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20 } |
20 } |
21 |
21 |
22 void CcBuildRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2); |
22 void CcBuildRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2); |
23 void CcCloneRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2); |
23 void CcCloneRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2); |
24 |
24 |
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25 |
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26 /** |
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27 * This class 'wraps' Vehicle; you do not actually instantiate this class. |
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28 * You create a Vehicle using AllocateVehicle, so it is added to the pool |
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29 * and you reinitialize that to a Train using: |
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30 * v = new (v) RoadVehicle(); |
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31 * |
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32 * As side-effect the vehicle type is set correctly. |
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33 */ |
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34 struct RoadVehicle : public Vehicle { |
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35 /** Initializes the Vehicle to a road vehicle */ |
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36 RoadVehicle() { this->type = VEH_ROAD; } |
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37 |
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38 /** We want to 'destruct' the right class. */ |
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39 virtual ~RoadVehicle() {} |
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40 |
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41 const char *GetTypeString() const { return "road vehicle"; } |
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42 void MarkDirty(); |
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43 void UpdateDeltaXY(Direction direction); |
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44 ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; } |
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45 WindowClass GetVehicleListWindowClass() const { return WC_ROADVEH_LIST; } |
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46 }; |
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47 |
25 #endif /* ROADVEH_H */ |
48 #endif /* ROADVEH_H */ |