Exemplo n.º 1
0
static bool CheckShipLeaveDepot(Ship *v)
{
	if (!v->IsChainInDepot()) return false;

	/* We are leaving a depot, but have to go to the exact same one; re-enter */
	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
			IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) {
		VehicleEnterDepot(v);
		return true;
	}

	TileIndex tile = v->tile;
	Axis axis = GetShipDepotAxis(tile);

	DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis));
	TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir));
	DiagDirection south_dir = AxisToDiagDir(axis);
	TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir));

	TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour);
	TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour);
	if (north_tracks && south_tracks) {
		/* Ask pathfinder for best direction */
		bool reverse = false;
		bool path_found;
		switch (_settings_game.pf.pathfinder_for_ships) {
			case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_tracks, path_found) == INVALID_TRACK; break; // OPF always allows reversing
			case VPF_NPF: reverse = NPFShipCheckReverse(v); break;
			case VPF_YAPF: reverse = YapfShipCheckReverse(v); break;
			default: NOT_REACHED();
		}
		if (reverse) north_tracks = TRACK_BIT_NONE;
	}

	if (north_tracks) {
		/* Leave towards north */
		v->direction = DiagDirToDir(north_dir);
	} else if (south_tracks) {
		/* Leave towards south */
		v->direction = DiagDirToDir(south_dir);
	} else {
		/* Both ways blocked */
		return false;
	}

	v->state = AxisToTrackBits(axis);
	v->vehstatus &= ~VS_HIDDEN;

	v->cur_speed = 0;
	v->UpdateViewport(true, true);
	SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);

	PlayShipSound(v);
	VehicleServiceInDepot(v);
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	SetWindowClassesDirty(WC_SHIPS_LIST);

	return false;
}
Exemplo n.º 2
0
/**
 * Is there a Chunnel in the way in the given direction?
 * Only between height level 0 and 1.
 * Used to avoid building bridge or tunnel between existing chunnel.
 * @param tile the tile to search from.
 * @param dir  the direction to start searching to.
 * @return true if and only if there is a chunnel.
 */
bool IsBetweenChunnelPortals(TileIndex tile, DiagDirection dir)
{
	uint h = 0;
	TileIndexDiff delta = TileOffsByDiagDir(dir);
	if (GetTileZ(tile) > 0) return false;

	do {
		if (dir == DIAGDIR_NE || dir == DIAGDIR_NW) {
			do {
				tile += delta;
			if (!IsValidTile(tile)) return false;
			} while (TileHeight(tile) != h);
		} else {
			tile += delta;
			do {
				tile += delta;
			if (!IsValidTile(tile)) return false;
			} while (TileHeight(tile) != h);
			tile -= delta;
		}
		(h == 0) ? h = 1 : h = 0;
	} while (!IsTunnelTile(tile));

	if (GetTunnelBridgeDirection(tile) != ReverseDiagDir(dir)) return false;

	return true;
}
/**
 * Remove a lock.
 * @param tile Central tile of the lock.
 * @param flags Operation to perform.
 * @return The cost in case of success, or an error code if it failed.
 */
static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
{
	if (GetTileOwner(tile) != OWNER_NONE) {
		CommandCost ret = CheckTileOwnership(tile);
		if (ret.Failed()) return ret;
	}

	TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));

	/* make sure no vehicle is on the tile. */
	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		DoClearSquare(tile);
		MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
		MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
}
Exemplo n.º 4
0
	inline bool MaskReservedTracks()
	{
		if (!DoTrackMasking()) return true;

		if (m_is_station) {
			/* Check skipped station tiles as well. */
			TileIndexDiff diff = TileOffsByDiagDir(m_exitdir);
			for (TileIndex tile = m_new_tile - diff * m_tiles_skipped; tile != m_new_tile; tile += diff) {
				if (HasStationReservation(tile)) {
					m_new_td_bits = TRACKDIR_BIT_NONE;
					m_err = EC_RESERVED;
					return false;
				}
			}
		}

		TrackBits reserved = GetReservedTrackbits(m_new_tile);
		/* Mask already reserved trackdirs. */
		m_new_td_bits &= ~TrackBitsToTrackdirBits(reserved);
		/* Mask out all trackdirs that conflict with the reservation. */
		Track t;
		FOR_EACH_SET_TRACK(t, TrackdirBitsToTrackBits(m_new_td_bits)) {
			if (TracksOverlap(reserved | TrackToTrackBits(t))) m_new_td_bits &= ~TrackToTrackdirBits(t);
		}
		if (m_new_td_bits == TRACKDIR_BIT_NONE) {
			m_err = EC_RESERVED;
			return false;
		}
		return true;
	}
Exemplo n.º 5
0
/**
 * Gets the other end of the aqueduct, if possible.
 * @param tile_from     The begin tile for the aqueduct.
 * @param [out] tile_to The tile till where to show a selection for the aqueduct.
 * @return The other end of the aqueduct, or otherwise a tile in line with the aqueduct to cause the right error message.
 */
static TileIndex GetOtherAqueductEnd(TileIndex tile_from, TileIndex *tile_to = NULL)
{
	int z;
	DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile_from, &z));

	/* If the direction isn't right, just return the next tile so the command
	 * complains about the wrong slope instead of the ends not matching up.
	 * Make sure the coordinate is always a valid tile within the map, so we
	 * don't go "off" the map. That would cause the wrong error message. */
	if (!IsValidDiagDirection(dir)) return TILE_ADDXY(tile_from, TileX(tile_from) > 2 ? -1 : 1, 0);

	/* Direction the aqueduct is built to. */
	TileIndexDiff offset = TileOffsByDiagDir(ReverseDiagDir(dir));
	/* The maximum length of the aqueduct. */
	int max_length = min(_settings_game.construction.max_bridge_length, DistanceFromEdgeDir(tile_from, ReverseDiagDir(dir)) - 1);

