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/* $Id$ */
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/** @vehicle.h */
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# ifndef VEHICLE_H
# define VEHICLE_H
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# include "vehicle_type.h"
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# include "track_type.h"
# include "rail_type.h"
# include "road_type.h"
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# include "cargo_type.h"
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# include "direction_type.h"
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# include "window_type.h"
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# include "gfx_type.h"
# include "command_type.h"
# include "oldpool.h"
# include "order.h"
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# include "cargopacket.h"
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# include "texteff.hpp"
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/** Road vehicle states */
enum RoadVehicleStates {
/*
* Lower 4 bits are used for vehicle track direction . ( Trackdirs )
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* When in a road stop ( bit 5 or bit 6 set ) these bits give the
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* track direction of the entry to the road stop .
* As the entry direction will always be a diagonal
* direction ( X_NE , Y_SE , X_SW or Y_NW ) only bits 0 and 3
* are needed to hold this direction . Bit 1 is then used to show
* that the vehicle is using the second road stop bay .
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* Bit 2 is then used for drive - through stops to show the vehicle
* is stopping at this road stop .
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*/
/* Numeric values */
RVSB_IN_DEPOT = 0xFE , ///< The vehicle is in a depot
RVSB_WORMHOLE = 0xFF , ///< The vehicle is in a tunnel and/or bridge
/* Bit numbers */
RVS_USING_SECOND_BAY = 1 , ///< Only used while in a road stop
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RVS_IS_STOPPING = 2 , ///< Only used for drive-through stops. Vehicle will stop here
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RVS_DRIVE_SIDE = 4 , ///< Only used when retrieving move data
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RVS_IN_ROAD_STOP = 5 , ///< The vehicle is in a road stop
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RVS_IN_DT_ROAD_STOP = 6 , ///< The vehicle is in a drive-through road stop
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/* Bit sets of the above specified bits */
RVSB_IN_ROAD_STOP = 1 < < RVS_IN_ROAD_STOP , ///< The vehicle is in a road stop
RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END ,
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RVSB_IN_DT_ROAD_STOP = 1 < < RVS_IN_DT_ROAD_STOP , ///< The vehicle is in a drive-through road stop
RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END ,
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RVSB_TRACKDIR_MASK = 0x0F , ///< The mask used to extract track dirs
RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
} ;
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enum VehStatus {
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VS_HIDDEN = 0x01 ,
VS_STOPPED = 0x02 ,
VS_UNCLICKABLE = 0x04 ,
VS_DEFPAL = 0x08 ,
VS_TRAIN_SLOWING = 0x10 ,
VS_SHADOW = 0x20 ,
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VS_AIRCRAFT_BROKEN = 0x40 ,
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VS_CRASHED = 0x80 ,
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} ;
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enum VehicleFlags {
VF_LOADING_FINISHED ,
VF_CARGO_UNLOADING ,
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VF_BUILT_AS_PROTOTYPE ,
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VF_TIMETABLE_STARTED , ///< Whether the vehicle has started running on the timetable yet.
VF_AUTOFILL_TIMETABLE , ///< Whether the vehicle should fill in the timetable automatically.
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} ;
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/* Effect vehicle types */
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enum EffectVehicle {
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EV_CHIMNEY_SMOKE = 0 ,
EV_STEAM_SMOKE = 1 ,
EV_DIESEL_SMOKE = 2 ,
EV_ELECTRIC_SPARK = 3 ,
EV_SMOKE = 4 ,
EV_EXPLOSION_LARGE = 5 ,
EV_BREAKDOWN_SMOKE = 6 ,
EV_EXPLOSION_SMALL = 7 ,
EV_BULLDOZER = 8 ,
EV_BUBBLE = 9
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} ;
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struct VehicleRail {
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uint16 last_speed ; // NOSAVE: only used in UI
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uint16 crash_anim_pos ;
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/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
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uint16 cached_max_speed ; // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
uint32 cached_power ; // total power of the consist.
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uint8 cached_veh_length ; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
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uint16 cached_total_length ; ///< Length of the whole train, valid only for first engine.
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/* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */
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uint32 cached_weight ; // total weight of the consist.
uint32 cached_veh_weight ; // weight of the vehicle.
