/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "table/sprites.h" #include "table/strings.h" #include "functions.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "viewport.h" #include "command.h" #include "player.h" #include "town.h" #include "gfx.h" #include "sound.h" #include "depot.h" /* When true, GetTrackStatus for roads will treat roads under reconstruction * as normal roads instead of impassable. This is used when detecting whether * a road can be removed. This is of course ugly, but I don't know a better * solution just like that... */ static bool _road_special_gettrackstatus; void RoadVehEnterDepot(Vehicle *v); static bool HasTileRoadAt(TileIndex tile, int i) { byte b; switch (GetTileType(tile)) { case MP_STREET: b = _m[tile].m5; switch (GB(b, 4, 4)) { case 0: break; // normal road case 1: b = (b & 8 ? 5 : 10); break; // level crossing case 2: return (~b & 3) == i; // depot default: return false; } break; case MP_STATION: return IS_BYTE_INSIDE(_m[tile].m5, 0x43, 0x43 + 8) && (~(_m[tile].m5 - 0x43) & 3) == i; case MP_TUNNELBRIDGE: // bail out, if not a bridge middle part with road underneath if ((_m[tile].m5 & 0xF8) != 0xE8) return false; // road direction perpendicular to bridge b = (_m[tile].m5 & 0x01) ? 10 : 5; default: return false; } return HASBIT(b, i); } static bool CheckAllowRemoveRoad(TileIndex tile, uint br, bool *edge_road) { int blocks; byte owner; uint n; *edge_road = true; if (_game_mode == GM_EDITOR) return true; blocks = GetRoadBitsByTile(tile); if (blocks == 0) return true; // Only do the special processing for actual players. if (_current_player >= MAX_PLAYERS) return true; // A railway crossing has the road owner in the map3_lo byte. if (IsTileType(tile, MP_STREET) && IsLevelCrossing(tile)) { owner = _m[tile].m3; } else { owner = GetTileOwner(tile); } // Only do the special processing if the road is owned // by a town if (owner != OWNER_TOWN) { return owner == OWNER_NONE || CheckOwnership(owner); } if (_cheats.magic_bulldozer.value) return true; // Get a bitmask of which neighbouring roads has a tile n = 0; if (blocks&0x25 && HasTileRoadAt(TILE_ADDXY(tile,-1, 0), 1)) n |= 8; if (blocks&0x2A && HasTileRoadAt(TILE_ADDXY(tile, 0, 1), 0)) n |= 4; if (blocks&0x19 && HasTileRoadAt(TILE_ADDXY(tile, 1, 0), 3)) n |= 2; if (blocks&0x16 && HasTileRoadAt(TILE_ADDXY(tile, 0,-1), 2)) n |= 1; // If 0 or 1 bits are set in n, or if no bits that match the bits to remove, // then allow it if ((n & (n-1)) != 0 && (n & br) != 0) { Town *t; *edge_road = false; // you can remove all kind of roads with extra dynamite if (_patches.extra_dynamite) return true; t = ClosestTownFromTile(tile, _patches.dist_local_authority); SetDParam(0, t->index); _error_message = STR_2009_LOCAL_AUTHORITY_REFUSES; return false; } return true; } uint GetRoadBitsByTile(TileIndex tile) { uint32 r = GetTileTrackStatus(tile, TRANSPORT_ROAD); return (byte)(r | (r >> 8)); } /** Delete a piece of road. * @param x,y tile coordinates for road construction * @param p1 road piece flags * @param p2 unused */ int32 CmdRemoveRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2) { // cost for removing inner/edge -roads static const uint16 road_remove_cost[2] = {50, 18}; TileInfo ti; int32 cost; TileIndex tile; PlayerID owner; Town *t; /* true if the roadpiece was always removeable, * false if it was a center piece. Affects town ratings drop */ bool edge_road; byte pieces = (byte)p1; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* Road pieces are max 4 bitset values (NE, NW, SE, SW) */ if (pieces >> 4) return