/* $Id$ */ /** @file rail.h */ #ifndef RAIL_H #define RAIL_H #include "direction.h" #include "rail_map.h" #include "tile.h" /** These are a combination of tracks and directions. Values are 0-5 in one direction (corresponding to the Track enum) and 8-13 in the other direction. */ typedef enum Trackdirs { TRACKDIR_X_NE = 0, TRACKDIR_Y_SE = 1, TRACKDIR_UPPER_E = 2, TRACKDIR_LOWER_E = 3, TRACKDIR_LEFT_S = 4, TRACKDIR_RIGHT_S = 5, /* Note the two missing values here. This enables trackdir -> track * conversion by doing (trackdir & 7) */ TRACKDIR_X_SW = 8, TRACKDIR_Y_NW = 9, TRACKDIR_UPPER_W = 10, TRACKDIR_LOWER_W = 11, TRACKDIR_LEFT_N = 12, TRACKDIR_RIGHT_N = 13, TRACKDIR_END, INVALID_TRACKDIR = 0xFF, } Trackdir; /** These are a combination of tracks and directions. Values are 0-5 in one direction (corresponding to the Track enum) and 8-13 in the other direction. */ typedef enum TrackdirBits { TRACKDIR_BIT_X_NE = 0x1, TRACKDIR_BIT_Y_SE = 0x2, TRACKDIR_BIT_UPPER_E = 0x4, TRACKDIR_BIT_LOWER_E = 0x8, TRACKDIR_BIT_LEFT_S = 0x10, TRACKDIR_BIT_RIGHT_S = 0x20, /* Again, note the two missing values here. This enables trackdir -> track conversion by doing (trackdir & 0xFF) */ TRACKDIR_BIT_X_SW = 0x0100, TRACKDIR_BIT_Y_NW = 0x0200, TRACKDIR_BIT_UPPER_W = 0x0400, TRACKDIR_BIT_LOWER_W = 0x0800, TRACKDIR_BIT_LEFT_N = 0x1000, TRACKDIR_BIT_RIGHT_N = 0x2000, TRACKDIR_BIT_MASK = 0x3F3F, INVALID_TRACKDIR_BIT = 0xFFFF, } TrackdirBits; /** These are states in which a signal can be. Currently these are only two, so * simple boolean logic will do. But do try to compare to this enum instead of * normal boolean evaluation, since that will make future additions easier. */ typedef enum SignalStates { SIGNAL_STATE_RED = 0, SIGNAL_STATE_GREEN = 1, } SignalState; /** This struct contains all the info that is needed to draw and construct tracks. */ typedef 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; CursorID rail_swne; CursorID rail_ew; CursorID rail_nwse; CursorID autorail; CursorID depot; CursorID tunnel; CursorID convert; } 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 that can be used by an engine of THIS railtype */ byte compatible_railtypes; /** * Offset between the current railtype and normal rail. This means that:

* 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

* 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; } RailtypeInfo; extern const RailtypeInfo _railtypes[RAILTYPE_END]; // these are the maximums used for updating signal blocks, and checking if a depot is in a pbs block enum { NUM_SSD_ENTRY = 256, // max amount of blocks NUM_SSD_STACK = 32 ,// max amount of blocks to check recursively }; /** * Maps a Trackdir to the corresponding TrackdirBits value */ static inline TrackdirBits TrackdirToTrackdirBits(Trackdir trackdir) { return (TrackdirBits)(1 << trackdir); } /** * These functions check the validity of Tracks and Trackdirs. assert against * them when convenient. */ static inline bool IsValidTrack(Track track) { return track < TRACK_END; } static inline bool IsValidTrackdir(Trackdir trackdir) { return (TrackdirToTrackdirBits(trackdir) & TRACKDIR_BIT_MASK) != 0; } /** * Functions to map tracks to the corresponding bits in the signal * presence/status bytes in the map. You should not use these directly, but * wrapper functions below instead. XXX: Which are these? */ /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction along with the trackdir. */ extern const byte _signal_along_trackdir[TRACKDIR_END]; static inline byte SignalAlongTrackdir(Trackdir trackdir) {return _signal_along_trackdir[trackdir];} /** * Maps a trackdir to the bit that stores its status in the map arrays, in the * direction against the trackdir. */ static inline byte SignalAgainstTrackdir(Trackdir trackdir) { extern const byte _signal_against_trackdir[TRACKDIR_END]; return _signal_against_trackdir[trackdir]; } /** * Maps a Track to the bits that store the status of the two signals that can * be present on the given track. */ static inline byte SignalOnTrack(Track track) { extern const byte _signal_on_track[TRACK_END]; return _signal_on_track[track]; } /* * Some functions to query rail tiles */ /** * Checks if a rail tile has signals. */ static inline bool HasSignals(TileIndex tile) { return GetRailTileType(tile) == RAIL_TYPE_SIGNALS; } /** * Returns the RailTileSubtype of a given rail tile with type * RAIL_TYPE_DEPOT_WAYPOINT */ static inline RailTileSubtype GetRailTileSubtype(TileIndex tile) { assert(GetRailTileType(tile) == RAIL_TYPE_DEPOT_WAYPOINT); return (RailTileSubtype)(_m[tile].m5 & RAIL_SUBTYPE_MASK); } /** * Returns whether this is plain rails, with or without