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(svn r9955) -Codechange: Make _roadveh_enter_depot_unk0 slightly less mysterious.
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/** @file rail.h */
#ifndef RAIL_H
#define RAIL_H
#include "gfx.h"
#include "direction.h"
#include "tile.h"
enum RailType {
RAILTYPE_BEGIN = 0,
RAILTYPE_RAIL = 0,
RAILTYPE_ELECTRIC = 1,
RAILTYPE_MONO = 2,
RAILTYPE_MAGLEV = 3,
RAILTYPE_END,
INVALID_RAILTYPE = 0xFF
};
typedef byte RailTypeMask;
/** Allow incrementing of Track variables */
DECLARE_POSTFIX_INCREMENT(RailType);
/** Define basic enum properties */
template <> struct EnumPropsT<RailType> : MakeEnumPropsT<RailType, byte, RAILTYPE_BEGIN, RAILTYPE_END, INVALID_RAILTYPE> {};
typedef TinyEnumT<RailType> RailTypeByte;
/** These are used to specify a single track.
* Can be translated to a trackbit with TrackToTrackbit */
enum Track {
TRACK_BEGIN = 0,
TRACK_X = 0,
TRACK_Y = 1,
TRACK_UPPER = 2,
TRACK_LOWER = 3,
TRACK_LEFT = 4,
TRACK_RIGHT = 5,
TRACK_END,
INVALID_TRACK = 0xFF
};
/** Allow incrementing of Track variables */
DECLARE_POSTFIX_INCREMENT(Track);
/** Define basic enum properties */
template <> struct EnumPropsT<Track> : MakeEnumPropsT<Track, byte, TRACK_BEGIN, TRACK_END, INVALID_TRACK> {};
typedef TinyEnumT<Track> TrackByte;
/** Convert an Axis to the corresponding Track
* AXIS_X -> TRACK_X
* AXIS_Y -> TRACK_Y
* Uses the fact that they share the same internal encoding
*/
static inline Track AxisToTrack(Axis a)
{
return (Track)a;
}
/** Bitfield corresponding to Track */
enum TrackBits {
TRACK_BIT_NONE = 0U,
TRACK_BIT_X = 1U << TRACK_X,
TRACK_BIT_Y = 1U << TRACK_Y,
TRACK_BIT_UPPER = 1U << TRACK_UPPER,
TRACK_BIT_LOWER = 1U << TRACK_LOWER,
TRACK_BIT_LEFT = 1U << TRACK_LEFT,
TRACK_BIT_RIGHT = 1U << TRACK_RIGHT,
TRACK_BIT_CROSS = TRACK_BIT_X | TRACK_BIT_Y,
TRACK_BIT_HORZ = TRACK_BIT_UPPER | TRACK_BIT_LOWER,
TRACK_BIT_VERT = TRACK_BIT_LEFT | TRACK_BIT_RIGHT,
TRACK_BIT_3WAY_NE = TRACK_BIT_X | TRACK_BIT_UPPER | TRACK_BIT_RIGHT,
TRACK_BIT_3WAY_SE = TRACK_BIT_Y | TRACK_BIT_LOWER | TRACK_BIT_RIGHT,
TRACK_BIT_3WAY_SW = TRACK_BIT_X | TRACK_BIT_LOWER | TRACK_BIT_LEFT,
TRACK_BIT_3WAY_NW = TRACK_BIT_Y | TRACK_BIT_UPPER | TRACK_BIT_LEFT,
TRACK_BIT_ALL = TRACK_BIT_CROSS | TRACK_BIT_HORZ | TRACK_BIT_VERT,
TRACK_BIT_MASK = 0x3FU,
TRACK_BIT_WORMHOLE = 0x40U,
TRACK_BIT_DEPOT = 0x80U,
INVALID_TRACK_BIT = 0xFF
};
/** Define basic enum properties */
template <> struct EnumPropsT<TrackBits> : MakeEnumPropsT<TrackBits, byte, TRACK_BIT_NONE, TRACK_BIT_ALL, INVALID_TRACK_BIT> {};
typedef TinyEnumT<TrackBits> TrackBitsByte;
DECLARE_ENUM_AS_BIT_SET(TrackBits);
/**
* Maps a Track to the corresponding TrackBits value
*/
static inline TrackBits TrackToTrackBits(Track track)
{
return (TrackBits)(1 << track);
}
static inline TrackBits AxisToTrackBits(Axis a)
{
return TrackToTrackBits(AxisToTrack(a));
}
/** These are a combination of tracks and directions. Values are 0-5 in one
* direction (corresponding to the Track enum) and 8-13 in the other direction.
