src/ship.h
author celestar
Wed, 13 Jun 2007 11:45:14 +0000
branchgamebalance
changeset 9911 0b8b245a2391
parent 9908 0fa543611bbe
child 9625 3301b1b3889c
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/* $Id$ */
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/** @file ship.h */
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#ifndef SHIP_H
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#define SHIP_H
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#include "vehicle.h"
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void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
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void CcCloneShip(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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static inline bool IsShipInDepot(const Vehicle* v)
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{
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	assert(v->type == VEH_SHIP);
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	return v->u.ship.state == 0x80;
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}
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static inline bool IsShipInDepotStopped(const Vehicle* v)
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{
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	return IsShipInDepot(v) && v->vehstatus & VS_STOPPED;
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}
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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() {}
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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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	WindowClass GetVehicleListWindowClass() const { return WC_SHIPS_LIST; }
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	void PlayLeaveStationSound() const;
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};
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#endif /* SHIP_H */