Files @ r25874:8e2606e1b5e5
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Location: cpp/openttd-patchpack/source/src/road.h

Patric Stout
Change: remove the ability to control "max spectators" (#9466)

Soon we will make "join game" join the game as spectator first,
so limiting the amount of spectators makes no sense anymore in
that context. Not sure it ever did make sense.
/*
 * 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 road.h Road specific functions. */

#ifndef ROAD_H
#define ROAD_H

#include "road_type.h"
#include "gfx_type.h"
#include "core/bitmath_func.hpp"
#include "strings_type.h"
#include "date_type.h"
#include "core/enum_type.hpp"
#include "newgrf.h"
#include "economy_func.h"

#include <vector>

enum RoadTramType : bool {
	RTT_ROAD,
	RTT_TRAM,
};

enum RoadTramTypes : uint8 {
	RTTB_ROAD = 1 << RTT_ROAD,
	RTTB_TRAM = 1 << RTT_TRAM,
};
DECLARE_ENUM_AS_BIT_SET(RoadTramTypes)

static const RoadTramType _roadtramtypes[] = { RTT_ROAD, RTT_TRAM };

/** Roadtype flags. Starts with RO instead of R because R is used for rails */
enum RoadTypeFlags {
	ROTF_CATENARY = 0,                                     ///< Bit number for adding catenary
	ROTF_NO_LEVEL_CROSSING,                                ///< Bit number for disabling level crossing
	ROTF_NO_HOUSES,                                        ///< Bit number for setting this roadtype as not house friendly
	ROTF_HIDDEN,                                           ///< Bit number for hidden from construction.
	ROTF_TOWN_BUILD,                                       ///< Bit number for allowing towns to build this roadtype.

	ROTFB_NONE = 0,                                        ///< All flags cleared.
	ROTFB_CATENARY          = 1 << ROTF_CATENARY,          ///< Value for drawing a catenary.
	ROTFB_NO_LEVEL_CROSSING = 1 << ROTF_NO_LEVEL_CROSSING, ///< Value for disabling a level crossing.
	ROTFB_NO_HOUSES         = 1 << ROTF_NO_HOUSES,         ///< Value for for setting this roadtype as not house friendly.
	ROTFB_HIDDEN            = 1 << ROTF_HIDDEN,            ///< Value for hidden from construction.
	ROTFB_TOWN_BUILD        = 1 << ROTF_TOWN_BUILD,        ///< Value for allowing towns to build this roadtype.
};
DECLARE_ENUM_AS_BIT_SET(RoadTypeFlags)

struct SpriteGroup;

/** Sprite groups for a roadtype. */
enum RoadTypeSpriteGroup {
	ROTSG_CURSORS,        ///< Optional: Cursor and toolbar icon images
	ROTSG_OVERLAY,        ///< Optional: Images for overlaying track
	ROTSG_GROUND,         ///< Required: Main group of ground images
	ROTSG_reserved1,      ///<           Placeholder, if we need specific tunnel sprites.
	ROTSG_CATENARY_FRONT, ///< Optional: Catenary front
	ROTSG_CATENARY_BACK,  ///< Optional: Catenary back
	ROTSG_BRIDGE,         ///< Required: Bridge surface images
	ROTSG_reserved2,      ///<           Placeholder, if we need specific level crossing sprites.
	ROTSG_DEPOT,          ///< Optional: Depot images
	ROTSG_reserved3,      ///<           Placeholder, if we add road fences (for highways).
	ROTSG_ROADSTOP,       ///< Required: Drive-in stop surface
	ROTSG_END,
};

/** List of road type labels. */
typedef std::vector<RoadTypeLabel> RoadTypeLabelList;

class RoadTypeInfo {
public:
	/**
	 * struct containing the sprites for the road GUI. @note only sprites referred to
	 * directly in the code are listed
	 */
	struct {
		SpriteID build_x_road;        ///< button for building single rail in X direction
		SpriteID build_y_road;        ///< button for building single rail in Y direction
		SpriteID auto_road;           ///< button for the autoroad construction
		SpriteID build_depot;         ///< button for building depots
		SpriteID build_tunnel;        ///< button for building a tunnel
		SpriteID convert_road;        ///< button for converting road types
	} gui_sprites;

	struct {
		CursorID road_swne;     ///< Cursor for building rail in X direction
		CursorID road_nwse;     ///< Cursor for building rail in Y direction
		CursorID autoroad;      ///< Cursor for autorail tool
		CursorID depot;         ///< Cursor for building a depot
		CursorID tunnel;        ///< Cursor for building a tunnel
		SpriteID convert_road;  ///< Cursor for converting road types
	} cursor;                       ///< Cursors associated with the road 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_engine;      ///< Name of an engine for this type of road in the engine preview GUI.

		StringID err_build_road;        ///< Building a normal piece of road
		StringID err_remove_road;       ///< Removing a normal piece of road
		StringID err_depot;             ///< Building a depot
		StringID err_build_station[2];  ///< Building a bus or truck station
		StringID err_remove_station[2]; ///< Removing of a bus or truck station
		StringID err_convert_road;      ///< Converting a road type

		StringID picker_title[2];       ///< Title for the station picker for bus or truck stations
		StringID picker_tooltip[2];     ///< Tooltip for the station picker for bus or truck stations
	} strings;                        ///< Strings associated with the rail type.

