src/ship.h
author truebrain
Mon, 16 Jun 2008 14:43:19 +0000
branchnoai
changeset 10978 13fd0364b2c6
parent 10455 22c441f5adf9
permissions -rw-r--r--
(svn r13532) [NoAI] -Fix: in MultiPlayer SignID wasn't set correctly, causing weird effects. Code is now more unified, which should avoid simular effects in the future (tnx to glx for initial patch)
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/* $Id$ */
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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 */