Changeset - r14741:668486b3d9e3
[Not reviewed]
master
0 6 1
terkhen - 14 years ago 2010-03-06 12:44:30
terkhen@openttd.org
(svn r19339) -Codechange: Move acceleration functions to GroundVehicle.
7 files changed with 164 insertions and 131 deletions:
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projects/openttd_vs80.vcproj
Show inline comments
 
@@ -572,6 +572,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\ground_vehicle.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\heightmap.cpp"
 
				>
 
			</File>
projects/openttd_vs90.vcproj
Show inline comments
 
@@ -569,6 +569,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\ground_vehicle.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\heightmap.cpp"
 
				>
 
			</File>
source.list
Show inline comments
 
@@ -28,6 +28,7 @@ gamelog.cpp
 
genworld.cpp
 
gfx.cpp
 
gfxinit.cpp
 
ground_vehicle.cpp
 
heightmap.cpp
 
highscore.cpp
 
ini.cpp
src/ground_vehicle.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/*
 
 * 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.cpp Implementation of GroundVehicle. */
 

	
 
#include "stdafx.h"
 
#include "train.h"
 
#include "ground_vehicle.hpp"
 
#include "window_type.h"
 
#include "vehicle_gui.h"
 
#include "window_func.h"
 

	
 
/**
 
 * Recalculates the cached total power of a vehicle. Should be called when the consist is changed.
 
 */
 
template <class T, VehicleType Type>
 
void GroundVehicle<T, Type>::PowerChanged()
 
{
 
	assert(this->First() == this);
 
	const T *v = T::From(this);
 

	
 
	uint32 total_power = 0;
 
	uint32 max_te = 0;
 
	uint32 number_of_parts = 0;
 
	uint16 max_track_speed = v->GetInitialMaxSpeed();
 

	
 
	for (const T *u = v; u != NULL; u = u->Next()) {
 
		uint32 current_power = u->GetPower();
 
		total_power += current_power;
 

	
 
		/* Only powered parts add tractive effort. */
 
		if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
 
		total_power += u->GetPoweredPartPower(v);
 
		number_of_parts++;
 

	
 
		/* Get minimum max speed for this track. */
 
		uint16 track_speed = u->GetMaxTrackSpeed();
 
		if (track_speed > 0) max_track_speed = min(max_track_speed, track_speed);
 
	}
 

	
 
	this->acc_cache.cached_axle_resistance = 60 * number_of_parts;
 
	this->acc_cache.cached_air_drag = 20 + 3 * number_of_parts;
 

	
 
	max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N.
 
	max_te /= 256;   // Tractive effort is a [0-255] coefficient.
 
	if (this->acc_cache.cached_power != total_power || this->acc_cache.cached_max_te != max_te) {
 
		/* Stop the vehicle if it has no power. */
 
		if (total_power == 0) this->vehstatus |= VS_STOPPED;
 

	
 
		this->acc_cache.cached_power = total_power;
 
		this->acc_cache.cached_max_te = max_te;
 
		SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
 
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 

	
 
	this->acc_cache.cached_max_track_speed = max_track_speed;
 
}
 

	
 
/**
 
 * Recalculates the cached weight of a vehicle and its parts. Should be called each time the cargo on
 
 * the consist changes.
 
 */
 
template <class T, VehicleType Type>
 
void GroundVehicle<T, Type>::CargoChanged()
 
{
 
	assert(this->First() == this);
 
	uint32 weight = 0;
 

	
 
	for (T *u = T::From(this); u != NULL; u = u->Next()) {
 
		uint32 current_weight = u->GetWeight();
 
		weight += current_weight;
 
		u->acc_cache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
 
	}
 

	
 
	/* Store consist weight in cache. */
 
	this->acc_cache.cached_weight = weight;
 

	
 
	/* Now update vehicle power (tractive effort is dependent on weight). */
 
	this->PowerChanged();
 
}
 

	
 
/**
 
 * Calculates the acceleration of the vehicle under its current conditions.
 
 * @return Current acceleration of the vehicle.
 
