Make it possible to stop road vehicles from slowing down in curves so "diagonal"...
[openttd-joker.git] / src / ground_vehicle.hpp
blob8a3842cf492d2003b18a4a68a06b78a743f827a9
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file ground_vehicle.hpp Base class and functions for all vehicles that move through ground. */
12 #ifndef GROUND_VEHICLE_HPP
13 #define GROUND_VEHICLE_HPP
15 #include "vehicle_base.h"
16 #include "vehicle_gui.h"
17 #include "landscape.h"
18 #include "window_func.h"
19 #include "tunnel_map.h"
20 #include "widgets/vehicle_widget.h"
22 /** What is the status of our acceleration? */
23 enum AccelStatus {
24 AS_ACCEL, ///< We want to go faster, if possible of course.
25 AS_BRAKE, ///< We want to stop.
28 /**
29 * Cached, frequently calculated values.
30 * All of these values except cached_slope_resistance are set only for the first part of a vehicle.
32 struct GroundVehicleCache {
33 /* Cached acceleration values, recalculated when the cargo on a vehicle changes (in addition to the conditions below) */
34 uint32 cached_weight; ///< Total weight of the consist (valid only for the first engine).
35 uint32 cached_slope_resistance; ///< Resistance caused by weight when this vehicle part is at a slope.
36 uint32 cached_max_te; ///< Maximum tractive effort of consist (valid only for the first engine).
38 /* Cached acceleration values, recalculated on load and each time a vehicle is added to/removed from the consist. */
39 uint16 cached_max_track_speed; ///< Maximum consist speed limited by track type (valid only for the first engine).
40 uint32 cached_power; ///< Total power of the consist (valid only for the first engine).
41 uint32 cached_air_drag; ///< Air drag coefficient of the vehicle (valid only for the first engine).
43 /* Cached NewGRF values, recalculated on load and each time a vehicle is added to/removed from the consist. */
44 uint16 cached_total_length; ///< Length of the whole vehicle (valid only for the first engine).
45 EngineID first_engine; ///< Cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
46 uint8 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.
48 /* Cached UI information. */
49 uint16 last_speed; ///< The last speed we did display, so we only have to redraw when this changes.
52 /** Ground vehicle flags. */
53 enum GroundVehicleFlags {
54 GVF_GOINGUP_BIT = 0, ///< Vehicle is currently going uphill. (Cached track information for acceleration)
55 GVF_GOINGDOWN_BIT = 1, ///< Vehicle is currently going downhill. (Cached track information for acceleration)
56 GVF_SUPPRESS_IMPLICIT_ORDERS = 2, ///< Disable insertion and removal of automatic orders until the vehicle completes the real order.
57 GVF_CHUNNEL_BIT = 3, ///< Vehicle may currently be in a chunnel. (Cached track information for inclination changes)
60 /**
61 * Base class for all vehicles that move through ground.
63 * Child classes must define all of the following functions.
64 * These functions are not defined as pure virtual functions at this class to improve performance.
66 * virtual uint16 GetPower() const = 0;
67 * virtual uint16 GetPoweredPartPower(const T *head) const = 0;
68 * virtual uint16 GetWeight() const = 0;
69 * virtual byte GetTractiveEffort() const = 0;
70 * virtual byte GetAirDrag() const = 0;
71 * virtual byte GetAirDragArea() const = 0;
72 * virtual AccelStatus GetAccelerationStatus() const = 0;
73 * virtual uint16 GetCurrentSpeed() const = 0;
74 * virtual uint32 GetRollingFriction() const = 0;
75 * virtual int GetAccelerationType() const = 0;
76 * virtual int32 GetSlopeSteepness() const = 0;
77 * virtual int GetDisplayMaxSpeed() const = 0;
78 * virtual uint16 GetMaxTrackSpeed() const = 0;
79 * virtual bool TileMayHaveSlopedTrack() const = 0;
81 template <class T, VehicleType Type>
82 struct GroundVehicle : public SpecializedVehicle<T, Type> {
83 GroundVehicleCache gcache; ///< Cache of often calculated values.
84 uint16 gv_flags; ///< @see GroundVehicleFlags.
86 typedef GroundVehicle<T, Type> GroundVehicleBase; ///< Our type
88 /**
89 * The constructor at SpecializedVehicle must be called.
91 GroundVehicle() : SpecializedVehicle<T, Type>() {}
93 void PowerChanged();
94 void CargoChanged();
95 int GetAcceleration() const;
96 bool IsChainInDepot() const;
98 /**
99 * Common code executed for crashed ground vehicles
100 * @param flooded was this vehicle flooded?
101 * @return number of victims
103 /* virtual */ uint Crash(bool flooded)
105 /* Crashed vehicles aren't going up or down */
106 for (T *v = T::From(this); v != nullptr; v = v->Next()) {
107 ClrBit(v->gv_flags, GVF_GOINGUP_BIT);
108 ClrBit(v->gv_flags, GVF_GOINGDOWN_BIT);
110 return this->Vehicle::Crash(flooded);
114 * Calculates the total slope resistance for this vehicle.