	TileIndex endtile = tile_from;
	for (int length = 0; IsValidTile(endtile) && TileX(endtile) != 0 && TileY(endtile) != 0; length++) {
		endtile = TILE_ADD(endtile, offset);

		if (length > max_length) break;

		if (GetTileMaxZ(endtile) > z) {
			if (tile_to != NULL) *tile_to = endtile;
			break;
		}
	}

	return endtile;
}
Exemplo n.º 6
0
static uint NPFSlopeCost(AyStarNode *current)
{
	TileIndex next = current->tile + TileOffsByDiagDir(TrackdirToExitdir(current->direction));

	/* Get center of tiles */
	int x1 = TileX(current->tile) * TILE_SIZE + TILE_SIZE / 2;
	int y1 = TileY(current->tile) * TILE_SIZE + TILE_SIZE / 2;
	int x2 = TileX(next) * TILE_SIZE + TILE_SIZE / 2;
	int y2 = TileY(next) * TILE_SIZE + TILE_SIZE / 2;

	int dx4 = (x2 - x1) / 4;
	int dy4 = (y2 - y1) / 4;

	/* Get the height on both sides of the tile edge.
	 * Avoid testing the height on the tile-center. This will fail for halftile-foundations.
	 */
	int z1 = GetSlopeZ(x1 + dx4, y1 + dy4);
	int z2 = GetSlopeZ(x2 - dx4, y2 - dy4);

	if (z2 - z1 > 1) {
		/* Slope up */
		return _settings_game.pf.npf.npf_rail_slope_penalty;
	}
	return 0;
	/* Should we give a bonus for slope down? Probably not, we
	 * could just substract that bonus from the penalty, because
	 * there is only one level of steepness... */
}
Exemplo n.º 7
0
	ETileArea(const BaseStation *st, TileIndex tile, TriggerArea ta)
	{
		switch (ta) {
			default: NOT_REACHED();

			case TA_TILE:
				this->tile = tile;
				this->w    = 1;
				this->h    = 1;
				break;

			case TA_PLATFORM: {
				TileIndex start, end;
				Axis axis = GetRailStationAxis(tile);
				TileIndexDiff delta = TileOffsByDiagDir(AxisToDiagDir(axis));

				for (end = tile; IsRailStationTile(end + delta) && IsCompatibleTrainStationTile(end + delta, tile); end += delta) { /* Nothing */ }
				for (start = tile; IsRailStationTile(start - delta) && IsCompatibleTrainStationTile(start - delta, tile); start -= delta) { /* Nothing */ }

				this->tile = start;
				this->w = TileX(end) - TileX(start) + 1;
				this->h = TileY(end) - TileY(start) + 1;
				break;
			}

			case TA_WHOLE:
				st->GetTileArea(this, Station::IsExpected(st) ? STATION_RAIL : STATION_WAYPOINT);
				break;
		}
	}
/**
 * Builds a lock.
 * @param tile Central tile of the lock.
 * @param dir Uphill direction.
 * @param flags Operation to perform.
 * @return The cost in case of success, or an error code if it failed.
 */
static CommandCost DoBuildLock(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
{
	CommandCost cost(EXPENSES_CONSTRUCTION);

	int delta = TileOffsByDiagDir(dir);
	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
	if (ret.Failed()) return ret;

	/* middle tile */
	ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (ret.Failed()) return ret;
	cost.AddCost(ret);

	/* lower tile */
	WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;

	if (!IsWaterTile(tile - delta)) {
		ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
		if (ret.Failed()) return ret;
		cost.AddCost(ret);
		cost.AddCost(_price[PR_BUILD_CANAL]);
	}
	if (GetTileSlope(tile - delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	/* upper tile */
	WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;

	if (!IsWaterTile(tile + delta)) {
		ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
		if (ret.Failed()) return ret;
		cost.AddCost(ret);
		cost.AddCost(_price[PR_BUILD_CANAL]);
	}
	if (GetTileSlope(tile + delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) ||
	    (MayHaveBridgeAbove(tile - delta) && IsBridgeAbove(tile - delta)) ||
	    (MayHaveBridgeAbove(tile + delta) && IsBridgeAbove(tile + delta))) {
		return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
	}

	if (flags & DC_EXEC) {
		MakeLock(tile, _current_company, dir, wc_lower, wc_upper);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}
	cost.AddCost(_price[PR_BUILD_LOCK]);

	return cost;
}
Exemplo n.º 9
0
	/** Check for a reserved station platform. */
	inline bool IsAnyStationTileReserved(TileIndex tile, Trackdir trackdir, int skipped)
	{
		TileIndexDiff diff = TileOffsByDiagDir(TrackdirToExitdir(ReverseTrackdir(trackdir)));
		for (; skipped >= 0; skipped--, tile += diff) {
			if (HasStationReservation(tile)) return true;
		}
		return false;
	}
Exemplo n.º 10
0
/* Determine the cost of this node, for road tracks */
static int32 NPFRoadPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent)
{
	TileIndex tile = current->tile;
	int32 cost = 0;

	/* Determine base length */
	switch (GetTileType(tile)) {
		case MP_TUNNELBRIDGE:
			cost = IsTunnel(tile) ? NPFTunnelCost(current) : NPFBridgeCost(current);
			break;

		case MP_ROAD:
			cost = NPF_TILE_LENGTH;
			/* Increase the cost for level crossings */
			if (IsLevelCrossing(tile)) cost += _settings_game.pf.npf.npf_crossing_penalty;
			break;

		case MP_STATION: {
			cost = NPF_TILE_LENGTH;
			const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
			if (IsDriveThroughStopTile(tile)) {
				/* Increase the cost for drive-through road stops */
				cost += _settings_game.pf.npf.npf_road_drive_through_penalty;
				DiagDirection dir = TrackdirToExitdir(current->direction);
				if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
					/* When we're the first road stop in a 'queue' of them we increase
					 * cost based on the fill percentage of the whole queue. */
					const RoadStop::Entry *entry = rs->GetEntry(dir);
					cost += entry->GetOccupied() * _settings_game.pf.npf.npf_road_dt_occupied_penalty / entry->GetLength();
				}
			} else {
				/* Increase cost for filled road stops */
				cost += _settings_game.pf.npf.npf_road_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
			}
			break;
		}

		default:
			break;
	}

	/* Determine extra costs */

	/* Check for slope */
	cost += NPFSlopeCost(current);

