/* $Id$ */ /** @file rail.h */ #ifndef RAIL_H #define RAIL_H #include "direction.h" #include "tile.h" typedef enum RailTypes { RAILTYPE_RAIL = 0, RAILTYPE_ELECTRIC = 1, RAILTYPE_MONO = 2, RAILTYPE_MAGLEV = 3, RAILTYPE_END, INVALID_RAILTYPE = 0xFF } RailType; typedef byte RailTypeMask; /** These are used to specify a single track. * Can be translated to a trackbit with TrackToTrackbit */ typedef enum Track { TRACK_X = 0, TRACK_Y = 1, TRACK_UPPER = 2, TRACK_LOWER = 3, TRACK_LEFT = 4, TRACK_RIGHT = 5, TRACK_END, INVALID_TRACK = 0xFF } Track; /** Convert an Axis to the corresponding Track * AXIS_X -> TRACK_X * AXIS_Y -> TRACK_Y * Uses the fact that they share the same internal encoding */ static inline Track AxisToTrack(Axis a) { return (Track)a; } /** Bitfield corresponding to Track */ typedef enum TrackBits { TRACK_BIT_NONE = 0U, TRACK_BIT_X = 1U << TRACK_X, TRACK_BIT_Y = 1U << TRACK_Y, TRACK_BIT_UPPER = 1U << TRACK_UPPER, TRACK_BIT_LOWER = 1U << TRACK_LOWER, TRACK_BIT_LEFT = 1U << TRACK_LEFT, TRACK_BIT_RIGHT = 1U << TRACK_RIGHT, TRACK_BIT_CROSS = TRACK_BIT_X | TRACK_BIT_Y, TRACK_BIT_HORZ = TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_VERT = TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_3WAY_NE = TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT, TRACK_BIT_3WAY_SE = TRACK_BIT_Y | TRACK_BIT_LOWER | TRACK_BIT_RIGHT, TRACK_BIT_3WAY_SW = TRACK_BIT_X | TRACK_BIT_LOWER | TRACK_BIT_LEFT, TRACK_BIT_3WAY_NW = TRACK_BIT_Y | TRACK_BIT_UPPER | TRACK_BIT_LEFT, TRACK_BIT_ALL = TRACK_BIT_CROSS | TRACK_BIT_HORZ | TRACK_BIT_VERT, TRACK_BIT_MASK = 0x3FU } TrackBits; /** * Maps a Track to the corresponding TrackBits value */ static inline TrackBits TrackToTrackBits(Track track) { return (TrackBits)(1 << track); } static inline TrackBits AxisToTrackBits(Axis a) { return TrackToTrackBits(AxisToTrack(a)); } /** These are a combination of tracks and directions. Values are 0-5 in one * direction (corresponding to the Track enum) and 8-13 in the other direction. */ typedef enum Trackdirs { TRACKDIR_X_NE = 0, TRACKDIR_Y_SE = 1, TRACKDIR_UPPER_E = 2, TRACKDIR_LOWER_E = 3, TRACKDIR_LEFT_S = 4, TRACKDIR_RIGHT_S = 5, /* Note the two missing values here. This enables trackdir -> track * conversion by doing (trackdir & 7) */ TRACKDIR_X_SW = 8, TRACKDIR_Y_NW = 9, TRACKDIR_UPPER_W = 10, TRACKDIR_LOWER_W = 11, TRACKDIR_LEFT_N = 12, TRACKDIR_RIGHT_N = 13, TRACKDIR_END, INVALID_TRACKDIR = 0xFF, } Trackdir; /** These are a combination of tracks and directions. Values are 0-5 in one * direction (corresponding to the Track enum) and 8-13 in the other direction. */ typedef enum TrackdirBits { TRACKDIR_BIT_NONE = 0x0000, TRACKDIR_BIT_X_NE = 0x0001, TRACKDIR_BIT_Y_SE = 0x0002, TRACKDIR_BIT_UPPER_E = 0x0004, TRACKDIR_BIT_LOWER_E = 0x0008, TRACKDIR_BIT_LEFT_S = 0x0010, TRACKDIR_BIT_RIGHT_S = 0x0020, /* Again, note the two missing values here. This enables