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358 lines
12 KiB
C
358 lines
12 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file rail.h Rail specific functions. */
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#ifndef RAIL_H
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#define RAIL_H
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#include "rail_type.h"
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#include "track_type.h"
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#include "gfx_type.h"
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#include "core/bitmath_func.hpp"
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#include "economy_func.h"
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#include "slope_type.h"
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#include "strings_type.h"
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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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struct SpriteGroup;
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enum RailTypeSpriteGroup {
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RTSG_CURSORS, ///< Cursor and toolbar icon images
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RTSG_OVERLAY, ///< Images for overlaying track
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RTSG_GROUND, ///< Main group of ground images
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RTSG_TUNNEL, ///< Main group of ground images for snow or desert
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RTSG_WIRES, ///< Catenary wires
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RTSG_PYLONS, ///< Catenary pylons
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RTSG_BRIDGE, ///< Bridge surface images
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RTSG_CROSSING, ///< Level crossing overlay images
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RTSG_DEPOT, ///< Depot images
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RTSG_FENCES, ///< Fence images
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RTSG_END,
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};
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/**
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* Offsets for sprites within an overlay/underlay set.
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* These are the same for overlay and underlay sprites.
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*/
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enum RailTrackOffset {
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RTO_X, ///< Piece of rail in X direction
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RTO_Y, ///< Piece of rail in Y direction
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RTO_N, ///< Piece of rail in northern corner
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RTO_S, ///< Piece of rail in southern corner
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RTO_E, ///< Piece of rail in eastern corner
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RTO_W, ///< Piece of rail in western corner
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RTO_SLOPE_NE, ///< Piece of rail on slope with north-east raised
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RTO_SLOPE_SE, ///< Piece of rail on slope with south-east raised
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RTO_SLOPE_SW, ///< Piece of rail on slope with south-west raised
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RTO_SLOPE_NW, ///< Piece of rail on slope with north-west raised
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RTO_CROSSING_XY, ///< Crossing of X and Y rail, with ballast
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RTO_JUNCTION_SW, ///< Ballast for junction 'pointing' SW
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RTO_JUNCTION_NE, ///< Ballast for junction 'pointing' NE
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RTO_JUNCTION_SE, ///< Ballast for junction 'pointing' SE
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RTO_JUNCTION_NW, ///< Ballast for junction 'pointing' NW
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RTO_JUNCTION_NSEW,///< Ballast for full junction
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};
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/**
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* Offsets for spries within a bridge surface overlay set.
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*/
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enum RailTrackBridgeOffset {
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RTBO_X, ///< Piece of rail in X direction
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RTBO_Y, ///< Piece of rail in Y direction
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RTBO_SLOPE, ///< Sloped rail pieces, in order NE, SE, SW, NW
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};
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/** Offsets from base sprite for fence sprites. These are in the order of
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* the sprites in the original data files.
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*/
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enum RailFenceOffset {
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RFO_FLAT_X,
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RFO_FLAT_Y,
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RFO_FLAT_VERT,
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RFO_FLAT_HORZ,
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RFO_SLOPE_SW,
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RFO_SLOPE_SE,
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RFO_SLOPE_NE,
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RFO_SLOPE_NW,
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};
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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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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_x; ///< single piece of rail in X direction, without ground
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SpriteID single_y; ///< single piece of rail in Y direction, without ground
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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 single_sloped;///< single piecs of rail for slopes
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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; ///< 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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} cursor;
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struct {
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StringID toolbar_caption;
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StringID menu_text;
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StringID build_caption;
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StringID replace_text;
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StringID new_loco;
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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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RailTypes 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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RailTypes 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.
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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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/**
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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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/**
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* Bit mask of rail type flags
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*/
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RailTypeFlags flags;
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/**
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* Cost multiplier for building this rail type
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*/
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uint8 cost_multiplier;
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/**
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* Acceleration type of this rail type
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*/
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uint8 acceleration_type;
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/**
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* Maximum speed for vehicles travelling on this rail type
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*/
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uint16 max_speed;
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/**
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* Unique 32 bit rail type identifier
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*/
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RailTypeLabel label;
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/**
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* Sprite groups for resolving sprites
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*/
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const SpriteGroup *group[RTSG_END];
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inline bool UsesOverlay() const
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{
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return this->group[RTSG_GROUND] != NULL;
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}
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};
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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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extern RailtypeInfo _railtypes[RAILTYPE_END];
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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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/**
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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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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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* 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[PR_BUILD_RAIL] * GetRailTypeInfo(railtype)->cost_multiplier) >> 3;
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}
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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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Money cost = ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
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if (cost != 0) return cost;
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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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Money cost = (RailBuildCost(from) - RailBuildCost(to)) >> 2;
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if (cost != 0) return cost;
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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[PR_CLEAR_RAIL];
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}
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void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
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Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data);
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int TicksToLeaveDepot(const Train *v);
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Foundation GetRailFoundation(Slope tileh, TrackBits bits);
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/**
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* Finds out if a company has a certain railtype available
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* @param company the company in question
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* @param railtype requested RailType
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* @return true if company has requested RailType available
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*/
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bool HasRailtypeAvail(const CompanyID company, 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 company 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 company 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 company the company "in action"
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* @return The "best" railtype a company has available
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*/
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RailType GetBestRailtype(const CompanyID company);
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/**
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* Get the rail types the given company can build.
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* @param c the company to get the rail types for.
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* @return the rail types.
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*/
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RailTypes GetCompanyRailtypes(const CompanyID c);
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/**
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* Get the rail type for a given label.
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* @param label the railtype label.
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* @return the railtype.
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*/
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RailType GetRailTypeByLabel(RailTypeLabel label);
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/**
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* Reset all rail type information to its default values.
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*/
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void ResetRailTypes();
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/**
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* Resolve sprites of custom rail types
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*/
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void InitRailTypes();
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/**
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* Allocate a new rail type label
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*/
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RailType AllocateRailType(RailTypeLabel label);
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#endif /* RAIL_H */
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