 */
 
template <class T, VehicleType Type>
 
int GroundVehicle<T, Type>::GetAcceleration() const
 
{
 
	/* Templated class used for function calls for performance reasons. */
 
	const T *v = T::From(this);
 
	int32 speed = v->GetCurrentSpeed();
 

	
 
	/* Weight is stored in tonnes. */
 
	int32 mass = this->acc_cache.cached_weight;
 

	
 
	/* Power is stored in HP, we need it in watts. */
 
	int32 power = this->acc_cache.cached_power * 746;
 

	
 
	int32 resistance = 0;
 

	
 
	bool maglev = v->GetAccelerationType() == 2;
 

	
 
	const int area = 120;
 
	if (!maglev) {
 
		resistance = (13 * mass) / 10;
 
		resistance += this->acc_cache.cached_axle_resistance;
 
		resistance += (v->GetRollingFriction() * mass * speed) / 1000;
 
		resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 10000;
 
	} else {
 
		resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 20000;
 
	}
 

	
 
	resistance += v->GetSlopeResistance();
 
	resistance *= 4; //[N]
 

	
 
	/* This value allows to know if the vehicle is accelerating or braking. */
 
	AccelStatus mode = v->GetAccelerationStatus();
 

	
 
	const int max_te = this->acc_cache.cached_max_te; // [N]
 
	int force;
 
	if (speed > 0) {
 
		if (!maglev) {
 
			force = power / speed; //[N]
 
			force *= 22;
 
			force /= 10;
 
			if (mode == AS_ACCEL && force > max_te) force = max_te;
 
		} else {
 
			force = power / 25;
 
		}
 
	} else {
 
		/* "Kickoff" acceleration. */
 
		force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
 
		force = max(force, (mass * 8) + resistance);
 
	}
 

	
 
	if (mode == AS_ACCEL) {
 
		return (force - resistance) / (mass * 2);
 
	} else {
 
		return min(-force - resistance, -10000) / mass;
 
	}
 
}
 

	
 
/* Instantiation for Train */
 
template struct GroundVehicle<Train, VEH_TRAIN>;
src/ground_vehicle.hpp
Show inline comments
 
@@ -49,6 +49,9 @@ struct GroundVehicle : public Specialize
 
	 */
 
	GroundVehicle() : SpecializedVehicle<T, Type>() {}
 

	
 
	void PowerChanged();
 
	void CargoChanged();
 
	int GetAcceleration() const;
 
};
 

	
 
#endif /* GROUND_VEHICLE_HPP */
src/train.h
Show inline comments
 
@@ -110,6 +110,8 @@ struct Train : public GroundVehicle<Trai
 
	/** 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.
 

	
 
	const char *GetTypeString() const { return "train"; }
 
	void MarkDirty();
 
	void UpdateDeltaXY(Direction direction);
 
@@ -135,15 +137,12 @@ struct Train : public GroundVehicle<Trai
 
	int GetCurveSpeedLimit() const;
 

	
 
	void ConsistChanged(bool same_length);
 
	void CargoChanged();
 
	void PowerChanged();
 

	
 
	int UpdateSpeed();
 

	
 
	void UpdateAcceleration();
 

	
 
	int GetCurrentMaxSpeed() const;
 
	int GetAcceleration() const;
 

	
 
	/**
 
	 * enum to handle train subtypes
src/train_cmd.cpp
Show inline comments
 
@@ -88,75 +88,6 @@ byte FreightWagonMult(CargoID cargo)
 
	return _settings_game.vehicle.freight_trains;
 
}
 

	
 

	
 
/**
 
 * Recalculates the cached total power of a train. Should be called when the consist is changed
 
 */
 
void Train::PowerChanged()
 
{
 
	assert(this->First() == this);
 

	
 
	uint32 total_power = 0;
 
	uint32 max_te = 0;
 
	uint32 number_of_parts = 0;
 
	uint16 max_track_speed = this->GetInitialMaxSpeed();
 

	
 
	for (const Train *u = this; u != NULL; u = u->Next()) {
 
		uint32 current_power = u->GetPower();
 
		total_power += current_power;
 

	
 
		/* Only powered parts add tractive effort */
 
		if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
 
		total_power += u->GetPoweredPartPower(this);
 
		number_of_parts++;
 

	
 
