Files
@ r28504:922ec220613a
Branch filter:
Location: cpp/openttd-patchpack/source/src/ground_vehicle.hpp
r28504:922ec220613a
14.1 KiB
text/x-c++hdr
Fix: [HarfBuzz] make HarfBuzz use the same glyphs as we render
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 | /*
* 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.hpp Base class and functions for all vehicles that move through ground. */
#ifndef GROUND_VEHICLE_HPP
#define GROUND_VEHICLE_HPP
#include "vehicle_base.h"
#include "vehicle_gui.h"
#include "landscape.h"
#include "window_func.h"
#include "widgets/vehicle_widget.h"
/** What is the status of our acceleration? */
enum AccelStatus {
AS_ACCEL, ///< We want to go faster, if possible of course.
AS_BRAKE, ///< We want to stop.
};
/**
* Cached, frequently calculated values.
* All of these values except cached_slope_resistance are set only for the first part of a vehicle.
*/
struct GroundVehicleCache {
/* Cached acceleration values, recalculated when the cargo on a vehicle changes (in addition to the conditions below) */
uint32_t cached_weight; ///< Total weight of the consist (valid only for the first engine).
uint32_t cached_slope_resistance; ///< Resistance caused by weight when this vehicle part is at a slope.
uint32_t cached_max_te; ///< Maximum tractive effort of consist (valid only for the first engine).
uint16_t cached_axle_resistance; ///< Resistance caused by the axles of the vehicle (valid only for the first engine).
/* Cached acceleration values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint16_t cached_max_track_speed; ///< Maximum consist speed (in internal units) limited by track type (valid only for the first engine).
uint32_t cached_power; ///< Total power of the consist (valid only for the first engine).
uint32_t cached_air_drag; ///< Air drag coefficient of the vehicle (valid only for the first engine).
/* Cached NewGRF values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint16_t cached_total_length; ///< Length of the whole vehicle (valid only for the first engine).
EngineID first_engine; ///< Cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
uint8_t cached_veh_length; ///< Length of this vehicle in units of 1/VEHICLE_LENGTH of normal length. It is cached because this can be set by a callback.
/* Cached UI information. */
uint16_t last_speed; ///< The last speed we did display, so we only have to redraw when this changes.
};
/** Ground vehicle flags. */
enum GroundVehicleFlags {
GVF_GOINGUP_BIT = 0, ///< Vehicle is currently going uphill. (Cached track information for acceleration)
GVF_GOINGDOWN_BIT = 1, ///< Vehicle is currently going downhill. (Cached track information for acceleration)
GVF_SUPPRESS_IMPLICIT_ORDERS = 2, ///< Disable insertion and removal of automatic orders until the vehicle completes the real order.
};
/**
* Base class for all vehicles that move through ground.
*
* Child classes must define all of the following functions.
* These functions are not defined as pure virtual functions at this class to improve performance.
*
* virtual uint16_t GetPower() const = 0;
* virtual uint16_t GetPoweredPartPower(const T *head) const = 0;
* virtual uint16_t GetWeight() const = 0;
* virtual byte GetTractiveEffort() const = 0;
* virtual byte GetAirDrag() const = 0;
* virtual byte GetAirDragArea() const = 0;
* virtual AccelStatus GetAccelerationStatus() const = 0;
* virtual uint16_t GetCurrentSpeed() const = 0;
* virtual uint32_t GetRollingFriction() const = 0;
* virtual int GetAccelerationType() const = 0;
* virtual int32_t GetSlopeSteepness() const = 0;
* virtual int GetDisplayMaxSpeed() const = 0;
* virtual uint16_t GetMaxTrackSpeed() const = 0;
* virtual bool TileMayHaveSlopedTrack() const = 0;
*/
template <class T, VehicleType Type>
struct GroundVehicle : public SpecializedVehicle<T, Type> {
GroundVehicleCache gcache; ///< Cache of often calculated values.
uint16_t gv_flags; ///< @see GroundVehicleFlags.
typedef GroundVehicle<T, Type> GroundVehicleBase; ///< Our type
/**
* The constructor at SpecializedVehicle must be called.
