/* $Id$ */ /** @vehicle.h */ #ifndef VEHICLE_H #define VEHICLE_H #include "oldpool.h" #include "order.h" #include "rail.h" #include "road.h" #include "cargopacket.h" #include "texteff.hpp" /** The returned bits of VehicleEnterTile. */ enum VehicleEnterTileStatus { VETS_ENTERED_STATION = 1, ///< The vehicle entered a station VETS_ENTERED_WORMHOLE = 2, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel) VETS_CANNOT_ENTER = 3, ///< The vehicle cannot enter the tile /** * Shift the VehicleEnterTileStatus this many bits * to the right to get the station ID when * VETS_ENTERED_STATION is set */ VETS_STATION_ID_OFFSET = 8, /** Bit sets of the above specified bits */ VETSB_CONTINUE = 0, ///< The vehicle can continue normally VETSB_ENTERED_STATION = 1 << VETS_ENTERED_STATION, ///< The vehicle entered a station VETSB_ENTERED_WORMHOLE = 1 << VETS_ENTERED_WORMHOLE, ///< The vehicle either entered a bridge, tunnel or depot tile (this includes the last tile of the bridge/tunnel) VETSB_CANNOT_ENTER = 1 << VETS_CANNOT_ENTER, ///< The vehicle cannot enter the tile }; /** Road vehicle states */ enum RoadVehicleStates { /* * Lower 4 bits are used for vehicle track direction. (Trackdirs) * When in a road stop (bit 5 or bit 6 set) these bits give the * track direction of the entry to the road stop. * As the entry direction will always be a diagonal * direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3 * are needed to hold this direction. Bit 1 is then used to show * that the vehicle is using the second road stop bay. * Bit 2 is then used for drive-through stops to show the vehicle * is stopping at this road stop. */ /* Numeric values */ RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge /* Bit numbers */ RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop RVS_IS_STOPPING = 2, ///< Only used for drive-through stops. Vehicle will stop here RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop RVS_IN_DT_ROAD_STOP = 6, ///< The vehicle is in a drive-through road stop /* Bit sets of the above specified bits */ RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END, RVSB_IN_DT_ROAD_STOP = 1 << RVS_IN_DT_ROAD_STOP, ///< The vehicle is in a drive-through road stop RVSB_IN_DT_ROAD_STOP_END = RVSB_IN_DT_ROAD_STOP + TRACKDIR_END, RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops }; enum VehicleType { VEH_TRAIN, VEH_ROAD, VEH_SHIP, VEH_AIRCRAFT, VEH_SPECIAL, VEH_DISASTER, VEH_END, VEH_INVALID = 0xFF, }; DECLARE_POSTFIX_INCREMENT(VehicleType); template <> struct EnumPropsT : MakeEnumPropsT {}; typedef TinyEnumT VehicleTypeByte; enum VehStatus { VS_HIDDEN = 0x01, VS_STOPPED = 0x02, VS_UNCLICKABLE = 0x04, VS_DEFPAL = 0x08, VS_TRAIN_SLOWING = 0x10, VS_SHADOW = 0x20, VS_AIRCRAFT_BROKEN = 0x40, VS_CRASHED = 0x80, }; enum VehicleFlags { VF_LOADING_FINISHED, VF_CARGO_UNLOADING, VF_BUILT_AS_PROTOTYPE, VF_TIMETABLE_STARTED, ///< Whether the vehicle has started running on the timetable yet. VF_AUTOFILL_TIMETABLE, ///< Whether the vehicle should fill in the timetable automatically. }; /* Effect vehicle types */ enum EffectVehicle { EV_CHIMNEY_SMOKE = 0, EV_STEAM_SMOKE = 1, EV_DIESEL_SMOKE = 2, EV_ELECTRIC_SPARK = 3, EV_SMOKE = 4, EV_EXPLOSION_LARGE = 5, EV_BREAKDOWN_SMOKE = 6, EV_EXPLOSION_SMALL = 7, EV_BULLDOZER = 8, EV_BUBBLE = 9 }; struct VehicleRail { uint16 last_speed; // NOSAVE: only used in UI uint16 crash_anim_pos; /* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */ uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist) uint32 cached_power; // total power of the consist. uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback uint16 cached_total_length; ///< Length of the whole train, valid only for first engine. /* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */ uint32 cached_weight; // total weight of the consist. uint32 cached_veh_weight; // weight of the vehicle. uint32 cached_max_te; // max tractive effort of consist /** * Position/type of visual effect. * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear) * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric) * bit 6 = disable visual effect. * bit 7 = disable powered wagons. */ byte cached_vis_effect; /* NOSAVE: for wagon override - id of the first engine in train * 0xffff == not in train */ EngineID first_engine; TrackBitsByte track; byte force_proceed; RailTypeByte railtype; RailTypeMask compatible_railtypes; byte