mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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16e65960b9
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead This fixes the assert when moving multiheaded engines (introduced in r3144) Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs -Codechange: train subtype is now a bitmask This allows fast access to info like if it is a wagon or engine and if it is in front and so on Note: savegame version bump
209 lines
4.7 KiB
C
209 lines
4.7 KiB
C
/* $Id$ */
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#ifndef TRAIN_H
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#define TRAIN_H
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#include "stdafx.h"
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#include "vehicle.h"
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/*
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* enum to handle train subtypes
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* Do not access it directly unless you have to. Use the access functions below
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* This is an enum to tell what bit to access as it is a bitmask
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*/
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typedef enum TrainSubtypes {
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Train_Front = 0, // Leading engine of a train
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Train_Articulated_Part = 1, // Articulated part of an engine
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Train_Wagon = 2, // Wagon
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Train_Engine = 3, // Engine, that can be front engines, but might be placed behind another engine
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Train_Free_Wagon = 4, // First in a wagon chain (in depot)
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Train_Multiheaded = 5, // Engine is a multiheaded
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} TrainSubtype;
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/** Check if a vehicle is front engine
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* @param v vehicle to check
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* @return Returns true if vehicle is a front engine
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*/
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static inline bool IsFrontEngine(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Front);
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}
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/** Set front engine state
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* @param v vehicle to change
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*/
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static inline void SetFrontEngine(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Front);
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}
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/** Remove the front engine state
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* @param v vehicle to change
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*/
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static inline void ClearFrontEngine(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Front);
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}
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/** Check if a vehicle is an articulated part of an engine
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* @param v vehicle to check
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* @return Returns true if vehicle is an articulated part
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*/
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static inline bool IsArticulatedPart(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Articulated_Part);
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}
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/** Set a vehicle to be an articulated part
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* @param v vehicle to change
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*/
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static inline void SetArticulatedPart(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Articulated_Part);
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}
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/** Clear a vehicle from being an articulated part
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* @param v vehicle to change
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*/
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static inline void ClearArticulatedPart(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Articulated_Part);
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}
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/** Check if a vehicle is a wagon
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* @param v vehicle to check
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* @return Returns true if vehicle is a wagon
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*/
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static inline bool IsTrainWagon(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Wagon);
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}
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/** Set a vehicle to be a wagon
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* @param v vehicle to change
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*/
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static inline void SetTrainWagon(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Wagon);
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}
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/** Clear wagon property
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* @param v vehicle to change
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*/
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static inline void ClearTrainWagon(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Wagon);
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}
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/** Check if a vehicle is an engine (can be first in a train)
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* @param v vehicle to check
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* @return Returns true if vehicle is an engine
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*/
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static inline bool IsTrainEngine(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Engine);
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}
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/** Set engine status
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* @param v vehicle to change
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*/
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static inline void SetTrainEngine(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Engine);
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}
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/** Clear engine status
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* @param v vehicle to change
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*/
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static inline void ClearTrainEngine(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Engine);
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}
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/** Check if a vehicle is a free wagon (got no engine in front of it)
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* @param v vehicle to check
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* @return Returns true if vehicle is a free wagon
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*/
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static inline bool IsFreeWagon(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Free_Wagon);
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}
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/** Set if a vehicle is a free wagon
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* @param v vehicle to change
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*/
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static inline void SetFreeWagon(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Free_Wagon);
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}
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/** Clear a vehicle from being a free wagon
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* @param v vehicle to change
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*/
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static inline void ClearFreeWagon(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Free_Wagon);
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}
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/** Check if a vehicle is a multiheaded engine
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* @param v vehicle to check
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* @return Returns true if vehicle is a multiheaded engine
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*/
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static inline bool IsMultiheaded(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Multiheaded);
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}
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/** Set if a vehicle is a multiheaded engine
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* @param v vehicle to change
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*/
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static inline void SetMultiheaded(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Multiheaded);
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}
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/** Clear multiheaded engine property
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* @param v vehicle to change
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*/
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static inline void ClearMultiheaded(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Multiheaded);
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}
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/** Get the next real (non-articulated part) vehicle in the consist.
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* @param v Vehicle.
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* @return Next vehicle in the consist.
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*/
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static inline Vehicle *GetNextVehicle(const Vehicle *v)
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{
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Vehicle *u = v->next;
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while (u != NULL && IsArticulatedPart(u)) {
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u = u->next;
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}
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return u;
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}
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/** Check if an engine has an articulated part.
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* @param v Vehicle.
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* @return True if the engine has an articulated part.
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*/
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static inline bool EngineHasArticPart(const Vehicle *v)
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{
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return (v->next != NULL && IsArticulatedPart(v->next));
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}
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/** Get the last part of a multi-part engine.
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* @param v Vehicle.
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* @return Last part of the engine.
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*/
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static inline Vehicle *GetLastEnginePart(Vehicle *v)
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{
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while (EngineHasArticPart(v)) v = v->next;
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return v;
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}
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#endif /* TRAIN_H */
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