	/* Check for turns. Road vehicles only really drive diagonal, turns are
	 * represented by non-diagonal tracks */
	if (!IsDiagonalTrackdir(current->direction)) {
		cost += _settings_game.pf.npf.npf_road_curve_penalty;
	}

	NPFMarkTile(tile);
	DEBUG(npf, 4, "Calculating G for: (%d, %d). Result: %d", TileX(current->tile), TileY(current->tile), cost);
	return cost;
}
Exemplo n.º 11
0
static void TPFModeShip(TrackPathFinder *tpf, TileIndex tile, DiagDirection direction)
{
    if (IsTileType(tile, MP_TUNNELBRIDGE)) {
        /* wrong track type */
        if (GetTunnelBridgeTransportType(tile) != TRANSPORT_WATER) return;

        DiagDirection dir = GetTunnelBridgeDirection(tile);
        /* entering tunnel / bridge? */
        if (dir == direction) {
            TileIndex endtile = GetOtherTunnelBridgeEnd(tile);

            tpf->rd.cur_length += GetTunnelBridgeLength(tile, endtile) + 1;

            tile = endtile;
        } else {
            /* leaving tunnel / bridge? */
            if (ReverseDiagDir(dir) != direction) return;
        }
    }

    /* This addition will sometimes overflow by a single tile.
     * The use of TILE_MASK here makes sure that we still point at a valid
     * tile, and then this tile will be in the sentinel row/col, so GetTileTrackStatus will fail. */
    tile = TILE_MASK(tile + TileOffsByDiagDir(direction));

    if (++tpf->rd.cur_length > 50) return;

    TrackBits bits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)) & DiagdirReachesTracks(direction);
    if (bits == TRACK_BIT_NONE) return;

    assert(TileX(tile) != MapMaxX() && TileY(tile) != MapMaxY());

    bool only_one_track = true;
    do {
        Track track = RemoveFirstTrack(&bits);
        if (bits != TRACK_BIT_NONE) only_one_track = false;
        RememberData rd = tpf->rd;

        /* Change direction 4 times only */
        if (!only_one_track && track != tpf->rd.last_choosen_track) {
            if (++tpf->rd.depth > 4) {
                tpf->rd = rd;
                return;
            }
            tpf->rd.last_choosen_track = track;
        }

        tpf->the_dir = TrackEnterdirToTrackdir(track, direction);

        if (!ShipTrackFollower(tile, tpf, tpf->rd.cur_length)) {
            TPFModeShip(tpf, tile, TrackdirToExitdir(tpf->the_dir));
        }

        tpf->rd = rd;
    } while (bits != TRACK_BIT_NONE);
}
Exemplo n.º 12
0
/**
 * If required, connects a new structure to an existing road or tram by building the missing roadbit.
 * @param tile Tile containing the structure to connect.
 * @param direction Direction to check.
 */
void ConnectRoadToStructure(TileIndex tile, DiagDirection direction)
{
	tile += TileOffsByDiagDir(direction);
	/* if there is a roadpiece just outside of the station entrance, build a connecting route */
	if (IsNormalRoadTile(tile)) {
		if (GetRoadBits(tile, _cur_roadtype) != ROAD_NONE) {
			DoCommandP(tile, _cur_roadtype << 4 | DiagDirToRoadBits(ReverseDiagDir(direction)), 0, CMD_BUILD_ROAD);
		}
	}
}
Exemplo n.º 13
0
/**
 * Tests if at least one surrounding tile is non-desert
 * @param tile tile to check
 * @return does this tile have at least one non-desert tile around?
 */
static inline bool NeighbourIsNormal(TileIndex tile)
{
	for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
		TileIndex t = tile + TileOffsByDiagDir(dir);
		if (!IsValidTile(t)) continue;
		if (GetTropicZone(t) != TROPICZONE_DESERT) return true;
		if (HasTileWaterClass(t) && GetWaterClass(t) == WATER_CLASS_SEA) return true;
	}
	return false;
}
Exemplo n.º 14
0
/**
 * Check the integrity of the data in this struct.
 * @param rs the roadstop this entry is part of
 */
void RoadStop::Entry::CheckIntegrity(const RoadStop *rs) const
{
	if (!HasBit(rs->status, RSSFB_BASE_ENTRY)) return;

	/* The tile 'before' the road stop must not be part of this 'line' */
	assert(!IsDriveThroughRoadStopContinuation(rs->xy, rs->xy - abs(TileOffsByDiagDir(GetRoadStopDir(rs->xy)))));

	Entry temp;
	temp.Rebuild(rs, rs->east == this);
	if (temp.length != this->length || temp.occupied != this->occupied) NOT_REACHED();
}
Exemplo n.º 15
0
/**
 * Finds the end of a bridge in the specified direction starting at a middle tile
 * @param tile the bridge tile to find the bridge ramp for
 * @param dir  the direction to search in
 */
static TileIndex GetBridgeEnd(TileIndex tile, DiagDirection dir)
{
	TileIndexDiff delta = TileOffsByDiagDir(dir);

	dir = ReverseDiagDir(dir);
	do {
		tile += delta;
	} while (!IsBridgeTile(tile) || GetTunnelBridgeDirection(tile) != dir);

	return tile;
}
Exemplo n.º 16
0
/* virtual */ uint Station::GetPlatformLength(TileIndex tile, DiagDirection dir) const
{
	TileIndex start_tile = tile;
	uint length = 0;
	assert(IsRailStationTile(tile));
	assert(dir < DIAGDIR_END);

	do {
		length++;
		tile += TileOffsByDiagDir(dir);
	} while (IsCompatibleTrainStationTile(tile, start_tile));

	return length;
}
Exemplo n.º 17
0
	static Trackdir ChooseShipTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found)
	{
		/* handle special case - when next tile is destination tile */
		if (tile == v->dest_tile) {
			/* convert tracks to trackdirs */
			TrackdirBits trackdirs = (TrackdirBits)(tracks | ((int)tracks << 8));
			/* limit to trackdirs reachable from enterdir */
			trackdirs &= DiagdirReachesTrackdirs(enterdir);

