/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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 .
*/
/** @file rail.h Rail specific functions. */
#ifndef RAIL_H
#define RAIL_H
#include "rail_type.h"
#include "track_type.h"
#include "gfx_type.h"
#include "core/bitmath_func.hpp"
#include "economy_func.h"
#include "slope_type.h"
#include "strings_type.h"
#include "date_type.h"
/** Railtype flags. */
enum RailTypeFlags {
RTF_CATENARY = 0, ///< Bit number for drawing a catenary.
RTF_NO_LEVEL_CROSSING = 1, ///< Bit number for disallowing level crossings.
RTFB_NONE = 0, ///< All flags cleared.
RTFB_CATENARY = 1 << RTF_CATENARY, ///< Value for drawing a catenary.
RTFB_NO_LEVEL_CROSSING = 1 << RTF_NO_LEVEL_CROSSING, ///< Value for disallowing level crossings.
};
DECLARE_ENUM_AS_BIT_SET(RailTypeFlags)
struct SpriteGroup;
/** Sprite groups for a railtype. */
enum RailTypeSpriteGroup {
RTSG_CURSORS, ///< Cursor and toolbar icon images
RTSG_OVERLAY, ///< Images for overlaying track
RTSG_GROUND, ///< Main group of ground images
RTSG_TUNNEL, ///< Main group of ground images for snow or desert
RTSG_WIRES, ///< Catenary wires
RTSG_PYLONS, ///< Catenary pylons
RTSG_BRIDGE, ///< Bridge surface images
RTSG_CROSSING, ///< Level crossing overlay images
RTSG_DEPOT, ///< Depot images
RTSG_FENCES, ///< Fence images
RTSG_END,
};
/**
* Offsets for sprites within an overlay/underlay set.
* These are the same for overlay and underlay sprites.
*/
enum RailTrackOffset {
RTO_X, ///< Piece of rail in X direction
RTO_Y, ///< Piece of rail in Y direction
RTO_N, ///< Piece of rail in northern corner
RTO_S, ///< Piece of rail in southern corner
RTO_E, ///< Piece of rail in eastern corner
RTO_W, ///< Piece of rail in western corner
RTO_SLOPE_NE, ///< Piece of rail on slope with north-east raised
RTO_SLOPE_SE, ///< Piece of rail on slope with south-east raised
RTO_SLOPE_SW, ///< Piece of rail on slope with south-west raised
RTO_SLOPE_NW, ///< Piece of rail on slope with north-west raised
RTO_CROSSING_XY, ///< Crossing of X and Y rail, with ballast
RTO_JUNCTION_SW, ///< Ballast for junction 'pointing' SW
RTO_JUNCTION_NE, ///< Ballast for junction 'pointing' NE
RTO_JUNCTION_SE, ///< Ballast for junction 'pointing' SE
RTO_JUNCTION_NW, ///< Ballast for junction 'pointing' NW
RTO_JUNCTION_NSEW,///< Ballast for full junction
};
/**
* Offsets for spries within a bridge surface overlay set.
*/
enum RailTrackBridgeOffset {
RTBO_X, ///< Piece of rail in X direction
RTBO_Y, ///< Piece of rail in Y direction
RTBO_SLOPE, ///< Sloped rail pieces, in order NE, SE, SW, NW
};
/**
* Offsets from base sprite for fence sprites. These are in the order of
* the sprites in the original data files.
*/
enum RailFenceOffset {
RFO_FLAT_X,
RFO_FLAT_Y,
RFO_FLAT_VERT,
RFO_FLAT_HORZ,
RFO_SLOPE_SW,
RFO_SLOPE_SE,
RFO_SLOPE_NE,
RFO_SLOPE_NW,
};
/**
* This struct contains all the info that is needed to draw and construct tracks.
