/* $Id$ */ /** @file aircraft.h Base for aircraft. */ #ifndef AIRCRAFT_H #define AIRCRAFT_H #include "station_map.h" #include "station_base.h" #include "vehicle_base.h" #include "engine_func.h" #include "engine_base.h" /** An aircraft can be one ot those types */ enum AircraftSubType { AIR_HELICOPTER = 0, ///< an helicopter AIR_AIRCRAFT = 2, ///< an airplane AIR_SHADOW = 4, ///< shadow of the aircraft AIR_ROTOR = 6 ///< rotor of an helicopter }; /** Check if the aircraft type is a normal flying device; eg * not a rotor or a shadow * @param v vehicle to check * @return Returns true if the aircraft is a helicopter/airplane and * false if it is a shadow or a rotor) */ static inline bool IsNormalAircraft(const Vehicle *v) { assert(v->type == VEH_AIRCRAFT); /* To be fully correct the commented out functionality is the proper one, * but since value can only be 0 or 2, it is sufficient to only check <= 2 * return (v->subtype == AIR_HELICOPTER) || (v->subtype == AIR_AIRCRAFT); */ return v->subtype <= AIR_AIRCRAFT; } /** * Calculates cargo capacity based on an aircraft's passenger * and mail capacities. * @param cid Which cargo type to calculate a capacity for. * @param avi Which engine to find a cargo capacity for. * @return New cargo capacity value. */ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi); /** * This is the Callback method after the construction attempt of an aircraft * @param success indicates completion (or not) of the operation * @param tile of depot where aircraft is built * @param p1 unused * @param p2 unused */ void CcBuildAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2); /** Handle Aircraft specific tasks when a an Aircraft enters a hangar * @param *v Vehicle that enters the hangar */ void HandleAircraftEnterHangar(Vehicle *v); /** Get the size of the sprite of an aircraft sprite heading west (used for lists) * @param engine The engine to get the sprite from * @param width The width of the sprite * @param height The height of the sprite */ void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height); /** * Updates the status of the Aircraft heading or in the station * @param st Station been updated */ void UpdateAirplanesOnNewStation(const Station *st); /** Update cached values of an aircraft. * Currently caches callback 36 max speed. * @param v Vehicle */ void UpdateAircraftCache(Vehicle *v); void AircraftLeaveHangar(Vehicle *v); void AircraftNextAirportPos_and_Order(Vehicle *v); void SetAircraftPosition(Vehicle *v, int x, int y, int z); byte GetAircraftFlyingAltitude(const Vehicle *v); /** * This class 'wraps' Vehicle; you do not actually instantiate this class. * You create a Vehicle using AllocateVehicle, so it is added to the pool * and you reinitialize that to a Train using: * v = new (v) Aircraft(); * * As side-effect the vehicle type is set correctly. */ struct Aircraft : public Vehicle { /** Initializes the Vehicle to an aircraft */ Aircraft() { this->type = VEH_AIRCRAFT; } /** We want to 'destruct' the right class. */ virtual ~Aircraft() { this->PreDestructor(); } const char *GetTypeString() const { return "aircraft"; } void MarkDirty(); void UpdateDeltaXY(Direction direction); ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_AIRCRAFT_INC : EXPENSES_AIRCRAFT_RUN; } bool IsPrimaryVehicle() const { return IsNormalAircraft(this); } SpriteID GetImage(Direction direction) const; int GetDisplaySpeed() const { return this->cur_speed; } int GetDisplayMaxSpeed() const { return this->max_speed; } Money GetRunningCost() const; bool IsInDepot() const { return (this->vehstatus & VS_HIDDEN) != 0 && IsHangarTile(this->tile); } bool Tick(); void OnNewDay(); TileIndex GetOrderStationLocation(StationID station); bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse); }; Station *GetTargetAirportIfValid(const Vehicle *v); #endif /* AIRCRAFT_H */