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@@ -203,26 +203,24 @@ private:
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Vehicle *next; ///< pointer to the next vehicle in the chain
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Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
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Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
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Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
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Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
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Vehicle *first_shared; ///< NOSAVE: pointer to the first vehicle in the shared order chain
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public:
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friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
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friend void AfterLoadVehicles(bool clear_te_id); ///< So we can set the previous and first pointers while loading
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friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
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Vehicle *depot_list; ///< NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
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char *name; ///< Name of vehicle
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TileIndex tile; ///< Current tile index
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/**
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* Heading for this tile.
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* For airports and train stations this tile does not necessarily belong to the destination station,
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* but it can be used for heuristical purposes to estimate the distance.
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*/
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TileIndex dest_tile;
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Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
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@@ -300,26 +298,24 @@ public:
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byte day_counter; ///< Increased by one for each day
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byte tick_counter; ///< Increased by one for each tick
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byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
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byte vehstatus; ///< Status
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Order current_order; ///< The current order (+ status, like: loading)
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VehicleOrderID num_orders; ///< How many orders there are in the list
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VehicleOrderID cur_order_index; ///< The index to the current order
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Order *orders; ///< Pointer to the first order for this vehicle
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bool leave_depot_instantly; ///< NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
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byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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uint16 load_unload_time_rem;
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GroupID group_id; ///< Index of group Pool array
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byte subtype; ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
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union {
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VehicleRail rail;
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VehicleAir air;
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VehicleRoad road;
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VehicleEffect effect;
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