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Location: cpp/openttd-patchpack/source/src/rail.h - annotation
r28679:893e49b03fe5
17.4 KiB
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Change: Update OpenTTD TTF fonts to v0.5 (#11994)
Corrects line height in Windows to the exact intended pixel values, along with change of OpenTTD Sans to use tabular lining numerals and minor bugfixes.
Corrects line height in Windows to the exact intended pixel values, along with change of OpenTTD Sans to use tabular lining numerals and minor bugfixes.
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r14402:be0791dad1ac r23629:cfb4492bdba9 r23283:34efa56e60fa r22245:e1c11315201e r5475:3f5cd13d1b63 | /*
* 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 "timer/timer_game_calendar.h"
#include "signal_type.h"
#include "settings_type.h"
/** Railtype flag bit numbers. */
enum RailTypeFlag {
RTF_CATENARY = 0, ///< Bit number for drawing a catenary.
RTF_NO_LEVEL_CROSSING = 1, ///< Bit number for disallowing level crossings.
RTF_HIDDEN = 2, ///< Bit number for hiding from selection.
RTF_NO_SPRITE_COMBINE = 3, ///< Bit number for using non-combined junctions.
RTF_ALLOW_90DEG = 4, ///< Bit number for always allowed 90 degree turns, regardless of setting.
RTF_DISALLOW_90DEG = 5, ///< Bit number for never allowed 90 degree turns, regardless of setting.
};
/** Railtype flags. */
enum RailTypeFlags : uint8_t {
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.
RTFB_HIDDEN = 1 << RTF_HIDDEN, ///< Value for hiding from selection.
RTFB_NO_SPRITE_COMBINE = 1 << RTF_NO_SPRITE_COMBINE, ///< Value for using non-combined junctions.
RTFB_ALLOW_90DEG = 1 << RTF_ALLOW_90DEG, ///< Value for always allowed 90 degree turns, regardless of setting.
RTFB_DISALLOW_90DEG = 1 << RTF_DISALLOW_90DEG, ///< Value for never allowed 90 degree turns, regardless of setting.
};
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_TUNNEL_PORTAL, ///< Tunnel portal overlay
RTSG_SIGNALS, ///< Signal images
RTSG_GROUND_COMPLETE, ///< Complete ground 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 sprites 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_NW, //!< Slope FLAT, Track X, Fence NW
RFO_FLAT_Y_NE, //!< Slope FLAT, Track Y, Fence NE
RFO_FLAT_LEFT, //!< Slope FLAT, Track LEFT, Fence E
RFO_FLAT_UPPER, //!< Slope FLAT, Track UPPER, Fence S
RFO_SLOPE_SW_NW, //!< Slope SW, Track X, Fence NW
RFO_SLOPE_SE_NE, //!< Slope SE, Track Y, Fence NE
RFO_SLOPE_NE_NW, //!< Slope NE, Track X, Fence NW
RFO_SLOPE_NW_NE, //!< Slope NW, Track Y, Fence NE
RFO_FLAT_X_SE, //!< Slope FLAT, Track X, Fence SE
RFO_FLAT_Y_SW, //!< Slope FLAT, Track Y, Fence SW
RFO_FLAT_RIGHT, //!< Slope FLAT, Track RIGHT, Fence W
RFO_FLAT_LOWER, //!< Slope FLAT, Track LOWER, Fence N
RFO_SLOPE_SW_SE, //!< Slope SW, Track X, Fence SE
RFO_SLOPE_SE_SW, //!< Slope SE, Track Y, Fence SW
RFO_SLOPE_NE_SE, //!< Slope NE, Track X, Fence SE
RFO_SLOPE_NW_SW, //!< Slope NW, Track Y, Fence SW
};
/** List of rail type labels. */
typedef std::vector<RailTypeLabel> RailTypeLabelList;
/**
* This struct contains all the info that is needed to draw and construct tracks.
*/
class RailTypeInfo {
public:
/**
* 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 piece 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
SpriteID signals[SIGTYPE_END][2][2]; ///< signal GUI sprites (type, variant, state)
} 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; ///< Cursors associated with the rail type.
struct {
StringID name; ///< Name of this rail type.
StringID toolbar_caption; ///< Caption in the construction toolbar GUI for this rail type.
StringID menu_text; ///< Name of this rail type in the main toolbar dropdown.
StringID build_caption; ///< Caption of the build vehicle GUI for this rail type.