trackdir -> track conversion by doing (trackdir & 0xFF) */ TRACKDIR_BIT_X_SW = 0x0100, TRACKDIR_BIT_Y_NW = 0x0200, TRACKDIR_BIT_UPPER_W = 0x0400, TRACKDIR_BIT_LOWER_W = 0x0800, TRACKDIR_BIT_LEFT_N = 0x1000, TRACKDIR_BIT_RIGHT_N = 0x2000, TRACKDIR_BIT_MASK = 0x3F3F, INVALID_TRACKDIR_BIT = 0xFFFF, } TrackdirBits; /** This struct contains all the info that is needed to draw and construct tracks. */ typedef struct RailtypeInfo { /** Struct containing the main sprites. @note not all sprites are listed, but only * the ones used directly in the code */ struct { SpriteID track_y; ///< single piece of rail in Y direction, with ground SpriteID track_ns; ///< two pieces of rail in North and South corner (East-West direction) SpriteID ground; ///< ground sprite for a 3-way switch SpriteID single_y; ///< single piece of rail in Y direction, without ground SpriteID single_x; ///< single piece of rail in X direction SpriteID single_n; ///< single piece of rail in the northern corner SpriteID single_s; ///< single piece of rail in the southern corner SpriteID single_e; ///< single piece of rail in the eastern corner SpriteID single_w; ///< single piece of rail in the western corner SpriteID crossing; ///< level crossing, rail in X direction SpriteID tunnel; ///< tunnel sprites base } base_sprites; /** struct containing the sprites for the rail GUI. @note only sprites referred to * directly in the code are listed */ struct { SpriteID build_ns_rail; ///< button for building single rail in N-S direction SpriteID build_x_rail; ///< button for building single rail in X direction SpriteID build_ew_rail; ///< button for building single rail in E-W direction SpriteID build_y_rail; ///< button for building single rail in Y direction SpriteID auto_rail; ///< button for the autorail construction SpriteID build_depot; ///< button for building depots SpriteID build_tunnel; ///< button for building a tunnel SpriteID convert_rail; ///< button for converting rail } gui_sprites; struct { CursorID rail_ns; CursorID rail_swne; CursorID rail_ew; CursorID rail_nwse; CursorID autorail; CursorID depot; CursorID tunnel; CursorID convert; } cursor; struct { StringID toolbar_caption; } strings; /** sprite number difference between a piece of track on a snowy ground and the corresponding one on normal ground */ SpriteID snow_offset; /** bitmask to the OTHER railtypes on which an engine of THIS railtype generates power */ RailTypeMask powered_railtypes; /** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */ RailTypeMask compatible_railtypes; /** * Offset between the current railtype and normal rail. This means that:
* 1) All the sprites in a railset MUST be in the same order. This order * is determined by normal rail. Check sprites 1005 and following for this order
* 2) The position where the railtype is loaded must always be the same, otherwise * the offset will fail.