CMD_ERROR; FindLandscapeHeight(&ti, x, y); tile = ti.tile; if (!IsTileType(tile, MP_STREET) && !IsTileType(tile, MP_TUNNELBRIDGE)) return CMD_ERROR; // owner for railroad crossing is stored somewhere else // XXX - Fix this so for a given tiletype the owner of the type is in the same variable owner = IsLevelCrossing(tile) ? _m[tile].m3 : GetTileOwner(tile); if (owner == OWNER_TOWN && _game_mode != GM_EDITOR) { if (IsTileType(tile, MP_TUNNELBRIDGE)) { // index of town is not saved for bridge (no space) t = ClosestTownFromTile(tile, _patches.dist_local_authority); } else { t = GetTown(_m[tile].m2); } } else { t = NULL; } // allow deleting road under bridge if (ti.type != MP_TUNNELBRIDGE && !EnsureNoVehicle(tile)) return CMD_ERROR; { bool b; _road_special_gettrackstatus = true; b = CheckAllowRemoveRoad(tile, pieces, &edge_road); _road_special_gettrackstatus = false; if (!b) return CMD_ERROR; } switch (ti.type) { case MP_TUNNELBRIDGE: if (!EnsureNoVehicleZ(tile, TilePixelHeight(tile))) return CMD_ERROR; if ((ti.map5 & 0xE9) == 0xE8) { if (pieces & 10) goto return_error; } else if ((ti.map5 & 0xE9) == 0xE9) { if (pieces & 5) goto return_error; } else { goto return_error; } cost = _price.remove_road * 2; if (flags & DC_EXEC) { ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM); _m[tile].m5 = ti.map5 & 0xC7; SetTileOwner(tile, OWNER_NONE); MarkTileDirtyByTile(tile); } return cost; case MP_STREET: // check if you're allowed to remove the street owned by a town // removal allowance depends on difficulty setting if (!CheckforTownRating(flags, t, ROAD_REMOVE)) return CMD_ERROR; switch (GB(ti.map5, 4, 4)) { case 0: { // normal road byte c = pieces, t2; if (ti.tileh != 0 && (ti.map5 == 5 || ti.map5 == 10)) { c |= (c & 0xC) >> 2; c |= (c & 0x3) << 2; } // limit the bits to delete to the existing bits. if ((c &= ti.map5) == 0) goto return_error; // calculate the cost t2 = c; cost = 0; do { if (t2 & 1) cost += _price.remove_road; } while (t2 >>= 1); if (flags & DC_EXEC) { ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM); _m[tile].m5 ^= c; if (GB(_m[tile].m5, 0, 4) == 0) { DoClearSquare(tile); } else { MarkTileDirtyByTile(tile); } } return cost; } case 1: { // level crossing byte c; if (!(ti.map5 & 8)) { c = 2; if (pieces & 5) goto return_error; } else { c = 1; if (pieces & 10) goto return_error; } cost = _price.remove_road * 2; if (flags & DC_EXEC) { ChangeTownRating(t, -road_remove_cost[(byte)edge_road], RATING_ROAD_MINIMUM); ModifyTile(tile, MP_SETTYPE(MP_RAILWAY) | MP_MAP2_CLEAR | MP_MAP3LO | MP_MAP3HI_CLEAR | MP_MAP5, _m[tile].m4 & 0xF, /* map3_lo */ c /* map5 */ ); } return cost; } default: // depot goto return_error; } default: return_error:; return_cmd_error(INVALID_STRING_ID); } } enum { ROAD_NW = 1, // NW road track ROAD_SW = 2, // SW road track ROAD_SE = 4, // SE road track ROAD_NE = 8, // NE road track ROAD_ALL = (ROAD_NW | ROAD_SW | ROAD_SE | ROAD_NE) }; static const byte _valid_tileh_slopes_road[3][15] = { // set of normal ones { ROAD_ALL, 0, 0, ROAD_SW | ROAD_NE, 0, 0, // 3, 4, 5 ROAD_NW | ROAD_SE, 0, 0, ROAD_NW | ROAD_SE, 0, 0, // 9, 10, 11 ROAD_SW | ROAD_NE, 0, 0 }, // allowed road for an evenly raised platform { 0, ROAD_SW | ROAD_NW, ROAD_SW | ROAD_SE, ROAD_NW | ROAD_SE | ROAD_SW, ROAD_SE | ROAD_NE, // 4 ROAD_ALL, ROAD_SW | ROAD_NE | ROAD_SE, ROAD_ALL, ROAD_NW | ROAD_NE, // 8 ROAD_SW | ROAD_NE | ROAD_NW, ROAD_ALL, ROAD_ALL, ROAD_NW | ROAD_SE | ROAD_NE, // 12 ROAD_ALL, ROAD_ALL }, // valid railway crossings on slopes { 1, 0, 0, // 0, 1, 2 0, 0, 1, // 3, 4, 5 0, 1, 0, // 6, 7, 8 0, 1, 1, // 9, 10, 11 0, 1, 1, // 12, 13, 14 } }; static uint32 CheckRoadSlope(int tileh, byte *pieces, byte existing) { if (!IsSteepTileh(tileh)) { byte road_bits = *pieces | existing; // no special foundation if ((~_valid_tileh_slopes_road[0][tileh] & road_bits) == 0) { // force that all bits are set when we have slopes if (tileh != 0) *pieces |= _valid_tileh_slopes_road[0][tileh]; return 0; // no extra cost } // foundation is used. Whole tile is leveled up if ((~_valid_tileh_slopes_road[1][tileh] & road_bits) == 0) { return existing ? 