StringID replace_text; ///< Text used in the autoreplace GUI.
StringID new_loco; ///< Name of an engine for this type of rail in the engine preview GUI.
} strings; ///< Strings associated with the rail type.
/** 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_t cost_multiplier;
/**
* Cost multiplier for maintenance of this rail type
*/
uint16_t maintenance_multiplier;
/**
* Acceleration type of this rail type
*/
uint8_t acceleration_type;
/**
* Maximum speed for vehicles travelling on this rail type
*/
uint16_t max_speed;
/**
* Unique 32 bit rail type identifier
*/
RailTypeLabel label;
/**
* Rail type labels this type provides in addition to the main label.
*/
RailTypeLabelList alternate_labels;
/**
* 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_railtypes.
*/
TimerGameCalendar::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;
/**
* NewGRF providing the Action3 for the railtype. nullptr if not available.
*/
const GRFFile *grffile[RTSG_END];
/**
* Sprite groups for resolving sprites
*/
const SpriteGroup *group[RTSG_END];
inline bool UsesOverlay() const
{
return this->group[RTSG_GROUND] != nullptr;
}
/**
* 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.
*/
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
*/
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.
*/
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.
*/
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.
*/
inline bool RailNoLevelCrossings(RailType rt)
{
return HasBit(GetRailTypeInfo(rt)->flags, RTF_NO_LEVEL_CROSSING);
}
/**
* Test if 90 degree turns are disallowed between two railtypes.
* @param rt1 First railtype to test for.
* @param rt2 Second railtype to test for.
* @param def Default value to use if the rail type doesn't specify anything.
* @return True if 90 degree turns are disallowed between the two rail types.
*/
inline bool Rail90DegTurnDisallowed(RailType rt1, RailType rt2, bool def = _settings_game.pf.forbid_90_deg)
{
if (rt1 == INVALID_RAILTYPE || rt2 == INVALID_RAILTYPE) return def;
const RailTypeInfo *rti1 = GetRailTypeInfo(rt1);
const RailTypeInfo *rti2 = GetRailTypeInfo(rt2);
bool rt1_90deg = HasBit(rti1->flags, RTF_DISALLOW_90DEG) || (!HasBit(rti1->flags, RTF_ALLOW_90DEG) && def);
bool rt2_90deg = HasBit(rti2->flags, RTF_DISALLOW_90DEG) || (!HasBit(rti2->flags, RTF_ALLOW_90DEG) && def);
return rt1_90deg || rt2_90deg;
}
/**
* Returns the cost of building the specified railtype.
* @param railtype The railtype being built.
* @return The cost multiplier.
*/
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.
*/
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 std::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
*/
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 + std::max((Money)0, RailBuildCost(to) - RailBuildCost(from));
return std::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;
}
/**
* Calculates the maintenance cost of a number of track bits.
* @param railtype The railtype to get the cost of.
* @param num Number of track bits of this railtype.
* @param total_num Total number of track bits of all railtypes.
* @return Total cost.
*/
inline Money RailMaintenanceCost(RailType railtype, uint32_t num, uint32_t total_num)
{
assert(railtype < RAILTYPE_END);
return (_price[PR_INFRASTRUCTURE_RAIL] * GetRailTypeInfo(railtype)->maintenance_multiplier * num * (1 + IntSqrt(total_num))) >> 11; // 4 bits fraction for the multiplier and 7 bits scaling.
}
/**
* Calculates the maintenance cost of a number of signals.
* @param num Number of signals.
* @return Total cost.
*/
inline Money SignalMaintenanceCost(uint32_t num)
{
return (_price[PR_INFRASTRUCTURE_RAIL] * 15 * num * (1 + IntSqrt(num))) >> 8; // 1 bit fraction for the multiplier and 7 bits scaling.
}
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 HasAnyRailTypesAvail(const CompanyID company);
bool ValParamRailType(const RailType rail);
RailTypes AddDateIntroducedRailTypes(RailTypes current, TimerGameCalendar::Date date);
RailTypes GetCompanyRailTypes(CompanyID company, bool introduces = true);
RailTypes GetRailTypes(bool introduces);
RailType GetRailTypeByLabel(RailTypeLabel label, bool allow_alternate_labels = true);
void ResetRailTypes();
void InitRailTypes();
RailType AllocateRailType(RailTypeLabel label);
extern std::vector<RailType> _sorted_railtypes;
extern RailTypes _railtypes_hidden_mask;
#endif /* RAIL_H */
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