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Location: cpp/openttd-patchpack/source/src/engine_type.h
r9859:8c15dba58099
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(svn r14004) -Codechange: Clean of drop down lists.
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
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/** @file engine_type.h Types related to engines. */
#ifndef ENGINE_TYPE_H
#define ENGINE_TYPE_H
#include "rail_type.h"
#include "cargo_type.h"
#include "vehicle_type.h"
#include "gfx_type.h"
#include "date_type.h"
#include "sound_type.h"
#include "player_type.h"
#include "strings_type.h"
typedef uint16 EngineID;
typedef uint16 EngineRenewID;
struct Engine;
enum RailVehicleTypes {
RAILVEH_SINGLEHEAD, ///< indicates a "standalone" locomotive
RAILVEH_MULTIHEAD, ///< indicates a combination of two locomotives
RAILVEH_WAGON, ///< simple wagon, not motorized
};
enum EngineClass {
EC_STEAM,
EC_DIESEL,
EC_ELECTRIC,
EC_MONORAIL,
EC_MAGLEV,
};
struct RailVehicleInfo {
byte image_index;
RailVehicleTypes railveh_type;
byte base_cost; ///< Purchase cost factor; For multiheaded engines the sum of both engine prices.
RailTypeByte railtype;
uint16 max_speed;
uint16 power; ///< Power of engine; For multiheaded engines the sum of both engine powers.
uint16 weight; ///< Weight of vehicle; For multiheaded engines the weight of each single engine.
byte running_cost; ///< Running cost of engine; For multiheaded engines the sum of both running costs.
byte running_cost_class;
EngineClass engclass; ///< Class of engine for this vehicle
byte capacity; ///< Cargo capacity of vehicle; For multiheaded engines the capacity of each single engine.
CargoID cargo_type;
byte ai_rank;
byte ai_passenger_only; ///< Bit value to tell AI that this engine is for passenger use only
uint16 pow_wag_power;
byte pow_wag_weight;
byte visual_effect; // NOTE: this is not 100% implemented yet, at the moment it is only used as a 'fallback' value
// for when the 'powered wagon' callback fails. But it should really also determine what
// kind of visual effect to generate for a vehicle (default, steam, diesel, electric).
// Same goes for the callback result, which atm is only used to check if a wagon is powered.
byte shorten_factor; ///< length on main map for this type is 8 - shorten_factor
byte tractive_effort; ///< Tractive effort coefficient
byte user_def_data; ///< Property 0x25: "User-defined bit mask" Used only for (very few) NewGRF vehicles
};
struct ShipVehicleInfo {
byte image_index;
byte base_cost;
uint16 max_speed;
CargoID cargo_type;
uint16 capacity;
byte running_cost;
SoundFxByte sfx;
bool refittable;
};
/* AircraftVehicleInfo subtypes, bitmask type.
* If bit 0 is 0 then it is a helicopter, otherwise it is a plane
* in which case bit 1 tells us whether it's a big(fast) plane or not */
enum {
AIR_HELI = 0,
AIR_CTOL = 1, ///< Conventional Take Off and Landing, i.e. planes
AIR_FAST = 2
};
struct AircraftVehicleInfo {
byte image_index;
byte base_cost;
byte running_cost;
byte subtype;
SoundFxByte sfx;
byte acceleration;
uint16 max_speed;
byte mail_capacity;
uint16 passenger_capacity;
};
struct RoadVehicleInfo {
byte image_index;
byte base_cost;
byte running_cost;
byte running_cost_class;
SoundFxByte sfx;
byte max_speed;
byte capacity;
CargoID cargo_type;
};
/** Information about a vehicle
* @see table/engines.h
*/
struct EngineInfo {
Date base_intro;
Year lifelength;
Year base_life;
byte decay_speed;
byte load_amount;
byte climates;
uint32 refit_mask;
byte refit_cost;
byte misc_flags;
byte callbackmask;
int8 retire_early; ///< Number of years early to retire vehicle
StringID string_id; ///< Default name of engine
};
/**
* EngineInfo.misc_flags is a bitmask, with the following values
*/
enum {
EF_RAIL_TILTS = 0, ///< Rail vehicle tilts in curves
EF_ROAD_TRAM = 0, ///< Road vehicle is a tram/light rail vehicle
EF_USES_2CC = 1, ///< Vehicle uses two company colours
EF_RAIL_IS_MU = 2, ///< Rail vehicle is a multiple-unit (DMU/EMU)
};
/**
* Engine.flags is a bitmask, with the following values.
*/
enum {
ENGINE_AVAILABLE = 1, ///< This vehicle is available to everyone.
ENGINE_EXCLUSIVE_PREVIEW = 2, ///< This vehicle is in the exclusive preview stage, either being used or being offered to a player.
ENGINE_OFFER_WINDOW_OPEN = 4, ///< The exclusive offer window is currently open for a player.
};
enum {
NUM_VEHICLE_TYPES = 6
};
static const EngineID INVALID_ENGINE = 0xFFFF;
#endif /* ENGINE_TYPE_H */
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