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uint32 cached_max_te ; // max tractive effort of consist
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/**
* Position / type of visual effect .
* bit 0 - 3 = position of effect relative to vehicle . ( 0 = front , 8 = centre , 15 = rear )
* bit 4 - 5 = type of effect . ( 0 = default for engine class , 1 = steam , 2 = diesel , 3 = electric )
* bit 6 = disable visual effect .
* bit 7 = disable powered wagons .
*/
byte cached_vis_effect ;
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byte user_def_data ;
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/* NOSAVE: for wagon override - id of the first engine in train
* 0xffff = = not in train */
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EngineID first_engine ;
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TrackBitsByte track ;
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byte force_proceed ;
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RailTypeByte railtype ;
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RailTypeMask compatible_railtypes ;
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byte flags ;
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/* Link between the two ends of a multiheaded engine */
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Vehicle * other_multiheaded_part ;
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/* Cached wagon override spritegroup */
const struct SpriteGroup * cached_override ;
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} ;
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enum {
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VRF_REVERSING = 0 ,
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/* used to calculate if train is going up or down */
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VRF_GOINGUP = 1 ,
VRF_GOINGDOWN = 2 ,
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/* used to store if a wagon is powered or not */
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VRF_POWEREDWAGON = 3 ,
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/* used to reverse the visible direction of the vehicle */
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VRF_REVERSE_DIRECTION = 4 ,
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/* used to mark train as lost because PF can't find the route */
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VRF_NO_PATH_TO_DESTINATION = 5 ,
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/* used to mark that electric train engine is allowed to run on normal rail */
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6 ,
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} ;
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struct VehicleAir {
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uint16 crashed_counter ;
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uint16 cached_max_speed ;
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byte pos ;
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byte previous_pos ;
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StationID targetairport ;
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byte state ;
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} ;
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struct VehicleRoad {
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byte state ; ///< @see RoadVehicleStates
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byte frame ;
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uint16 blocked_ctr ;
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byte overtaking ;
byte overtaking_ctr ;
uint16 crashed_ctr ;
byte reverse_ctr ;
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struct RoadStop * slot ;
byte slot_age ;
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EngineID first_engine ;
byte cached_veh_length ;
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RoadType roadtype ;
RoadTypes compatible_roadtypes ;
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} ;
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struct VehicleSpecial {
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uint16 animation_state ;
byte animation_substate ;
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} ;
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struct VehicleDisaster {
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uint16 image_override ;
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VehicleID big_ufo_destroyer_target ;
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} ;
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struct VehicleShip {
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TrackBitsByte state ;
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} ;
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DECLARE_OLD_POOL ( Vehicle , Vehicle , 9 , 125 )
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/* Some declarations of functions, so we can make them friendly */
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struct SaveLoad ;
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extern const SaveLoad * GetVehicleDescription ( VehicleType vt ) ;
extern void AfterLoadVehicles ( ) ;
struct LoadgameState ;
extern bool LoadOldVehicle ( LoadgameState * ls , int num ) ;
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struct Vehicle : PoolItem < Vehicle , VehicleID , & _Vehicle_pool > {
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VehicleTypeByte type ; ///< Type of vehicle
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byte subtype ; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
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private :
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Vehicle * next ; // pointer to the next vehicle in the chain
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Vehicle * previous ; // NOSAVE: pointer to the previous vehicle in the chain
Vehicle * first ; // NOSAVE: pointer to the first vehicle in the chain
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public :
friend const SaveLoad * GetVehicleDescription ( VehicleType vt ) ; // So we can use private/protected variables in the saveload code
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friend void AfterLoadVehicles ( ) ; // So we can set the previous and first pointers while loading
friend bool LoadOldVehicle ( LoadgameState * ls , int num ) ; // So we can set the proper next pointer while loading
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Vehicle * depot_list ; // NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
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StringID string_id ; // Displayed string
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UnitID unitnumber ; // unit number, for display purposes only
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PlayerByte owner ; // which player owns the vehicle?