* @note: Something more flexible might be desirable in the future. */ SpriteID total_offset; /** * Bridge offset */ SpriteID bridge_offset; /** * Offset to add to ground sprite when drawing custom waypoints / stations */ byte custom_ground_offset; } RailtypeInfo; extern RailtypeInfo _railtypes[RAILTYPE_END]; // these are the maximums used for updating signal blocks, and checking if a depot is in a pbs block enum { NUM_SSD_ENTRY = 256, // max amount of blocks NUM_SSD_STACK = 32, // max amount of blocks to check recursively }; /** * Maps a Trackdir to the corresponding TrackdirBits value */ static inline TrackdirBits TrackdirToTrackdirBits(Trackdir trackdir) { return (TrackdirBits)(1 << trackdir); } /** * These functions check the validity of Tracks and Trackdirs. assert against * them when convenient. */ static inline bool IsValidTrack(Track track) { return track < TRACK_END; } static inline bool IsValidTrackdir(Trackdir trackdir) { return (TrackdirToTrackdirBits(trackdir) & TRACKDIR_BIT_MASK) != 0; } /** * Functions to map tracks to the corresponding bits in the signal * presence/status bytes in the map. You should not use these directly, but * wrapper functions below instead. XXX: Which are these? */ /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction along with the trackdir. */ extern const byte _signal_along_trackdir[TRACKDIR_END]; static inline byte SignalAlongTrackdir(Trackdir trackdir) {return _signal_along_trackdir[trackdir];} /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction against the trackdir. */ static inline byte SignalAgainstTrackdir(Trackdir trackdir) { extern const byte _signal_against_trackdir[TRACKDIR_END]; return _signal_against_trackdir[trackdir]; } /** * Maps a Track to the bits that store the status of the two signals that can * be present on the given track. */ static inline byte SignalOnTrack(Track track) { extern const byte _signal_on_track[TRACK_END]; return _signal_on_track[track]; } /* * Functions describing logical relations between Tracks, TrackBits, Trackdirs * TrackdirBits, Direction and DiagDirections. * * TODO: Add #unndefs or something similar to remove the arrays used below * from the global scope and expose direct uses of them. */ /** * Maps a trackdir to the reverse trackdir. */ static inline Trackdir ReverseTrackdir(Trackdir trackdir) { return (Trackdir)(trackdir ^ 8); } /** * Returns the Track that a given Trackdir represents */ static inline Track TrackdirToTrack(Trackdir trackdir) { return (Track)(trackdir & 0x7); } /** * Returns a Trackdir for the given Track. Since every Track corresponds to * two Trackdirs, we choose the one which points between NE and S. * Note that the actual implementation is quite futile, but this might change * in the future. */ static inline Trackdir TrackToTrackdir(Track track) { return (Trackdir)track; } /** * Returns a TrackdirBit mask that contains the two TrackdirBits that * correspond with the given Track (one for each direction). */ static inline TrackdirBits TrackToTrackdirBits(Track track) { Trackdir td = TrackToTrackdir(track); return (TrackdirBits)(TrackdirToTrackdirBits(td) | TrackdirToTrackdirBits(ReverseTrackdir(td))); } /** * Discards all directional information from the given TrackdirBits. Any * Track which is present in either direction will be present in the result. */ static inline TrackBits TrackdirBitsToTrackBits(TrackdirBits bits) { return (TrackBits)((bits | (bits >> 8)) & TRACK_BIT_MASK); } /** * Maps a trackdir to the trackdir that you will end up on if you go straight * ahead. This will be the same trackdir for diagonal trackdirs, but a * different (alternating) one for straight trackdirs */ static inline Trackdir NextTrackdir(Trackdir trackdir) { extern const Trackdir _next_trackdir[TRACKDIR_END]; return _next_trackdir[trackdir]; } /** * Maps a track to all tracks that make 90 deg turns with it. */ static inline TrackBits TrackCrossesTracks(Track track) { extern const TrackBits _track_crosses_tracks[TRACK_END]; return _track_crosses_tracks[track]; } /** * Maps a trackdir to the (4-way) direction the tile is exited when following * that trackdir. */ static inline DiagDirection TrackdirToExitdir(Trackdir trackdir) { extern const DiagDirection _trackdir_to_exitdir[TRACKDIR_END]; return _trackdir_to_exitdir[trackdir]; } /** * Maps a track and an (4-way) dir to the trackdir that represents the track * with the exit in the given direction. */ static inline Trackdir TrackExitdirToTrackdir(Track track, DiagDirection diagdir) { extern const Trackdir _track_exitdir_to_trackdir[TRACK_END][DIAGDIR_END]; return _track_exitdir_to_trackdir[track][diagdir]; } /** * Maps a track and an (4-way) dir to the trackdir