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/* $Id$ */
/** @file ship.h Base for ships. */
#ifndef SHIP_H
#define SHIP_H
#include "vehicle_base.h"
#include "engine_func.h"
#include "engine_base.h"
#include "economy_func.h"
void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void RecalcShipStuff(Vehicle *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
/**
* All ships have this type.
*/
struct Ship: public SpecializedVehicle<Ship, VEH_SHIP> {
TrackBitsByte state;
/** We want to 'destruct' the right class. */
virtual ~Ship() { this->PreDestructor(); }
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; }
void PlayLeaveStationSound() const;
bool IsPrimaryVehicle() const { return true; }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
int GetDisplayMaxSpeed() const { return this->max_speed / 2; }
Money GetRunningCost() const;
bool IsInDepot() const { return this->state == TRACK_BIT_DEPOT; }
bool Tick();
void OnNewDay();
Trackdir GetVehicleTrackdir() const;
TileIndex GetOrderStationLocation(StationID station);
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
};
#define FOR_ALL_SHIPS(var) FOR_ALL_VEHICLES_OF_TYPE(Ship, var)
#endif /* SHIP_H */
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