summaryrefslogtreecommitdiff
path: root/src/vehicle.h
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2007-12-27 13:35:39 +0000
committerrubidium <rubidium@openttd.org>2007-12-27 13:35:39 +0000
commit384503e7d37f4b68c1480f6e6ca81adf84ef137d (patch)
tree7262db82a9e80413b5783b88be96602fdd29a485 /src/vehicle.h
parent4e66f5a04b3b1393a13fa81edfdd10243aaf13a4 (diff)
downloadopenttd-384503e7d37f4b68c1480f6e6ca81adf84ef137d.tar.xz
(svn r11706) -Codechange: split vehicle.h and remove another bunch of useless includes.
Diffstat (limited to 'src/vehicle.h')
-rw-r--r--src/vehicle.h824
1 files changed, 0 insertions, 824 deletions
diff --git a/src/vehicle.h b/src/vehicle.h
deleted file mode 100644
index 31f3dfa74..000000000
--- a/src/vehicle.h
+++ /dev/null
@@ -1,824 +0,0 @@
-/* $Id$ */
-
-/** @vehicle.h */
-
-#ifndef VEHICLE_H
-#define VEHICLE_H
-
-#include "vehicle_type.h"
-#include "track_type.h"
-#include "rail_type.h"
-#include "road_type.h"
-#include "cargo_type.h"
-#include "direction_type.h"
-#include "window_type.h"
-#include "gfx_type.h"
-#include "command_type.h"
-#include "date_type.h"
-#include "oldpool.h"
-#include "order.h"
-#include "cargopacket.h"
-#include "texteff.hpp"
-
-/** 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 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;
- byte user_def_data;
-
- /* 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;
-};
-
-DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
-
-/* Some declarations of functions, so we can make them friendly */
-struct SaveLoad;
-extern const SaveLoad *GetVehicleDescription(VehicleType vt);
-extern void AfterLoadVehicles();
-struct LoadgameState;
-extern bool LoadOldVehicle(LoadgameState *ls, int num);
-
-struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
- VehicleTypeByte type; ///< Type of vehicle
- byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
-
-private:
- Vehicle *next; // pointer to the next vehicle in the chain
- Vehicle *previous; // NOSAVE: pointer to the previous vehicle in the chain
- Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
-public:
- friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code
- friend void AfterLoadVehicles(); // So we can set the previous and first pointers while loading
- friend bool LoadOldVehicle(LoadgameState *ls, int num); // So we can set the proper next pointer while loading
-
- 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.
-
- SpriteID colormap; // NOSAVE: cached color mapping
-
- union {
- VehicleRail rail;
- VehicleAir air;
- VehicleRoad road;
- VehicleSpecial special;
- VehicleDisaster disaster;
- VehicleShip ship;
- } u;
-
-
- /**
- * Allocates a lot of vehicles.
- * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
- * @param num number of vehicles to allocate room for
- * @return true if there is room to allocate all the vehicles
- */
- static bool AllocateList(Vehicle **vl, int num);
-
- /** Create a new vehicle */
- Vehicle();
-
- /** Destroy all stuff that (still) needs the virtual functions to work properly */
- void PreDestructor();
- /** We want to 'destruct' the right class. */
- virtual ~Vehicle();
-
- 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);
-
- /**
- * Get a string 'representation' of the vehicle type.
- * @return the string representation.
- */
- virtual const char* GetTypeString() const { return "base vehicle"; }
-
- /**
- * Marks the vehicles to be redrawn and updates cached variables
- *
- * This method marks the area of the vehicle on the screen as dirty.
- * It can be use to repaint the vehicle.
- *
- * @ingroup dirty
- */
- 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; }
-
- /**
- * 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; }
-
- /**
- * Gets the speed in mph that can be sent into SetDParam for string processing.
- * @return the vehicle's speed
- */
- virtual int GetDisplaySpeed() const { return 0; }
-
- /**
- * Gets the maximum speed in mph that can be sent into SetDParam for string processing.
- * @return the vehicle's maximum speed
- */
- virtual int GetDisplayMaxSpeed() const { return 0; }
-
- /**
- * Gets the running cost of a vehicle
- * @return the vehicle's running cost
- */
- virtual Money GetRunningCost() const { return 0; }
-
- /**
- * Check whether the vehicle is in the depot.
- * @return true if and only if the vehicle is in the depot.
- */
- virtual bool IsInDepot() const { return false; }
-
- /**
- * Check whether the vehicle is in the depot *and* stopped.
- * @return true if and only if the vehicle is in the depot and stopped.
- */
- virtual bool IsStoppedInDepot() const { return this->IsInDepot() && (this->vehstatus & VS_STOPPED) != 0; }
-
- /**
- * Calls the tick handler of the vehicle
- */
- virtual void Tick() {};
-
- /**
- * Gets the running cost of a vehicle that can be sent into SetDParam for string processing.
- * @return the vehicle's running cost
- */
- Money GetDisplayRunningCost() const { return (this->GetRunningCost() >> 8); }
-
- /**
- * Is this vehicle a valid vehicle?
- * @return true if and only if the vehicle is valid.
- */
- inline bool IsValid() const { return this->type != VEH_INVALID; }
-
- /**
- * Set the next vehicle of this vehicle.
- * @param next the next vehicle. NULL removes the next vehicle.
- */
- void SetNext(Vehicle *next);
-
- /**
- * Get the next vehicle of this vehicle.
- * @note articulated parts are also counted as vehicles.
- * @return the next vehicle or NULL when there isn't a next vehicle.
- */
- inline Vehicle *Next() const { return this->next; }
-
- /**
- * Get the previous vehicle of this vehicle.
- * @note articulated parts are also counted as vehicles.
- * @return the previous vehicle or NULL when there isn't a previous vehicle.
- */
- inline Vehicle *Previous() const { return this->previous; }
-
- /**
- * Get the first vehicle of this vehicle chain.
- * @return the first vehicle of the chain.
- */
- inline Vehicle *First() const { return this->first; }
-};
-
-/**
- * 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);
-void VehiclePositionChanged(Vehicle *v);
-Vehicle *GetLastVehicleInChain(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();
-void ResetVehicleColorMap();
-void CheckVehicle32Day(Vehicle *v);
-
-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);
-Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile);
-
-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);
-
-UnitID GetFreeUnitNumber(VehicleType type);
-
-void TrainConsistChanged(Vehicle *v);
-void TrainPowerChanged(Vehicle *v);
-Money GetTrainRunningCost(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);
-void VehicleEnterDepot(Vehicle *v);
-
-void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g);
-
-CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
-bool CanBuildVehicleInfrastructure(VehicleType type);
-
-void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2);
-
-/* 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);
-
-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();
-}
-
-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 (v->IsValid())
-#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() && GetVehicle(index)->IsValid();
-}
-
-/* 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);
-}
-
-bool EnsureNoVehicleOnGround(TileIndex tile);
-
-/* This one is not used anymore. */
-VARDEF VehicleID _vehicle_id_ctr_day;
-VARDEF Vehicle *_place_clicked_vehicle;
-
-
-#endif /* VEHICLE_H */