OpenTTD-patches/src/elrail.cpp

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/* $Id$ */
/** @file elrail.cpp
* This file deals with displaying wires and pylons for electric railways.
* <h2>Basics</h2>
*
* <h3>Tile Types</h3>
*
* We have two different types of tiles in the drawing code:
* Normal Railway Tiles (NRTs) which can have more than one track on it, and
* Special Railways tiles (SRTs) which have only one track (like crossings, depots
* stations, etc).
*
* <h3>Location Categories</h3>
*
* All tiles are categorized into three location groups (TLG):
* Group 0: Tiles with both an even X coordinate and an even Y coordinate
* Group 1: Tiles with an even X and an odd Y coordinate
* Group 2: Tiles with an odd X and an even Y coordinate
* Group 3: Tiles with both an odd X and Y coordnate.
*
* <h3>Pylon Points</h3>
* <h4>Control Points</h4>
* A Pylon Control Point (PCP) is a position where a wire (or rather two)
* is mounted onto a pylon.
* Each NRT does contain 4 PCPs which are bitmapped to a byte
* variable and are represented by the DiagDirection enum
*
* Each track ends on two PCPs and thus requires one pylon on each end. However,
* there is one exception: Straight-and-level tracks only have one pylon every
* other tile.
*
* Now on each edge there are two PCPs: One from each adjacent tile. Both PCPs
* are merged using an OR operation (i. e. if one tile needs a PCP at the postion
* in question, both tiles get it).
*
* <h4>Position Points</h4>
* A Pylon Position Point (PPP) is a position where a pylon is located on the
* ground. Each PCP owns 8 in (45 degree steps) PPPs that are located around
* it. PPPs are represented using the Direction enum. Each track bit has PPPs
* that are impossible (because the pylon would be situated on the track) and
* some that are preferred (because the pylon would be rectangular to the track).
*
* <img src="../../elrail_tile.png">
* <img src="../../elrail_track.png">
*
*/
#include "stdafx.h"
#include "openttd.h"
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#include "station_map.h"
#include "tile.h"
#include "viewport.h"
#include "functions.h" /* We should REALLY get rid of this goddamn file, as it is butt-ugly */
#include "variables.h" /* ... same here */
#include "landscape.h"
#include "rail.h"
#include "debug.h"
#include "tunnel_map.h"
#include "road_map.h"
#include "bridge_map.h"
#include "bridge.h"
#include "rail_map.h"
#include "table/sprites.h"
#include "table/elrail_data.h"
#include "vehicle.h"
#include "train.h"
#include "gui.h"
static inline TLG GetTLG(TileIndex t)
{
return (TLG)((HASBIT(TileX(t), 0) << 1) + HASBIT(TileY(t), 0));
}
/** Finds which Rail Bits are present on a given tile. For bridge tiles,
* returns track bits under the bridge
*/
static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
{
switch (GetTileType(t)) {
case MP_RAILWAY:
if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
switch (GetRailTileType(t)) {
case RAIL_TILE_NORMAL: case RAIL_TILE_SIGNALS:
return GetTrackBits(t);
case RAIL_TILE_WAYPOINT:
return GetRailWaypointBits(t);
default:
return TRACK_BIT_NONE;
}
break;
case MP_TUNNELBRIDGE:
if (IsTunnel(t)) {
if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
if (override != NULL) *override = 1 << GetTunnelDirection(t);
return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(t)));
} else {
if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
if (override != NULL && DistanceMax(t, GetOtherBridgeEnd(t)) > 1) {
*override = 1 << GetBridgeRampDirection(t);
}
return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(t)));
}
case MP_STREET:
if (GetRoadTileType(t) != ROAD_TILE_CROSSING) return TRACK_BIT_NONE;
if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
return GetCrossingRailBits(t);
case MP_STATION:
if (!IsRailwayStation(t)) return TRACK_BIT_NONE;
if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
if (!IsStationTileElectrifiable(t)) return TRACK_BIT_NONE;
return TrackToTrackBits(GetRailStationTrack(t));
default:
return TRACK_BIT_NONE;
}
}
/** Corrects the tileh for certain tile types. Returns an effective tileh for the track on the tile.
