(svn r13794) -Fix: helicopters leaving a heliport could get stuck after processing conditional orders.
/* $Id$ */
/** @file aircraft_cmd.cpp
* This file deals with aircraft and airport movements functionalities */
#include "stdafx.h"
#include "openttd.h"
#include "aircraft.h"
#include "debug.h"
#include "landscape.h"
#include "station_map.h"
#include "timetable.h"
#include "depot_func.h"
#include "news_func.h"
#include "aircraft.h"
#include "airport.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "newgrf_callbacks.h"
#include "newgrf_text.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "cargotype.h"
#include "strings_func.h"
#include "command_func.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "functions.h"
#include "variables.h"
#include "cheat_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "player_func.h"
#include "settings_type.h"
#include "order_func.h"
#include "effectvehicle_func.h"
#include "table/strings.h"
#include "table/sprites.h"
void Aircraft::UpdateDeltaXY(Direction direction)
{
uint32 x;
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
switch (this->subtype) {
default: NOT_REACHED();
case AIR_AIRCRAFT:
case AIR_HELICOPTER:
switch (this->u.air.state) {
case ENDTAKEOFF:
case LANDING:
case HELILANDING:
case FLYING: x = MKIT(24, 24, -1, -1); break;
default: x = MKIT( 2, 2, -1, -1); break;
}
this->z_extent = 5;
break;
case AIR_SHADOW: this->z_extent = 1; x = MKIT(2, 2, 0, 0); break;
case AIR_ROTOR: this->z_extent = 1; x = MKIT(2, 2, -1, -1); break;
}
#undef MKIT
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
}
/** this maps the terminal to its corresponding state and block flag
* currently set for 10 terms, 4 helipads */
static const byte _airport_terminal_state[] = {2, 3, 4, 5, 6, 7, 19, 20, 0, 0, 8, 9, 21, 22};
static const byte _airport_terminal_flag[] = {0, 1, 2, 3, 4, 5, 22, 23, 0, 0, 6, 7, 24, 25};
static bool AirportMove(Vehicle *v, const AirportFTAClass *apc);
static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc);
static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc);
static void CrashAirplane(Vehicle *v);
void AircraftNextAirportPos_and_Order(Vehicle *v);
static byte GetAircraftFlyingAltitude(const Vehicle *v);
static const SpriteID _aircraft_sprite[] = {
0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
0x0EBD, 0x0EC5
};
/** Helicopter rotor animation states */
enum HelicopterRotorStates {
HRS_ROTOR_STOPPED,
HRS_ROTOR_MOVING_1,
HRS_ROTOR_MOVING_2,
HRS_ROTOR_MOVING_3,
};
/** Find the nearest hangar to v
* INVALID_STATION is returned, if the player does not have any suitable
* airports (like helipads only)
* @param v vehicle looking for a hangar
* @return the StationID if one is found, otherwise, INVALID_STATION
*/
static StationID FindNearestHangar(const Vehicle *v)
{
const Station *st;
uint best = 0;
StationID index = INVALID_STATION;
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
FOR_ALL_STATIONS(st) {
if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
const AirportFTAClass *afc = st->Airport();
if (afc->nof_depots == 0 || (
/* don't crash the plane if we know it can't land at the airport */
afc->flags & AirportFTAClass::SHORT_STRIP &&
AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
!_cheats.no_jetcrash.value
)) {
continue;
}
/* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
uint distance = DistanceSquare(vtile, st->airport_tile);
if (distance < best || index == INVALID_STATION) {
best = distance;
index = st->index;
}
}
return index;
}
#if 0
/** Check if given vehicle has a goto hangar in his orders
* @param v vehicle to inquiry
* @return true if vehicle v has an airport in the schedule, that has a hangar */
static bool HaveHangarInOrderList(Vehicle *v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
const Station *st = GetStation(order->station);
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
/* If an airport doesn't have a hangar, skip it */
if (st->Airport()->nof_depots != 0)
return true;
}
}
return false;
}
#endif
SpriteID Aircraft::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleSprite(this, direction);
if (sprite != 0) return sprite;
spritenum = GetEngine(this->engine_type)->image_index;
}
return direction + _aircraft_sprite[spritenum];
}
SpriteID GetRotorImage(const Vehicle *v)
{
assert(v->subtype == AIR_HELICOPTER);
const Vehicle *w = v->Next()->Next();
if (is_custom_sprite(v->spritenum)) {
SpriteID sprite = GetCustomRotorSprite(v, false);
if (sprite != 0) return sprite;
}
/* Return standard rotor sprites if there are no custom sprites for this helicopter */
return SPR_ROTOR_STOPPED + w->u.air.state;
}
static SpriteID GetAircraftIcon(EngineID engine)
{
uint8 spritenum = AircraftVehInfo(engine)->image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite != 0) return sprite;
spritenum = GetEngine(engine)->image_index;
}
return 6 + _aircraft_sprite[spritenum];
}
void DrawAircraftEngine(int x, int y, EngineID engine, SpriteID pal)
{
DrawSprite(GetAircraftIcon(engine), pal, x, y);
if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
SpriteID rotor_sprite = GetCustomRotorIcon(engine);
if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
DrawSprite(rotor_sprite, PAL_NONE, x, y - 5);
}
}
/** 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)
{
const Sprite *spr = GetSprite(GetAircraftIcon(engine));
width = spr->width;
height = spr->height;
}
static CommandCost EstimateAircraftCost(EngineID engine, const AircraftVehicleInfo *avi)
{
return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x0B, avi->base_cost) * (_price.aircraft_base >> 3) >> 5);
}
/**
* 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)
{
assert(cid != CT_INVALID);
/* An aircraft can carry twice as much goods as normal cargo,
* and four times as many passengers. */
switch (cid) {
case CT_PASSENGERS:
return avi->passenger_capacity;
case CT_MAIL:
return avi->passenger_capacity + avi->mail_capacity;
case CT_GOODS:
return (avi->passenger_capacity + avi->mail_capacity) / 2;
default:
return (avi->passenger_capacity + avi->mail_capacity) / 4;
}
}
/** Build an aircraft.
