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Location: cpp/openttd-patchpack/source/src/ship.h - annotation
r6627:bb567115c5e9
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(svn r9847) -Update: WebTranslator2 update to 2007-05-15 19:41:41
estonian - 10 fixed by kristjans (10)
japanese - 9 fixed by ickoonite (9)
traditional_chinese - 21 changed by xbddc (21)
estonian - 10 fixed by kristjans (10)
japanese - 9 fixed by ickoonite (9)
traditional_chinese - 21 changed by xbddc (21)
r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r6420:01087f989fd1 r6420:01087f989fd1 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5783:ae2c1b6ea3a9 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5972:0afe141fca29 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r6259:e2dba394134b r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r5475:3f5cd13d1b63 r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6552:7cade7798fcb r6563:67c636a8e3d4 r6553:04028e73a0f7 r6558:469828caa298 r6563:67c636a8e3d4 r6563:67c636a8e3d4 r6593:469af92ae569 r6552:7cade7798fcb r6552:7cade7798fcb r5475:3f5cd13d1b63 | /* $Id$ */
/** @file ship.h */
#ifndef SHIP_H
#define SHIP_H
#include "vehicle.h"
void CcBuildShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcCloneShip(bool success, TileIndex tile, uint32 p1, uint32 p2);
void RecalcShipStuff(Vehicle *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
static inline bool IsShipInDepot(const Vehicle* v)
{
assert(v->type == VEH_SHIP);
return v->u.ship.state == 0x80;
}
static inline bool IsShipInDepotStopped(const Vehicle* v)
{
return IsShipInDepot(v) && v->vehstatus & VS_STOPPED;
}
/**
* 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) Ship();
*
* As side-effect the vehicle type is set correctly.
*/
struct Ship: public Vehicle {
/** Initializes the Vehicle to a ship */
Ship() { this->type = VEH_SHIP; }
/** We want to 'destruct' the right class. */
virtual ~Ship() {}
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; }
WindowClass GetVehicleListWindowClass() const { return WC_SHIPS_LIST; }
void PlayLeaveStationSound() const;
};
#endif /* SHIP_H */
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