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Location: cpp/openttd-patchpack/source/src/rail.h - annotation
r15172:4fd5f81bcc0a
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(svn r19811) -Codechange: make the last bits from table/strings.h use static consts too instead of an unnamed enum
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/*
* 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"
/** Railtype flags. */
enum RailTypeFlags {
RTF_CATENARY = 0, ///< Bit number for drawing a catenary.
RTFB_NONE = 0, ///< All flags cleared.
RTFB_CATENARY = 1 << RTF_CATENARY, ///< Value for drawing a catenary.
};
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;
/**
* 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);
}
/**
* 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);
/**
* 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 */
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