src/rail.h
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8238 d47a86c79603
child 8712 be50475ea8fc
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 rail.h */

#ifndef RAIL_H
#define RAIL_H

#include "rail_type.h"
#include "track_type.h"
#include "vehicle_type.h"
#include "gfx_type.h"
#include "core/bitmath_func.hpp"
#include "economy_func.h"
#include "tile_cmd.h"

/** 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;    ///< 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;

	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 */
	RailTypes powered_railtypes;

	/** bitmask to the OTHER railtypes on which an engine of THIS railtype can physically travel */
	RailTypes 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;

	/**
	 * Multiplier for curve maximum speed advantage
	 */
	byte curve_speed;
};


/**
 * 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);
}

/**
 * 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.
 */
static inline bool HasPowerOnRail(RailType enginetype, RailType tiletype)
{
	return HasBit(GetRailTypeInfo(enginetype)->powered_railtypes, tiletype);
}


extern int _railtype_cost_multiplier[RAILTYPE_END];
extern const int _default_railtype_cost_multiplier[RAILTYPE_END];

/**
 * Returns the cost of building the specified railtype.
 * @param railtype The railtype being built.
 * @return The cost multiplier.
 */
static inline Money RailBuildCost(RailType railtype)
{
	assert(railtype < RAILTYPE_END);
	return (_price.build_rail * _railtype_cost_multiplier[railtype]) >> 3;
}

/**
 * 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
 */
static inline Money RailConvertCost(RailType from, RailType to)
{
	/* rail -> el. rail
	 * calculate the price as 5 / 4 of (cost build el. rail) - (cost build rail)
	 * (the price of workers to get to place is that 1/4)
	 */
	if (HasPowerOnRail(from, to)) {
		return ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
	}

	/* el. rail -> rail
	 * calculate the price as 1 / 4 of (cost build el. rail) - (cost build rail)
	 * (the price of workers is 1 / 4 + price of copper sold to a recycle center)
	 */
	if (HasPowerOnRail(to, from)) {
		return (RailBuildCost(from) - RailBuildCost(to)) >> 2;
	}

	/* make the price the same as remove + build new type */
	return RailBuildCost(to) + _price.remove_rail;
}

void *UpdateTrainPowerProc(Vehicle *v, void *data);
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
void DrawDefaultWaypointSprite(int x, int y, RailType railtype);
void *EnsureNoTrainOnTrackProc(Vehicle *v, void *data);

/**
 * 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);
void DrawCatenaryOnTunnel(const TileInfo *ti);

Foundation GetRailFoundation(Slope tileh, TrackBits bits);

int32 SettingsDisableElrail(int32 p1); ///< _patches.disable_elrail callback

/**
 * Finds out if a Player has a certain railtype available
 * @param p Player in question
 * @param railtype requested RailType
 * @return true if player has requested RailType available
 */
bool HasRailtypeAvail(const PlayerID p, const RailType railtype);

/**
 * Validate functions for rail building.
 * @param rail the railtype to check.
 * @return true if the current player may build the rail.
 */
bool ValParamRailtype(const RailType rail);

/**
 * Returns the "best" railtype a player can build.
 * As the AI doesn't know what the BEST one is, we have our own priority list
 * here. When adding new railtypes, modify this function
 * @param p the player "in action"
 * @return The "best" railtype a player has available
 */
RailType GetBestRailtype(const PlayerID p);

/**
 * Get the rail types the given player can build.
 * @param p the player to get the rail types for.
 * @return the rail types.
 */
RailTypes GetPlayerRailtypes(const PlayerID p);

#endif /* RAIL_H */