* @param tile The tile to analyse
* @param *tileh the tileh
*/
static void AdjustTileh(TileIndex tile, Slope *tileh)
{
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsTunnel(tile)) {
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*tileh = SLOPE_STEEP; // XXX - Hack to make tunnel entrances to always have a pylon
} else if (*tileh != SLOPE_FLAT) {
*tileh = SLOPE_FLAT;
} else {
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switch (GetBridgeRampDirection(tile)) {
case DIAGDIR_NE: *tileh = SLOPE_NE; break;
case DIAGDIR_SE: *tileh = SLOPE_SE; break;
case DIAGDIR_SW: *tileh = SLOPE_SW; break;
case DIAGDIR_NW: *tileh = SLOPE_NW; break;
default: NOT_REACHED();
}
}
}
}
/** Draws wires and, if required, pylons on a given tile
* @param ti The Tileinfo to draw the tile for
*/
static void DrawCatenaryRailway(const TileInfo *ti)
{
/* Pylons are placed on a tile edge, so we need to take into account
* the track configuration of 2 adjacent tiles. trackconfig[0] stores the
* current tile (home tile) while [1] holds the neighbour */
TrackBits trackconfig[TS_END];
bool isflat[TS_END];
/* Note that ti->tileh has already been adjusted for Foundations */
Slope tileh[TS_END] = { ti->tileh, SLOPE_FLAT };
TLG tlg = GetTLG(ti->tile);
byte PCPstatus = 0;
byte OverridePCP = 0;
byte PPPpreferred[DIAGDIR_END];
byte PPPallowed[DIAGDIR_END];
DiagDirection i;
Track t;
/* Find which rail bits are present, and select the override points.
* We don't draw a pylon:
* 1) INSIDE a tunnel (we wouldn't see it anyway)
* 2) on the "far" end of a bridge head (the one that connects to bridge middle),
* because that one is drawn on the bridge. Exception is for length 0 bridges
* which have no middle tiles */
trackconfig[TS_HOME] = GetRailTrackBitsUniversal(ti->tile, &OverridePCP);
/* If a track bit is present that is not in the main direction, the track is level */
isflat[TS_HOME] = ((trackconfig[TS_HOME] & (TRACK_BIT_HORZ | TRACK_BIT_VERT)) != 0);
AdjustTileh(ti->tile, &tileh[TS_HOME]);
for (i = DIAGDIR_NE; i < DIAGDIR_END; i++) {
TileIndex neighbour = ti->tile + TileOffsByDiagDir(i);
uint foundation = 0;
int k;
/* Here's one of the main headaches. GetTileSlope does not correct for possibly
* existing foundataions, so we do have to do that manually later on.*/
tileh[TS_NEIGHBOUR] = GetTileSlope(neighbour, NULL);
trackconfig[TS_NEIGHBOUR] = GetRailTrackBitsUniversal(neighbour, NULL);
if (IsTunnelTile(neighbour) && i != GetTunnelDirection(neighbour)) trackconfig[TS_NEIGHBOUR] = TRACK_BIT_NONE;
isflat[TS_NEIGHBOUR] = ((trackconfig[TS_NEIGHBOUR] & (TRACK_BIT_HORZ | TRACK_BIT_VERT)) != 0);
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PPPpreferred[i] = 0xFF; // We start with preferring everything (end-of-line in any direction)
PPPallowed[i] = AllowedPPPonPCP[i];
/* We cycle through all the existing tracks at a PCP and see what
* PPPs we want to have, or may not have at all */
for (k = 0; k < NUM_TRACKS_AT_PCP; k++) {
/* Next to us, we have a bridge head, don't worry about that one, if it shows away from us */
if (TrackSourceTile[i][k] == TS_NEIGHBOUR &&
IsBridgeTile(neighbour) &&
GetBridgeRampDirection(neighbour) == ReverseDiagDir(i)) {
continue;
}
/* We check whether the track in question (k) is present in the tile
* (TrackSourceTile) */
if (HASBIT(trackconfig[TrackSourceTile[i][k]], TracksAtPCP[i][k])) {
