Files
@ r16729:482bfc615285
Branch filter:
Location: cpp/openttd-patchpack/source/src/train.h
r16729:482bfc615285
15.6 KiB
text/x-c
(svn r21472) -Fix [FS#4298] (r21459-ish): make sure the query window is only opened once per parent window / callback.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 | /* $Id$ */
/*
* 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;
enum VehicleRailFlags {
VRF_REVERSING = 0,
/* used to store if a wagon is powered or not */
VRF_POWEREDWAGON = 3,
/* used to reverse the visible direction of the vehicle */
VRF_REVERSE_DIRECTION = 4,
/* used to mark train as lost because PF can't find the route */
VRF_NO_PATH_TO_DESTINATION = 5,
/* used to mark that electric train engine is allowed to run on normal rail */
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
VRF_TOGGLE_REVERSE = 7,
/* used to mark a train that can't get a path reservation */
VRF_TRAIN_STUCK = 8,
/* used to mark a train that is just leaving a station */
VRF_LEAVING_STATION = 9,
};
/** 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;
uint16 last_speed; // NOSAVE: only used in UI
/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
uint8 cached_veh_length; ///< length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
bool cached_tilt; ///< train can tilt; feature provides a bonus in curves
/* cached max. speed / acceleration data */
int cached_max_curve_speed; ///< max consist speed limited by curves
byte user_def_data;
EngineID first_engine; ///< cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
};
/**
* '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;
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() : GroundVehicle<Train, VEH_TRAIN>() {}
/** 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);
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->tcache.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;
/**
* enum to handle train subtypes
* Do not access it directly unless you have to. Use the access functions below
* This is an enum to tell what bit to access as it is a bitmask
*/
enum TrainSubtype {
TS_FRONT = 0, ///< Leading engine of a train
TS_ARTICULATED_PART = 1, ///< Articulated part of an engine
TS_WAGON = 2, ///< Wagon
TS_ENGINE = 3, ///< Engine that can be front engine, but might be placed behind another engine.
TS_FREE_WAGON = 4, ///< First in a wagon chain (in depot)
TS_MULTIHEADED = 5, ///< Engine is multiheaded
};
/**
* Set front engine state
*/
FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, TS_FRONT); }
/**
* Remove the front engine state
*/
FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, TS_FRONT); }
/**
* Set a vehicle to be an articulated part
*/
FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, TS_ARTICULATED_PART); }
/**
* Clear a vehicle from being an articulated part
*/
FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, TS_ARTICULATED_PART); }
/**
* Set a vehicle to be a wagon
*/
FORCEINLINE void SetWagon() { SetBit(this->subtype, TS_WAGON); }
/**
* Clear wagon property
*/
FORCEINLINE void ClearWagon() { ClrBit(this->subtype, TS_WAGON); }
/**
* Set engine status
*/
FORCEINLINE void SetEngine() { SetBit(this->subtype, TS_ENGINE); }
/**
* Clear engine status
*/
FORCEINLINE void ClearEngine() { ClrBit(this->subtype, TS_ENGINE); }
/**
* Set if a vehicle is a free wagon
*/
FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, TS_FREE_WAGON); }
/**
* Clear a vehicle from being a free wagon
*/
FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, TS_FREE_WAGON); }
/**
* Set if a vehicle is a multiheaded engine
*/
FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, TS_MULTIHEADED); }
/**
* Clear multiheaded engine property
*/
FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, TS_MULTIHEADED); }
/**
* Check if train is a front engine
* @return Returns true if train is a front engine
*/
FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, TS_FRONT); }
/**
* Check if train is a free wagon (got no engine in front of it)
* @return Returns true if train is a free wagon
*/
FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, TS_FREE_WAGON); }
/**
* Check if a vehicle is an engine (can be first in a train)
* @return Returns true if vehicle is an engine
*/
FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, TS_ENGINE); }
/**
* Check if a train is a wagon
* @return Returns true if vehicle is a wagon
*/
FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, TS_WAGON); }
/**
* Check if train is a multiheaded engine
* @return Returns true if vehicle is a multiheaded engine
*/
FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, TS_MULTIHEADED); }
/**
* Tell if we are dealing with the rear end of a multiheaded engine.
* @return True if the engine is the rear part of a dualheaded engine.
*/
FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
/**
* Check if train is an articulated part of an engine
* @return Returns true if train is an articulated part
*/
FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, TS_ARTICULATED_PART); }
/**
* Check if an engine has an articulated part.
* @return True if the engine has an articulated part.
*/
FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
/**
* Get the next part of a multi-part engine.
* Will only work on a multi-part engine (this->EngineHasArticPart() == true),
* Result is undefined for normal engine.
* @return next part of articulated engine
*/
FORCEINLINE Train *GetNextArticPart() const
{
assert(this->HasArticulatedPart());
return this->Next();
}
/**
* Get the first part of a multi-part engine.
* @return First part of the engine.
*/
FORCEINLINE Train *GetFirstEnginePart()
{
Train *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* Get the first part of a multi-part engine.
* @return First part of the engine.
*/
FORCEINLINE const Train *GetFirstEnginePart() const
{
const Train *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* Get the last part of a multi-part engine.
* @return Last part of the engine.
*/
FORCEINLINE Train *GetLastEnginePart()
{
Train *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticPart();
return v;
}
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
FORCEINLINE Train *GetNextVehicle() const
{
const Train *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticPart();
/* v now contains the last artic part in the engine */
return v->Next();
}
/**
* Get the previous real (non-articulated part) vehicle in the consist.
* @return Previous vehicle in the consist.
*/
FORCEINLINE Train *GetPrevVehicle() const
{
Train *v = this->Previous();
while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
return v;
}
/**
* 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->tcache.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->tcache.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%,
* but we use a higher value here to get better game-play results.
* 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 30 * (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;
}
};
#define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)
#endif /* TRAIN_H */
|