/* $Id$ */ /* * 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 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 DirectionByte 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; } }; /** * Macro for iterating over all aircraft. */ #define FOR_ALL_AIRCRAFT(var) FOR_ALL_VEHICLES_OF_TYPE(Aircraft, var) void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result); Station *GetTargetAirportIfValid(const Aircraft *v); #endif /* AIRCRAFT_H */