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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
parentbe44f1306f633448e88b0a460205b1a6af927218 (diff)
downloadopenttd-d426906a010f9e7355986400edcbe1d84b6a70e2.tar.xz
(svn r21862) -Codechange: Unify subtype handling between road vehicles and trains.
Diffstat (limited to 'src')
-rw-r--r--src/ground_vehicle.hpp108
-rw-r--r--src/roadveh.h34
-rw-r--r--src/saveload/saveload.cpp3
-rw-r--r--src/saveload/vehicle_sl.cpp17
-rw-r--r--src/train.h110
5 files changed, 127 insertions, 145 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 */
diff --git a/src/roadveh.h b/src/roadveh.h
index 2cb920c61..92a5eab9e 100644
--- a/src/roadveh.h
+++ b/src/roadveh.h
@@ -75,12 +75,6 @@ static const uint RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16;
static const uint RVC_DRIVE_THROUGH_STOP_FRAME = 11;
static const uint RVC_DEPOT_STOP_FRAME = 11;
-enum RoadVehicleSubType {
- RVST_FRONT,
- RVST_ARTIC_PART,
-};
-
-
void RoadVehUpdateCache(RoadVehicle *v);
/**
@@ -128,34 +122,6 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
int GetCurrentMaxSpeed() const;
- /**
- * Check if vehicle is a front engine
- * @return Returns true if vehicle is a front engine
- */
- FORCEINLINE bool IsFrontEngine() const { return this->subtype == RVST_FRONT; }
-
- /**
- * Set front engine state
- */
- FORCEINLINE void SetFrontEngine() { this->subtype = RVST_FRONT; }
-
- /**
- * Check if vehicl is an articulated part of an engine
- * @return Returns true if vehicle is an articulated part
- */
- FORCEINLINE bool IsArticulatedPart() const { return this->subtype == RVST_ARTIC_PART; }
-
- /**
- * Set a vehicle to be an articulated part
- */
- FORCEINLINE void SetArticulatedPart() { this->subtype = RVST_ARTIC_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(); }
-
protected: // These functions should not be called outside acceleration code.
/**
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index f4d59ca85..4d68133bc 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -221,8 +221,9 @@
* 154 21426
* 155 21453
* 156 21728
+ * 157 21862
*/
-extern const uint16 SAVEGAME_VERSION = 156; ///< Current savegame version of OpenTTD.
+extern const uint16 SAVEGAME_VERSION = 157; ///< Current savegame version of OpenTTD.
SavegameType _savegame_type; ///< type of savegame we are loading
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 398f74e2f..f85719e38 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -308,6 +308,23 @@ void AfterLoadVehicles(bool part_of_load)
}
}
+ if (IsSavegameVersionBefore(157)) {
+ /* The road vehicle subtype was converted to a flag. */
+ RoadVehicle *rv;
+ FOR_ALL_ROADVEHICLES(rv) {
+ if (rv->subtype == 0) {
+ /* The road vehicle is at the front. */
+ rv->SetFrontEngine();
+ } else if (rv->subtype == 1) {
+ /* The road vehicle is an articulated part. */
+ rv->subtype = 0;
+ rv->SetArticulatedPart();
+ } else {
+ NOT_REACHED();
+ }
+ }
+ }
+
CheckValidVehicles();
FOR_ALL_VEHICLES(v) {
diff --git a/src/train.h b/src/train.h
index 55c273faa..f20bdd582 100644
--- a/src/train.h
+++ b/src/train.h
@@ -138,116 +138,6 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
int GetCurrentMaxSpeed() const;
/**
- * 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 if a vehicle is 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 if a vehicle is 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 train is a front engine
- * @return Returns true if train is a front engine
- */
- FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
-
- /**
- * Check if train is a free wagon (got no engine in front of it)
- * @return Returns true if train 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 train)
- * @return Returns true if vehicle is an engine
- */
- FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
-
- /**
- * Check if a train is a wagon
- * @return Returns true if vehicle is a wagon
- */
- FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
-
- /**
- * Check if train is a multiheaded engine
- * @return Returns true if 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 train is an articulated part of an engine
- * @return Returns true if train 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(); }
-
-
- /**
* Get the next part of a multi-part engine.
* Will only work on a multi-part engine (this->EngineHasArticPart() == true),
* Result is undefined for normal engine.