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Codechange: Allow constexpr NWidgetPart construction.
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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"
#include "timer/timer_game_calendar.h"
#include "signal_type.h"
#include "settings_type.h"
/** Railtype flags. */
enum RailTypeFlags {
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.
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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