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authorrubidium <rubidium@openttd.org>2007-04-29 21:24:08 +0000
committerrubidium <rubidium@openttd.org>2007-04-29 21:24:08 +0000
commit202009522c3075e26b675ed0408075b8663b0859 (patch)
tree776fa0d9e85c7423a43aaea0f6277b62b8acecf9 /src/ship.h
parent95e48eacaca785dacdda7d601ae7060b00b1f719 (diff)
downloadopenttd-202009522c3075e26b675ed0408075b8663b0859.tar.xz
(svn r9754) -Codechange: make classes for all vehicle types, so we can make nicer/better maintainable code, i.e. virtual methods instead of switches.
Diffstat (limited to 'src/ship.h')
-rw-r--r--src/ship.h19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/ship.h b/src/ship.h
index 4a9ce9190..6c64e4a7a 100644
--- a/src/ship.h
+++ b/src/ship.h
@@ -23,4 +23,23 @@ 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() { return "ship"; }
+};
+
#endif /* SHIP_H */