src/aircraft.h
author glx
Sun, 15 Jun 2008 22:56:43 +0000
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/* $Id$ */
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/** @file aircraft.h Base for aircraft. */
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#ifndef AIRCRAFT_H
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#define AIRCRAFT_H
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#include "station_map.h"
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#include "station_base.h"
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#include "vehicle_base.h"
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#include "engine_func.h"
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#include "engine_base.h"
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/** An aircraft can be one ot those types */
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enum AircraftSubType {
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	AIR_HELICOPTER = 0, ///< an helicopter
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	AIR_AIRCRAFT   = 2, ///< an airplane
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	AIR_SHADOW     = 4, ///< shadow of the aircraft
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	AIR_ROTOR      = 6  ///< rotor of an helicopter
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};
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/** Check if the aircraft type is a normal flying device; eg
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 * not a rotor or a shadow
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 * @param v vehicle to check
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 * @return Returns true if the aircraft is a helicopter/airplane and
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 * false if it is a shadow or a rotor) */
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static inline bool IsNormalAircraft(const Vehicle *v)
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{
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	assert(v->type == VEH_AIRCRAFT);
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	/* To be fully correct the commented out functionality is the proper one,
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	 * but since value can only be 0 or 2, it is sufficient to only check <= 2
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	 * return (v->subtype == AIR_HELICOPTER) || (v->subtype == AIR_AIRCRAFT); */
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	return v->subtype <= AIR_AIRCRAFT;
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}
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/** Checks if an aircraft can use the station in question
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 * @param engine The engine to test
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 * @param st The station
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 * @return true if the aircraft can use the station
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 */
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static inline bool CanAircraftUseStation(EngineID engine, const Station *st)
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{
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	const AirportFTAClass *apc = st->Airport();
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	const AircraftVehicleInfo *avi = AircraftVehInfo(engine);
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	return (apc->flags & (avi->subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
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}
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/** Checks if an aircraft can use the station at the tile in question
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 * @param engine The engine to test
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 * @param tile The tile where the station is
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 * @return true if the aircraft can use the station
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 */
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static inline bool CanAircraftUseStation(EngineID engine, TileIndex tile)
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{
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	return CanAircraftUseStation(engine, GetStationByTile(tile));
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}
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/**
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 * Calculates cargo capacity based on an aircraft's passenger
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 * and mail capacities.
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 * @param cid Which cargo type to calculate a capacity for.
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 * @param avi Which engine to find a cargo capacity for.
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 * @return New cargo capacity value.
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 */
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uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi);
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/**
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 * This is the Callback method after the construction attempt of an aircraft
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 * @param success indicates completion (or not) of the operation
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 * @param tile of depot where aircraft is built
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 * @param p1 unused
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 * @param p2 unused
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 */
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void CcBuildAircraft(bool success, TileIndex tile, uint32 p1, uint32 p2);
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/** Handle Aircraft specific tasks when a an Aircraft enters a hangar
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 * @param *v Vehicle that enters the hangar
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 */
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void HandleAircraftEnterHangar(Vehicle *v);
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/** Get the size of the sprite of an aircraft sprite heading west (used for lists)
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 * @param engine The engine to get the sprite from
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 * @param width The width of the sprite
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 * @param height The height of the sprite
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 */
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void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height);
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/**
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 * Updates the status of the Aircraft heading or in the station
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 * @param st Station been updated
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 */
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void UpdateAirplanesOnNewStation(const Station *st);
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/** Update cached values of an aircraft.
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 * Currently caches callback 36 max speed.
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 * @param v Vehicle
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 */
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void UpdateAircraftCache(Vehicle *v);
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/**
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 * This class 'wraps' Vehicle; you do not actually instantiate this class.
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 * You create a Vehicle using AllocateVehicle, so it is added to the pool
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 * and you reinitialize that to a Train using:
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 *   v = new (v) Aircraft();
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 *
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 * As side-effect the vehicle type is set correctly.
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 */
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struct Aircraft : public Vehicle {
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	/** Initializes the Vehicle to an aircraft */
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	Aircraft() { this->type = VEH_AIRCRAFT; }
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	/** We want to 'destruct' the right class. */
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	virtual ~Aircraft() { this->PreDestructor(); }
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	const char *GetTypeString() const { return "aircraft"; }
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	void MarkDirty();
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	void UpdateDeltaXY(Direction direction);
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	ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_AIRCRAFT_INC : EXPENSES_AIRCRAFT_RUN; }
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	bool IsPrimaryVehicle() const { return IsNormalAircraft(this); }
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	SpriteID GetImage(Direction direction) const;
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	int GetDisplaySpeed() const { return this->cur_speed * 10 / 16; }
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	int GetDisplayMaxSpeed() const { return this->max_speed * 10 / 16; }
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	Money GetRunningCost() const { return AircraftVehInfo(this->engine_type)->running_cost * _price.aircraft_running; }
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	bool IsInDepot() const { return (this->vehstatus & VS_HIDDEN) != 0 && IsHangarTile(this->tile); }
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	void Tick();
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	void OnNewDay();
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	TileIndex GetOrderStationLocation(StationID station);
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	bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
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};
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#endif /* AIRCRAFT_H */