flags; /* Link between the two ends of a multiheaded engine */ Vehicle *other_multiheaded_part; /* Cached wagon override spritegroup */ const struct SpriteGroup *cached_override; }; enum { VRF_REVERSING = 0, /* used to calculate if train is going up or down */ VRF_GOINGUP = 1, VRF_GOINGDOWN = 2, /* used to store if a wagon is powered or not */ VRF_POWEREDWAGON = 3, /* used to reverse the visible direction of the vehicle */ VRF_REVERSE_DIRECTION = 4, /* used to mark train as lost because PF can't find the route */ VRF_NO_PATH_TO_DESTINATION = 5, /* used to mark that electric train engine is allowed to run on normal rail */ VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, }; struct VehicleAir { uint16 crashed_counter; uint16 cached_max_speed; byte pos; byte previous_pos; StationID targetairport; byte state; }; struct VehicleRoad { byte state; ///< @see RoadVehicleStates byte frame; uint16 blocked_ctr; byte overtaking; byte overtaking_ctr; uint16 crashed_ctr; byte reverse_ctr; struct RoadStop *slot; byte slot_age; EngineID first_engine; byte cached_veh_length; RoadType roadtype; RoadTypes compatible_roadtypes; }; struct VehicleSpecial { uint16 animation_state; byte animation_substate; }; struct VehicleDisaster { uint16 image_override; VehicleID big_ufo_destroyer_target; }; struct VehicleShip { TrackBitsByte state; }; struct Vehicle { VehicleTypeByte type; ///< Type of vehicle byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes) VehicleID index; // NOSAVE: Index in vehicle array Vehicle *next; // next Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace StringID string_id; // Displayed string UnitID unitnumber; // unit number, for display purposes only PlayerByte owner; // which player owns the vehicle? TileIndex tile; // Current tile index TileIndex dest_tile; // Heading for this tile int32 x_pos; // coordinates int32 y_pos; byte z_pos; DirectionByte direction; // facing byte spritenum; // currently displayed sprite index // 0xfd == custom sprite, 0xfe == custom second head sprite // 0xff == reserved for another custom sprite uint16 cur_image; // sprite number for this vehicle byte sprite_width; // width of vehicle sprite byte sprite_height; // height of vehicle sprite byte z_height; // z-height of vehicle sprite int8 x_offs; // x offset for vehicle sprite int8 y_offs; // y offset for vehicle sprite EngineID engine_type; TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object /* for randomized variational spritegroups * bitmask used to resolve them; parts of it get reseeded when triggers * of corresponding spritegroups get matched */ byte random_bits; byte waiting_triggers; // triggers to be yet matched uint16 max_speed; // maximum speed uint16 cur_speed; // current speed byte subspeed; // fractional speed byte acceleration; // used by train & aircraft byte progress; uint32 motion_counter; byte vehstatus; // Status StationID last_station_visited; CargoID cargo_type; // type of cargo this vehicle is carrying uint16 cargo_cap; // total capacity byte cargo_subtype; ///< Used for livery refits (NewGRF variations) CargoList cargo; ///< The cargo this vehicle is carrying byte day_counter; // increased by one for each day byte tick_counter; // increased by one for each tick /* Begin Order-stuff */ Order current_order; ///< The current order (+ status, like: loading) VehicleOrderID cur_order_index; ///< The index to the current order Order *orders; ///< Pointer to the first order for this vehicle VehicleOrderID num_orders; ///< How many orders there are in the list Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order /* End Order-stuff */ /* Boundaries for the current position in the world and a next hash link. * NOSAVE: All of those can be updated with VehiclePositionChanged() */ int32 left_coord; int32 top_coord; int32 right_coord; int32 bottom_coord; Vehicle *next_hash; Vehicle *next_new_hash; Vehicle **old_new_hash; /* Related to age and service time */ Date age; // Age in days Date max_age; // Maximum age Date date_of_last_service; Date service_interval; uint16 reliability; uint16 reliability_spd_dec; byte breakdown_ctr; byte breakdown_delay; byte breakdowns_since_last_service; byte breakdown_chance; Year build_year; bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace uint16 load_unload_time_rem; byte vehicle_flags; // Used for gradual loading and other miscellaneous things (@see VehicleFlags enum) Money profit_this_year; Money profit_last_year; Money value; GroupID group_id; ///< Index of group Pool array /* Used for timetabling. */ uint32 current_order_time; ///< How many ticks have passed since this order started. int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is. union { VehicleRail rail; VehicleAir air; VehicleRoad road; VehicleSpecial special; VehicleDisaster disaster; VehicleShip ship; } u; void BeginLoading(); void LeaveStation(); /** * Handle the loading of the vehicle; when not it skips through dummy * orders and does nothing in all other cases. * @param mode is the non-first call for this vehicle in this tick? */ void HandleLoading(bool mode = false); /** * An overriden version of new, so you can use the vehicle instance * instead of a newly allocated piece of memory. * @param size the size of the variable (unused) * @param v the vehicle to use as 'storage' backend * @return the memory that is 'allocated' */ void *operator new(size_t size, Vehicle *v) { return v; } /** * 'Free' the memory allocated by the overriden new. * @param p the memory to 'free' * @param v the vehicle that was given to 'new' on creation. * @note This function isn't used (at the moment) and only added * to please some compiler. */ void operator delete(void *p, Vehicle *v) {} /** * 'Free' the memory allocated by the overriden new. * @param p the memory to 'free' * @note This function isn't used (at the moment) and only added * as the above function was needed to please some compiler * which made it necessary to add this to please yet * another compiler... */ void operator delete(void *p) {} /** We want to 'destruct' the right class. */ virtual ~Vehicle() {} /** * Get a string 'representation' of the vehicle type. * @return the string representation. */ virtual const char* GetTypeString() const = 0; /** * Marks the vehicles to be redrawn and updates cached variables */ virtual void MarkDirty() {} /** * Updates the x and y offsets and the size of the sprite used * for this vehicle. * @param direction the direction the vehicle is facing */ virtual void UpdateDeltaXY(Direction direction) {} /** * Sets the expense type associated to this vehicle type * @param income whether this is income or (running) expenses of the vehicle */ virtual ExpensesType GetExpenseType(bool income) const { return EXPENSES_OTHER; } /** * Invalidates the vehicle list window of this type of vehicle */ virtual WindowClass GetVehicleListWindowClass() const { return WC_NONE; } /** * Play the sound associated with leaving the station */ virtual void PlayLeaveStationSound() const {} /** * Whether this is the primary vehicle in the chain. */ virtual bool IsPrimaryVehicle() const { return false; } /** * Whether this vehicle understands the concept of a front engine, so * basically, if GetFirstVehicleInChain() can be called for it. */ virtual bool HasFront() const { return false; } /** * Gets the sprite to show for the given direction * @param direction the direction the vehicle is facing * @return the sprite for the given vehicle in the given direction */ virtual int GetImage(Direction direction) const { return 0; } /** * Calls the tick handler of the vehicle */ virtual void Tick() = 0; }; /** * 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) Train(); * * As side-effect the vehicle type is set correctly. * * A special vehicle is one of the following: * - smoke * - electric sparks for trains * - explosions * - bulldozer (road works) * - bubbles (industry) */ struct SpecialVehicle : public Vehicle { /** Initializes the Vehicle to a special vehicle */ SpecialVehicle() { this->type = VEH_SPECIAL; } /** We want to 'destruct' the right class. */ virtual ~SpecialVehicle() {} const char *GetTypeString() const { return "special vehicle"; } void UpdateDeltaXY(Direction direction); void Tick(); }; /** * 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) Train(); * * As side-effect the vehicle type is set correctly. */ struct DisasterVehicle : public Vehicle { /** Initializes the Vehicle to a disaster vehicle */ DisasterVehicle() { this->type = VEH_DISASTER; } /** We want to 'destruct' the right class. */ virtual ~DisasterVehicle() {} const char *GetTypeString() const { return "disaster vehicle"; } void UpdateDeltaXY(Direction direction); void Tick(); }; /** * 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) Train(); * * As