* @param tile tile of depot where aircraft is built
* @param flags for command
* @param p1 aircraft type being built (engine)
* @param p2 unused
* return result of operation. Could be cost, error
*/
CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_player)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE);
const AircraftVehicleInfo *avi = AircraftVehInfo(p1);
CommandCost value = EstimateAircraftCost(p1, avi);
/* to just query the cost, it is not neccessary to have a valid tile (automation/AI) */
if (flags & DC_QUERY_COST) return value;
if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
/* Prevent building aircraft types at places which can't handle them */
if (!CanAircraftUseStation(p1, tile)) return CMD_ERROR;
/* Allocate 2 or 3 vehicle structs, depending on type
* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
Vehicle *vl[3];
if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
if (unit_num > _settings_game.vehicle.max_aircraft)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Vehicle *v = vl[0]; // aircraft
Vehicle *u = vl[1]; // shadow
v = new (v) Aircraft();
u = new (u) Aircraft();
v->unitnumber = unit_num;
v->direction = DIR_SE;
v->owner = u->owner = _current_player;
v->tile = tile;
// u->tile = 0;
uint x = TileX(tile) * TILE_SIZE + 5;
uint y = TileY(tile) * TILE_SIZE + 3;
v->x_pos = u->x_pos = x;
v->y_pos = u->y_pos = y;
u->z_pos = GetSlopeZ(x, y);
v->z_pos = u->z_pos + 1;
v->running_ticks = 0;
// u->delta_x = u->delta_y = 0;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
v->spritenum = avi->image_index;
// v->cargo_count = u->number_of_pieces = 0;
v->cargo_cap = avi->passenger_capacity;
u->cargo_cap = avi->mail_capacity;
v->cargo_type = CT_PASSENGERS;
u->cargo_type = CT_MAIL;
v->cargo_subtype = 0;
v->name = NULL;
// v->next_order_param = v->next_order = 0;
// v->load_unload_time_rem = 0;
// v->progress = 0;
v->last_station_visited = INVALID_STATION;
// v->destination_coords = 0;
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
v->engine_type = p1;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY(INVALID_DIR);
v->value = value.GetCost();
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY(INVALID_DIR);
/* Danger, Will Robinson!
* If the aircraft is refittable, but cannot be refitted to
* passengers, we select the cargo type from the refit mask.
* This is a fairly nasty hack to get around the fact that TTD
* has no default cargo type specifier for planes... */
CargoID cargo = FindFirstRefittableCargo(p1);
if (cargo != CT_INVALID && cargo != CT_PASSENGERS) {
uint16 callback = CALLBACK_FAILED;
v->cargo_type = cargo;
if (HasBit(EngInfo(p1)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
}
if (callback == CALLBACK_FAILED) {
/* Callback failed, or not executed; use the default cargo capacity */
v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, avi);
} else {
v->cargo_cap = callback;
}
/* Set the 'second compartent' capacity to none */
u->cargo_cap = 0;
}
const Engine *e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
_new_vehicle_id = v->index;
/* When we click on hangar we know the tile it is on. By that we know
* its position in the array of depots the airport has.....we can search
* layout for #th position of depot. Since layout must start with a listing
* of all depots, it is simple */
for (uint i = 0;; i++) {
const Station *st = GetStationByTile(tile);
const AirportFTAClass *apc = st->Airport();
assert(i != apc->nof_depots);
if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
assert(apc->layout[i].heading == HANGAR);
v->u.air.pos = apc->layout[i].position;
break;
}
}
v->u.air.state = HANGAR;
v->u.air.previous_pos = v->u.air.pos;
v->u.air.targetairport = GetStationIndex(tile);
v->SetNext(u);
v->service_interval = _settings_game.vehicle.servint_aircraft;
v->date_of_last_service = _date;
v->build_year = u->build_year = _cur_year;
v->cur_image = u->cur_image = 0xEA0;
v->random_bits = VehicleRandomBits();
u->random_bits = VehicleRandomBits();
v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
UpdateAircraftCache(v);
VehiclePositionChanged(v);
VehiclePositionChanged(u);
/* Aircraft with 3 vehicles (chopper)? */
if (v->subtype == AIR_HELICOPTER) {
Vehicle *w = vl[2];
w = new (w) Aircraft();
w->direction = DIR_N;
w->owner = _current_player;
w->x_pos = v->x_pos;
w->y_pos = v->y_pos;
w->z_pos = v->z_pos + 5;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = AIR_ROTOR;
w->cur_image = SPR_ROTOR_STOPPED;
w->random_bits = VehicleRandomBits();
/* Use rotor's air.state to store the rotor animation frame */
w->u.air.state = HRS_ROTOR_STOPPED;
w->UpdateDeltaXY(INVALID_DIR);
u->SetNext(w);
VehiclePositionChanged(w);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer())
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); //updates the replace Aircraft window
GetPlayer(_current_player)->num_engines[p1]++;
}
return value;
}
static void DoDeleteAircraft(Vehicle *v)
{
