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Location: cpp/openttd-patchpack/source/src/train.h
r12233:9d0861714103
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(svn r16658) -Update from WebTranslator v3.0:
dutch - 42 changes by Excel20
german - 26 changes by dihedral, mjreaper, planetmaker
hungarian - 39 changes by alyr
ukrainian - 47 changes by Madvin
dutch - 42 changes by Excel20
german - 26 changes by dihedral, mjreaper, planetmaker
hungarian - 39 changes by alyr
ukrainian - 47 changes by Madvin
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/** @file train.h Base for the train class. */
#ifndef TRAIN_H
#define TRAIN_H
#include "stdafx.h"
#include "core/bitmath_func.hpp"
#include "vehicle_base.h"
struct Train;
enum VehicleRailFlags {
VRF_REVERSING = 0,
/* used to calculate if train is going up or down */
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
/* 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,
};
/** 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 engines, but might be placed behind another engine
TS_FREE_WAGON = 4, ///< First in a wagon chain (in depot)
TS_MULTIHEADED = 5, ///< Engine is a multiheaded
};
/** Check if a vehicle is front engine
* @param v vehicle to check
* @return Returns true if vehicle is a front engine
*/
static inline bool IsFrontEngine(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_FRONT);
}
/** Set front engine state
* @param v vehicle to change
*/
static inline void SetFrontEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_FRONT);
}
/** Remove the front engine state
* @param v vehicle to change
*/
static inline void ClearFrontEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_FRONT);
}
/** Check if a vehicle is an articulated part of an engine
* @param v vehicle to check
* @return Returns true if vehicle is an articulated part
*/
static inline bool IsArticulatedPart(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_ARTICULATED_PART);
}
/** Set a vehicle to be an articulated part
* @param v vehicle to change
*/
static inline void SetArticulatedPart(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_ARTICULATED_PART);
}
/** Clear a vehicle from being an articulated part
* @param v vehicle to change
*/
static inline void ClearArticulatedPart(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_ARTICULATED_PART);
}
/** Check if a vehicle is a wagon
* @param v vehicle to check
* @return Returns true if vehicle is a wagon
*/
static inline bool IsTrainWagon(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_WAGON);
}
/** Set a vehicle to be a wagon
* @param v vehicle to change
*/
static inline void SetTrainWagon(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_WAGON);
}
/** Clear wagon property
* @param v vehicle to change
*/
static inline void ClearTrainWagon(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_WAGON);
}
/** Check if a vehicle is an engine (can be first in a train)
* @param v vehicle to check
* @return Returns true if vehicle is an engine
*/
static inline bool IsTrainEngine(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_ENGINE);
}
/** Set engine status
* @param v vehicle to change
*/
static inline void SetTrainEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_ENGINE);
}
/** Clear engine status
* @param v vehicle to change
*/
static inline void ClearTrainEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_ENGINE);
}
/** Check if a vehicle is a free wagon (got no engine in front of it)
* @param v vehicle to check
* @return Returns true if vehicle is a free wagon
*/
static inline bool IsFreeWagon(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_FREE_WAGON);
}
/** Set if a vehicle is a free wagon
* @param v vehicle to change
*/
static inline void SetFreeWagon(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_FREE_WAGON);
}
/** Clear a vehicle from being a free wagon
* @param v vehicle to change
*/
static inline void ClearFreeWagon(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_FREE_WAGON);
}
/** Check if a vehicle is a multiheaded engine
* @param v vehicle to check
* @return Returns true if vehicle is a multiheaded engine
*/
static inline bool IsMultiheaded(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return HasBit(v->subtype, TS_MULTIHEADED);
}
/** Set if a vehicle is a multiheaded engine
* @param v vehicle to change
*/
static inline void SetMultiheaded(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SetBit(v->subtype, TS_MULTIHEADED);
}
/** Clear multiheaded engine property
* @param v vehicle to change
*/
static inline void ClearMultiheaded(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
ClrBit(v->subtype, TS_MULTIHEADED);
}
/** Check if an engine has an articulated part.
