpaved if they are on desert or * above the snow line, but NewGRFs can override this for desert. * * @param tile The tile the road is on * @param roadside What sort of road this is * @return True if snow/desert road sprites should be used. */ static bool DrawRoadAsSnowDesert(TileIndex tile, Roadside roadside) { return (IsOnSnow(tile) && !(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) && roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS)); } /** * Draws the catenary for the RoadType of the given tile * @param ti information about the tile (slopes, height etc) * @param rt road type to draw catenary for * @param rb the roadbits for the tram */ void DrawRoadTypeCatenary(const TileInfo *ti, RoadType rt, RoadBits rb) { /* Don't draw the catenary under a low bridge */ if (IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) { int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile)); if (height <= GetTileMaxZ(ti->tile) + 1) return; } if (CountBits(rb) > 2) { /* On junctions we check whether neighbouring tiles also have catenary, and possibly * do not draw catenary towards those neighbours, which do not have catenary. */ RoadBits rb_new = ROAD_NONE; for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) { if (rb & DiagDirToRoadBits(dir)) { TileIndex neighbour = TileAddByDiagDir(ti->tile, dir); if (MayHaveRoad(neighbour)) { RoadType rt_road = GetRoadTypeRoad(neighbour); RoadType rt_tram = GetRoadTypeTram(neighbour); if ((rt_road != INVALID_ROADTYPE && HasRoadCatenary(rt_road)) || (rt_tram != INVALID_ROADTYPE && HasRoadCatenary(rt_tram))) { rb_new |= DiagDirToRoadBits(dir); } } } } if (CountBits(rb_new) >= 2) rb = rb_new; } const RoadTypeInfo *rti = GetRoadTypeInfo(rt); SpriteID front = GetCustomRoadSprite(rti, ti->tile, ROTSG_CATENARY_FRONT); SpriteID back = GetCustomRoadSprite(rti, ti->tile, ROTSG_CATENARY_BACK); if (front != 0 || back != 0) { if (front != 0) front += GetRoadSpriteOffset(ti->tileh, rb); if (back != 0) back += GetRoadSpriteOffset(ti->tileh, rb); } else if (ti->tileh != SLOPE_FLAT) { back = SPR_TRAMWAY_BACK_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1]; front = SPR_TRAMWAY_FRONT_WIRES_SLOPED + _road_sloped_sprites[ti->tileh - 1]; } else { back = SPR_TRAMWAY_BASE + _road_backpole_sprites_1[rb]; front = SPR_TRAMWAY_BASE + _road_frontwire_sprites_1[rb]; } /* Catenary uses 1st company colour to help identify owner. * For tiles with OWNER_TOWN or OWNER_NONE, recolour CC to grey as a neutral colour. */ Owner owner = GetRoadOwner(ti->tile, GetRoadTramType(rt)); PaletteID pal = (owner == OWNER_NONE || owner == OWNER_TOWN ? GENERAL_SPRITE_COLOUR(COLOUR_GREY) : COMPANY_SPRITE_COLOUR(owner)); int z_wires = (ti->tileh == SLOPE_FLAT ? 0 : TILE_HEIGHT) + BB_HEIGHT_UNDER_BRIDGE; if (back != 0) { /* The "back" sprite contains the west, north and east pillars. * We cut the sprite at 3/8 of the west/east edges to create 3 sprites. * 3/8 is chosen so that sprites can somewhat graphically extend into the tile. */ static const int INF = 1000; ///< big number compared to sprite size static const SubSprite west = { -INF, -INF, -12, INF }; static const SubSprite north = { -12, -INF, 12, INF }; static const SubSprite east = { 12, -INF, INF, INF }; AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 16, 1, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 15, 0, GetSlopePixelZInCorner(ti->tileh, CORNER_W), &west); AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 1, 1, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 0, 0, GetSlopePixelZInCorner(ti->tileh, CORNER_N), &north); AddSortableSpriteToDraw(back, pal, ti->x, ti->y, 1, 16, z_wires, ti->z, IsTransparencySet(TO_CATENARY), 0, 15, GetSlopePixelZInCorner(ti->tileh, CORNER_E), &east); } if (front != 0) { /* Draw the "front" sprite (containing south pillar and wires) at a Z height that is both above the vehicles and above the "back" pillars. */ AddSortableSpriteToDraw(front, pal, ti->x, ti->y, 16, 16, z_wires + 1, ti->z, IsTransparencySet(TO_CATENARY), 0, 0, z_wires); } } /** * Draws the catenary for the given tile * @param ti information about the tile (slopes, height etc) */ void DrawRoadCatenary(const TileInfo *ti) { RoadBits road = ROAD_NONE; RoadBits tram = ROAD_NONE; if (IsTileType(ti->tile, MP_ROAD)) { if (IsNormalRoad(ti->tile)) { road = GetRoadBits(ti->tile, RTT_ROAD); tram = GetRoadBits(ti->tile, RTT_TRAM); } else if (IsLevelCrossing(ti->tile)) { tram = road = (GetCrossingRailAxis(ti->tile) == AXIS_Y ? ROAD_X : ROAD_Y); } } else if (IsTileType(ti->tile, MP_STATION)) { if (IsRoadStop(ti->tile)) { if (IsDriveThroughStopTile(ti->tile)) { Axis axis = GetRoadStopDir(ti->tile) == DIAGDIR_NE ? AXIS_X : AXIS_Y; tram = road = (axis == AXIS_X ? ROAD_X : ROAD_Y); } else { tram = road = DiagDirToRoadBits(GetRoadStopDir(ti->tile)); } } } else { // No road here, no catenary to draw return; } RoadType rt = GetRoadTypeRoad(ti->tile); if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) { DrawRoadTypeCatenary(ti, rt, road); } rt = GetRoadTypeTram(ti->tile); if (rt != INVALID_ROADTYPE && HasRoadCatenaryDrawn(rt)) { DrawRoadTypeCatenary(ti, rt, tram); } } /** * Draws details on/around the road * @param img the sprite to draw * @param ti the tile to draw on * @param dx the offset from the top of the BB of the tile * @param dy the offset from the top of the BB of the tile * @param h the height of the sprite to draw * @param transparent whether the sprite should be transparent (used for roadside trees) */ static void DrawRoadDetail(SpriteID img, const TileInfo *ti, int dx, int dy, int h, bool transparent) { int x = ti->x | dx; int y = ti->y | dy; int z = ti->z; if (ti->tileh != SLOPE_FLAT) z = GetSlopePixelZ(x, y); AddSortableSpriteToDraw(img, PAL_NONE, x, y, 2, 2, h, z, transparent); } /** * Draw road underlay and overlay sprites. * @param ti TileInfo * @param road_rti Road road type information * @param tram_rti Tram road type information * @param road_offset Road sprite offset (based on road bits) * @param tram_offset Tram sprite offset (based on road bits) * @param draw_underlay Whether to draw underlays */ void DrawRoadOverlays(const TileInfo *ti, PaletteID pal, const RoadTypeInfo *road_rti, const RoadTypeInfo *tram_rti, uint road_offset, uint tram_offset, bool draw_underlay) { if (draw_underlay) { /* Road underlay takes precedence over tram */ if (road_rti != nullptr) { if (road_rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_GROUND); DrawGroundSprite(ground + road_offset, pal); } } else { if (tram_rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_GROUND); DrawGroundSprite(ground + tram_offset, pal); } else { DrawGroundSprite(SPR_TRAMWAY_TRAM + tram_offset, pal); } } } /* Draw road overlay */ if (road_rti != nullptr) { if (road_rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_OVERLAY); if (ground != 0) DrawGroundSprite(ground + road_offset, pal); } } /* Draw tram overlay */ if (tram_rti != nullptr) { if (tram_rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(tram_rti, ti->tile, ROTSG_OVERLAY); if (ground != 0) DrawGroundSprite(ground + tram_offset, pal); } else if (road_rti != nullptr) { DrawGroundSprite(SPR_TRAMWAY_OVERLAY + tram_offset, pal); } } } /** * Get ground sprite to draw for a road tile. * @param ti TileInof * @param roadside Road side type * @param rti Road type info * @param offset Road sprite offset * @param[out] pal Palette to draw. */ static SpriteID GetRoadGroundSprite(const TileInfo *ti, Roadside roadside, const RoadTypeInfo *rti, uint offset, PaletteID *pal) { /* Draw bare ground sprite if no road or road uses overlay system. */ if (rti == nullptr || rti->UsesOverlay()) { if (DrawRoadAsSnowDesert(ti->tile, roadside)) { return SPR_FLAT_SNOW_DESERT_TILE + SlopeToSpriteOffset(ti->tileh); } switch (roadside) { case ROADSIDE_BARREN: *pal = PALETTE_TO_BARE_LAND; return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh); case ROADSIDE_GRASS: case ROADSIDE_GRASS_ROAD_WORKS: return SPR_FLAT_GRASS_TILE + SlopeToSpriteOffset(ti->tileh); default: break; // Paved } } /* Draw original road base sprite */ SpriteID image = SPR_ROAD_Y + offset; if (DrawRoadAsSnowDesert(ti->tile, roadside)) { image += 19; } else { switch (roadside) { case ROADSIDE_BARREN: *pal = PALETTE_TO_BARE_LAND; break; case ROADSIDE_GRASS: break; case ROADSIDE_GRASS_ROAD_WORKS: break; default: image -= 19; break; // Paved } } return image; } /** * Draw ground sprite and road pieces * @param ti TileInfo */ static void DrawRoadBits(TileInfo *ti) { RoadBits road = GetRoadBits(ti->tile, RTT_ROAD); RoadBits tram = GetRoadBits(ti->tile, RTT_TRAM); RoadType road_rt = GetRoadTypeRoad(ti->tile); RoadType tram_rt = GetRoadTypeTram(ti->tile); const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt); const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt); if (ti->tileh != SLOPE_FLAT) { DrawFoundation(ti, GetRoadFoundation(ti->tileh, road | tram)); /* DrawFoundation() modifies ti. */ } /* Determine sprite offsets */ uint road_offset = GetRoadSpriteOffset(ti->tileh, road); uint tram_offset = GetRoadSpriteOffset(ti->tileh, tram); /* Draw baseset underlay */ Roadside roadside = GetRoadside(ti->tile); PaletteID pal = PAL_NONE; SpriteID image = GetRoadGroundSprite(ti, roadside, road_rti, road == ROAD_NONE ? tram_offset : road_offset, &pal); DrawGroundSprite(image, pal); DrawRoadOverlays(ti, pal, road_rti, tram_rti, road_offset, tram_offset); /* Draw one way */ if (road_rti != nullptr) { DisallowedRoadDirections drd = GetDisallowedRoadDirections(ti->tile); if (drd != DRD_NONE) { SpriteID oneway = GetCustomRoadSprite(road_rti, ti->tile, ROTSG_ONEWAY); if (oneway == 0) oneway = SPR_ONEWAY_BASE; if ((ti->tileh == SLOPE_NE) || (ti->tileh == SLOPE_NW)) { oneway += SPR_ONEWAY_SLOPE_N_OFFSET; } else if ((ti->tileh == SLOPE_SE) || (ti->tileh == SLOPE_SW)) { oneway += SPR_ONEWAY_SLOPE_S_OFFSET; } DrawGroundSpriteAt(oneway + drd - 1 + ((road == ROAD_X) ? 