0 : _price.terraform; } // partly leveled up tile, only if there's no road on that tile if (!existing && (tileh == 1 || tileh == 2 || tileh == 4 || tileh == 8)) { // force full pieces. *pieces |= (*pieces & 0xC) >> 2; *pieces |= (*pieces & 0x3) << 2; return (*pieces == (ROAD_NE|ROAD_SW) || *pieces == (ROAD_SE|ROAD_NW)) ? _price.terraform : CMD_ERROR; } } return CMD_ERROR; } /** Build a piece of road. * @param x,y tile coordinates for road construction * @param p1 road piece flags * @param p2 the town that is building the road (0 if not applicable) */ int32 CmdBuildRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileInfo ti; int32 cost; byte pieces = (byte)p1, existing = 0; TileIndex tile; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); /* Road pieces are max 4 bitset values (NE, NW, SE, SW) and town can only be non-zero * if a non-player is building the road */ if ((pieces >> 4) || (_current_player < MAX_PLAYERS && p2 != 0) || !IsTownIndex(p2)) return CMD_ERROR; FindLandscapeHeight(&ti, x, y); tile = ti.tile; // allow building road under bridge if (ti.type != MP_TUNNELBRIDGE && !EnsureNoVehicle(tile)) return CMD_ERROR; switch (ti.type) { case MP_STREET: switch (GB(ti.map5, 4, 4)) { case 0: // normal road if ((pieces & (byte)ti.map5) == pieces) { return_cmd_error(STR_1007_ALREADY_BUILT); } existing = ti.map5; break; case 1: // level crossing if (pieces != (ti.map5 & 8 ? 5 : 10)) { return_cmd_error(STR_1007_ALREADY_BUILT); } goto do_clear; default: // depot goto do_clear; } break; case MP_RAILWAY: { byte m5; if (IsSteepTileh(ti.tileh)) { // very steep tile return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } if (!_valid_tileh_slopes_road[2][ti.tileh]) { // prevent certain slopes return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } if (ti.map5 == 2) { if (pieces & 5) goto do_clear; m5 = 0x10; } else if (ti.map5 == 1) { if (pieces & 10) goto do_clear; m5 = 0x18; } else { goto do_clear; } if (flags & DC_EXEC) { ModifyTile(tile, MP_SETTYPE(MP_STREET) | MP_MAP2 | MP_MAP3LO | MP_MAP3HI | MP_MAP5, p2, _current_player, /* map3_lo */ _m[tile].m3 & 0xF, /* map3_hi */ m5 /* map5 */ ); } return _price.build_road * 2; } case MP_TUNNELBRIDGE: /* check for flat land */ if (IsSteepTileh(ti.tileh)) { // very steep tile return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION); } /* is this middle part of a bridge? */ if ((ti.map5 & 0xC0) != 0xC0) goto do_clear; /* only allow roads pertendicular to bridge */ if (((pieces & 5U) != 0) == ((ti.map5 & 0x01U) != 0)) goto do_clear; /* check if clear land under bridge */ if ((ti.map5 & 0xF8) == 0xE8) { /* road under bridge */ return_cmd_error(STR_1007_ALREADY_BUILT); } else if ((ti.map5 & 0xE0) == 0xE0) { /* other transport route under bridge */ return_cmd_error(STR_1008_MUST_REMOVE_RAILROAD_TRACK); } else if ((ti.map5 & 0xF8) == 0xC8) { /* water under bridge */ return_cmd_error(STR_3807_CAN_T_BUILD_ON_WATER); } /* all checked, can build road now! */ cost = _price.build_road * 2; if (flags & DC_EXEC) { ModifyTile(tile, MP_MAPOWNER_CURRENT | MP_MAP5, (ti.map5 & 0xC7) | 0x28 // map5 ); } return cost; default: do_clear:; if (CmdFailed(DoCommandByTile(tile, 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR))) return CMD_ERROR; } cost = CheckRoadSlope(ti.tileh, &pieces, existing); if (CmdFailed(cost)) return_cmd_error(STR_1800_LAND_SLOPED_IN_WRONG_DIRECTION); if (cost && (!