OpenTTD/src/ship.h

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/* $Id$ */
/** @file ship.h */
#ifndef SHIP_H
#define SHIP_H
#include "vehicle.h"
void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcCloneShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void RecalcShipStuff(Vehicle *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
static inline bool IsShipInDepot(const Vehicle *v)
{
assert(v->type == VEH_SHIP);
return v->u.ship.state == 0x80;
}
static inline bool IsShipInDepotStopped(const Vehicle *v)
{
return IsShipInDepot(v) && v->vehstatus & VS_STOPPED;
}
/**
* 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() {}
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;
void Tick();
};
#endif /* SHIP_H */