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_COMPANY, v->owner);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicleChain(v);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
}
/** Sell an aircraft.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID to be sold
* @param p2 unused
* @return result of operation. Error or sold value
*/
CommandCost CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
if (flags & DC_EXEC) {
// Invalidate depot
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
DoDeleteAircraft(v);
}
return ret;
}
/** Start/Stop an aircraft.
* @param tile unused
* @param flags for command type
* @param p1 aircraft ID to start/stop
* @param p2 unused
* @return result of operation. Nothing if everything went well
*/
CommandCost CmdStartStopAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
/* cannot stop airplane when in flight, or when taking off / landing */
if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7)
return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
/* Check if this aircraft can be started/stopped. The callback will fail or
* return 0xFF if it can. */
uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF) {
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
return_cmd_error(error);
}
if (flags & DC_EXEC) {
if (v->IsStoppedInDepot()) {
DeleteVehicleNews(p1, STR_A014_AIRCRAFT_IS_WAITING_IN);
}
v->vehstatus ^= VS_STOPPED;
v->cur_speed = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
return CommandCost();
}
bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
const Station *st = GetStation(this->u.air.targetairport);
/* If the station is not a valid airport or if it has no hangars */
if (!st->IsValid() || st->airport_tile == 0 || st->Airport()->nof_depots == 0) {
/* the aircraft has to search for a hangar on its own */
StationID station = FindNearestHangar(this);
if (station == INVALID_STATION) return false;
st = GetStation(station);
}
if (location != NULL) *location = st->xy;
if (destination != NULL) *destination = st->index;
return true;
}
/** Send an aircraft to the hangar.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID to send to the hangar
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
* @return o if everything went well
*/
CommandCost CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_AIRCRAFT, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
}
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_AIRCRAFT) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
/** Refits an aircraft to the specified cargo type.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID of the aircraft to refit
* @param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle (ignored)
* @return cost of refit or error
*/
CommandCost CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
byte new_subtype = GB(p2, 8, 8);
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
/* Check cargo */
CargoID new_cid = GB(p2, 0, 8);
if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;
/* Check the refit capacity callback */
uint16 callback = CALLBACK_FAILED;
if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
/* Back up the existing cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
/* Restore the cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
}
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
uint pass;
if (callback == CALLBACK_FAILED) {
/* If the callback failed, or wasn't executed, use the aircraft's
* default cargo capacity */
pass = AircraftDefaultCargoCapacity(new_cid, avi);
} else {
pass = callback;
}
_returned_refit_capacity = pass;
CommandCost cost;
if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
cost = GetRefitCost(v->engine_type);
}
if (flags & DC_EXEC) {
v->cargo_cap = pass;
Vehicle *u = v->Next();
uint mail = IsCargoInClass(new_cid, CC_PASSENGERS) ? avi->mail_capacity : 0;
u->cargo_cap = mail;
v->cargo.Truncate(v->cargo_type == new_cid ? pass : 0);
u->cargo.Truncate(v->cargo_type == new_cid ? mail : 0);
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
}
return cost;
}
static void CheckIfAircraftNeedsService(Vehicle *v)
{
if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
VehicleServiceInDepot(v);
return;
}
const Station *st = GetStation(v->current_order.GetDestination());
/* only goto depot if the target airport has terminals (eg. it is airport) */
if (st->IsValid() && st->airport_tile != 0 && st->Airport()->terminals != NULL) {
// printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
// v->u.air.targetairport = st->index;
v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
void Aircraft::OnNewDay()
{
if (!IsNormalAircraft(this)) return;
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
CheckOrders(this);
CheckVehicleBreakdown(this);
AgeVehicle(this);
CheckIfAircraftNeedsService(this);
if (this->running_ticks == 0) return;
