2005-07-24 14:12:37 +00:00
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/* $Id$ */
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2005-07-29 19:35:23 +00:00
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/** @file rail.h */
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(svn r2448) General cleanup of rail related code, more to follow.
* Add: rail.[ch] for rail-related enums and wrapper functions.
* Codechange: Removed dozens of magic numbers with below enums.
* Codechange: Rewrote CheckTrackCombination().
* Add: TILE_SIZE, TILE_PIXELS and TILE_HEIGHT constants.
* Add: enums RailTileType, RailTileSubtype, SignalType to mask against the map arrays.
* Add: enums Track, TrackBits, Trackdir, TrackdirBits for railway track data. (Note that the old RAIL_BIT constants are replaced by TRACK_BIT ones).
* Add: enums Direction and DiagDirection
* Codechange: Moved a bunch of track(dir) related lookup arrays from npf.[ch] to rail.[ch].
* Codechange: move RailType enum from tile.h to rail.h.
* Add: Wrapper functions for masking signal status in the map arrays: SignalAlongTrackdir, SignalAgainstTrackdir and SignalOnTrack.
* Add: Wrapper functions to access rail tiles, using above enums
* Add: Wrapper functions to modify tracks, trackdirs, directions, etc.
* Add: Wrapper functions for all lookup arrays in rail.[ch] (Arrays are still used in parts of the code)
* Codechange: Renamed some variables and arguments to better represent what they contain (railbit -> track, bits -> trackdirbits, etc.).
* Codechange: Don't use FindLandscapeHeight() in CmdRemoveSingleRail(), since it returns way too much info. Use GetTileSlope() instead.
* Codechange: [NPF] Removed some unused globals and code from npf.c.
2005-06-16 18:04:02 +00:00
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#ifndef RAIL_H
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#define RAIL_H
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2007-12-18 20:10:21 +00:00
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#include "rail_type.h"
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#include "track_type.h"
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2007-12-21 22:50:51 +00:00
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#include "vehicle_type.h"
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2007-12-23 10:56:02 +00:00
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#include "gfx_type.h"
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2007-12-21 19:21:21 +00:00
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#include "core/bitmath_func.hpp"
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2007-12-21 21:50:46 +00:00
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#include "economy_func.h"
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2007-12-25 23:42:52 +00:00
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#include "tile_cmd.h"
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(svn r2448) General cleanup of rail related code, more to follow.
* Add: rail.[ch] for rail-related enums and wrapper functions.
* Codechange: Removed dozens of magic numbers with below enums.
* Codechange: Rewrote CheckTrackCombination().
* Add: TILE_SIZE, TILE_PIXELS and TILE_HEIGHT constants.
* Add: enums RailTileType, RailTileSubtype, SignalType to mask against the map arrays.
* Add: enums Track, TrackBits, Trackdir, TrackdirBits for railway track data. (Note that the old RAIL_BIT constants are replaced by TRACK_BIT ones).
* Add: enums Direction and DiagDirection
* Codechange: Moved a bunch of track(dir) related lookup arrays from npf.[ch] to rail.[ch].
* Codechange: move RailType enum from tile.h to rail.h.
* Add: Wrapper functions for masking signal status in the map arrays: SignalAlongTrackdir, SignalAgainstTrackdir and SignalOnTrack.
* Add: Wrapper functions to access rail tiles, using above enums
* Add: Wrapper functions to modify tracks, trackdirs, directions, etc.
* Add: Wrapper functions for all lookup arrays in rail.[ch] (Arrays are still used in parts of the code)
* Codechange: Renamed some variables and arguments to better represent what they contain (railbit -> track, bits -> trackdirbits, etc.).
* Codechange: Don't use FindLandscapeHeight() in CmdRemoveSingleRail(), since it returns way too much info. Use GetTileSlope() instead.
* Codechange: [NPF] Removed some unused globals and code from npf.c.
2005-06-16 18:04:02 +00:00
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2008-04-08 07:19:29 +00:00
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enum RailTypeFlag {
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RTF_CATENARY = 0, ///< Set if the rail type should have catenary drawn
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};
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enum RailTypeFlags {
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RTFB_NONE = 0,
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RTFB_CATENARY = 1 << RTF_CATENARY,
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};
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DECLARE_ENUM_AS_BIT_SET(RailTypeFlags);
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2005-07-29 21:36:02 +00:00
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/** This struct contains all the info that is needed to draw and construct tracks.
