src/rail.h
author rubidium
Sun, 25 May 2008 19:17:03 +0000
changeset 9354 845e07db4549
parent 9154 2c042b567165
child 9493 030cfc495f31
permissions -rw-r--r--
(svn r13251) -Codechange: rename _patches to _settings as that is more logic.
-Codechange: move all Settings into substructs of _settings in a way that they are logically grouped.
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/* $Id$ */
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/** @file rail.h Rail specific functions. */
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#ifndef RAIL_H
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#define RAIL_H
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#include "rail_type.h"
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#include "track_type.h"
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#include "vehicle_type.h"
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#include "gfx_type.h"
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#include "core/bitmath_func.hpp"
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#include "economy_func.h"
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#include "slope_type.h"
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enum RailTypeFlag {
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	RTF_CATENARY = 0,  ///< Set if the rail type should have catenary drawn
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};
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enum RailTypeFlags {
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	RTFB_NONE     = 0,
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	RTFB_CATENARY = 1 << RTF_CATENARY,
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};
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DECLARE_ENUM_AS_BIT_SET(RailTypeFlags);
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/** This struct contains all the info that is needed to draw and construct tracks.
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 */
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struct RailtypeInfo {
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	/** Struct containing the main sprites. @note not all sprites are listed, but only
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	 *  the ones used directly in the code */
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	struct {
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		SpriteID track_y;      ///< single piece of rail in Y direction, with ground
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		SpriteID track_ns;     ///< two pieces of rail in North and South corner (East-West direction)
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		SpriteID ground;       ///< ground sprite for a 3-way switch
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		SpriteID single_y;     ///< single piece of rail in Y direction, without ground
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		SpriteID single_x;     ///< single piece of rail in X direction
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		SpriteID single_n;     ///< single piece of rail in the northern corner
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		SpriteID single_s;     ///< single piece of rail in the southern corner
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		SpriteID single_e;     ///< single piece of rail in the eastern corner
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		SpriteID single_w;     ///< single piece of rail in the western corner
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		SpriteID crossing;     ///< level crossing, rail in X direction
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		SpriteID tunnel;       ///< tunnel sprites base
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	} base_sprites;
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	/** struct containing the sprites for the rail GUI. @note only sprites referred to
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	 * directly in the code are listed */
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	struct {
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		SpriteID build_ns_rail;      ///< button for building single rail in N-S direction
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		SpriteID build_x_rail;       ///< button for building single rail in X direction
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		SpriteID build_ew_rail;      ///< button for building single rail in E-W direction
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		SpriteID build_y_rail;       ///< button for building single rail in Y direction
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		SpriteID auto_rail;          ///< button for the autorail construction
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		SpriteID build_depot;        ///< button for building depots
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		SpriteID build_tunnel;       ///< button for building a tunnel
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		SpriteID convert_rail;       ///< button for converting rail
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	} gui_sprites;
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	struct {
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		CursorID rail_ns;    ///< Cursor for building rail in N-S direction
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		CursorID rail_swne;  ///< Cursor for building rail in X direction
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		CursorID rail_ew;    ///< Cursor for building rail in E-W direction
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		CursorID rail_nwse;  ///< Cursor for building rail in Y direction
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		CursorID autorail;   ///< Cursor for autorail tool
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		CursorID depot;      ///< Cursor for building a depot
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		CursorID tunnel;     ///< Cursor for building a tunnel
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		CursorID convert;    ///< Cursor for converting track
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	} cursor;
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	struct {
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		StringID toolbar_caption;
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	} strings;
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	/** sprite number difference between a piece of track on a snowy ground and the corresponding one on normal ground */
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	SpriteID snow_offset;
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	/** bitmask to the OTHER railtypes on which an engine of THIS railtype generates power */
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	RailTypes powered_railtypes;
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	/** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */
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	RailTypes compatible_railtypes;
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	/**
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	 * Offset between the current railtype and normal rail. This means that:<p>
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	 * 1) All the sprites in a railset MUST be in the same order. This order
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	 *    is determined by normal rail. Check sprites 1005 and following for this order<p>
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	 * 2) The position where the railtype is loaded must always be the same, otherwise
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	 *    the offset will fail.
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	 * @note: Something more flexible might be desirable in the future.
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	 */
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	SpriteID total_offset;
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	/**
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	 * Bridge offset
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	 */
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	SpriteID bridge_offset;
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	/**
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	 * Offset to add to ground sprite when drawing custom waypoints / stations
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	 */
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	byte custom_ground_offset;
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   101
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   102
	/**
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   103
	 * Multiplier for curve maximum speed advantage
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   104
	 */
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   105
	byte curve_speed;
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   106
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   107
	/**
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   108
	 * Bit mask of rail type flags
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   109
	 */
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   110
	RailTypeFlags flags;
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   111
};
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celestar
parents: 2232
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   112
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   113
1967
a01f4d5dd957 (svn r2473) - Add: VehicleMayEnterTile(), which checks if the tile owner of a tile is correct for a vehicle to enter it. Based upon glx's code.
