OpenTTD/src/ground_vehicle.hpp

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file ground_vehicle.hpp Base class and functions for all vehicles that move through ground. */
#ifndef GROUND_VEHICLE_HPP
#define GROUND_VEHICLE_HPP
#include "vehicle_base.h"
#include "landscape.h"
/** What is the status of our acceleration? */
enum AccelStatus {
AS_ACCEL, ///< We want to go faster, if possible of course.
AS_BRAKE ///< We want to stop.
};
/**
* Cached, frequently calculated values.
* All of these values except cached_slope_resistance are set only for the first part of a vehicle.
*/
struct GroundVehicleCache {
/* Cached acceleration values, recalculated when the cargo on a vehicle changes (in addition to the conditions below) */
uint32 cached_weight; ///< Total weight of the consist (valid only for the first engine).
uint32 cached_slope_resistance; ///< Resistance caused by weight when this vehicle part is at a slope.
uint32 cached_max_te; ///< Maximum tractive effort of consist (valid only for the first engine).
uint16 cached_axle_resistance; ///< Resistance caused by the axles of the vehicle (valid only for the first engine).
/* Cached acceleration values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint16 cached_max_track_speed; ///< Maximum consist speed limited by track type (valid only for the first engine).
uint32 cached_power; ///< Total power of the consist (valid only for the first engine).
uint32 cached_air_drag; ///< Air drag coefficient of the vehicle (valid only for the first engine).
/* Cached NewGRF values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint16 cached_total_length; ///< Length of the whole vehicle (valid only for the first engine).
EngineID first_engine; ///< Cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
uint8 cached_veh_length; ///< Length of this vehicle in units of 1/8 of normal length. It is cached because this can be set by a callback.
};
/** Ground vehicle flags. */
enum GroundVehicleFlags {
GVF_GOINGUP_BIT = 0,
GVF_GOINGDOWN_BIT = 1,
};
/**
* Base class for all vehicles that move through ground.
*
* Child classes must define all of the following functions.
* These functions are not defined as pure virtual functions at this class to improve performance.
*
* virtual uint16 GetPower() const = 0;
* virtual uint16 GetPoweredPartPower(const T *head) const = 0;
* virtual uint16 GetWeight() const = 0;
* virtual byte GetTractiveEffort() const = 0;
* virtual byte GetAirDrag() const = 0;
* virtual byte GetAirDragArea() const = 0;
* virtual AccelStatus GetAccelerationStatus() const = 0;
* virtual uint16 GetCurrentSpeed() const = 0;
* virtual uint32 GetRollingFriction() const = 0;
* virtual int GetAccelerationType() const = 0;
* virtual int32 GetSlopeSteepness() const = 0;
* virtual int GetDisplayMaxSpeed() const = 0;
* virtual uint16 GetMaxTrackSpeed() const = 0;
* virtual bool TileMayHaveSlopedTrack() const = 0;
*/
template <class T, VehicleType Type>
struct GroundVehicle : public SpecializedVehicle<T, Type> {
GroundVehicleCache gcache; ///< Cache of often calculated values.
uint16 gv_flags; ///< @see GroundVehicleFlags.
typedef GroundVehicle<T, Type> GroundVehicleBase; ///< Our type
/**
* The constructor at SpecializedVehicle must be called.
*/
GroundVehicle() : SpecializedVehicle<T, Type>() {}
void PowerChanged();
void CargoChanged();
int GetAcceleration() const;
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/**
* Calculates the total slope resistance for this vehicle.
* @return Slope resistance.
*/
FORCEINLINE int32 GetSlopeResistance() const
{
int32 incl = 0;
for (const T *u = T::From(this); u != NULL; u = u->Next()) {
if (HasBit(u->gv_flags, GVF_GOINGUP_BIT)) {
incl += u->gcache.cached_slope_resistance;
} else if (HasBit(u->gv_flags, GVF_GOINGDOWN_BIT)) {
incl -= u->gcache.cached_slope_resistance;
}
}
return incl;
}
/**
* Checks if the vehicle is in a slope and sets the required flags in that case.
* @param new_tile True if the vehicle reached a new tile.
