mirror of
https://github.com/OpenTTD/OpenTTD.git
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(svn r12476) -Codechange: split type engine related types from engine.h (and openttd.h) to engine_type.h.
This commit is contained in:
parent
d97c16ee8b
commit
93d59fe448
@ -935,6 +935,10 @@
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RelativePath=".\..\src\engine.h"
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>
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</File>
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<File
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RelativePath=".\..\src\engine_type.h"
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>
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</File>
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<File
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RelativePath=".\..\src\core\enum_type.hpp"
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>
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@ -932,6 +932,10 @@
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RelativePath=".\..\src\engine.h"
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>
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</File>
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<File
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RelativePath=".\..\src\engine_type.h"
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>
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</File>
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<File
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RelativePath=".\..\src\core\enum_type.hpp"
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>
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@ -142,6 +142,7 @@ economy_func.h
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economy_type.h
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core/endian_func.hpp
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engine.h
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engine_type.h
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core/enum_type.hpp
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fileio.h
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fios.h
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@ -7,6 +7,7 @@
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#include "../../player_type.h"
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#include "../../vehicle_type.h"
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#include "../../date_type.h"
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#include "../../engine_type.h"
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/*
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* These defines can be altered to change the behavoir of the AI
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@ -6,6 +6,7 @@
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#define ARTICULATED_VEHICLES_H
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#include "vehicle_type.h"
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#include "engine_type.h"
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uint CountArticulatedParts(EngineID engine_type, bool purchase_window);
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uint16 *GetCapacityOfArticulatedParts(EngineID engine, VehicleType type);
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168
src/engine.h
168
src/engine.h
@ -5,157 +5,7 @@
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "rail_type.h"
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#include "cargo_type.h"
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#include "vehicle_type.h"
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#include "gfx_type.h"
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#include "date_type.h"
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#include "sound_type.h"
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#include "player_type.h"
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#include "strings_type.h"
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enum RailVehicleTypes {
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RAILVEH_SINGLEHEAD, ///< indicates a "standalone" locomotive
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RAILVEH_MULTIHEAD, ///< indicates a combination of two locomotives
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RAILVEH_WAGON, ///< simple wagon, not motorized
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};
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enum EngineClass {
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EC_STEAM,
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EC_DIESEL,
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EC_ELECTRIC,
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EC_MONORAIL,
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EC_MAGLEV,
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};
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struct RailVehicleInfo {
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byte image_index;
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RailVehicleTypes railveh_type;
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byte base_cost;
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RailTypeByte railtype;
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uint16 max_speed;
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uint16 power;
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uint16 weight;
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byte running_cost;
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byte running_cost_class;
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EngineClass engclass; ///< Class of engine for this vehicle
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byte capacity;
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CargoID cargo_type;
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byte ai_rank;
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byte ai_passenger_only; ///< Bit value to tell AI that this engine is for passenger use only
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uint16 pow_wag_power;
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byte pow_wag_weight;
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byte visual_effect; // NOTE: this is not 100% implemented yet, at the moment it is only used as a 'fallback' value
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// for when the 'powered wagon' callback fails. But it should really also determine what
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// kind of visual effect to generate for a vehicle (default, steam, diesel, electric).
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// Same goes for the callback result, which atm is only used to check if a wagon is powered.
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byte shorten_factor; ///< length on main map for this type is 8 - shorten_factor
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byte tractive_effort; ///< Tractive effort coefficient
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byte user_def_data; ///< Property 0x25: "User-defined bit mask" Used only for (very few) NewGRF vehicles
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};
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struct ShipVehicleInfo {
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byte image_index;
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byte base_cost;
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uint16 max_speed;
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CargoID cargo_type;
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uint16 capacity;
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byte running_cost;
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SoundFxByte sfx;
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bool refittable;
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};
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/* AircraftVehicleInfo subtypes, bitmask type.