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TileIndex tile ; // Current tile index
TileIndex dest_tile ; // Heading for this tile
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int32 x_pos ; // coordinates
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int32 y_pos ;
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byte z_pos ;
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DirectionByte direction ; // facing
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byte spritenum ; // currently displayed sprite index
// 0xfd == custom sprite, 0xfe == custom second head sprite
// 0xff == reserved for another custom sprite
uint16 cur_image ; // sprite number for this vehicle
byte sprite_width ; // width of vehicle sprite
byte sprite_height ; // height of vehicle sprite
byte z_height ; // z-height of vehicle sprite
int8 x_offs ; // x offset for vehicle sprite
int8 y_offs ; // y offset for vehicle sprite
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EngineID engine_type ;
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TextEffectID fill_percent_te_id ; // a text-effect id to a loading indicator object
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/* for randomized variational spritegroups
* bitmask used to resolve them ; parts of it get reseeded when triggers
* of corresponding spritegroups get matched */
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byte random_bits ;
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byte waiting_triggers ; // triggers to be yet matched
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uint16 max_speed ; // maximum speed
uint16 cur_speed ; // current speed
byte subspeed ; // fractional speed
byte acceleration ; // used by train & aircraft
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byte progress ;
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uint32 motion_counter ;
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byte vehstatus ; // Status
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StationID last_station_visited ;
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CargoID cargo_type ; // type of cargo this vehicle is carrying
uint16 cargo_cap ; // total capacity
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byte cargo_subtype ; ///< Used for livery refits (NewGRF variations)
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CargoList cargo ; ///< The cargo this vehicle is carrying
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byte day_counter ; // increased by one for each day
byte tick_counter ; // increased by one for each tick
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/* Begin Order-stuff */
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Order current_order ; ///< The current order (+ status, like: loading)
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VehicleOrderID cur_order_index ; ///< The index to the current order
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Order * orders ; ///< Pointer to the first order for this vehicle
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VehicleOrderID num_orders ; ///< How many orders there are in the list
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Vehicle * next_shared ; ///< If not NULL, this points to the next vehicle that shared the order
Vehicle * prev_shared ; ///< If not NULL, this points to the prev vehicle that shared the order
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/* End Order-stuff */
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/* Boundaries for the current position in the world and a next hash link.
* NOSAVE : All of those can be updated with VehiclePositionChanged ( ) */
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int32 left_coord ;
int32 top_coord ;
int32 right_coord ;
int32 bottom_coord ;
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Vehicle * next_hash ;
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Vehicle * next_new_hash ;
Vehicle * * old_new_hash ;
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/* Related to age and service time */
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Date age ; // Age in days
Date max_age ; // Maximum age
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Date date_of_last_service ;
Date service_interval ;
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uint16 reliability ;
uint16 reliability_spd_dec ;
byte breakdown_ctr ;
byte breakdown_delay ;
byte breakdowns_since_last_service ;
byte breakdown_chance ;
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Year build_year ;
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bool leave_depot_instantly ; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
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uint16 load_unload_time_rem ;
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byte vehicle_flags ; // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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Money profit_this_year ;
Money profit_last_year ;
Money value ;
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GroupID group_id ; ///< Index of group Pool array
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/* Used for timetabling. */
uint32 current_order_time ; ///< How many ticks have passed since this order started.
int32 lateness_counter ; ///< How many ticks late (or early if negative) this vehicle is.
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SpriteID colormap ; // NOSAVE: cached color mapping
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union {
VehicleRail rail ;
VehicleAir air ;
VehicleRoad road ;
VehicleSpecial special ;
VehicleDisaster disaster ;
VehicleShip ship ;
} u ;
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/**
* Allocates a lot of vehicles .
* @ param vl pointer to an array of vehicles to get allocated . Can be NULL if the vehicles aren ' t needed ( makes it test only )
* @ param num number of vehicles to allocate room for
* @ return true if there is room to allocate all the vehicles
*/
static bool AllocateList ( Vehicle * * vl , int num ) ;
/** Create a new vehicle */
Vehicle ( ) ;
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/** Destroy all stuff that (still) needs the virtual functions to work properly */
void PreDestructor ( ) ;
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/** We want to 'destruct' the right class. */
virtual ~ Vehicle ( ) ;
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void BeginLoading ( ) ;
void LeaveStation ( ) ;
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/**
* Handle the loading of the vehicle ; when not it skips through dummy
* orders and does nothing in all other cases .
* @ param mode is the non - first call for this vehicle in this tick ?
