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/* $Id$ */
/** @file aircraft.h Base for aircraft. */
#ifndef AIRCRAFT_H
#define AIRCRAFT_H
#include "station_map.h"
#include "station_base.h"
#include "vehicle_base.h"
#include "engine_func.h"
#include "engine_base.h"
/** 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
};
/** Check if the aircraft type is a normal flying device; eg
* not a rotor or a shadow
* @param v vehicle to check
* @return Returns true if the aircraft is a helicopter/airplane and
* false if it is a shadow or a rotor) */
static inline bool IsNormalAircraft(const Vehicle *v)
{
assert(v->type == VEH_AIRCRAFT);
/* 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 (v->subtype == AIR_HELICOPTER) || (v->subtype == AIR_AIRCRAFT); */
return v->subtype <= AIR_AIRCRAFT;
}
/**
* Calculates cargo capacity based on an aircraft's passenger
* and mail capacities.
* @param cid Which cargo type to calculate a capacity for.
* @param avi Which engine to find a cargo capacity for.
* @return New cargo capacity value.
*/
uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi);
/**
* 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(Vehicle *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(Vehicle *v);
void AircraftLeaveHangar(Vehicle *v);
void AircraftNextAirportPos_and_Order(Vehicle *v);
void SetAircraftPosition(Vehicle *v, int x, int y, int z);
byte GetAircraftFlyingAltitude(const Vehicle *v);
/**
* This class 'wraps' Vehicle; you do not actually instantiate this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Aircraft();
*
* As side-effect the vehicle type is set correctly.
*/
struct Aircraft : public Vehicle {
/** Initializes the Vehicle to an aircraft */
Aircraft() { this->type = 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 IsNormalAircraft(this); }
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();
TileIndex GetOrderStationLocation(StationID station);
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
};
Station *GetTargetAirportIfValid(const Vehicle *v);
#endif /* AIRCRAFT_H */
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