src/rail.h
author richk
Tue, 17 Jun 2008 13:22:13 +0000
branchNewGRF_ports
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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 single_sloped;///< single piecs of rail for slopes
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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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	 * Bit mask of rail type flags
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	 */
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	RailTypeFlags flags;
2008
c9d6585c96c8 (svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
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parents: 2006
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};
1942
634961366cdc (svn r2448) General cleanup of rail related code, more to follow.
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parents:
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   113
1967
c57192f4c121 (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.
matthijs
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   114
c57192f4c121 (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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   115
/**
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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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 */
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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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   126
146e2e405ec1 (svn r2753) -Codechange: Introduced a new struct "RailtypeInfo" to store rail type specific information. Begun populating it with a bunch of sprites, more to come later. This should result in cleaner, more compact code which allows easy introduction of new railtypes.
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/**
2006
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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);
2006
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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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}
a653b8e47f27 (svn r4150) -Feature: Merged elrails into trunk. Thanks to Tron for lots of code and proofreading, thanks to peter1138 for another lot of code and ideas.
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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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   167
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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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   183
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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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   188
	if (HasPowerOnRail(to, from)) {
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   189
		return (RailBuildCost(from) - RailBuildCost(to)) >> 2;
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	}
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   191
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	/* make the price the same as remove + build new type */
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   193
	return RailBuildCost(to) + _price.remove_rail;
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   194
}
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   195
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void *UpdateTrainPowerProc(Vehicle *v, void *data);
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   197
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);
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int TicksToLeaveDepot(const Vehicle *v);
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Foundation GetRailFoundation(Slope tileh, TrackBits bits);
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   203
2a33a74925c5 (svn r7195) -Feature: [FS#297, optional elrails] New patches/vehicles option 'disable electrified railways'.
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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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 */
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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 */