/* $Id$ */
/*
* 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 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"
/** 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,
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
struct GroundVehicle : public SpecializedVehicle {
GroundVehicleCache gcache; ///< Cache of often calculated values.
uint16 gv_flags; ///< @see GroundVehicleFlags.
typedef GroundVehicle GroundVehicleBase; ///< Our type
/**
* The constructor at SpecializedVehicle must be called.
*/
GroundVehicle() : SpecializedVehicle() {}
void PowerChanged();
void CargoChanged();
int GetAcceleration() const;
/**
* Common code executed for crashed ground vehicles
* @param flooded was this vehicle flooded?
* @return number of victims
*/
/* virtual */ uint Crash(bool flooded)
{
/* Crashed vehicles aren't going up or down */
for (T *v = T::From(this); v != NULL; 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.
*/
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;
}
/**
* 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
*/
FORCEINLINE void UpdateZPositionAndInclination()
{
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. */
byte middle_z = GetSlopeZ((this->x_pos & ~TILE_UNIT_MASK) | HALF_TILE_SIZE, (this->y_pos & ~TILE_UNIT_MASK) | HALF_TILE_SIZE);
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.
*/
FORCEINLINE 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)->HasToUseGetSlopeZ()) {
/* In some cases, we have to use GetSlopeZ() */
this->z_pos = GetSlopeZ(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 == GetSlopeZ(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 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->UpdateZPositionAndInclination();
} else {
this->UpdateZPosition();
}
this->UpdateViewport(true, turned);
return old_z;
}
/**
* 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 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(); }
/**
* 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.
*/
FORCEINLINE void SetLastSpeed()
{
if (this->cur_speed != this->gcache.last_speed) {
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
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.
*/
FORCEINLINE 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 */