src/elrail.cpp
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8270 e7c342f6b14c
child 8398 1e181e2e4e15
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */
/** @file elrail.cpp
 * This file deals with displaying wires and pylons for electric railways.
 * <h2>Basics</h2>
 *
 * <h3>Tile Types</h3>
 *
 * We have two different types of tiles in the drawing code:
 * Normal Railway Tiles (NRTs) which can have more than one track on it, and
 * Special Railways tiles (SRTs) which have only one track (like crossings, depots
 * stations, etc).
 *
 * <h3>Location Categories</h3>
 *
 * All tiles are categorized into three location groups (TLG):
 * Group 0: Tiles with both an even X coordinate and an even Y coordinate
 * Group 1: Tiles with an even X and an odd Y coordinate
 * Group 2: Tiles with an odd X and an even Y coordinate
 * Group 3: Tiles with both an odd X and Y coordnate.
 *
 * <h3>Pylon Points</h3>
 * <h4>Control Points</h4>
 * A Pylon Control Point (PCP) is a position where a wire (or rather two)
 * is mounted onto a pylon.
 * Each NRT does contain 4 PCPs which are bitmapped to a byte
 * variable and are represented by the DiagDirection enum
 *
 * Each track ends on two PCPs and thus requires one pylon on each end. However,
 * there is one exception: Straight-and-level tracks only have one pylon every
 * other tile.
 *
 * Now on each edge there are two PCPs: One from each adjacent tile. Both PCPs
 * are merged using an OR operation (i. e. if one tile needs a PCP at the postion
 * in question, both tiles get it).
 *
 * <h4>Position Points</h4>
 * A Pylon Position Point (PPP) is a position where a pylon is located on the
 * ground.  Each PCP owns 8 in (45 degree steps) PPPs that are located around
 * it. PPPs are represented using the Direction enum. Each track bit has PPPs
 * that are impossible (because the pylon would be situated on the track) and
 * some that are preferred (because the pylon would be rectangular to the track).
 *
 * <img src="../../elrail_tile.png">
 * <img src="../../elrail_track.png">
 *
 */

#include "stdafx.h"
#include "openttd.h"
#include "station_map.h"
#include "viewport_func.h"
#include "settings_type.h"
#include "landscape.h"
#include "rail_type.h"
#include "debug.h"
#include "tunnel_map.h"
#include "road_map.h"
#include "bridge_map.h"
#include "bridge.h"
#include "rail_map.h"
#include "train.h"
#include "rail_gui.h"
#include "transparency.h"
#include "tunnelbridge_map.h"
#include "vehicle_func.h"
#include "player_base.h"

#include "table/sprites.h"
#include "table/elrail_data.h"

static inline TLG GetTLG(TileIndex t)
{
	return (TLG)((HasBit(TileX(t), 0) << 1) + HasBit(TileY(t), 0));
}

/** Finds which Rail Bits are present on a given tile. For bridge tiles,
 * returns track bits under the bridge
 */
static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
{
	switch (GetTileType(t)) {
		case MP_RAILWAY:
			if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
			switch (GetRailTileType(t)) {
				case RAIL_TILE_NORMAL: case RAIL_TILE_SIGNALS:
					return GetTrackBits(t);
				case RAIL_TILE_WAYPOINT:
					return GetRailWaypointBits(t);
				default:
					return TRACK_BIT_NONE;
			}
			break;

		case MP_TUNNELBRIDGE:
			if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
			if (override != NULL && (IsTunnel(t) || DistanceMax(t, GetOtherBridgeEnd(t)) > 1)) {
				*override = 1 << GetTunnelBridgeDirection(t);
			}
			return AxisToTrackBits(DiagDirToAxis(GetTunnelBridgeDirection(t)));

		case MP_ROAD:
			if (GetRoadTileType(t) != ROAD_TILE_CROSSING) return TRACK_BIT_NONE;
			if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
			return GetCrossingRailBits(t);

		case MP_STATION:
			if (!IsRailwayStation(t)) return TRACK_BIT_NONE;
			if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
			if (!IsStationTileElectrifiable(t)) return TRACK_BIT_NONE;
			return TrackToTrackBits(GetRailStationTrack(t));

