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Location: cpp/openttd-patchpack/source/src/aircraft.h
r13967:0df597ac93ec
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(svn r18515) -Change: make it visible when you're to pass the next signal on danger and possible to cancel it
-Fix [FS#2891]: when you pass a signal at danger, in a PBS controlled area, don't try to do the 'safe' thing and stop, but continue going; the user wanted the train to pass the signal at danger so (s)he has to suffer the consequences. Ofcourse one can always stop the train manually.
-Fix [FS#2891]: when you pass a signal at danger, in a PBS controlled area, don't try to do the 'safe' thing and stop, but continue going; the user wanted the train to pass the signal at danger so (s)he has to suffer the consequences. Ofcourse one can always stop the train manually.
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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"
#include "engine_func.h"
#include "engine_base.h"
struct Aircraft;
/** 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
};
/**
* 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(Aircraft *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(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);
/** Cached oftenly queried (NewGRF) values */
struct AircraftCache {
uint16 cached_max_speed; ///< Cached maximum speed of the aircraft.
};
/**
* Aircraft, helicopters, rotors and their shadows belong to this class.
*/
struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
AircraftCache acache; ///< Cache of often used calculated values
uint16 crashed_counter;
byte pos;
byte previous_pos;
StationID targetairport;
byte state;
DirectionByte last_direction;
byte number_consecutive_turns;
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
Aircraft() : SpecializedVehicle<Aircraft, 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 this->IsNormalAircraft(); }
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();
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;
}
};
#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 */
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