/* $Id$ */ /** @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 */