/* $Id$ */ /** @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; }