0 : 3), PAL_NONE, 8, 8, GetPartialPixelZ(8, 8, ti->tileh)); } } if (HasRoadWorks(ti->tile)) { /* Road works */ DrawGroundSprite((road | tram) & ROAD_X ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y, PAL_NONE); return; } /* Draw road, tram catenary */ DrawRoadCatenary(ti); /* Return if full detail is disabled, or we are zoomed fully out. */ if (!HasBit(_display_opt, DO_FULL_DETAIL) || _cur_dpi->zoom > ZOOM_LVL_DETAIL) return; /* Do not draw details (street lights, trees) under low bridge */ if (IsBridgeAbove(ti->tile) && (roadside == ROADSIDE_TREES || roadside == ROADSIDE_STREET_LIGHTS)) { int height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile)); int minz = GetTileMaxZ(ti->tile) + 2; if (roadside == ROADSIDE_TREES) minz++; if (height < minz) return; } /* If there are no road bits, return, as there is nothing left to do */ if (HasAtMostOneBit(road)) return; /* Do not draw details when invisible. */ if (roadside == ROADSIDE_TREES && IsInvisibilitySet(TO_TREES)) return; if (roadside == ROADSIDE_STREET_LIGHTS && IsInvisibilitySet(TO_HOUSES)) return; /* Check whether details should be transparent. */ bool is_transparent = false; if (roadside == ROADSIDE_TREES && IsTransparencySet(TO_TREES)) { is_transparent = true; } if (roadside == ROADSIDE_STREET_LIGHTS && IsTransparencySet(TO_HOUSES)) { is_transparent = true; } /* Draw extra details. */ for (const DrawRoadTileStruct *drts = _road_display_table[roadside][road | tram]; drts->image != 0; drts++) { DrawRoadDetail(drts->image, ti, drts->subcoord_x, drts->subcoord_y, 0x10, is_transparent); } } /** Tile callback function for rendering a road tile to the screen */ static void DrawTile_Road(TileInfo *ti) { switch (GetRoadTileType(ti->tile)) { case ROAD_TILE_NORMAL: DrawRoadBits(ti); break; case ROAD_TILE_CROSSING: { if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); Axis axis = GetCrossingRailAxis(ti->tile); const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile)); RoadType road_rt = GetRoadTypeRoad(ti->tile); RoadType tram_rt = GetRoadTypeTram(ti->tile); const RoadTypeInfo *road_rti = road_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(road_rt); const RoadTypeInfo *tram_rti = tram_rt == INVALID_ROADTYPE ? nullptr : GetRoadTypeInfo(tram_rt); PaletteID pal = PAL_NONE; /* Draw base ground */ if (rti->UsesOverlay()) { SpriteID image = SPR_ROAD_Y + axis; Roadside roadside = GetRoadside(ti->tile); if (DrawRoadAsSnowDesert(ti->tile, roadside)) { image += 19; } else { switch (roadside) { case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break; case ROADSIDE_GRASS: break; default: image -= 19; break; // Paved } } DrawGroundSprite(image, pal); } else { SpriteID image = rti->base_sprites.crossing + axis; if (IsCrossingBarred(ti->tile)) image += 2; Roadside roadside = GetRoadside(ti->tile); if (DrawRoadAsSnowDesert(ti->tile, roadside)) { image += 8; } else { switch (roadside) { case ROADSIDE_BARREN: pal = PALETTE_TO_BARE_LAND; break; case ROADSIDE_GRASS: break; default: image += 4; break; // Paved } } DrawGroundSprite(image, pal); } DrawRoadOverlays(ti, pal, road_rti, tram_rti, axis, axis); /* Draw rail/PBS overlay */ bool draw_pbs = _game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasCrossingReservation(ti->tile); if (rti->UsesOverlay()) { pal = draw_pbs ? PALETTE_CRASH : PAL_NONE; SpriteID rail = GetCustomRailSprite(rti, ti->tile, RTSG_CROSSING) + axis; DrawGroundSprite(rail, pal); const Axis road_axis = GetCrossingRoadAxis(ti->tile); const DiagDirection dir1 = AxisToDiagDir(road_axis); const DiagDirection dir2 = ReverseDiagDir(dir1); uint adjacent_diagdirs = 0; for (DiagDirection dir : { dir1, dir2 }) { const TileIndex t = TileAddByDiagDir(ti->tile, dir); if (t < Map::Size() && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == road_axis) { SetBit(adjacent_diagdirs, dir); } } switch (adjacent_diagdirs) { case 0: DrawRailTileSeq(ti, &_crossing_layout, TO_CATENARY, rail, 0, PAL_NONE); break; case (1 << DIAGDIR_NE): DrawRailTileSeq(ti, &_crossing_layout_SW, TO_CATENARY, rail, 0, PAL_NONE); break; case (1 << DIAGDIR_SE): DrawRailTileSeq(ti, &_crossing_layout_NW, TO_CATENARY, rail, 0, PAL_NONE); break; case (1 << DIAGDIR_SW): DrawRailTileSeq(ti, &_crossing_layout_NE, TO_CATENARY, rail, 0, PAL_NONE); break; case (1 << DIAGDIR_NW): DrawRailTileSeq(ti, &_crossing_layout_SE, TO_CATENARY, rail, 0, PAL_NONE); break; default: /* Show no sprites */ break; } } else if (draw_pbs || tram_rti != nullptr || road_rti->UsesOverlay()) { /* Add another rail overlay, unless there is only the base road sprite. */ pal = draw_pbs ? PALETTE_CRASH : PAL_NONE; SpriteID rail = GetCrossingRoadAxis(ti->tile) == AXIS_Y ? GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_x : GetRailTypeInfo(GetRailType(ti->tile))->base_sprites.single_y; DrawGroundSprite(rail, pal); } /* Draw road, tram catenary */ DrawRoadCatenary(ti); /* Draw rail catenary */ if (HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti); break; } default: case ROAD_TILE_DEPOT: { if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); PaletteID