/* $Id$ */ /* * 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 . */ /** @file train.h Base for the train class. */ #ifndef TRAIN_H #define TRAIN_H #include "vehicle_base.h" struct Train; enum VehicleRailFlags { VRF_REVERSING = 0, /* used to calculate if train is going up or down */ VRF_GOINGUP = 1, VRF_GOINGDOWN = 2, /* used to store if a wagon is powered or not */ VRF_POWEREDWAGON = 3, /* used to reverse the visible direction of the vehicle */ VRF_REVERSE_DIRECTION = 4, /* used to mark train as lost because PF can't find the route */ VRF_NO_PATH_TO_DESTINATION = 5, /* used to mark that electric train engine is allowed to run on normal rail */ VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, /* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */ VRF_TOGGLE_REVERSE = 7, /* used to mark a train that can't get a path reservation */ VRF_TRAIN_STUCK = 8, }; byte FreightWagonMult(CargoID cargo); void CheckTrainsLengths(); void FreeTrainTrackReservation(const Train *v, TileIndex origin = INVALID_TILE, Trackdir orig_td = INVALID_TRACKDIR); bool TryPathReserve(Train *v, bool mark_as_stuck = false, bool first_tile_okay = false); int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length); /** Variables that are cached to improve performance and such */ struct TrainCache { /* Cached wagon override spritegroup */ const struct SpriteGroup *cached_override; uint16 last_speed; // NOSAVE: only used in UI /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */ uint32 cached_power; ///< total power of the consist. uint16 cached_total_length; ///< Length of the whole train, valid only for first engine. uint8 cached_veh_length; ///< length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback bool cached_tilt; ///< train can tilt; feature provides a bonus in curves /* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */ uint32 cached_weight; ///< total weight of the consist. uint32 cached_veh_weight; ///< weight of the vehicle. uint32 cached_max_te; ///< max tractive effort of consist /* cached max. speed / acceleration data */ uint16 cached_max_speed; ///< max speed of the consist. (minimum of the max speed of all vehicles in the consist) int cached_max_curve_speed; ///< max consist speed limited by curves /** * Position/type of visual effect. * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear) * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric) * bit 6 = disable visual effect. * bit 7 = disable powered wagons. */ byte cached_vis_effect; byte user_def_data; EngineID first_engine; ///< cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself. }; /** * 'Train' is either a loco or a wagon. */ struct Train : public SpecializedVehicle { TrainCache tcache; /* Link between the two ends of a multiheaded engine */ Train *other_multiheaded_part; uint16 crash_anim_pos; uint16 flags; TrackBitsByte track; byte force_proceed; RailTypeByte railtype; RailTypes compatible_railtypes; /** Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals. */ uint16 wait_counter; /** We don't want GCC to zero our struct! It already is zeroed and has an index! */ Train() : SpecializedVehicle() {} /** We want to 'destruct' the right class. */ virtual ~Train() { this->PreDestructor(); } const char *GetTypeString() const { return "train"; } void MarkDirty(); void UpdateDeltaXY(Direction direction); ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_TRAIN_INC : EXPENSES_TRAIN_RUN; } void PlayLeaveStationSound() const; bool IsPrimaryVehicle() const { return this->IsFrontEngine(); } SpriteID GetImage(Direction direction) const; int GetDisplaySpeed() const { return this->tcache.last_speed; } int GetDisplayMaxSpeed() const { return this->tcache.cached_max_speed; } Money GetRunningCost() const; int GetDisplayImageWidth(Point *offset = NULL) const; bool IsInDepot() const; bool IsStoppedInDepot() const; bool Tick(); void OnNewDay(); uint Crash(bool flooded = false); Trackdir GetVehicleTrackdir() const; TileIndex GetOrderStationLocation(StationID station); bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse); void ReserveTrackUnderConsist() const; int GetCurveSpeedLimit() const; void ConsistChanged(bool same_length); void CargoChanged(); void PowerChanged(); int UpdateSpeed(); void UpdateAcceleration(); /** * enum to handle train subtypes * Do not access it directly unless you have to. Use the access functions below * This is an enum to tell what bit to access as it is a bitmask */ enum TrainSubtype { TS_FRONT = 0, ///< Leading engine of a train TS_ARTICULATED_PART = 1, ///< Articulated part of an engine TS_WAGON = 2, ///< Wagon TS_ENGINE = 3, ///< Engine, that can be front engine, but might be placed behind another engine TS_FREE_WAGON = 