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OpenTTD-patches/src/roadveh.h

295 lines
10 KiB
C

/* $Id$ */
/*
* 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 src/roadveh.h Road vehicle states */
#ifndef ROADVEH_H
#define ROADVEH_H
#include "road_type.h"
#include "ground_vehicle.hpp"
#include "engine_base.h"
#include "cargotype.h"
#include "road_map.h"
struct RoadVehicle;
/** Road vehicle states */
enum RoadVehicleStates {
/*
* Lower 4 bits are used for vehicle track direction. (Trackdirs)
* When in a road stop (bit 5 or bit 6 set) these bits give the
* track direction of the entry to the road stop.
* As the entry direction will always be a diagonal
* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
* are needed to hold this direction. Bit 1 is then used to show
* that the vehicle is using the second road stop bay.
* Bit 2 is then used for drive-through stops to show the vehicle
* is stopping at this road stop.
*/
/* Numeric values */
RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
/* Bit numbers */
RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data
RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop
/* Bit sets of the above specified bits */
RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop
RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END,
RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
};
/** State information about the Road Vehicle controller */
enum {
RDE_NEXT_TILE = 0x80, ///< We should enter the next tile
RDE_TURNED = 0x40, ///< We just finished turning
/* Start frames for when a vehicle enters a tile/changes its state.
* The start frame is different for vehicles that turned around or
* are leaving the depot as the do not start at the edge of the tile.
* For trams there are a few different start frames as there are two
* places where trams can turn. */
RVC_DEFAULT_START_FRAME = 0,
RVC_TURN_AROUND_START_FRAME = 1,
RVC_DEPOT_START_FRAME = 6,
RVC_START_FRAME_AFTER_LONG_TRAM = 21,
RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
/* Stop frame for a vehicle in a drive-through stop */
RVC_DRIVE_THROUGH_STOP_FRAME = 11,
RVC_DEPOT_STOP_FRAME = 11,
};
enum RoadVehicleSubType {
RVST_FRONT,
RVST_ARTIC_PART,
};
void RoadVehUpdateCache(RoadVehicle *v);
/** Cached oftenly queried (NewGRF) values */
struct RoadVehicleCache {
uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
byte cached_veh_length; ///< length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
EngineID first_engine; ///< Cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
};
/**
* Buses, trucks and trams belong to this class.
*/
struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
RoadVehicleCache rcache; ///< Cache of often used calculated values
byte state; ///< @see RoadVehicleStates
byte frame;
uint16 blocked_ctr;
byte overtaking;
byte overtaking_ctr;
uint16 crashed_ctr;
byte reverse_ctr;
RoadType roadtype;
RoadTypes compatible_roadtypes;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
RoadVehicle() : GroundVehicle<RoadVehicle, VEH_ROAD>() {}
/** We want to 'destruct' the right class. */
virtual ~RoadVehicle() { this->PreDestructor(); }
friend struct GroundVehicle<RoadVehicle, VEH_ROAD>; // GroundVehicle needs to use the acceleration functions defined at RoadVehicle.
const char *GetTypeString() const { return "road vehicle"; }
void MarkDirty();
void UpdateDeltaXY(Direction direction);
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
bool IsPrimaryVehicle() const { return this->IsRoadVehFront(); }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
int GetDisplayMaxSpeed() const { return this->max_speed / 2; }
Money GetRunningCost() const;
int GetDisplayImageWidth(Point *offset = NULL) const;
bool IsInDepot() const { return this->state == RVSB_IN_DEPOT; }
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);
bool IsBus() const;
int GetCurrentMaxSpeed() const;
/**
* Check if vehicle is a front engine
* @return Returns true if vehicle is a front engine
*/
FORCEINLINE bool IsRoadVehFront() const { return this->subtype == RVST_FRONT; }
/**
* Set front engine state
*/
FORCEINLINE void SetRoadVehFront() { this->subtype = RVST_FRONT; }
/**
* Check if vehicl is an articulated part of an engine
* @return Returns true if vehicle is an articulated part
*/
FORCEINLINE bool IsArticulatedPart() const { return this->subtype == RVST_ARTIC_PART; }
/**
* Set a vehicle to be an articulated part
*/
FORCEINLINE void SetArticulatedPart() { this->subtype = RVST_ARTIC_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(); }
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()) {
return 10 * RoadVehInfo(this->engine_type)->power; // Road vehicle power is in units of 10 HP.
}
return 0;
}
/**
* Returns a value if this articulated part is powered.
* @return Zero, because road vehicles don't have powered parts.
*/
FORCEINLINE uint16 GetPoweredPartPower(const RoadVehicle *head) const
{
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()) / 16;
/* Vehicle weight is not added for articulated parts. */
if (!this->IsArticulatedPart()) {
weight += RoadVehInfo(this->engine_type)->weight / 4; // Road vehicle weight is in units of 1/4 t.
}
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 RoadVehInfo(this->engine_type)->tractive_effort;
}
/**
* Checks the current acceleration status of this vehicle.
* @return Acceleration status.
*/
FORCEINLINE AccelStatus GetAccelerationStatus() const
{
return (this->vehstatus & VS_STOPPED) ? AS_BRAKE : AS_ACCEL;
}
/**
* Calculates the current speed of this vehicle.
* @return Current speed in mph.
*/
FORCEINLINE uint16 GetCurrentSpeed() const
{
return this->cur_speed * 10 / 32;
}
/**
* Returns the rolling friction coefficient of this vehicle.
* @return Rolling friction coefficient in [1e-3].
*/
FORCEINLINE uint32 GetRollingFriction() const
{
/* Trams have a slightly greater friction coefficient than trains. The rest of road vehicles have bigger values. */
return (this->roadtype == ROADTYPE_TRAM) ? 50 : 75;
}
/**
* Allows to know the acceleration type of a vehicle.
* @return Zero, road vehicles always use a normal acceleration method.
*/
FORCEINLINE int GetAccelerationType() const
{
return 0;
}
/**
* Returns the slope steepness used by this vehicle.
* @return Slope steepness used by the vehicle.
*/
FORCEINLINE uint32 GetSlopeSteepness() const
{
return 20 * _settings_game.vehicle.roadveh_slope_steepness; // 1% slope * slope steepness
}
/**
* Gets the maximum speed of the vehicle, ignoring the limitations of the kind of track the vehicle is on.
* @return Maximum speed of the vehicle.
*/
FORCEINLINE uint16 GetInitialMaxSpeed() const
{
return this->max_speed;
}
/**
* Gets the maximum speed allowed by the track for this vehicle.
* @return Since roads don't limit road vehicle speed, it returns always zero.
*/
FORCEINLINE uint16 GetMaxTrackSpeed() const
{
return 0;
}
/**
* Checks if the vehicle is at a tile that can be sloped.
* @return True if the tile can be sloped.
*/
FORCEINLINE bool TileMayHaveSlopedTrack() const
{
TrackStatus ts = GetTileTrackStatus(this->tile, TRANSPORT_ROAD, this->compatible_roadtypes);
TrackBits trackbits = TrackStatusToTrackBits(ts);
return trackbits == TRACK_BIT_X || trackbits == TRACK_BIT_Y;
}
};
#define FOR_ALL_ROADVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(RoadVehicle, var)
#endif /* ROADVEH_H */