/* track found, if track is in the neighbour tile, adjust the number
* of the PCP for preferred/allowed determination*/
DiagDirection PCPpos = (TrackSourceTile[i][k] == TS_HOME) ? i : ReverseDiagDir(i);
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SETBIT(PCPstatus, i); // This PCP is in use
PPPpreferred[i] &= PreferredPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
PPPallowed[i] &= ~DisallowedPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
}
}
/* Deactivate all PPPs if PCP is not used */
PPPpreferred[i] *= HASBIT(PCPstatus, i);
PPPallowed[i] *= HASBIT(PCPstatus, i);
/* A station is always "flat", so adjust the tileh accordingly */
if (IsTileType(neighbour, MP_STATION)) tileh[TS_NEIGHBOUR] = SLOPE_FLAT;
/* Read the foundataions if they are present, and adjust the tileh */
if (IsTileType(neighbour, MP_RAILWAY) && GetRailType(neighbour) == RAILTYPE_ELECTRIC) foundation = GetRailFoundation(tileh[TS_NEIGHBOUR], trackconfig[TS_NEIGHBOUR]);
if (IsBridgeTile(neighbour)) {
foundation = GetBridgeFoundation(tileh[TS_NEIGHBOUR], DiagDirToAxis(GetBridgeRampDirection(neighbour)));
}
if (foundation != 0) {
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tileh[TS_NEIGHBOUR] = foundation < 15 ? SLOPE_FLAT : _inclined_tileh[foundation - 15];
}
AdjustTileh(neighbour, &tileh[TS_NEIGHBOUR]);
/* If we have a straight (and level) track, we want a pylon only every 2 tiles
* Delete the PCP if this is the case. */
/* Level means that the slope is the same, or the track is flat */
if (tileh[TS_HOME] == tileh[TS_NEIGHBOUR] || (isflat[TS_HOME] && isflat[TS_NEIGHBOUR])) {
for (k = 0; k < NUM_IGNORE_GROUPS; k++)
if (PPPpreferred[i] == IgnoredPCP[k][tlg][i]) CLRBIT(PCPstatus, i);
}
/* Now decide where we draw our pylons. First try the preferred PPPs, but they may not exist.
* In that case, we try the any of the allowed ones. if they don't exist either, don't draw
* anything. Note that the preferred PPPs still contain the end-of-line markers.
* Remove those (simply by ANDing with allowed, since these markers are never allowed) */
if ((PPPallowed[i] & PPPpreferred[i]) != 0) PPPallowed[i] &= PPPpreferred[i];
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
Track bridgetrack = GetBridgeAxis(ti->tile) == AXIS_X ? TRACK_X : TRACK_Y;
uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
if ((height <= TilePixelHeight(ti->tile) + TILE_HEIGHT) &&
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(i == PCPpositions[bridgetrack][0] || i == PCPpositions[bridgetrack][1])) {
SETBIT(OverridePCP, i);
}
}
if (PPPallowed[i] != 0 && HASBIT(PCPstatus, i) && !HASBIT(OverridePCP, i)) {
for (k = 0; k < DIR_END; k++) {
byte temp = PPPorder[i][GetTLG(ti->tile)][k];
if (HASBIT(PPPallowed[i], temp)) {
uint x = ti->x + x_pcp_offsets[i] + x_ppp_offsets[temp];
uint y = ti->y + y_pcp_offsets[i] + y_ppp_offsets[temp];
/* Don't build the pylon if it would be outside the tile */
if (!HASBIT(OwnedPPPonPCP[i], temp)) {
/* We have a neighour that will draw it, bail out */
if (trackconfig[TS_NEIGHBOUR] != 0) break;
continue; /* No neighbour, go looking for a better position */
}
SpriteID img = pylons_normal[temp];
SpriteID pal = PAL_NONE;
if (HASBIT(_transparent_opt, TO_BUILDINGS)) {
SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
AddSortableSpriteToDraw(img, pal, x, y, 1, 1, 10,