palette = COMPANY_SPRITE_COLOUR(GetTileOwner(ti->tile)); RoadType road_rt = GetRoadTypeRoad(ti->tile); RoadType tram_rt = GetRoadTypeTram(ti->tile); const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt == INVALID_ROADTYPE ? tram_rt : road_rt); int relocation = GetCustomRoadSprite(rti, ti->tile, ROTSG_DEPOT); bool default_gfx = relocation == 0; if (default_gfx) { if (HasBit(rti->flags, ROTF_CATENARY)) { if (_loaded_newgrf_features.tram == TRAMWAY_REPLACE_DEPOT_WITH_TRACK && road_rt == INVALID_ROADTYPE && !rti->UsesOverlay()) { /* Sprites with track only work for default tram */ relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT; default_gfx = false; } else { /* Sprites without track are always better, if provided */ relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT; } } } else { relocation -= SPR_ROAD_DEPOT; } DiagDirection dir = GetRoadDepotDirection(ti->tile); const DrawTileSprites *dts = &_road_depot[dir]; DrawGroundSprite(dts->ground.sprite, PAL_NONE); if (default_gfx) { uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir)); if (rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(rti, ti->tile, ROTSG_OVERLAY); if (ground != 0) DrawGroundSprite(ground + offset, PAL_NONE); } else if (road_rt == INVALID_ROADTYPE) { DrawGroundSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE); } } DrawRailTileSeq(ti, dts, TO_BUILDINGS, relocation, 0, palette); break; } } DrawBridgeMiddle(ti); } /** * Draw the road depot sprite. * @param x The x offset to draw at. * @param y The y offset to draw at. * @param dir The direction the depot must be facing. * @param rt The road type of the depot to draw. */ void DrawRoadDepotSprite(int x, int y, DiagDirection dir, RoadType rt) { PaletteID palette = COMPANY_SPRITE_COLOUR(_local_company); const RoadTypeInfo *rti = GetRoadTypeInfo(rt); int relocation = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_DEPOT); bool default_gfx = relocation == 0; if (default_gfx) { if (HasBit(rti->flags, ROTF_CATENARY)) { if (_loaded_newgrf_features.tram == TRAMWAY_REPLACE_DEPOT_WITH_TRACK && RoadTypeIsTram(rt) && !rti->UsesOverlay()) { /* Sprites with track only work for default tram */ relocation = SPR_TRAMWAY_DEPOT_WITH_TRACK - SPR_ROAD_DEPOT; default_gfx = false; } else { /* Sprites without track are always better, if provided */ relocation = SPR_TRAMWAY_DEPOT_NO_TRACK - SPR_ROAD_DEPOT; } } } else { relocation -= SPR_ROAD_DEPOT; } const DrawTileSprites *dts = &_road_depot[dir]; DrawSprite(dts->ground.sprite, PAL_NONE, x, y); if (default_gfx) { uint offset = GetRoadSpriteOffset(SLOPE_FLAT, DiagDirToRoadBits(dir)); if (rti->UsesOverlay()) { SpriteID ground = GetCustomRoadSprite(rti, INVALID_TILE, ROTSG_OVERLAY); if (ground != 0) DrawSprite(ground + offset, PAL_NONE, x, y); } else if (RoadTypeIsTram(rt)) { DrawSprite(SPR_TRAMWAY_OVERLAY + offset, PAL_NONE, x, y); } } DrawRailTileSeqInGUI(x, y, dts, relocation, 0, palette); } /** * Updates cached nearest town for all road tiles * @param invalidate are we just invalidating cached data? * @pre invalidate == true implies _generating_world == true */ void UpdateNearestTownForRoadTiles(bool invalidate) { assert(!invalidate || _generating_world); for (TileIndex t = 0; t < Map::Size(); t++) { if (IsTileType(t, MP_ROAD) && !IsRoadDepot(t) && !HasTownOwnedRoad(t)) { TownID tid = INVALID_TOWN; if (!invalidate) { const Town *town = CalcClosestTownFromTile(t); if (town != nullptr) tid = town->index; } SetTownIndex(t, tid); } } } static int GetSlopePixelZ_Road(TileIndex tile, uint x, uint y, bool) { if (IsNormalRoad(tile)) { auto [tileh, z] = GetTilePixelSlope(tile); if (tileh == SLOPE_FLAT) return z; Foundation f = GetRoadFoundation(tileh, GetAllRoadBits(tile)); z += ApplyPixelFoundationToSlope(f, tileh); return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh); } else { return GetTileMaxPixelZ(tile); } } static Foundation GetFoundation_Road(TileIndex tile, Slope tileh) { if (IsNormalRoad(tile)) { return GetRoadFoundation(tileh, GetAllRoadBits(tile)); } else { return FlatteningFoundation(tileh); } } static const Roadside _town_road_types[][2] = { { ROADSIDE_GRASS, ROADSIDE_GRASS }, { ROADSIDE_PAVED, ROADSIDE_PAVED }, { ROADSIDE_PAVED, ROADSIDE_PAVED }, { ROADSIDE_TREES, ROADSIDE_TREES }, { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED } }; static_assert(lengthof(_town_road_types) == HZB_END); static const Roadside _town_road_types_2[][2] = { { ROADSIDE_GRASS, ROADSIDE_GRASS }, { ROADSIDE_PAVED, ROADSIDE_PAVED }, { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }, { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED }, { ROADSIDE_STREET_LIGHTS, ROADSIDE_PAVED } }; static_assert(lengthof(_town_road_types_2) == HZB_END); static void TileLoop_Road(TileIndex tile) { switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: if (IsOnSnow(tile) != (GetTileZ(tile) > GetSnowLine())) { ToggleSnow(tile); MarkTileDirtyByTile(tile); } break; case LT_TROPIC: