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Location: cpp/openttd-patchpack/source/src/ground_vehicle.cpp
r20199:eddc8307a7f1
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(svn r25196) -Update from WebTranslator v3.0:
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
croatian - 2 changes by VoyagerOne
brazilian_portuguese - 9 changes by and_opttd
gaelic - 372 changes by GunChleoc
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/*
* 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.cpp Implementation of GroundVehicle. */
#include "stdafx.h"
#include "train.h"
#include "roadveh.h"
#include "depot_map.h"
/**
* Recalculates the cached total power of a vehicle. Should be called when the consist is changed.
*/
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::PowerChanged()
{
assert(this->First() == this);
const T *v = T::From(this);
uint32 total_power = 0;
uint32 max_te = 0;
uint32 number_of_parts = 0;
uint16 max_track_speed = v->GetDisplayMaxSpeed();
for (const T *u = v; u != NULL; u = u->Next()) {
uint32 current_power = u->GetPower() + u->GetPoweredPartPower(u);
total_power += current_power;
/* Only powered parts add tractive effort. */
if (current_power > 0) max_te += u->GetWeight() * u->GetTractiveEffort();
number_of_parts++;
/* Get minimum max speed for this track. */
uint16 track_speed = u->GetMaxTrackSpeed();
if (track_speed > 0) max_track_speed = min(max_track_speed, track_speed);
}
byte air_drag;
byte air_drag_value = v->GetAirDrag();
/* If air drag is set to zero (default), the resulting air drag coefficient is dependent on max speed. */
if (air_drag_value == 0) {
uint16 max_speed = v->GetDisplayMaxSpeed();
/* Simplification of the method used in TTDPatch. It uses <= 10 to change more steadily from 128 to 196. */
air_drag = (max_speed <= 10) ? 192 : max(2048 / max_speed, 1);
} else {
/* According to the specs, a value of 0x01 in the air drag property means "no air drag". */
air_drag = (air_drag_value == 1) ? 0 : air_drag_value;
}
this->gcache.cached_air_drag = air_drag + 3 * air_drag * number_of_parts / 20;
max_te *= 10000; // Tractive effort in (tonnes * 1000 * 10 =) N.
max_te /= 256; // Tractive effort is a [0-255] coefficient.
if (this->gcache.cached_power != total_power || this->gcache.cached_max_te != max_te) {
/* Stop the vehicle if it has no power. */
if (total_power == 0) this->vehstatus |= VS_STOPPED;
this->gcache.cached_power = total_power;
this->gcache.cached_max_te = max_te;
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
this->gcache.cached_max_track_speed = max_track_speed;
}
/**
* Recalculates the cached weight of a vehicle and its parts. Should be called each time the cargo on
* the consist changes.
*/
template <class T, VehicleType Type>
void GroundVehicle<T, Type>::CargoChanged()
{
assert(this->First() == this);
uint32 weight = 0;
for (T *u = T::From(this); u != NULL; u = u->Next()) {
uint32 current_weight = u->GetWeight();
weight += current_weight;
/* Slope steepness is in percent, result in N. */
u->gcache.cached_slope_resistance = current_weight * u->GetSlopeSteepness() * 100;
}
/* Store consist weight in cache. */
this->gcache.cached_weight = max<uint32>(1, weight);
/* Friction in bearings and other mechanical parts is 0.1% of the weight (result in N). */
this->gcache.cached_axle_resistance = 10 * weight;
/* Now update vehicle power (tractive effort is dependent on weight). */
this->PowerChanged();
}
/**
* Calculates the acceleration of the vehicle under its current conditions.
* @return Current acceleration of the vehicle.
*/
template <class T, VehicleType Type>
int GroundVehicle<T, Type>::GetAcceleration() const
{
/* Templated class used for function calls for performance reasons. */
const T *v = T::From(this);
int32 speed = v->GetCurrentSpeed(); // [km/h-ish]
/* Weight is stored in tonnes. */
int32 mass = this->gcache.cached_weight;
/* Power is stored in HP, we need it in watts. */
int32 power = this->gcache.cached_power * 746;
int32 resistance = 0;
bool maglev = v->GetAccelerationType() == 2;
const int area = v->GetAirDragArea();
if (!maglev) {
/* Static resistance plus rolling friction. */
resistance = this->gcache.cached_axle_resistance;
resistance += mass * v->GetRollingFriction();
}
/* Air drag; the air drag coefficient is in an arbitrary NewGRF-unit,
* so we need some magic conversion factor. */
resistance += (area * this->gcache.cached_air_drag * speed * speed) / 1000;
resistance += this->GetSlopeResistance();
/* This value allows to know if the vehicle is accelerating or braking. */
AccelStatus mode = v->GetAccelerationStatus();
const int max_te = this->gcache.cached_max_te; // [N]
int force;
if (speed > 0) {
if (!maglev) {
/* Conversion factor from km/h to m/s is 5/18 to get [N] in the end. */
force = power * 18 / (speed * 5);
if (mode == AS_ACCEL && force > max_te) force = max_te;
} else {
force = power / 25;
}
} else {
/* "Kickoff" acceleration. */
force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
if (mode == AS_ACCEL) {
/* Easy way out when there is no acceleration. */
if (force == resistance) return 0;
/* When we accelerate, make sure we always keep doing that, even when
* the excess force is more than the mass. Otherwise a vehicle going
* down hill will never slow down enough, and a vehicle that came up
* a hill will never speed up enough to (eventually) get back to the
* same (maximum) speed. */
int accel = (force - resistance) / (mass * 4);
return force < resistance ? min(-1, accel) : max(1, accel);
} else {
return min(-force - resistance, -10000) / mass;
}
}
/**
* Check whether the whole vehicle chain is in the depot.
* @return true if and only if the whole chain is in the depot.
*/
template <class T, VehicleType Type>
bool GroundVehicle<T, Type>::IsChainInDepot() const
{
const T *v = this->First();
/* Is the front engine stationary in the depot? */
assert_compile((int)TRANSPORT_RAIL == (int)VEH_TRAIN);
assert_compile((int)TRANSPORT_ROAD == (int)VEH_ROAD);
if (!IsDepotTypeTile(v->tile, (TransportType)Type) || v->cur_speed != 0) return false;
/* Check whether the rest is also already trying to enter the depot. */
for (; v != NULL; v = v->Next()) {
if (!v->T::IsInDepot() || v->tile != this->tile) return false;
}
return true;
}
/* Instantiation for Train */
template struct GroundVehicle<Train, VEH_TRAIN>;
/* Instantiation for RoadVehicle */
template struct GroundVehicle<RoadVehicle, VEH_ROAD>;
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