_patches.build_on_slopes || _is_old_ai_player)) return CMD_ERROR; if (ti.type != MP_STREET || (ti.map5 & 0xF0) != 0) { cost += DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } else { // Don't put the pieces that already exist pieces &= ~ti.map5; } { byte t = pieces; while (t) { if (t & 1) cost += _price.build_road; t >>= 1; } } if (flags & DC_EXEC) { if (ti.type != MP_STREET) { SetTileType(tile, MP_STREET); _m[tile].m5 = 0; _m[tile].m2 = p2; SetTileOwner(tile, _current_player); } _m[tile].m5 |= pieces; MarkTileDirtyByTile(tile); } return cost; } int32 DoConvertStreetRail(TileIndex tile, uint totype, bool exec) { // not a railroad crossing? if (!IsLevelCrossing(tile)) return CMD_ERROR; // not owned by me? if (!CheckTileOwnership(tile) || !EnsureNoVehicle(tile)) return CMD_ERROR; // tile is already of requested type? if (GB(_m[tile].m4, 0, 4) == totype) return CMD_ERROR; if (exec) { // change type. SB(_m[tile].m4, 0, 4, totype); MarkTileDirtyByTile(tile); } return _price.build_rail >> 1; } /** Build a long piece of road. * @param x,y end tile of drag * @param p1 start tile of drag * @param p2 various bitstuffed elements * - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1) * - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2) * - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4) */ int32 CmdBuildLongRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileIndex start_tile, end_tile, tile; int32 cost, ret; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (p1 >= MapSize()) return CMD_ERROR; start_tile = p1; end_tile = TileVirtXY(x, y); /* Only drag in X or Y direction dictated by the direction variable */ if (!HASBIT(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis if (HASBIT(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis /* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */ if (start_tile > end_tile || (start_tile == end_tile && HASBIT(p2, 0))) { TileIndex t = start_tile; start_tile = end_tile; end_tile = t; p2 ^= IS_INT_INSIDE(p2&3, 1, 3) ? 3 : 0; } cost = 0; tile = start_tile; // Start tile is the small number. for (;;) { uint bits = HASBIT(p2, 2) ? ROAD_SE | ROAD_NW : ROAD_SW | ROAD_NE; if (tile == end_tile && !HASBIT(p2, 1)) bits &= ROAD_NW | ROAD_NE; if (tile == start_tile && HASBIT(p2, 0)) bits &= ROAD_SE | ROAD_SW; ret = DoCommandByTile(tile, bits, 0, flags, CMD_BUILD_ROAD); if (CmdFailed(ret)) { if (_error_message != STR_1007_ALREADY_BUILT) return CMD_ERROR; } else { cost += ret; } if (tile == end_tile) break; tile += HASBIT(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0); } return (cost == 0) ? CMD_ERROR : cost; } /** Remove a long piece of road. * @param x,y end tile of drag * @param p1 start tile of drag * @param p2 various bitstuffed elements * - p2 = (bit 0) - start tile starts in the 2nd half of tile (p2 & 1) * - p2 = (bit 1) - end tile starts in the 2nd half of tile (p2 & 2) * - p2 = (bit 2) - direction: 0 = along x-axis, 1 = along y-axis (p2 & 4) */ int32 CmdRemoveLongRoad(int x, int y, uint32 flags, uint32 p1, uint32 p2) { TileIndex start_tile, end_tile, tile; int32 cost, ret; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (p1 >= MapSize()) return CMD_ERROR; start_tile = p1; end_tile = TileVirtXY(x, y); /* Only drag in X or Y direction dictated by the direction variable */ if (!HASBIT(p2, 2) && TileY(start_tile) != TileY(end_tile)) return CMD_ERROR; // x-axis if (HASBIT(p2, 2) && TileX(start_tile) != TileX(end_tile)) return CMD_ERROR; // y-axis /* Swap start and ending tile, also the half-tile drag var (bit 0 and 1) */ if (start_tile > end_tile || (start_tile == end_tile && HASBIT(p2, 0))) { TileIndex t = start_tile; start_tile = end_tile; end_tile = t; p2 ^= IS_INT_INSIDE(p2 & 3, 1, 3) ? 