436 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			436 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef VEHICLE_H
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#define VEHICLE_H
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#include "pool.h"
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#include "vehicle_gui.h"
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#include "order.h"
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typedef struct VehicleRail {
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	uint16 last_speed;		// NOSAVE: only used in UI
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	uint16 crash_anim_pos;
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	uint16 days_since_order_progr;
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	uint16 cached_weight; // cached power and weight for the vehicle.
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	uint32 cached_power;  // no need to save those, they are recomputed on load.
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	// NOSAVE: for wagon override - id of the first engine in train
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	// 0xffff == not in train
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	uint16 first_engine;
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	byte track;
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	byte force_proceed;
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	byte railtype;
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	byte flags;
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} VehicleRail;
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enum {
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	VRF_REVERSING = 0,
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	// used to calculate if train is going up or down
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	VRF_GOINGUP   = 1,
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	VRF_GOINGDOWN = 2,
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};
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typedef struct VehicleAir {
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	uint16 crashed_counter;
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	byte pos;
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  byte previous_pos;
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	uint16 targetairport;
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	byte state;
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} VehicleAir;
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typedef struct VehicleRoad {
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	byte state;
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	byte frame;
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	uint16 unk2;
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	byte overtaking;
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	byte overtaking_ctr;
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	uint16 crashed_ctr;
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	byte reverse_ctr;
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	struct RoadStop *slot;
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	byte slotindex;
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	byte slot_age;
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} VehicleRoad;
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typedef struct VehicleSpecial {
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	uint16 unk0;
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	byte unk2;
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} VehicleSpecial;
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typedef struct VehicleDisaster {
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	uint16 image_override;
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	uint16 unk2;
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} VehicleDisaster;
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typedef struct VehicleShip {
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	byte state;
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} VehicleShip;
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// not used ATM
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struct WorldSprite {
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	struct WorldSprite *next;			// next sprite in hash chain
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	uint16 image;			// sprite number for this vehicle
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	// screen coordinates
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	int16 left, top, right, bottom;
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	// world coordinates
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	int16 x;
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	int16 y;
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	byte z;
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	int8 x_offs;			// x offset for vehicle sprite
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	int8 y_offs;			// y offset for vehicle sprite
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	byte width;				// width of vehicle sprite
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	byte height;			// height of vehicle sprite
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	byte depth;				// depth of vehicle sprite
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	byte flags;				// draw flags
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};
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struct Vehicle {
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	byte type;				// type, ie roadven,train,ship,aircraft,special
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	byte subtype;			// subtype (for trains, 0 == loco, 4 wagon ??)
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	uint16 index;			// NOSAVE: Index in vehicle array
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	Vehicle *next;		// next
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	Vehicle *first;   // NOSAVE: pointer to the first vehicle in the chain
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	StringID string_id; // Displayed string
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	UnitID unitnumber;	// unit number, for display purposes only
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	byte owner;				// which player owns the vehicle?
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	TileIndex tile;		// Current tile index
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	TileIndex dest_tile; // Heading for this tile
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	int32 x_pos;			// coordinates
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	int32 y_pos;
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	byte z_pos;
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	byte direction;		// facing
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	byte spritenum; // currently displayed sprite index
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	                // 0xfd == custom sprite, 0xfe == custom second head sprite
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	                // 0xff == reserved for another custom sprite
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	uint16 cur_image; // sprite number for this vehicle
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	byte sprite_width;// width of vehicle sprite
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	byte sprite_height;// height of vehicle sprite
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	byte z_height;		// z-height of vehicle sprite
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	int8 x_offs;			// x offset for vehicle sprite
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	int8 y_offs;			// y offset for vehicle sprite
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	uint16 engine_type;
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	// for randomized variational spritegroups
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	// bitmask used to resolve them; parts of it get reseeded when triggers
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	// of corresponding spritegroups get matched
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	byte random_bits;
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	byte waiting_triggers; // triggers to be yet matched
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	uint16 max_speed;	// maximum speed
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	uint16 cur_speed;	// current speed
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	byte subspeed;		// fractional speed
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	byte acceleration; // used by train & aircraft
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	byte progress;
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	byte vehstatus;		// Status
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	uint16 last_station_visited;
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	byte cargo_type;	// type of cargo this vehicle is carrying
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	byte cargo_days; // how many days have the pieces been in transit
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	uint16 cargo_source;// source of cargo
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	uint16 cargo_cap;	// total capacity
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	uint16 cargo_count;// how many pieces are used
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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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	/* Begin Order-stuff */
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	Order current_order;  //! The current order (+ status, like: loading)
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	byte 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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	byte num_orders;      //! How many orders there are in the list
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	Vehicle *next_shared; //! If not NULL, this points to the next vehicle that shared the order
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	Vehicle *prev_shared; //! If not NULL, this points to the prev vehicle that shared the order
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	/* End Order-stuff */
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	// Boundaries for the current position in the world and a next hash link.
