/* $Id$ */ /* * 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 "vehicle_gui.h" #include "landscape.h" #include "window_func.h" #include "widgets/vehicle_widget.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/VEHICLE_LENGTH of normal length. It is cached because this can be set by a callback. /* Cached UI information. */ uint16 last_speed; ///< The last speed we did display, so we only have to redraw when this changes. }; /** Ground vehicle flags. */ enum GroundVehicleFlags { GVF_GOINGUP_BIT = 0, ///< Vehicle is currently going uphill. (Cached track information for acceleration) GVF_GOINGDOWN_BIT = 1, ///< Vehicle is currently going downhill. (Cached track information for acceleration) GVF_SUPPRESS_IMPLICIT_ORDERS = 2, ///< Disable insertion and removal of automatic orders until the vehicle completes the real order. }; /** * 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; bool IsChainInDepot() const override; /** * Common code executed for crashed ground vehicles * @param flooded was this vehicle flooded? * @return number of victims */ uint Crash(bool flooded) override { /* Crashed vehicles aren't going up or down */ for (T *v = T::From(this); v != nullptr; v = v->Next()) { ClrBit(v->gv_flags, GVF_GOINGUP_BIT); ClrBit(v->gv_flags, GVF_GOINGDOWN_BIT); } return this->Vehicle::Crash(flooded); } /** * Calculates the total slope resistance for this vehicle. * @return Slope resistance. */ inline int64 GetSlopeResistance() const { int64 incl = 0; for (const T *u = T::From(this); u != nullptr; 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; } /** * Updates vehicle's Z position and inclination. * Used when the vehicle entered given tile. * @pre The vehicle has to be at (or near to) a border of the tile, * directed towards tile centre */ inline void UpdateZPositionAndInclination() { this->z_pos = GetSlopePixelZ(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. */ int middle_z = GetSlopePixelZ((this->x_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2), (this->y_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2)); if (middle_z != this->z_pos) { SetBit(this->gv_flags, (middle_z > this->z_pos) ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT); } } } /** * Updates vehicle's Z position. * Inclination can't change in the middle of a tile. * The faster code is used for trains and road vehicles unless they are * reversing on a sloped tile. */ inline void UpdateZPosition() { #if 0 /* The following code does this: */ if (HasBit(this->gv_flags, GVF_GOINGUP_BIT)) { switch (this->direction) { case DIR_NE: this->z_pos += (this->x_pos & 1); break; case DIR_SW: this->z_pos += (this->x_pos & 1) ^ 1; break; case DIR_NW: this->z_pos += (this->y_pos & 1); break; case DIR_SE: this->z_pos += (this->y_pos & 1) ^ 1; break; default: break; } } else if (HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) { switch (this->direction) { case DIR_NE: this->z_pos -= (this->x_pos & 1); break; case DIR_SW: this->z_pos -= (this->x_pos & 1) ^ 1; break; case DIR_NW: this->z_pos -= (this->y_pos & 1); break; case DIR_SE: this->z_pos -= (this->y_pos & 1) ^ 1; break; default: break; } } /* But gcc 4.4.5 isn't able to nicely optimise it, and the resulting * code is full of conditional jumps. */ #endif /* Vehicle's Z position can change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set. * Furthermore, if this function is called once every time the vehicle's position changes, * we know the Z position changes by +/-1 at certain moments - when x_pos, y_pos is odd/even, * depending on orientation of the slope and vehicle's direction */ if (HasBit(this->gv_flags, GVF_GOINGUP_BIT) || HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) { if (T::From(this)->HasToUseGetSlopePixelZ()) { /* In some cases, we have to use GetSlopePixelZ() */ this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos); return; } /* DirToDiagDir() is a simple right shift */ DiagDirection dir = DirToDiagDir(this->direction); /* Read variables, so the compiler knows the access doesn't trap */ int8 x_pos = this->x_pos; int8 y_pos = this->y_pos; /* DiagDirToAxis() is a simple mask */ int8 d = DiagDirToAxis(dir) == AXIS_X ? x_pos : y_pos; /* We need only the least significant bit */ d &= 1; /* Conditional "^ 1". Optimised to "(dir - 1) <= 1". */ d ^= (int8)(dir == DIAGDIR_SW || dir == DIAGDIR_SE); /* Subtraction instead of addition because we are testing for