/* $Id$ */ /** @file elrail.cpp * This file deals with displaying wires and pylons for electric railways. * <h2>Basics</h2> * * <h3>Tile Types</h3> * * 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). * * <h3>Location Categories</h3> * * 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. * * <h3>Pylon Points</h3> * <h4>Control Points</h4> * 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). * * <h4>Position Points</h4> * 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). * * <img src="../../elrail_tile.png"> * <img src="../../elrail_track.png"> * */ #include "stdafx.h" #include "openttd.h" #include "station_map.h" #include "tile.h" #include "viewport.h" #include "functions.h" /* We should REALLY get rid of this goddamn file, as it is butt-ugly */ #include "variables.h" /* ... same here */ #include "landscape.h" #include "rail.h" #include "debug.h" #include "tunnel_map.h" #include "road_map.h" #include "bridge_map.h" #include "bridge.h" #include "rail_map.h" #include "table/sprites.h" #include "table/elrail_data.h" #include "vehicle.h" #include "train.h" #include "gui.h" static inline TLG GetTLG(TileIndex t) { return (TLG)((HASBIT(TileX(t), 0) << 1) + HASBIT(TileY(t), 0)); } /** Finds which Rail Bits are present on a given tile. For bridge tiles, * returns track bits under the bridge */ 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 (IsTunnel(t)) { if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE; if (override != NULL) *override = 1 << GetTunnelDirection(t); return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(t))); } else { if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE; if (override != NULL && DistanceMax(t, GetOtherBridgeEnd(t)) > 1) { *override = 1 << GetBridgeRampDirection(t); } return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(t))); } case MP_STREET: 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 (GetBridgeRampDirection(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(); } } } } /** 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 }; 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); uint foundation = 0; 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 != GetTunnelDirection(neighbour)) 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) && GetBridgeRampDirection(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 (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(GetBridgeRampDirection(neighbour))); } if (foundation != 0) { tileh[TS_NEIGHBOUR] = foundation < 15 ? SLOPE_FLAT : _inclined_tileh[foundation - 15]; } 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 */ } SpriteID img = pylons_normal[temp]; SpriteID pal = PAL_NONE; if (HASBIT(_transparent_opt, TO_BUILDINGS)) { SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } AddSortableSpriteToDraw(img, pal, x, y, 1, 1, 10, GetSlopeZ(ti->x + x_pcp_offsets[i], ti->y + y_pcp_offsets[i])); 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) && !HASBIT(_transparent_opt, 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)) { const SortableSpriteStruct *sss = &CatenarySpriteData_Tunnel[GetTunnelDirection(ti->tile)]; AddSortableSpriteToDraw( sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset, sss->x_size, sss->y_size, sss->z_size, GetTileZ(ti->tile) + sss->z_offset ); break; } 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]]; SpriteID img = sss->image; SpriteID pal = PAL_NONE; if (HASBIT(_transparent_opt, TO_BUILDINGS)) { SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } AddSortableSpriteToDraw(img, pal, ti->x + sss->x_offset, ti->y + sss->y_offset, sss->x_size, sss->y_size, sss->z_size, GetSlopeZ(ti->x + min(sss->x_offset, TILE_SIZE - 1), ti->y + min(sss->y_offset, TILE_SIZE - 1)) + sss->z_offset); } } } static void DrawCatenaryOnBridge(const TileInfo *ti) { TileIndex end = GetSouthernBridgeEnd(ti->tile); TileIndex start = GetOtherBridgeEnd(end); uint length = GetBridgeLength(start, end); uint num = DistanceMax(ti->tile, start); 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); SpriteID img = sss->image; SpriteID pal = PAL_NONE; if (HASBIT(_transparent_opt, TO_BUILDINGS)) { SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } AddSortableSpriteToDraw(img, pal, ti->x + sss->x_offset, ti->y + sss->y_offset, sss->x_size, sss->y_size, sss->z_size, height + sss->z_offset ); /* Finished with wires, draw pylons */ /* every other tile needs a pylon on the northern end */ if (num % 2) { if (axis == AXIS_X) { img = pylons_bridge[0 + HASBIT(tlg, 0)]; if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); AddSortableSpriteToDraw(img, pal, ti->x, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height); } else { img = pylons_bridge[2 + HASBIT(tlg, 1)]; if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); AddSortableSpriteToDraw(img, pal, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y, 1, 1, 10, height); } } /* need a pylon on the southern end of the bridge */ if (DistanceMax(ti->tile, start) == length) { if (axis == AXIS_X) { img = pylons_bridge[0 + HASBIT(tlg, 0)]; if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); AddSortableSpriteToDraw(img, pal, ti->x + 16, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height); } else { img = pylons_bridge[2 + HASBIT(tlg, 1)]; if (HASBIT(_transparent_opt, TO_BUILDINGS)) SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); AddSortableSpriteToDraw(img, pal, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y + 16, 1, 1, 10, height); } } } void DrawCatenary(const TileInfo *ti) { if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) { TileIndex head = GetNorthernBridgeEnd(ti->tile); if (GetBridgeTransportType(head) == TRANSPORT_RAIL && GetRailType(head) == RAILTYPE_ELECTRIC) { DrawCatenaryOnBridge(ti); } } if (_patches.disable_elrails) return; switch (GetTileType(ti->tile)) { case MP_RAILWAY: if (IsRailDepot(ti->tile)) { const SortableSpriteStruct *sss = &CatenarySpriteData_Depot[GetRailDepotDirection(ti->tile)]; SpriteID img = sss->image; SpriteID pal = PAL_NONE; if (HASBIT(_transparent_opt, TO_BUILDINGS)) { SETBIT(img, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } AddSortableSpriteToDraw( img, pal, 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 ); return; } break; case MP_TUNNELBRIDGE: case MP_STREET: case MP_STATION: break; default: return; } DrawCatenaryRailway(ti); } int32 SettingsDisableElrail(int32 p1) { EngineID e_id; 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 */ for (e_id = 0; e_id < NUM_TRAIN_ENGINES; e_id++) { RailVehicleInfo *rv_info = &_rail_vehicle_info[e_id]; /* 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 |= (1 << RAILTYPE_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; }