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https://github.com/JGRennison/OpenTTD-patches.git
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109 lines
3.3 KiB
C
109 lines
3.3 KiB
C
/* $Id$ */
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/** @file src/roadveh.h Road vehicle states */
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#ifndef ROADVEH_H
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#define ROADVEH_H
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#include "vehicle_base.h"
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#include "engine_func.h"
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#include "engine_base.h"
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#include "economy_func.h"
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/** State information about the Road Vehicle controller */
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enum {
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RDE_NEXT_TILE = 0x80, ///< We should enter the next tile
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RDE_TURNED = 0x40, ///< We just finished turning
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/* Start frames for when a vehicle enters a tile/changes its state.
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* The start frame is different for vehicles that turned around or
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* are leaving the depot as the do not start at the edge of the tile.
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* For trams there are a few different start frames as there are two
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* places where trams can turn. */
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RVC_DEFAULT_START_FRAME = 0,
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RVC_TURN_AROUND_START_FRAME = 1,
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RVC_DEPOT_START_FRAME = 6,
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RVC_START_FRAME_AFTER_LONG_TRAM = 21,
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RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
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/* Stop frame for a vehicle in a drive-through stop */
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RVC_DRIVE_THROUGH_STOP_FRAME = 7,
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RVC_DEPOT_STOP_FRAME = 11,
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};
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enum RoadVehicleSubType {
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RVST_FRONT,
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RVST_ARTIC_PART,
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};
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static inline bool IsRoadVehFront(const Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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return v->subtype == RVST_FRONT;
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}
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static inline void SetRoadVehFront(Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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v->subtype = RVST_FRONT;
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}
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static inline bool IsRoadVehArticPart(const Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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return v->subtype == RVST_ARTIC_PART;
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}
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static inline void SetRoadVehArticPart(Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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v->subtype = RVST_ARTIC_PART;
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}
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static inline bool RoadVehHasArticPart(const Vehicle *v)
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{
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assert(v->type == VEH_ROAD);
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return v->Next() != NULL && IsRoadVehArticPart(v->Next());
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}
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void CcBuildRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2);
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byte GetRoadVehLength(const Vehicle *v);
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void RoadVehUpdateCache(Vehicle *v);
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) RoadVehicle();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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struct RoadVehicle : public Vehicle {
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/** Initializes the Vehicle to a road vehicle */
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RoadVehicle() { this->type = VEH_ROAD; }
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/** We want to 'destruct' the right class. */
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virtual ~RoadVehicle() { this->PreDestructor(); }
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const char *GetTypeString() const { return "road vehicle"; }
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void MarkDirty();
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void UpdateDeltaXY(Direction direction);
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
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bool IsPrimaryVehicle() const { return IsRoadVehFront(this); }
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SpriteID GetImage(Direction direction) const;
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int GetDisplaySpeed() const { return this->cur_speed / 2; }
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int GetDisplayMaxSpeed() const { return this->max_speed / 2; }
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Money GetRunningCost() const { return RoadVehInfo(this->engine_type)->running_cost * GetPriceByIndex(RoadVehInfo(this->engine_type)->running_cost_class); }
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bool IsInDepot() const { return this->u.road.state == RVSB_IN_DEPOT; }
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bool IsStoppedInDepot() const;
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void Tick();
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void OnNewDay();
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TileIndex GetOrderStationLocation(StationID station);
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bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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};
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#endif /* ROADVEH_H */
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