/* $Id$ */ /* * 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 train.h Base for the train class. */ #ifndef TRAIN_H #define TRAIN_H #include "newgrf_engine.h" #include "cargotype.h" #include "rail.h" #include "engine_base.h" #include "rail_map.h" #include "ground_vehicle.hpp" struct Train; /** Rail vehicle flags. */ enum VehicleRailFlags { VRF_REVERSING = 0, VRF_POWEREDWAGON = 3, ///< Wagon is powered. VRF_REVERSE_DIRECTION = 4, ///< Reverse the visible direction of the vehicle. VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, ///< Electric train engine is allowed to run on normal rail. */ VRF_TOGGLE_REVERSE = 7, ///< Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only). VRF_TRAIN_STUCK = 8, ///< Train can't get a path reservation. VRF_LEAVING_STATION = 9, ///< Train is just leaving a station. }; /** Modes for ignoring signals. */ enum TrainForceProceeding { TFP_NONE = 0, ///< Normal operation. TFP_STUCK = 1, ///< Proceed till next signal, but ignore being stuck till then. This includes force leaving depots. TFP_SIGNAL = 2, ///< Ignore next signal, after the signal ignore being stucked. }; typedef SimpleTinyEnumT<TrainForceProceeding, byte> TrainForceProceedingByte; 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; /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */ bool cached_tilt; ///< train can tilt; feature provides a bonus in curves byte user_def_data; ///< Cached property 0x25. Can be set by Callback 0x36. /* cached max. speed / acceleration data */ int cached_max_curve_speed; ///< max consist speed limited by curves }; /** * 'Train' is either a loco or a wagon. */ struct Train : public GroundVehicle<Train, VEH_TRAIN> { TrainCache tcache; /* Link between the two ends of a multiheaded engine */ Train *other_multiheaded_part; uint16 crash_anim_pos; ///< Crash animation counter. uint16 flags; TrackBitsByte track; TrainForceProceedingByte 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() : GroundVehicleBase() {} /** 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. 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->gcache.last_speed; } int GetDisplayMaxSpeed() const { return this->vcache.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 RailtypeChanged(); int UpdateSpeed(); void UpdateAcceleration(); int GetCurrentMaxSpeed() const; /** * 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; } 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() && HasPowerOnRail(this->railtype, GetRailType(this->tile))) { uint16 power = GetVehicleProperty(this, PROP_TRAIN_POWER, RailVehInfo(this->engine_type)->power); /* Halve power for multiheaded parts */ if (this->IsMultiheaded()) power /= 2; return power; } return 0; } /** * Returns a value if this articulated part is powered. * @return Power value from the articulated part in HP, or zero if it is not powered. */ FORCEINLINE uint16 GetPoweredPartPower(const Train *head) const { /* For powered wagons the engine defines the type of engine (i.e. railtype) */ if (HasBit(this->flags, VRF_POWEREDWAGON) && HasPowerOnRail(head->railtype, GetRailType(this->tile))) { return RailVehInfo(this->gcache.first_engine)->pow_wag_power; } 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() * FreightWagonMult(this->cargo_type)) / 16; /* Vehicle weight is not added for articulated parts. */ if (!this->IsArticulatedPart()) { weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight); } /* Powered wagons have extra weight added. */ if (HasBit(this->flags, VRF_POWEREDWAGON)) { weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight; } 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 { return GetVehicleProperty(this, PROP_TRAIN_TRACTIVE_EFFORT, RailVehInfo(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 { /* Air drag is higher in tunnels due to the limited cross-section. */ return (this->track == TRACK_BIT_WORMHOLE && this->vehstatus & VS_HIDDEN) ? 28 : 14; } /** * Gets the air drag coefficient of this vehicle. * @return Air drag value from the engine. */ FORCEINLINE byte GetAirDrag() const { return RailVehInfo(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) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) ? 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; } /** * Returns the rolling friction coefficient of this vehicle. * @return Rolling friction coefficient in [1e-4]. */ FORCEINLINE uint32 GetRollingFriction() const { /* Rolling friction for steel on steel is between 0.1% and 0.2%. * The friction coefficient increases with speed in a way that * it doubles at 512 km/h, triples at 1024 km/h and so on. */ return 15 * (512 + this->GetCurrentSpeed()) / 512; } /** * Allows to know the acceleration type of a vehicle. * @return Acceleration type of the vehicle. */ FORCEINLINE int GetAccelerationType() const { return GetRailTypeInfo(this->railtype)->acceleration_type; } /** * Returns the slope steepness used by this vehicle. * @return Slope steepness used by the vehicle. */ FORCEINLINE uint32 GetSlopeSteepness() const { return _settings_game.vehicle.train_slope_steepness; } /** * Gets the maximum speed allowed by the track for this vehicle. * @return Maximum speed allowed. */ FORCEINLINE uint16 GetMaxTrackSpeed() const { return GetRailTypeInfo(GetRailType(this->tile))->max_speed; } /** * Checks if the vehicle is at a tile that can be sloped. * @return True if the tile can be sloped. */ FORCEINLINE bool TileMayHaveSlopedTrack() const { /* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped. */ return this->track == TRACK_BIT_X || this->track == TRACK_BIT_Y; } /** * Trains can always use the faster algorithm because they * have always the same direction as the track under them. * @return false */ FORCEINLINE bool HasToUseGetSlopeZ() { return false; } }; #define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var) #endif /* TRAIN_H */