3 : 0; } cost = 0; tile = start_tile; // Start tile is the small number. for (;;) { uint bits = HASBIT(p2, 2) ? ROAD_SE | ROAD_NW : ROAD_SW | ROAD_NE; if (tile == end_tile && !HASBIT(p2, 1)) bits &= ROAD_NW | ROAD_NE; if (tile == start_tile && HASBIT(p2, 0)) bits &= ROAD_SE | ROAD_SW; // try to remove the halves. if (bits) { ret = DoCommandByTile(tile, bits, 0, flags, CMD_REMOVE_ROAD); if (!CmdFailed(ret)) cost += ret; } if (tile == end_tile) break; tile += HASBIT(p2, 2) ? TileDiffXY(0, 1) : TileDiffXY(1, 0); } return (cost == 0) ? CMD_ERROR : cost; } /** Build a road depot. * @param x,y tile coordinates where the depot will be built * @param p1 depot direction (0 through 3), where 0 is NW, 1 is NE, etc. * @param p2 unused * * @todo When checking for the tile slope, * distingush between "Flat land required" and "land sloped in wrong direction" */ int32 CmdBuildRoadDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2) { int32 cost; Depot *dep; TileIndex tile; uint tileh; SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION); if (p1 > 3) return CMD_ERROR; // check direction tile = TileVirtXY(x, y); if (!EnsureNoVehicle(tile)) return CMD_ERROR; tileh = GetTileSlope(tile, NULL); if (tileh != 0 && ( !_patches.build_on_slopes || IsSteepTileh(tileh) || !CanBuildDepotByTileh(p1, tileh) )) { return_cmd_error(STR_0007_FLAT_LAND_REQUIRED); } cost = DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); if (CmdFailed(cost)) return CMD_ERROR; dep = AllocateDepot(); if (dep == NULL) return CMD_ERROR; if (flags & DC_EXEC) { if (IsLocalPlayer()) _last_built_road_depot_tile = tile; dep->xy = tile; dep->town_index = ClosestTownFromTile(tile, (uint)-1)->index; ModifyTile(tile, MP_SETTYPE(MP_STREET) | MP_MAPOWNER_CURRENT | MP_MAP5, (p1 | 0x20) /* map5 */ ); } return cost + _price.build_road_depot; } static int32 RemoveRoadDepot(TileIndex tile, uint32 flags) { if (!CheckTileOwnership(tile) && _current_player != OWNER_WATER) return CMD_ERROR; if (!EnsureNoVehicle(tile)) return CMD_ERROR; if (flags & DC_EXEC) DoDeleteDepot(tile); return _price.remove_road_depot; } #define M(x) (1<<(x)) static int32 ClearTile_Road(TileIndex tile, byte flags) { byte m5 = _m[tile].m5; switch (GB(_m[tile].m5, 4, 4)) { case 0: { // normal road byte b = m5 & 0xF; if (!((1 << b) & (M(1)|M(2)|M(4)|M(8))) && (!(flags & DC_AI_BUILDING) || !IsTileOwner(tile, OWNER_TOWN)) && flags & DC_AUTO) { return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST); } return DoCommandByTile(tile, b, 0, flags, CMD_REMOVE_ROAD); } case 1: { // level crossing int32 ret; if (flags & DC_AUTO) { return_cmd_error(STR_1801_MUST_REMOVE_ROAD_FIRST); } ret = DoCommandByTile(tile, (m5 & 8 ? 