mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
d974acac89
-Fix [FS#2102]: but now in a hopefully beter way.
515 lines
19 KiB
C++
515 lines
19 KiB
C++
/* $Id$ */
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/** @file elrail.cpp
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* This file deals with displaying wires and pylons for electric railways.
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* <h2>Basics</h2>
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*
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* <h3>Tile Types</h3>
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*
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* We have two different types of tiles in the drawing code:
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* Normal Railway Tiles (NRTs) which can have more than one track on it, and
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* Special Railways tiles (SRTs) which have only one track (like crossings, depots
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* stations, etc).
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*
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* <h3>Location Categories</h3>
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*
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* All tiles are categorized into three location groups (TLG):
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* Group 0: Tiles with both an even X coordinate and an even Y coordinate
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* Group 1: Tiles with an even X and an odd Y coordinate
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* Group 2: Tiles with an odd X and an even Y coordinate
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* Group 3: Tiles with both an odd X and Y coordnate.
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*
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* <h3>Pylon Points</h3>
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* <h4>Control Points</h4>
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* A Pylon Control Point (PCP) is a position where a wire (or rather two)
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* is mounted onto a pylon.
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* Each NRT does contain 4 PCPs which are bitmapped to a byte
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* variable and are represented by the DiagDirection enum
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*
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* Each track ends on two PCPs and thus requires one pylon on each end. However,
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* there is one exception: Straight-and-level tracks only have one pylon every
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* other tile.
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*
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* Now on each edge there are two PCPs: One from each adjacent tile. Both PCPs
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* are merged using an OR operation (i. e. if one tile needs a PCP at the postion
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* in question, both tiles get it).
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*
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* <h4>Position Points</h4>
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* A Pylon Position Point (PPP) is a position where a pylon is located on the
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* ground. Each PCP owns 8 in (45 degree steps) PPPs that are located around
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* it. PPPs are represented using the Direction enum. Each track bit has PPPs
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* that are impossible (because the pylon would be situated on the track) and
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* some that are preferred (because the pylon would be rectangular to the track).
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*
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* <img src="../../elrail_tile.png">
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* <img src="../../elrail_track.png">
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*
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*/
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#include "stdafx.h"
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#include "openttd.h"
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#include "station_map.h"
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#include "viewport_func.h"
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#include "settings_type.h"
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#include "landscape.h"
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#include "rail_type.h"
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#include "debug.h"
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#include "tunnel_map.h"
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#include "road_map.h"
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#include "bridge_map.h"
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#include "bridge.h"
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#include "rail_map.h"
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#include "train.h"
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#include "rail_gui.h"
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#include "transparency.h"
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#include "tunnelbridge_map.h"
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#include "vehicle_func.h"
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#include "player_base.h"
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#include "tunnelbridge.h"
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#include "engine_func.h"
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#include "elrail_func.h"
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#include "engine_base.h"
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#include "table/sprites.h"
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#include "table/elrail_data.h"
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static inline TLG GetTLG(TileIndex t)
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{
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return (TLG)((HasBit(TileX(t), 0) << 1) + HasBit(TileY(t), 0));
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}
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/**
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* Finds which Electrified Rail Bits are present on a given tile.
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* @param t tile to check
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* @param override pointer to PCP override, can be NULL
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* @return trackbits of tile if it is electrified
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*/
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static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
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{
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switch (GetTileType(t)) {
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case MP_RAILWAY:
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if (!HasCatenary(GetRailType(t))) return TRACK_BIT_NONE;
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switch (GetRailTileType(t)) {
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case RAIL_TILE_NORMAL: case RAIL_TILE_SIGNALS:
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return GetTrackBits(t);
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case RAIL_TILE_WAYPOINT:
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return GetRailWaypointBits(t);
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default:
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return TRACK_BIT_NONE;
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}
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break;
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case MP_TUNNELBRIDGE:
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if (!HasCatenary(GetRailType(t))) return TRACK_BIT_NONE;
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if (override != NULL && (IsTunnel(t) || GetTunnelBridgeLength(t, GetOtherBridgeEnd(t)) > 0)) {
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*override = 1 << GetTunnelBridgeDirection(t);
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}
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return DiagDirToDiagTrackBits(GetTunnelBridgeDirection(t));
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case MP_ROAD:
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if (!IsLevelCrossing(t)) return TRACK_BIT_NONE;
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if (!HasCatenary(GetRailType(t))) return TRACK_BIT_NONE;
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return GetCrossingRailBits(t);
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case MP_STATION:
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if (!IsRailwayStation(t)) return TRACK_BIT_NONE;
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if (!HasCatenary(GetRailType(t))) return TRACK_BIT_NONE;
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if (!IsStationTileElectrifiable(t)) return TRACK_BIT_NONE;
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return TrackToTrackBits(GetRailStationTrack(t));
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default:
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return TRACK_BIT_NONE;
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}
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}
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/** Corrects the tileh for certain tile types. Returns an effective tileh for the track on the tile.
