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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit013df98f79866a75f367853c9e436f3c5c79f645 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/train.h
parent3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff)
downloadopenttd-013df98f79866a75f367853c9e436f3c5c79f645.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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diff --git a/src/train.h b/src/train.h
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+/* $Id$ */
+
+#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
+ */
+
+typedef enum TrainSubtypes {
+ 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
+} TrainSubtype;
+
+
+/** 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)
+{
+ return HASBIT(v->subtype, Train_Front);
+}
+
+/** Set front engine state
+ * @param v vehicle to change
+ */
+static inline void SetFrontEngine(Vehicle *v)
+{
+ SETBIT(v->subtype, Train_Front);
+}
+
+/** Remove the front engine state
+ * @param v vehicle to change
+ */
+static inline void ClearFrontEngine(Vehicle *v)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ return HASBIT(v->subtype, Train_Wagon);
+}
+
+/** Set a vehicle to be a wagon
+ * @param v vehicle to change
+ */
+static inline void SetTrainWagon(Vehicle *v)
+{
+ SETBIT(v->subtype, Train_Wagon);
+}
+
+/** Clear wagon property
+ * @param v vehicle to change
+ */
+static inline void ClearTrainWagon(Vehicle *v)
+{
+ 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)
+{
+ return HASBIT(v->subtype, Train_Engine);
+}
+
+/** Set engine status
+ * @param v vehicle to change
+ */
+static inline void SetTrainEngine(Vehicle *v)
+{
+ SETBIT(v->subtype, Train_Engine);
+}
+
+/** Clear engine status
+ * @param v vehicle to change
+ */
+static inline void ClearTrainEngine(Vehicle *v)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ SETBIT(v->subtype, Train_Multiheaded);
+}
+
+/** Clear multiheaded engine property
+ * @param v vehicle to change
+ */
+static inline void ClearMultiheaded(Vehicle *v)
+{
+ 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)
+{
+ 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)
+{
+ 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)
+{
+ while (EngineHasArticPart(v)) v = GetNextArticPart(v);
+
+ /* v now contains the last artic part in the engine */
+ return v->next;
+}
+
+void ConvertOldMultiheadToNew(void);
+void ConnectMultiheadedTrains(void);
+uint CountArticulatedParts(EngineID engine_type);
+
+int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped);
+void CcCloneTrain(bool success, TileIndex tile, uint32 p1, uint32 p2);
+
+byte FreightWagonMult(CargoID cargo);
+
+#endif /* TRAIN_H */