5 : 10), 0, flags, CMD_REMOVE_ROAD); if (CmdFailed(ret)) return CMD_ERROR; if (flags & DC_EXEC) { DoCommandByTile(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); } return ret; } default: // depot if (flags & DC_AUTO) { return_cmd_error(STR_2004_BUILDING_MUST_BE_DEMOLISHED); } return RemoveRoadDepot(tile, flags); } } typedef struct DrawRoadTileStruct { uint16 image; byte subcoord_x; byte subcoord_y; } DrawRoadTileStruct; typedef struct DrawRoadSeqStruct { uint32 image; byte subcoord_x; byte subcoord_y; byte width; byte height; } DrawRoadSeqStruct; #include "table/road_land.h" uint GetRoadFoundation(uint tileh, uint bits) { int i; // normal level sloped building if ((~_valid_tileh_slopes_road[1][tileh] & bits) == 0) return tileh; // inclined sloped building if (( (i = 0, tileh == 1) || (i += 2, tileh == 2) || (i += 2, tileh == 4) || (i += 2, tileh == 8) ) && ( ( bits == (ROAD_SW | ROAD_NE)) || (i++, bits == (ROAD_NW | ROAD_SE)) )) { return i + 15; } // rail crossing if ((bits & 0x10) && _valid_tileh_slopes_road[2][tileh]) return tileh; return 0; } const byte _road_sloped_sprites[14] = { 0, 0, 2, 0, 0, 1, 0, 0, 3, 0, 0, 0, 0, 0 }; /** * Draw ground sprite and road pieces * @param ti TileInfo * @param road RoadBits to draw * @param ground_type Ground type * @param snow Draw snow * @param flat Draw foundation */ static void DrawRoadBits(TileInfo *ti, byte road, byte ground_type, bool snow, bool flat) { const DrawRoadTileStruct *drts; PalSpriteID image = 0; if (ti->tileh != 0) { int foundation; if (flat) { foundation = ti->tileh; } else { foundation = GetRoadFoundation(ti->tileh, road); } if (foundation != 0) DrawFoundation(ti, foundation); // DrawFoundation() modifies ti. // Default sloped sprites.. if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F; } if (image == 0) image = _road_tile_sprites_1[road]; if (ground_type == 0) image |= PALETTE_TO_BARE_LAND; if (snow) { image += 19; } else if (ground_type > 1 && ground_type != 6) { // Pavement tiles. image -= 19; } DrawGroundSprite(image); // Return if full detail is disabled, or we are zoomed fully out. if (!(_display_opt & DO_FULL_DETAIL) || _cur_dpi->zoom == 2) return; if (ground_type >= 6) { // Road works DrawGroundSprite(HASBIT(road, 3) ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y); return; } // Draw extra details. for (drts = _road_display_table[ground_type][road]; drts->image != 0; drts++) { int x = ti->x | drts->subcoord_x; int y = ti->y | drts->subcoord_y; byte z = ti->z; if (ti->tileh != 0) z = GetSlopeZ(x, y); AddSortableSpriteToDraw(drts->image, x, y, 2, 2, 0x10, z); } } static void DrawTile_Road(TileInfo *ti) { PalSpriteID image; uint16 m2; switch (GB(ti->map5, 4, 4)) { case 0: // normal road DrawRoadBits(ti, GB(ti->map5, 0, 4), GB(_m[ti->tile].m4, 4, 3), HASBIT(_m[ti->tile].m4, 7), false); break; case 1: { // level crossing int f = GetRoadFoundation(ti->tileh, ti->map5 & 0xF); if (f) DrawFoundation(ti, f); image = GetRailTypeInfo(GB(_m[ti->tile].m4, 0, 4))->base_sprites.crossing; if (GB(ti->map5, 3, 1) == 0) image++; /* direction */ if ((ti->map5 & 4) != 0) image += 2; if ( _m[ti->tile].m4 & 0x80) { image += 8; } else { m2 = GB(_m[ti->tile].m4, 4, 3); if (m2 == 0) image |= PALETTE_TO_BARE_LAND; if (m2 > 1) image += 4; } DrawGroundSprite(image); break; } default: { // depot uint32 ormod; PlayerID player; const DrawRoadSeqStruct* drss; if (ti->tileh != 0) DrawFoundation(ti, ti->tileh); ormod = PALETTE_TO_GREY; //was this a bug/problem? player = GetTileOwner(ti->tile); if (player < MAX_PLAYERS) ormod = PLAYER_SPRITE_COLOR(player); drss = _road_display_datas[ti->map5 & 0xF]; DrawGroundSprite(drss++->image); for (; drss->image != 0; drss++) { uint32 image = drss->image; if (image & PALETTE_MODIFIER_COLOR) image |= ormod; if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image); AddSortableSpriteToDraw(image, ti->x | drss->subcoord_x, ti->y | drss->subcoord_y, drss->width, drss->height, 