/* $Id$ */
/*
* 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 src/roadveh.h Road vehicle states */
#ifndef ROADVEH_H
#define ROADVEH_H
#include "ground_vehicle.hpp"
#include "engine_base.h"
#include "cargotype.h"
#include "track_func.h"
#include "road_type.h"
#include "newgrf_engine.h"
struct RoadVehicle;
/** Road vehicle states */
enum RoadVehicleStates {
/*
* Lower 4 bits are used for vehicle track direction. (Trackdirs)
* When in a road stop (bit 5 or bit 6 set) these bits give the
* track direction of the entry to the road stop.
* As the entry direction will always be a diagonal
* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
* are needed to hold this direction. Bit 1 is then used to show
* that the vehicle is using the second road stop bay.
* Bit 2 is then used for drive-through stops to show the vehicle
* is stopping at this road stop.
*/
/* Numeric values */
RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
/* Bit numbers */
RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
RVS_ENTERED_STOP = 2, ///< Only set when a vehicle has entered the stop
RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data
RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop
/* Bit sets of the above specified bits */
RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop
RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END,
RVSB_DRIVE_SIDE = 1 << RVS_DRIVE_SIDE, ///< The vehicle is at the opposite side of the road
RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09, ///< Only bits 0 and 3 are used to encode the trackdir for road stops
};
/** State information about the Road Vehicle controller */
static const uint RDE_NEXT_TILE = 0x80; ///< We should enter the next tile
static const uint RDE_TURNED = 0x40; ///< We just finished turning
/* Start frames for when a vehicle enters a tile/changes its state.
* The start frame is different for vehicles that turned around or
* are leaving the depot as the do not start at the edge of the tile.
* For trams there are a few different start frames as there are two
* places where trams can turn. */
static const uint RVC_DEFAULT_START_FRAME = 0;
static const uint RVC_TURN_AROUND_START_FRAME = 1;
static const uint RVC_DEPOT_START_FRAME = 6;
static const uint RVC_START_FRAME_AFTER_LONG_TRAM = 21;
static const uint RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16;
/* Stop frame for a vehicle in a drive-through stop */
static const uint RVC_DRIVE_THROUGH_STOP_FRAME = 11;
static const uint RVC_DEPOT_STOP_FRAME = 11;
/** The number of ticks a vehicle has for overtaking. */
static const byte RV_OVERTAKE_TIMEOUT = 35;
void RoadVehUpdateCache(RoadVehicle *v, bool same_length = false);
/**
* Buses, trucks and trams belong to this class.
*/
struct RoadVehicle FINAL : public GroundVehicle {
byte state; ///< @see RoadVehicleStates
byte frame;
uint16 blocked_ctr;
byte overtaking; ///< Set to #RVSB_DRIVE_SIDE when overtaking, otherwise 0.
byte overtaking_ctr; ///< The length of the current overtake attempt.
uint16 crashed_ctr; ///< Animation counter when the vehicle has crashed. @see RoadVehIsCrashed
byte reverse_ctr;
RoadType roadtype;
RoadTypes compatible_roadtypes;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
RoadVehicle() : GroundVehicleBase() {}
/** We want to 'destruct' the right class. */
virtual ~RoadVehicle() { this->PreDestructor(); }
friend struct GroundVehicle; // GroundVehicle needs to use the acceleration functions defined at RoadVehicle.
void MarkDirty();
void UpdateDeltaXY(Direction direction);
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
bool IsPrimaryVehicle() const { return this->IsFrontEngine(); }
SpriteID GetImage(Direction direction, EngineImageType image_type) const;
int GetDisplaySpeed() const { return this->gcache.last_speed / 2; }
int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed / 2; }
Money GetRunningCost() const;
int GetDisplayImageWidth(Point *offset = NULL) const;
bool IsInDepot() const { return this->state == RVSB_IN_DEPOT; }
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);
bool IsBus() const;
int GetCurrentMaxSpeed() const;
int UpdateSpeed();
protected: // These functions should not be called outside acceleration code.
/**
* Allows to know the power value that this vehicle will use.
* @return Power value from the engine in HP, or zero if the vehicle is not powered.
*/
FORCEINLINE uint16 GetPower() const
{
/* Power is not added for articulated parts */
if (!this->IsArticulatedPart()) {
/* Road vehicle power is in units of 10 HP. */
return 10 * GetVehicleProperty(this, PROP_ROADVEH_POWER, RoadVehInfo(this->engine_type)->power);
}
return 0;
}
/**
* Returns a value if this articulated part is powered.
* @return Zero, because road vehicles don't have powered parts.