			/* use vehicle's current direction if that's possible, otherwise use first usable one. */
			Trackdir veh_dir = v->GetVehicleTrackdir();
			return ((trackdirs & TrackdirToTrackdirBits(veh_dir)) != 0) ? veh_dir : (Trackdir)FindFirstBit2x64(trackdirs);
		}

		/* move back to the old tile/trackdir (where ship is coming from) */
		TileIndex src_tile = TILE_ADD(tile, TileOffsByDiagDir(ReverseDiagDir(enterdir)));
		Trackdir trackdir = v->GetVehicleTrackdir();
		assert(IsValidTrackdir(trackdir));

		/* convert origin trackdir to TrackdirBits */
		TrackdirBits trackdirs = TrackdirToTrackdirBits(trackdir);
		/* get available trackdirs on the destination tile */
		TrackdirBits dest_trackdirs = TrackStatusToTrackdirBits(GetTileTrackStatus(v->dest_tile, TRANSPORT_WATER, 0));

		/* create pathfinder instance */
		Tpf pf;
		/* set origin and destination nodes */
		pf.SetOrigin(src_tile, trackdirs);
		pf.SetDestination(v->dest_tile, dest_trackdirs);
		/* find best path */
		path_found = pf.FindPath(v);

		Trackdir next_trackdir = INVALID_TRACKDIR; // this would mean "path not found"

		Node *pNode = pf.GetBestNode();
		if (pNode != NULL) {
			/* walk through the path back to the origin */
			Node *pPrevNode = NULL;
			while (pNode->m_parent != NULL) {
				pPrevNode = pNode;
				pNode = pNode->m_parent;
			}
			/* return trackdir from the best next node (direct child of origin) */
			Node& best_next_node = *pPrevNode;
			assert(best_next_node.GetTile() == tile);
			next_trackdir = best_next_node.GetTrackdir();
		}
		return next_trackdir;
	}
Exemplo n.º 18
0
/**
 * Is there a tunnel in the way in the given direction?
 * Between level 0 and 1 terraforming is allowed. (No search)
 * @param tile the tile to search from.
 * @param z    the 'z' to search on.
 * @param dir  the direction to start searching to.
 * @return true if and only if there is a tunnel.
 */
bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir)
{
	/* Between level 0 and 1 terraforming is allowed. */
	if (GetTileZ(tile) <= 1) return false;

	TileIndexDiff delta = TileOffsByDiagDir(dir);
	int height;

	do {
		tile -= delta;
		if (!IsValidTile(tile)) return false;
		height = GetTileZ(tile);
	} while (z < height);

	return z == height && IsTunnelTile(tile) && GetTunnelBridgeDirection(tile) == dir;
}
Exemplo n.º 19
0
/** build a shiplift */
static CommandCost DoBuildShiplift(TileIndex tile, DiagDirection dir, DoCommandFlag flags)
{
	CommandCost ret;
	int delta;

	/* middle tile */
	ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;

	delta = TileOffsByDiagDir(dir);
	/* lower tile */
	WaterClass wc_lower = IsWaterTile(tile - delta) ? GetWaterClass(tile - delta) : WATER_CLASS_CANAL;

	ret = DoCommand(tile - delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;
	if (GetTileSlope(tile - delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	/* upper tile */
	WaterClass wc_upper = IsWaterTile(tile + delta) ? GetWaterClass(tile + delta) : WATER_CLASS_CANAL;

	ret = DoCommand(tile + delta, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
	if (CmdFailed(ret)) return CMD_ERROR;
	if (GetTileSlope(tile + delta, NULL) != SLOPE_FLAT) {
		return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION);
	}

	if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) ||
	    (MayHaveBridgeAbove(tile - delta) && IsBridgeAbove(tile - delta)) ||
	    (MayHaveBridgeAbove(tile + delta) && IsBridgeAbove(tile + delta))) {
		return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST);
	}

	if (flags & DC_EXEC) {
		MakeLock(tile, _current_company, dir, wc_lower, wc_upper);
		MarkTileDirtyByTile(tile);
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER] * 22 >> 3);
}
Exemplo n.º 20
0
    /** return one tile cost */
    inline int OneTileCost(TileIndex tile, Trackdir trackdir)
    {
        int cost = 0;
        /* set base cost */
        if (IsDiagonalTrackdir(trackdir)) {
            cost += YAPF_TILE_LENGTH;
            switch (GetTileType(tile)) {
            case MP_ROAD:
                /* Increase the cost for level crossings */
                if (IsLevelCrossing(tile)) {
                    cost += Yapf().PfGetSettings().road_crossing_penalty;
                }
                break;

            case MP_STATION: {
                const RoadStop *rs = RoadStop::GetByTile(tile, GetRoadStopType(tile));
                if (IsDriveThroughStopTile(tile)) {
                    /* Increase the cost for drive-through road stops */
                    cost += Yapf().PfGetSettings().road_stop_penalty;
                    DiagDirection dir = TrackdirToExitdir(trackdir);
                    if (!RoadStop::IsDriveThroughRoadStopContinuation(tile, tile - TileOffsByDiagDir(dir))) {
                        /* When we're the first road stop in a 'queue' of them we increase
                         * cost based on the fill percentage of the whole queue. */
                        const RoadStop::Entry *entry = rs->GetEntry(dir);
                        cost += entry->GetOccupied() * Yapf().PfGetSettings().road_stop_occupied_penalty / entry->GetLength();
                    }
                } else {
                    /* Increase cost for filled road stops */
                    cost += Yapf().PfGetSettings().road_stop_bay_occupied_penalty * (!rs->IsFreeBay(0) + !rs->IsFreeBay(1)) / 2;
                }
                break;
            }

            default:
                break;
            }
        } else {
            /* non-diagonal trackdir */
            cost = YAPF_TILE_CORNER_LENGTH + Yapf().PfGetSettings().road_curve_penalty;
        }
        return cost;
    }
Exemplo n.º 21
0
/**
 * To be called when @p current contains the (shortest route to) the target node.
 * Will fill the contents of the NPFFoundTargetData using
 * AyStarNode[NPF_TRACKDIR_CHOICE]. If requested, path reservation
 * is done here.
 */
static void NPFSaveTargetData(AyStar *as, OpenListNode *current)
{
	NPFFoundTargetData *ftd = (NPFFoundTargetData*)as->user_path;
	ftd->best_trackdir = (Trackdir)current->path.node.user_data[NPF_TRACKDIR_CHOICE];
	ftd->best_path_dist = current->g;
	ftd->best_bird_dist = 0;
	ftd->node = current->path.node;
	ftd->res_okay = false;

	if (as->user_target != NULL && ((NPFFindStationOrTileData*)as->user_target)->reserve_path && as->user_data[NPF_TYPE] == TRANSPORT_RAIL) {
		/* Path reservation is requested. */
		const Train *v = Train::From(((NPFFindStationOrTileData *)as->user_target)->v);

		const PathNode *target = FindSafePosition(&current->path, v);
		ftd->node = target->node;

