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325 lines
10 KiB
C
325 lines
10 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file train.h Base for the train class. */
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#ifndef TRAIN_H
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#define TRAIN_H
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#include "newgrf_engine.h"
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#include "cargotype.h"
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#include "rail.h"
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#include "engine_base.h"
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#include "rail_map.h"
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#include "ground_vehicle.hpp"
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struct Train;
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/** Rail vehicle flags. */
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enum VehicleRailFlags {
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VRF_REVERSING = 0,
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VRF_POWEREDWAGON = 3, ///< Wagon is powered.
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VRF_REVERSE_DIRECTION = 4, ///< Reverse the visible direction of the vehicle.
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, ///< Electric train engine is allowed to run on normal rail. */
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VRF_TOGGLE_REVERSE = 7, ///< Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only).
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VRF_TRAIN_STUCK = 8, ///< Train can't get a path reservation.
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VRF_LEAVING_STATION = 9, ///< Train is just leaving a station.
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};
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/** Modes for ignoring signals. */
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enum TrainForceProceeding {
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TFP_NONE = 0, ///< Normal operation.
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TFP_STUCK = 1, ///< Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
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TFP_SIGNAL = 2, ///< Ignore next signal, after the signal ignore being stucked.
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};
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typedef SimpleTinyEnumT<TrainForceProceeding, byte> TrainForceProceedingByte;
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byte FreightWagonMult(CargoID cargo);
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void CheckTrainsLengths();
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void FreeTrainTrackReservation(const Train *v, TileIndex origin = INVALID_TILE, Trackdir orig_td = INVALID_TRACKDIR);
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bool TryPathReserve(Train *v, bool mark_as_stuck = false, bool first_tile_okay = false);
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int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length);
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/** Variables that are cached to improve performance and such */
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struct TrainCache {
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/* Cached wagon override spritegroup */
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const struct SpriteGroup *cached_override;
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/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
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bool cached_tilt; ///< train can tilt; feature provides a bonus in curves
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byte user_def_data; ///< Cached property 0x25. Can be set by Callback 0x36.
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/* cached max. speed / acceleration data */
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int cached_max_curve_speed; ///< max consist speed limited by curves
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};
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/**
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* 'Train' is either a loco or a wagon.
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*/
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struct Train FINAL : public GroundVehicle<Train, VEH_TRAIN> {
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TrainCache tcache;
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/* Link between the two ends of a multiheaded engine */
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Train *other_multiheaded_part;
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uint16 crash_anim_pos; ///< Crash animation counter.
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uint16 flags;
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TrackBitsByte track;
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TrainForceProceedingByte force_proceed;
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RailTypeByte railtype;
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RailTypes compatible_railtypes;
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/** Ticks waiting in front of a signal, ticks being stuck or a counter for forced proceeding through signals. */
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uint16 wait_counter;
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/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
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Train() : GroundVehicleBase() {}
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/** We want to 'destruct' the right class. */
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virtual ~Train() { this->PreDestructor(); }
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friend struct GroundVehicle<Train, VEH_TRAIN>; // GroundVehicle needs to use the acceleration functions defined at Train.
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void MarkDirty();
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void UpdateDeltaXY(Direction direction);
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_TRAIN_INC : EXPENSES_TRAIN_RUN; }
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void PlayLeaveStationSound() const;
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bool IsPrimaryVehicle() const { return this->IsFrontEngine(); }
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SpriteID GetImage(Direction direction, EngineImageType image_type) const;
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int GetDisplaySpeed() const { return this->gcache.last_speed; }
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int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed; }
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Money GetRunningCost() const;
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int GetDisplayImageWidth(Point *offset = NULL) const;
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bool IsInDepot() const;
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bool IsStoppedInDepot() const;
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bool Tick();
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void OnNewDay();
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uint Crash(bool flooded = false);
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Trackdir GetVehicleTrackdir() const;
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TileIndex GetOrderStationLocation(StationID station);
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bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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void ReserveTrackUnderConsist() const;
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int GetCurveSpeedLimit() const;
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void ConsistChanged(bool same_length);
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int UpdateSpeed();
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void UpdateAcceleration();
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int GetCurrentMaxSpeed() const;
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/**
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* Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
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* @return Next vehicle in the consist.
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*/
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inline Train *GetNextUnit() const
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{
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Train *v = this->GetNextVehicle();
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if (v != NULL && v->IsRearDualheaded()) v = v->GetNextVehicle();
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return v;
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}
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/**
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* Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
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* @return Previous vehicle in the consist.
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*/
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inline Train *GetPrevUnit()
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{
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Train *v = this->GetPrevVehicle();
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if (v != NULL && v->IsRearDualheaded()) v = v->GetPrevVehicle();
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return v;
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}
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/**
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* Calculate the offset from this vehicle's center to the following center taking the vehicle lengths into account.
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* @return Offset from center to center.
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*/
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int CalcNextVehicleOffset() const
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{
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/* For vehicles with odd lengths the part before the center will be one unit
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* longer than the part after the center. This means we have to round up the
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* length of the next vehicle but may not round the length of the current
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* vehicle. */
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return this->gcache.cached_veh_length / 2 + (this->Next() != NULL ? this->Next()->gcache.cached_veh_length + 1 : 0) / 2;
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}
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protected: // These functions should not be called outside acceleration code.
