10 #ifndef ARTICULATED_VEHICLES_H
11 #define ARTICULATED_VEHICLES_H
CargoTypes GetUnionOfArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type)
Ors the refit_masks of all articulated parts.
CargoTypes GetCargoTypesOfArticulatedVehicle(const Vehicle *v, CargoID *cargo_type)
Get cargo mask of all cargoes carried by an articulated vehicle.
bool IsArticulatedEngine(EngineID engine_type)
Does a NewGRF report that this should be an articulated vehicle?
void AddArticulatedParts(Vehicle *first)
Add the remaining articulated parts to the given vehicle.
CargoArray GetCapacityOfArticulatedParts(EngineID engine)
Get the capacity of the parts of a given engine.
bool IsArticulatedVehicleRefittable(EngineID engine)
Checks whether any of the articulated parts is refittable.
void GetArticulatedRefitMasks(EngineID engine, bool include_initial_cargo_type, CargoTypes *union_mask, CargoTypes *intersection_mask)
Merges 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...
CargoTypes GetCargoTypesOfArticulatedParts(EngineID engine)
Get the cargo mask of the parts of a given engine.
uint CountArticulatedParts(EngineID engine_type, bool purchase_window)
Count the number of articulated parts of an engine.
uint8_t CargoID
Cargo slots to indicate a cargo type within a game.
Types related to engines.
uint16_t EngineID
Unique identification number of an engine.
Class for storing amounts of cargo.
Types related to vehicles.