* @param turned Indicates if the vehicle has turned.
* @return Old height of the vehicle.
*/
FORCEINLINE byte UpdateInclination(bool new_tile, bool turned)
{
byte old_z = this->z_pos;
if (new_tile) {
this->z_pos = GetSlopeZ(this->x_pos, this->y_pos);
ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
ClrBit(this->gv_flags, GVF_GOINGDOWN_BIT);
if (T::From(this)->TileMayHaveSlopedTrack()) {
/* To check whether the current tile is sloped, and in which
* direction it is sloped, we get the 'z' at the center of
* the tile (middle_z) and the edge of the tile (old_z),
* which we then can compare. */
static const int INV_TILE_SIZE_MASK = ~(TILE_SIZE - 1);
byte middle_z = GetSlopeZ((this->x_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE, (this->y_pos & INV_TILE_SIZE_MASK) | HALF_TILE_SIZE);
if (middle_z != this->z_pos) {
SetBit(this->gv_flags, (middle_z > old_z) ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
}
}
} else {
/* Flat tile, tile with two opposing corners raised and tile with 3 corners
* raised can never have sloped track ... */
static const uint32 never_sloped = 1 << SLOPE_FLAT | 1 << SLOPE_EW | 1 << SLOPE_NS | 1 << SLOPE_NWS | 1 << SLOPE_WSE | 1 << SLOPE_SEN | 1 << SLOPE_ENW;
/* ... unless it's a bridge head. */
if (IsTileType(this->tile, MP_TUNNELBRIDGE) || // the following check would be true for tunnels anyway
(T::From(this)->TileMayHaveSlopedTrack() && !HasBit(never_sloped, GetTileSlope(this->tile, NULL)))) {
this->z_pos = GetSlopeZ(this->x_pos, this->y_pos);
} else {
/* Verify that assumption. */
assert(this->z_pos == GetSlopeZ(this->x_pos, this->y_pos));
}
}
this->UpdateViewport(true, turned);
return old_z;
}
/**
* Enum to handle ground vehicle subtypes.
* Do not access it directly unless you have to. Use the subtype access functions.
*/
enum GroundVehicleSubtypeFlags {
GVSF_FRONT = 0, ///< Leading engine of a consist.
GVSF_ARTICULATED_PART = 1, ///< Articulated part of an engine.
GVSF_WAGON = 2, ///< Wagon (not used for road vehicles).
GVSF_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine (not used for road vehicles).
GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
};
/**
* Set front engine state.
*/
FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
/**
* Remove the front engine state.
*/
FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
/**
* Set a vehicle to be an articulated part.
*/
FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Clear a vehicle from being an articulated part.
*/
FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Set a vehicle to be a wagon.
*/
FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
/**
* Clear wagon property.
*/
FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
/**
* Set engine status.
*/
FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
/**
* Clear engine status.
*/
FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
/**
* Set a vehicle as a free wagon.
*/
FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Clear a vehicle from being a free wagon.
*/
FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Set a vehicle as a multiheaded engine.
*/
FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Clear multiheaded engine property.
*/
FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Check if the vehicle is a front engine.
* @return Returns true if the vehicle is a front engine.
*/
FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
/**
* Check if the vehicle is a free wagon (got no engine in front of it).
* @return Returns true if the vehicle is a free wagon.
*/
FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Check if a vehicle is an engine (can be first in a consist).
* @return Returns true if vehicle is an engine.
*/
FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
/**
* Check if a vehicle is a wagon.
* @return Returns true if vehicle is a wagon.
*/
FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
/**
* Check if the vehicle is a multiheaded engine.
* @return Returns true if the vehicle is a multiheaded engine.
*/
FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Tell if we are dealing with the rear end of a multiheaded engine.
* @return True if the engine is the rear part of a dualheaded engine.
*/
FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
/**
* Check if the vehicle is an articulated part of an engine.
* @return Returns true if the vehicle is an articulated part.
*/
FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Check if an engine has an articulated part.
* @return True if the engine has an articulated part.
*/
FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
};
#endif /* GROUND_VEHICLE_HPP */