side-effect the vehicle type is set correctly. */ struct InvalidVehicle : public Vehicle { /** Initializes the Vehicle to a invalid vehicle */ InvalidVehicle() { this->type = VEH_INVALID; } /** We want to 'destruct' the right class. */ virtual ~InvalidVehicle() {} const char *GetTypeString() const { return "invalid vehicle"; } void Tick() {} }; #define is_custom_sprite(x) (x >= 0xFD) #define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD) #define IS_CUSTOM_SECONDHEAD_SPRITE(x) (x == 0xFE) typedef void *VehicleFromPosProc(Vehicle *v, void *data); void VehicleServiceInDepot(Vehicle *v); Vehicle *AllocateVehicle(); bool AllocateVehicles(Vehicle **vl, int num); Vehicle *ForceAllocateVehicle(); Vehicle *ForceAllocateSpecialVehicle(); void VehiclePositionChanged(Vehicle *v); void AfterLoadVehicles(); Vehicle *GetLastVehicleInChain(Vehicle *v); Vehicle *GetPrevVehicleInChain(const Vehicle *v); Vehicle *GetFirstVehicleInChain(const Vehicle *v); uint CountVehiclesInChain(const Vehicle *v); bool IsEngineCountable(const Vehicle *v); void DeleteVehicleChain(Vehicle *v); void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc); void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc); void CallVehicleTicks(); Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z); uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color); void InitializeTrains(); byte VehicleRandomBits(); void ResetVehiclePosHash(); bool CanRefitTo(EngineID engine_type, CargoID cid_to); CargoID FindFirstRefittableCargo(EngineID engine_type); CommandCost GetRefitCost(EngineID engine_type); void ViewportAddVehicles(DrawPixelInfo *dpi); SpriteID GetRotorImage(const Vehicle *v); Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type); Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type); uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y); StringID VehicleInTheWayErrMsg(const Vehicle* v); Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed = false); bool UpdateSignalsOnSegment(TileIndex tile, DiagDirection direction); void SetSignalsOnBothDir(TileIndex tile, byte track); Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y); void DecreaseVehicleValue(Vehicle *v); void CheckVehicleBreakdown(Vehicle *v); void AgeVehicle(Vehicle *v); void VehicleEnteredDepotThisTick(Vehicle *v); void BeginVehicleMove(Vehicle *v); void EndVehicleMove(Vehicle *v); void ShowAircraftViewWindow(const Vehicle* v); UnitID GetFreeUnitNumber(VehicleType type); void TrainConsistChanged(Vehicle *v); void TrainPowerChanged(Vehicle *v); Money GetTrainRunningCost(const Vehicle *v); int CheckTrainStoppedInDepot(const Vehicle *v); bool VehicleNeedsService(const Vehicle *v); uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type); void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count); CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); bool IsVehicleInDepot(const Vehicle *v); void VehicleEnterDepot(Vehicle *v); void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g); CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); bool CanBuildVehicleInfrastructure(VehicleType type); /* Flags to add to p2 for goto depot commands */ /* Note: bits 8-10 are used for VLW flags */ enum { DEPOT_SERVICE = (1 << 0), // The vehicle will leave the depot right after arrival (serivce only) DEPOT_MASS_SEND = (1 << 1), // Tells that it's a mass send to depot command (type in VLW flag) DEPOT_DONT_CANCEL = (1 << 2), // Don't cancel current goto depot command if any DEPOT_LOCATE_HANGAR = (1 << 3), // Find another airport if the target one lacks a hangar }; struct GetNewVehiclePosResult { int x, y; TileIndex old_tile; TileIndex new_tile; }; /** * Returns the Trackdir on which the vehicle is currently located. * Works for trains and ships. * Currently works only sortof for road vehicles, since they have a fuzzy * concept of being "on" a trackdir. Dunno really what it returns for a road * vehicle that is halfway a tile, never really understood that part. For road * vehicles that are at the beginning or end of the tile, should just return * the diagonal trackdir on which they are driving. I _think_. * For other vehicles types, or vehicles with no clear trackdir (such as those * in depots), returns 0xFF. */ Trackdir GetVehicleTrackdir(const Vehicle* v); /* returns true if staying in the same tile */ GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v); Direction