	/** bitmask to the OTHER roadtypes on which a vehicle of THIS roadtype generates power */
	RoadTypes powered_roadtypes;

	/**
	 * Bit mask of road type flags
	 */
	RoadTypeFlags flags;

	/**
	 * Cost multiplier for building this road type
	 */
	uint16 cost_multiplier;

	/**
	 * Cost multiplier for maintenance of this road type
	 */
	uint16 maintenance_multiplier;

	/**
	 * Maximum speed for vehicles travelling on this road type
	 */
	uint16 max_speed;

	/**
	 * Unique 32 bit road type identifier
	 */
	RoadTypeLabel label;

	/**
	 * Road type labels this type provides in addition to the main label.
	 */
	RoadTypeLabelList alternate_labels;

	/**
	 * Colour on mini-map
	 */
	byte map_colour;

	/**
	 * Introduction date.
	 * When #INVALID_DATE or a vehicle using this roadtype gets introduced earlier,
	 * the vehicle's introduction date will be used instead for this roadtype.
	 * The introduction at this date is furthermore limited by the
	 * #introduction_required_types.
	 */
	Date introduction_date;

	/**
	 * Bitmask of roadtypes that are required for this roadtype to be introduced
	 * at a given #introduction_date.
	 */
	RoadTypes introduction_required_roadtypes;

	/**
	 * Bitmask of which other roadtypes are introduced when this roadtype is introduced.
	 */
	RoadTypes introduces_roadtypes;

	/**
	 * The sorting order of this roadtype for the toolbar dropdown.
	 */
	byte sorting_order;

	/**
	 * NewGRF providing the Action3 for the roadtype. nullptr if not available.
	 */
	const GRFFile *grffile[ROTSG_END];

	/**
	 * Sprite groups for resolving sprites
	 */
	const SpriteGroup *group[ROTSG_END];

	inline bool UsesOverlay() const
	{
		return this->group[ROTSG_GROUND] != nullptr;
	}
};

extern RoadTypes _roadtypes_type;

static inline bool RoadTypeIsRoad(RoadType roadtype)
{
	return !HasBit(_roadtypes_type, roadtype);
}

static inline bool RoadTypeIsTram(RoadType roadtype)
{
	return HasBit(_roadtypes_type, roadtype);
}

static inline RoadTramType GetRoadTramType(RoadType roadtype)
{
	return RoadTypeIsTram(roadtype) ? RTT_TRAM : RTT_ROAD;
}

static inline RoadTramType OtherRoadTramType(RoadTramType rtt)
{
	return rtt == RTT_ROAD ? RTT_TRAM : RTT_ROAD;
}

/**
 * Returns a pointer to the Roadtype information for a given roadtype
 * @param roadtype the road type which the information is requested for
 * @return The pointer to the RoadTypeInfo
 */
static inline const RoadTypeInfo *GetRoadTypeInfo(RoadType roadtype)
{
	extern RoadTypeInfo _roadtypes[ROADTYPE_END];
	assert(roadtype < ROADTYPE_END);
	return &_roadtypes[roadtype];
}

/**
 * Checks if an engine of the given RoadType got power on a tile with a given
 * RoadType. This would normally just be an equality check, but for electrified
 * roads (which also support non-electric vehicles).
 * @return Whether the engine got power on this tile.
 * @param  enginetype The RoadType of the engine we are considering.
 * @param  tiletype   The RoadType of the tile we are considering.
 */
static inline bool HasPowerOnRoad(RoadType enginetype, RoadType tiletype)
{
	return HasBit(GetRoadTypeInfo(enginetype)->powered_roadtypes, tiletype);
}

/**
 * Returns the cost of building the specified roadtype.
 * @param roadtype The roadtype being built.
 * @return The cost multiplier.
 */
static inline Money RoadBuildCost(RoadType roadtype)
{
	assert(roadtype < ROADTYPE_END);
	return (_price[PR_BUILD_ROAD] * GetRoadTypeInfo(roadtype)->cost_multiplier) >> 3;
}

/**
 * Returns the cost of clearing the specified roadtype.
 * @param roadtype The roadtype being removed.
 * @return The cost.
 */
static inline Money RoadClearCost(RoadType roadtype)
{
	assert(roadtype < ROADTYPE_END);

	/* Flat fee for removing road. */
	if (RoadTypeIsRoad(roadtype)) return _price[PR_CLEAR_ROAD];

	/* Clearing tram earns a little money, but also incurs the standard clear road cost,
	 * so no profit can be made. */
	return _price[PR_CLEAR_ROAD] - RoadBuildCost(roadtype) * 3 / 4;
}

/**
 * Calculates the cost of road conversion
 * @param from The roadtype we are converting from
 * @param to   The roadtype we are converting to
 * @return Cost per RoadBit
 */
static inline Money RoadConvertCost(RoadType from, RoadType to)
{
	/* Don't apply convert costs when converting to the same roadtype (ex. building a roadstop over existing road) */
	if (from == to) return (Money)0;

	/* Same cost as removing and then building. */
	return RoadBuildCost(to) + RoadClearCost(from);
}

/**
 * Test if road disallows level crossings
 * @param roadtype The roadtype we are testing
 * @return True iff the roadtype disallows level crossings
 */
static inline bool RoadNoLevelCrossing(RoadType roadtype)
{
	assert(roadtype < ROADTYPE_END);
	return HasBit(GetRoadTypeInfo(roadtype)->flags, ROTF_NO_LEVEL_CROSSING);
}

RoadType GetRoadTypeByLabel(RoadTypeLabel label, bool allow_alternate_labels = true);

void ResetRoadTypes();
void InitRoadTypes();
RoadType AllocateRoadType(RoadTypeLabel label, RoadTramType rtt);
bool HasAnyRoadTypesAvail(CompanyID company, RoadTramType rtt);

extern std::vector<RoadType> _sorted_roadtypes;
extern RoadTypes _roadtypes_hidden_mask;

#endif /* ROAD_H */