2008-03-28 18:00:38 +00:00
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/* $Id$ */
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/** @file engine_type.h Types related to engines. */
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#ifndef ENGINE_TYPE_H
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#define ENGINE_TYPE_H
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#include "rail_type.h"
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#include "cargo_type.h"
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#include "vehicle_type.h"
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#include "gfx_type.h"
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#include "date_type.h"
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#include "sound_type.h"
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#include "player_type.h"
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#include "strings_type.h"
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typedef uint16 EngineID;
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typedef uint16 EngineRenewID;
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2008-04-29 21:31:29 +00:00
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struct Engine;
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2008-03-28 18:00:38 +00:00
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enum RailVehicleTypes {
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RAILVEH_SINGLEHEAD, ///< indicates a "standalone" locomotive
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RAILVEH_MULTIHEAD, ///< indicates a combination of two locomotives
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RAILVEH_WAGON, ///< simple wagon, not motorized
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};
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enum EngineClass {
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EC_STEAM,
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EC_DIESEL,
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EC_ELECTRIC,
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EC_MONORAIL,
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EC_MAGLEV,
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};
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struct RailVehicleInfo {
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byte image_index;
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RailVehicleTypes railveh_type;
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byte base_cost;
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RailTypeByte railtype;
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uint16 max_speed;
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uint16 power;
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uint16 weight;
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byte running_cost;
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byte running_cost_class;
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EngineClass engclass; ///< Class of engine for this vehicle
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byte capacity;
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CargoID cargo_type;
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byte ai_rank;
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byte ai_passenger_only; ///< Bit value to tell AI that this engine is for passenger use only
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uint16 pow_wag_power;
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byte pow_wag_weight;
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byte visual_effect; // NOTE: this is not 100% implemented yet, at the moment it is only used as a 'fallback' value
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// for when the 'powered wagon' callback fails. But it should really also determine what
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// kind of visual effect to generate for a vehicle (default, steam, diesel, electric).
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// Same goes for the callback result, which atm is only used to check if a wagon is powered.
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byte shorten_factor; ///< length on main map for this type is 8 - shorten_factor
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byte tractive_effort; ///< Tractive effort coefficient
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byte user_def_data; ///< Property 0x25: "User-defined bit mask" Used only for (very few) NewGRF vehicles
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};
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struct ShipVehicleInfo {
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byte image_index;
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byte base_cost;
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uint16 max_speed;
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CargoID cargo_type;
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uint16 capacity;
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byte running_cost;
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SoundFxByte sfx;
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bool refittable;
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};
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/* AircraftVehicleInfo subtypes, bitmask type.
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* If bit 0 is 0 then it is a helicopter, otherwise it is a plane
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* in which case bit 1 tells us whether it's a big(fast) plane or not */
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enum {
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AIR_HELI = 0,
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AIR_CTOL = 1, ///< Conventional Take Off and Landing, i.e. planes
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AIR_FAST = 2
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};
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struct AircraftVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte subtype;
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SoundFxByte sfx;
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byte acceleration;
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uint16 max_speed;
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byte mail_capacity;
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uint16 passenger_capacity;
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};
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struct RoadVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte running_cost_class;
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SoundFxByte sfx;
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byte max_speed;
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byte capacity;
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CargoID cargo_type;
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};
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/** Information about a vehicle
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* @see table/engines.h
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*/
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struct EngineInfo {
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Date base_intro;
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Year lifelength;
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Year base_life;
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byte unk2; ///< flag for carriage(bit 7) and decay speed(bits0..6)
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byte load_amount;
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byte climates;
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uint32 refit_mask;
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byte refit_cost;
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byte misc_flags;
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byte callbackmask;
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int8 retire_early; ///< Number of years early to retire vehicle
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StringID string_id; ///< Default name of engine
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};
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/**
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* EngineInfo.misc_flags is a bitmask, with the following values
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*/
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enum {
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EF_RAIL_TILTS = 0, ///< Rail vehicle tilts in curves
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EF_ROAD_TRAM = 0, ///< Road vehicle is a tram/light rail vehicle
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EF_USES_2CC = 1, ///< Vehicle uses two company colours
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EF_RAIL_IS_MU = 2, ///< Rail vehicle is a multiple-unit (DMU/EMU)
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};
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/**
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* Engine.flags is a bitmask, with the following values.
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*/
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enum {
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ENGINE_AVAILABLE = 1, ///< This vehicle is available to everyone.
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ENGINE_EXCLUSIVE_PREVIEW = 2, ///< This vehicle is in the exclusive preview stage, either being used or being offered to a player.
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ENGINE_OFFER_WINDOW_OPEN = 4, ///< The exclusive offer window is currently open for a player.
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};
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enum {
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NUM_VEHICLE_TYPES = 6
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};
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static const EngineID INVALID_ENGINE = 0xFFFF;
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#endif /* ENGINE_TYPE_H */
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