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* If bit 0 is 0 then it is a helicopter, otherwise it is a plane
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* in which case bit 1 tells us whether it's a big(fast) plane or not */
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enum {
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AIR_HELI = 0,
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AIR_CTOL = 1, ///< Conventional Take Off and Landing, i.e. planes
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AIR_FAST = 2
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};
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struct AircraftVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte subtype;
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SoundFxByte sfx;
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byte acceleration;
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uint16 max_speed;
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byte mail_capacity;
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uint16 passenger_capacity;
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};
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struct RoadVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte running_cost_class;
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SoundFxByte sfx;
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byte max_speed;
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byte capacity;
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CargoID cargo_type;
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};
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/** Information about a vehicle
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* @see table/engines.h
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*/
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struct EngineInfo {
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Date base_intro;
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Year lifelength;
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Year base_life;
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byte unk2; ///< flag for carriage(bit 7) and decay speed(bits0..6)
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byte load_amount;
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byte climates;
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uint32 refit_mask;
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byte refit_cost;
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byte misc_flags;
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byte callbackmask;
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int8 retire_early; ///< Number of years early to retire vehicle
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StringID string_id; ///< Default name of engine
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};
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struct Engine {
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char *name; ///< Custom name of engine
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Date intro_date;
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Date age;
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uint16 reliability;
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uint16 reliability_spd_dec;
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uint16 reliability_start, reliability_max, reliability_final;
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uint16 duration_phase_1, duration_phase_2, duration_phase_3;
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byte lifelength;
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byte flags;
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uint8 preview_player_rank;
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byte preview_wait;
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byte player_avail;
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VehicleType type; ///< type, ie VEH_ROAD, VEH_TRAIN, etc.
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};
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/**
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* EngineInfo.misc_flags is a bitmask, with the following values
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*/
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enum {
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EF_RAIL_TILTS = 0, ///< Rail vehicle tilts in curves
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EF_ROAD_TRAM = 0, ///< Road vehicle is a tram/light rail vehicle
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EF_USES_2CC = 1, ///< Vehicle uses two company colours
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EF_RAIL_IS_MU = 2, ///< Rail vehicle is a multiple-unit (DMU/EMU)
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};
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/**
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* Engine.flags is a bitmask, with the following values.
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*/
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enum {
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ENGINE_AVAILABLE = 1, ///< This vehicle is available to everyone.
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ENGINE_EXCLUSIVE_PREVIEW = 2, ///< This vehicle is in the exclusive preview stage, either being used or being offered to a player.
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ENGINE_OFFER_WINDOW_OPEN = 4, ///< The exclusive offer window is currently open for a player.
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};
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enum {
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NUM_VEHICLE_TYPES = 6
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};
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static const EngineID INVALID_ENGINE = 0xFFFF;
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#include "engine_type.h"
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void SetupEngines();
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void StartupEngines();
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@ -172,20 +22,6 @@ void DeleteCustomEngineNames();
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bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player);
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CargoID GetEngineCargoType(EngineID engine);
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enum {
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NUM_NORMAL_RAIL_ENGINES = 54,
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NUM_MONORAIL_ENGINES = 30,
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NUM_MAGLEV_ENGINES = 32,
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NUM_TRAIN_ENGINES = NUM_NORMAL_RAIL_ENGINES + NUM_MONORAIL_ENGINES + NUM_MAGLEV_ENGINES,
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NUM_ROAD_ENGINES = 88,
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NUM_SHIP_ENGINES = 11,
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NUM_AIRCRAFT_ENGINES = 41,
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TOTAL_NUM_ENGINES = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES + NUM_AIRCRAFT_ENGINES,
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AIRCRAFT_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES,
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SHIP_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES,
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ROAD_ENGINES_INDEX = NUM_TRAIN_ENGINES,
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};
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static inline EngineID GetFirstEngineOfType(VehicleType type)
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{
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const EngineID start[] = {0, ROAD_ENGINES_INDEX, SHIP_ENGINES_INDEX, AIRCRAFT_ENGINES_INDEX};
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@ -263,8 +99,6 @@ static inline const RoadVehicleInfo* RoadVehInfo(EngineID e)
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return &_road_vehicle_info[e - ROAD_ENGINES_INDEX];
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}
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typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C code (see helpers.cpp)
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/* Engine list manipulators - current implementation is only C wrapper of CBlobT<EngineID> class (helpers.cpp) */
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void EngList_Create(EngineList *el); ///< Creates engine list
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void EngList_Destroy(EngineList *el); ///< Deallocate and destroy engine list
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177
src/engine_type.h
Normal file
177
src/engine_type.h
Normal file
@ -0,0 +1,177 @@
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/* $Id$ */
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/** @file engine_type.h Types related to engines. */
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#ifndef ENGINE_TYPE_H
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#define ENGINE_TYPE_H