		default:
			return TRACK_BIT_NONE;
	}
}

/** Corrects the tileh for certain tile types. Returns an effective tileh for the track on the tile.
 * @param tile The tile to analyse
 * @param *tileh the tileh
 */
static void AdjustTileh(TileIndex tile, Slope *tileh)
{
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
		if (IsTunnel(tile)) {
			*tileh = SLOPE_STEEP; // XXX - Hack to make tunnel entrances to always have a pylon
		} else if (*tileh != SLOPE_FLAT) {
			*tileh = SLOPE_FLAT;
		} else {
			switch (GetTunnelBridgeDirection(tile)) {
				case DIAGDIR_NE: *tileh = SLOPE_NE; break;
				case DIAGDIR_SE: *tileh = SLOPE_SE; break;
				case DIAGDIR_SW: *tileh = SLOPE_SW; break;
				case DIAGDIR_NW: *tileh = SLOPE_NW; break;
				default: NOT_REACHED();
			}
		}
	}
}

/**
 * Returns the Z position of a Pylon Control Point.
 *
 * @param tile The tile the pylon should stand on.
 * @param PCPpos The PCP of the tile.
 * @return The Z position of the PCP.
 */
static byte GetPCPElevation(TileIndex tile, DiagDirection PCPpos)
{
	/* The elevation of the "pylon"-sprite should be the elevation at the PCP.
	 * PCPs are always on a tile edge.
	 *
	 * This position can be outside of the tile, i.e. ?_pcp_offset == TILE_SIZE > TILE_SIZE - 1.
	 * So we have to move it inside the tile, because if the neighboured tile has a foundation,
	 * that does not smoothly connect to the current tile, we will get a wrong elevation from GetSlopeZ().
	 *
	 * When we move the position inside the tile, we will get a wrong elevation if we have a slope.
	 * To catch all cases we round the Z position to the next (TILE_HEIGHT / 2).
	 * This will return the correct elevation for slopes and will also detect non-continuous elevation on edges.
	 *
	 * Also note that the result of GetSlopeZ() is very special on bridge-ramps.
	 */

	byte z = GetSlopeZ(TileX(tile) * TILE_SIZE + min(x_pcp_offsets[PCPpos], TILE_SIZE - 1), TileY(tile) * TILE_SIZE + min(y_pcp_offsets[PCPpos], TILE_SIZE - 1));
	return (z + 2) & ~3; // this means z = (z + TILE_HEIGHT / 4) / (TILE_HEIGHT / 2) * (TILE_HEIGHT / 2);
}

/**
 * Draws wires on a tunnel tile
 *
 * DrawTile_TunnelBridge() calls this function to draw the wires as SpriteCombine with the tunnel roof.
 *
 * @param ti The Tileinfo to draw the tile for
 */
void DrawCatenaryOnTunnel(const TileInfo *ti)
{
	/* xmin, ymin, xmax + 1, ymax + 1 of BB */
	static const int _tunnel_wire_BB[4][4] = {
		{ 0, 1, 16, 15 }, // NE
		{ 1, 0, 15, 16 }, // SE
		{ 0, 1, 16, 15 }, // SW
		{ 1, 0, 15, 16 }, // NW
	};

	if ((GetRailType(ti->tile) != RAILTYPE_ELECTRIC) || _patches.disable_elrails) return;

	DiagDirection dir = GetTunnelBridgeDirection(ti->tile);

	const SortableSpriteStruct *sss = &CatenarySpriteData_Tunnel[dir];
	const int *BB_data = _tunnel_wire_BB[dir];
	AddSortableSpriteToDraw(
		sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
		BB_data[2] - sss->x_offset, BB_data[3] - sss->y_offset, BB_Z_SEPARATOR - sss->z_offset + 1,
		GetTileZ(ti->tile) + sss->z_offset,
		IsTransparencySet(TO_BUILDINGS),
		BB_data[0] - sss->x_offset, BB_data[1] - sss->y_offset, BB_Z_SEPARATOR - sss->z_offset
	);
}

