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/* $Id$ */
/** @file src/roadveh.h Road vehicle states */
#ifndef ROADVEH_H
#define ROADVEH_H
#include "vehicle.h"
static inline bool IsRoadVehInDepot(const Vehicle* v)
{
assert(v->type == VEH_ROAD);
return v->u.road.state == 254;
}
static inline bool IsRoadVehInDepotStopped(const Vehicle* v)
{
return IsRoadVehInDepot(v) && v->vehstatus & VS_STOPPED;
}
void CcBuildRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcCloneRoadVeh(bool success, TileIndex tile, uint32 p1, uint32 p2);
/**
* 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) RoadVehicle();
*
* As side-effect the vehicle type is set correctly.
*/
struct RoadVehicle : public Vehicle {
/** Initializes the Vehicle to a road vehicle */
RoadVehicle() { this->type = VEH_ROAD; }
/** We want to 'destruct' the right class. */
virtual ~RoadVehicle() {}
const char *GetTypeString() const { return "road vehicle"; }
void MarkDirty();
void UpdateDeltaXY(Direction direction);
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
WindowClass GetVehicleListWindowClass() const { return WC_ROADVEH_LIST; }
bool IsPrimaryVehicle() const { return true; }
};
#endif /* ROADVEH_H */
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