		/* If the target is a station skip to platform end. */
		if (IsRailStationTile(target->node.tile)) {
			DiagDirection dir = TrackdirToExitdir(target->node.direction);
			uint len = Station::GetByTile(target->node.tile)->GetPlatformLength(target->node.tile, dir);
			TileIndex end_tile = TILE_ADD(target->node.tile, (len - 1) * TileOffsByDiagDir(dir));

			/* Update only end tile, trackdir of a station stays the same. */
			ftd->node.tile = end_tile;
			if (!IsWaitingPositionFree(v, end_tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
			SetRailStationPlatformReservation(target->node.tile, dir, true);
			SetRailStationReservation(target->node.tile, false);
		} else {
			if (!IsWaitingPositionFree(v, target->node.tile, target->node.direction, _settings_game.pf.forbid_90_deg)) return;
		}

		for (const PathNode *cur = target; cur->parent != NULL; cur = cur->parent) {
			if (!TryReserveRailTrack(cur->node.tile, TrackdirToTrack(cur->node.direction))) {
				/* Reservation failed, undo. */
				ClearPathReservation(target, cur);
				return;
			}
		}

		ftd->res_okay = true;
	}
}
Exemplo n.º 22
0
void GenerateClearTile()
{
	uint i, gi;
	TileIndex tile;

	/* add rough tiles */
	i = ScaleByMapSize(GB(Random(), 0, 10) + 0x400);
	gi = ScaleByMapSize(GB(Random(), 0, 7) + 0x80);

	SetGeneratingWorldProgress(GWP_ROUGH_ROCKY, gi + i);
	do {
		IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
		tile = RandomTile();
		if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) SetClearGroundDensity(tile, CLEAR_ROUGH, 3);
	} while (--i);

	/* add rocky tiles */
	i = gi;
	do {
		uint32 r = Random();
		tile = RandomTileSeed(r);

		IncreaseGeneratingWorldProgress(GWP_ROUGH_ROCKY);
		if (IsTileType(tile, MP_CLEAR) && !IsClearGround(tile, CLEAR_DESERT)) {
			uint j = GB(r, 16, 4) + 5;
			for (;;) {
				TileIndex tile_new;

				SetClearGroundDensity(tile, CLEAR_ROCKS, 3);
				do {
					if (--j == 0) goto get_out;
					tile_new = tile + TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
				} while (!IsTileType(tile_new, MP_CLEAR) || IsClearGround(tile_new, CLEAR_DESERT));
				tile = tile_new;
			}
get_out:;
		}
	} while (--i);
}
Exemplo n.º 23
0
static CommandCost RemoveShiplift(TileIndex tile, DoCommandFlag flags)
{
	TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));

	if (!CheckTileOwnership(tile) && GetTileOwner(tile) != OWNER_NONE) return CMD_ERROR;

	/* make sure no vehicle is on the tile. */
	if (!EnsureNoVehicleOnGround(tile) || !EnsureNoVehicleOnGround(tile + delta) || !EnsureNoVehicleOnGround(tile - delta))
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		DoClearSquare(tile);
		MakeWaterKeepingClass(tile + delta, GetTileOwner(tile));
		MakeWaterKeepingClass(tile - delta, GetTileOwner(tile));
		MarkTileDirtyByTile(tile - delta);
		MarkTileDirtyByTile(tile + delta);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_WATER] * 2);
}
Exemplo n.º 24
0
/**
 * Rebuild, from scratch, the vehicles and other metadata on this stop.
 * @param rs   the roadstop this entry is part of
 * @param side the side of the road stop to look at
 */
void RoadStop::Entry::Rebuild(const RoadStop *rs, int side)
{
	assert(HasBit(rs->status, RSSFB_BASE_ENTRY));

	DiagDirection dir = GetRoadStopDir(rs->xy);
	if (side == -1) side = (rs->east == this);

	RoadStopEntryRebuilderHelper rserh;
	rserh.dir = side ? dir : ReverseDiagDir(dir);

	this->length = 0;
	TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
	for (TileIndex tile = rs->xy; IsDriveThroughRoadStopContinuation(rs->xy, tile); tile += offset) {
		this->length += TILE_SIZE;
		FindVehicleOnPos(tile, &rserh, FindVehiclesInRoadStop);
	}

	this->occupied = 0;
	for (RVList::iterator it = rserh.vehicles.begin(); it != rserh.vehicles.end(); it++) {
		this->occupied += (*it)->gcache.cached_total_length;
	}
}
Exemplo n.º 25
0
/**
 * Remove a lock.
 * @param tile Central tile of the lock.
 * @param flags Operation to perform.
 * @return The cost in case of success, or an error code if it failed.
 */
static CommandCost RemoveLock(TileIndex tile, DoCommandFlag flags)
{
	if (GetTileOwner(tile) != OWNER_NONE) {
		CommandCost ret = CheckTileOwnership(tile);
		if (ret.Failed()) return ret;
	}

	TileIndexDiff delta = TileOffsByDiagDir(GetLockDirection(tile));