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*/
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2007-03-07 12:11:48 +00:00
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struct RailtypeInfo {
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2005-08-03 11:08:13 +00:00
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/** Struct containing the main sprites. @note not all sprites are listed, but only
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* the ones used directly in the code */
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2005-07-29 21:36:02 +00:00
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struct {
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SpriteID track_y; ///< single piece of rail in Y direction, with ground
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SpriteID track_ns; ///< two pieces of rail in North and South corner (East-West direction)
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SpriteID ground; ///< ground sprite for a 3-way switch
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SpriteID single_y; ///< single piece of rail in Y direction, without ground
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SpriteID single_x; ///< single piece of rail in X direction
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SpriteID single_n; ///< single piece of rail in the northern corner
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SpriteID single_s; ///< single piece of rail in the southern corner
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SpriteID single_e; ///< single piece of rail in the eastern corner
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SpriteID single_w; ///< single piece of rail in the western corner
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2005-10-13 16:00:14 +00:00
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SpriteID crossing; ///< level crossing, rail in X direction
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SpriteID tunnel; ///< tunnel sprites base
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2005-07-29 21:36:02 +00:00
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} base_sprites;
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2005-08-03 11:08:13 +00:00
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/** struct containing the sprites for the rail GUI. @note only sprites referred to
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* directly in the code are listed */
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struct {
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SpriteID build_ns_rail; ///< button for building single rail in N-S direction
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SpriteID build_x_rail; ///< button for building single rail in X direction
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SpriteID build_ew_rail; ///< button for building single rail in E-W direction
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SpriteID build_y_rail; ///< button for building single rail in Y direction
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SpriteID auto_rail; ///< button for the autorail construction
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SpriteID build_depot; ///< button for building depots
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SpriteID build_tunnel; ///< button for building a tunnel
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SpriteID convert_rail; ///< button for converting rail
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} gui_sprites;
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2005-10-14 08:11:18 +00:00
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struct {
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2007-08-03 12:29:56 +00:00
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CursorID rail_ns; ///< Cursor for building rail in N-S direction
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CursorID rail_swne; ///< Cursor for building rail in X direction
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CursorID rail_ew; ///< Cursor for building rail in E-W direction
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CursorID rail_nwse; ///< Cursor for building rail in Y direction
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CursorID autorail; ///< Cursor for autorail tool
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CursorID depot; ///< Cursor for building a depot
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CursorID tunnel; ///< Cursor for building a tunnel
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CursorID convert; ///< Cursor for converting track
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2005-10-14 08:11:18 +00:00
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} cursor;
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2005-08-03 11:08:13 +00:00
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struct {
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StringID toolbar_caption;
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} strings;
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2005-07-29 21:36:02 +00:00
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/** sprite number difference between a piece of track on a snowy ground and the corresponding one on normal ground */
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SpriteID snow_offset;
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2006-03-29 16:30:26 +00:00
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/** bitmask to the OTHER railtypes on which an engine of THIS railtype generates power */
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2008-01-09 21:05:03 +00:00
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RailTypes powered_railtypes;
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2006-03-29 16:30:26 +00:00
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/** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */
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2008-01-09 21:05:03 +00:00
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RailTypes compatible_railtypes;
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2005-07-31 22:53:57 +00:00
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/**
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* Offset between the current railtype and normal rail. This means that:<p>
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* 1) All the sprites in a railset MUST be in the same order. This order
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* is determined by normal rail. Check sprites 1005 and following for this order<p>
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* 2) The position where the railtype is loaded must always be the same, otherwise
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2007-04-04 01:35:16 +00:00
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* the offset will fail.
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2005-07-31 22:53:57 +00:00
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* @note: Something more flexible might be desirable in the future.
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*/
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SpriteID total_offset;
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2005-10-19 08:34:37 +00:00
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/**
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2006-06-27 21:25:53 +00:00
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* Bridge offset
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*/
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2005-10-19 08:34:37 +00:00
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SpriteID bridge_offset;
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2006-04-11 10:45:06 +00:00
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/**
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* Offset to add to ground sprite when drawing custom waypoints / stations
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*/
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byte custom_ground_offset;
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2008-01-01 14:00:31 +00:00
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/**
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* Multiplier for curve maximum speed advantage
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*/
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byte curve_speed;
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2008-04-08 07:19:29 +00:00
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/**
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* Bit mask of rail type flags
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*/
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RailTypeFlags flags;
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2007-03-07 12:11:48 +00:00
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};
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2005-07-29 21:36:02 +00:00
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/**
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* Returns a pointer to the Railtype information for a given railtype
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* @param railtype the rail type which the information is requested for
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* @return The pointer to the RailtypeInfo
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*/
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2005-07-29 22:13:04 +00:00
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static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype)
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2005-07-29 21:36:02 +00:00
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{
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2007-02-26 22:32:21 +00:00
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extern RailtypeInfo _railtypes[RAILTYPE_END];
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2005-07-29 21:36:02 +00:00
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assert(railtype < RAILTYPE_END);
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2005-07-29 22:13:04 +00:00
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return &_railtypes[railtype];
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2005-07-29 21:36:02 +00:00
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}
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2005-07-03 13:02:54 +00:00
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/**
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* Checks if an engine of the given RailType can drive on a tile with a given
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* RailType. This would normally just be an equality check, but for electric
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* rails (which also support non-electric engines).
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* @return Whether the engine can drive on this tile.
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* @param enginetype The RailType of the engine we are considering.
