/* $Id$ */ /** @file rail.h */ #ifndef RAIL_H #define RAIL_H #include "gfx.h" #include "rail_type.h" #include "track_type.h" #include "variables.h" /** 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_y; ///< single piece of rail in Y direction, without ground SpriteID single_x; ///< single piece of rail in X direction 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 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; } 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 */ RailTypeMask powered_railtypes; /** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */ RailTypeMask compatible_railtypes; /** * 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. * @note: Something more flexible might be desirable in the future. */ SpriteID total_offset; /** * Bridge offset */ SpriteID bridge_offset; /** * Offset to add to ground sprite when drawing custom waypoints / stations */ byte custom_ground_offset; }; /** these are the maximums used for updating signal blocks, and checking if a depot is in a pbs block */ enum { NUM_SSD_ENTRY = 256, ///< max amount of blocks NUM_SSD_STACK = 32, ///< max amount of blocks to check recursively }; /* * Functions to map tracks to the corresponding bits in the signal * presence/status bytes in the map. You should not use these directly, but * wrapper functions below instead. XXX: Which are these? */ /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction along with the trackdir. */ static inline byte SignalAlongTrackdir(Trackdir trackdir) { extern const byte _signal_along_trackdir[TRACKDIR_END]; return _signal_along_trackdir[trackdir]; } /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction against the trackdir. */ static inline byte SignalAgainstTrackdir(Trackdir trackdir) { extern const byte _signal_against_trackdir[TRACKDIR_END]; return _signal_against_trackdir[trackdir]; } /** * Maps a Track to the bits that store the status of the two signals that can * be present on the given track. */ static inline byte SignalOnTrack(Track track) { extern const byte _signal_on_track[TRACK_END]; return _signal_on_track[track]; } /** * 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); } extern int _railtype_cost_multiplier[RAILTYPE_END]; extern const int _default_railtype_cost_multiplier[RAILTYPE_END]; /** * 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.build_rail * _railtype_cost_multiplier[railtype]) >> 3; } /** * 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) { /* rail -> el. rail * calculate the price as 5 / 4 of (cost build el. rail) - (cost build rail) * (the price of workers to get to place is that 1/4) */ if (HasPowerOnRail(from, to)) { return ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2; } /* el. rail -> rail * calculate the price as 1 / 4 of (cost build el. rail) - (cost build rail) * (the price of workers is 1 / 4 + price of copper sold to a recycle center) */ if (HasPowerOnRail(to, from)) { return (RailBuildCost(from) - RailBuildCost(to)) >> 2; } /* make the price the same as remove + build new type */ return RailBuildCost(to) + _price.remove_rail; } void *UpdateTrainPowerProc(Vehicle *v, void *data); void DrawTrainDepotSprite(int x, int y, int image, RailType railtype); void DrawDefaultWaypointSprite(int x, int y, RailType railtype); /** * Draws overhead wires and pylons for electric railways. * @param ti The TileInfo struct of the tile being drawn * @see DrawCatenaryRailway */ void DrawCatenary(const TileInfo *ti); void DrawCatenaryOnTunnel(const TileInfo *ti); Foundation GetRailFoundation(Slope tileh, TrackBits bits); int32 SettingsDisableElrail(int32 p1); ///< _patches.disable_elrail callback #endif /* RAIL_H */