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authorterkhen <terkhen@openttd.org>2011-01-19 20:04:09 +0000
committerterkhen <terkhen@openttd.org>2011-01-19 20:04:09 +0000
commitd426906a010f9e7355986400edcbe1d84b6a70e2 (patch)
treecbcbd03e43978909338f73f3dbb075e01d26216e /src/ground_vehicle.hpp
parentbe44f1306f633448e88b0a460205b1a6af927218 (diff)
downloadopenttd-d426906a010f9e7355986400edcbe1d84b6a70e2.tar.xz
(svn r21862) -Codechange: Unify subtype handling between road vehicles and trains.
Diffstat (limited to 'src/ground_vehicle.hpp')
-rw-r--r--src/ground_vehicle.hpp108
1 files changed, 108 insertions, 0 deletions
diff --git a/src/ground_vehicle.hpp b/src/ground_vehicle.hpp
index 57984a030..f616c39e0 100644
--- a/src/ground_vehicle.hpp
+++ b/src/ground_vehicle.hpp
@@ -162,6 +162,114 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
GVSF_FREE_WAGON = 4, ///< First in a wagon chain (in depot) (not used for road vehicles).
GVSF_MULTIHEADED = 5, ///< Engine is multiheaded (not used for road vehicles).
};
+
+ /**
+ * Set front engine state.
+ */
+ FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
+
+ /**
+ * Remove the front engine state.
+ */
+ FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
+
+ /**
+ * Set a vehicle to be an articulated part.
+ */
+ FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
+
+ /**
+ * Clear a vehicle from being an articulated part.
+ */
+ FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
+
+ /**
+ * Set a vehicle to be a wagon.
+ */
+ FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
+
+ /**
+ * Clear wagon property.
+ */
+ FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
+
+ /**
+ * Set engine status.
+ */
+ FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
+
+ /**
+ * Clear engine status.
+ */
+ FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
+
+ /**
+ * Set a vehicle as a free wagon.
+ */
+ FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
+
+ /**
+ * Clear a vehicle from being a free wagon.
+ */
+ FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
+
+ /**
+ * Set a vehicle as a multiheaded engine.
+ */
+ FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
+
+ /**
+ * Clear multiheaded engine property.
+ */
+ FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
+
+ /**
+ * Check if the vehicle is a front engine.
+ * @return Returns true if the vehicle is a front engine.
+ */
+ FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
+
+ /**
+ * Check if the vehicle is a free wagon (got no engine in front of it).
+ * @return Returns true if the vehicle is a free wagon.
+ */
+ FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
+
+ /**
+ * Check if a vehicle is an engine (can be first in a consist).
+ * @return Returns true if vehicle is an engine.
+ */
+ FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
+
+ /**
+ * Check if a vehicle is a wagon.
+ * @return Returns true if vehicle is a wagon.
+ */
+ FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
+
+ /**
+ * Check if the vehicle is a multiheaded engine.
+ * @return Returns true if the vehicle is a multiheaded engine.
+ */
+ FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
+
+ /**
+ * Tell if we are dealing with the rear end of a multiheaded engine.
+ * @return True if the engine is the rear part of a dualheaded engine.
+ */
+ FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
+
+ /**
+ * Check if the vehicle is an articulated part of an engine.
+ * @return Returns true if the vehicle is an articulated part.
+ */
+ FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, GVSF_ARTICULATED_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(); }
};
#endif /* GROUND_VEHICLE_HPP */