CommandCost cost(EXPENSES_AIRCRAFT_RUN, GetVehicleProperty(this, 0x0E, AircraftVehInfo(this->engine_type)->running_cost) * _price.aircraft_running * this->running_ticks / (364 * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromPlayerFract(this->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
void AircraftYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
static void AgeAircraftCargo(Vehicle *v)
{
if (_age_cargo_skip_counter != 0) return;
do {
v->cargo.AgeCargo();
v = v->Next();
} while (v != NULL);
}
static void HelicopterTickHandler(Vehicle *v)
{
Vehicle *u = v->Next()->Next();
if (u->vehstatus & VS_HIDDEN) return;
/* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
* loading/unloading at a terminal or stopped */
if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
if (u->cur_speed != 0) {
u->cur_speed++;
if (u->cur_speed >= 0x80 && u->u.air.state == HRS_ROTOR_MOVING_3) {
u->cur_speed = 0;
}
}
} else {
if (u->cur_speed == 0)
u->cur_speed = 0x70;
if (u->cur_speed >= 0x50)
u->cur_speed--;
}
int tick = ++u->tick_counter;
int spd = u->cur_speed >> 4;
SpriteID img;
if (spd == 0) {
u->u.air.state = HRS_ROTOR_STOPPED;
img = GetRotorImage(v);
if (u->cur_image == img) return;
} else if (tick >= spd) {
u->tick_counter = 0;
u->u.air.state++;
if (u->u.air.state > HRS_ROTOR_MOVING_3) u->u.air.state = HRS_ROTOR_MOVING_1;
img = GetRotorImage(v);
} else {
return;
}
u->cur_image = img;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
}
static void SetAircraftPosition(Vehicle *v, int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->cur_image = v->GetImage(v->direction);
if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
Vehicle *u = v->Next();
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
u->x_pos = x;
u->y_pos = y - ((v->z_pos-GetSlopeZ(safe_x, safe_y)) >> 3);;
safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopeZ(safe_x, safe_y);
u->cur_image = v->cur_image;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
u = u->Next();
if (u != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
}
}
/** Handle Aircraft specific tasks when a an Aircraft enters a hangar
* @param *v Vehicle that enters the hangar
*/
void HandleAircraftEnterHangar(Vehicle *v)
{
v->subspeed = 0;
v->progress = 0;
Vehicle *u = v->Next();
u->vehstatus |= VS_HIDDEN;
u = u->Next();
if (u != NULL) {
u->vehstatus |= VS_HIDDEN;
u->cur_speed = 0;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
}
static void PlayAircraftSound(const Vehicle* v)
{
if (!PlayVehicleSound(v, VSE_START)) {
SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
}
}
void UpdateAircraftCache(Vehicle *v)
{
uint max_speed = GetVehicleProperty(v, 0x0C, 0);
if (max_speed != 0) {
/* Convert from original units to (approx) km/h */
max_speed = (max_speed * 129) / 10;
v->u.air.cached_max_speed = max_speed;
} else {
v->u.air.cached_max_speed = 0xFFFF;
}
}
/**
* Special velocities for aircraft
*/
enum AircraftSpeedLimits {
SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing
SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals
SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken
SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern
SPEED_LIMIT_NONE = 0xFFFF ///< No environmental speed limit. Speed limit is type dependent
};
/**
* Sets the new speed for an aircraft
* @param v The vehicle for which the speed should be obtained
* @param speed_limit The maximum speed the vehicle may have.
* @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
* @return The number of position updates needed within the tick
*/
static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
uint spd = v->acceleration * 16;
byte t;
/* Adjust speed limits by plane speed factor to prevent taxiing
* and take-off speeds being too low. */
speed_limit *= _settings_game.vehicle.plane_speed;
if (v->u.air.cached_max_speed < speed_limit) {
if (v->cur_speed < speed_limit) hard_limit = false;
speed_limit = v->u.air.cached_max_speed;
}
speed_limit = min(speed_limit, v->max_speed);
v->subspeed = (t=v->subspeed) + (byte)spd;
/* Aircraft's current speed is used twice so that very fast planes are
* forced to slow down rapidly in the short distance needed. The magic
* value 16384 was determined to give similar results to the old speed/48
* method at slower speeds. This also results in less reduction at slow
* speeds to that aircraft do not get to taxi speed straight after
* touchdown. */
if (!hard_limit && v->cur_speed > speed_limit) {
speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
}
spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
/* adjust speed for broken vehicles */
if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings_client.gui.vehicle_speed)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* Adjust distance moved by plane speed setting */
if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
if (!(v->direction & 1)) spd = spd * 3 / 4;
spd += v->progress;
v->progress = (byte)spd;
return spd >> 8;
}
/**
* Gets the cruise altitude of an aircraft.
