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https://github.com/JGRennison/OpenTTD-patches.git
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448 lines
15 KiB
C
448 lines
15 KiB
C
/* $Id$ */
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/** @file rail.h */
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#ifndef RAIL_H
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#define RAIL_H
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#include "direction.h"
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#include "tile.h"
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typedef enum RailTypes {
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RAILTYPE_RAIL = 0,
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RAILTYPE_ELECTRIC = 1,
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RAILTYPE_MONO = 2,
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RAILTYPE_MAGLEV = 3,
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RAILTYPE_END,
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INVALID_RAILTYPE = 0xFF
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} RailType;
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typedef byte RailTypeMask;
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/** These are used to specify a single track.
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* Can be translated to a trackbit with TrackToTrackbit */
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typedef enum Track {
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TRACK_X = 0,
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TRACK_Y = 1,
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TRACK_UPPER = 2,
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TRACK_LOWER = 3,
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TRACK_LEFT = 4,
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TRACK_RIGHT = 5,
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TRACK_END,
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INVALID_TRACK = 0xFF
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} Track;
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/** Bitfield corresponding to Track */
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typedef enum TrackBits {
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TRACK_BIT_NONE = 0U,
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TRACK_BIT_X = 1U << TRACK_X,
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TRACK_BIT_Y = 1U << TRACK_Y,
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TRACK_BIT_UPPER = 1U << TRACK_UPPER,
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TRACK_BIT_LOWER = 1U << TRACK_LOWER,
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TRACK_BIT_LEFT = 1U << TRACK_LEFT,
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TRACK_BIT_RIGHT = 1U << TRACK_RIGHT,
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TRACK_BIT_CROSS = TRACK_BIT_X | TRACK_BIT_Y,
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TRACK_BIT_HORZ = TRACK_BIT_UPPER | TRACK_BIT_LOWER,
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TRACK_BIT_VERT = TRACK_BIT_LEFT | TRACK_BIT_RIGHT,
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TRACK_BIT_3WAY_NE = TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT,
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TRACK_BIT_3WAY_SE = TRACK_BIT_Y | TRACK_BIT_LOWER | TRACK_BIT_RIGHT,
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TRACK_BIT_3WAY_SW = TRACK_BIT_X | TRACK_BIT_LOWER | TRACK_BIT_LEFT,
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TRACK_BIT_3WAY_NW = TRACK_BIT_Y | TRACK_BIT_UPPER | TRACK_BIT_LEFT,
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TRACK_BIT_ALL = TRACK_BIT_CROSS | TRACK_BIT_HORZ | TRACK_BIT_VERT,
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TRACK_BIT_MASK = 0x3FU
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} TrackBits;
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/** These are a combination of tracks and directions. Values are 0-5 in one
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direction (corresponding to the Track enum) and 8-13 in the other direction. */
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typedef enum Trackdirs {
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TRACKDIR_X_NE = 0,
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TRACKDIR_Y_SE = 1,
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TRACKDIR_UPPER_E = 2,
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TRACKDIR_LOWER_E = 3,
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TRACKDIR_LEFT_S = 4,
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TRACKDIR_RIGHT_S = 5,
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/* Note the two missing values here. This enables trackdir -> track
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* conversion by doing (trackdir & 7) */
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TRACKDIR_X_SW = 8,
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TRACKDIR_Y_NW = 9,
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TRACKDIR_UPPER_W = 10,
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TRACKDIR_LOWER_W = 11,
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TRACKDIR_LEFT_N = 12,
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TRACKDIR_RIGHT_N = 13,
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TRACKDIR_END,
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INVALID_TRACKDIR = 0xFF,
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} Trackdir;
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/** These are a combination of tracks and directions. Values are 0-5 in one
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direction (corresponding to the Track enum) and 8-13 in the other direction. */
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typedef enum TrackdirBits {
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TRACKDIR_BIT_NONE = 0x0,
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TRACKDIR_BIT_X_NE = 0x1,
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TRACKDIR_BIT_Y_SE = 0x2,
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TRACKDIR_BIT_UPPER_E = 0x4,
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TRACKDIR_BIT_LOWER_E = 0x8,
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TRACKDIR_BIT_LEFT_S = 0x10,
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TRACKDIR_BIT_RIGHT_S = 0x20,
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/* Again, note the two missing values here. This enables trackdir -> track conversion by doing (trackdir & 0xFF) */
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TRACKDIR_BIT_X_SW = 0x0100,
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TRACKDIR_BIT_Y_NW = 0x0200,
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TRACKDIR_BIT_UPPER_W = 0x0400,
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TRACKDIR_BIT_LOWER_W = 0x0800,
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TRACKDIR_BIT_LEFT_N = 0x1000,
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TRACKDIR_BIT_RIGHT_N = 0x2000,
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TRACKDIR_BIT_MASK = 0x3F3F,
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INVALID_TRACKDIR_BIT = 0xFFFF,
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} TrackdirBits;
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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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typedef struct RailtypeInfo {
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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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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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SpriteID crossing; ///< level crossing, rail in X direction
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SpriteID tunnel; ///< tunnel sprites base
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} base_sprites;
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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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struct {
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CursorID rail_ns;
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CursorID rail_swne;
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CursorID rail_ew;
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CursorID rail_nwse;
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CursorID autorail;
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CursorID depot;
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CursorID tunnel;
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CursorID convert;
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} cursor;
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struct {
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StringID toolbar_caption;
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} strings;
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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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/** bitmask to the OTHER railtypes on which an engine of THIS railtype generates power */
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RailTypeMask powered_railtypes;
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/** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */
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RailTypeMask compatible_railtypes;