*/
void HandleLoading ( bool mode = false ) ;
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/**
* Get a string ' representation ' of the vehicle type .
* @ return the string representation .
*/
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virtual const char * GetTypeString ( ) const { return " base vehicle " ; }
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/**
* Marks the vehicles to be redrawn and updates cached variables
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*
* This method marks the area of the vehicle on the screen as dirty .
* It can be use to repaint the vehicle .
*
* @ ingroup dirty
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*/
virtual void MarkDirty ( ) { }
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/**
* Updates the x and y offsets and the size of the sprite used
* for this vehicle .
* @ param direction the direction the vehicle is facing
*/
virtual void UpdateDeltaXY ( Direction direction ) { }
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/**
* Sets the expense type associated to this vehicle type
* @ param income whether this is income or ( running ) expenses of the vehicle
*/
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virtual ExpensesType GetExpenseType ( bool income ) const { return EXPENSES_OTHER ; }
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/**
* Invalidates the vehicle list window of this type of vehicle
*/
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virtual WindowClass GetVehicleListWindowClass ( ) const { return WC_NONE ; }
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/**
* Play the sound associated with leaving the station
*/
virtual void PlayLeaveStationSound ( ) const { }
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/**
* Whether this is the primary vehicle in the chain .
*/
virtual bool IsPrimaryVehicle ( ) const { return false ; }
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/**
* Gets the sprite to show for the given direction
* @ param direction the direction the vehicle is facing
* @ return the sprite for the given vehicle in the given direction
*/
virtual int GetImage ( Direction direction ) const { return 0 ; }
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/**
* Gets the speed in mph that can be sent into SetDParam for string processing .
* @ return the vehicle ' s speed
*/
virtual int GetDisplaySpeed ( ) const { return 0 ; }
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/**
* Gets the maximum speed in mph that can be sent into SetDParam for string processing .
* @ return the vehicle ' s maximum speed
*/
virtual int GetDisplayMaxSpeed ( ) const { return 0 ; }
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/**
* Gets the running cost of a vehicle
* @ return the vehicle ' s running cost
*/
virtual Money GetRunningCost ( ) const { return 0 ; }
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/**
* Check whether the vehicle is in the depot .
* @ return true if and only if the vehicle is in the depot .
*/
virtual bool IsInDepot ( ) const { return false ; }
/**
* Check whether the vehicle is in the depot * and * stopped .
* @ return true if and only if the vehicle is in the depot and stopped .
*/
virtual bool IsStoppedInDepot ( ) const { return this - > IsInDepot ( ) & & ( this - > vehstatus & VS_STOPPED ) ! = 0 ; }
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/**
* Calls the tick handler of the vehicle
*/
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virtual void Tick ( ) { } ;
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/**
* Gets the running cost of a vehicle that can be sent into SetDParam for string processing .
* @ return the vehicle ' s running cost
*/
Money GetDisplayRunningCost ( ) const { return ( this - > GetRunningCost ( ) > > 8 ) ; }
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/**
* Is this vehicle a valid vehicle ?
* @ return true if and only if the vehicle is valid .
*/
inline bool IsValid ( ) const { return this - > type ! = VEH_INVALID ; }
/**
* Set the next vehicle of this vehicle .
* @ param next the next vehicle . NULL removes the next vehicle .
*/
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void SetNext ( Vehicle * next ) ;
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/**
* Get the next vehicle of this vehicle .
* @ note articulated parts are also counted as vehicles .
* @ return the next vehicle or NULL when there isn ' t a next vehicle .
*/
inline Vehicle * Next ( ) const { return this - > next ; }
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/**
* Get the previous vehicle of this vehicle .
* @ note articulated parts are also counted as vehicles .
* @ return the previous vehicle or NULL when there isn ' t a previous vehicle .
*/
inline Vehicle * Previous ( ) const { return this - > previous ; }
/**
* Get the first vehicle of this vehicle chain .
* @ return the first vehicle of the chain .
*/
inline Vehicle * First ( ) const { return this - > first ; }
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} ;
/**
* This class ' wraps ' Vehicle ; you do not actually instantiate this class .
* You create a Vehicle using AllocateVehicle , so it is added to the pool
* and you reinitialize that to a Train using :
* v = new ( v ) Train ( ) ;
*
* As side - effect the vehicle type is set correctly .