that represents the track * with the exit in the given direction. */ static inline Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir) { extern const Trackdir _track_enterdir_to_trackdir[TRACK_END][DIAGDIR_END]; return _track_enterdir_to_trackdir[track][diagdir]; } /** * Maps a track and a full (8-way) direction to the trackdir that represents * the track running in the given direction. */ static inline Trackdir TrackDirectionToTrackdir(Track track, Direction dir) { extern const Trackdir _track_direction_to_trackdir[TRACK_END][DIR_END]; return _track_direction_to_trackdir[track][dir]; } /** * Maps a (4-way) direction to the diagonal trackdir that runs in that * direction. */ static inline Trackdir DiagdirToDiagTrackdir(DiagDirection diagdir) { extern const Trackdir _dir_to_diag_trackdir[DIAGDIR_END]; return _dir_to_diag_trackdir[diagdir]; } extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END]; /** * Returns all trackdirs that can be reached when entering a tile from a given * (diagonal) direction. This will obviously include 90 degree turns, since no * information is available about the exact angle of entering */ static inline TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir) { return _exitdir_reaches_trackdirs[diagdir]; } /** * Returns all tracks that can be reached when entering a tile from a given * (diagonal) direction. This will obviously include 90 degree turns, since no * information is available about the exact angle of entering */ static inline TrackBits DiagdirReachesTracks(DiagDirection diagdir) { return TrackdirBitsToTrackBits(DiagdirReachesTrackdirs(diagdir)); } /** * Maps a trackdir to the trackdirs that can be reached from it (ie, when * entering the next tile. This will include 90 degree turns! */ static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir) { return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)]; } /* Note that there is no direct table for this function (there used to be), * but it uses two simpeler tables to achieve the result */ /** * Maps a trackdir to all trackdirs that make 90 deg turns with it. */ static inline TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir) { extern const TrackdirBits _track_crosses_trackdirs[TRACKDIR_END]; return _track_crosses_trackdirs[TrackdirToTrack(trackdir)]; } /* Checks if a given Track is diagonal */ static inline bool IsDiagonalTrack(Track track) { return (track == TRACK_X) || (track == TRACK_Y); } /* Checks if a given Trackdir is diagonal. */ static inline bool IsDiagonalTrackdir(Trackdir trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); } /** * Returns a pointer to the Railtype information for a given railtype * @param railtype the rail type which the information is requested for * @return The pointer to the RailtypeInfo */ static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype) { assert(railtype < RAILTYPE_END); return &_railtypes[railtype]; } /** * Checks if an engine of the given RailType can drive on a tile with a given * RailType. This would normally just be an equality check, but for electric * rails (which also support non-electric engines). * @return Whether the engine can drive on this tile. * @param enginetype The RailType of the engine we are considering. * @param tiletype The RailType of the tile we are considering. */ static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype) { return HASBIT(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype); } static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype) { return HASBIT(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype); } /** * Checks if the given tracks overlap, ie form a crossing. Basically this * means when there is more than one track on the tile, exept when there are * two parallel tracks. * @param bits The tracks present. * @return Whether the tracks present overlap in any way. */ static inline bool TracksOverlap(TrackBits bits) { /* With no, or only one track, there is no overlap */ if (bits == 0 || KILL_FIRST_BIT(bits) == 0) return false; /* We know that there are at least two tracks present. When there are more * than 2 tracks, they will surely overlap. When there are two, they will * always overlap unless they are lower & upper or right & left. */ return bits != TRACK_BIT_HORZ && bits != TRACK_BIT_VERT; } void DrawTrainDepotSprite(int x, int y, int image, RailType railtype); void DrawDefaultWaypointSprite(int x, int y, RailType railtype); /** * Draws overhead wires and pylons for electric railways. * @param ti The TileInfo struct of the tile being drawn * @see DrawCatenaryRailway */ void DrawCatenary(const TileInfo *ti); uint GetRailFoundation(Slope tileh, TrackBits bits); #endif /* RAIL_H */