		/* Get minimum max speed for this track */
 
		uint16 track_speed = u->GetMaxTrackSpeed();
 
		if (track_speed > 0) max_track_speed = min(max_track_speed, track_speed);
 
	}
 

	
 
	this->acc_cache.cached_axle_resistance = 60 * number_of_parts;
 
	this->acc_cache.cached_air_drag = 20 + 3 * number_of_parts;
 

	
 
	max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N
 
	max_te /= 256;   // Tractive effort is a [0-255] coefficient
 
	if (this->acc_cache.cached_power != total_power || this->acc_cache.cached_max_te != max_te) {
 
		/* Stop the vehicle if it has no power */
 
		if (total_power == 0) this->vehstatus |= VS_STOPPED;
 

	
 
		this->acc_cache.cached_power = total_power;
 
		this->acc_cache.cached_max_te = max_te;
 
		SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
 
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 

	
 
	this->acc_cache.cached_max_track_speed = max_track_speed;
 
}
 

	
 

	
 
/**
 
 * Recalculates the cached weight of a train and its vehicles. Should be called each time the cargo on
 
 * the consist changes.
 
 */
 
void Train::CargoChanged()
 
{
 
	assert(this->First() == this);
 
	uint32 weight = 0;
 

	
 
	for (Train *u = this; u != NULL; u = u->Next()) {
 
		uint32 current_weight = u->GetWeight();
 
		weight += current_weight;
 
		u->acc_cache.cached_slope_resistance = current_weight * u->GetSlopeSteepness();
 
	}
 

	
 
	/* store consist weight in cache */
 
	this->acc_cache.cached_weight = weight;
 

	
 
	/* Now update train power (tractive effort is dependent on weight) */
 
	this->PowerChanged();
 
}
 

	
 

	
 
/** Logs a bug in GRF and shows a warning message if this
 
 * is for the first time this happened.
 
 * @param u first vehicle of chain
 
@@ -501,65 +432,6 @@ int Train::GetCurrentMaxSpeed() const
 
	return min(max_speed, this->acc_cache.cached_max_track_speed);
 
}
 

	
 
/**
 
 * Calculates the acceleration of the vehicle under its current conditions.
 
 * @return Current acceleration of the vehicle.
 
 */
 

	
 
int Train::GetAcceleration() const
 
{
 
	int32 speed = this->GetCurrentSpeed();
 

	
 
	/* Weight is stored in tonnes */
 
	int32 mass = this->acc_cache.cached_weight;
 

	
 
	/* Power is stored in HP, we need it in watts. */
 
	int32 power = this->acc_cache.cached_power * 746;
 

	
 
	int32 resistance = 0;
 

	
 
	bool maglev = this->GetAccelerationType() == 2;
 

	
 
	const int area = 120;
 
	if (!maglev) {
 
		resistance = (13 * mass) / 10;
 
		resistance += this->acc_cache.cached_axle_resistance;
 
		resistance += (this->GetRollingFriction() * mass * speed) / 1000;
 
		resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 10000;
 
	} else {
 
		resistance += (area * this->acc_cache.cached_air_drag * speed * speed) / 20000;
 
	}
 

	
 
	resistance += this->GetSlopeResistance();
 
	resistance *= 4; //[N]
 

	
 
	/* This value allows to know if the vehicle is accelerating or braking. */
 
	AccelStatus mode = this->GetAccelerationStatus();
 

	
 
	const int max_te = this->acc_cache.cached_max_te; // [N]
 
	int force;
 
	if (speed > 0) {
 
		if (!maglev) {
 
			force = power / speed; //[N]
 
			force *= 22;
 
			force /= 10;
 
			if (mode == AS_ACCEL && force > max_te) force = max_te;
 
		} else {
 
			force = power / 25;
 
		}
 
	} else {
 
		/* "kickoff" acceleration */
 
		force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
 
		force = max(force, (mass * 8) + resistance);
 
	}
 

	
 
	if (mode == AS_ACCEL) {
 
		return (force - resistance) / (mass * 2);
 
	} else {
 
		return min(-force - resistance, -10000) / mass;
 
	}
 
}
 

	
 
void Train::UpdateAcceleration()
 
{
 
	assert(this->IsFrontEngine());
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