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	// NOSAVE: All of those can be updated with VehiclePositionChanged()
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	int32 left_coord;
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	int32 top_coord;
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	int32 right_coord;
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	int32 bottom_coord;
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	uint16 next_hash;
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	// Related to age and service time
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	uint16 age;				// Age in days
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	uint16 max_age;		// Maximum age
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	uint16 date_of_last_service;
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	uint16 service_interval;
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	uint16 reliability;
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	uint16 reliability_spd_dec;
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	byte breakdown_ctr;
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	byte breakdown_delay;
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	byte breakdowns_since_last_service;
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	byte breakdown_chance;
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	byte build_year;
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	uint16 load_unload_time_rem;
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	int32 profit_this_year;
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	int32 profit_last_year;
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	uint32 value;
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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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		VehicleSpecial special;
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		VehicleDisaster disaster;
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		VehicleShip ship;
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	} u;
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};
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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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#define is_custom_secondhead_sprite(x) (x == 0xfe)
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enum {
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	VEH_Train = 0x10,
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	VEH_Road = 0x11,
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	VEH_Ship = 0x12,
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	VEH_Aircraft = 0x13,
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	VEH_Special = 0x14,
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	VEH_Disaster = 0x15,
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};
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enum VehStatus {
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	VS_HIDDEN = 1,
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	VS_STOPPED = 2,
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	VS_UNCLICKABLE = 4,
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	VS_DEFPAL = 0x8,
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	VS_TRAIN_SLOWING = 0x10,
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	VS_DISASTER = 0x20,
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	VS_AIRCRAFT_BROKEN = 0x40,
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	VS_CRASHED = 0x80,
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};
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// 1 and 3 do not appear to be used
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enum TrainSubtype {
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	TS_Front_Engine = 0,
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	TS_Not_First = 2,
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	TS_Free_Car = 4,
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};
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/* Effect vehicle types */
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typedef enum EffectVehicle {
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	EV_CHIMNEY_SMOKE   = 0,
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	EV_STEAM_SMOKE     = 1,
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	EV_DIESEL_SMOKE    = 2,
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	EV_ELECTRIC_SPARK  = 3,
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	EV_SMOKE           = 4,
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	EV_EXPLOSION_LARGE = 5,
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	EV_BREAKDOWN_SMOKE = 6,
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	EV_EXPLOSION_SMALL = 7,
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	EV_BULLDOZER       = 8,
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	EV_BUBBLE          = 9
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} EffectVehicle;
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typedef void VehicleTickProc(Vehicle *v);
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typedef void *VehicleFromPosProc(Vehicle *v, void *data);
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void VehicleServiceInDepot(Vehicle *v);
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Vehicle *AllocateVehicle(void);
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Vehicle *ForceAllocateVehicle(void);
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Vehicle *ForceAllocateSpecialVehicle(void);
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void UpdateVehiclePosHash(Vehicle *v, int x, int y);
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void VehiclePositionChanged(Vehicle *v);
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void AfterLoadVehicles(void);
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Vehicle *GetLastVehicleInChain(Vehicle *v);
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Vehicle *GetPrevVehicleInChain(const Vehicle *v);
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Vehicle *GetFirstVehicleInChain(const Vehicle *v);
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int CountVehiclesInChain(Vehicle *v);
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void DeleteVehicle(Vehicle *v);
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void DeleteVehicleChain(Vehicle *v);
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
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void CallVehicleTicks(void);
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Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
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void InitializeTrains(void);
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bool CanFillVehicle(Vehicle *v);
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void ViewportAddVehicles(DrawPixelInfo *dpi);
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void TrainEnterDepot(Vehicle *v, uint tile);
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void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building) ;
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/* train_cmd.h */
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int GetTrainImage(const Vehicle *v, byte direction);
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int GetAircraftImage(Vehicle *v, byte direction);
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int GetRoadVehImage(Vehicle *v, byte direction);
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int GetShipImage(Vehicle *v, byte direction);
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
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uint32 VehicleEnterTile(Vehicle *v, uint tile, int x, int y);
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void VehicleInTheWayErrMsg(Vehicle *v);
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Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z);
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TileIndex GetVehicleOutOfTunnelTile(const Vehicle *v);
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bool UpdateSignalsOnSegment(uint tile, byte direction);
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void SetSignalsOnBothDir(uint tile, byte track);
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Vehicle *CheckClickOnVehicle(ViewPort *vp, int x, int y);
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//uint GetVehicleWeight(Vehicle *v);
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void DecreaseVehicleValue(Vehicle *v);
