src/elrail.cpp
author celestar
Mon, 19 Mar 2007 09:33:17 +0000
branchgamebalance
changeset 9894 70d78ac95d6c
parent 6498 aff910a05c6e
child 6298 c30fe89622df
child 6585 7da94b26498a
permissions -rw-r--r--
(svn r9310) [gamebalance] -Feature: Player performance now influences the wealth level of a town (albeit only on a small scale). This is the first feedback effect that the player has on the local and global economy. Please refrain from using the AI too much for the time being because it'll trash the ratings most likely.
/* $Id$ */
/** @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 "tile.h"
#include "viewport.h"
#include "functions.h" /* We should REALLY get rid of this goddamn file, as it is butt-ugly */
#include "variables.h" /* ... same here */
#include "rail.h"
#include "debug.h"
#include "tunnel_map.h"
#include "road_map.h"
#include "bridge_map.h"
#include "bridge.h"
#include "rail_map.h"
#include "table/sprites.h"
#include "table/elrail_data.h"
#include "vehicle.h"
#include "train.h"
#include "gui.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 (IsTunnel(t)) {
				if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
				if (override != NULL) *override = 1 << GetTunnelDirection(t);
				return AxisToTrackBits(DiagDirToAxis(GetTunnelDirection(t)));
			} else {
				if (GetRailType(t) != RAILTYPE_ELECTRIC) return TRACK_BIT_NONE;
				if (override != NULL && DistanceMax(t, GetOtherBridgeEnd(t)) > 1) {
					*override = 1 << GetBridgeRampDirection(t);
				}
				return AxisToTrackBits(DiagDirToAxis(GetBridgeRampDirection(t)));
			}

		case MP_STREET:
			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_FLAT;
		} else {
			if (*tileh != SLOPE_FLAT) {
				*tileh = SLOPE_FLAT;
			} else {
				switch (GetBridgeRampDirection(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();
				}
			}
		}
	}
}

/** 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 };

	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);
		uint foundation = 0;
		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 != GetTunnelDirection(neighbour)) 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) &&
			    GetBridgeRampDirection(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 (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(GetBridgeRampDirection(neighbour)));
		}

		if (foundation != 0) {
			if (foundation < 15) {
				tileh[TS_NEIGHBOUR] = SLOPE_FLAT;
			} else {
				tileh[TS_NEIGHBOUR] = _inclined_tileh[foundation - 15];
			}
		}

		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 <= TilePixelHeight(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(pylons_normal[temp], PAL_NONE, x, y, 1, 1, 10,
							GetSlopeZ(ti->x + x_pcp_offsets[i], ti->y + y_pcp_offsets[i]));
					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) && !(_display_opt & DO_TRANS_BUILDINGS)) {
		uint height = GetBridgeHeight(GetNorthernBridgeEnd(ti->tile));

		if (height <= TilePixelHeight(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)) {

			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]];

			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 + min(sss->x_offset, TILE_SIZE - 1), ti->y + min(sss->y_offset, TILE_SIZE - 1)) + sss->z_offset);
		}
	}
}

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
	);

	/* Finished with wires, draw pylons */
	/* every other tile needs a pylon on the northern end */
	if (num % 2) {
		if (axis == AXIS_X) {
			AddSortableSpriteToDraw(pylons_bridge[0 + HASBIT(tlg, 0)], PAL_NONE, ti->x, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height);
		} else {
			AddSortableSpriteToDraw(pylons_bridge[2 + HASBIT(tlg, 1)], PAL_NONE, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y, 1, 1, 10, height);
		}
	}

	/* need a pylon on the southern end of the bridge */
	if (DistanceMax(ti->tile, start) == length) {
		if (axis == AXIS_X) {
			AddSortableSpriteToDraw(pylons_bridge[0 + HASBIT(tlg, 0)], PAL_NONE, ti->x + 16, ti->y + 4 + 8 * HASBIT(tlg, 0), 1, 1, 10, height);
		} else {
			AddSortableSpriteToDraw(pylons_bridge[2 + HASBIT(tlg, 1)], PAL_NONE, ti->x + 4 + 8 * HASBIT(tlg, 1), ti->y + 16, 1, 1, 10, height);
		}
	}
}

void DrawCatenary(const TileInfo *ti)
{
	if (MayHaveBridgeAbove(ti->tile) && IsBridgeAbove(ti->tile)) {
		TileIndex head = GetNorthernBridgeEnd(ti->tile);

		if (GetBridgeTransportType(head) == TRANSPORT_RAIL && GetRailType(head) == RAILTYPE_ELECTRIC) {
			DrawCatenaryOnBridge(ti);
		}
	}
	if (_patches.disable_elrails) return;

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

				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
				);
				return;
			}
			break;

		case MP_TUNNELBRIDGE:
		case MP_STREET:
		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 |= (1 << RAILTYPE_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;
}