forked from mirror/OpenTTD
(svn r21862) -Codechange: Unify subtype handling between road vehicles and trains.
This commit is contained in:
110
src/train.h
110
src/train.h
@@ -137,116 +137,6 @@ struct Train : public GroundVehicle<Train, VEH_TRAIN> {
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int GetCurrentMaxSpeed() const;
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/**
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* Set front engine state
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*/
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FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
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/**
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* Remove the front engine state
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*/
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FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
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/**
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* Set a vehicle to be an articulated part
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*/
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FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Clear a vehicle from being an articulated part
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*/
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FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Set a vehicle to be a wagon
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*/
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FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
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/**
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* Clear wagon property
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*/
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FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
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/**
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* Set engine status
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*/
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FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
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/**
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* Clear engine status
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*/
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FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
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/**
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* Set if a vehicle is a free wagon
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*/
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FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Clear a vehicle from being a free wagon
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*/
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FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Set if a vehicle is a multiheaded engine
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*/
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FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Clear multiheaded engine property
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*/
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FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Check if train is a front engine
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* @return Returns true if train is a front engine
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*/
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FORCEINLINE bool IsFrontEngine() const { return HasBit(this->subtype, GVSF_FRONT); }
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/**
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* Check if train is a free wagon (got no engine in front of it)
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* @return Returns true if train is a free wagon
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*/
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FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
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/**
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* Check if a vehicle is an engine (can be first in a train)
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* @return Returns true if vehicle is an engine
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*/
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FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
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/**
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* Check if a train is a wagon
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* @return Returns true if vehicle is a wagon
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*/
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FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
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/**
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* Check if train is a multiheaded engine
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* @return Returns true if vehicle is a multiheaded engine
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*/
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FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
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/**
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* Tell if we are dealing with the rear end of a multiheaded engine.
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* @return True if the engine is the rear part of a dualheaded engine.
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*/
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FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
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/**
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* Check if train is an articulated part of an engine
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* @return Returns true if train is an articulated part
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*/
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FORCEINLINE bool IsArticulatedPart() const { return HasBit(this->subtype, GVSF_ARTICULATED_PART); }
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/**
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* Check if an engine has an articulated part.
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* @return True if the engine has an articulated part.
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*/
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FORCEINLINE bool HasArticulatedPart() const { return this->Next() != NULL && this->Next()->IsArticulatedPart(); }
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/**
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* Get the next part of a multi-part engine.
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* Will only work on a multi-part engine (this->EngineHasArticPart() == true),
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