427 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			427 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef VEHICLE_H
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#define VEHICLE_H
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#include "vehicle_gui.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 = 1,
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	// used to calculate if train is going up or down
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	VRF_GOINGUP = 2,
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	VRF_GOINGDOWN = 4,
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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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	byte 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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} 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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	uint16 next_in_chain_old; // Next vehicle index for chained vehicles
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	Vehicle *next;		// next
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	StringID string_id; // Displayed string
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	byte 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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	int16 x_pos;			// coordinates
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	int16 y_pos;
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	byte z_pos;
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	byte direction;		// facing
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	uint16 cur_image; // sprite number for this vehicle
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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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	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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	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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	byte 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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	byte 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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	// related to the current order
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	byte cur_order_index;
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	byte num_orders;
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	byte next_order;
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	byte next_order_param;
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	uint16 *schedule_ptr;
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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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	int16 left_coord, top_coord, right_coord, 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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struct Depot {
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	TileIndex xy;
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	uint16 town_index;
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};
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// train checkpoint
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struct Checkpoint {
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	TileIndex xy;
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	uint16 town_or_string; // if this is 0xC000, it's a string id, otherwise a town.
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	ViewportSign sign;
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	uint16 build_date;
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	byte stat_id;
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	byte deleted;					 // this is a delete counter. when it reaches 0, the checkpoint struct is deleted.
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};
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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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/* Order types */
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enum {
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	OT_NOTHING = 0,
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	OT_GOTO_STATION = 1,
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	OT_GOTO_DEPOT = 2,
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	OT_LOADING = 3,
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	OT_LEAVESTATION = 4,
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	OT_DUMMY = 5,
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	OT_GOTO_CHECKPOINT = 6,
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	OT_MASK = 0x1F,
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};
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/* Order flags */
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enum {
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	OF_UNLOAD = 0x20,
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	OF_FULL_LOAD = 0x40, // Also used when to force an aircraft into a depot.
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	OF_NON_STOP = 0x80,
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	OF_MASK = 0xE0,
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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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/* Effect vehicle types */
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enum {
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	EV_INDUSTRYSMOKE = 0,
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	EV_STEAM_SMOKE = 1,
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	EV_SMOKE_1 = 2,
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	EV_SMOKE_2 = 3,
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	EV_SMOKE_3 = 4,
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	EV_CRASHED_SMOKE = 5,
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	EV_BREAKDOWN_SMOKE = 6,
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	EV_DEMOLISH = 7,
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	EV_ROADWORK = 8,
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	EV_INDUSTRY_SMOKE = 9,
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};
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typedef void VehicleTickProc(Vehicle *v);
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typedef void *VehicleFromPosProc(Vehicle *v, void *data);
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typedef struct {
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	byte orderindex;
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	uint16 order[41];
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	uint16 service_interval;
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	char name[32];
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} BackuppedOrders;
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void BackupVehicleOrders(Vehicle *v, BackuppedOrders *order);
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void RestoreVehicleOrders(Vehicle *v, BackuppedOrders *order);
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Vehicle *AllocateVehicle();
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Vehicle *ForceAllocateVehicle();
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Vehicle *ForceAllocateSpecialVehicle();
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void UpdateVehiclePosHash(Vehicle *v, int x, int y);
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void InitializeVehicles();
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void VehiclePositionChanged(Vehicle *v);
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void AfterLoadVehicles();
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Vehicle *GetLastVehicleInChain(Vehicle *v);
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Vehicle *GetPrevVehicleInChain(Vehicle *v);
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Vehicle *GetFirstVehicleInChain(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();
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void DeleteVehicleSchedule(Vehicle *v);
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Vehicle *IsScheduleShared(Vehicle *v);
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Depot *AllocateDepot();
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Checkpoint *AllocateCheckpoint();
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void UpdateCheckpointSign(Checkpoint *cp);
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void RedrawCheckpointSign(Checkpoint *cp);
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void InitializeTrains();
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bool IsTrainDepotTile(TileIndex tile);
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bool IsRoadDepotTile(TileIndex tile);
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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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/* train_cmd.h */
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int GetTrainImage(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, int type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, int type);
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Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int 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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uint GetVehicleOutOfTunnelTile(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 MaybeRenewVehicle(Vehicle *v, int32 build_cost);
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void DeleteCommandFromVehicleSchedule(uint cmd);
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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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void InvalidateVehicleOrderWidget(Vehicle *v);
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bool IsShipDepotTile(TileIndex tile);
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uint GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v);
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int GetDepotByTile(uint tile);
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uint GetCheckpointByTile(uint tile);
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void DoDeleteDepot(uint tile);
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void UpdateTrainAcceleration(Vehicle *v);
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int32 GetTrainRunningCost(Vehicle *v);
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int CheckStoppedInDepot(Vehicle *v);
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int ScheduleHasDepotOrders(uint16 *schedule);
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int CheckOrders(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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#define DEREF_VEHICLE(i) (&_vehicles[i])
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#define FOR_ALL_VEHICLES(v) for(v=_vehicles; v != endof(_vehicles); v++)
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/* vehicle.c */
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enum {
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	NUM_NORMAL_VEHICLES = 2048,
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	NUM_SPECIAL_VEHICLES = 512,
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	NUM_VEHICLES = NUM_NORMAL_VEHICLES + NUM_SPECIAL_VEHICLES
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};
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VARDEF Vehicle _vehicles[NUM_VEHICLES];
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VARDEF uint16 _order_array[5000];
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VARDEF uint16 *_ptr_to_next_order;
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VARDEF Depot _depots[255];
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// 128 checkpoints
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VARDEF Checkpoint _checkpoints[128];
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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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// NOSAVE: Player specific info
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VARDEF TileIndex _last_built_train_depot_tile;
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VARDEF TileIndex _last_built_road_depot_tile;
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VARDEF TileIndex _last_built_aircraft_depot_tile;
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VARDEF TileIndex _last_built_ship_depot_tile;
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VARDEF TileIndex _backup_orders_tile;
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VARDEF BackuppedOrders _backup_orders_data[1];
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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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#define SERVICE_INTERVAL (_patches.servint_ispercent ? (v->reliability > _engines[v->engine_type].reliability * (100 - v->service_interval) / 100) : (v->date_of_last_service + v->service_interval > _date))
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#define MIN_SERVINT_PERCENT  5
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#define MAX_SERVINT_PERCENT 90
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#define MIN_SERVINT_DAYS    30
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#define MAX_SERVINT_DAYS   800
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#endif /* VEHICLE_H */
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