*/
FORCEINLINE uint16 GetPoweredPartPower(const RoadVehicle *head) const
{
return 0;
}
/**
* Allows to know the weight value that this vehicle will use.
* @return Weight value from the engine in tonnes.
*/
FORCEINLINE uint16 GetWeight() const
{
uint16 weight = (CargoSpec::Get(this->cargo_type)->weight * this->cargo.Count()) / 16;
/* Vehicle weight is not added for articulated parts. */
if (!this->IsArticulatedPart()) {
/* Road vehicle weight is in units of 1/4 t. */
weight += GetVehicleProperty(this, PROP_ROADVEH_WEIGHT, RoadVehInfo(this->engine_type)->weight) / 4;
}
return weight;
}
/**
* Allows to know the tractive effort value that this vehicle will use.
* @return Tractive effort value from the engine.
*/
FORCEINLINE byte GetTractiveEffort() const
{
/* The tractive effort coefficient is in units of 1/256. */
return GetVehicleProperty(this, PROP_ROADVEH_TRACTIVE_EFFORT, RoadVehInfo(this->engine_type)->tractive_effort);
}
/**
* Gets the area used for calculating air drag.
* @return Area of the engine in m^2.
*/
FORCEINLINE byte GetAirDragArea() const
{
return 6;
}
/**
* Gets the air drag coefficient of this vehicle.
* @return Air drag value from the engine.
*/
FORCEINLINE byte GetAirDrag() const
{
return RoadVehInfo(this->engine_type)->air_drag;
}
/**
* Checks the current acceleration status of this vehicle.
* @return Acceleration status.
*/
FORCEINLINE AccelStatus GetAccelerationStatus() const
{
return (this->vehstatus & VS_STOPPED) ? AS_BRAKE : AS_ACCEL;
}
/**
* Calculates the current speed of this vehicle.
* @return Current speed in km/h-ish.
*/
FORCEINLINE uint16 GetCurrentSpeed() const
{
return this->cur_speed / 2;
}
/**
* Returns the rolling friction coefficient of this vehicle.
* @return Rolling friction coefficient in [1e-4].
*/
FORCEINLINE uint32 GetRollingFriction() const
{
/* Trams have a slightly greater friction coefficient than trains.
* The rest of road vehicles have bigger values. */
uint32 coeff = (this->roadtype == ROADTYPE_TRAM) ? 40 : 75;
/* The friction coefficient increases with speed in a way that
* it doubles at 128 km/h, triples at 256 km/h and so on. */
return coeff * (128 + this->GetCurrentSpeed()) / 128;
}
/**
* Allows to know the acceleration type of a vehicle.
* @return Zero, road vehicles always use a normal acceleration method.
*/
FORCEINLINE int GetAccelerationType() const
{
return 0;
}
/**
* Returns the slope steepness used by this vehicle.
* @return Slope steepness used by the vehicle.
*/
FORCEINLINE uint32 GetSlopeSteepness() const
{
return _settings_game.vehicle.roadveh_slope_steepness;
}
/**
* Gets the maximum speed allowed by the track for this vehicle.
* @return Since roads don't limit road vehicle speed, it returns always zero.
*/
FORCEINLINE uint16 GetMaxTrackSpeed() const
{
return 0;
}
/**
* Checks if the vehicle is at a tile that can be sloped.
* @return True if the tile can be sloped.
*/
FORCEINLINE bool TileMayHaveSlopedTrack() const
{
TrackStatus ts = GetTileTrackStatus(this->tile, TRANSPORT_ROAD, this->compatible_roadtypes);
TrackBits trackbits = TrackStatusToTrackBits(ts);
return trackbits == TRACK_BIT_X || trackbits == TRACK_BIT_Y;
}
/**
* Road vehicles have to use GetSlopePixelZ() to compute their height
* if they are reversing because in that case, their direction
* is not parallel with the road. It is safe to return \c true
* even if it is not reversing.
* @return are we (possibly) reversing?
*/
FORCEINLINE bool HasToUseGetSlopePixelZ()
{
const RoadVehicle *rv = this->First();
/* Check if this vehicle is in the same direction as the road under.
* We already know it has either GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set. */
if (rv->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)rv->state)) {
/* If the first vehicle is reversing, this vehicle may be reversing too
* (especially if this is the first, and maybe the only, vehicle).*/
return true;
}
while (rv != this) {
/* If any previous vehicle has different direction,
* we may be in the middle of reversing. */
if (this->direction != rv->direction) return true;
rv = rv->Next();
}
return false;
}
};
#define FOR_ALL_ROADVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(RoadVehicle, var)
#endif /* ROADVEH_H */