*/
GroundVehicle() : SpecializedVehicle<T, Type>() {}
void PowerChanged();
void CargoChanged();
int GetAcceleration() const;
bool IsChainInDepot() const override;
/**
* Common code executed for crashed ground vehicles
* @param flooded was this vehicle flooded?
* @return number of victims
*/
uint Crash(bool flooded) override
{
/* Crashed vehicles aren't going up or down */
for (T *v = T::From(this); v != nullptr; v = v->Next()) {
ClrBit(v->gv_flags, GVF_GOINGUP_BIT);
ClrBit(v->gv_flags, GVF_GOINGDOWN_BIT);
}
return this->Vehicle::Crash(flooded);
}
/**
* Calculates the total slope resistance for this vehicle.
* @return Slope resistance.
*/
inline int64_t GetSlopeResistance() const
{
int64_t incl = 0;
for (const T *u = T::From(this); u != nullptr; u = u->Next()) {
if (HasBit(u->gv_flags, GVF_GOINGUP_BIT)) {
incl += u->gcache.cached_slope_resistance;
} else if (HasBit(u->gv_flags, GVF_GOINGDOWN_BIT)) {
incl -= u->gcache.cached_slope_resistance;
}
}
return incl;
}
/**
* Updates vehicle's Z position and inclination.
* Used when the vehicle entered given tile.
* @pre The vehicle has to be at (or near to) a border of the tile,
* directed towards tile centre
*/
inline void UpdateZPositionAndInclination()
{
this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos, true);
ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
ClrBit(this->gv_flags, GVF_GOINGDOWN_BIT);
if (T::From(this)->TileMayHaveSlopedTrack()) {
/* To check whether the current tile is sloped, and in which
* direction it is sloped, we get the 'z' at the center of
* the tile (middle_z) and the edge of the tile (old_z),
* which we then can compare. */
int middle_z = GetSlopePixelZ((this->x_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2), (this->y_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2), true);
if (middle_z != this->z_pos) {
SetBit(this->gv_flags, (middle_z > this->z_pos) ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
}
}
}
/**
* Updates vehicle's Z position.
* Inclination can't change in the middle of a tile.
* The faster code is used for trains and road vehicles unless they are
* reversing on a sloped tile.
*/
inline void UpdateZPosition()
{
#if 0
/* The following code does this: */
if (HasBit(this->gv_flags, GVF_GOINGUP_BIT)) {
switch (this->direction) {
case DIR_NE:
this->z_pos += (this->x_pos & 1) ^ 1; break;
case DIR_SW:
this->z_pos += (this->x_pos & 1); break;
case DIR_NW:
this->z_pos += (this->y_pos & 1) ^ 1; break;
case DIR_SE:
this->z_pos += (this->y_pos & 1); break;
default: break;
}
} else if (HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) {
switch (this->direction) {
case DIR_NE:
this->z_pos -= (this->x_pos & 1) ^ 1; break;
case DIR_SW:
this->z_pos -= (this->x_pos & 1); break;
case DIR_NW:
this->z_pos -= (this->y_pos & 1) ^ 1; break;
case DIR_SE:
this->z_pos -= (this->y_pos & 1); break;
default: break;
}
}
/* But gcc 4.4.5 isn't able to nicely optimise it, and the resulting
* code is full of conditional jumps. */
#endif
/* Vehicle's Z position can change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set.
* Furthermore, if this function is called once every time the vehicle's position changes,
* we know the Z position changes by +/-1 at certain moments - when x_pos, y_pos is odd/even,
* depending on orientation of the slope and vehicle's direction */
if (HasBit(this->gv_flags, GVF_GOINGUP_BIT) || HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) {
if (T::From(this)->HasToUseGetSlopePixelZ()) {
/* In some cases, we have to use GetSlopePixelZ() */
this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos, true);
return;
}
/* DirToDiagDir() is a simple right shift */
DiagDirection dir = DirToDiagDir(this->direction);
/* Read variables, so the compiler knows the access doesn't trap */
int8_t x_pos = this->x_pos;
int8_t y_pos = this->y_pos;
/* DiagDirToAxis() is a simple mask */
int8_t d = DiagDirToAxis(dir) == AXIS_X ? x_pos : y_pos;
/* We need only the least significant bit */
d &= 1;
d ^= (int8_t)(dir == DIAGDIR_NW || dir == DIAGDIR_NE);
/* Subtraction instead of addition because we are testing for GVF_GOINGUP_BIT.