*
* A special vehicle is one of the following :
* - smoke
* - electric sparks for trains
* - explosions
* - bulldozer ( road works )
* - bubbles ( industry )
*/
struct SpecialVehicle : public Vehicle {
/** Initializes the Vehicle to a special vehicle */
SpecialVehicle ( ) { this - > type = VEH_SPECIAL ; }
/** We want to 'destruct' the right class. */
virtual ~ SpecialVehicle ( ) { }
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const char * GetTypeString ( ) const { return " special vehicle " ; }
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void UpdateDeltaXY ( Direction direction ) ;
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void Tick ( ) ;
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} ;
/**
* This class ' wraps ' Vehicle ; you do not actually instantiate this class .
* You create a Vehicle using AllocateVehicle , so it is added to the pool
* and you reinitialize that to a Train using :
* v = new ( v ) Train ( ) ;
*
* As side - effect the vehicle type is set correctly .
*/
struct DisasterVehicle : public Vehicle {
/** Initializes the Vehicle to a disaster vehicle */
DisasterVehicle ( ) { this - > type = VEH_DISASTER ; }
/** We want to 'destruct' the right class. */
virtual ~ DisasterVehicle ( ) { }
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const char * GetTypeString ( ) const { return " disaster vehicle " ; }
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void UpdateDeltaXY ( Direction direction ) ;
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void Tick ( ) ;
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} ;
/**
* This class ' wraps ' Vehicle ; you do not actually instantiate this class .
* You create a Vehicle using AllocateVehicle , so it is added to the pool
* and you reinitialize that to a Train using :
* v = new ( v ) Train ( ) ;
*
* As side - effect the vehicle type is set correctly .
*/
struct InvalidVehicle : public Vehicle {
/** Initializes the Vehicle to a invalid vehicle */
InvalidVehicle ( ) { this - > type = VEH_INVALID ; }
/** We want to 'destruct' the right class. */
virtual ~ InvalidVehicle ( ) { }
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const char * GetTypeString ( ) const { return " invalid vehicle " ; }
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void Tick ( ) { }
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} ;
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# define is_custom_sprite(x) (x >= 0xFD)
# define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
# define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE)
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typedef void * VehicleFromPosProc ( Vehicle * v , void * data ) ;
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void VehicleServiceInDepot ( Vehicle * v ) ;
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void VehiclePositionChanged ( Vehicle * v ) ;
Vehicle * GetLastVehicleInChain ( Vehicle * v ) ;
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uint CountVehiclesInChain ( const Vehicle * v ) ;
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bool IsEngineCountable ( const Vehicle * v ) ;
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void DeleteVehicleChain ( Vehicle * v ) ;
void * VehicleFromPos ( TileIndex tile , void * data , VehicleFromPosProc * proc ) ;
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void * VehicleFromPosXY ( int x , int y , void * data , VehicleFromPosProc * proc ) ;
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void CallVehicleTicks ( ) ;
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Vehicle * FindVehicleOnTileZ ( TileIndex tile , byte z ) ;
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uint8 CalcPercentVehicleFilled ( Vehicle * v , StringID * color ) ;
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void InitializeTrains ( ) ;
byte VehicleRandomBits ( ) ;
void ResetVehiclePosHash ( ) ;
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void ResetVehicleColorMap ( ) ;
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void CheckVehicle32Day ( Vehicle * v ) ;
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bool CanRefitTo ( EngineID engine_type , CargoID cid_to ) ;
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CargoID FindFirstRefittableCargo ( EngineID engine_type ) ;
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CommandCost GetRefitCost ( EngineID engine_type ) ;
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void ViewportAddVehicles ( DrawPixelInfo * dpi ) ;
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SpriteID GetRotorImage ( const Vehicle * v ) ;
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Vehicle * CreateEffectVehicle ( int x , int y , int z , EffectVehicle type ) ;
Vehicle * CreateEffectVehicleAbove ( int x , int y , int z , EffectVehicle type ) ;
Vehicle * CreateEffectVehicleRel ( const Vehicle * v , int x , int y , int z , EffectVehicle type ) ;