4, ///< First in a wagon chain (in depot) TS_MULTIHEADED = 5, ///< Engine is multiheaded }; /** * Set front engine state */ FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, TS_FRONT); } /** * Remove the front engine state */ FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, TS_FRONT); } /** * Set a vehicle to be an articulated part */ FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, TS_ARTICULATED_PART); } /** * Clear a vehicle from being an articulated part */ FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, TS_ARTICULATED_PART); } /** * Set a vehicle to be a wagon */ FORCEINLINE void SetWagon() { SetBit(this->subtype, TS_WAGON); } /** * Clear wagon property */ FORCEINLINE void ClearWagon() { ClrBit(this->subtype, TS_WAGON); } /** * Set engine status */ FORCEINLINE void SetEngine() { SetBit(this->subtype, TS_ENGINE); } /** * Clear engine status */ FORCEINLINE void ClearEngine() { ClrBit(this->subtype, TS_ENGINE); } /** * Set if a vehicle is a free wagon */ FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, TS_FREE_WAGON); } /** * Clear a vehicle from being a free wagon */ FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, TS_FREE_WAGON); } /** * Set if a vehicle is a multiheaded engine */ FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, TS_MULTIHEADED); } /** * Clear multiheaded engine property */ FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, TS_MULTIHEADED); } /** * Check if train is a front engine * @return Returns true if train is a front engine */ FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, TS_FRONT); } /** * Check if train is a free wagon (got no engine in front of it) * @return Returns true if train is a free wagon */ FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, TS_FREE_WAGON); } /** * Check if a vehicle is an engine (can be first in a train) * @return Returns true if vehicle is an engine */ FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, TS_ENGINE); } /** * Check if a train is a wagon * @return Returns true if vehicle is a wagon */ FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, TS_WAGON); } /** * Check if train is a multiheaded engine * @return Returns true if vehicle is a multiheaded engine */ FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, TS_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 train is an articulated part of an engine * @return Returns true if train is an articulated part */ FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, TS_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(); } /** * Get the next part of a multi-part engine. * Will only work on a multi-part engine (this->EngineHasArticPart() == true), * Result is undefined for normal engine. * @return next part of articulated engine */ FORCEINLINE Train *GetNextArticPart() const { assert(this->HasArticulatedPart()); return this->Next(); } /** * Get the first part of a multi-part engine. * @return First part of the engine. */ FORCEINLINE Train *GetFirstEnginePart() { Train *v = this; while (v->IsArticulatedPart()) v = v->Previous(); return v; } /** * Get the first part of a multi-part engine. * @return First part of the engine. */ FORCEINLINE const Train *GetFirstEnginePart() const { const Train *v = this; while (v->IsArticulatedPart()) v = v->Previous(); return v; } /** * Get the last part of a multi-part engine. * @return Last part of the engine. */ FORCEINLINE Train *GetLastEnginePart() { Train *v = this; while (v->HasArticulatedPart()) v = v->GetNextArticPart(); return v; } /** * Get the next real (non-articulated part) vehicle in the consist. * @return Next vehicle in the consist. */ FORCEINLINE Train *GetNextVehicle() const { const Train *v = this; while (v->HasArticulatedPart()) v = v->GetNextArticPart(); /* v now contains the last artic part in the engine */ return v->Next(); } /** * Get the previous real (non-articulated part) vehicle in the consist. * @return Previous vehicle in the consist. */ FORCEINLINE Train *GetPrevVehicle() const { Train *v = this->Previous(); while (v != NULL && v->IsArticulatedPart()) v = v->Previous(); return v; } /** * Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist. * @return Next vehicle in the consist. */ FORCEINLINE Train *GetNextUnit() const { Train *v = this->GetNextVehicle(); if (v != NULL && v->IsRearDualheaded()) v = v->GetNextVehicle(); return v; } /** * Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist. * @return Previous vehicle in the consist. */ FORCEINLINE Train *GetPrevUnit() { Train *v = this->GetPrevVehicle(); if (v != NULL && v->IsRearDualheaded()) v = v->GetPrevVehicle(); return v; } }; #define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var) #endif /* TRAIN_H */