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   114
/**
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   115
 * Returns a pointer to the Railtype information for a given railtype
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 * @param railtype the rail type which the information is requested for
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   117
 * @return The pointer to the RailtypeInfo
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   118
 */
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34daee5dfc60 (svn r2756) Renamed railtypes into _railtypes
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   119
static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype)
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{
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   121
	extern RailtypeInfo _railtypes[RAILTYPE_END];
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	assert(railtype < RAILTYPE_END);
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   123
	return &_railtypes[railtype];
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   124
}
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   125
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   126
/**
2006
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   127
 * Checks if an engine of the given RailType can drive on a tile with a given
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   128
 * RailType. This would normally just be an equality check, but for electric
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   129
 * rails (which also support non-electric engines).
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 * @return Whether the engine can drive on this tile.
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 * @param  enginetype The RailType of the engine we are considering.
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 * @param  tiletype   The RailType of the tile we are considering.
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   133
 */
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   134
static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype)
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{
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	return HasBit(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
2006
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   137
}
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   138
7396
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rubidium
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   139
/**
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 * Checks if an engine of the given RailType got power on a tile with a given
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   141
 * RailType. This would normally just be an equality check, but for electric
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 * rails (which also support non-electric engines).
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   143
 * @return Whether the engine got power on this tile.
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 * @param  enginetype The RailType of the engine we are considering.
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 * @param  tiletype   The RailType of the tile we are considering.
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   146
 */
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static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
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{
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	return HasBit(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
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   150
}
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   151
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extern int _railtype_cost_multiplier[RAILTYPE_END];
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extern const int _default_railtype_cost_multiplier[RAILTYPE_END];
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   156
/**
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 * Returns the cost of building the specified railtype.
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 * @param railtype The railtype being built.
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 * @return The cost multiplier.
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 */
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static inline Money RailBuildCost(RailType railtype)
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{
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	assert(railtype < RAILTYPE_END);
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	return (_price.build_rail * _railtype_cost_multiplier[railtype]) >> 3;
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   165
}
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   166
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   167
/**
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 * Calculates the cost of rail conversion
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 * @param from The railtype we are converting from
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 * @param to   The railtype we are converting to
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 * @return Cost per TrackBit
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   172
 */
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   173
static inline Money RailConvertCost(RailType from, RailType to)
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{
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	/* rail -> el. rail
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	 * calculate the price as 5 / 4 of (cost build el. rail) - (cost build rail)
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	 * (the price of workers to get to place is that 1/4)
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   178
	 */
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   179
	if (HasPowerOnRail(from, to)) {
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		return ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
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   181
	}
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   182
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	/* el. rail -> rail
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   184
	 * calculate the price as 1 / 4 of (cost build el. rail) - (cost build rail)
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   185
	 * (the price of workers is 1 / 4 + price of copper sold to a recycle center)
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   186
	 */
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   187
	if (HasPowerOnRail(to, from)) {
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   188
		return (RailBuildCost(from) - RailBuildCost(to)) >> 2;
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   189
	}
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   190
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	/* make the price the same as remove + build new type */
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   192
	return RailBuildCost(to) + _price.remove_rail;
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   193
}
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   194
7539
5f41050498bd (svn r11059) -Fix [FS#1182]: inconsistency between Rail<->ElRail conversions of different kinds of rail containing tiles (normal rail, stations, depots, etc). Patch by SmatZ.
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   195
void *UpdateTrainPowerProc(Vehicle *v, void *data);
2520
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   196
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
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   197
void DrawDefaultWaypointSprite(int x, int y, RailType railtype);
8238
d47a86c79603 (svn r11802) -Fix [FS#716]: do not crash trains when leaving depot to a very long track
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   198
void *EnsureNoTrainOnTrackProc(Vehicle *v, void *data);
8712
be50475ea8fc (svn r12386) -Fix [FS#1841](r2428): train could break apart when reversed while partially in a depot
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   199
int TicksToLeaveDepot(const Vehicle *v);
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   200
7335
141c6b86ec1f (svn r10698) -Codechange [FS#1082]: simplify the code related to foundations. Primarily removal of (duplicated|magic) code and introduction of few helper functions to ease foundation determination. Patch by frosch.
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   201
Foundation GetRailFoundation(Slope tileh, TrackBits bits);
5116
3c0c3da214ca (svn r7195) -Feature: [FS#297, optional elrails] New patches/vehicles option 'disable electrified railways'.
KUDr
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   202
3c0c3da214ca (svn r7195) -Feature: [FS#297, optional elrails] New patches/vehicles option 'disable electrified railways'.
KUDr
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   203
8236
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   204
/**
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 * Finds out if a Player has a certain railtype available
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   206
 * @param p Player in question
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   207
 * @param railtype requested RailType
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   208
 * @return true if player has requested RailType available
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   209
 */
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   210
bool HasRailtypeAvail(const PlayerID p, const RailType railtype);
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   211
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   212
/**
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 * Validate functions for rail building.
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 * @param rail the railtype to check.
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 * @return true if the current player may build the rail.
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 */
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bool ValParamRailtype(const RailType rail);
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/**
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 * Returns the "best" railtype a player can build.
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 * As the AI doesn't know what the BEST one is, we have our own priority list
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 * here. When adding new railtypes, modify this function
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 * @param p the player "in action"
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 * @return The "best" railtype a player has available
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 */
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RailType GetBestRailtype(const PlayerID p);
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/**
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 * Get the rail types the given player can build.
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 * @param p the player to get the rail types for.
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 * @return the rail types.
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 */
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RailTypes GetPlayerRailtypes(const PlayerID p);
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#endif /* RAIL_H */