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* @param tile The tile to analyse
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* @param *tileh the tileh
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*/
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static void AdjustTileh(TileIndex tile, Slope *tileh)
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{
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if (IsTileType(tile, MP_TUNNELBRIDGE)) {
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if (IsTunnel(tile)) {
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*tileh = SLOPE_STEEP; // XXX - Hack to make tunnel entrances to always have a pylon
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} else if (*tileh != SLOPE_FLAT) {
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*tileh = SLOPE_FLAT;
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} else {
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*tileh = InclinedSlope(GetTunnelBridgeDirection(tile));
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}
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}
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}
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/**
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* Returns the Z position of a Pylon Control Point.
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*
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* @param tile The tile the pylon should stand on.
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* @param PCPpos The PCP of the tile.
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* @return The Z position of the PCP.
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*/
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static byte GetPCPElevation(TileIndex tile, DiagDirection PCPpos)
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{
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/* The elevation of the "pylon"-sprite should be the elevation at the PCP.
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* PCPs are always on a tile edge.
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*
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* This position can be outside of the tile, i.e. ?_pcp_offset == TILE_SIZE > TILE_SIZE - 1.
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* So we have to move it inside the tile, because if the neighboured tile has a foundation,
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* that does not smoothly connect to the current tile, we will get a wrong elevation from GetSlopeZ().
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*
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* When we move the position inside the tile, we will get a wrong elevation if we have a slope.
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* To catch all cases we round the Z position to the next (TILE_HEIGHT / 2).
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* This will return the correct elevation for slopes and will also detect non-continuous elevation on edges.
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*
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* Also note that the result of GetSlopeZ() is very special on bridge-ramps.
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*/
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byte z = GetSlopeZ(TileX(tile) * TILE_SIZE + min(x_pcp_offsets[PCPpos], TILE_SIZE - 1), TileY(tile) * TILE_SIZE + min(y_pcp_offsets[PCPpos], TILE_SIZE - 1));
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return (z + 2) & ~3; // this means z = (z + TILE_HEIGHT / 4) / (TILE_HEIGHT / 2) * (TILE_HEIGHT / 2);
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}
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/**
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* Draws wires on a tunnel tile
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*
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* DrawTile_TunnelBridge() calls this function to draw the wires as SpriteCombine with the tunnel roof.
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*
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* @param ti The Tileinfo to draw the tile for
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*/
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void DrawCatenaryOnTunnel(const TileInfo *ti)
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{
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/* xmin, ymin, xmax + 1, ymax + 1 of BB */
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static const int _tunnel_wire_BB[4][4] = {
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{ 0, 1, 16, 15 }, // NE
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{ 1, 0, 15, 16 }, // SE
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{ 0, 1, 16, 15 }, // SW
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{ 1, 0, 15, 16 }, // NW
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};
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DiagDirection dir = GetTunnelBridgeDirection(ti->tile);
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const SortableSpriteStruct *sss = &CatenarySpriteData_Tunnel[dir];
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const int *BB_data = _tunnel_wire_BB[dir];
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AddSortableSpriteToDraw(
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sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
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BB_data[2] - sss->x_offset, BB_data[3] - sss->y_offset, BB_Z_SEPARATOR - sss->z_offset + 1,
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GetTileZ(ti->tile) + sss->z_offset,
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IsTransparencySet(TO_CATENARY),
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BB_data[0] - sss->x_offset, BB_data[1] - sss->y_offset, BB_Z_SEPARATOR - sss->z_offset
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);
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}
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/** Draws wires and, if required, pylons on a given tile
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* @param ti The Tileinfo to draw the tile for
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*/
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static void DrawCatenaryRailway(const TileInfo *ti)
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{
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/* Pylons are placed on a tile edge, so we need to take into account
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* the track configuration of 2 adjacent tiles. trackconfig[0] stores the
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* current tile (home tile) while [1] holds the neighbour */
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TrackBits trackconfig[TS_END];
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bool isflat[TS_END];
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/* Note that ti->tileh has already been adjusted for Foundations */
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Slope tileh[TS_END] = { ti->tileh, SLOPE_FLAT };
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/* Half tile slopes coincide only with horizontal/vertical track.
