/* $Id$ */ /** @file ship.h Base for ships. */ #ifndef SHIP_H #define SHIP_H #include "vehicle_base.h" #include "engine_func.h" #include "engine_base.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 SpecializedVehicle { TrackBitsByte state; /** 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; } void PlayLeaveStationSound() const; bool IsPrimaryVehicle() const { return true; } SpriteID GetImage(Direction direction) const; int GetDisplaySpeed() const { return this->cur_speed / 2; } int GetDisplayMaxSpeed() const { return this->max_speed / 2; } Money GetRunningCost() const; bool IsInDepot() const { return this->state == TRACK_BIT_DEPOT; } bool Tick(); void OnNewDay(); Trackdir GetVehicleTrackdir() const; TileIndex GetOrderStationLocation(StationID station); bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse); }; #define FOR_ALL_SHIPS(var) FOR_ALL_VEHICLES_OF_TYPE(Ship, var) #endif /* SHIP_H */