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* @param tiletype The RailType of the tile we are considering.
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*/
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static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype)
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{
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2007-11-19 21:02:30 +00:00
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return HasBit(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
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2005-07-03 13:02:54 +00:00
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}
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2007-08-03 12:29:56 +00:00
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/**
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* Checks if an engine of the given RailType got power on a tile with a given
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* RailType. This would normally just be an equality check, but for electric
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* rails (which also support non-electric engines).
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* @return Whether the engine got power on this tile.
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* @param enginetype The RailType of the engine we are considering.
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* @param tiletype The RailType of the tile we are considering.
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*/
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2006-03-29 16:30:26 +00:00
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static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
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{
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2007-11-19 21:02:30 +00:00
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return HasBit(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
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2006-03-29 16:30:26 +00:00
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}
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2007-10-14 21:20:12 +00:00
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extern int _railtype_cost_multiplier[RAILTYPE_END];
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extern const int _default_railtype_cost_multiplier[RAILTYPE_END];
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/**
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* Returns the cost of building the specified railtype.
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* @param railtype The railtype being built.
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* @return The cost multiplier.
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*/
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static inline Money RailBuildCost(RailType railtype)
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{
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assert(railtype < RAILTYPE_END);
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return (_price.build_rail * _railtype_cost_multiplier[railtype]) >> 3;
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}
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2007-12-08 19:53:30 +00:00
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/**
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* Calculates the cost of rail conversion
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* @param from The railtype we are converting from
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* @param to The railtype we are converting to
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* @return Cost per TrackBit
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*/
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static inline Money RailConvertCost(RailType from, RailType to)
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{
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/* rail -> el. rail
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* calculate the price as 5 / 4 of (cost build el. rail) - (cost build rail)
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* (the price of workers to get to place is that 1/4)
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*/
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if (HasPowerOnRail(from, to)) {
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return ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
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}
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/* el. rail -> rail
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* calculate the price as 1 / 4 of (cost build el. rail) - (cost build rail)
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* (the price of workers is 1 / 4 + price of copper sold to a recycle center)
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*/
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if (HasPowerOnRail(to, from)) {
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return (RailBuildCost(from) - RailBuildCost(to)) >> 2;
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}
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/* make the price the same as remove + build new type */
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return RailBuildCost(to) + _price.remove_rail;
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}
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2007-09-08 09:52:02 +00:00
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void *UpdateTrainPowerProc(Vehicle *v, void *data);
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2005-10-16 09:13:04 +00:00
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void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
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void DrawDefaultWaypointSprite(int x, int y, RailType railtype);
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2008-01-09 23:00:59 +00:00
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void *EnsureNoTrainOnTrackProc(Vehicle *v, void *data);
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2008-03-19 20:50:19 +00:00
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int TicksToLeaveDepot(const Vehicle *v);
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2006-03-29 16:30:26 +00:00
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2008-03-25 12:10:13 +00:00
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/**
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* Test if a rail type has catenary
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* @param rt Rail type to test
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*/
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static inline bool HasCatenary(RailType rt)
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{
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2008-04-08 07:19:29 +00:00
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return HasBit(GetRailTypeInfo(rt)->flags, RTF_CATENARY);
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2008-03-25 12:10:13 +00:00
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}
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2006-03-29 16:30:26 +00:00
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/**
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* Draws overhead wires and pylons for electric railways.
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* @param ti The TileInfo struct of the tile being drawn
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* @see DrawCatenaryRailway
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*/
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void DrawCatenary(const TileInfo *ti);
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2007-09-19 16:36:42 +00:00
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void DrawCatenaryOnTunnel(const TileInfo *ti);
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2006-03-29 16:30:26 +00:00
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2007-07-26 16:51:10 +00:00
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Foundation GetRailFoundation(Slope tileh, TrackBits bits);
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2006-11-17 19:31:44 +00:00
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int32 SettingsDisableElrail(int32 p1); ///< _patches.disable_elrail callback
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2008-01-09 21:05:03 +00:00
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/**
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* Finds out if a Player has a certain railtype available
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* @param p Player in question
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* @param railtype requested RailType
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* @return true if player has requested RailType available
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*/
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bool HasRailtypeAvail(const PlayerID p, const RailType railtype);
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/**
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* Validate functions for rail building.
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* @param rail the railtype to check.
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* @return true if the current player may build the rail.
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*/
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bool ValParamRailtype(const RailType rail);
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/**
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* Returns the "best" railtype a player can build.
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* As the AI doesn't know what the BEST one is, we have our own priority list
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* here. When adding new railtypes, modify this function
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* @param p the player "in action"
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* @return The "best" railtype a player has available
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*/
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RailType GetBestRailtype(const PlayerID p);
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/**
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* Get the rail types the given player can build.
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* @param p the player to get the rail types for.
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* @return the rail types.
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*/
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RailTypes GetPlayerRailtypes(const PlayerID p);
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2005-09-18 20:56:44 +00:00
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#endif /* RAIL_H */
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