445 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			445 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#ifndef VEHICLE_H
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#define VEHICLE_H
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#include "pool.h"
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#include "order.h"
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#include "rail.h"
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enum {
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	VEH_Invalid = 0,
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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_SHADOW = 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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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 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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	// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
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	uint16 cached_max_speed;  // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
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	uint32 cached_power;      // total power of the consist.
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	uint8 cached_veh_length;  // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
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	uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
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	// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
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	uint16 cached_weight;     // total weight of the consist.
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	uint16 cached_veh_weight; // weight of the vehicle.
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	/**
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	 * Position/type of visual effect.
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	 * bit 0 - 3 = position of effect relative to vehicle. (0 = front, 8 = centre, 15 = rear)
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	 * bit 4 - 5 = type of effect. (0 = default for engine class, 1 = steam, 2 = diesel, 3 = electric)
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	 * bit     6 = disable visual effect.
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	 * bit     7 = disable powered wagons.
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	 */
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	byte cached_vis_effect;
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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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	EngineID 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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	RailTypeMask compatible_railtypes;
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	byte flags;
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	// Link between the two ends of a multiheaded engine
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	Vehicle *other_multiheaded_part;
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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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	// used to store if a wagon is powered or not
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	VRF_POWEREDWAGON = 3,
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	// used to reverse the visible direction of the vehicle
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	VRF_REVERSE_DIRECTION = 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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	StationID 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 blocked_ctr;
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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 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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struct Vehicle {
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	byte type;	// type, ie roadven,train,ship,aircraft,special
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	byte subtype;     // subtype (Filled with values from EffectVehicles or TrainSubTypes)
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	VehicleID 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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	Vehicle *depot_list;	//NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
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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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	PlayerID 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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	EngineID 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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	StationID last_station_visited;
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	CargoID 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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	StationID 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 cargo_subtype;      ///< Used for livery refits (NewGRF variations)
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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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	OrderID 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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	OrderID 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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	VehicleID 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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	bool leave_depot_instantly;	// NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
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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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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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bool AllocateVehicles(Vehicle **vl, int num);
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Vehicle *ForceAllocateVehicle(void);
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Vehicle *ForceAllocateSpecialVehicle(void);
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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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uint CountVehiclesInChain(const 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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byte VehicleRandomBits(void);
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bool CanFillVehicle(Vehicle *v);
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bool CanRefitTo(EngineID engine_type, CargoID cid_to);
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CargoID FindFirstRefittableCargo(EngineID engine_type);
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void ViewportAddVehicles(DrawPixelInfo *dpi);
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void TrainEnterDepot(Vehicle *v, TileIndex tile);
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/* train_cmd.h */
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int GetTrainImage(const Vehicle* v, Direction direction);
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int GetAircraftImage(const Vehicle* v, Direction direction);
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int GetRoadVehImage(const Vehicle* v, Direction direction);
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int GetShipImage(const Vehicle* v, Direction 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, TileIndex tile, int x, int y);
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StringID VehicleInTheWayErrMsg(const 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(TileIndex tile, DiagDirection direction);
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void SetSignalsOnBothDir(TileIndex tile, byte track);
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Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y);
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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 VehicleEnteredDepotThisTick(Vehicle *v);
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void BeginVehicleMove(Vehicle *v);
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void EndVehicleMove(Vehicle *v);
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void ShowAircraftViewWindow(const Vehicle* v);
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UnitID GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v);
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void TrainConsistChanged(Vehicle *v);
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void TrainPowerChanged(Vehicle *v);
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int32 GetTrainRunningCost(const 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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	TileIndex old_tile;
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	TileIndex new_tile;
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} GetNewVehiclePosResult;
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/**
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 * Returns the Trackdir on which the vehicle is currently located.
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 * Works for trains and ships.
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 * Currently works only sortof for road vehicles, since they have a fuzzy
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 * concept of being "on" a trackdir. Dunno really what it returns for a road
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 * vehicle that is halfway a tile, never really understood that part. For road
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 * vehicles that are at the beginning or end of the tile, should just return
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 * the diagonal trackdir on which they are driving. I _think_.
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 * For other vehicles types, or vehicles with no clear trackdir (such as those
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 * in depots), returns 0xFF.
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 */
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Trackdir GetVehicleTrackdir(const Vehicle* v);
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/* returns true if staying in the same tile */
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bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp);
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Direction GetDirectionTowards(const 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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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(const 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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	return index < GetVehiclePoolSize();
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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) 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) 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: Return values from various commands.
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VARDEF VehicleID _new_vehicle_id;
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VARDEF uint16 _returned_refit_capacity;
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#define INVALID_VEHICLE 0xFFFF
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/**
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 * Get the colour map for an engine. This used for unbuilt engines in the user interface.
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 * @param engine_type ID of engine
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 * @param player ID of player
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 * @return A ready-to-use palette modifier
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 */
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PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player);
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/**
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 * Get the colour map for a vehicle.
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 * @param v Vehicle to get colour map for
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 * @return A ready-to-use palette modifier
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 */
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PalSpriteID GetVehiclePalette(const Vehicle *v);
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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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