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https://github.com/JGRennison/OpenTTD-patches.git
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149 lines
6.2 KiB
C++
149 lines
6.2 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file aircraft.h Base for aircraft. */
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#ifndef AIRCRAFT_H
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#define AIRCRAFT_H
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#include "station_map.h"
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#include "vehicle_base.h"
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/**
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* Base values for flight levels above ground level for 'normal' flight and holding patterns.
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* Due to speed and direction, the actual flight level may be higher.
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*/
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enum AircraftFlyingAltitude {
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AIRCRAFT_MIN_FLYING_ALTITUDE = 120, ///< Minimum flying altitude above tile.
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AIRCRAFT_MAX_FLYING_ALTITUDE = 360, ///< Maximum flying altitude above tile.
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PLANE_HOLD_MAX_FLYING_ALTITUDE = 150, ///< holding flying altitude above tile of planes.
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HELICOPTER_HOLD_MAX_FLYING_ALTITUDE = 184 ///< holding flying altitude above tile of helicopters.
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};
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struct Aircraft;
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/** An aircraft can be one of those types. */
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enum AircraftSubType {
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AIR_HELICOPTER = 0, ///< an helicopter
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AIR_AIRCRAFT = 2, ///< an airplane
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AIR_SHADOW = 4, ///< shadow of the aircraft
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AIR_ROTOR = 6, ///< rotor of an helicopter
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};
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/** Flags for air vehicles; shared with disaster vehicles. */
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enum AirVehicleFlags {
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VAF_DEST_TOO_FAR = 0, ///< Next destination is too far away.
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/* The next two flags are to prevent stair climbing of the aircraft. The idea is that the aircraft
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* will ascend or descend multiple flight levels at a time instead of following the contours of the
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* landscape at a fixed altitude. This only has effect when there are more than 15 height levels. */
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VAF_IN_MAX_HEIGHT_CORRECTION = 1, ///< The vehicle is currently lowering its altitude because it hit the upper bound.
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VAF_IN_MIN_HEIGHT_CORRECTION = 2, ///< The vehicle is currently raising its altitude because it hit the lower bound.
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};
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static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
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void HandleAircraftEnterHangar(Aircraft *v);
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void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type);
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void UpdateAirplanesOnNewStation(const Station *st);
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void UpdateAircraftCache(Aircraft *v, bool update_range = false);
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void AircraftLeaveHangar(Aircraft *v, Direction exit_dir);
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void AircraftNextAirportPos_and_Order(Aircraft *v);
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void SetAircraftPosition(Aircraft *v, int x, int y, int z);
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void GetAircraftFlightLevelBounds(const Vehicle *v, int *min, int *max);
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template <class T>
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int GetAircraftFlightLevel(T *v, bool takeoff = false);
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/** Variables that are cached to improve performance and such. */
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struct AircraftCache {
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uint32 cached_max_range_sqr; ///< Cached squared maximum range.
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uint16 cached_max_range; ///< Cached maximum range.
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};
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/**
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* Aircraft, helicopters, rotors and their shadows belong to this class.
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*/
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struct Aircraft FINAL : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
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uint16 crashed_counter; ///< Timer for handling crash animations.
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byte pos; ///< Next desired position of the aircraft.
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byte previous_pos; ///< Previous desired position of the aircraft.
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StationID targetairport; ///< Airport to go to next.
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byte state; ///< State of the airport. @see AirportMovementStates
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DirectionByte last_direction;
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byte number_consecutive_turns; ///< Protection to prevent the aircraft of making a lot of turns in order to reach a specific point.
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byte turn_counter; ///< Ticks between each turn to prevent > 45 degree turns.
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byte flags; ///< Aircraft flags. @see AirVehicleFlags
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AircraftCache acache;
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/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
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Aircraft() : SpecializedVehicleBase() {}
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/** We want to 'destruct' the right class. */
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virtual ~Aircraft() { this->PreDestructor(); }
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void MarkDirty();
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void UpdateDeltaXY(Direction direction);
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_AIRCRAFT_INC : EXPENSES_AIRCRAFT_RUN; }
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bool IsPrimaryVehicle() const { return this->IsNormalAircraft(); }
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void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const;
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int GetDisplaySpeed() const { return this->cur_speed; }
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int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed; }
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int GetSpeedOldUnits() const { return this->vcache.cached_max_speed * 10 / 128; }
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int GetCurrentMaxSpeed() const { return this->GetSpeedOldUnits(); }
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Money GetRunningCost() const;
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bool IsInDepot() const
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{
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assert(this->IsPrimaryVehicle());
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return (this->vehstatus & VS_HIDDEN) != 0 && IsHangarTile(this->tile);
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}
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bool Tick();
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void OnNewDay();
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uint Crash(bool flooded = false);
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TileIndex GetOrderStationLocation(StationID station);
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bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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/**
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* Check if the aircraft type is a normal flying device; eg
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* not a rotor or a shadow
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* @return Returns true if the aircraft is a helicopter/airplane and
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* false if it is a shadow or a rotor
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*/
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inline bool IsNormalAircraft() const
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{
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/* To be fully correct the commented out functionality is the proper one,
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* but since value can only be 0 or 2, it is sufficient to only check <= 2
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* return (this->subtype == AIR_HELICOPTER) || (this->subtype == AIR_AIRCRAFT); */
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return this->subtype <= AIR_AIRCRAFT;
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}
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/**
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* Get the range of this aircraft.
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* @return Range in tiles or 0 if unlimited range.
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*/
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uint16 GetRange() const
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{
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return this->acache.cached_max_range;
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}
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};
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/**
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* Macro for iterating over all aircrafts.
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*/
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#define FOR_ALL_AIRCRAFT(var) FOR_ALL_VEHICLES_OF_TYPE(Aircraft, var)
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void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result);
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Station *GetTargetAirportIfValid(const Aircraft *v);
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#endif /* AIRCRAFT_H */
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