0x14, ti->z ); } break; } } } void DrawRoadDepotSprite(int x, int y, int image) { uint32 ormod; const DrawRoadSeqStruct *dtss; ormod = PLAYER_SPRITE_COLOR(_local_player); dtss = _road_display_datas[image]; x += 33; y += 17; DrawSprite(dtss++->image, x, y); for (; dtss->image != 0; dtss++) { Point pt = RemapCoords(dtss->subcoord_x, dtss->subcoord_y, 0); image = dtss->image; if (image & PALETTE_MODIFIER_COLOR) image |= ormod; DrawSprite(image, x + pt.x, y + pt.y); } } static uint GetSlopeZ_Road(const TileInfo* ti) { uint z = ti->z; int th = ti->tileh; // check if it's a foundation if (ti->tileh != 0) { switch (GB(ti->map5, 4, 4)) { case 0: // normal road case 1: { // level crossing uint f = GetRoadFoundation(ti->tileh, ti->map5 & 0x3F); if (f != 0) { if (f < 15) { // leveled foundation return z + 8; } // inclined foundation th = _inclined_tileh[f - 15]; } break; } case 2: // depot return z + 8; default: break; } return GetPartialZ(ti->x&0xF, ti->y&0xF, th) + z; } return z; // normal Z if no slope } static uint GetSlopeTileh_Road(const TileInfo *ti) { // check if it's a foundation if (ti->tileh != 0) { switch (GB(ti->map5, 4, 4)) { case 0: // normal road case 1: { // level crossing uint f = GetRoadFoundation(ti->tileh, ti->map5 & 0x3F); if (f != 0) { if (f < 15) { // leveled foundation return 0; } // inclined foundation return _inclined_tileh[f - 15]; } break; } case 2: // depot return 0; default: break; } } return ti->tileh; } static void GetAcceptedCargo_Road(TileIndex tile, AcceptedCargo ac) { /* not used */ } static void AnimateTile_Road(TileIndex tile) { if (IsLevelCrossing(tile)) MarkTileDirtyByTile(tile); } static const byte _town_road_types[5][2] = { {1,1}, {2,2}, {2,2}, {5,5}, {3,2}, }; static const byte _town_road_types_2[5][2] = { {1,1}, {2,2}, {3,2}, {3,2}, {3,2}, }; static void TileLoop_Road(TileIndex tile) { Town *t; int grp; switch (_opt.landscape) { case LT_HILLY: if ((_m[tile].m4 & 0x80) != (GetTileZ(tile) > _opt.snow_line ? 0x80 : 0x00)) { _m[tile].m4 ^= 0x80; MarkTileDirtyByTile(tile); } break; case LT_DESERT: if (GetMapExtraBits(tile) == 1 && !(_m[tile].m4 & 0x80)) { _m[tile].m4 |= 0x80; MarkTileDirtyByTile(tile); } break; } if (_m[tile].m5 & 0xE0) return; if (GB(_m[tile].m4, 4, 3) < 6) { t = ClosestTownFromTile(tile, (uint)-1); grp = 0; if (t != NULL) { grp = GetTownRadiusGroup(t, tile); // Show an animation to indicate road work if (t->road_build_months != 0 && !(DistanceManhattan(t->xy, tile) >= 8 && grp == 0) && (_m[tile].m5 == 5 || _m[tile].m5 == 10)) { if (GetTileSlope(tile, NULL) == 0 && EnsureNoVehicle(tile) && CHANCE16(1, 20)) { _m[tile].m4 |= (GB(_m[tile].m4, 4, 3) <= 2 ? 7 : 6) << 4; SndPlayTileFx(SND_21_JACKHAMMER, tile); CreateEffectVehicleAbove( TileX(tile) * 16 + 7, TileY(tile) * 16 + 7, 0, EV_BULLDOZER); MarkTileDirtyByTile(tile); return; } } } { const byte *p = (_opt.landscape == LT_CANDY) ? _town_road_types_2[grp] : _town_road_types[grp]; byte b = GB(_m[tile].m4, 4, 3); if (b == p[0]) return; if (b == p[1]) { b = p[0]; } else if (b == 0) { b = p[1]; } else { b = 0; } SB(_m[tile].m4, 4, 3, b); MarkTileDirtyByTile(tile); } } else { // Handle road work //XXX undocumented byte b = _m[tile].m4; //roadworks take place only //keep roadworks running for 16 loops //lower 4 bits of map3_hi store the counter now if ((b & 0xF) != 0xF) { _m[tile].m4 = b + 1; return; } //roadworks finished _m[tile].m4 = (GB(b, 4, 3) == 6 ? 