/** Draws wires and, if required, pylons on a given tile
 * @param ti The Tileinfo to draw the tile for
 */
static void DrawCatenaryRailway(const TileInfo *ti)
{
	/* Pylons are placed on a tile edge, so we need to take into account
	 * the track configuration of 2 adjacent tiles. trackconfig[0] stores the
	 * current tile (home tile) while [1] holds the neighbour */
	TrackBits trackconfig[TS_END];
	bool isflat[TS_END];
	/* Note that ti->tileh has already been adjusted for Foundations */
	Slope tileh[TS_END] = { ti->tileh, SLOPE_FLAT };

	/* Half tile slopes coincide only with horizontal/vertical track.
	 * Faking a flat slope results in the correct sprites on positions. */
	if (IsHalftileSlope(tileh[TS_HOME])) tileh[TS_HOME] = SLOPE_FLAT;

	TLG tlg = GetTLG(ti->tile);
	byte PCPstatus = 0;
	byte OverridePCP = 0;
	byte PPPpreferred[DIAGDIR_END];
	byte PPPallowed[DIAGDIR_END];
	DiagDirection i;
	Track t;

	/* Find which rail bits are present, and select the override points.
	 * We don't draw a pylon:
	 * 1) INSIDE a tunnel (we wouldn't see it anyway)
	 * 2) on the "far" end of a bridge head (the one that connects to bridge middle),
	 *    because that one is drawn on the bridge. Exception is for length 0 bridges
	 *    which have no middle tiles */
	trackconfig[TS_HOME] = GetRailTrackBitsUniversal(ti->tile, &OverridePCP);
	/* If a track bit is present that is not in the main direction, the track is level */
	isflat[TS_HOME] = ((trackconfig[TS_HOME] & (TRACK_BIT_HORZ | TRACK_BIT_VERT)) != 0);

	AdjustTileh(ti->tile, &tileh[TS_HOME]);

	for (i = DIAGDIR_NE; i < DIAGDIR_END; i++) {
		TileIndex neighbour = ti->tile + TileOffsByDiagDir(i);
		Foundation foundation = FOUNDATION_NONE;
		int k;

		/* Here's one of the main headaches. GetTileSlope does not correct for possibly
		 * existing foundataions, so we do have to do that manually later on.*/
		tileh[TS_NEIGHBOUR] = GetTileSlope(neighbour, NULL);
		trackconfig[TS_NEIGHBOUR] = GetRailTrackBitsUniversal(neighbour, NULL);
		if (IsTunnelTile(neighbour) && i != GetTunnelBridgeDirection(neighbour)) trackconfig[TS_NEIGHBOUR] = TRACK_BIT_NONE;

		/* If the neighboured tile does not smoothly connect to the current tile (because of a foundation),
		 * we have to draw all pillars on the current tile. */
		if (GetPCPElevation(ti->tile, i) != GetPCPElevation(neighbour, ReverseDiagDir(i))) trackconfig[TS_NEIGHBOUR] = TRACK_BIT_NONE;

		isflat[TS_NEIGHBOUR] = ((trackconfig[TS_NEIGHBOUR] & (TRACK_BIT_HORZ | TRACK_BIT_VERT)) != 0);

		PPPpreferred[i] = 0xFF; // We start with preferring everything (end-of-line in any direction)
		PPPallowed[i] = AllowedPPPonPCP[i];

		/* We cycle through all the existing tracks at a PCP and see what
		 * PPPs we want to have, or may not have at all */
		for (k = 0; k < NUM_TRACKS_AT_PCP; k++) {
			/* Next to us, we have a bridge head, don't worry about that one, if it shows away from us */
			if (TrackSourceTile[i][k] == TS_NEIGHBOUR &&
			    IsBridgeTile(neighbour) &&
			    GetTunnelBridgeDirection(neighbour) == ReverseDiagDir(i)) {
				continue;
			}

