1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
|
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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;
/**
* Offset between the current railtype and normal rail. This means that:<p>
* 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<p>
* 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;
/**
* 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;
/**
* Sprite groups for resolving sprites
*/
const SpriteGroup *group[RTSG_END];
inline bool UsesOverlay() const
{
return this->group[RTSG_GROUND] != NULL;
}
};
/**
* 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)
{
/* 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)) {
Money cost = ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
if (cost != 0) return cost;
}
/* 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)) {
Money cost = (RailBuildCost(from) - RailBuildCost(to)) >> 2;
if (cost != 0) return cost;
}
/* make the price the same as remove + build new type */
return RailBuildCost(to) + RailClearCost(from);
}
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
int TicksToLeaveDepot(const Train *v);
Foundation GetRailFoundation(Slope tileh, TrackBits bits);
/**
* Finds out if a company has a certain railtype available
* @param company the company in question
* @param railtype requested RailType
* @return true if company has requested RailType available
*/
bool HasRailtypeAvail(const CompanyID company, const RailType railtype);
/**
* Validate functions for rail building.
* @param rail the railtype to check.
* @return true if the current company may build the rail.
*/
bool ValParamRailtype(const RailType rail);
/**
* Returns the "best" railtype a company can build.
* As the AI doesn't know what the BEST one is, we have our own priority list
* here. When adding new railtypes, modify this function
* @param company the company "in action"
* @return The "best" railtype a company has available
*/
RailType GetBestRailtype(const CompanyID company);
RailTypes AddDateIntroducedRailTypes(RailTypes current, Date date);
/**
* Get the rail types the given company can build.
* @param c the company to get the rail types for.
* @return the rail types.
*/
RailTypes GetCompanyRailtypes(const CompanyID c);
/**
* Get the rail type for a given label.
* @param label the railtype label.
* @return the railtype.
*/
RailType GetRailTypeByLabel(RailTypeLabel label);
/**
* Reset all rail type information to its default values.
*/
void ResetRailTypes();
/**
* Resolve sprites of custom rail types
*/
void InitRailTypes();
/**
* Allocate a new rail type label
*/
RailType AllocateRailType(RailTypeLabel label);
#endif /* RAIL_H */
|