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-rw-r--r--vehicle.h106
1 files changed, 53 insertions, 53 deletions
diff --git a/vehicle.h b/vehicle.h
index 86c9ffa87..616e7495e 100644
--- a/vehicle.h
+++ b/vehicle.h
@@ -8,24 +8,24 @@
#include "rail.h"
enum {
- VEH_Invalid = 0,
- VEH_Train = 0x10,
- VEH_Road = 0x11,
- VEH_Ship = 0x12,
+ VEH_Invalid = 0x00,
+ VEH_Train = 0x10,
+ VEH_Road = 0x11,
+ VEH_Ship = 0x12,
VEH_Aircraft = 0x13,
- VEH_Special = 0x14,
+ VEH_Special = 0x14,
VEH_Disaster = 0x15,
} ;
enum VehStatus {
- VS_HIDDEN = 1,
- VS_STOPPED = 2,
- VS_UNCLICKABLE = 4,
- VS_DEFPAL = 0x8,
- VS_TRAIN_SLOWING = 0x10,
- VS_SHADOW = 0x20,
+ 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,
+ VS_CRASHED = 0x80,
};
/* Effect vehicle types */
@@ -81,14 +81,14 @@ typedef struct VehicleRail {
} VehicleRail;
enum {
- VRF_REVERSING = 0,
+ VRF_REVERSING = 0,
// used to calculate if train is going up or down
- VRF_GOINGUP = 1,
- VRF_GOINGDOWN = 2,
+ VRF_GOINGUP = 1,
+ VRF_GOINGDOWN = 2,
// used to store if a wagon is powered or not
- VRF_POWEREDWAGON = 3,
+ VRF_POWEREDWAGON = 3,
// used to reverse the visible direction of the vehicle
VRF_REVERSE_DIRECTION = 4,
@@ -130,63 +130,63 @@ typedef struct VehicleShip {
struct Vehicle {
- byte type; // type, ie roadven,train,ship,aircraft,special
- byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
+ byte type; // type, ie roadven,train,ship,aircraft,special
+ byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
- VehicleID index; // NOSAVE: Index in vehicle array
+ 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
+ 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
+ StringID string_id; // Displayed string
- UnitID unitnumber; // unit number, for display purposes only
- PlayerID owner; // which player owns the vehicle?
+ UnitID unitnumber; // unit number, for display purposes only
+ PlayerID owner; // which player owns the vehicle?
- TileIndex tile; // Current tile index
- TileIndex dest_tile; // Heading for this tile
+ TileIndex tile; // Current tile index
+ TileIndex dest_tile; // Heading for this tile
- int32 x_pos; // coordinates
+ int32 x_pos; // coordinates
int32 y_pos;
byte z_pos;
- byte 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
+ byte 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;
// 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
+ 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
+ uint16 max_speed; // maximum speed
+ uint16 cur_speed; // current speed
+ byte subspeed; // fractional speed
+ byte acceleration; // used by train & aircraft
byte progress;
- byte vehstatus; // Status
+ byte vehstatus; // Status
StationID last_station_visited;
- CargoID cargo_type; // type of cargo this vehicle is carrying
- byte cargo_days; // how many days have the pieces been in transit
- StationID cargo_source;// source of cargo
- uint16 cargo_cap; // total capacity
- uint16 cargo_count;// how many pieces are used
+ CargoID cargo_type; // type of cargo this vehicle is carrying
+ byte cargo_days; // how many days have the pieces been in transit
+ StationID cargo_source; // source of cargo
+ uint16 cargo_cap; // total capacity
+ uint16 cargo_count; // how many pieces are used
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
- byte day_counter; // increased by one for each day
- byte tick_counter;// increased by one for each tick
+ 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)
@@ -220,7 +220,7 @@ struct Vehicle {
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
+ 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;