			/* We check whether the track in question (k) is present in the tile
			 * (TrackSourceTile) */
			if (HasBit(trackconfig[TrackSourceTile[i][k]], TracksAtPCP[i][k])) {
				/* track found, if track is in the neighbour tile, adjust the number
				 * of the PCP for preferred/allowed determination*/
				DiagDirection PCPpos = (TrackSourceTile[i][k] == TS_HOME) ? i : ReverseDiagDir(i);
				SetBit(PCPstatus, i); // This PCP is in use

				PPPpreferred[i] &= PreferredPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
				PPPallowed[i] &= ~DisallowedPPPofTrackAtPCP[TracksAtPCP[i][k]][PCPpos];
			}
		}

		/* Deactivate all PPPs if PCP is not used */
		PPPpreferred[i] *= HasBit(PCPstatus, i);
		PPPallowed[i] *= HasBit(PCPstatus, i);

		/* A station is always "flat", so adjust the tileh accordingly */
		if (IsTileType(neighbour, MP_STATION)) tileh[TS_NEIGHBOUR] = SLOPE_FLAT;

		/* Read the foundataions if they are present, and adjust the tileh */
		if (trackconfig[TS_NEIGHBOUR] != TRACK_BIT_NONE && IsTileType(neighbour, MP_RAILWAY) && GetRailType(neighbour) == RAILTYPE_ELECTRIC) foundation = GetRailFoundation(tileh[TS_NEIGHBOUR], trackconfig[TS_NEIGHBOUR]);
		if (IsBridgeTile(neighbour)) {
			foundation = GetBridgeFoundation(tileh[TS_NEIGHBOUR], DiagDirToAxis(GetTunnelBridgeDirection(neighbour)));
		}

		ApplyFoundationToSlope(foundation, &tileh[TS_NEIGHBOUR]);

	/* Half tile slopes coincide only with horizontal/vertical track.
	 * Faking a flat slope results in the correct sprites on positions. */
		if (IsHalftileSlope(tileh[TS_NEIGHBOUR])) tileh[TS_NEIGHBOUR] = SLOPE_FLAT;

		AdjustTileh(neighbour, &tileh[TS_NEIGHBOUR]);

		/* If we have a straight (and level) track, we want a pylon only every 2 tiles
		 * Delete the PCP if this is the case. */
		/* Level means that the slope is the same, or the track is flat */
		if (tileh[TS_HOME] == tileh[TS_NEIGHBOUR] || (isflat[TS_HOME] && isflat[TS_NEIGHBOUR])) {
			for (k = 0; k < NUM_IGNORE_GROUPS; k++)
				if (PPPpreferred[i] == IgnoredPCP[k][tlg][i]) ClrBit(PCPstatus, i);
		}

		/* Now decide where we draw our pylons. First try the preferred PPPs, but they may not exist.
		 * In that case, we try the any of the allowed ones. if they don't exist either, don't draw
		 * anything. Note that the preferred PPPs still contain the end-of-line markers.
		 * Remove those (simply by ANDing with allowed, since these markers are never allowed) */
		if ((PPPallowed[i] & PPPpreferred[i]) != 0) PPPallowed[i] &= PPPpreferred[i];

		if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
			Track bridgetrack = GetBridgeAxis(ti->tile) == AXIS_X ? TRACK_X : TRACK_Y;
			uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));

			if ((height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) &&
					(i == PCPpositions[bridgetrack][0] || i == PCPpositions[bridgetrack][1])) {
				SetBit(OverridePCP, i);
			}
		}

		if (PPPallowed[i] != 0 && HasBit(PCPstatus, i) && !HasBit(OverridePCP, i)) {
			for (k = 0; k < DIR_END; k++) {
				byte temp = PPPorder[i][GetTLG(ti->tile)][k];

				if (HasBit(PPPallowed[i], temp)) {
					uint x  = ti->x + x_pcp_offsets[i] + x_ppp_offsets[temp];
					uint y  = ti->y + y_pcp_offsets[i] + y_ppp_offsets[temp];

					/* Don't build the pylon if it would be outside the tile */
					if (!HasBit(OwnedPPPonPCP[i], temp)) {
						/* We have a neighour that will draw it, bail out */
						if (trackconfig[TS_NEIGHBOUR] != 0) break;
						continue; /* No neighbour, go looking for a better position */
					}