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/**
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* Allows to know the power value that this vehicle will use.
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* @return Power value from the engine in HP, or zero if the vehicle is not powered.
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*/
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inline uint16 GetPower() const
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{
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/* Power is not added for articulated parts */
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if (!this->IsArticulatedPart() && HasPowerOnRail(this->railtype, GetRailType(this->tile))) {
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uint16 power = GetVehicleProperty(this, PROP_TRAIN_POWER, RailVehInfo(this->engine_type)->power);
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/* Halve power for multiheaded parts */
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if (this->IsMultiheaded()) power /= 2;
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return power;
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}
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return 0;
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}
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/**
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* Returns a value if this articulated part is powered.
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* @return Power value from the articulated part in HP, or zero if it is not powered.
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*/
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inline uint16 GetPoweredPartPower(const Train *head) const
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{
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/* For powered wagons the engine defines the type of engine (i.e. railtype) */
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if (HasBit(this->flags, VRF_POWEREDWAGON) && HasPowerOnRail(head->railtype, GetRailType(this->tile))) {
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return RailVehInfo(this->gcache.first_engine)->pow_wag_power;
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}
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return 0;
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}
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/**
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* Allows to know the weight value that this vehicle will use.
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* @return Weight value from the engine in tonnes.
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*/
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inline uint16 GetWeight() const
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{
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uint16 weight = (CargoSpec::Get(this->cargo_type)->weight * this->cargo.Count() * FreightWagonMult(this->cargo_type)) / 16;
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/* Vehicle weight is not added for articulated parts. */
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if (!this->IsArticulatedPart()) {
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weight += GetVehicleProperty(this, PROP_TRAIN_WEIGHT, RailVehInfo(this->engine_type)->weight);
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}
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/* Powered wagons have extra weight added. */
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if (HasBit(this->flags, VRF_POWEREDWAGON)) {
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weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
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}
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return weight;
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}
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/**
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* Allows to know the tractive effort value that this vehicle will use.
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* @return Tractive effort value from the engine.
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*/
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inline byte GetTractiveEffort() const
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{
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return GetVehicleProperty(this, PROP_TRAIN_TRACTIVE_EFFORT, RailVehInfo(this->engine_type)->tractive_effort);
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}
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/**
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* Gets the area used for calculating air drag.
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* @return Area of the engine in m^2.
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*/
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inline byte GetAirDragArea() const
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{
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/* Air drag is higher in tunnels due to the limited cross-section. */
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return (this->track == TRACK_BIT_WORMHOLE && this->vehstatus & VS_HIDDEN) ? 28 : 14;
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}
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/**
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* Gets the air drag coefficient of this vehicle.
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* @return Air drag value from the engine.
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*/
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inline byte GetAirDrag() const
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{
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return RailVehInfo(this->engine_type)->air_drag;
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}
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/**
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* Checks the current acceleration status of this vehicle.
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* @return Acceleration status.
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*/
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inline AccelStatus GetAccelerationStatus() const
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{
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return (this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) ? AS_BRAKE : AS_ACCEL;
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}
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/**
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* Calculates the current speed of this vehicle.
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* @return Current speed in km/h-ish.
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*/
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inline uint16 GetCurrentSpeed() const
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{
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return this->cur_speed;
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}
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/**
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* Returns the rolling friction coefficient of this vehicle.
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* @return Rolling friction coefficient in [1e-4].
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*/
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inline uint32 GetRollingFriction() const
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{
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/* Rolling friction for steel on steel is between 0.1% and 0.2%.
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* The friction coefficient increases with speed in a way that
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* it doubles at 512 km/h, triples at 1024 km/h and so on. */
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return 15 * (512 + this->GetCurrentSpeed()) / 512;
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}
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/**
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* Allows to know the acceleration type of a vehicle.
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* @return Acceleration type of the vehicle.
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*/
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inline int GetAccelerationType() const
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{
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return GetRailTypeInfo(this->railtype)->acceleration_type;
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}
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/**
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* Returns the slope steepness used by this vehicle.
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* @return Slope steepness used by the vehicle.
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*/
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inline uint32 GetSlopeSteepness() const
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{
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return _settings_game.vehicle.train_slope_steepness;
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}
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/**
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* Gets the maximum speed allowed by the track for this vehicle.
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* @return Maximum speed allowed.
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*/
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inline uint16 GetMaxTrackSpeed() const
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{
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return GetRailTypeInfo(GetRailType(this->tile))->max_speed;
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}
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/**
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* Checks if the vehicle is at a tile that can be sloped.
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* @return True if the tile can be sloped.
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*/
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inline bool TileMayHaveSlopedTrack() const
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{
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/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped. */
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return this->track == TRACK_BIT_X || this->track == TRACK_BIT_Y;
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}
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/**
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* Trains can always use the faster algorithm because they
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* have always the same direction as the track under them.
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* @return false
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*/
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inline bool HasToUseGetSlopePixelZ()
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{
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return false;
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}
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};
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#define FOR_ALL_TRAINS(var) FOR_ALL_VEHICLES_OF_TYPE(Train, var)
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#endif /* TRAIN_H */
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