*/
struct RailtypeInfo {
/**
* Struct containing the main sprites. @note not all sprites are listed, but only
* the ones used directly in the code
*/
struct {
SpriteID track_y; ///< single piece of rail in Y direction, with ground
SpriteID track_ns; ///< two pieces of rail in North and South corner (East-West direction)
SpriteID ground; ///< ground sprite for a 3-way switch
SpriteID single_x; ///< single piece of rail in X direction, without ground
SpriteID single_y; ///< single piece of rail in Y direction, without ground
SpriteID single_n; ///< single piece of rail in the northern corner
SpriteID single_s; ///< single piece of rail in the southern corner
SpriteID single_e; ///< single piece of rail in the eastern corner
SpriteID single_w; ///< single piece of rail in the western corner
SpriteID single_sloped;///< single piecs of rail for slopes
SpriteID crossing; ///< level crossing, rail in X direction
SpriteID tunnel; ///< tunnel sprites base
} base_sprites;
/**
* struct containing the sprites for the rail GUI. @note only sprites referred to
* directly in the code are listed
*/
struct {
SpriteID build_ns_rail; ///< button for building single rail in N-S direction
SpriteID build_x_rail; ///< button for building single rail in X direction
SpriteID build_ew_rail; ///< button for building single rail in E-W direction
SpriteID build_y_rail; ///< button for building single rail in Y direction
SpriteID auto_rail; ///< button for the autorail construction
SpriteID build_depot; ///< button for building depots
SpriteID build_tunnel; ///< button for building a tunnel
SpriteID convert_rail; ///< button for converting rail
} gui_sprites;
struct {
CursorID rail_ns; ///< Cursor for building rail in N-S direction
CursorID rail_swne; ///< Cursor for building rail in X direction
CursorID rail_ew; ///< Cursor for building rail in E-W direction
CursorID rail_nwse; ///< Cursor for building rail in Y direction
CursorID autorail; ///< Cursor for autorail tool
CursorID depot; ///< Cursor for building a depot
CursorID tunnel; ///< Cursor for building a tunnel
CursorID convert; ///< Cursor for converting track
} cursor;
struct {
StringID toolbar_caption;
StringID menu_text;
StringID build_caption;
StringID replace_text;
StringID new_loco;
} strings;
/** sprite number difference between a piece of track on a snowy ground and the corresponding one on normal ground */
SpriteID snow_offset;
/** bitmask to the OTHER railtypes on which an engine of THIS railtype generates power */
RailTypes powered_railtypes;
/** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */
RailTypes compatible_railtypes;
/**
* Bridge offset
*/
SpriteID bridge_offset;
/**
* Original railtype number to use when drawing non-newgrf railtypes, or when drawing stations.
*/
byte fallback_railtype;
/**
* Multiplier for curve maximum speed advantage
*/
byte curve_speed;
/**
* Bit mask of rail type flags
*/
RailTypeFlags flags;
/**
* Cost multiplier for building this rail type
*/
uint16 cost_multiplier;
/**
* Acceleration type of this rail type
*/
uint8 acceleration_type;
/**
* Maximum speed for vehicles travelling on this rail type
*/
uint16 max_speed;
/**
* Unique 32 bit rail type identifier
*/
RailTypeLabel label;
/**
* Colour on mini-map
*/
byte map_colour;
/**
* Introduction date.
* When #INVALID_DATE or a vehicle using this railtype gets introduced earlier,
* the vehicle's introduction date will be used instead for this railtype.
* The introduction at this date is furthermore limited by the
* #introduction_required_types.
*/
Date introduction_date;
/**
* Bitmask of railtypes that are required for this railtype to be introduced
* at a given #introduction_date.
*/
RailTypes introduction_required_railtypes;
/**
* Bitmask of which other railtypes are introduced when this railtype is introduced.
*/
RailTypes introduces_railtypes;
/**
* The sorting order of this railtype for the toolbar dropdown.
*/
byte sorting_order;
/**
* Sprite groups for resolving sprites
*/
const SpriteGroup *group[RTSG_END];
inline bool UsesOverlay() const
{
return this->group[RTSG_GROUND] != NULL;
}
/**
* Offset between the current railtype and normal rail. This means that:
* 1) All the sprites in a railset MUST be in the same order. This order
* is determined by normal rail. Check sprites 1005 and following for this order
* 2) The position where the railtype is loaded must always be the same, otherwise
* the offset will fail.
