Files @ r14895:fb237f7e7f5b
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Location: cpp/openttd-patchpack/source/src/rail.h - annotation

peter1138
(svn r19502) -Codechange: During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property.
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/* $Id$ */

/*
 * 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"

/** 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 */