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@@ -414,50 +414,47 @@ static inline Order *GetVehicleOrder(con
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/* Returns the last order of a vehicle, or NULL if it doesn't exists */
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static inline Order *GetLastVehicleOrder(const Vehicle *v)
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{
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Order *order = v->orders;
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if (order == NULL) return NULL;
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while (order->next != NULL)
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order = order->next;
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return order;
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}
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/* Get the first vehicle of a shared-list, so we only have to walk forwards */
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static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
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{
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Vehicle *u = v;
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while (u->prev_shared != NULL)
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u = u->prev_shared;
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return u;
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}
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/* Validate functions for rail building */
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static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
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// NOSAVE: Can be regenerated by inspecting the vehicles.
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VARDEF VehicleID _vehicle_position_hash[0x1000];
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// NOSAVE: Return values from various commands.
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VARDEF VehicleID _new_train_id;
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VARDEF VehicleID _new_wagon_id;
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VARDEF VehicleID _new_aircraft_id;
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VARDEF VehicleID _new_ship_id;
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VARDEF VehicleID _new_roadveh_id;
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VARDEF uint16 _aircraft_refit_capacity;
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VARDEF byte _cmd_build_rail_veh_score;
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VARDEF byte _cmd_build_rail_veh_var1;
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// for each player, for each vehicle type, keep a list of the vehicles.
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//VARDEF Vehicle *_vehicle_arr[8][4];
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#define INVALID_VEHICLE 0xFFFF
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/* A lot of code calls for the invalidation of the status bar, which is widget 5.
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* Best is to have a virtual value for it when it needs to change again */
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#define STATUS_BAR 5
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#endif /* VEHICLE_H */
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