*/
inline uint GetRailtypeSpriteOffset() const
{
return 82 * this->fallback_railtype;
}
};
/**
* Returns a pointer to the Railtype information for a given railtype
* @param railtype the rail type which the information is requested for
* @return The pointer to the RailtypeInfo
*/
static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype)
{
extern RailtypeInfo _railtypes[RAILTYPE_END];
assert(railtype < RAILTYPE_END);
return &_railtypes[railtype];
}
/**
* Checks if an engine of the given RailType can drive on a tile with a given
* RailType. This would normally just be an equality check, but for electric
* rails (which also support non-electric engines).
* @return Whether the engine can drive on this tile.
* @param enginetype The RailType of the engine we are considering.
* @param tiletype The RailType of the tile we are considering.
*/
static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype)
{
return HasBit(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
}
/**
* Checks if an engine of the given RailType got power on a tile with a given
* RailType. This would normally just be an equality check, but for electric
* rails (which also support non-electric engines).
* @return Whether the engine got power on this tile.
* @param enginetype The RailType of the engine we are considering.
* @param tiletype The RailType of the tile we are considering.
*/
static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
{
return HasBit(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
}
/**
* Test if a RailType disallows build of level crossings.
* @param rt The RailType to check.
* @return Whether level crossings are not allowed.
*/
static inline bool RailNoLevelCrossings(RailType rt)
{
return HasBit(GetRailTypeInfo(rt)->flags, RTF_NO_LEVEL_CROSSING);
}
/**
* Returns the cost of building the specified railtype.
* @param railtype The railtype being built.
* @return The cost multiplier.
*/
static inline Money RailBuildCost(RailType railtype)
{
assert(railtype < RAILTYPE_END);
return (_price[PR_BUILD_RAIL] * GetRailTypeInfo(railtype)->cost_multiplier) >> 3;
}
/**
* Returns the 'cost' of clearing the specified railtype.
* @param railtype The railtype being removed.
* @return The cost.
*/
static inline Money RailClearCost(RailType railtype)
{
/* Clearing rail in fact earns money, but if the build cost is set
* very low then a loophole exists where money can be made.
* In this case we limit the removal earnings to 3/4s of the build
* cost.
*/
assert(railtype < RAILTYPE_END);
return max(_price[PR_CLEAR_RAIL], -RailBuildCost(railtype) * 3 / 4);
}
/**
* Calculates the cost of rail conversion
* @param from The railtype we are converting from
* @param to The railtype we are converting to
* @return Cost per TrackBit
*/
static inline Money RailConvertCost(RailType from, RailType to)
{
/* Get the costs for removing and building anew
* A conversion can never be more costly */
Money rebuildcost = RailBuildCost(to) + RailClearCost(from);
/* Conversion between somewhat compatible railtypes:
* Pay 1/8 of the target rail cost (labour costs) and additionally any difference in the
* build costs, if the target type is more expensive (material upgrade costs).
* Upgrade can never be more expensive than re-building. */
if (HasPowerOnRail(from, to) || HasPowerOnRail(to, from)) {
Money upgradecost = RailBuildCost(to) / 8 + max((Money)0, RailBuildCost(to) - RailBuildCost(from));
return min(upgradecost, rebuildcost);
}
/* make the price the same as remove + build new type for rail types
* which are not compatible in any way */
return rebuildcost;
}
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
int TicksToLeaveDepot(const Train *v);
Foundation GetRailFoundation(Slope tileh, TrackBits bits);
bool HasRailtypeAvail(const CompanyID company, const RailType railtype);
bool ValParamRailtype(const RailType rail);
RailTypes AddDateIntroducedRailTypes(RailTypes current, Date date);
RailType GetBestRailtype(const CompanyID company);
RailTypes GetCompanyRailtypes(const CompanyID c);
RailType GetRailTypeByLabel(RailTypeLabel label);
void ResetRailTypes();
void InitRailTypes();
RailType AllocateRailType(RailTypeLabel label);
#endif /* RAIL_H */