if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) { ToggleDesert(tile); MarkTileDirtyByTile(tile); } break; } if (IsRoadDepot(tile)) return; const Town *t = ClosestTownFromTile(tile, UINT_MAX); if (!HasRoadWorks(tile)) { HouseZonesBits grp = HZB_TOWN_EDGE; if (t != nullptr) { grp = GetTownRadiusGroup(t, tile); /* Show an animation to indicate road work */ if (t->road_build_months != 0 && (DistanceManhattan(t->xy, tile) < 8 || grp != HZB_TOWN_EDGE) && IsNormalRoad(tile) && !HasAtMostOneBit(GetAllRoadBits(tile))) { if (std::get<0>(GetFoundationSlope(tile)) == SLOPE_FLAT && EnsureNoVehicleOnGround(tile).Succeeded() && Chance16(1, 40)) { StartRoadWorks(tile); if (_settings_client.sound.ambient) SndPlayTileFx(SND_21_ROAD_WORKS, tile); CreateEffectVehicleAbove( TileX(tile) * TILE_SIZE + 7, TileY(tile) * TILE_SIZE + 7, 0, EV_BULLDOZER); MarkTileDirtyByTile(tile); return; } } } { /* Adjust road ground type depending on 'grp' (grp is the distance to the center) */ const Roadside *new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp]; Roadside cur_rs = GetRoadside(tile); /* We have our desired type, do nothing */ if (cur_rs == new_rs[0]) return; /* We have the pre-type of the desired type, switch to the desired type */ if (cur_rs == new_rs[1]) { cur_rs = new_rs[0]; /* We have barren land, install the pre-type */ } else if (cur_rs == ROADSIDE_BARREN) { cur_rs = new_rs[1]; /* We're totally off limits, remove any installation and make barren land */ } else { cur_rs = ROADSIDE_BARREN; } SetRoadside(tile, cur_rs); MarkTileDirtyByTile(tile); } } else if (IncreaseRoadWorksCounter(tile)) { TerminateRoadWorks(tile); if (_settings_game.economy.mod_road_rebuild) { /* Generate a nicer town surface */ const RoadBits old_rb = GetAnyRoadBits(tile, RTT_ROAD); const RoadBits new_rb = CleanUpRoadBits(tile, old_rb); if (old_rb != new_rb) { RemoveRoad(tile, DC_EXEC | DC_AUTO | DC_NO_WATER, (old_rb ^ new_rb), RTT_ROAD, true); /* If new_rb is 0, there are now no road pieces left and the tile is no longer a road tile */ if (new_rb == 0) { MarkTileDirtyByTile(tile); return; } } } /* Possibly change road type */ if (GetRoadOwner(tile, RTT_ROAD) == OWNER_TOWN) { RoadType rt = GetTownRoadType(); if (rt != GetRoadTypeRoad(tile)) { SetRoadType(tile, RTT_ROAD, rt); } } MarkTileDirtyByTile(tile); } } static bool ClickTile_Road(TileIndex tile) { if (!IsRoadDepot(tile)) return false; ShowDepotWindow(tile, VEH_ROAD); return true; } /* Converts RoadBits to TrackBits */ static const TrackBits _road_trackbits[16] = { TRACK_BIT_NONE, // ROAD_NONE TRACK_BIT_NONE, // ROAD_NW TRACK_BIT_NONE, // ROAD_SW TRACK_BIT_LEFT, // ROAD_W TRACK_BIT_NONE, // ROAD_SE TRACK_BIT_Y, // ROAD_Y TRACK_BIT_LOWER, // ROAD_S TRACK_BIT_LEFT | TRACK_BIT_LOWER | TRACK_BIT_Y, // ROAD_Y | ROAD_SW TRACK_BIT_NONE, // ROAD_NE TRACK_BIT_UPPER, // ROAD_N TRACK_BIT_X, // ROAD_X TRACK_BIT_LEFT | TRACK_BIT_UPPER | TRACK_BIT_X, // ROAD_X | ROAD_NW TRACK_BIT_RIGHT, // ROAD_E TRACK_BIT_RIGHT | TRACK_BIT_UPPER | TRACK_BIT_Y, // ROAD_Y | ROAD_NE TRACK_BIT_RIGHT | TRACK_BIT_LOWER | TRACK_BIT_X, // ROAD_X | ROAD_SE TRACK_BIT_ALL, // ROAD_ALL }; static TrackStatus GetTileTrackStatus_Road(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) { TrackdirBits trackdirbits = TRACKDIR_BIT_NONE; TrackdirBits red_signals = TRACKDIR_BIT_NONE; // crossing barred switch (mode) { case TRANSPORT_RAIL: if (IsLevelCrossing(tile)) trackdirbits = TrackBitsToTrackdirBits(GetCrossingRailBits(tile)); break; case TRANSPORT_ROAD: { RoadTramType rtt = (RoadTramType)sub_mode; if (!HasTileRoadType(tile, rtt)) break; switch (GetRoadTileType(tile)) { case ROAD_TILE_NORMAL: { const uint drd_to_multiplier[DRD_END] = { 0x101, 0x100, 0x1, 0x0 }; RoadBits bits = GetRoadBits(tile, rtt); /* no roadbit at this side of tile, return 0 */ if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break; uint multiplier = drd_to_multiplier[(rtt == RTT_TRAM) ? DRD_NONE : GetDisallowedRoadDirections(tile)]; if (!HasRoadWorks(tile)) trackdirbits = (TrackdirBits)(_road_trackbits[bits] * multiplier); break; } case ROAD_TILE_CROSSING: { Axis axis = GetCrossingRoadAxis(tile); if (side != INVALID_DIAGDIR && axis != DiagDirToAxis(side)) break; trackdirbits = TrackBitsToTrackdirBits(AxisToTrackBits(axis)); if (IsCrossingBarred(tile)) { red_signals = trackdirbits; if (TrainOnCrossing(tile)) break; auto mask_red_signal_bits_if_crossing_barred = [&](TileIndex t, TrackdirBits mask) { if (IsLevelCrossingTile(t) && IsCrossingBarred(t)) red_signals &= mask; }; /* Check for blocked adjacent crossing to south, keep only southbound red signal trackdirs, allow northbound traffic */ mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, AxisToDiagDir(axis)), TRACKDIR_BIT_X_SW | TRACKDIR_BIT_Y_SE); /* Check for blocked adjacent crossing to north, keep only northbound red signal trackdirs, allow southbound traffic */ mask_red_signal_bits_if_crossing_barred(TileAddByDiagDir(tile, ReverseDiagDir(AxisToDiagDir(axis))), TRACKDIR_BIT_X_NE | TRACKDIR_BIT_Y_NW); } break; } default: