(svn r11001) -Codechange: unify the way to determine whether a vehicle is in a depot.
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@@ -432,6 +432,18 @@ struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
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*/
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virtual Money GetRunningCost() const { return 0; }
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/**
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* Check whether the vehicle is in the depot.
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* @return true if and only if the vehicle is in the depot.
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*/
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virtual bool IsInDepot() const { return false; }
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/**
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* Check whether the vehicle is in the depot *and* stopped.
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* @return true if and only if the vehicle is in the depot and stopped.
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*/
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virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; }
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/**
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* Calls the tick handler of the vehicle
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*/
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@@ -573,15 +585,11 @@ void TrainConsistChanged(Vehicle *v);
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void TrainPowerChanged(Vehicle *v);
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Money GetTrainRunningCost(const Vehicle *v);
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int CheckTrainStoppedInDepot(const Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
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CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
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bool IsVehicleInDepot(const Vehicle *v);
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bool IsVehicleInDepotStopped(const Vehicle *v);
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void VehicleEnterDepot(Vehicle *v);
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void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g);
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