* 6, 7, 14 and 15 are used to encode the reversing of road vehicles. Those
* reversing track dirs are not considered to be 'valid' except in a small
* corner in the road vehicle controller.
*/
enum Trackdir {
TRACKDIR_BEGIN = 0,
TRACKDIR_X_NE = 0,
TRACKDIR_Y_SE = 1,
TRACKDIR_UPPER_E = 2,
TRACKDIR_LOWER_E = 3,
TRACKDIR_LEFT_S = 4,
TRACKDIR_RIGHT_S = 5,
TRACKDIR_RVREV_NE = 6,
TRACKDIR_RVREV_SE = 7,
TRACKDIR_X_SW = 8,
TRACKDIR_Y_NW = 9,
TRACKDIR_UPPER_W = 10,
TRACKDIR_LOWER_W = 11,
TRACKDIR_LEFT_N = 12,
TRACKDIR_RIGHT_N = 13,
TRACKDIR_RVREV_SW = 14,
TRACKDIR_RVREV_NW = 15,
TRACKDIR_END,
INVALID_TRACKDIR = 0xFF,
};
/** Define basic enum properties */
template <> struct EnumPropsT<Trackdir> : MakeEnumPropsT<Trackdir, byte, TRACKDIR_BEGIN, TRACKDIR_END, INVALID_TRACKDIR> {};
typedef TinyEnumT<Trackdir> TrackdirByte;
/** These are a combination of tracks and directions. Values are 0-5 in one
* direction (corresponding to the Track enum) and 8-13 in the other direction. */
enum TrackdirBits {
TRACKDIR_BIT_NONE = 0x0000,
TRACKDIR_BIT_X_NE = 0x0001,
TRACKDIR_BIT_Y_SE = 0x0002,
TRACKDIR_BIT_UPPER_E = 0x0004,
TRACKDIR_BIT_LOWER_E = 0x0008,
TRACKDIR_BIT_LEFT_S = 0x0010,
TRACKDIR_BIT_RIGHT_S = 0x0020,
/* Again, note the two missing values here. This enables trackdir -> track conversion by doing (trackdir & 0xFF) */
TRACKDIR_BIT_X_SW = 0x0100,
TRACKDIR_BIT_Y_NW = 0x0200,
TRACKDIR_BIT_UPPER_W = 0x0400,
TRACKDIR_BIT_LOWER_W = 0x0800,
TRACKDIR_BIT_LEFT_N = 0x1000,
TRACKDIR_BIT_RIGHT_N = 0x2000,
TRACKDIR_BIT_MASK = 0x3F3F,
INVALID_TRACKDIR_BIT = 0xFFFF,
};
/** Define basic enum properties */
template <> struct EnumPropsT<TrackdirBits> : MakeEnumPropsT<TrackdirBits, uint16, TRACKDIR_BIT_NONE, TRACKDIR_BIT_MASK, INVALID_TRACKDIR_BIT> {};
typedef TinyEnumT<TrackdirBits> TrackdirBitsShort;
DECLARE_ENUM_AS_BIT_SET(TrackdirBits);
/** 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;
CursorID rail_swne;
CursorID rail_ew;
CursorID rail_nwse;
CursorID autorail;
CursorID depot;
CursorID tunnel;
CursorID convert;
} 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:<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;
};
/** 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
};
/**
* Maps a Trackdir to the corresponding TrackdirBits value
*/
static inline TrackdirBits TrackdirToTrackdirBits(Trackdir trackdir) { return (TrackdirBits)(1 << trackdir); }
/**
* Removes first Track from TrackBits and returns it
*/
static inline Track RemoveFirstTrack(TrackBits *tracks)
{
if (*tracks != TRACK_BIT_NONE && *tracks != INVALID_TRACK_BIT) {
Track first = (Track)FIND_FIRST_BIT(*tracks);
ClrBitT(*tracks, first);
return first;
}
return INVALID_TRACK;
}
/**
* Removes first Trackdir from TrackdirBits and returns it
*/
static inline Trackdir RemoveFirstTrackdir(TrackdirBits *trackdirs)
{
if (*trackdirs != TRACKDIR_BIT_NONE && *trackdirs != INVALID_TRACKDIR_BIT) {
Trackdir first = (Trackdir)FindFirstBit2x64(*trackdirs);
ClrBitT(*trackdirs, first);
return first;
}
return INVALID_TRACKDIR;
}
/**
* Returns first Track from TrackBits or INVALID_TRACK
*/
static inline Track FindFirstTrack(TrackBits tracks)
{
return (tracks != TRACK_BIT_NONE && tracks != INVALID_TRACK_BIT) ? (Track)FIND_FIRST_BIT(tracks) : INVALID_TRACK;
}
/**
* Converts TrackBits to Track. TrackBits must contain just one Track or INVALID_TRACK_BIT!