case ROAD_TILE_DEPOT: { DiagDirection dir = GetRoadDepotDirection(tile); if (side != INVALID_DIAGDIR && side != dir) break; trackdirbits = TrackBitsToTrackdirBits(DiagDirToDiagTrackBits(dir)); break; } } break; } default: break; } return CombineTrackStatus(trackdirbits, red_signals); } static const StringID _road_tile_strings[] = { STR_LAI_ROAD_DESCRIPTION_ROAD, STR_LAI_ROAD_DESCRIPTION_ROAD, STR_LAI_ROAD_DESCRIPTION_ROAD, STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS, STR_LAI_ROAD_DESCRIPTION_ROAD, STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD, STR_LAI_ROAD_DESCRIPTION_ROAD, STR_LAI_ROAD_DESCRIPTION_ROAD, }; static void GetTileDesc_Road(TileIndex tile, TileDesc *td) { Owner rail_owner = INVALID_OWNER; Owner road_owner = INVALID_OWNER; Owner tram_owner = INVALID_OWNER; RoadType road_rt = GetRoadTypeRoad(tile); RoadType tram_rt = GetRoadTypeTram(tile); if (road_rt != INVALID_ROADTYPE) { const RoadTypeInfo *rti = GetRoadTypeInfo(road_rt); td->roadtype = rti->strings.name; td->road_speed = rti->max_speed / 2; road_owner = GetRoadOwner(tile, RTT_ROAD); } if (tram_rt != INVALID_ROADTYPE) { const RoadTypeInfo *rti = GetRoadTypeInfo(tram_rt); td->tramtype = rti->strings.name; td->tram_speed = rti->max_speed / 2; tram_owner = GetRoadOwner(tile, RTT_TRAM); } switch (GetRoadTileType(tile)) { case ROAD_TILE_CROSSING: { td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING; rail_owner = GetTileOwner(tile); const RailTypeInfo *rti = GetRailTypeInfo(GetRailType(tile)); td->railtype = rti->strings.name; td->rail_speed = rti->max_speed; break; } case ROAD_TILE_DEPOT: td->str = STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT; td->build_date = Depot::GetByTile(tile)->build_date; break; default: { td->str = (road_rt != INVALID_ROADTYPE ? _road_tile_strings[GetRoadside(tile)] : STR_LAI_ROAD_DESCRIPTION_TRAMWAY); break; } } /* Now we have to discover, if the tile has only one owner or many: * - Find a first_owner of the tile. (Currently road or tram must be present, but this will break when the third type becomes available) * - Compare the found owner with the other owners, and test if they differ. * Note: If road exists it will be the first_owner. */ Owner first_owner = (road_owner == INVALID_OWNER ? tram_owner : road_owner); bool mixed_owners = (tram_owner != INVALID_OWNER && tram_owner != first_owner) || (rail_owner != INVALID_OWNER && rail_owner != first_owner); if (mixed_owners) { /* Multiple owners */ td->owner_type[0] = (rail_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_RAIL_OWNER); td->owner[0] = rail_owner; td->owner_type[1] = (road_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_ROAD_OWNER); td->owner[1] = road_owner; td->owner_type[2] = (tram_owner == INVALID_OWNER ? STR_NULL : STR_LAND_AREA_INFORMATION_TRAM_OWNER); td->owner[2] = tram_owner; } else { /* One to rule them all */ td->owner[0] = first_owner; } } /** * Given the direction the road depot is pointing, this is the direction the * vehicle should be travelling in in order to enter the depot. */ static const uint8_t _roadveh_enter_depot_dir[4] = { TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE }; static VehicleEnterTileStatus VehicleEnter_Road(Vehicle *v, TileIndex tile, int, int) { switch (GetRoadTileType(tile)) { case ROAD_TILE_DEPOT: { if (v->type != VEH_ROAD) break; RoadVehicle *rv = RoadVehicle::From(v); if (rv->frame == RVC_DEPOT_STOP_FRAME && _roadveh_enter_depot_dir[GetRoadDepotDirection(tile)] == rv->state) { rv->state = RVSB_IN_DEPOT; rv->vehstatus |= VS_HIDDEN; rv->direction = ReverseDir(rv->direction); if (rv->Next() == nullptr) VehicleEnterDepot(rv->First()); rv->tile = tile; InvalidateWindowData(WC_VEHICLE_DEPOT, rv->tile); return VETSB_ENTERED_WORMHOLE; } break; } default: break; } return VETSB_CONTINUE; } static void ChangeTileOwner_Road(TileIndex tile, Owner old_owner, Owner new_owner) { if (IsRoadDepot(tile)) { if (GetTileOwner(tile) == old_owner) { if (new_owner == INVALID_OWNER) { Command::Do(DC_EXEC | DC_BANKRUPT, tile); } else { /* A road depot has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */ RoadType rt = GetRoadTypeRoad(tile); if (rt == INVALID_ROADTYPE) rt = GetRoadTypeTram(tile); Company::Get(old_owner)->infrastructure.road[rt] -= 2; Company::Get(new_owner)->infrastructure.road[rt] += 2; SetTileOwner(tile, new_owner); for (RoadTramType rtt : _roadtramtypes) { if (GetRoadOwner(tile, rtt) == old_owner) { SetRoadOwner(tile, rtt, new_owner); } } } } return; } for (RoadTramType rtt : _roadtramtypes) { /* Update all roadtypes, no matter if they are present */ if (GetRoadOwner(tile, rtt) == old_owner) { RoadType rt = GetRoadType(tile, rtt); if (rt != INVALID_ROADTYPE) { /* A level crossing has two road bits. No need to dirty windows here, we'll redraw the whole screen anyway. */ uint num_bits = IsLevelCrossing(tile) ? 