OpenTTD-patches/src/vehicle_type.h

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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file vehicle_type.h Types related to vehicles. */
#ifndef VEHICLE_TYPE_H
#define VEHICLE_TYPE_H
#include "core/enum_type.hpp"
/** The type all our vehicle IDs have. */
typedef uint32 VehicleID;
/** Available vehicle types. */
enum VehicleType {
VEH_BEGIN,
VEH_TRAIN = VEH_BEGIN, ///< %Train vehicle type.
VEH_ROAD, ///< Road vehicle type.
VEH_SHIP, ///< %Ship vehicle type.
VEH_AIRCRAFT, ///< %Aircraft vehicle type.
VEH_COMPANY_END, ///< Last company-ownable type.
VEH_EFFECT = VEH_COMPANY_END, ///< Effect vehicle type (smoke, explosions, sparks, bubbles)
VEH_DISASTER, ///< Disaster vehicle type.
VEH_END,
VEH_INVALID = 0xFF, ///< Non-existing type of vehicle.
};
DECLARE_POSTFIX_INCREMENT(VehicleType)
/** Helper information for extract tool. */
template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, VEH_TRAIN, VEH_END, VEH_INVALID, 3> {};
/** It needs to be 8bits, because we save and load it as such */
typedef SimpleTinyEnumT<VehicleType, byte> VehicleTypeByte;
struct Vehicle;
struct Train;
struct RoadVehicle;
struct Ship;
struct Aircraft;
struct EffectVehicle;
struct DisasterVehicle;
/** Base vehicle class. */
struct BaseVehicle
{
VehicleTypeByte type; ///< Type of vehicle
};
static const VehicleID INVALID_VEHICLE = 0xFFFFF; ///< Constant representing a non-existing vehicle.
/** Pathfinding option states */
enum VehiclePathFinders {
VPF_OPF = 0, ///< The Original PathFinder (only for ships)
VPF_NPF = 1, ///< New PathFinder
VPF_YAPF = 2, ///< Yet Another PathFinder
};
/** Flags to add to p1 for goto depot commands. */
enum DepotCommand {
DEPOT_SERVICE = (1U << 28), ///< The vehicle will leave the depot right after arrival (serivce only)
DEPOT_MASS_SEND = (1U << 29), ///< Tells that it's a mass send to depot command (type in VLW flag)
DEPOT_DONT_CANCEL = (1U << 30), ///< Don't cancel current goto depot command if any
DEPOT_LOCATE_HANGAR = (1U << 31), ///< Find another airport if the target one lacks a hangar
DEPOT_COMMAND_MASK = 0xFU << 28,
};
static const uint MAX_LENGTH_VEHICLE_NAME_CHARS = 32; ///< The maximum length of a vehicle name in characters including '\0'
/** The length of a vehicle in tile units. */
static const uint VEHICLE_LENGTH = 8;
/** Vehicle acceleration models. */
enum AccelerationModel {
AM_ORIGINAL,
AM_REALISTIC,
};
/** Visualisation contexts of vehicles and engines. */
enum EngineImageType {
EIT_ON_MAP = 0x00, ///< Vehicle drawn in viewport.
EIT_IN_DEPOT = 0x10, ///< Vehicle drawn in depot.
EIT_IN_DETAILS = 0x11, ///< Vehicle drawn in vehicle details, refit window, ...
EIT_IN_LIST = 0x12, ///< Vehicle drawn in vehicle list, group list, ...
EIT_PURCHASE = 0x20, ///< Vehicle drawn in purchase list, autoreplace gui, ...
EIT_PREVIEW = 0x21, ///< Vehicle drawn in preview window, news, ...
};
#endif /* VEHICLE_TYPE_H */