GetDirectionTowards(const Vehicle *v, int x, int y); #define BEGIN_ENUM_WAGONS(v) do { #define END_ENUM_WAGONS(v) } while ((v = v->next) != NULL); DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) static inline VehicleID GetMaxVehicleIndex() { /* TODO - This isn't the real content of the function, but * with the new pool-system this will be replaced with one that * _really_ returns the highest index. Now it just returns * the next safe value we are sure about everything is below. */ return GetVehiclePoolSize() - 1; } static inline uint GetNumVehicles() { return GetVehiclePoolSize(); } /** * Check if a Vehicle really exists. */ static inline bool IsValidVehicle(const Vehicle *v) { return v->type != VEH_INVALID; } void DestroyVehicle(Vehicle *v); static inline void DeleteVehicle(Vehicle *v) { DestroyVehicle(v); v = new (v) InvalidVehicle(); } static inline bool IsPlayerBuildableVehicleType(VehicleType type) { switch (type) { case VEH_TRAIN: case VEH_ROAD: case VEH_SHIP: case VEH_AIRCRAFT: return true; default: return false; } } static inline bool IsPlayerBuildableVehicleType(const Vehicle *v) { return IsPlayerBuildableVehicleType(v->type); } #define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v)) #define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0) /** * Check if an index is a vehicle-index (so between 0 and max-vehicles) * @param index of the vehicle to query * @return Returns true if the vehicle-id is in range */ static inline bool IsValidVehicleID(uint index) { return index < GetVehiclePoolSize() && IsValidVehicle(GetVehicle(index)); } /* Returns order 'index' of a vehicle or NULL when it doesn't exists */ static inline Order *GetVehicleOrder(const Vehicle *v, int index) { Order *order = v->orders; if (index < 0) return NULL; while (order != NULL && index-- > 0) order = order->next; return order; } /** * Returns the last order of a vehicle, or NULL if it doesn't exists * @param v Vehicle to query * @return last order of a vehicle, if available */ static inline Order *GetLastVehicleOrder(const Vehicle *v) { Order *order = v->orders; if (order == NULL) return NULL; while (order->next != NULL) order = order->next; return order; } /** Get the first vehicle of a shared-list, so we only have to walk forwards * @param v Vehicle to query * @return first vehicle of a shared-list */ static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v) { Vehicle *u = (Vehicle *)v; while (u->prev_shared != NULL) u = u->prev_shared; return u; } /* NOSAVE: Return values from various commands. */ VARDEF VehicleID _new_vehicle_id; VARDEF uint16 _returned_refit_capacity; static const VehicleID INVALID_VEHICLE = 0xFFFF; const struct Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v); /** * Get the colour map for an engine. This used for unbuilt engines in the user interface. * @param engine_type ID of engine * @param player ID of player * @return A ready-to-use palette modifier */ SpriteID GetEnginePalette(EngineID engine_type, PlayerID player); /** * Get the colour map for a vehicle. * @param v Vehicle to get colour map for * @return A ready-to-use palette modifier */ SpriteID GetVehiclePalette(const Vehicle *v); /* A lot of code calls for the invalidation of the status bar, which is widget 5. * Best is to have a virtual value for it when it needs to change again */ #define STATUS_BAR 5 extern const uint32 _veh_build_proc_table[]; extern const uint32 _veh_sell_proc_table[]; extern const uint32 _veh_refit_proc_table[]; extern const uint32 _send_to_depot_proc_table[]; /* Functions to find the right command for certain vehicle type */ static inline uint32 GetCmdBuildVeh(VehicleType type) { return _veh_build_proc_table[type]; } static inline uint32 GetCmdBuildVeh(const Vehicle *v) { return GetCmdBuildVeh(v->type); } static inline uint32 GetCmdSellVeh(VehicleType type) { return _veh_sell_proc_table[type]; } static inline uint32 GetCmdSellVeh(const Vehicle *v) { return GetCmdSellVeh(v->type); } static inline uint32 GetCmdRefitVeh(VehicleType type) { return _veh_refit_proc_table[type]; } static inline uint32 GetCmdRefitVeh(const Vehicle *v) { return GetCmdRefitVeh(v->type); } static inline uint32 GetCmdSendToDepot(VehicleType type) { return _send_to_depot_proc_table[type]; } static inline uint32 GetCmdSendToDepot(const Vehicle *v) { return GetCmdSendToDepot(v->type); } #endif /* VEHICLE_H */