* The cruise altitude is determined by the velocity of the vehicle
* and the direction it is moving
* @param v The vehicle. Should be an aircraft
* @returns Altitude in pixel units
*/
static byte GetAircraftFlyingAltitude(const Vehicle *v)
{
/* Make sure Aircraft fly no lower so that they don't conduct
* CFITs (controlled flight into terrain)
*/
byte base_altitude = 150;
/* Make sure eastbound and westbound planes do not "crash" into each
* other by providing them with vertical seperation
*/
switch (v->direction) {
case DIR_N:
case DIR_NE:
case DIR_E:
case DIR_SE:
base_altitude += 10;
break;
default: break;
}
/* Make faster planes fly higher so that they can overtake slower ones */
base_altitude += min(20 * (v->max_speed / 200), 90);
return base_altitude;
}
/**
* Find the entry point to an airport depending on direction which
* the airport is being approached from. Each airport can have up to
* four entry points for its approach system so that approaching
* aircraft do not fly through each other or are forced to do 180
* degree turns during the approach. The arrivals are grouped into
* four sectors dependent on the DiagDirection from which the airport
* is approached.
*
* @param v The vehicle that is approaching the airport
* @param apc The Airport Class being approached.
* @returns The index of the entry point
*/
static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
{
assert(v != NULL);
assert(apc != NULL);
const Station *st = GetStation(v->u.air.targetairport);
/* Make sure we don't go to 0,0 if the airport has been removed. */
TileIndex tile = (st->airport_tile != 0) ? st->airport_tile : st->xy;
int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
DiagDirection dir;
if (abs(delta_y) < abs(delta_x)) {
/* We are northeast or southwest of the airport */
dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
} else {
/* We are northwest or southeast of the airport */
dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
}
return apc->entry_points[dir];
}
/**
* Controls the movement of an aircraft. This function actually moves the vehicle
* on the map and takes care of minor things like sound playback.
* @todo De-mystify the cur_speed values for helicopter rotors.
* @param v The vehicle that is moved. Must be the first vehicle of the chain
* @return Whether the position requested by the State Machine has been reached
*/
static bool AircraftController(Vehicle *v)
{
int count;
const Station *st = GetStation(v->u.air.targetairport);
const AirportFTAClass *afc = st->Airport();
const AirportMovingData *amd;
/* prevent going to 0,0 if airport is deleted. */
TileIndex tile = st->airport_tile;
if (tile == 0) {
tile = st->xy;
/* Jump into our "holding pattern" state machine if possible */
if (v->u.air.pos >= afc->nofelements) {
v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, afc);
} else if (v->u.air.targetairport != v->current_order.GetDestination()) {
/* If not possible, just get out of here fast */
v->u.air.state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
return false;
}
}
/* get airport moving data */
amd = afc->MovingData(v->u.air.pos);
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
/* Helicopter raise */
if (amd->flag & AMED_HELI_RAISE) {
Vehicle *u = v->Next()->Next();
/* Make sure the rotors don't rotate too fast */
if (u->cur_speed > 32) {
v->cur_speed = 0;
if (--u->cur_speed == 32) SndPlayVehicleFx(SND_18_HELICOPTER, v);
} else {
u->cur_speed = 32;
count = UpdateAircraftSpeed(v);
if (count > 0) {
v->tile = 0;
/* Reached altitude? */
if (v->z_pos >= 184) {
v->cur_speed = 0;
return true;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, 184));
}
}
return false;
}
/* Helicopter landing. */
if (amd->flag & AMED_HELI_LOWER) {
if (st->airport_tile == 0) {
/* FIXME - AircraftController -> if station no longer exists, do not land
* helicopter will circle until sign disappears, then go to next order
* what to do when it is the only order left, right now it just stays in 1 place */
v->u.air.state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
return false;
}
/* Vehicle is now at the airport. */
v->tile = st->airport_tile;
/* Find altitude of landing position. */
int z = GetSlopeZ(x, y) + 1 + afc->delta_z;
if (z == v->z_pos) {
Vehicle *u = v->Next()->Next();
/* Increase speed of rotors. When speed is 80, we've landed. */
if (u->cur_speed >= 80) return true;
u->cur_speed += 4;
} else {
count = UpdateAircraftSpeed(v);
if (count > 0) {
if (v->z_pos > z) {
SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
} else {
SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
}
}
}
return false;
}
/* Get distance from destination pos to current pos. */
uint dist = abs(x + amd->x - v->x_pos) + abs(y + amd->y - v->y_pos);
/* Need exact position? */
if (!(amd->flag & AMED_EXACTPOS) && dist <= (amd->flag & AMED_SLOWTURN ? 8U : 4U)) return true;
/* At final pos? */
if (dist == 0) {
/* Change direction smoothly to final direction. */
DirDiff dirdiff = DirDifference(amd->direction, v->direction);
/* if distance is 0, and plane points in right direction, no point in calling
* UpdateAircraftSpeed(). So do it only afterwards */
if (dirdiff == DIRDIFF_SAME) {
v->cur_speed = 0;
return true;
}
if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
v->cur_speed >>= 1;
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
return false;
}
uint speed_limit = SPEED_LIMIT_TAXI;
bool hard_limit = true;
if (amd->flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE;
if (amd->flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; }
if (amd->flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
if (amd->flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; }
count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
if (count == 0) return false;
if (v->load_unload_time_rem != 0) v->load_unload_time_rem--;
do {
GetNewVehiclePosResult gp;
if (dist < 4 || amd->flag & AMED_LAND) {
/* move vehicle one pixel towards target */
gp.x = (v->x_pos != (x + amd->x)) ?