115 * @return Slope resistance.
117 inline int64 GetSlopeResistance() const
119 int64 incl = 0;
121 for (const T *u = T::From(this); u != nullptr; u = u->Next()) {
122 if (HasBit(u->gv_flags, GVF_GOINGUP_BIT)) {
123 incl += u->gcache.cached_slope_resistance;
124 } else if (HasBit(u->gv_flags, GVF_GOINGDOWN_BIT)) {
125 incl -= u->gcache.cached_slope_resistance;
129 return incl;
133 * Updates vehicle's Z position and inclination.
134 * Used when the vehicle entered given tile.
135 * @pre The vehicle has to be at (or near to) a border of the tile,
136 * directed towards tile centre
138 inline void UpdateZPositionAndInclination()
140 this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos);
141 ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
142 ClrBit(this->gv_flags, GVF_GOINGDOWN_BIT);
144 if (T::From(this)->TileMayHaveSlopedTrack()) {
145 /* To check whether the current tile is sloped, and in which
146 * direction it is sloped, we get the 'z' at the center of
147 * the tile (middle_z) and the edge of the tile (old_z),
148 * which we then can compare. */
149 int middle_z = GetSlopePixelZ((this->x_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2), (this->y_pos & ~TILE_UNIT_MASK) | (TILE_SIZE / 2));
151 if (middle_z != this->z_pos) {
152 SetBit(this->gv_flags, (middle_z > this->z_pos) ? GVF_GOINGUP_BIT : GVF_GOINGDOWN_BIT);
158 * Updates vehicle's Z position.
159 * Inclination can't change in the middle of a tile.
160 * The faster code is used for trains and road vehicles unless they are
161 * reversing on a sloped tile.
163 inline void UpdateZPosition()
165 #if 0
166 /* The following code does this: */
168 if (HasBit(this->gv_flags, GVF_GOINGUP_BIT)) {
169 switch (this->direction) {
170 case DIR_NE:
171 this->z_pos += (this->x_pos & 1); break;
172 case DIR_SW:
173 this->z_pos += (this->x_pos & 1) ^ 1; break;
174 case DIR_NW:
175 this->z_pos += (this->y_pos & 1); break;
176 case DIR_SE:
177 this->z_pos += (this->y_pos & 1) ^ 1; break;
178 default: break;
180 } else if (HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) {
181 switch (this->direction) {
182 case DIR_NE:
183 this->z_pos -= (this->x_pos & 1); break;
184 case DIR_SW:
185 this->z_pos -= (this->x_pos & 1) ^ 1; break;
186 case DIR_NW:
187 this->z_pos -= (this->y_pos & 1); break;
188 case DIR_SE:
189 this->z_pos -= (this->y_pos & 1) ^ 1; break;
190 default: break;
194 /* But gcc 4.4.5 isn't able to nicely optimise it, and the resulting
195 * code is full of conditional jumps. */
196 #endif
198 /* Vehicle's Z position can change only if it has GVF_GOINGUP_BIT or GVF_GOINGDOWN_BIT set.
199 * Furthermore, if this function is called once every time the vehicle's position changes,
200 * we know the Z position changes by +/-1 at certain moments - when x_pos, y_pos is odd/even,
201 * depending on orientation of the slope and vehicle's direction */
203 if (HasBit(this->gv_flags, GVF_GOINGUP_BIT) || HasBit(this->gv_flags, GVF_GOINGDOWN_BIT)) {
204 if (T::From(this)->HasToUseGetSlopePixelZ()) {
205 /* In some cases, we have to use GetSlopePixelZ() */
206 this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos);
207 return;
209 /* DirToDiagDir() is a simple right shift */
210 DiagDirection dir = DirToDiagDir(this->direction);
211 /* Read variables, so the compiler knows the access doesn't trap */
212 int8 x_pos = this->x_pos;
213 int8 y_pos = this->y_pos;
214 /* DiagDirToAxis() is a simple mask */
215 int8 d = DiagDirToAxis(dir) == AXIS_X ? x_pos : y_pos;
216 /* We need only the least significant bit */
217 d &= 1;
218 /* Conditional "^ 1". Optimised to "(dir - 1) <= 1". */
219 d ^= (int8)(dir == DIAGDIR_SW || dir == DIAGDIR_SE);
220 /* Subtraction instead of addition because we are testing for GVF_GOINGUP_BIT.
221 * GVF_GOINGUP_BIT is used because it's bit 0, so simple AND can be used,
222 * without any shift */
223 this->z_pos += HasBit(this->gv_flags, GVF_GOINGUP_BIT) ? d : -d;
226 if (HasBit(this->gv_flags, GVF_CHUNNEL_BIT) && !IsTunnelTile(this->tile)) {
227 ClrBit(this->gv_flags, GVF_CHUNNEL_BIT);
230 #ifdef _DEBUG
231 assert(this->z_pos == GetSlopePixelZ(this->x_pos, this->y_pos));
232 #endif
235 void UpdateZPositionInWormhole();
238 * Checks if the vehicle is in a slope and sets the required flags in that case.
