(svn r19339) -Codechange: Move acceleration functions to GroundVehicle.

This commit is contained in:
terkhen 2010-03-06 12:44:30 +00:00
parent e4a5a556b4
commit 07c373d60a
7 changed files with 164 additions and 131 deletions

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@ -571,6 +571,10 @@
RelativePath=".\..\src\gfxinit.cpp"
>
</File>
<File
RelativePath=".\..\src\ground_vehicle.cpp"
>
</File>
<File
RelativePath=".\..\src\heightmap.cpp"
>

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@ -568,6 +568,10 @@
RelativePath=".\..\src\gfxinit.cpp"
>
</File>
<File
RelativePath=".\..\src\ground_vehicle.cpp"
>
</File>
<File
RelativePath=".\..\src\heightmap.cpp"
>

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@ -28,6 +28,7 @@ gamelog.cpp
genworld.cpp
gfx.cpp
gfxinit.cpp
ground_vehicle.cpp
heightmap.cpp
highscore.cpp
ini.cpp

150
src/ground_vehicle.cpp Normal file
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@ -0,0 +1,150 @@
/* $Id$ */
/*
* 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.cpp Implementation of GroundVehicle. */
#include "stdafx.h"
#include "train.h"
#include "ground_vehicle.hpp"
#include "window_type.h"
#include "vehicle_gui.h"
#include "window_func.h"
/**
* Recalculates the cached total power of a vehicle. Should be called when the consist is changed.
*/
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::PowerChanged()
{
assert(this->First() == this);
const T *v = T::From(this);
uint32 total_power = 0;
uint32 max_te = 0;
uint32 number_of_parts = 0;
uint16 max_track_speed = v->GetInitialMaxSpeed();
for (const T *u = v; u != NULL; u = u->Next()) {
uint32 current_power = u->GetPower();
total_power += current_power;
/* Only powered parts add tractive effort. */
if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
total_power += u->GetPoweredPartPower(v);
number_of_parts++;
/* Get minimum max speed for this track. */
uint16 track_speed = u->GetMaxTrackSpeed();
if (track_speed > 0) max_track_speed = min(max_track_speed, track_speed);
}
this->acc_cache.cached_axle_resistance = 60 * number_of_parts;
this->acc_cache.cached_air_drag = 20 + 3 * number_of_parts;
max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N.
max_te /= 256; // Tractive effort is a [0-255] coefficient.
if (this->acc_cache.cached_power != total_power || this->acc_cache.cached_max_te != max_te) {
/* Stop the vehicle if it has no power. */
if (total_power == 0) this->vehstatus |= VS_STOPPED;
this->acc_cache.cached_power = total_power;
this->acc_cache.cached_max_te = max_te;
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
this->acc_cache.cached_max_track_speed = max_track_speed;
}
/**
* Recalculates the cached weight of a vehicle and its parts. Should be called each time the cargo on
* the consist changes.
*/
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::CargoChanged()
{
assert(this->First() == this);
uint32 weight = 0;
for (T *u = T::From(this); u != NULL; u = u->Next()) {
uint32 current_weight = u->GetWeight();
weight += current_weight;
u->acc_cache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
}
/* Store consist weight in cache. */
this->acc_cache.cached_weight = weight;
/* Now update vehicle power (tractive effort is dependent on weight). */
this->PowerChanged();
}
/**
* Calculates the acceleration of the vehicle under its current conditions.
* @return Current acceleration of the vehicle.
*/
template <class T, VehicleType Type>
int GroundVehicle<T, Type>::GetAcceleration() const
{
/* Templated class used for function calls for performance reasons. */
const T *v = T::From(this);
int32 speed = v->GetCurrentSpeed();
/* Weight is stored in tonnes. */
int32 mass = this->acc_cache.cached_weight;
/* Power is stored in HP, we need it in watts. */
int32 power = this->acc_cache.cached_power * 746;
int32 resistance = 0;
bool maglev = v->GetAccelerationType() == 2;
const int area = 120;
if (!maglev) {
resistance = (13 * mass) / 10;
resistance += this->acc_cache.cached_axle_resistance;
resistance += (v->GetRollingFriction() * mass * speed) / 1000;
resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 10000;
} else {
resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 20000;
}
resistance += v->GetSlopeResistance();
resistance *= 4; //[N]
/* This value allows to know if the vehicle is accelerating or braking. */
AccelStatus mode = v->GetAccelerationStatus();
const int max_te = this->acc_cache.cached_max_te; // [N]
int force;
if (speed > 0) {
if (!maglev) {
force = power / speed; //[N]
force *= 22;
force /= 10;
if (mode == AS_ACCEL && force > max_te) force = max_te;
} else {
force = power / 25;
}
} else {
/* "Kickoff" acceleration. */
force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
if (mode == AS_ACCEL) {
return (force - resistance) / (mass * 2);
} else {
return min(-force - resistance, -10000) / mass;
}
}
/* Instantiation for Train */
template struct GroundVehicle<Train, VEH_TRAIN>;

