Files @ r3933:400e9c30928e
Branch filter:

Location: cpp/openttd-patchpack/source/train.h

celestar
(svn r5070) Merged the bridge branch
-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads

Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing

There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
/* $Id$ */

#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);
}

/** 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)
{
	Vehicle *u = v->next;
	while (u != NULL && IsArticulatedPart(u)) {
		u = u->next;
	}
	return u;
}

/** 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 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 = v->next;
	return v;
}

void ConvertOldMultiheadToNew(void);
void ConnectMultiheadedTrains(void);

#endif /* TRAIN_H */