* @param v Vehicle.
* @return True if the engine has an articulated part.
*/
static inline bool EngineHasArticPart(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return (v->Next() != NULL && IsArticulatedPart(v->Next()));
}
/** Tell if we are dealing with the rear end of a multiheaded engine.
* @param v Vehicle.
* @return True if the engine is the rear part of a dualheaded engine.
*/
static inline bool IsRearDualheaded(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
return (IsMultiheaded(v) && !IsTrainEngine(v));
}
void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2);
byte FreightWagonMult(CargoID cargo);
int CheckTrainInDepot(const Train *v, bool needs_to_be_stopped);
int CheckTrainStoppedInDepot(const Train *v);
void UpdateTrainAcceleration(Train *v);
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);
void TrainConsistChanged(Train *v, bool same_length);
void TrainPowerChanged(Train *v);
int GetTrainCurveSpeedLimit(Train *v);
Money GetTrainRunningCost(const Train *v);
/** 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. */
uint32 cached_power; ///< total power of 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 values, recalculated when the cargo on a train changes (in addition to the conditions above) */
uint32 cached_weight; ///< total weight of the consist.
uint32 cached_veh_weight; ///< weight of the vehicle.
uint32 cached_max_te; ///< max tractive effort of consist
/* cached max. speed / acceleration data */
uint16 cached_max_speed; ///< max speed of the consist. (minimum of the max speed of all vehicles in the consist)
int cached_max_curve_speed; ///< max consist speed limited by curves
/**
* Position/type of visual effect.
* bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear)
* bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric)
* bit 6 = disable visual effect.
* bit 7 = disable powered wagons.
*/
byte cached_vis_effect;
byte user_def_data;
/* NOSAVE: for wagon override - id of the first engine in train
* 0xffff == not in train */
EngineID first_engine;
};
/**
* 'Train' is either a loco or a wagon.
*/
struct Train : public SpecializedVehicle<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;
byte force_proceed;
RailTypeByte railtype;
RailTypes compatible_railtypes;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Train() : SpecializedVehicle<Train, VEH_TRAIN>() {}
/** We want to 'destruct' the right class. */
virtual ~Train() { this->PreDestructor(); }
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 IsFrontEngine(this); }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->tcache.last_speed; }
int GetDisplayMaxSpeed() const { return this->tcache.cached_max_speed; }
Money GetRunningCost() const;
bool IsInDepot() const { return CheckTrainInDepot(this, false) != -1; }
bool IsStoppedInDepot() const { return CheckTrainStoppedInDepot(this) >= 0; }
bool Tick();
void OnNewDay();
Trackdir GetVehicleTrackdir() const;
TileIndex GetOrderStationLocation(StationID station);
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
};
#define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)
/**
* Get the next part of a multi-part engine.
* Will only work on a multi-part engine (EngineHasArticPart(v) == true),
* Result is undefined for normal engine.
*/
static inline Train *GetNextArticPart(const Train *v)
{
assert(EngineHasArticPart(v));
return v->Next();
}
/** Get the last part of a multi-part engine.
* @param v Vehicle.
* @return Last part of the engine.
*/
static inline Train *GetLastEnginePart(Train *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
return v;
}
/** Get the next real (non-articulated part) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Train *GetNextVehicle(const Train *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
/* v now contains the last artic part in the engine */
return v->Next();
}
/** Get the previous real (non-articulated part) vehicle in the consist.
* @param w Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Train *GetPrevVehicle(const Train *w)
{
assert(w->type == VEH_TRAIN);
Train *v = w->Previous();
while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
return v;
}
/** Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Train *GetNextUnit(const Train *v)
{
assert(v->type == VEH_TRAIN);
Train *w = GetNextVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetNextVehicle(w);
return w;
}
/** Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Train *GetPrevUnit(const Train *v)
{
assert(v->type == VEH_TRAIN);
Train *w = GetPrevVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetPrevVehicle(w);
return w;
}
#endif /* TRAIN_H */
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