12 #ifndef ARTICULATED_VEHICLES_H 13 #define ARTICULATED_VEHICLES_H uint32 GetIntersectionOfArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type)
Ands the refit_masks of all articulated parts.
Types related to engines.
bool IsArticulatedVehicleRefittable(EngineID engine)
Checks whether any of the articulated parts is refittable.
void GetArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type, uint32 *union_mask, uint32 *intersection_mask)
Merges the refit_masks of all articulated parts.
uint32 GetUnionOfArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type)
Ors the refit_masks of all articulated parts.
void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
Checks whether the specs of freshly build articulated vehicles are consistent with the information sp...
bool IsArticulatedEngine(EngineID engine_type)
Does a NewGRF report that this should be an articulated vehicle?
CargoArray GetCapacityOfArticulatedParts(EngineID engine)
Get the capacity of the parts of a given engine.
Class for storing amounts of cargo.
uint16 EngineID
Unique identification number of an engine.
Types related to vehicles.
uint CountArticulatedParts(EngineID engine_type, bool purchase_window)
Count the number of articulated parts of an engine.
byte CargoID
Cargo slots to indicate a cargo type within a game.
void AddArticulatedParts(Vehicle *first)
Add the remaining articulated parts to the given vehicle.
bool IsArticulatedVehicleCarryingDifferentCargoes(const Vehicle *v, CargoID *cargo_type)
Tests if all parts of an articulated vehicle are refitted to the same cargo.