GetSlopeZ(ti->x + x_pcp_offsets[i], ti->y + y_pcp_offsets[i]));
break; /* We already have drawn a pylon, bail out */
}
}
}
}
/* Don't draw a wire under a low bridge */
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !HASBIT(_transparent_opt, TO_BUILDINGS)) {
uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
if (height <= TilePixelHeight(ti->tile) + TILE_HEIGHT) return;
}
/* Drawing of pylons is finished, now draw the wires */
for (t = TRACK_BEGIN; t < TRACK_END; t++) {
if (HASBIT(trackconfig[TS_HOME], t)) {
if (IsTunnelTile(ti->tile)) {
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const SortableSpriteStruct *sss = &CatenarySpriteData_Tunnel[GetTunnelDirection(ti->tile)];
AddSortableSpriteToDraw(
sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
sss->x_size, sss->y_size, sss->z_size,
GetTileZ(ti->tile) + sss->z_offset
);
break;
}
byte PCPconfig = HASBIT(PCPstatus, PCPpositions[t][0]) +
(HASBIT(PCPstatus, PCPpositions[t][1]) << 1);
const SortableSpriteStruct *sss;
int tileh_selector = !(tileh[TS_HOME] % 3) * tileh[TS_HOME] / 3; /* tileh for the slopes, 0 otherwise */
assert(PCPconfig != 0); /* We have a pylon on neither end of the wire, that doesn't work (since we have no sprites for that) */
assert(!IsSteepSlope(tileh[TS_HOME]));
sss = &CatenarySpriteData[Wires[tileh_selector][t][PCPconfig]];
SpriteID img = sss->image;
SpriteID pal = PAL_NONE;
if (HASBIT(_transparent_opt, TO_BUILDINGS)) {
SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
AddSortableSpriteToDraw(img, pal, ti->x + sss->x_offset, ti->y + sss->y_offset,
sss->x_size, sss->y_size, sss->z_size, GetSlopeZ(ti->x + min(sss->x_offset, TILE_SIZE - 1), ti->y + min(sss->y_offset, TILE_SIZE - 1)) + sss->z_offset);
}
}
}
static void DrawCatenaryOnBridge(const TileInfo *ti)
{
TileIndex end = GetSouthernBridgeEnd(ti->tile);
TileIndex start = GetOtherBridgeEnd(end);
uint length = GetBridgeLength(start, end);
uint num = DistanceMax(ti->tile, start);
uint height;
const SortableSpriteStruct *sss;
Axis axis = GetBridgeAxis(ti->tile);
TLG tlg = GetTLG(ti->tile);
CatenarySprite offset = (CatenarySprite)(axis == AXIS_X ? 0 : WIRE_Y_FLAT_BOTH - WIRE_X_FLAT_BOTH);
if ((length % 2) && num == length) {
/* Draw the "short" wire on the southern end of the bridge
* only needed if the length of the bridge is odd */
sss = &CatenarySpriteData[WIRE_X_FLAT_BOTH + offset];
} else {
/* Draw "long" wires on all other tiles of the bridge (one pylon every two tiles) */
sss = &CatenarySpriteData[WIRE_X_FLAT_SW + (num % 2) + offset];
}
height = GetBridgeHeight(end);
SpriteID img = sss->image;
SpriteID pal = PAL_NONE;
if (HASBIT(_transparent_opt, TO_BUILDINGS)) {
SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
AddSortableSpriteToDraw(img, pal, ti->x + sss->x_offset, ti->y + sss->y_offset,
sss->x_size, sss->y_size, sss->z_size, height + sss->z_offset
);
/* Finished with wires, draw pylons */
/* every other tile needs a pylon on the northern end */
if (num % 2) {
if (axis == AXIS_X) {
img = pylons_bridge[0 + HASBIT(tlg, 0)];
if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
AddSortableSpriteToDraw(img, pal, ti->x, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height);
} else {
img = pylons_bridge[2 + HASBIT(tlg, 1)];
if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
