src/rail.h
author rubidium
Fri, 28 Mar 2008 10:32:55 +0000
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/* $Id$ */
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/** @file rail.h */
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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 "tile_cmd.h"
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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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	/**
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	 * Multiplier for curve maximum speed advantage
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	 */
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	byte curve_speed;
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};
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/**
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 * 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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 * @return The pointer to the RailtypeInfo
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   103
 */
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static inline const RailtypeInfo *GetRailTypeInfo(RailType railtype)
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{
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	extern RailtypeInfo _railtypes[RAILTYPE_END];
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	assert(railtype < RAILTYPE_END);
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	return &_railtypes[railtype];
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}
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/**
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 * Checks if an engine of the given RailType can drive on a tile with a given
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 * 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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 * @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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 */
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static inline bool IsCompatibleRail(RailType enginetype, RailType tiletype)
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{
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	return HasBit(GetRailTypeInfo(enginetype)->compatible_railtypes, tiletype);
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}
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/**
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 * Checks if an engine of the given RailType got power on a tile with a given
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 * 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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 * @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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 */
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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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}
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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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/**
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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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}
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/**
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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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 */
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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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	 */
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	if (HasPowerOnRail(from, to)) {
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		return ((RailBuildCost(to) - RailBuildCost(from)) * 5) >> 2;
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	}
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	/* el. rail -> rail
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	 * calculate the price as 1 / 4 of (cost build el. rail) - (cost build rail)
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	 * (the price of workers is 1 / 4 + price of copper sold to a recycle center)
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	 */
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	if (HasPowerOnRail(to, from)) {
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		return (RailBuildCost(from) - RailBuildCost(to)) >> 2;
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   174
	}
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	/* make the price the same as remove + build new type */
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	return RailBuildCost(to) + _price.remove_rail;
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}
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void *UpdateTrainPowerProc(Vehicle *v, void *data);
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   181
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
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void DrawDefaultWaypointSprite(int x, int y, RailType railtype);
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void *EnsureNoTrainOnTrackProc(Vehicle *v, void *data);
9826
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int TicksToLeaveDepot(const Vehicle *v);
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/**
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 * Test if a rail type has catenary
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 * @param rt Rail type to test
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 */
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static inline bool HasCatenary(RailType rt)
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{
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	return rt == RAILTYPE_ELECTRIC;
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}
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   196
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   197
/**
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   198
 * Draws overhead wires and pylons for electric railways.
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   199
 * @param ti The TileInfo struct of the tile being drawn
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 * @see DrawCatenaryRailway
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 */
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void DrawCatenary(const TileInfo *ti);
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void DrawCatenaryOnTunnel(const TileInfo *ti);
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Foundation GetRailFoundation(Slope tileh, TrackBits bits);
5116
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KUDr
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   206
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int32 SettingsDisableElrail(int32 p1); ///< _patches.disable_elrail callback
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   208
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/**
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 * Finds out if a Player has a certain railtype available
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 * @param p Player in question
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 * @param railtype requested RailType
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 * @return true if player has requested RailType available
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   214
 */
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   215
bool HasRailtypeAvail(const PlayerID p, const RailType railtype);
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/**
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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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2536
8c4e298f4886 (svn r3065) -Codechange/Add: Modified the bridge drawing code so that the basic offset is read from the RailTypeInfo struct. This is (hopefully) the last DrawTile change on the way to electrified railways. While being at it, de-mystified the function a bit and added some asserts.
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#endif /* RAIL_H */