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#include "rail_type.h"
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#include "cargo_type.h"
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#include "vehicle_type.h"
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#include "gfx_type.h"
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#include "date_type.h"
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#include "sound_type.h"
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#include "player_type.h"
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#include "strings_type.h"
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typedef uint16 EngineID;
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typedef uint16 EngineRenewID;
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typedef EngineID *EngineList; ///< engine list type placeholder acceptable for C code (see helpers.cpp)
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enum RailVehicleTypes {
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RAILVEH_SINGLEHEAD, ///< indicates a "standalone" locomotive
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RAILVEH_MULTIHEAD, ///< indicates a combination of two locomotives
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RAILVEH_WAGON, ///< simple wagon, not motorized
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};
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enum EngineClass {
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EC_STEAM,
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EC_DIESEL,
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EC_ELECTRIC,
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EC_MONORAIL,
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EC_MAGLEV,
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};
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struct RailVehicleInfo {
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byte image_index;
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RailVehicleTypes railveh_type;
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byte base_cost;
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RailTypeByte railtype;
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uint16 max_speed;
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uint16 power;
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uint16 weight;
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byte running_cost;
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byte running_cost_class;
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EngineClass engclass; ///< Class of engine for this vehicle
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byte capacity;
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CargoID cargo_type;
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byte ai_rank;
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byte ai_passenger_only; ///< Bit value to tell AI that this engine is for passenger use only
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uint16 pow_wag_power;
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byte pow_wag_weight;
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byte visual_effect; // NOTE: this is not 100% implemented yet, at the moment it is only used as a 'fallback' value
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// for when the 'powered wagon' callback fails. But it should really also determine what
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// kind of visual effect to generate for a vehicle (default, steam, diesel, electric).
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// Same goes for the callback result, which atm is only used to check if a wagon is powered.
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byte shorten_factor; ///< length on main map for this type is 8 - shorten_factor
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byte tractive_effort; ///< Tractive effort coefficient
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byte user_def_data; ///< Property 0x25: "User-defined bit mask" Used only for (very few) NewGRF vehicles
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};
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struct ShipVehicleInfo {
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byte image_index;
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byte base_cost;
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uint16 max_speed;
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CargoID cargo_type;
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uint16 capacity;
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byte running_cost;
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SoundFxByte sfx;
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bool refittable;
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};
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/* AircraftVehicleInfo subtypes, bitmask type.
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* If bit 0 is 0 then it is a helicopter, otherwise it is a plane
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* in which case bit 1 tells us whether it's a big(fast) plane or not */
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enum {
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AIR_HELI = 0,
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AIR_CTOL = 1, ///< Conventional Take Off and Landing, i.e. planes
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AIR_FAST = 2
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};
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struct AircraftVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte subtype;
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SoundFxByte sfx;
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byte acceleration;
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uint16 max_speed;
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byte mail_capacity;
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uint16 passenger_capacity;
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};
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struct RoadVehicleInfo {
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byte image_index;
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byte base_cost;
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byte running_cost;
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byte running_cost_class;
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SoundFxByte sfx;
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byte max_speed;
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byte capacity;
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CargoID cargo_type;
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};
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/** Information about a vehicle
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* @see table/engines.h
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*/
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struct EngineInfo {
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Date base_intro;
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Year lifelength;
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Year base_life;
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byte unk2; ///< flag for carriage(bit 7) and decay speed(bits0..6)
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byte load_amount;
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byte climates;
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uint32 refit_mask;
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byte refit_cost;
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byte misc_flags;
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byte callbackmask;
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int8 retire_early; ///< Number of years early to retire vehicle
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StringID string_id; ///< Default name of engine
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};
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struct Engine {
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char *name; ///< Custom name of engine
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Date intro_date;
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Date age;
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uint16 reliability;
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uint16 reliability_spd_dec;
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uint16 reliability_start, reliability_max, reliability_final;
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uint16 duration_phase_1, duration_phase_2, duration_phase_3;
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byte lifelength;
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byte flags;
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uint8 preview_player_rank;
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byte preview_wait;
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byte player_avail;
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VehicleType type; ///< type, ie VEH_ROAD, VEH_TRAIN, etc.
