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* 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 <http://www.gnu.org/licenses/>.
*/
/** @file aircraft.h Base for aircraft. */
#ifndef AIRCRAFT_H
#define AIRCRAFT_H
#include "station_map.h"
#include "vehicle_base.h"
/**
* Base values for flight levels above ground level for 'normal' flight and holding patterns.
* Due to speed and direction, the actual flight level may be higher.
*/
enum AircraftFlyingAltitude {
AIRCRAFT_MIN_FLYING_ALTITUDE = 120, ///< Minimum flying altitude above tile.
AIRCRAFT_MAX_FLYING_ALTITUDE = 360, ///< Maximum flying altitude above tile.
PLANE_HOLD_MAX_FLYING_ALTITUDE = 150, ///< holding flying altitude above tile of planes.
HELICOPTER_HOLD_MAX_FLYING_ALTITUDE = 184 ///< holding flying altitude above tile of helicopters.
};
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
};
/** Flags for air vehicles; shared with disaster vehicles. */
enum AirVehicleFlags {
VAF_DEST_TOO_FAR = 0, ///< Next destination is too far away.
/* The next two flags are to prevent stair climbing of the aircraft. The idea is that the aircraft
* will ascend or descend multiple flight levels at a time instead of following the contours of the
* landscape at a fixed altitude. This only has effect when there are more than 15 height levels. */
VAF_IN_MAX_HEIGHT_CORRECTION = 1, ///< The vehicle is currently lowering its altitude because it hit the upper bound.
VAF_IN_MIN_HEIGHT_CORRECTION = 2, ///< The vehicle is currently raising its altitude because it hit the lower bound.
VAF_HELI_DIRECT_DESCENT = 3, ///< The helicopter is descending directly at its destination (helipad or in front of hangar)
};
static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
void HandleAircraftEnterHangar(Aircraft *v);
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type);
void UpdateAirplanesOnNewStation(const Station *st);
void UpdateAircraftCache(Aircraft *v, bool update_range = false);
void AircraftLeaveHangar(Aircraft *v, Direction exit_dir);
void AircraftNextAirportPos_and_Order(Aircraft *v);
void SetAircraftPosition(Aircraft *v, int x, int y, int z);
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min, int *max);
template <class T>
int GetAircraftFlightLevel(T *v, bool takeoff = false);
/** Variables that are cached to improve performance and such. */
struct AircraftCache {
uint32 cached_max_range_sqr; ///< Cached squared maximum range.
uint16 cached_max_range; ///< Cached maximum range.
};
/**
* Aircraft, helicopters, rotors and their shadows belong to this class.
*/
struct Aircraft FINAL : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
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
Direction 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.
byte flags; ///< Aircraft flags. @see AirVehicleFlags
AircraftCache acache;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Aircraft() : SpecializedVehicleBase() {}
/** We want to 'destruct' the right class. */
virtual ~Aircraft() { this->PreDestructor(); }
void MarkDirty();
void UpdateDeltaXY();
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_AIRCRAFT_INC : EXPENSES_AIRCRAFT_RUN; }
bool IsPrimaryVehicle() const { return this->IsNormalAircraft(); }
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) 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; }
int GetCurrentMaxSpeed() const { return this->GetSpeedOldUnits(); }
Money GetRunningCost() const;
bool IsInDepot() const
{
assert(this->IsPrimaryVehicle());
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
*/
inline 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;
}
/**
* Get the range of this aircraft.
* @return Range in tiles or 0 if unlimited range.
*/
uint16 GetRange() const
{
return this->acache.cached_max_range;
}
};
void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result);
Station *GetTargetAirportIfValid(const Aircraft *v);
#endif /* AIRCRAFT_H */
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