	/* make sure no vehicle is on the tile. */
	CommandCost ret = EnsureNoVehicleOnGround(tile);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile + delta);
	if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile - delta);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		/* Remove middle part from company infrastructure count. */
		Company *c = Company::GetIfValid(GetTileOwner(tile));
		if (c != NULL) {
			c->infrastructure.water -= 3 * LOCK_DEPOT_TILE_FACTOR; // three parts of the lock.
			DirtyCompanyInfrastructureWindows(c->index);
		}

		if (GetWaterClass(tile) == WATER_CLASS_RIVER) {
			MakeRiver(tile, Random());
		} else {
			DoClearSquare(tile);
		}
		MakeWaterKeepingClass(tile + delta, GetTileOwner(tile + delta));
		MakeWaterKeepingClass(tile - delta, GetTileOwner(tile - delta));
		MarkCanalsAndRiversAroundDirty(tile);
		MarkCanalsAndRiversAroundDirty(tile - delta);
		MarkCanalsAndRiversAroundDirty(tile + delta);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_LOCK]);
}
Exemplo n.º 26
0
/**
 * returns the track to choose on the next tile, or -1 when it's better to
 * reverse. The tile given is the tile we are about to enter, enterdir is the
 * direction in which we are entering the tile
 */
Track OPFShipChooseTrack(const Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found)
{
    assert(IsValidDiagDirection(enterdir));

    TileIndex tile2 = TILE_ADD(tile, -TileOffsByDiagDir(enterdir));
    Track track;

    /* Let's find out how far it would be if we would reverse first */
    TrackBits b = TrackStatusToTrackBits(GetTileTrackStatus(tile2, TRANSPORT_WATER, 0)) & DiagdirReachesTracks(ReverseDiagDir(enterdir)) & v->state;

    uint distr = UINT_MAX; // distance if we reversed
    if (b != 0) {
        distr = FindShipTrack(v, tile2, ReverseDiagDir(enterdir), b, tile, &track);
        if (distr != UINT_MAX) distr++; // penalty for reversing
    }

    /* And if we would not reverse? */
    uint dist = FindShipTrack(v, tile, enterdir, tracks, 0, &track);

    /* Due to the way this pathfinder works we cannot determine whether we're lost or not. */
    path_found = true;
    if (dist <= distr) return track;
    return INVALID_TRACK; // We could better reverse
}
Exemplo n.º 27
0
/* Will just follow the results of GetTileTrackStatus concerning where we can
 * go and where not. Uses AyStar.user_data[NPF_TYPE] as the transport type and
 * an argument to GetTileTrackStatus. Will skip tunnels, meaning that the
 * entry and exit are neighbours. Will fill
 * AyStarNode.user_data[NPF_TRACKDIR_CHOICE] with an appropriate value, and
 * copy AyStarNode.user_data[NPF_NODE_FLAGS] from the parent */
static void NPFFollowTrack(AyStar *aystar, OpenListNode *current)
{
	/* We leave src_tile on track src_trackdir in direction src_exitdir */
	Trackdir src_trackdir = current->path.node.direction;
	TileIndex src_tile = current->path.node.tile;
	DiagDirection src_exitdir = TrackdirToExitdir(src_trackdir);

	/* Is src_tile valid, and can be used?
	 * When choosing track on a junction src_tile is the tile neighboured to the junction wrt. exitdir.
	 * But we must not check the validity of this move, as src_tile is totally unrelated to the move, if a roadvehicle reversed on a junction. */
	bool ignore_src_tile = (current->path.parent == NULL && NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_START_TILE));

	/* Information about the vehicle: TransportType (road/rail/water) and SubType (compatible rail/road types) */
	TransportType type = (TransportType)aystar->user_data[NPF_TYPE];
	uint subtype = aystar->user_data[NPF_SUB_TYPE];

	/* Initialize to 0, so we can jump out (return) somewhere an have no neighbours */
	aystar->num_neighbours = 0;
	DEBUG(npf, 4, "Expanding: (%d, %d, %d) [%d]", TileX(src_tile), TileY(src_tile), src_trackdir, src_tile);

	/* We want to determine the tile we arrive, and which choices we have there */
	TileIndex dst_tile;
	TrackdirBits trackdirbits;

	/* Find dest tile */
	if (ignore_src_tile) {
		/* Do not perform any checks that involve src_tile */
		dst_tile = src_tile + TileOffsByDiagDir(src_exitdir);
		trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
	} else if (IsTileType(src_tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(src_tile) == src_exitdir) {
		/* We drive through the wormhole and arrive on the other side */
		dst_tile = GetOtherTunnelBridgeEnd(src_tile);
		trackdirbits = TrackdirToTrackdirBits(src_trackdir);
	} else if (ForceReverse(src_tile, src_exitdir, type, subtype)) {
		/* We can only reverse on this tile */
		dst_tile = src_tile;
		src_trackdir = ReverseTrackdir(src_trackdir);
		trackdirbits = TrackdirToTrackdirBits(src_trackdir);
	} else {
		/* We leave src_tile in src_exitdir and reach dst_tile */
		dst_tile = AddTileIndexDiffCWrap(src_tile, TileIndexDiffCByDiagDir(src_exitdir));

		if (dst_tile != INVALID_TILE && !CanEnterTile(dst_tile, src_exitdir, type, subtype, (RailTypes)aystar->user_data[NPF_RAILTYPES], (Owner)aystar->user_data[NPF_OWNER])) dst_tile = INVALID_TILE;

		if (dst_tile == INVALID_TILE) {
			/* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
			if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;

			dst_tile = src_tile;
			src_trackdir = ReverseTrackdir(src_trackdir);
		}

		trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);

		if (trackdirbits == 0) {
			/* We cannot enter the next tile. Road vehicles can reverse, others reach dead end */
			if (type != TRANSPORT_ROAD || HasBit(subtype, ROADTYPE_TRAM)) return;

			dst_tile = src_tile;
			src_trackdir = ReverseTrackdir(src_trackdir);

			trackdirbits = GetDriveableTrackdirBits(dst_tile, src_trackdir, type, subtype);
		}
	}

	if (NPFGetFlag(&current->path.node, NPF_FLAG_IGNORE_RESERVED)) {
		/* Mask out any reserved tracks. */
		TrackBits reserved = GetReservedTrackbits(dst_tile);
		trackdirbits &= ~TrackBitsToTrackdirBits(reserved);

		uint bits = TrackdirBitsToTrackBits(trackdirbits);
		int i;
		FOR_EACH_SET_BIT(i, bits) {
			if (TracksOverlap(reserved | TrackToTrackBits((Track)i))) trackdirbits &= ~TrackToTrackdirBits((Track)i);
		}
	}
Exemplo n.º 28
0
/**
 * Join this road stop to another 'base' road stop if possible;
 * fill all necessary data to become an actual drive through road stop.
 * Also update the length etc.
 */
void RoadStop::MakeDriveThrough()
{
	assert(this->east == NULL && this->west == NULL);

