File diff r18781:e1de9a06f7cd → r18782:6453522c2154
src/train.h
Show inline comments
 
@@ -125,25 +125,25 @@ struct Train FINAL : public GroundVehicl
 
	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
 
	inline 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()
 
	inline Train *GetPrevUnit()
 
	{
 
		Train *v = this->GetPrevVehicle();
 
		if (v != NULL && v->IsRearDualheaded()) v = v->GetPrevVehicle();
 

	
 
		return v;
 
	}
 
@@ -164,13 +164,13 @@ struct Train FINAL : public GroundVehicl
 
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
 
	inline 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;
 
@@ -181,13 +181,13 @@ protected: // These functions should not
 
	}
 

	
 
	/**
 
	 * 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
 
	inline 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;
 
		}
 

	
 
@@ -195,13 +195,13 @@ protected: // These functions should not
 
	}
 

	
 
	/**
 
	 * Allows to know the weight value that this vehicle will use.
 
	 * @return Weight value from the engine in tonnes.
 
	 */
 
	FORCEINLINE uint16 GetWeight() const
 
	inline 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);
 
@@ -216,109 +216,109 @@ protected: // These functions should not
 
	}
 

	
 
	/**
 
	 * Allows to know the tractive effort value that this vehicle will use.
 
	 * @return Tractive effort value from the engine.
 
	 */
 
	FORCEINLINE byte GetTractiveEffort() const
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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
 
	inline 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 HasToUseGetSlopePixelZ()
 
	inline bool HasToUseGetSlopePixelZ()
 
	{
 
		return false;
 
	}
 
};
 

	
 
#define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)