*/
static inline Track TrackBitsToTrack(TrackBits tracks)
{
assert(tracks == INVALID_TRACK_BIT || (tracks != TRACK_BIT_NONE && KILL_FIRST_BIT(tracks) == 0));
return tracks != INVALID_TRACK_BIT ? (Track)FIND_FIRST_BIT(tracks) : INVALID_TRACK;
}
/**
* Returns first Trackdir from TrackdirBits or INVALID_TRACKDIR
*/
static inline Trackdir FindFirstTrackdir(TrackdirBits trackdirs)
{
assert((trackdirs & ~TRACKDIR_BIT_MASK) == TRACKDIR_BIT_NONE);
return (trackdirs != TRACKDIR_BIT_NONE) ? (Trackdir)FindFirstBit2x64(trackdirs) : INVALID_TRACKDIR;
}
/**
* These functions check the validity of Tracks and Trackdirs. assert against
* them when convenient.
*/
static inline bool IsValidTrack(Track track) { return track < TRACK_END; }
static inline bool IsValidTrackdir(Trackdir trackdir) { return (TrackdirToTrackdirBits(trackdir) & TRACKDIR_BIT_MASK) != 0; }
/**
* 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];
}
/*
* Functions describing logical relations between Tracks, TrackBits, Trackdirs
* TrackdirBits, Direction and DiagDirections.
*/
/**
* Maps a trackdir to the reverse trackdir.
*/
static inline Trackdir ReverseTrackdir(Trackdir trackdir)
{
assert(trackdir != INVALID_TRACKDIR);
return (Trackdir)(trackdir ^ 8);
}
/**
* Returns the Track that a given Trackdir represents
*/
static inline Track TrackdirToTrack(Trackdir trackdir) { return (Track)(trackdir & 0x7); }
/**
* Returns a Trackdir for the given Track. Since every Track corresponds to
* two Trackdirs, we choose the one which points between NE and S.
* Note that the actual implementation is quite futile, but this might change
* in the future.
*/
static inline Trackdir TrackToTrackdir(Track track) { return (Trackdir)track; }
/**
* Returns a TrackdirBit mask that contains the two TrackdirBits that
* correspond with the given Track (one for each direction).
*/
static inline TrackdirBits TrackToTrackdirBits(Track track)
{
Trackdir td = TrackToTrackdir(track);
return (TrackdirBits)(TrackdirToTrackdirBits(td) | TrackdirToTrackdirBits(ReverseTrackdir(td)));
}
/**
* Discards all directional information from the given TrackdirBits. Any
* Track which is present in either direction will be present in the result.
*/
static inline TrackBits TrackdirBitsToTrackBits(TrackdirBits bits)
{
return (TrackBits)((bits | (bits >> 8)) & TRACK_BIT_MASK);
}
/**
* Maps a trackdir to the trackdir that you will end up on if you go straight
* ahead. This will be the same trackdir for diagonal trackdirs, but a
* different (alternating) one for straight trackdirs
*/
static inline Trackdir NextTrackdir(Trackdir trackdir)
{
extern const Trackdir _next_trackdir[TRACKDIR_END];
return _next_trackdir[trackdir];
}
/**
* Maps a track to all tracks that make 90 deg turns with it.