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uint32 VehicleEnterTile ( Vehicle * v , TileIndex tile , int x , int y ) ;
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StringID VehicleInTheWayErrMsg ( const Vehicle * v ) ;
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Vehicle * FindVehicleBetween ( TileIndex from , TileIndex to , byte z , bool without_crashed = false ) ;
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Vehicle * GetVehicleTunnelBridge ( TileIndex tile , TileIndex endtile ) ;
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bool UpdateSignalsOnSegment ( TileIndex tile , DiagDirection direction ) ;
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void SetSignalsOnBothDir ( TileIndex tile , byte track ) ;
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Vehicle * CheckClickOnVehicle ( const ViewPort * vp , int x , int y ) ;
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void DecreaseVehicleValue ( Vehicle * v ) ;
void CheckVehicleBreakdown ( Vehicle * v ) ;
void AgeVehicle ( Vehicle * v ) ;
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void VehicleEnteredDepotThisTick ( Vehicle * v ) ;
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void BeginVehicleMove ( Vehicle * v ) ;
void EndVehicleMove ( Vehicle * v ) ;
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UnitID GetFreeUnitNumber ( VehicleType type ) ;
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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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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 ) ;
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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void VehicleEnterDepot ( Vehicle * v ) ;
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void InvalidateAutoreplaceWindow ( EngineID e , GroupID id_g ) ;
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CommandCost MaybeReplaceVehicle ( Vehicle * v , bool check , bool display_costs ) ;
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bool CanBuildVehicleInfrastructure ( VehicleType type ) ;
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void CcCloneVehicle ( bool success , TileIndex tile , uint32 p1 , uint32 p2 ) ;
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/* Flags to add to p2 for goto depot commands */
/* Note: bits 8-10 are used for VLW flags */
enum {
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DEPOT_SERVICE = ( 1 < < 0 ) , // The vehicle will leave the depot right after arrival (serivce only)
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DEPOT_MASS_SEND = ( 1 < < 1 ) , // Tells that it's a mass send to depot command (type in VLW flag)
DEPOT_DONT_CANCEL = ( 1 < < 2 ) , // Don't cancel current goto depot command if any
DEPOT_LOCATE_HANGAR = ( 1 < < 3 ) , // Find another airport if the target one lacks a hangar
} ;
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struct GetNewVehiclePosResult {
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int x , y ;
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TileIndex old_tile ;
TileIndex new_tile ;
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} ;
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/**
* Returns the Trackdir on which the vehicle is currently located .
* Works for trains and ships .
* Currently works only sortof for road vehicles , since they have a fuzzy
* concept of being " on " a trackdir . Dunno really what it returns for a road
* vehicle that is halfway a tile , never really understood that part . For road
* vehicles that are at the beginning or end of the tile , should just return
* the diagonal trackdir on which they are driving . I _think_ .
* For other vehicles types , or vehicles with no clear trackdir ( such as those
* in depots ) , returns 0xFF .
*/
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Trackdir GetVehicleTrackdir ( const Vehicle * v ) ;
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/* returns true if staying in the same tile */
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GetNewVehiclePosResult GetNewVehiclePos ( const Vehicle * v ) ;
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Direction GetDirectionTowards ( const Vehicle * v , int x , int y ) ;
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# define BEGIN_ENUM_WAGONS(v) do {
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# define END_ENUM_WAGONS(v) } while ((v = v->Next()) != NULL);
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static inline VehicleID GetMaxVehicleIndex ( )
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{
/* TODO - This isn't the real content of the function, but
* with the new pool - system this will be replaced with one that
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* _really_ returns the highest index . Now it just returns
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* the next safe value we are sure about everything is below .
