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50 lines
1.7 KiB
C
50 lines
1.7 KiB
C
/* $Id$ */
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/** @file ship.h Base for ships. */
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#ifndef SHIP_H
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#define SHIP_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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void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
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void RecalcShipStuff(Vehicle *v);
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void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
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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) Ship();
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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 Ship: public Vehicle {
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/** Initializes the Vehicle to a ship */
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Ship() { this->type = VEH_SHIP; }
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/** We want to 'destruct' the right class. */
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virtual ~Ship() { this->PreDestructor(); }
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const char *GetTypeString() const { return "ship"; }
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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_SHIP_INC : EXPENSES_SHIP_RUN; }
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void PlayLeaveStationSound() const;
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bool IsPrimaryVehicle() const { return true; }
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SpriteID GetImage(Direction direction) const;
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int GetDisplaySpeed() const { return this->cur_speed * 10 / 32; }
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int GetDisplayMaxSpeed() const { return this->max_speed * 10 / 32; }
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Money GetRunningCost() const { return ShipVehInfo(this->engine_type)->running_cost * _price.ship_running; }
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bool IsInDepot() const { return this->u.ship.state == TRACK_BIT_DEPOT; }
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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 /* SHIP_H */
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