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