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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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* the offset will fail.<p>
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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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/**
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* Bridge offset
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*/
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SpriteID bridge_offset;
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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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} RailtypeInfo;
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extern RailtypeInfo _railtypes[RAILTYPE_END];
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// these are the maximums used for updating signal blocks, and checking if a depot is in a pbs block
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enum {
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NUM_SSD_ENTRY = 256, // max amount of blocks
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NUM_SSD_STACK = 32 ,// max amount of blocks to check recursively
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};
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/**
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* Maps a Trackdir to the corresponding TrackdirBits value
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*/
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static inline TrackdirBits TrackdirToTrackdirBits(Trackdir trackdir) { return (TrackdirBits)(1 << trackdir); }
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/**
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* These functions check the validity of Tracks and Trackdirs. assert against
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* them when convenient.
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*/
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static inline bool IsValidTrack(Track track) { return track < TRACK_END; }
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static inline bool IsValidTrackdir(Trackdir trackdir) { return (TrackdirToTrackdirBits(trackdir) & TRACKDIR_BIT_MASK) != 0; }
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/**
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* Functions to map tracks to the corresponding bits in the signal
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* presence/status bytes in the map. You should not use these directly, but
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* wrapper functions below instead. XXX: Which are these?
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*/
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/**
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* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction along with the trackdir.
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*/
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extern const byte _signal_along_trackdir[TRACKDIR_END];
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static inline byte SignalAlongTrackdir(Trackdir trackdir) {return _signal_along_trackdir[trackdir];}
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/**
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* Maps a trackdir to the bit that stores its status in the map arrays, in the
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* direction against the trackdir.
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*/
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static inline byte SignalAgainstTrackdir(Trackdir trackdir) {
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extern const byte _signal_against_trackdir[TRACKDIR_END];
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return _signal_against_trackdir[trackdir];
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}
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/**
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* Maps a Track to the bits that store the status of the two signals that can
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* be present on the given track.
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*/
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static inline byte SignalOnTrack(Track track) {
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extern const byte _signal_on_track[TRACK_END];
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return _signal_on_track[track];
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}
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/*
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* Functions describing logical relations between Tracks, TrackBits, Trackdirs
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* TrackdirBits, Direction and DiagDirections.
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*
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* TODO: Add #unndefs or something similar to remove the arrays used below
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* from the global scope and expose direct uses of them.
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*/
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/**
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* Maps a trackdir to the reverse trackdir.
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*/
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static inline Trackdir ReverseTrackdir(Trackdir trackdir) {
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return (Trackdir)(trackdir ^ 8);
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}
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/**
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* Maps a Track to the corresponding TrackBits value
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*/
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static inline TrackBits TrackToTrackBits(Track track) { return (TrackBits)(1 << track); }
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/**
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* Returns the Track that a given Trackdir represents
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*/
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static inline Track TrackdirToTrack(Trackdir trackdir) { return (Track)(trackdir & 0x7); }
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/**
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* Returns a Trackdir for the given Track. Since every Track corresponds to
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* two Trackdirs, we choose the one which points between NE and S.
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* Note that the actual implementation is quite futile, but this might change
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* in the future.
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*/
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static inline Trackdir TrackToTrackdir(Track track) { return (Trackdir)track; }
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/**
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* Returns a TrackdirBit mask that contains the two TrackdirBits that
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* correspond with the given Track (one for each direction).
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*/
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static inline TrackdirBits TrackToTrackdirBits(Track track)
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{
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Trackdir td = TrackToTrackdir(track);
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return (TrackdirBits)(TrackdirToTrackdirBits(td) | TrackdirToTrackdirBits(ReverseTrackdir(td)));
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}
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/**
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* Discards all directional information from the given TrackdirBits. Any
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* Track which is present in either direction will be present in the result.
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*/
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static inline TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
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{
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return (TrackBits)(bits | (bits >> 8));
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}
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/**
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* Maps a trackdir to the trackdir that you will end up on if you go straight
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* ahead. This will be the same trackdir for diagonal trackdirs, but a
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* different (alternating) one for straight trackdirs
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*/
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static inline Trackdir NextTrackdir(Trackdir trackdir)
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{
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extern const Trackdir _next_trackdir[TRACKDIR_END];
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return _next_trackdir[trackdir];
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}
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/**
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* Maps a track to all tracks that make 90 deg turns with it.
