/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file aircraft.h Base for aircraft. */ #ifndef AIRCRAFT_H #define AIRCRAFT_H #include "station_map.h" #include "vehicle_base.h" struct Aircraft; /** An aircraft can be one of 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 }; void HandleAircraftEnterHangar(Aircraft *v); void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height); void UpdateAirplanesOnNewStation(const Station *st); void UpdateAircraftCache(Aircraft *v); void AircraftLeaveHangar(Aircraft *v); void AircraftNextAirportPos_and_Order(Aircraft *v); void SetAircraftPosition(Aircraft *v, int x, int y, int z); byte GetAircraftFlyingAltitude(const Aircraft *v); /** * Aircraft, helicopters, rotors and their shadows belong to this class. */ struct Aircraft : public SpecializedVehicle { uint16 crashed_counter; ///< Timer for handling crash animations. byte pos; ///< Next desired position of the aircraft. byte previous_pos; ///< Previous desired position of the aircraft. StationID targetairport; ///< Airport to go to next. byte state; ///< State of the airport. @see AirportMovementStates DirectionByte last_direction; byte number_consecutive_turns; ///< Protection to prevent the aircraft of making a lot of turns in order to reach a specific point. byte turn_counter; ///< Ticks between each turn to prevent > 45 degree turns. /** We don't want GCC to zero our struct! It already is zeroed and has an index! */ Aircraft() : SpecializedVehicle() {} /** 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 this->IsNormalAircraft(); } SpriteID GetImage(Direction direction) const; int GetDisplaySpeed() const { return this->cur_speed; } int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed; } int GetSpeedOldUnits() const { return this->vcache.cached_max_speed * 10 / 128; } Money GetRunningCost() const; bool IsInDepot() const { return (this->vehstatus & VS_HIDDEN) != 0 && IsHangarTile(this->tile); } bool Tick(); void OnNewDay(); uint Crash(bool flooded = false); TileIndex GetOrderStationLocation(StationID station); bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse); /** * Check if the aircraft type is a normal flying device; eg * not a rotor or a shadow * @return Returns true if the aircraft is a helicopter/airplane and * false if it is a shadow or a rotor */ FORCEINLINE bool IsNormalAircraft() const { /* 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 (this->subtype == AIR_HELICOPTER) || (this->subtype == AIR_AIRCRAFT); */ return this->subtype <= AIR_AIRCRAFT; } }; /** * Macro for iterating over all aircrafts. */ #define FOR_ALL_AIRCRAFT(var) FOR_ALL_VEHICLES_OF_TYPE(Aircraft, var) SpriteID GetRotorImage(const Aircraft *v); Station *GetTargetAirportIfValid(const Aircraft *v); #endif /* AIRCRAFT_H */