/* $Id$ */ /** @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; }; #endif /* TRAIN_H */