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*/
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static inline TrackBits TrackCrossesTracks(Track track)
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{
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extern const TrackBits _track_crosses_tracks[TRACK_END];
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return _track_crosses_tracks[track];
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}
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/**
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* Maps a trackdir to the (4-way) direction the tile is exited when following
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* that trackdir.
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*/
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static inline DiagDirection TrackdirToExitdir(Trackdir trackdir)
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{
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extern const DiagDirection _trackdir_to_exitdir[TRACKDIR_END];
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return _trackdir_to_exitdir[trackdir];
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}
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/**
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* Maps a track and an (4-way) dir to the trackdir that represents the track
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* with the exit in the given direction.
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*/
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static inline Trackdir TrackExitdirToTrackdir(Track track, DiagDirection diagdir)
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{
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extern const Trackdir _track_exitdir_to_trackdir[TRACK_END][DIAGDIR_END];
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return _track_exitdir_to_trackdir[track][diagdir];
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}
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/**
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* Maps a track and an (4-way) dir to the trackdir that represents the track
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* with the exit in the given direction.
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*/
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static inline Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir)
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{
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extern const Trackdir _track_enterdir_to_trackdir[TRACK_END][DIAGDIR_END];
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return _track_enterdir_to_trackdir[track][diagdir];
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}
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/**
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* Maps a track and a full (8-way) direction to the trackdir that represents
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* the track running in the given direction.
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*/
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static inline Trackdir TrackDirectionToTrackdir(Track track, Direction dir)
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{
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extern const Trackdir _track_direction_to_trackdir[TRACK_END][DIR_END];
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return _track_direction_to_trackdir[track][dir];
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}
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/**
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* Maps a (4-way) direction to the diagonal trackdir that runs in that
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* direction.
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*/
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static inline Trackdir DiagdirToDiagTrackdir(DiagDirection diagdir)
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{
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extern const Trackdir _dir_to_diag_trackdir[DIAGDIR_END];
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return _dir_to_diag_trackdir[diagdir];
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}
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extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END];
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/**
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* Returns all trackdirs that can be reached when entering a tile from a given
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* (diagonal) direction. This will obviously include 90 degree turns, since no
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* information is available about the exact angle of entering */
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static inline TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir) { return _exitdir_reaches_trackdirs[diagdir]; }
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/**
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* Returns all tracks that can be reached when entering a tile from a given
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* (diagonal) direction. This will obviously include 90 degree turns, since no
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* information is available about the exact angle of entering */
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static inline TrackBits DiagdirReachesTracks(DiagDirection diagdir) { return TrackdirBitsToTrackBits(DiagdirReachesTrackdirs(diagdir)); }
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/**
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* Maps a trackdir to the trackdirs that can be reached from it (ie, when
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* entering the next tile. This will include 90 degree turns!
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*/
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static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir) { return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)]; }
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/* Note that there is no direct table for this function (there used to be),
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* but it uses two simpeler tables to achieve the result */
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/**
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* Maps a trackdir to all trackdirs that make 90 deg turns with it.
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*/
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static inline TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir) {
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extern const TrackdirBits _track_crosses_trackdirs[TRACKDIR_END];
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return _track_crosses_trackdirs[TrackdirToTrack(trackdir)];
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}
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/* Checks if a given Track is diagonal */
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static inline bool IsDiagonalTrack(Track track) { return (track == TRACK_X) || (track == TRACK_Y); }
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/* Checks if a given Trackdir is diagonal. */
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static inline bool IsDiagonalTrackdir(Trackdir trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); }
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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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static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype)
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{
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assert(railtype < RAILTYPE_END);
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return &_railtypes[railtype];
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}
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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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return HASBIT(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
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}
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static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
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{
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return HASBIT(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
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}
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/**
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* Checks if the given tracks overlap, ie form a crossing. Basically this
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* means when there is more than one track on the tile, exept when there are
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* two parallel tracks.
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* @param bits The tracks present.
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* @return Whether the tracks present overlap in any way.
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*/
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static inline bool TracksOverlap(TrackBits bits)
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{
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/* With no, or only one track, there is no overlap */
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if (bits == 0 || KILL_FIRST_BIT(bits) == 0) return false;
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/* We know that there are at least two tracks present. When there are more
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* than 2 tracks, they will surely overlap. When there are two, they will
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* always overlap unless they are lower & upper or right & left. */
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return bits != TRACK_BIT_HORZ && bits != TRACK_BIT_VERT;
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}
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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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/**
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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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uint GetRailFoundation(Slope tileh, TrackBits bits);
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#endif /* RAIL_H */
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