	RoadStopType rst = GetRoadStopType(this->xy);
	DiagDirection dir = GetRoadStopDir(this->xy);
	/* Use absolute so we always go towards the nortern tile */
	TileIndexDiff offset = abs(TileOffsByDiagDir(dir));

	/* Information about the tile north of us */
	TileIndex north_tile = this->xy - offset;
	bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
	RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;

	/* Information about the tile south of us */
	TileIndex south_tile = this->xy + offset;
	bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
	RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;

	/* Amount of road stops that will be added to the 'northern' head */
	int added = 1;
	if (north && rs_north->east != NULL) { // (east != NULL) == (west != NULL)
		/* There is a more nothern one, so this can join them */
		this->east = rs_north->east;
		this->west = rs_north->west;

		if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
			/* There more southern tiles too, they must 'join' us too */
			ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
			this->east->occupied += rs_south->east->occupied;
			this->west->occupied += rs_south->west->occupied;

			/* Free the now unneeded entry structs */
			delete rs_south->east;
			delete rs_south->west;

			/* Make all 'children' of the southern tile take the new master */
			for (; IsDriveThroughRoadStopContinuation(this->xy, south_tile); south_tile += offset) {
				rs_south = RoadStop::GetByTile(south_tile, rst);
				if (rs_south->east == NULL) break;
				rs_south->east = rs_north->east;
				rs_south->west = rs_north->west;
				added++;
			}
		}
	} else if (south && rs_south->east != NULL) { // (east != NULL) == (west != NULL)
		/* There is one to the south, but not to the north... so we become 'parent' */
		this->east = rs_south->east;
		this->west = rs_south->west;
		SetBit(this->status, RSSFB_BASE_ENTRY);
		ClrBit(rs_south->status, RSSFB_BASE_ENTRY);
	} else {
		/* We are the only... so we are automatically the master */
		this->east = new Entry();
		this->west = new Entry();
		SetBit(this->status, RSSFB_BASE_ENTRY);
	}

	/* Now update the lengths */
	added *= TILE_SIZE;
	this->east->length += added;
	this->west->length += added;
}
Exemplo n.º 29
0
/**
 * Prepare for removal of this stop; update other neighbouring stops
 * if needed. Also update the length etc.
 */
void RoadStop::ClearDriveThrough()
{
	assert(this->east != NULL && this->west != NULL);

	RoadStopType rst = GetRoadStopType(this->xy);
	DiagDirection dir = GetRoadStopDir(this->xy);
	/* Use absolute so we always go towards the nortern tile */
	TileIndexDiff offset = abs(TileOffsByDiagDir(dir));

	/* Information about the tile north of us */
	TileIndex north_tile = this->xy - offset;
	bool north = IsDriveThroughRoadStopContinuation(this->xy, north_tile);
	RoadStop *rs_north = north ? RoadStop::GetByTile(north_tile, rst) : NULL;

	/* Information about the tile south of us */
	TileIndex south_tile = this->xy + offset;
	bool south = IsDriveThroughRoadStopContinuation(this->xy, south_tile);
	RoadStop *rs_south = south ? RoadStop::GetByTile(south_tile, rst) : NULL;

	/* Must only be cleared after we determined which neighbours are
	 * part of our little entry 'queue' */
	DoClearSquare(this->xy);

	if (north) {
		/* There is a tile to the north, so we can't clear ourselves. */
		if (south) {
			/* There are more southern tiles too, they must be split;
			 * first make the new southern 'base' */
			SetBit(rs_south->status, RSSFB_BASE_ENTRY);
			rs_south->east = new Entry();
			rs_south->west = new Entry();

			/* Keep track of the base because we need it later on */
			RoadStop *rs_south_base = rs_south;
			TileIndex base_tile = south_tile;

			/* Make all (even more) southern stops part of the new entry queue */
			for (south_tile += offset; IsDriveThroughRoadStopContinuation(base_tile, south_tile); south_tile += offset) {
				rs_south = RoadStop::GetByTile(south_tile, rst);
				rs_south->east = rs_south_base->east;
				rs_south->west = rs_south_base->west;
			}

			/* Find the other end; the northern most tile */
			for (; IsDriveThroughRoadStopContinuation(base_tile, north_tile); north_tile -= offset) {
				rs_north = RoadStop::GetByTile(north_tile, rst);
			}

			/* We have to rebuild the entries because we cannot easily determine
			 * how full each part is. So instead of keeping and maintaining a list
			 * of vehicles and using that to 'rebuild' the occupied state we just
			 * rebuild it from scratch as that removes lots of maintainance code
			 * for the vehicle list and it's faster in real games as long as you
			 * do not keep split and merge road stop every tick by the millions. */
			rs_south_base->east->Rebuild(rs_south_base);
			rs_south_base->west->Rebuild(rs_south_base);

			assert(HasBit(rs_north->status, RSSFB_BASE_ENTRY));
			rs_north->east->Rebuild(rs_north);
			rs_north->west->Rebuild(rs_north);
		} else {
			/* Only we left, so simple update the length. */
			rs_north->east->length -= TILE_SIZE;
			rs_north->west->length -= TILE_SIZE;
		}
	} else if (south) {
		/* There is only something to the south. Hand over the base entry */
		SetBit(rs_south->status, RSSFB_BASE_ENTRY);
		rs_south->east->length -= TILE_SIZE;
		rs_south->west->length -= TILE_SIZE;
	} else {
		/* We were the last */
		delete this->east;
		delete this->west;
	}