* GVF_GOINGUP_BIT is used because it's bit 0, so simple AND can be used,
* without any shift */
this->z_pos += HasBit(this->gv_flags, GVF_GOINGUP_BIT) ? d : -d;
}
assert(this->z_pos == GetSlopePixelZ(this->x_pos, this->y_pos, true));
}
/**
* Checks if the vehicle is in a slope and sets the required flags in that case.
* @param new_tile True if the vehicle reached a new tile.
* @param update_delta Indicates to also update the delta.
* @return Old height of the vehicle.
*/
inline int UpdateInclination(bool new_tile, bool update_delta)
{
int old_z = this->z_pos;
if (new_tile) {
this->UpdateZPositionAndInclination();
} else {
this->UpdateZPosition();
}
this->UpdateViewport(true, update_delta);
return old_z;
}
/**
* Set front engine state.
*/
inline void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
/**
* Remove the front engine state.
*/
inline void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
/**
* Set a vehicle to be an articulated part.
*/
inline void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Clear a vehicle from being an articulated part.
*/
inline void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Set a vehicle to be a wagon.
*/
inline void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
/**
* Clear wagon property.
*/
inline void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
/**
* Set engine status.
*/
inline void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
/**
* Clear engine status.
*/
inline void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
/**
* Set a vehicle as a free wagon.
*/
inline void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Clear a vehicle from being a free wagon.
*/
inline void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Set a vehicle as a multiheaded engine.
*/
inline void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Clear multiheaded engine property.
*/
inline void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Check if the vehicle is a free wagon (got no engine in front of it).
* @return Returns true if the vehicle is a free wagon.
*/
inline bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Check if a vehicle is an engine (can be first in a consist).
* @return Returns true if vehicle is an engine.
*/
inline bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
/**
* Check if a vehicle is a wagon.
* @return Returns true if vehicle is a wagon.
*/
inline bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
/**
* Check if the vehicle is a multiheaded engine.
* @return Returns true if the vehicle is a multiheaded engine.
*/
inline bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_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.
*/
inline bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
/**
* Update the GUI variant of the current speed of the vehicle.
* Also mark the widget dirty when that is needed, i.e. when
* the speed of this vehicle has changed.
*/
inline void SetLastSpeed()
{
if (this->cur_speed != this->gcache.last_speed) {
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
this->gcache.last_speed = this->cur_speed;
}
}
protected:
/**
* Update the speed of the vehicle.
*
* It updates the cur_speed and subspeed variables depending on the state
* of the vehicle; in this case the current acceleration, minimum and
* maximum speeds of the vehicle. It returns the distance that that the
* vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @param accel The acceleration we would like to give this vehicle.
* @param min_speed The minimum speed here, in vehicle specific units.
* @param max_speed The maximum speed here, in vehicle specific units.
* @return Distance to drive.
*/
inline uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
{
uint spd = this->subspeed + accel;
this->subspeed = (byte)spd;
/* When we are going faster than the maximum speed, reduce the speed
* somewhat gradually. But never lower than the maximum speed. */
int tempmax = max_speed;
if (this->cur_speed > max_speed) {
tempmax = std::max(this->cur_speed - (this->cur_speed / 10) - 1, max_speed);
}
/* Enforce a maximum and minimum speed. Normally we would use something like
* Clamp for this, but in this case min_speed might be below the maximum speed
* threshold for some reason. That makes acceleration fail and assertions
* happen in Clamp. So make it explicit that min_speed overrules the maximum
* speed by explicit ordering of min and max. */
this->cur_speed = spd = std::max(std::min(this->cur_speed + ((int)spd >> 8), tempmax), min_speed);
int scaled_spd = this->GetAdvanceSpeed(spd);
scaled_spd += this->progress;
this->progress = 0; // set later in *Handler or *Controller
return scaled_spd;
}
};
#endif /* GROUND_VEHICLE_HPP */
|