signals. Iow, if this * tiles RailTileType is RAIL_TYPE_NORMAL or RAIL_TYPE_SIGNALS. */ static inline bool IsPlainRailTile(TileIndex tile) { RailTileType rtt = GetRailTileType(tile); return rtt == RAIL_TYPE_NORMAL || rtt == RAIL_TYPE_SIGNALS; } /** * Returns whether the given track is present on the given tile. Tile must be * a plain rail tile (IsPlainRailTile()). */ static inline bool HasTrack(TileIndex tile, Track track) { assert(IsValidTrack(track)); return HASBIT(GetTrackBits(tile), track); } /* * Functions describing logical relations between Tracks, TrackBits, Trackdirs * TrackdirBits, Direction and DiagDirections. * * TODO: Add #unndefs or something similar to remove the arrays used below * from the global scope and expose direct uses of them. */ /** * Maps a trackdir to the reverse trackdir. */ static inline Trackdir ReverseTrackdir(Trackdir trackdir) { extern const Trackdir _reverse_trackdir[TRACKDIR_END]; return _reverse_trackdir[trackdir]; } /** * Maps a Track to the corresponding TrackBits value */ static inline TrackBits TrackToTrackBits(Track track) { return (TrackBits)(1 << track); } /** * Returns the Track that a given Trackdir represents */ static inline Track TrackdirToTrack(Trackdir trackdir) { return (Track)(trackdir & 0x7); } /** * Returns a Trackdir for the given Track. Since every Track corresponds to * two Trackdirs, we choose the one which points between NE and S. * Note that the actual implementation is quite futile, but this might change * in the future. */ static inline Trackdir TrackToTrackdir(Track track) { return (Trackdir)track; } /** * Returns a TrackdirBit mask that contains the two TrackdirBits that * correspond with the given Track (one for each direction). */ static inline TrackdirBits TrackToTrackdirBits(Track track) { Trackdir td = TrackToTrackdir(track); return TrackdirToTrackdirBits(td) | TrackdirToTrackdirBits(ReverseTrackdir(td));} /** * Discards all directional information from the given TrackdirBits. Any * Track which is present in either direction will be present in the result. */ static inline TrackBits TrackdirBitsToTrackBits(TrackdirBits bits) { return bits | (bits >> 8); } /** * Maps a trackdir to the trackdir that you will end up on if you go straight * ahead. This will be the same trackdir for diagonal trackdirs, but a * different (alternating) one for straight trackdirs */ static inline Trackdir NextTrackdir(Trackdir trackdir) { extern const Trackdir _next_trackdir[TRACKDIR_END]; return _next_trackdir[trackdir]; } /** * Maps a track to all tracks that make 90 deg turns with it. */ static inline TrackBits TrackCrossesTracks(Track track) { extern const TrackBits _track_crosses_tracks[TRACK_END]; return _track_crosses_tracks[track]; } /** * Maps a trackdir to the (4-way) direction the tile is exited when following * that trackdir. */ static inline DiagDirection TrackdirToExitdir(Trackdir trackdir) { extern const DiagDirection _trackdir_to_exitdir[TRACKDIR_END]; return _trackdir_to_exitdir[trackdir]; } /** * Maps a track and an (4-way) dir to the trackdir that represents the track * with the exit in the given direction. */ static inline Trackdir TrackExitdirToTrackdir(Track track, DiagDirection diagdir) { extern const Trackdir _track_exitdir_to_trackdir[TRACK_END][DIAGDIR_END]; return _track_exitdir_to_trackdir[track][diagdir]; } /** * Maps a track and an (4-way) dir to the trackdir that represents the track * with the exit in the given direction. */ static inline Trackdir TrackEnterdirToTrackdir(Track track, DiagDirection diagdir) { extern const Trackdir _track_enterdir_to_trackdir[TRACK_END][DIAGDIR_END]; return _track_enterdir_to_trackdir[track][diagdir]; } /** * Maps a track and a full (8-way) direction to the trackdir that represents * the track running in the given direction. */ static inline Trackdir TrackDirectionToTrackdir(Track track, Direction dir) { extern const Trackdir _track_direction_to_trackdir[TRACK_END][DIR_END]; return _track_direction_to_trackdir[track][dir]; } /** * Maps a (4-way) direction to the diagonal trackdir that runs in that * direction. */ static inline Trackdir DiagdirToDiagTrackdir(DiagDirection diagdir) { extern const Trackdir _dir_to_diag_trackdir[DIAGDIR_END]; return _dir_to_diag_trackdir[diagdir]; } extern const TrackdirBits _exitdir_reaches_trackdirs[DIAGDIR_END]; /** * Returns all trackdirs that can be reached when entering a tile from a given * (diagonal) direction. This will obviously include 90 degree turns, since no * information is available about the exact angle of entering */ static inline TrackdirBits DiagdirReachesTrackdirs(DiagDirection diagdir) { return _exitdir_reaches_trackdirs[diagdir]; } /** * Returns all tracks that can be reached when entering a tile from a given * (diagonal) direction. This will obviously include 90 degree turns, since no * information is available about the exact angle of entering */ static inline TrackBits DiagdirReachesTracks(DiagDirection diagdir) { return TrackdirBitsToTrackBits(DiagdirReachesTrackdirs(diagdir)); } /** * Maps a trackdir to the trackdirs that can be reached from it (ie, when * entering the next tile. This will include 90 degree turns! */ static inline TrackdirBits TrackdirReachesTrackdirs(Trackdir trackdir) { return _exitdir_reaches_trackdirs[TrackdirToExitdir(trackdir)]; } /* Note that there is no direct table for this function (there used to be), * but it uses two simpeler tables to achieve the result */ /** * Maps a trackdir to all trackdirs that make 90 deg turns with it. */ static inline TrackdirBits TrackdirCrossesTrackdirs(Trackdir trackdir) { extern const TrackdirBits _track_crosses_trackdirs[TRACKDIR_END]; return _track_crosses_trackdirs[TrackdirToTrack(trackdir)]; } /* Checks if a given Track is diagonal */ static inline bool IsDiagonalTrack(Track track) { return (track == TRACK_X) || (track == TRACK_Y); } /* Checks if a given Trackdir is diagonal. */ static inline bool IsDiagonalTrackdir(Trackdir trackdir) { return IsDiagonalTrack(TrackdirToTrack(trackdir)); } /* * Functions quering signals on tiles. */ /** * Checks for the presence of signals (either way) on the given track on the * given rail tile. */ static inline bool HasSignalOnTrack(TileIndex tile, Track track) { assert(IsValidTrack(track)); return GetRailTileType(tile) == RAIL_TYPE_SIGNALS && (_m[tile].m3 & SignalOnTrack(track)) != 0; } /** * Checks for the presence of signals along the given trackdir on the given * rail tile. * * Along meaning if you are currently driving on the given trackdir, this is * the signal that is facing us (for which we stop when it's red). */ static inline bool HasSignalOnTrackdir(TileIndex tile, Trackdir trackdir) { assert (IsValidTrackdir(trackdir)); return GetRailTileType(tile) == RAIL_TYPE_SIGNALS && _m[tile].m3 & SignalAlongTrackdir(trackdir); } /** * Gets the state of the signal along the given trackdir. * * Along meaning if you are currently driving on the given trackdir, this is * the signal that is facing us (for which we stop when it's red). */ static inline SignalState GetSignalState(TileIndex tile, Trackdir trackdir) { assert(IsValidTrackdir(trackdir)); assert(HasSignalOnTrack(tile, TrackdirToTrack(trackdir))); return _m[tile].m2 & SignalAlongTrackdir(trackdir) ? SIGNAL_STATE_GREEN : SIGNAL_STATE_RED; } /** * Return the rail type of tile, or INVALID_RAILTYPE if this is no rail tile. * Note that there is no check if the given trackdir is actually present on * the tile! * The given trackdir is used when there are (could be) multiple rail types on * one tile. */ RailType GetTileRailType(TileIndex tile, Trackdir trackdir); /** * Returns whether the given tile is a level crossing. */ static inline bool IsLevelCrossing(TileIndex tile) { return (_m[tile].m5 & 0xF0) == 0x10; } /** * Gets the transport type of the given track on the given crossing tile. * @return The transport type of the given track, either TRANSPORT_ROAD, * TRANSPORT_RAIL. */ static inline TransportType GetCrossingTransportType(TileIndex tile, Track track) { /* XXX: Nicer way to write this? */ switch (track) { /* When map5 bit 3 is set, the road runs in the y direction */ case TRACK_X: return (HASBIT(_m[tile].m5, 3) ? TRANSPORT_RAIL : TRANSPORT_ROAD); case TRACK_Y: return (HASBIT(_m[tile].m5, 3) ? TRANSPORT_ROAD : TRANSPORT_RAIL); default: assert(0); } return INVALID_TRANSPORT; } /** * 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) { 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 the given tracks overlap, ie form a crossing. Basically this * means when there is more than one track on the tile, exept when there are * two parallel tracks. * @param bits The tracks present. * @return Whether the tracks present overlap in any way. */ static inline bool TracksOverlap(TrackBits bits) { /* With no, or only one track, there is no overlap */ if (bits == 0 || KILL_FIRST_BIT(bits) == 0) return false; /* We know that there are at least two tracks present. When there are more * than 2 tracks, they will surely overlap. When there are two, they will * always overlap unless they are lower & upper or right & left. */ return bits != TRACK_BIT_HORZ && bits != TRACK_BIT_VERT; } void DrawTrainDepotSprite(int x, int y, int image, RailType railtype); void DrawDefaultWaypointSprite(int x, int y, RailType railtype); #endif /* RAIL_H */