	/* Make sure we don't get used for something 'incorrect' */
	ClrBit(this->status, RSSFB_BASE_ENTRY);
	this->east = NULL;
	this->west = NULL;
}
Exemplo n.º 30
0
/**
 * Convert existing rail to waypoint. Eg build a waypoint station over
 * piece of rail
 * @param start_tile northern most tile where waypoint will be built
 * @param flags type of operation
 * @param p1 various bitstuffed elements
 * - p1 = (bit  4)    - orientation (Axis)
 * - p1 = (bit  8-15) - width of waypoint
 * - p1 = (bit 16-23) - height of waypoint
 * - p1 = (bit 24)    - allow waypoints directly adjacent to other waypoints.
 * @param p2 various bitstuffed elements
 * - p2 = (bit  0- 7) - custom station class
 * - p2 = (bit  8-15) - custom station id
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	/* Unpack parameters */
	Axis axis      = Extract<Axis, 4, 1>(p1);
	byte width     = GB(p1,  8, 8);
	byte height    = GB(p1, 16, 8);
	bool adjacent  = HasBit(p1, 24);

	StationClassID spec_class = Extract<StationClassID, 0, 8>(p2);
	byte spec_index           = GB(p2, 8, 8);
	StationID station_to_join = GB(p2, 16, 16);

	/* Check if the given station class is valid */
	if (spec_class != STAT_CLASS_WAYP) return CMD_ERROR;
	if (spec_index >= StationClass::Get(spec_class)->GetSpecCount()) return CMD_ERROR;

	/* The number of parts to build */
	byte count = axis == AXIS_X ? height : width;

	if ((axis == AXIS_X ? width : height) != 1) return CMD_ERROR;
	if (count == 0 || count > _settings_game.station.station_spread) return CMD_ERROR;

	bool reuse = (station_to_join != NEW_STATION);
	if (!reuse) station_to_join = INVALID_STATION;
	bool distant_join = (station_to_join != INVALID_STATION);

	if (distant_join && (!_settings_game.station.distant_join_stations || !Waypoint::IsValidID(station_to_join))) return CMD_ERROR;

	/* Make sure the area below consists of clear tiles. (OR tiles belonging to a certain rail station) */
	StationID est = INVALID_STATION;

	/* Check whether the tiles we're building on are valid rail or not. */
	TileIndexDiff offset = TileOffsByDiagDir(AxisToDiagDir(OtherAxis(axis)));
	for (int i = 0; i < count; i++) {
		TileIndex tile = start_tile + i * offset;
		CommandCost ret = IsValidTileForWaypoint(tile, axis, &est);
		if (ret.Failed()) return ret;
	}

	Waypoint *wp = NULL;
	TileArea new_location(TileArea(start_tile, width, height));
	CommandCost ret = FindJoiningWaypoint(est, station_to_join, adjacent, new_location, &wp);
	if (ret.Failed()) return ret;

	/* Check if there is an already existing, deleted, waypoint close to us that we can reuse. */
	TileIndex center_tile = start_tile + (count / 2) * offset;
	if (wp == NULL && reuse) wp = FindDeletedWaypointCloseTo(center_tile, STR_SV_STNAME_WAYPOINT, _current_company);

	if (wp != NULL) {
		/* Reuse an existing waypoint. */
		if (wp->owner != _current_company) return_cmd_error(STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT);

		/* check if we want to expand an already existing waypoint? */
		if (wp->train_station.tile != INVALID_TILE) {
			CommandCost ret = CanExpandRailStation(wp, new_location, axis);
			if (ret.Failed()) return ret;
		}

		CommandCost ret = wp->rect.BeforeAddRect(start_tile, width, height, StationRect::ADD_TEST);
		if (ret.Failed()) return ret;
	} else {
		/* allocate and initialize new waypoint */
		if (!Waypoint::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_STATIONS_LOADING);
	}

	if (flags & DC_EXEC) {
		if (wp == NULL) {
			wp = new Waypoint(start_tile);
		} else if (!wp->IsInUse()) {
			/* Move existing (recently deleted) waypoint to the new location */
			wp->xy = start_tile;
		}
		wp->owner = GetTileOwner(start_tile);

		wp->rect.BeforeAddRect(start_tile, width, height, StationRect::ADD_TRY);

		wp->delete_ctr = 0;
		wp->facilities |= FACIL_TRAIN;
		wp->build_date = _date;
		wp->string_id = STR_SV_STNAME_WAYPOINT;
		wp->train_station = new_location;

		if (wp->town == NULL) MakeDefaultName(wp);

		wp->UpdateVirtCoord();

		const StationSpec *spec = StationClass::Get(spec_class)->GetSpec(spec_index);
		byte *layout_ptr = AllocaM(byte, count);
		if (spec == NULL) {
			/* The layout must be 0 for the 'normal' waypoints by design. */
			memset(layout_ptr, 0, count);
		} else {
			/* But for NewGRF waypoints we like to have their style. */
			GetStationLayout(layout_ptr, count, 1, spec);
		}
		byte map_spec_index = AllocateSpecToStation(spec, wp, true);

		Company *c = Company::Get(wp->owner);
		for (int i = 0; i < count; i++) {
			TileIndex tile = start_tile + i * offset;
			byte old_specindex = HasStationTileRail(tile) ? GetCustomStationSpecIndex(tile) : 0;
			if (!HasStationTileRail(tile)) c->infrastructure.station++;
			bool reserved = IsTileType(tile, MP_RAILWAY) ?
					HasBit(GetRailReservationTrackBits(tile), AxisToTrack(axis)) :
					HasStationReservation(tile);
			MakeRailWaypoint(tile, wp->owner, wp->index, axis, layout_ptr[i], GetRailType(tile));
			SetCustomStationSpecIndex(tile, map_spec_index);
			SetRailStationReservation(tile, reserved);
			MarkTileDirtyByTile(tile);

			DeallocateSpecFromStation(wp, old_specindex);
			YapfNotifyTrackLayoutChange(tile, AxisToTrack(axis));
		}
		DirtyCompanyInfrastructureWindows(wp->owner);
	}

	return CommandCost(EXPENSES_CONSTRUCTION, count * _price[PR_BUILD_WAYPOINT_RAIL]);
}