1 : 2) << 4; MarkTileDirtyByTile(tile); } } void ShowRoadDepotWindow(TileIndex tile); static void ClickTile_Road(TileIndex tile) { if (GB(_m[tile].m5, 4, 4) == 2) ShowRoadDepotWindow(tile); } static const byte _road_trackbits[16] = { 0x0, 0x0, 0x0, 0x10, 0x0, 0x2, 0x8, 0x1A, 0x0, 0x4, 0x1, 0x15, 0x20, 0x26, 0x29, 0x3F, }; static uint32 GetTileTrackStatus_Road(TileIndex tile, TransportType mode) { switch (mode) { case TRANSPORT_RAIL: if (!IsLevelCrossing(tile)) return 0; return _m[tile].m5 & 8 ? 0x101 : 0x202; case TRANSPORT_ROAD: switch (GB(_m[tile].m5, 4, 4)) { case 0: // normal road if (!_road_special_gettrackstatus && GB(_m[tile].m4, 4, 3) >= 6) { return 0; } return _road_trackbits[GB(_m[tile].m5, 0, 4)] * 0x101; case 1: { // level crossing uint32 r = (_m[tile].m5 & 8 ? 0x202 : 0x101); if (_m[tile].m5 & 4) r *= 0x10001; return r; } default: // depot break; } break; default: break; } return 0; } static const StringID _road_tile_strings[] = { STR_1818_ROAD_RAIL_LEVEL_CROSSING, STR_1817_ROAD_VEHICLE_DEPOT, STR_1814_ROAD, STR_1814_ROAD, STR_1814_ROAD, STR_1815_ROAD_WITH_STREETLIGHTS, STR_1814_ROAD, STR_1816_TREE_LINED_ROAD, STR_1814_ROAD, STR_1814_ROAD, }; static void GetTileDesc_Road(TileIndex tile, TileDesc *td) { int i = GB(_m[tile].m5, 4, 4); if (i == 0) i = GB(_m[tile].m4, 4, 3) + 3; td->str = _road_tile_strings[i - 1]; td->owner = GetTileOwner(tile); } static const byte _roadveh_enter_depot_unk0[4] = { 8, 9, 0, 1 }; static uint32 VehicleEnter_Road(Vehicle *v, TileIndex tile, int x, int y) { switch (GB(_m[tile].m5, 4, 4)) { case 1: // level crossing if (v->type == VEH_Train && GB(_m[tile].m5, 2, 1) == 0) { /* train crossing a road */ SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v); SB(_m[tile].m5, 2, 1, 1); MarkTileDirtyByTile(tile); } break; case 2: // depot if (v->type == VEH_Road && v->u.road.frame == 11) { if (_roadveh_enter_depot_unk0[GB(_m[tile].m5, 0, 2)] == v->u.road.state) { RoadVehEnterDepot(v); return 4; } } break; default: break; } return 0; } static void VehicleLeave_Road(Vehicle *v, TileIndex tile, int x, int y) { if (IsLevelCrossing(tile) && v->type == VEH_Train && v->next == NULL) { // Turn off level crossing lights SB(_m[tile].m5, 2, 1, 0); MarkTileDirtyByTile(tile); } } static void ChangeTileOwner_Road(TileIndex tile, PlayerID old_player, PlayerID new_player) { // road/rail crossing where the road is owned by the current player? if (old_player == _m[tile].m3 && IsLevelCrossing(tile)) { _m[tile].m3 = (new_player == OWNER_SPECTATOR) ? OWNER_NONE : new_player; } if (!IsTileOwner(tile, old_player)) return; if (new_player != OWNER_SPECTATOR) { SetTileOwner(tile, new_player); } else { switch (GB(_m[tile].m5, 4, 4)) { case 0: // normal road SetTileOwner(tile, OWNER_NONE); break; case 1: // level crossing _m[tile].m5 = (_m[tile].m5&8) ? 0x5 : 0xA; SetTileOwner(tile, _m[tile].m3); _m[tile].m3 = 0; _m[tile].m4 &= 0x80; break; default: // depot DoCommandByTile(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); break; } } } void InitializeRoad(void) { _last_built_road_depot_tile = 0; } const TileTypeProcs _tile_type_road_procs = { DrawTile_Road, /* draw_tile_proc */ GetSlopeZ_Road, /* get_slope_z_proc */ ClearTile_Road, /* clear_tile_proc */ GetAcceptedCargo_Road, /* get_accepted_cargo_proc */ GetTileDesc_Road, /* get_tile_desc_proc */ GetTileTrackStatus_Road, /* get_tile_track_status_proc */ ClickTile_Road, /* click_tile_proc */ AnimateTile_Road, /* animate_tile_proc */ TileLoop_Road, /* tile_loop_clear */ ChangeTileOwner_Road, /* change_tile_owner_clear */ NULL, /* get_produced_cargo_proc */ VehicleEnter_Road, /* vehicle_enter_tile_proc */ VehicleLeave_Road, /* vehicle_leave_tile_proc */ GetSlopeTileh_Road, /* get_slope_tileh_proc */ };