2 : CountBits(GetRoadBits(tile, rtt)); Company::Get(old_owner)->infrastructure.road[rt] -= num_bits; if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.road[rt] += num_bits; } SetRoadOwner(tile, rtt, new_owner == INVALID_OWNER ? OWNER_NONE : new_owner); } } if (IsLevelCrossing(tile)) { if (GetTileOwner(tile) == old_owner) { if (new_owner == INVALID_OWNER) { Command::Do(DC_EXEC | DC_BANKRUPT, tile, GetCrossingRailTrack(tile)); } else { /* Update infrastructure counts. No need to dirty windows here, we'll redraw the whole screen anyway. */ Company::Get(old_owner)->infrastructure.rail[GetRailType(tile)] -= LEVELCROSSING_TRACKBIT_FACTOR; Company::Get(new_owner)->infrastructure.rail[GetRailType(tile)] += LEVELCROSSING_TRACKBIT_FACTOR; SetTileOwner(tile, new_owner); } } } } static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new) { if (_settings_game.construction.build_on_slopes && AutoslopeEnabled()) { switch (GetRoadTileType(tile)) { case ROAD_TILE_CROSSING: if (!IsSteepSlope(tileh_new) && (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new)) && HasBit(VALID_LEVEL_CROSSING_SLOPES, tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); break; case ROAD_TILE_DEPOT: if (AutoslopeCheckForEntranceEdge(tile, z_new, tileh_new, GetRoadDepotDirection(tile))) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); break; case ROAD_TILE_NORMAL: { RoadBits bits = GetAllRoadBits(tile); RoadBits bits_copy = bits; /* Check if the slope-road_bits combination is valid at all, i.e. it is safe to call GetRoadFoundation(). */ if (CheckRoadSlope(tileh_new, &bits_copy, ROAD_NONE, ROAD_NONE).Succeeded()) { /* CheckRoadSlope() sometimes changes the road_bits, if it does not agree with them. */ if (bits == bits_copy) { auto [tileh_old, z_old] = GetTileSlopeZ(tile); /* Get the slope on top of the foundation */ z_old += ApplyFoundationToSlope(GetRoadFoundation(tileh_old, bits), tileh_old); z_new += ApplyFoundationToSlope(GetRoadFoundation(tileh_new, bits), tileh_new); /* The surface slope must not be changed */ if ((z_old == z_new) && (tileh_old == tileh_new)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_FOUNDATION]); } } break; } default: NOT_REACHED(); } } return Command::Do(flags, tile); } /** Update power of road vehicle under which is the roadtype being converted */ static Vehicle *UpdateRoadVehPowerProc(Vehicle *v, void *data) { if (v->type != VEH_ROAD) return nullptr; RoadVehicleList *affected_rvs = static_cast(data); include(*affected_rvs, RoadVehicle::From(v)->First()); return nullptr; } /** * Checks the tile and returns whether the current player is allowed to convert the roadtype to another roadtype without taking ownership * @param owner the tile owner. * @param rtt Road/tram type. * @return whether the road is convertible */ static bool CanConvertUnownedRoadType(Owner owner, RoadTramType rtt) { return (owner == OWNER_NONE || (owner == OWNER_TOWN && rtt == RTT_ROAD)); } /** * Convert the ownership of the RoadType of the tile if applicable * @param tile the tile of which convert ownership * @param num_pieces the count of the roadbits to assign to the new owner * @param owner the current owner of the RoadType * @param from_type the old road type * @param to_type the new road type */ static void ConvertRoadTypeOwner(TileIndex tile, uint num_pieces, Owner owner, RoadType from_type, RoadType to_type) { // Scenario editor, maybe? Don't touch the owners when converting roadtypes... if (_current_company >= MAX_COMPANIES) return; // We can't get a company from invalid owners but we can get ownership of roads without an owner if (owner >= MAX_COMPANIES && owner != OWNER_NONE) return; Company *c; switch (owner) { case OWNER_NONE: SetRoadOwner(tile, GetRoadTramType(to_type), (Owner)_current_company); UpdateCompanyRoadInfrastructure(to_type, _current_company, num_pieces); break; default: c = Company::Get(owner); c->infrastructure.road[from_type] -= num_pieces; c->infrastructure.road[to_type] += num_pieces; DirtyCompanyInfrastructureWindows(c->index); break; } } /** * Convert one road subtype to another. * Not meant to convert from road to tram. * * @param flags operation to perform * @param tile end tile of road conversion drag * @param area_start start tile of drag * @param to_type new roadtype to convert to. * @return the cost of this operation or an error */ CommandCost CmdConvertRoad(DoCommandFlag flags, TileIndex tile, TileIndex area_start, RoadType to_type) { TileIndex area_end = tile; if (!ValParamRoadType(to_type)) return CMD_ERROR; if (area_start >= Map::Size()) return CMD_ERROR; RoadVehicleList affected_rvs; RoadTramType rtt = GetRoadTramType(to_type); CommandCost cost(EXPENSES_CONSTRUCTION); CommandCost error = CommandCost((rtt == RTT_TRAM) ? STR_ERROR_NO_SUITABLE_TRAMWAY : STR_ERROR_NO_SUITABLE_ROAD); // by default, there is no road to convert. bool found_convertible_road = false; // whether we actually did convert any road/tram (see bug #7633) std::unique_ptr iter = std::make_unique(area_start, area_end); for (; (tile = *iter) != INVALID_TILE; ++(*iter)) { /* Is road present on tile? */ if (!MayHaveRoad(tile)) continue; /* Converting