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* Faking a flat slope results in the correct sprites on positions. */
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if (IsHalftileSlope(tileh[TS_HOME])) tileh[TS_HOME] = SLOPE_FLAT;
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TLG tlg = GetTLG(ti->tile);
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byte PCPstatus = 0;
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byte OverridePCP = 0;
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byte PPPpreferred[DIAGDIR_END];
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byte PPPallowed[DIAGDIR_END];
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/* Find which rail bits are present, and select the override points.
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* We don't draw a pylon:
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* 1) INSIDE a tunnel (we wouldn't see it anyway)
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* 2) on the "far" end of a bridge head (the one that connects to bridge middle),
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* because that one is drawn on the bridge. Exception is for length 0 bridges
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* which have no middle tiles */
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trackconfig[TS_HOME] = GetRailTrackBitsUniversal(ti->tile, &OverridePCP);
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/* If a track bit is present that is not in the main direction, the track is level */
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isflat[TS_HOME] = ((trackconfig[TS_HOME] & (TRACK_BIT_HORZ | TRACK_BIT_VERT)) != 0);
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AdjustTileh(ti->tile, &tileh[TS_HOME]);
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for (DiagDirection i = DIAGDIR_NE; i < DIAGDIR_END; i++) {
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TileIndex neighbour = ti->tile + TileOffsByDiagDir(i);
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Foundation foundation = FOUNDATION_NONE;
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byte elevation = GetPCPElevation(ti->tile, i);
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/* Here's one of the main headaches. GetTileSlope does not correct for possibly
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* existing foundataions, so we do have to do that manually later on.*/
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tileh[TS_NEIGHBOUR] = GetTileSlope(neighbour, NULL);
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trackconfig[TS_NEIGHBOUR] = GetRailTrackBitsUniversal(neighbour, NULL);
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if (IsTunnelTile(neighbour) && i != GetTunnelBridgeDirection(neighbour)) trackconfig[TS_NEIGHBOUR] = TRACK_BIT_NONE;
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/* If the neighboured tile does not smoothly connect to the current tile (because of a foundation),
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* we have to draw all pillars on the current tile. */
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if (elevation != GetPCPElevation(neighbour, ReverseDiagDir(i))) trackconfig[TS_NEIGHBOUR] = TRACK_BIT_NONE;
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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)
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PPPallowed[i] = AllowedPPPonPCP[i];
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/* We cycle through all the existing tracks at a PCP and see what
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* PPPs we want to have, or may not have at all */
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for (uint k = 0; k < NUM_TRACKS_AT_PCP; k++) {
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/* Next to us, we have a bridge head, don't worry about that one, if it shows away from us */
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if (TrackSourceTile[i][k] == TS_NEIGHBOUR &&
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IsBridgeTile(neighbour) &&
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GetTunnelBridgeDirection(neighbour) == ReverseDiagDir(i)) {
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continue;
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}
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/* We check whether the track in question (k) is present in the tile
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* (TrackSourceTile) */
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if (HasBit(trackconfig[TrackSourceTile[i][k]], TracksAtPCP[i][k])) {
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/* track found, if track is in the neighbour tile, adjust the number
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* of the PCP for preferred/allowed determination*/
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DiagDirection PCPpos = (TrackSourceTile[i][k] == TS_HOME) ? i : ReverseDiagDir(i);
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SetBit(PCPstatus, i); // This PCP is in use
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PPPpreferred[i] &= PreferredPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
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PPPallowed[i] &= ~DisallowedPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
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}
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}
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/* Deactivate all PPPs if PCP is not used */
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if (!HasBit(PCPstatus, i)) {
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PPPpreferred[i] = 0;
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PPPallowed[i] = 0;
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}
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/* A station is always "flat", so adjust the tileh accordingly */
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if (IsTileType(neighbour, MP_STATION)) tileh[TS_NEIGHBOUR] = SLOPE_FLAT;
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/* Read the foundataions if they are present, and adjust the tileh */
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if (trackconfig[TS_NEIGHBOUR] != TRACK_BIT_NONE && IsTileType(neighbour, MP_RAILWAY) && HasCatenary(GetRailType(neighbour))) foundation = GetRailFoundation(tileh[TS_NEIGHBOUR], trackconfig[TS_NEIGHBOUR]);
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if (IsBridgeTile(neighbour)) {
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foundation = GetBridgeFoundation(tileh[TS_NEIGHBOUR], DiagDirToAxis(GetTunnelBridgeDirection(neighbour)));
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}
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ApplyFoundationToSlope(foundation, &tileh[TS_NEIGHBOUR]);
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/* Half tile slopes coincide only with horizontal/vertical track.