AddSortableSpriteToDraw(img, pal, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y, 1, 1, 10, height);
}
}
/* need a pylon on the southern end of the bridge */
if (DistanceMax(ti->tile, start) == length) {
if (axis == AXIS_X) {
img = pylons_bridge[0 + HASBIT(tlg, 0)];
if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
AddSortableSpriteToDraw(img, pal, ti->x + 16, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height);
} else {
img = pylons_bridge[2 + HASBIT(tlg, 1)];
if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
AddSortableSpriteToDraw(img, pal, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y + 16, 1, 1, 10, height);
}
}
}
void DrawCatenary(const TileInfo *ti)
{
if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
TileIndex head = GetNorthernBridgeEnd(ti->tile);
if (GetBridgeTransportType(head) == TRANSPORT_RAIL && GetRailType(head) == RAILTYPE_ELECTRIC) {
DrawCatenaryOnBridge(ti);
}
}
if (_patches.disable_elrails) return;
switch (GetTileType(ti->tile)) {
case MP_RAILWAY:
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if (IsRailDepot(ti->tile)) {
const SortableSpriteStruct *sss = &CatenarySpriteData_Depot[GetRailDepotDirection(ti->tile)];
SpriteID img = sss->image;
SpriteID pal = PAL_NONE;
if (HASBIT(_transparent_opt, TO_BUILDINGS)) {
SETBIT(img, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
AddSortableSpriteToDraw(
img, pal, ti->x + sss->x_offset, ti->y + sss->y_offset,
sss->x_size, sss->y_size, sss->z_size,
GetTileMaxZ(ti->tile) + sss->z_offset
);
return;
}
break;
case MP_TUNNELBRIDGE:
case MP_STREET:
case MP_STATION:
break;
default: return;
}
DrawCatenaryRailway(ti);
}
int32 SettingsDisableElrail(int32 p1)
{
EngineID e_id;
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Vehicle *v;
Player *p;
bool disable = (p1 != 0);
/* we will now walk through all electric train engines and change their railtypes if it is the wrong one*/
const RailType old_railtype = disable ? RAILTYPE_ELECTRIC : RAILTYPE_RAIL;
const RailType new_railtype = disable ? RAILTYPE_RAIL : RAILTYPE_ELECTRIC;
/* walk through all train engines */
for (e_id = 0; e_id < NUM_TRAIN_ENGINES; e_id++) {
RailVehicleInfo *rv_info = &_rail_vehicle_info[e_id];
/* if it is an electric rail engine and its railtype is the wrong one */
if (rv_info->engclass == 2 && rv_info->railtype == old_railtype) {
/* change it to the proper one */
rv_info->railtype = new_railtype;
}
}
/* when disabling elrails, make sure that all existing trains can run on
* normal rail too */
if (disable) {
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->u.rail.railtype == RAILTYPE_ELECTRIC) {
/* this railroad vehicle is now compatible only with elrail,
* so add there also normal rail compatibility */
v->u.rail.compatible_railtypes |= (1 << RAILTYPE_RAIL);
v->u.rail.railtype = RAILTYPE_RAIL;
SETBIT(v->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
}
}
}
/* setup total power for trains */
FOR_ALL_VEHICLES(v) {
/* power is cached only for front engines */
if (v->type == VEH_TRAIN && IsFrontEngine(v)) TrainPowerChanged(v);
}
FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);
/* This resets the _last_built_railtype, which will be invalid for electric
* rails. It may have unintended consequences if that function is ever
* extended, though. */
ReinitGuiAfterToggleElrail(disable);
return 0;
}