OpenTTD-patches/src/train.h

280 lines
7.1 KiB
C

/* $Id$ */
/** @file train.h */
#ifndef TRAIN_H
#define TRAIN_H
#include "stdafx.h"
#include "vehicle.h"
/*
* 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 {
Train_Front = 0, ///< Leading engine of a train
Train_Articulated_Part = 1, ///< Articulated part of an engine
Train_Wagon = 2, ///< Wagon
Train_Engine = 3, ///< Engine, that can be front engines, but might be placed behind another engine
Train_Free_Wagon = 4, ///< First in a wagon chain (in depot)
Train_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, Train_Front);
}
/** Set front engine state
* @param v vehicle to change
*/
static inline void SetFrontEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SETBIT(v->subtype, Train_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, Train_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, Train_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, Train_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, Train_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, Train_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, Train_Wagon);
}
/** Clear wagon property
* @param v vehicle to change
*/
static inline void ClearTrainWagon(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
CLRBIT(v->subtype, Train_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, Train_Engine);
}
/** Set engine status
* @param v vehicle to change
*/
static inline void SetTrainEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
SETBIT(v->subtype, Train_Engine);
}
/** Clear engine status
* @param v vehicle to change
*/
static inline void ClearTrainEngine(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
CLRBIT(v->subtype, Train_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, Train_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, Train_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, Train_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, Train_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, Train_Multiheaded);
}
/** Clear multiheaded engine property
* @param v vehicle to change
*/
static inline void ClearMultiheaded(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
CLRBIT(v->subtype, Train_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));
}
/**
* 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 Vehicle *GetNextArticPart(const Vehicle *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 Vehicle *GetLastEnginePart(Vehicle *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 Vehicle *GetNextVehicle(const Vehicle *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;
}
void ConvertOldMultiheadToNew();
void ConnectMultiheadedTrains();
uint CountArticulatedParts(EngineID engine_type);
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped);
void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcCloneTrain(bool success, TileIndex tile, uint32 p1, uint32 p2);
byte FreightWagonMult(CargoID cargo);
/**
* This class 'wraps' Vehicle; you do not actually instantiate this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Train();
*
* As side-effect the vehicle type is set correctly.
*/
struct Train : public Vehicle {
/** Initializes the Vehicle to a train */
Train() { this->type = VEH_TRAIN; }
/** We want to 'destruct' the right class. */
virtual ~Train() {}
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; }
WindowClass GetVehicleListWindowClass() const { return WC_TRAINS_LIST; }
void PlayLeaveStationSound() const;
bool IsPrimaryVehicle() const { return IsFrontEngine(this); }
bool HasFront() const { return true; }
int GetImage(Direction direction) const;
void Tick();
};
#endif /* TRAIN_H */