v->x_pos + ((x + amd->x > v->x_pos) ? 1 : -1) :
v->x_pos;
gp.y = (v->y_pos != (y + amd->y)) ?
v->y_pos + ((y + amd->y > v->y_pos) ? 1 : -1) :
v->y_pos;
/* Oilrigs must keep v->tile as st->airport_tile, since the landing pad is in a non-airport tile */
gp.new_tile = (st->airport_type == AT_OILRIG) ? st->airport_tile : TileVirtXY(gp.x, gp.y);
} else {
/* Turn. Do it slowly if in the air. */
Direction newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
if (newdir != v->direction) {
v->direction = newdir;
if (amd->flag & AMED_SLOWTURN) {
if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8;
} else {
v->cur_speed >>= 1;
}
}
/* Move vehicle. */
gp = GetNewVehiclePos(v);
}
v->tile = gp.new_tile;
/* If vehicle is in the air, use tile coordinate 0. */
if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
/* Adjust Z for land or takeoff? */
uint z = v->z_pos;
if (amd->flag & AMED_TAKEOFF) {
z = min(z + 2, GetAircraftFlyingAltitude(v));
}
if ((amd->flag & AMED_HOLD) && (z > 150)) z--;
if (amd->flag & AMED_LAND) {
if (st->airport_tile == 0) {
/* Airport has been removed, abort the landing procedure */
v->u.air.state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
continue;
}
uint curz = GetSlopeZ(x, y) + 1;
if (curz > z) {
z++;
} else {
int t = max(1U, dist - 4);
z -= ((z - curz) + t - 1) / t;
if (z < curz) z = curz;
}
}
/* We've landed. Decrase speed when we're reaching end of runway. */
if (amd->flag & AMED_BRAKE) {
uint curz = GetSlopeZ(x, y) + 1;
if (z > curz) {
z--;
} else if (z < curz) {
z++;
}
}
SetAircraftPosition(v, gp.x, gp.y, z);
} while (--count != 0);
return false;
}
static void HandleCrashedAircraft(Vehicle *v)
{
v->u.air.crashed_counter++;
Station *st = GetStation(v->u.air.targetairport);
/* make aircraft crash down to the ground */
if (v->u.air.crashed_counter < 500 && st->airport_tile==0 && ((v->u.air.crashed_counter % 3) == 0) ) {
uint z = GetSlopeZ(v->x_pos, v->y_pos);
v->z_pos -= 1;
if (v->z_pos == z) {
v->u.air.crashed_counter = 500;
v->z_pos++;
}
}
if (v->u.air.crashed_counter < 650) {
uint32 r;
if (Chance16R(1,32,r)) {
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
r = Random();
CreateEffectVehicleRel(v,
GB(r, 0, 4) - 4,
GB(r, 4, 4) - 4,
GB(r, 8, 4),
EV_EXPLOSION_SMALL);
}
} else if (v->u.air.crashed_counter >= 10000) {
/* remove rubble of crashed airplane */
/* clear runway-in on all airports, set by crashing plane
* small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
* but they all share the same number */
CLRBITS(st->airport_flags, RUNWAY_IN_block);
CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
CLRBITS(st->airport_flags, RUNWAY_IN2_block); // intercontinental
MarkSingleVehicleDirty(v);
DoDeleteAircraft(v);
}
}
static void HandleBrokenAircraft(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->vehstatus |= VS_AIRCRAFT_BROKEN;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
static void HandleAircraftSmoke(Vehicle *v)
{
static const struct {
int8 x;
int8 y;
} smoke_pos[] = {
{ 5, 5 },
{ 6, 0 },
{ 5, -5 },
{ 0, -6 },
{ -5, -5 },
{ -6, 0 },
{ -5, 5 },
{ 0, 6 }
};
if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
if (v->cur_speed < 10) {
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
v->breakdown_ctr = 0;
return;
}
if ((v->tick_counter & 0x1F) == 0) {
CreateEffectVehicleRel(v,
smoke_pos[v->direction].x,
smoke_pos[v->direction].y,
2,
EV_SMOKE
);
}
}
void HandleMissingAircraftOrders(Vehicle *v)
{
/*
* We do not have an order. This can be divided into two cases:
* 1) we are heading to an invalid station. In this case we must
* find another airport to go to. If there is nowhere to go,
* we will destroy the aircraft as it otherwise will enter
* the holding pattern for the first airport, which can cause
* the plane to go into an undefined state when building an
* airport with the same StationID.