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void CheckVehicleBreakdown(Vehicle *v);
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void AgeVehicle(Vehicle *v);
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void MaybeReplaceVehicle(Vehicle *v);
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void BeginVehicleMove(Vehicle *v);
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void EndVehicleMove(Vehicle *v);
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bool IsAircraftHangarTile(TileIndex tile);
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void ShowAircraftViewWindow(Vehicle *v);
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UnitID GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v);
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void UpdateTrainAcceleration(Vehicle *v);
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int32 GetTrainRunningCost(Vehicle *v);
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int CheckTrainStoppedInDepot(const Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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typedef struct GetNewVehiclePosResult {
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	int x,y;
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	uint old_tile;
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	uint new_tile;
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} GetNewVehiclePosResult;
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/* returns true if staying in the same tile */
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bool GetNewVehiclePos(Vehicle *v, GetNewVehiclePosResult *gp);
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byte GetDirectionTowards(Vehicle *v, int x, int y);
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#define BEGIN_ENUM_WAGONS(v) do {
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#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
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/* vehicle.c */
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VARDEF SortStruct *_vehicle_sort;
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extern MemoryPool _vehicle_pool;
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/**
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 * Get the pointer to the vehicle with index 'index'
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 */
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static inline Vehicle *GetVehicle(VehicleID index)
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{
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	return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
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}
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/**
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 * Get the current size of the VehiclePool
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 */
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static inline uint16 GetVehiclePoolSize(void)
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{
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	return _vehicle_pool.total_items;
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}
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#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL)
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#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
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/**
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 * Check if a Vehicle really exists.
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 */
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static inline bool IsValidVehicle(Vehicle* v)
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{
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	return v->type != 0;
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}
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/**
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 * Check if an index is a vehicle-index (so between 0 and max-vehicles)
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 *
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 * @return Returns true if the vehicle-id is in range
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 */
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static inline bool IsVehicleIndex(uint index)
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{
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	if (index < GetVehiclePoolSize())
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		return true;
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	return false;
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}
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/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
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static inline Order *GetVehicleOrder(const Vehicle *v, int index)
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{
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	Order *order = v->orders;
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	if (index < 0)
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		return NULL;
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	while (order != NULL && index-- > 0)
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		order = order->next;
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	return order;
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}
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/* Returns the last order of a vehicle, or NULL if it doesn't exists */
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static inline Order *GetLastVehicleOrder(const Vehicle *v)
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{
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	Order *order = v->orders;
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	if (order == NULL)
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		return NULL;
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	while (order->next != NULL)
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		order = order->next;
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	return order;
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}
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/* Get the first vehicle of a shared-list, so we only have to walk forwards */
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static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
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{
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	Vehicle *u = v;
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	while (u->prev_shared != NULL)
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		u = u->prev_shared;
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	return u;
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}
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// NOSAVE: Can be regenerated by inspecting the vehicles.
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VARDEF VehicleID _vehicle_position_hash[0x1000];
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// NOSAVE: Return values from various commands.
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VARDEF VehicleID _new_train_id;
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VARDEF VehicleID _new_wagon_id;
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VARDEF VehicleID _new_aircraft_id;
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VARDEF VehicleID _new_ship_id;
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VARDEF VehicleID _new_roadveh_id;
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VARDEF uint16 _aircraft_refit_capacity;
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VARDEF byte _cmd_build_rail_veh_score;
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VARDEF byte _cmd_build_rail_veh_var1;
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// for each player, for each vehicle type, keep a list of the vehicles.
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//VARDEF Vehicle *_vehicle_arr[8][4];
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#define INVALID_VEHICLE 0xffff
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/* A lot of code calls for the invalidation of the status bar, which is widget 5.
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 * Best is to have a virtual value for it when it needs to change again */
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#define STATUS_BAR 5
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#endif /* VEHICLE_H */
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