					AddSortableSpriteToDraw(pylon_sprites[temp], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE,
							GetPCPElevation(ti->tile, i),
							IsTransparencySet(TO_BUILDINGS), -1, -1);
					break; /* We already have drawn a pylon, bail out */
				}
			}
		}
	}

	/* Don't draw a wire under a low bridge */
	if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile) && !IsTransparencySet(TO_BUILDINGS)) {
		uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));

		if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
	}

	/* Drawing of pylons is finished, now draw the wires */
	for (t = TRACK_BEGIN; t < TRACK_END; t++) {
		if (HasBit(trackconfig[TS_HOME], t)) {
			if (IsTunnelTile(ti->tile)) break; // drawn together with tunnel-roof (see DrawCatenaryOnTunnel())
			byte PCPconfig = HasBit(PCPstatus, PCPpositions[t][0]) +
				(HasBit(PCPstatus, PCPpositions[t][1]) << 1);

			const SortableSpriteStruct *sss;
			int tileh_selector = !(tileh[TS_HOME] % 3) * tileh[TS_HOME] / 3; /* tileh for the slopes, 0 otherwise */

			assert(PCPconfig != 0); /* We have a pylon on neither end of the wire, that doesn't work (since we have no sprites for that) */
			assert(!IsSteepSlope(tileh[TS_HOME]));
			sss = &CatenarySpriteData[Wires[tileh_selector][t][PCPconfig]];

			/*
			 * The "wire"-sprite position is inside the tile, i.e. 0 <= sss->?_offset < TILE_SIZE.
			 * Therefore it is save to use GetSlopeZ() for the elevation.
			 * Also note, that the result of GetSlopeZ() is very special for bridge-ramps.
			 */
			AddSortableSpriteToDraw(sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
				sss->x_size, sss->y_size, sss->z_size, GetSlopeZ(ti->x + sss->x_offset, ti->y + sss->y_offset) + sss->z_offset,
				IsTransparencySet(TO_BUILDINGS));
		}
	}
}

static void DrawCatenaryOnBridge(const TileInfo *ti)
{
	TileIndex end = GetSouthernBridgeEnd(ti->tile);
	TileIndex start = GetOtherBridgeEnd(end);

	uint length = GetBridgeLength(start, end);
	uint num = DistanceMax(ti->tile, start);
	uint height;

	const SortableSpriteStruct *sss;
	Axis axis = GetBridgeAxis(ti->tile);
	TLG tlg = GetTLG(ti->tile);

	CatenarySprite offset = (CatenarySprite)(axis == AXIS_X ? 0 : WIRE_Y_FLAT_BOTH - WIRE_X_FLAT_BOTH);

	if ((length % 2) && num == length) {
		/* Draw the "short" wire on the southern end of the bridge
		 * only needed if the length of the bridge is odd */
		sss = &CatenarySpriteData[WIRE_X_FLAT_BOTH + offset];
	} else {
		/* Draw "long" wires on all other tiles of the bridge (one pylon every two tiles) */
		sss = &CatenarySpriteData[WIRE_X_FLAT_SW + (num % 2) + offset];
	}

	height = GetBridgeHeight(end);

	AddSortableSpriteToDraw(sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
		sss->x_size, sss->y_size, sss->z_size, height + sss->z_offset,
		IsTransparencySet(TO_BUILDINGS)
	);

	/* Finished with wires, draw pylons */
	/* every other tile needs a pylon on the northern end */
	if (num % 2) {
		DiagDirection PCPpos = (axis == AXIS_X ? DIAGDIR_NE : DIAGDIR_NW);
		Direction PPPpos = (axis == AXIS_X ? DIR_NW : DIR_NE);
		if (HasBit(tlg, (axis == AXIS_X ? 0 : 1))) PPPpos = ReverseDir(PPPpos);
		uint x = ti->x + x_pcp_offsets[PCPpos] + x_ppp_offsets[PPPpos];
		uint y = ti->y + y_pcp_offsets[PCPpos] + y_ppp_offsets[PPPpos];
		AddSortableSpriteToDraw(pylon_sprites[PPPpos], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE, height, IsTransparencySet(TO_BUILDINGS), -1, -1);
	}