239 * @param new_tile True if the vehicle reached a new tile.
240 * @param update_delta Indicates to also update the delta.
241 * @return Old height of the vehicle.
243 inline int UpdateInclination(bool new_tile, bool update_delta, bool in_wormhole = false)
245 int old_z = this->z_pos;
247 if (in_wormhole) {
248 if (HasBit(this->gv_flags, GVF_CHUNNEL_BIT)) this->UpdateZPositionInWormhole();
249 } else if (new_tile) {
250 this->UpdateZPositionAndInclination();
251 } else {
252 this->UpdateZPosition();
255 this->UpdateViewport(true, update_delta);
256 return old_z;
260 * Set front engine state.
262 inline void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
265 * Remove the front engine state.
267 inline void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
270 * Set a vehicle to be an articulated part.
272 inline void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
275 * Clear a vehicle from being an articulated part.
277 inline void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
280 * Set a vehicle to be a wagon.
282 inline void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
285 * Clear wagon property.
287 inline void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
290 * Set engine status.
292 inline void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
295 * Clear engine status.
297 inline void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
300 * Set a vehicle as a free wagon.
302 inline void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
305 * Clear a vehicle from being a free wagon.
307 inline void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
310 * Set a vehicle as a virtual vehicle.
312 inline void SetVirtual() { SetBit(this->subtype, GVSF_VIRTUAL); }
315 * Clear a vehicle from being a virtual vehicle.
317 inline void ClearVirtual() { ClrBit(this->subtype, GVSF_VIRTUAL); }
320 * Set a vehicle as a multiheaded engine.
322 inline void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
325 * Clear multiheaded engine property.
327 inline void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
330 * Check if the vehicle is a free wagon (got no engine in front of it).
331 * @return Returns true if the vehicle is a free wagon.
333 inline bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
336 * Check if a vehicle is an engine (can be first in a consist).
337 * @return Returns true if vehicle is an engine.
339 inline bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
342 * Check if a vehicle is a wagon.
343 * @return Returns true if vehicle is a wagon.
345 inline bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
348 * Check if the vehicle is a multiheaded engine.
349 * @return Returns true if the vehicle is a multiheaded engine.
351 inline bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
354 * Tell if we are dealing with a virtual vehicle (used for templates).
355 * @return True if the vehicle is a virtual vehicle.
357 inline bool IsVirtual() const { return HasBit(this->subtype, GVSF_VIRTUAL); }
360 * Tell if we are dealing with the rear end of a multiheaded engine.
361 * @return True if the engine is the rear part of a dualheaded engine.
363 inline bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
366 * Update the GUI variant of the current speed of the vehicle.
367 * Also mark the widget dirty when that is needed, i.e. when
368 * the speed of this vehicle has changed.
370 inline void SetLastSpeed()
372 if (this->cur_speed != this->gcache.last_speed) {
373 SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
374 this->gcache.last_speed = this->cur_speed;
378 protected:
380 * Update the speed of the vehicle.
382 * It updates the cur_speed and subspeed variables depending on the state
383 * of the vehicle; in this case the current acceleration, minimum and
384 * maximum speeds of the vehicle. It returns the distance that that the
385 * vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
386 * the distance to drive before moving a step on the map.
387 * @param accel The acceleration we would like to give this vehicle.
388 * @param min_speed The minimum speed here, in vehicle specific units.
389 * @param max_speed The maximum speed here, in vehicle specific units.
390 * @return Distance to drive.
392 inline uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
394 uint spd = this->subspeed + accel;
395 this->subspeed = (byte)spd;
397 /* When we are going faster than the maximum speed, reduce the speed
398 * somewhat gradually. But never lower than the maximum speed. */
399 int tempmax = max_speed;
400 if (this->cur_speed > max_speed) {
401 tempmax = max(this->cur_speed - (this->cur_speed / 10) - 1, max_speed);
404 /* Enforce a maximum and minimum speed. Normally we would use something like
405 * Clamp for this, but in this case min_speed might be below the maximum speed
406 * threshold for some reason. That makes acceleration fail and assertions
407 * happen in Clamp. So make it explicit that min_speed overrules the maximum
408 * speed by explicit ordering of min and max. */
409 this->cur_speed = spd = max(min(this->cur_speed + ((int)spd >> 8), tempmax), min_speed);
411 int scaled_spd = this->GetAdvanceSpeed(spd);
413 scaled_spd += this->progress;
414 this->progress = 0; // set later in *Handler or *Controller
415 return scaled_spd;
419 #endif /* GROUND_VEHICLE_HPP */