Files @ r18173:22d3a80835aa
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Location: cpp/openttd-patchpack/source/src/train.h

planetmaker
(svn r23012) -Fix [FS#4798]: AI backlog was to short to fully display the backtrace of some AI crashes (Kogut)
/* $Id$ */

/*
 * 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 */