*/
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return GetVehiclePoolSize ( ) - 1 ;
}
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static inline uint GetNumVehicles ( )
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{
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return GetVehiclePoolSize ( ) ;
}
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static inline bool IsPlayerBuildableVehicleType ( VehicleType type )
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{
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switch ( type ) {
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case VEH_TRAIN :
case VEH_ROAD :
case VEH_SHIP :
case VEH_AIRCRAFT :
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return true ;
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default : return false ;
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}
}
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static inline bool IsPlayerBuildableVehicleType ( const Vehicle * v )
{
return IsPlayerBuildableVehicleType ( v - > type ) ;
}
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# define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (v->IsValid())
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# define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
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/**
* Check if an index is a vehicle - index ( so between 0 and max - vehicles )
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* @ param index of the vehicle to query
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* @ return Returns true if the vehicle - id is in range
*/
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static inline bool IsValidVehicleID ( uint index )
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{
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return index < GetVehiclePoolSize ( ) & & GetVehicle ( index ) - > IsValid ( ) ;
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}
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/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order * GetVehicleOrder ( const Vehicle * v , int index )
{
Order * order = v - > orders ;
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if ( index < 0 ) return NULL ;
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while ( order ! = NULL & & index - - > 0 )
order = order - > next ;
return order ;
}
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/**
* Returns the last order of a vehicle , or NULL if it doesn ' t exists
* @ param v Vehicle to query
* @ return last order of a vehicle , if available
*/
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static inline Order * GetLastVehicleOrder ( const Vehicle * v )
{
Order * order = v - > orders ;
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if ( order = = NULL ) return NULL ;
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while ( order - > next ! = NULL )
order = order - > next ;
return order ;
}
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/** Get the first vehicle of a shared-list, so we only have to walk forwards
* @ param v Vehicle to query
* @ return first vehicle of a shared - list
*/
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static inline Vehicle * GetFirstVehicleFromSharedList ( const Vehicle * v )
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{
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Vehicle * u = ( Vehicle * ) v ;
while ( u - > prev_shared ! = NULL ) u = u - > prev_shared ;
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return u ;
}
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/* NOSAVE: Return values from various commands. */
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VARDEF VehicleID _new_vehicle_id ;
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VARDEF uint16 _returned_refit_capacity ;
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static const VehicleID INVALID_VEHICLE = 0xFFFF ;
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const struct Livery * GetEngineLivery ( EngineID engine_type , PlayerID player , EngineID parent_engine_type , const Vehicle * v ) ;
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/**
* Get the colour map for an engine . This used for unbuilt engines in the user interface .
* @ param engine_type ID of engine
* @ param player ID of player
* @ return A ready - to - use palette modifier
*/
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SpriteID GetEnginePalette ( EngineID engine_type , PlayerID player ) ;
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/**
* Get the colour map for a vehicle .
* @ param v Vehicle to get colour map for
* @ return A ready - to - use palette modifier
*/
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SpriteID GetVehiclePalette ( const Vehicle * v ) ;
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/* A lot of code calls for the invalidation of the status bar, which is widget 5.
* Best is to have a virtual value for it when it needs to change again */
# define STATUS_BAR 5
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extern const uint32 _veh_build_proc_table [ ] ;
extern const uint32 _veh_sell_proc_table [ ] ;
extern const uint32 _veh_refit_proc_table [ ] ;
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extern const uint32 _send_to_depot_proc_table [ ] ;
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/* Functions to find the right command for certain vehicle type */
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static inline uint32 GetCmdBuildVeh ( VehicleType type )
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{
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return _veh_build_proc_table [ type ] ;
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}
static inline uint32 GetCmdBuildVeh ( const Vehicle * v )
{
return GetCmdBuildVeh ( v - > type ) ;
}
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static inline uint32 GetCmdSellVeh ( VehicleType type )
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{
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return _veh_sell_proc_table [ type ] ;
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}
static inline uint32 GetCmdSellVeh ( const Vehicle * v )
{
return GetCmdSellVeh ( v - > type ) ;
}
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static inline uint32 GetCmdRefitVeh ( VehicleType type )
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{
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return _veh_refit_proc_table [ type ] ;
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}
static inline uint32 GetCmdRefitVeh ( const Vehicle * v )
{
return GetCmdRefitVeh ( v - > type ) ;
}
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static inline uint32 GetCmdSendToDepot ( VehicleType type )
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{
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return _send_to_depot_proc_table [ type ] ;
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}
static inline uint32 GetCmdSendToDepot ( const Vehicle * v )
{
return GetCmdSendToDepot ( v - > type ) ;
}
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bool EnsureNoVehicleOnGround ( TileIndex tile ) ;
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/* This one is not used anymore. */
VARDEF VehicleID _vehicle_id_ctr_day ;
VARDEF Vehicle * _place_clicked_vehicle ;
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# endif /* VEHICLE_H */