* 2) we are (still) heading to a (still) valid airport, then we
* can continue going there. This can happen when you are
* changing the aircraft's orders while in-flight or in for
* example a depot. However, when we have a current order to
* go to a depot, we have to keep that order so the aircraft
* actually stops.
*/
const Station *st = GetStation(v->u.air.targetairport);
if (!st->IsValid() || st->airport_tile == 0) {
CommandCost ret;
PlayerID old_player = _current_player;
_current_player = v->owner;
ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
_current_player = old_player;
if (CmdFailed(ret)) CrashAirplane(v);
} else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.Free();
}
}
TileIndex Aircraft::GetOrderStationLocation(StationID station)
{
/* Orders are changed in flight, ensure going to the right station. */
if (this->u.air.state == FLYING) {
AircraftNextAirportPos_and_Order(this);
}
/* Aircraft do not use dest-tile */
return 0;
}
void Aircraft::MarkDirty()
{
this->cur_image = this->GetImage(this->direction);
if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
MarkSingleVehicleDirty(this);
}
static void CrashAirplane(Vehicle *v)
{
v->vehstatus |= VS_CRASHED;
v->u.air.crashed_counter = 0;
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
uint amt = 2;
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) amt += v->cargo.Count();
SetDParam(0, amt);
v->cargo.Truncate(0);
v->Next()->cargo.Truncate(0);
const Station *st = GetStation(v->u.air.targetairport);
StringID newsitem;
if (st->airport_tile == 0) {
newsitem = STR_PLANE_CRASH_OUT_OF_FUEL;
} else {
SetDParam(1, st->index);
newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL;
}
SetDParam(1, st->index);
AddNewsItem(newsitem,
NS_ACCIDENT_VEHICLE,
v->index,
0);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
static void MaybeCrashAirplane(Vehicle *v)
{
Station *st = GetStation(v->u.air.targetairport);
/* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
uint16 prob = 0x10000 / 1500;
if (st->Airport()->flags & AirportFTAClass::SHORT_STRIP &&
AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
!_cheats.no_jetcrash.value) {
prob = 0x10000 / 20;
}
if (GB(Random(), 0, 16) > prob) return;
/* Crash the airplane. Remove all goods stored at the station. */
for (CargoID i = 0; i < NUM_CARGO; i++) {
st->goods[i].rating = 1;
st->goods[i].cargo.Truncate(0);
}
CrashAirplane(v);
}
/** we've landed and just arrived at a terminal */
static void AircraftEntersTerminal(Vehicle *v)
{
if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
Station *st = GetStation(v->u.air.targetairport);
v->last_station_visited = v->u.air.targetairport;
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
st->had_vehicle_of_type |= HVOT_AIRCRAFT;
SetDParam(0, st->index);
/* show newsitem of celebrating citizens */
AddNewsItem(
STR_A033_CITIZENS_CELEBRATE_FIRST,
(v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
v->index,
0);
}
v->BeginLoading();
}
static void AircraftLandAirplane(Vehicle *v)
{
v->UpdateDeltaXY(INVALID_DIR);
if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
SndPlayVehicleFx(SND_17_SKID_PLANE, v);
}
MaybeCrashAirplane(v);
}
/** set the right pos when heading to other airports after takeoff */
void AircraftNextAirportPos_and_Order(Vehicle *v)
{
if (v->current_order.IsType(OT_GOTO_STATION) ||
v->current_order.IsType(OT_GOTO_DEPOT))
v->u.air.targetairport = v->current_order.GetDestination();
const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();
v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, apc);
}
static void AircraftLeaveHangar(Vehicle *v)
{
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 0;
v->direction = DIR_SE;
v->vehstatus &= ~VS_HIDDEN;
{
Vehicle *u = v->Next();
u->vehstatus &= ~VS_HIDDEN;
/* Rotor blades */
u = u->Next();
if (u != NULL) {
u->vehstatus &= ~VS_HIDDEN;
u->cur_speed = 80;
}
}
VehicleServiceInDepot(v);
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
/** Checks if an aircraft should head towards a hangar because it needs replacement
* @param *v the vehicle to test
* @return true if the aircraft should head towards a hangar
*/
static inline bool CheckSendAircraftToHangarForReplacement(const Vehicle *v)
{
EngineID new_engine;
Player *p = GetPlayer(v->owner);
if (VehicleHasDepotOrders(v)) return false; // The aircraft will end up in the hangar eventually on it's own
new_engine = EngineReplacementForPlayer(p, v->engine_type, v->group_id);
if (new_engine == INVALID_ENGINE) {
/* There is no autoreplace assigned to this EngineID so we will set it to renew to the same type if needed */
new_engine = v->engine_type;
if (!v->NeedsAutorenewing(p)) {
/* No need to replace the aircraft */
return false;
}
}
if (!HasBit(GetEngine(new_engine)->player_avail, v->owner)) {
/* Engine is not buildable anymore */
return false;
}
if (p->player_money < (p->engine_renew_money + (2 * DoCommand(0, new_engine, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT).GetCost()))) {
/* We lack enough money to request the replacement right away.