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@ -49,6 +49,9 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
*/
GroundVehicle() : SpecializedVehicle<T, Type>() {}
void PowerChanged();
void CargoChanged();
int GetAcceleration() const;
};
#endif /* GROUND_VEHICLE_HPP */

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@ -110,6 +110,8 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
/** We want to 'destruct' the right class. */
virtual ~Train() { this->PreDestructor(); }
friend struct GroundVehicle<Train, VEH_TRAIN>; // GroundVehicle needs to use the acceleration functions defined at Train.
const char *GetTypeString() const { return "train"; }
void MarkDirty();
void UpdateDeltaXY(Direction direction);
@ -135,15 +137,12 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
int GetCurveSpeedLimit() const;
void ConsistChanged(bool same_length);
void CargoChanged();
void PowerChanged();
int UpdateSpeed();
void UpdateAcceleration();
int GetCurrentMaxSpeed() const;
int GetAcceleration() const;
/**
* enum to handle train subtypes

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@ -88,75 +88,6 @@ byte FreightWagonMult(CargoID cargo)
return _settings_game.vehicle.freight_trains;
}
/**
* Recalculates the cached total power of a train. Should be called when the consist is changed
*/
void Train::PowerChanged()
{
assert(this->First() == this);
uint32 total_power = 0;
uint32 max_te = 0;
uint32 number_of_parts = 0;
uint16 max_track_speed = this->GetInitialMaxSpeed();
for (const Train *u = this; u != NULL; u = u->Next()) {
uint32 current_power = u->GetPower();
total_power += current_power;
/* Only powered parts add tractive effort */
if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
total_power += u->GetPoweredPartPower(this);
number_of_parts++;
/* Get minimum max speed for this track */
uint16 track_speed = u->GetMaxTrackSpeed();
if (track_speed > 0) max_track_speed = min(max_track_speed, track_speed);
}
this->acc_cache.cached_axle_resistance = 60 * number_of_parts;
this->acc_cache.cached_air_drag = 20 + 3 * number_of_parts;
max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
max_te /= 256; // Tractive effort is a [0-255] coefficient
if (this->acc_cache.cached_power != total_power || this->acc_cache.cached_max_te != max_te) {
/* Stop the vehicle if it has no power */
if (total_power == 0) this->vehstatus |= VS_STOPPED;
this->acc_cache.cached_power = total_power;
this->acc_cache.cached_max_te = max_te;
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
this->acc_cache.cached_max_track_speed = max_track_speed;
}
/**
* Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
* the consist changes.
*/
void Train::CargoChanged()
{
assert(this->First() == this);
uint32 weight = 0;
for (Train *u = this; u != NULL; u = u->Next()) {
uint32 current_weight = u->GetWeight();
weight += current_weight;
u->acc_cache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
}
/* store consist weight in cache */
this->acc_cache.cached_weight = weight;
/* Now update train power (tractive effort is dependent on weight) */
this->PowerChanged();
}
/** Logs a bug in GRF and shows a warning message if this
* is for the first time this happened.
* @param u first vehicle of chain
@ -501,65 +432,6 @@ int Train::GetCurrentMaxSpeed() const
return min(max_speed, this->acc_cache.cached_max_track_speed);
}
/**
* Calculates the acceleration of the vehicle under its current conditions.
* @return Current acceleration of the vehicle.
*/
int Train::GetAcceleration() const
{
int32 speed = this->GetCurrentSpeed();
/* Weight is stored in tonnes */
int32 mass = this->acc_cache.cached_weight;
/* Power is stored in HP, we need it in watts. */
int32 power = this->acc_cache.cached_power * 746;
int32 resistance = 0;
bool maglev = this->GetAccelerationType() == 2;
const int area = 120;
if (!maglev) {
resistance = (13 * mass) / 10;
resistance += this->acc_cache.cached_axle_resistance;
resistance += (this->GetRollingFriction() * mass * speed) / 1000;
resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 10000;
} else {
resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 20000;
}
resistance += this->GetSlopeResistance();
resistance *= 4; //[N]
/* This value allows to know if the vehicle is accelerating or braking. */
AccelStatus mode = this->GetAccelerationStatus();
const int max_te = this->acc_cache.cached_max_te; // [N]
int force;
if (speed > 0) {
if (!maglev) {
force = power / speed; //[N]
force *= 22;
force /= 10;
if (mode == AS_ACCEL && force > max_te) force = max_te;
} else {
force = power / 25;
}
} else {
/* "kickoff" acceleration */
force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
if (mode == AS_ACCEL) {
return (force - resistance) / (mass * 2);
} else {
return min(-force - resistance, -10000) / mass;
}
}
void Train::UpdateAcceleration()
{
assert(this->IsFrontEngine());