*/
static inline TrackBits TrackCrossesTracks(Track track)
{
extern const TrackBits _track_crosses_tracks[TRACK_END];
return _track_crosses_tracks[track];
}
/**
* Maps a trackdir to the (4-way) direction the tile is exited when following
* that trackdir.
*/
static inline DiagDirection TrackdirToExitdir(Trackdir trackdir)
{
extern const DiagDirection _trackdir_to_exitdir[TRACKDIR_END];
return _trackdir_to_exitdir[trackdir];
}
/**
* Maps a track and an (4-way) dir to the trackdir that represents the track
* with the exit in the given direction.
*/
static inline Trackdir TrackExitdirToTrackdir(Track track, DiagDirection diagdir)
{
extern const Trackdir _track_exitdir_to_trackdir[TRACK_END][DIAGDIR_END];
return _track_exitdir_to_trackdir[track][diagdir];
}
/**
* Maps a track and an (4-way) dir to the trackdir that represents the track
* with the exit in the given direction.
*/
static inline Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir)
{
extern const Trackdir _track_enterdir_to_trackdir[TRACK_END][DIAGDIR_END];
return _track_enterdir_to_trackdir[track][diagdir];
}
/**
* Maps a track and a full (8-way) direction to the trackdir that represents
* the track running in the given direction.
*/
static inline Trackdir TrackDirectionToTrackdir(Track track, Direction dir)
{
extern const Trackdir _track_direction_to_trackdir[TRACK_END][DIR_END];
return _track_direction_to_trackdir[track][dir];
}
/**
* Maps a (4-way) direction to the diagonal trackdir that runs in that
* direction.
*/
static inline Trackdir DiagdirToDiagTrackdir(DiagDirection diagdir)
{
extern const Trackdir _dir_to_diag_trackdir[DIAGDIR_END];
return _dir_to_diag_trackdir[diagdir];
}
/**
* Returns all trackdirs that can be reached when entering a tile from a given
* (diagonal) direction. This will obviously include 90 degree turns, since no
* information is available about the exact angle of entering */
static inline TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir)
{
extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END];
return _exitdir_reaches_trackdirs[diagdir];
}
/**
* Returns all tracks that can be reached when entering a tile from a given
* (diagonal) direction. This will obviously include 90 degree turns, since no
* information is available about the exact angle of entering */
static inline TrackBits DiagdirReachesTracks(DiagDirection diagdir) { return TrackdirBitsToTrackBits(DiagdirReachesTrackdirs(diagdir)); }
/**
* Maps a trackdir to the trackdirs that can be reached from it (ie, when
* entering the next tile. This will include 90 degree turns!
*/
static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir)
{
extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END];
return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)];
}
/* Note that there is no direct table for this function (there used to be),
* but it uses two simpeler tables to achieve the result */
/**
* Maps a trackdir to all trackdirs that make 90 deg turns with it.
*/
static inline TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir)
{
extern const TrackdirBits _track_crosses_trackdirs[TRACKDIR_END];
return _track_crosses_trackdirs[TrackdirToTrack(trackdir)];
}
/* Checks if a given Track is diagonal */
static inline bool IsDiagonalTrack(Track track) { return (track == TRACK_X) || (track == TRACK_Y); }
/* Checks if a given Trackdir is diagonal. */
static inline bool IsDiagonalTrackdir(Trackdir trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); }
/**
* 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);
}
static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
{
return HASBIT(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
}
/**
* Checks if the given tracks overlap, ie form a crossing. Basically this
* means when there is more than one track on the tile, exept when there are
* two parallel tracks.
* @param bits The tracks present.
* @return Whether the tracks present overlap in any way.
*/
static inline bool TracksOverlap(TrackBits bits)
{
/* With no, or only one track, there is no overlap */
if (bits == 0 || KILL_FIRST_BIT(bits) == 0) return false;
/* We know that there are at least two tracks present. When there are more
* than 2 tracks, they will surely overlap. When there are two, they will
* always overlap unless they are lower & upper or right & left. */
return bits != TRACK_BIT_HORZ && bits != TRACK_BIT_VERT;
}
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);
uint GetRailFoundation(Slope tileh, TrackBits bits);
int32 SettingsDisableElrail(int32 p1); ///< _patches.disable_elrail callback
#endif /* RAIL_H */
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