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};
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/**
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* EngineInfo.misc_flags is a bitmask, with the following values
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*/
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enum {
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EF_RAIL_TILTS = 0, ///< Rail vehicle tilts in curves
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EF_ROAD_TRAM = 0, ///< Road vehicle is a tram/light rail vehicle
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EF_USES_2CC = 1, ///< Vehicle uses two company colours
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EF_RAIL_IS_MU = 2, ///< Rail vehicle is a multiple-unit (DMU/EMU)
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};
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/**
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* Engine.flags is a bitmask, with the following values.
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*/
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enum {
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ENGINE_AVAILABLE = 1, ///< This vehicle is available to everyone.
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ENGINE_EXCLUSIVE_PREVIEW = 2, ///< This vehicle is in the exclusive preview stage, either being used or being offered to a player.
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ENGINE_OFFER_WINDOW_OPEN = 4, ///< The exclusive offer window is currently open for a player.
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};
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enum {
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NUM_VEHICLE_TYPES = 6
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};
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static const EngineID INVALID_ENGINE = 0xFFFF;
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enum {
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NUM_NORMAL_RAIL_ENGINES = 54,
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NUM_MONORAIL_ENGINES = 30,
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NUM_MAGLEV_ENGINES = 32,
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NUM_TRAIN_ENGINES = NUM_NORMAL_RAIL_ENGINES + NUM_MONORAIL_ENGINES + NUM_MAGLEV_ENGINES,
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NUM_ROAD_ENGINES = 88,
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NUM_SHIP_ENGINES = 11,
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NUM_AIRCRAFT_ENGINES = 41,
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TOTAL_NUM_ENGINES = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES + NUM_AIRCRAFT_ENGINES,
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AIRCRAFT_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES,
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SHIP_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES,
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ROAD_ENGINES_INDEX = NUM_TRAIN_ENGINES,
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};
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#endif /* ENGINE_TYPE_H */
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@ -10,12 +10,8 @@
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// Forward declarations of structs.
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typedef byte LandscapeID;
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typedef uint16 EngineID;
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typedef uint16 UnitID;
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/* IDs used in Pools */
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typedef uint16 EngineRenewID;
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enum GameModes {
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GM_MENU,
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GM_NORMAL,
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@ -21,6 +21,7 @@
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#include "cargopacket.h"
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#include "texteff.hpp"
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#include "group_type.h"
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#include "engine_type.h"
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/** Road vehicle states */
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enum RoadVehicleStates {
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@ -12,6 +12,7 @@
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#include "cargo_type.h"
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#include "command_type.h"
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#include "vehicle_type.h"
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#include "engine_type.h"
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#define is_custom_sprite(x) (x >= 0xFD)
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#define IS_CUSTOM_FIRSTHEAD_SPRITE(x) (x == 0xFD)
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@ -9,6 +9,7 @@
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#include "vehicle_type.h"
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#include "order_type.h"
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#include "station_type.h"
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#include "engine_type.h"
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void DrawVehicleProfitButton(const Vehicle *v, int x, int y);
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void ShowVehicleRefitWindow(const Vehicle *v, VehicleOrderID order);
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