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* Faking a flat slope results in the correct sprites on positions. */
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if (IsHalftileSlope(tileh[TS_NEIGHBOUR])) tileh[TS_NEIGHBOUR] = SLOPE_FLAT;
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AdjustTileh(neighbour, &tileh[TS_NEIGHBOUR]);
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/* If we have a straight (and level) track, we want a pylon only every 2 tiles
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* Delete the PCP if this is the case. */
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/* Level means that the slope is the same, or the track is flat */
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if (tileh[TS_HOME] == tileh[TS_NEIGHBOUR] || (isflat[TS_HOME] && isflat[TS_NEIGHBOUR])) {
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for (uint k = 0; k < NUM_IGNORE_GROUPS; k++) {
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if (PPPpreferred[i] == IgnoredPCP[k][tlg][i]) ClrBit(PCPstatus, i);
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}
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}
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/* Now decide where we draw our pylons. First try the preferred PPPs, but they may not exist.
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* In that case, we try the any of the allowed ones. if they don't exist either, don't draw
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* anything. Note that the preferred PPPs still contain the end-of-line markers.
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* Remove those (simply by ANDing with allowed, since these markers are never allowed) */
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if ((PPPallowed[i] & PPPpreferred[i]) != 0) PPPallowed[i] &= PPPpreferred[i];
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if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
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Track bridgetrack = GetBridgeAxis(ti->tile) == AXIS_X ? TRACK_X : TRACK_Y;
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uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
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if ((height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) &&
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(i == PCPpositions[bridgetrack][0] || i == PCPpositions[bridgetrack][1])) {
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SetBit(OverridePCP, i);
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}
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}
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if (PPPallowed[i] != 0 && HasBit(PCPstatus, i) && !HasBit(OverridePCP, i)) {
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for (Direction k = DIR_BEGIN; k < DIR_END; k++) {
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byte temp = PPPorder[i][GetTLG(ti->tile)][k];
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if (HasBit(PPPallowed[i], temp)) {
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uint x = ti->x + x_pcp_offsets[i] + x_ppp_offsets[temp];
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uint y = ti->y + y_pcp_offsets[i] + y_ppp_offsets[temp];
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/* Don't build the pylon if it would be outside the tile */
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if (!HasBit(OwnedPPPonPCP[i], temp)) {
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/* We have a neighour that will draw it, bail out */
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if (trackconfig[TS_NEIGHBOUR] != 0) break;
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continue; /* No neighbour, go looking for a better position */
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}
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AddSortableSpriteToDraw(pylon_sprites[temp], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE,
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elevation, IsTransparencySet(TO_CATENARY), -1, -1);
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break; /* We already have drawn a pylon, bail out */
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}
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}
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}
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}
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/* Don't draw a wire under a low bridge */
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if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_CATENARY)) {
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uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));
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if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
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}
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/* Drawing of pylons is finished, now draw the wires */
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for (Track t = TRACK_BEGIN; t < TRACK_END; t++) {
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if (HasBit(trackconfig[TS_HOME], t)) {
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if (IsTunnelTile(ti->tile)) break; // drawn together with tunnel-roof (see DrawCatenaryOnTunnel())
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byte PCPconfig = HasBit(PCPstatus, PCPpositions[t][0]) +
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(HasBit(PCPstatus, PCPpositions[t][1]) << 1);
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const SortableSpriteStruct *sss;
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int tileh_selector = !(tileh[TS_HOME] % 3) * tileh[TS_HOME] / 3; /* tileh for the slopes, 0 otherwise */
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assert(PCPconfig != 0); /* We have a pylon on neither end of the wire, that doesn't work (since we have no sprites for that) */
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assert(!IsSteepSlope(tileh[TS_HOME]));
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sss = &CatenarySpriteData[Wires[tileh_selector][t][PCPconfig]];
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/*
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* The "wire"-sprite position is inside the tile, i.e. 0 <= sss->?_offset < TILE_SIZE.
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* Therefore it is save to use GetSlopeZ() for the elevation.
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* Also note, that the result of GetSlopeZ() is very special for bridge-ramps.