	/* need a pylon on the southern end of the bridge */
	if (DistanceMax(ti->tile, start) == length) {
		DiagDirection PCPpos = (axis == AXIS_X ? DIAGDIR_SW : DIAGDIR_SE);
		Direction PPPpos = (axis == AXIS_X ? DIR_NW : DIR_NE);
		if (HasBit(tlg, (axis == AXIS_X ? 0 : 1))) PPPpos = ReverseDir(PPPpos);
		uint x = ti->x + x_pcp_offsets[PCPpos] + x_ppp_offsets[PPPpos];
		uint y = ti->y + y_pcp_offsets[PCPpos] + y_ppp_offsets[PPPpos];
		AddSortableSpriteToDraw(pylon_sprites[PPPpos], PAL_NONE, x, y, 1, 1, BB_HEIGHT_UNDER_BRIDGE, height, IsTransparencySet(TO_BUILDINGS), -1, -1);
	}
}

void DrawCatenary(const TileInfo *ti)
{
	if (_patches.disable_elrails) return;

	if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
		TileIndex head = GetNorthernBridgeEnd(ti->tile);

		if (GetTunnelBridgeTransportType(head) == TRANSPORT_RAIL && GetRailType(head) == RAILTYPE_ELECTRIC) {
			DrawCatenaryOnBridge(ti);
		}
	}

	switch (GetTileType(ti->tile)) {
		case MP_RAILWAY:
			if (IsRailDepot(ti->tile)) {
				const SortableSpriteStruct *sss = &CatenarySpriteData_Depot[GetRailDepotDirection(ti->tile)];

				/* This wire is not visible with the default depot sprites */
				AddSortableSpriteToDraw(
					sss->image, PAL_NONE, ti->x + sss->x_offset, ti->y + sss->y_offset,
					sss->x_size, sss->y_size, sss->z_size,
					GetTileMaxZ(ti->tile) + sss->z_offset,
					IsTransparencySet(TO_BUILDINGS)
				);
				return;
			}
			break;

		case MP_TUNNELBRIDGE:
		case MP_ROAD:
		case MP_STATION:
			break;

		default: return;
	}
	DrawCatenaryRailway(ti);
}

int32 SettingsDisableElrail(int32 p1)
{
	EngineID e_id;
	Vehicle *v;
	Player *p;
	bool disable = (p1 != 0);

	/* we will now walk through all electric train engines and change their railtypes if it is the wrong one*/
	const RailType old_railtype = disable ? RAILTYPE_ELECTRIC : RAILTYPE_RAIL;
	const RailType new_railtype = disable ? RAILTYPE_RAIL : RAILTYPE_ELECTRIC;

	/* walk through all train engines */
	for (e_id = 0; e_id < NUM_TRAIN_ENGINES; e_id++) {
		RailVehicleInfo *rv_info = &_rail_vehicle_info[e_id];
		/* if it is an electric rail engine and its railtype is the wrong one */
		if (rv_info->engclass == 2 && rv_info->railtype == old_railtype) {
			/* change it to the proper one */
			rv_info->railtype = new_railtype;
		}
	}

	/* when disabling elrails, make sure that all existing trains can run on
	*  normal rail too */
	if (disable) {
		FOR_ALL_VEHICLES(v) {
			if (v->type == VEH_TRAIN && v->u.rail.railtype == RAILTYPE_ELECTRIC) {
				/* this railroad vehicle is now compatible only with elrail,
				*  so add there also normal rail compatibility */
				v->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
				v->u.rail.railtype = RAILTYPE_RAIL;
				SetBit(v->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
			}
		}
	}

	/* setup total power for trains */
	FOR_ALL_VEHICLES(v) {
		/* power is cached only for front engines */
		if (v->type == VEH_TRAIN && IsFrontEngine(v)) TrainPowerChanged(v);
	}

	FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index);

	/* This resets the _last_built_railtype, which will be invalid for electric
	* rails. It may have unintended consequences if that function is ever
	* extended, though. */
	ReinitGuiAfterToggleElrail(disable);
	return 0;
}