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/* $Id$ */
/** @vehicle.h Functions related to vehicles. */
#ifndef VEHICLE_FUNC_H
#define VEHICLE_FUNC_H
#include "tile_type.h"
#include "strings_type.h"
#include "gfx_type.h"
#include "direction_type.h"
#include "cargo_type.h"
#include "command_type.h"
#include "vehicle_type.h"
#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();
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);
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);
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(const Vehicle *v);
void EndVehicleMove(const Vehicle *v);
void MarkSingleVehicleDirty(const 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);
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 true if staying in the same tile */
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v);
Direction GetDirectionTowards(const Vehicle *v, int x, int y);
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 BaseVehicle *v)
{
return IsPlayerBuildableVehicleType(v->type);
}
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);
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 BaseVehicle *v)
{
return GetCmdBuildVeh(v->type);
}
static inline uint32 GetCmdSellVeh(VehicleType type)
{
return _veh_sell_proc_table[type];
}
static inline uint32 GetCmdSellVeh(const BaseVehicle *v)
{
return GetCmdSellVeh(v->type);
}
static inline uint32 GetCmdRefitVeh(VehicleType type)
{
return _veh_refit_proc_table[type];
}
static inline uint32 GetCmdRefitVeh(const BaseVehicle *v)
{
return GetCmdRefitVeh(v->type);
}
static inline uint32 GetCmdSendToDepot(VehicleType type)
{
return _send_to_depot_proc_table[type];
}
static inline uint32 GetCmdSendToDepot(const BaseVehicle *v)
{
return GetCmdSendToDepot(v->type);
}
bool EnsureNoVehicleOnGround(TileIndex tile);
void StopAllVehicles();
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);
extern VehicleID _vehicle_id_ctr_day;
extern Vehicle *_place_clicked_vehicle;
extern VehicleID _new_vehicle_id;
extern uint16 _returned_refit_capacity;
#endif /* VEHICLE_H */
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