Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/disaster_vehicle.h

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file disaster_vehicle.h All disaster vehicles. */

#ifndef DISASTER_VEHICLE_H
#define DISASTER_VEHICLE_H

#include "vehicle_base.h"

/** Different sub types of disaster vehicles. */
enum DisasterSubType {
	ST_ZEPPELINER,               ///< Zeppelin, crashes at airports.
	ST_ZEPPELINER_SHADOW,        ///< Shadow of the zeppelin.
	ST_SMALL_UFO,                ///< Small UFO, tries to find a road vehicle to destroy.
	ST_SMALL_UFO_SHADOW,         ///< Shadow of small UFO
	ST_AIRPLANE,                 ///< Airplane destroying an oil refinery
	ST_AIRPLANE_SHADOW,          ///< Shadow of airplane
	ST_HELICOPTER,               ///< Helicopter destroying a factory.
	ST_HELICOPTER_SHADOW,        ///< Shadow of helicopter.
	ST_HELICOPTER_ROTORS,        ///< Rotors of helicopter.
	ST_BIG_UFO,                  ///< Big UFO, finds a piece of railroad to "park" on
	ST_BIG_UFO_SHADOW,           ///< Shadow of the big UFO
	ST_BIG_UFO_DESTROYER,        ///< Aircraft the will bomb the big UFO
	ST_BIG_UFO_DESTROYER_SHADOW, ///< Shadow of the aircraft.
	ST_SMALL_SUBMARINE,          ///< Small submarine, pops up in the oceans but doesn't do anything
	ST_BIG_SUBMARINE,            ///< Big submarine, pops up in the oceans but doesn't do anything
};

/**
 * Disasters, like submarines, skyrangers and their shadows, belong to this class.
 */
struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
	SpriteID image_override;            ///< Override for the default disaster vehicle sprite.
	VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
	byte flags;                         ///< Flags about the state of the vehicle, @see AirVehicleFlags

	/** For use by saveload. */
	DisasterVehicle() : SpecializedVehicleBase() {}
	DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
	/** We want to 'destruct' the right class. */
	virtual ~DisasterVehicle() {}

	void UpdatePosition(int x, int y, int z);
	void UpdateDeltaXY();
	void UpdateImage();
	bool Tick();
};

/**
 * Iterate over disaster vehicles.
 * @param var The variable used to iterate over.
 */
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)

#endif /* DISASTER_VEHICLE_H */