Files @ r24422:3fa67b2abcd2
Branch filter:

Location: cpp/openttd-patchpack/source/src/aircraft.h

Patric Stout
Fix: change the working-dir searchpath when using '-c'

Basically, with '-c' you now create a sandbox. It will still use
your personal-dir and global-dir to find files you installed there,
but all new files are stored with a base folder identical to the
folder the configuration is in.

This is a bit of an old bug, that we many have tried to solve in
various of different ways. The code has grown sufficiently complex
that it is hard to see what consequences of actions are. This is
in my opinion the most harmless solution, while increasing the
usefulness of the '-c' flag.

In essence, the problem was that empty folders were always created
in the directory where the configuration was, but as that directory
wasn't added to any searchpath, files weren't stored there, unless
by accident it was a folder already on the searchpath. For example,
if you do './openttd -c local.cfg', it did work as expected. But
in the more generic variant, it did not.

With this patch, you can run './openttd -c /new/folder/local.cfg',
and it will create and prepare that folder to receive new files.

'content_download' is also stored in the directory the
configuration is in; this was already the case. Important to
note that there is only one search-path for 'content_download'.
In other words, when using '-c', it will not look in '~/.openttd'
inside the 'content_download' folder.
/*
 * 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 */