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*/
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AddSortableSpriteToDraw(sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
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sss->x_size, sss->y_size, sss->z_size, GetSlopeZ(ti->x + sss->x_offset, ti->y + sss->y_offset) + sss->z_offset,
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IsTransparencySet(TO_CATENARY));
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}
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}
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}
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void DrawCatenaryOnBridge(const TileInfo *ti)
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{
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TileIndex end = GetSouthernBridgeEnd(ti->tile);
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TileIndex start = GetOtherBridgeEnd(end);
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uint length = GetTunnelBridgeLength(start, end);
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uint num = GetTunnelBridgeLength(ti->tile, start) + 1;
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uint height;
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const SortableSpriteStruct *sss;
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Axis axis = GetBridgeAxis(ti->tile);
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TLG tlg = GetTLG(ti->tile);
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CatenarySprite offset = (CatenarySprite)(axis == AXIS_X ? 0 : WIRE_Y_FLAT_BOTH - WIRE_X_FLAT_BOTH);
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if ((length % 2) && num == length) {
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/* Draw the "short" wire on the southern end of the bridge
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* only needed if the length of the bridge is odd */
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sss = &CatenarySpriteData[WIRE_X_FLAT_BOTH + offset];
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} else {
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/* Draw "long" wires on all other tiles of the bridge (one pylon every two tiles) */
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sss = &CatenarySpriteData[WIRE_X_FLAT_SW + (num % 2) + offset];
|
|
}
|
|
|
|
height = GetBridgeHeight(end);
|
|
|
|
AddSortableSpriteToDraw(sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
|
|
sss->x_size, sss->y_size, sss->z_size, height + sss->z_offset,
|
|
IsTransparencySet(TO_CATENARY)
|
|
);
|
|
|
|
/* Finished with wires, draw pylons */
|
|
/* every other tile needs a pylon on the northern end */
|
|
if (num % 2) {
|
|
DiagDirection PCPpos = (axis == AXIS_X ? DIAGDIR_NE : DIAGDIR_NW);
|
|
Direction PPPpos = (axis == AXIS_X ? DIR_NW : DIR_NE);
|
|
if (HasBit(tlg, (axis == AXIS_X ? 0 : 1))) PPPpos = ReverseDir(PPPpos);
|
|
uint x = ti->x + x_pcp_offsets[PCPpos] + x_ppp_offsets[PPPpos];
|
|
uint y = ti->y + y_pcp_offsets[PCPpos] + y_ppp_offsets[PPPpos];
|
|
AddSortableSpriteToDraw(pylon_sprites[PPPpos], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE, height, IsTransparencySet(TO_CATENARY), -1, -1);
|
|
}
|
|
|
|
/* need a pylon on the southern end of the bridge */
|
|
if (GetTunnelBridgeLength(ti->tile, start) + 1 == length) {
|
|
DiagDirection PCPpos = (axis == AXIS_X ? DIAGDIR_SW : DIAGDIR_SE);
|
|
Direction PPPpos = (axis == AXIS_X ? DIR_NW : DIR_NE);
|
|
if (HasBit(tlg, (axis == AXIS_X ? 0 : 1))) PPPpos = ReverseDir(PPPpos);
|
|
uint x = ti->x + x_pcp_offsets[PCPpos] + x_ppp_offsets[PPPpos];
|
|
uint y = ti->y + y_pcp_offsets[PCPpos] + y_ppp_offsets[PPPpos];
|
|
AddSortableSpriteToDraw(pylon_sprites[PPPpos], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE, height, IsTransparencySet(TO_CATENARY), -1, -1);
|
|
}
|
|
}
|
|
|
|
void DrawCatenary(const TileInfo *ti)
|
|
{
|
|
switch (GetTileType(ti->tile)) {
|
|
case MP_RAILWAY:
|
|
if (IsRailDepot(ti->tile)) {
|
|
const SortableSpriteStruct *sss = &CatenarySpriteData_Depot[GetRailDepotDirection(ti->tile)];
|
|
|
|
/* This wire is not visible with the default depot sprites */
|
|
AddSortableSpriteToDraw(
|
|
sss->image, PAL_NONE, 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,
|
|
IsTransparencySet(TO_CATENARY)
|
|
);
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
case MP_ROAD:
|
|
case MP_STATION:
|
|
break;
|
|
|
|
default: return;
|
|
}
|
|
DrawCatenaryRailway(ti);
|
|
}
|
|
|
|
int32 SettingsDisableElrail(int32 p1)
|
|
{
|
|
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 */
|
|
Engine *e;
|
|
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
|
|
RailVehicleInfo *rv_info = &e->u.rail;
|
|
/* 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 |= RAILTYPES_RAIL;
|
|
v->u.rail.railtype = RAILTYPE_RAIL;
|
|
SetBit(v->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Fix the total power and acceleration for trains */
|
|
FOR_ALL_VEHICLES(v) {
|
|
/* power and acceleration is cached only for front engines */
|
|
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
|
|
TrainPowerChanged(v);
|
|
UpdateTrainAcceleration(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;
|
|
}
|