to the same subtype? */ RoadType from_type = GetRoadType(tile, rtt); if (from_type == INVALID_ROADTYPE || from_type == to_type) continue; /* Check if there is any infrastructure on tile */ TileType tt = GetTileType(tile); switch (tt) { case MP_STATION: if (!IsRoadStop(tile)) continue; break; case MP_ROAD: if (IsLevelCrossing(tile) && RoadNoLevelCrossing(to_type)) { error.MakeError(STR_ERROR_CROSSING_DISALLOWED_ROAD); continue; } break; case MP_TUNNELBRIDGE: if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) continue; break; default: continue; } /* Trying to convert other's road */ Owner owner = GetRoadOwner(tile, rtt); if (!CanConvertUnownedRoadType(owner, rtt)) { CommandCost ret = CheckOwnership(owner, tile); if (ret.Failed()) { error = ret; continue; } } /* Base the ability to replace town roads and bridges on the town's * acceptance of destructive actions. */ if (owner == OWNER_TOWN) { Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority); CommandCost ret = CheckforTownRating(DC_NONE, t, tt == MP_TUNNELBRIDGE ? TUNNELBRIDGE_REMOVE : ROAD_REMOVE); if (ret.Failed()) { error = ret; continue; } } /* Vehicle on the tile when not converting normal <-> powered * Tunnels and bridges have special check later */ if (tt != MP_TUNNELBRIDGE) { if (!HasPowerOnRoad(from_type, to_type)) { CommandCost ret = EnsureNoVehicleOnGround(tile); if (ret.Failed()) { error = ret; continue; } if (rtt == RTT_ROAD && owner == OWNER_TOWN) { SetDParamsForOwnedBy(OWNER_TOWN, tile); error.MakeError(STR_ERROR_OWNED_BY); continue; } } uint num_pieces = CountBits(GetAnyRoadBits(tile, rtt)); if (tt == MP_STATION && IsBayRoadStopTile(tile)) { num_pieces *= ROAD_STOP_TRACKBIT_FACTOR; } else if (tt == MP_ROAD && IsRoadDepot(tile)) { num_pieces *= ROAD_DEPOT_TRACKBIT_FACTOR; } found_convertible_road = true; cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type)); if (flags & DC_EXEC) { // we can safely convert, too /* Call ConvertRoadTypeOwner() to update the company infrastructure counters. */ if (owner == _current_company) { ConvertRoadTypeOwner(tile, num_pieces, owner, from_type, to_type); } /* Perform the conversion */ SetRoadType(tile, rtt, to_type); MarkTileDirtyByTile(tile); /* update power of train on this tile */ FindVehicleOnPos(tile, &affected_rvs, &UpdateRoadVehPowerProc); if (IsRoadDepotTile(tile)) { /* Update build vehicle window related to this depot */ InvalidateWindowData(WC_VEHICLE_DEPOT, tile); InvalidateWindowData(WC_BUILD_VEHICLE, tile); } } } else { TileIndex endtile = GetOtherTunnelBridgeEnd(tile); /* If both ends of tunnel/bridge are in the range, do not try to convert twice - * it would cause assert because of different test and exec runs */ if (endtile < tile) { if (OrthogonalTileArea(area_start, area_end).Contains(endtile)) continue; } /* When not converting rail <-> el. rail, any vehicle cannot be in tunnel/bridge */ if (!HasPowerOnRoad(from_type, to_type)) { CommandCost ret = TunnelBridgeIsFree(tile, endtile); if (ret.Failed()) { error = ret; continue; } if (rtt == RTT_ROAD && owner == OWNER_TOWN) { SetDParamsForOwnedBy(OWNER_TOWN, tile); error.MakeError(STR_ERROR_OWNED_BY); continue; } } /* There are 2 pieces on *every* tile of the bridge or tunnel */ uint num_pieces = (GetTunnelBridgeLength(tile, endtile) + 2) * 2; found_convertible_road = true; cost.AddCost(num_pieces * RoadConvertCost(from_type, to_type)); if (flags & DC_EXEC) { /* Update the company infrastructure counters. */ if (owner == _current_company) { /* Each piece should be counted TUNNELBRIDGE_TRACKBIT_FACTOR times * for the infrastructure counters (cause of #8297). */ ConvertRoadTypeOwner(tile, num_pieces * TUNNELBRIDGE_TRACKBIT_FACTOR, owner, from_type, to_type); SetTunnelBridgeOwner(tile, endtile, _current_company); } /* Perform the conversion */ SetRoadType(tile, rtt, to_type); SetRoadType(endtile, rtt, to_type); FindVehicleOnPos(tile, &affected_rvs, &UpdateRoadVehPowerProc); FindVehicleOnPos(endtile, &affected_rvs, &UpdateRoadVehPowerProc); if (IsBridge(tile)) { MarkBridgeDirty(tile); } else { MarkTileDirtyByTile(tile); MarkTileDirtyByTile(endtile); } } } } if (flags & DC_EXEC) { /* Roadtype changed, update roadvehicles as when entering different track */ for (RoadVehicle *v : affected_rvs) { v->CargoChanged(); } } return found_convertible_road ? cost : error; } /** Tile callback functions for road tiles */ extern const TileTypeProcs _tile_type_road_procs = { DrawTile_Road, // draw_tile_proc GetSlopePixelZ_Road, // get_slope_z_proc ClearTile_Road, // clear_tile_proc nullptr, // add_accepted_cargo_proc GetTileDesc_Road, // get_tile_desc_proc GetTileTrackStatus_Road, // get_tile_track_status_proc ClickTile_Road, // click_tile_proc nullptr, // animate_tile_proc TileLoop_Road, // tile_loop_proc ChangeTileOwner_Road, // change_tile_owner_proc nullptr, // add_produced_cargo_proc VehicleEnter_Road, // vehicle_enter_tile_proc GetFoundation_Road, // get_foundation_proc TerraformTile_Road, // terraform_tile_proc };