src/ship.h
author peter1138
Tue, 22 Jan 2008 07:27:06 +0000
changeset 8374 7a1b6c89cb89
parent 8211 29a8510dfd62
child 8467 605661f3a91c
permissions -rw-r--r--
(svn r11940) -Codechange: Store short filename once per open file instead of once per sprite cache entry. Not all file types need this, but most of the time no sprite cache entry needed it either.
/* $Id$ */

/** @file ship.h */

#ifndef SHIP_H
#define SHIP_H

#include "vehicle_base.h"
#include "engine.h"
#include "economy_func.h"

void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void RecalcShipStuff(Vehicle *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height);

/**
 * 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) Ship();
 *
 * As side-effect the vehicle type is set correctly.
 */
struct Ship: public Vehicle {
	/** Initializes the Vehicle to a ship */
	Ship() { this->type = VEH_SHIP; }

	/** We want to 'destruct' the right class. */
	virtual ~Ship() { this->PreDestructor(); }

	const char *GetTypeString() const { return "ship"; }
	void MarkDirty();
	void UpdateDeltaXY(Direction direction);
	ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_INC : EXPENSES_SHIP_RUN; }
	WindowClass GetVehicleListWindowClass() const { return WC_SHIPS_LIST; }
	void PlayLeaveStationSound() const;
	bool IsPrimaryVehicle() const { return true; }
	int GetImage(Direction direction) const;
	int GetDisplaySpeed() const { return this->cur_speed * 10 / 32; }
	int GetDisplayMaxSpeed() const { return this->max_speed * 10 / 32; }
	Money GetRunningCost() const { return ShipVehInfo(this->engine_type)->running_cost * _price.ship_running; }
	bool IsInDepot() const { return this->u.ship.state == 0x80; }
	void Tick();
};

#endif /* SHIP_H */