Owner
Enum for all companies/owners.
void StartupEngines()
Start/initialise all our engines.
Types related to engines.
VehicleType
Available vehicle types.
bool IsEngineBuildable(EngineID engine, VehicleType type, CompanyID company)
Check if an engine is buildable.
const uint8 _engine_counts[4]
Number of engines of each vehicle type in original engine data.
void SetupEngines()
Initialise the engine pool with the data from the original vehicles.
void StartupOneEngine(Engine *e, Date aging_date)
Start/initialise one engine.
const uint8 _engine_offsets[4]
Offset of the first engine of each vehicle type in original engine data.
void CheckEngines()
Check for engines that have an appropriate availability.
uint GetTotalCapacityOfArticulatedParts(EngineID engine)
Get the capacity of an engine with articulated parts.
Class for storing amounts of cargo.
void SetYearEngineAgingStops()
Compute the value for _year_engine_aging_stops.
uint16 EngineID
Unique identification number of an engine.
Types related to vehicles.
void GetArticulatedVehicleCargoesAndRefits(EngineID engine, CargoArray *cargoes, CargoTypes *refits, CargoID cargo_type, uint16 cargo_capacity)
Get the default cargoes and refits of an articulated vehicle.
Types related to companies.
bool IsEngineRefittable(EngineID engine)
Check if an engine is refittable.
int32 Date
The type to store our dates in.
byte CargoID
Cargo slots to indicate a cargo type within a game.