GVF_GOINGUP_BIT. * GVF_GOINGUP_BIT is used because it's bit 0, so simple AND can be used, * without any shift */ this->z_pos += HasBit(this->gv_flags, GVF_GOINGUP_BIT) ? d : -d; } assert(this->z_pos == GetSlopePixelZ(this->x_pos, this->y_pos)); } /** * 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 update_delta Indicates to also update the delta. * @return Old height of the vehicle. */ inline int UpdateInclination(bool new_tile, bool update_delta) { int old_z = this->z_pos; if (new_tile) { this->UpdateZPositionAndInclination(); } else { this->UpdateZPosition(); } this->UpdateViewport(true, update_delta); return old_z; } /** * Set front engine state. */ inline void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); } /** * Remove the front engine state. */ inline void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); } /** * Set a vehicle to be an articulated part. */ inline void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); } /** * Clear a vehicle from being an articulated part. */ inline void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); } /** * Set a vehicle to be a wagon. */ inline void SetWagon() { SetBit(this->subtype, GVSF_WAGON); } /** * Clear wagon property. */ inline void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); } /** * Set engine status. */ inline void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); } /** * Clear engine status. */ inline void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); } /** * Set a vehicle as a free wagon. */ inline void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); } /** * Clear a vehicle from being a free wagon. */ inline void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); } /** * Set a vehicle as a multiheaded engine. */ inline void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); } /** * Clear multiheaded engine property. */ inline void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); } /** * 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. */ inline 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. */ inline bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); } /** * Check if a vehicle is a wagon. * @return Returns true if vehicle is a wagon. */ inline 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. */ inline 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. */ inline bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); } /** * Update the GUI variant of the current speed of the vehicle. * Also mark the widget dirty when that is needed, i.e. when * the speed of this vehicle has changed. */ inline void SetLastSpeed() { if (this->cur_speed != this->gcache.last_speed) { SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP); this->gcache.last_speed = this->cur_speed; } } protected: /** * Update the speed of the vehicle. * * It updates the cur_speed and subspeed variables depending on the state * of the vehicle; in this case the current acceleration, minimum and * maximum speeds of the vehicle. It returns the distance that that the * vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines * the distance to drive before moving a step on the map. * @param accel The acceleration we would like to give this vehicle. * @param min_speed The minimum speed here, in vehicle specific units. * @param max_speed The maximum speed here, in vehicle specific units. * @return Distance to drive. */ inline uint DoUpdateSpeed(uint accel, int min_speed, int max_speed) { uint spd = this->subspeed + accel; this->subspeed = (byte)spd; /* When we are going faster than the maximum speed, reduce the speed * somewhat gradually. But never lower than the maximum speed. */ int tempmax = max_speed; if (this->cur_speed > max_speed) { tempmax = max(this->cur_speed - (this->cur_speed / 10) - 1, max_speed); } /* Enforce a maximum and minimum speed. Normally we would use something like * Clamp for this, but in this case min_speed might be below the maximum speed * threshold for some reason. That makes acceleration fail and assertions * happen in Clamp. So make it explicit that min_speed overrules the maximum * speed by explicit ordering of min and max. */ this->cur_speed = spd = max(min(this->cur_speed + ((int)spd >> 8), tempmax), min_speed); int scaled_spd = this->GetAdvanceSpeed(spd); scaled_spd += this->progress; this->progress = 0; // set later in *Handler or *Controller return scaled_spd; } }; #endif /* GROUND_VEHICLE_HPP */