* We want 2*(the price of the new vehicle) and not looking at the value of the vehicle we are going to sell.
* The reason is that we don't want to send a whole lot of vehicles to the hangars when we only have enough money to replace a single one.
* Remember this happens in the background so the user can't stop this. */
return false;
}
/* We found no reason NOT to send the aircraft to a hangar so we will send it there at once */
return true;
}
////////////////////////////////////////////////////////////////////////////////
/////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *apc)
{
AircraftEntersTerminal(v);
v->u.air.state = apc->layout[v->u.air.pos].heading;
}
static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *apc)
{
VehicleEnterDepot(v);
v->u.air.state = apc->layout[v->u.air.pos].heading;
}
/** In an Airport Hangar */
static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterHangar first */
if (v->u.air.previous_pos != v->u.air.pos) {
AircraftEventHandler_EnterHangar(v, apc);
return;
}
/* if we were sent to the depot, stay there */
if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
v->current_order.Free();
return;
}
if (!v->current_order.IsType(OT_GOTO_STATION) &&
!v->current_order.IsType(OT_GOTO_DEPOT))
return;
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
/* We are already at the target airport, we need to find a terminal */
if (v->current_order.GetDestination() == v->u.air.targetairport) {
/* FindFreeTerminal:
* 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
if (v->subtype == AIR_HELICOPTER) {
if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
} else {
if (!AirportFindFreeTerminal(v, apc)) return; // airplane
}
} else { // Else prepare for launch.
/* airplane goto state takeoff, helicopter to helitakeoff */
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
AircraftLeaveHangar(v);
AirportMove(v, apc);
}
/** At one of the Airport's Terminals */
static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterTerminal first */
if (v->u.air.previous_pos != v->u.air.pos) {
AircraftEventHandler_EnterTerminal(v, apc);
/* on an airport with helipads, a helicopter will always land there
* and get serviced at the same time - patch setting */
if (_settings_game.order.serviceathelipad) {
if (v->subtype == AIR_HELICOPTER && apc->helipads != NULL) {
/* an exerpt of ServiceAircraft, without the invisibility stuff */
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = GetEngine(v->engine_type)->reliability;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
return;
}
if (!v->current_order.IsValid()) return;
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
/* airport-road is free. We either have to go to another airport, or to the hangar
* ---> start moving */
switch (v->current_order.GetType()) {
case OT_GOTO_STATION: // ready to fly to another airport
/* airplane goto state takeoff, helicopter to helitakeoff */
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
break;
case OT_GOTO_DEPOT: // visit hangar for serivicing, sale, etc.
if (v->current_order.GetDestination() == v->u.air.targetairport) {
v->u.air.state = HANGAR;
} else {
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
break;
case OT_CONDITIONAL:
/* In case of a conditional order we just have to wait a tick
* longer, so the conditional order can actually be processed;
* we should not clear the order as that makes us go nowhere. */
return;
default: // orders have been deleted (no orders), goto depot and don't bother us
v->current_order.Free();
v->u.air.state = HANGAR;
}
AirportMove(v, apc);
}
static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *apc)
{
assert("OK, you shouldn't be here, check your Airport Scheme!" && 0);
}
static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *apc)
{
PlayAircraftSound(v); // play takeoffsound for airplanes
v->u.air.state = STARTTAKEOFF;
}
static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = ENDTAKEOFF;
v->UpdateDeltaXY(INVALID_DIR);
}
static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = FLYING;
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
}
static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = FLYING;
v->UpdateDeltaXY(INVALID_DIR);
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
/* Send the helicopter to a hangar if needed for replacement */
if (CheckSendAircraftToHangarForReplacement(v)) {
_current_player = v->owner;
DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
_current_player = OWNER_NONE;
}
}
static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
{
Station *st = GetStation(v->u.air.targetairport);
/* runway busy or not allowed to use this airstation, circle */
if (apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES) &&
st->airport_tile != 0 &&
(st->owner == OWNER_NONE || st->owner == v->owner)) {
// {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
// if it is an airplane, look for LANDING, for helicopter HELILANDING
// it is possible to choose from multiple landing runways, so loop until a free one is found
byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
const AirportFTA *current = apc->layout[v->u.air.pos].next;
while (current != NULL) {
if (current->heading == landingtype) {
/* save speed before, since if AirportHasBlock is false, it resets them to 0
* we don't want that for plane in air
* hack for speed thingie */
uint16 tcur_speed = v->cur_speed;
uint16 tsubspeed = v->subspeed;
if (!AirportHasBlock(v, current, apc)) {
v->u.air.state = landingtype; // LANDING / HELILANDING
/* it's a bit dirty, but I need to set position to next position, otherwise
* if there are multiple runways, plane won't know which one it took (because
* they all have heading LANDING). And also occupy that block! */
v->u.air.pos = current->next_position;
SETBITS(st->airport_flags, apc->layout[v->u.air.pos].block);
return;
}
v->cur_speed = tcur_speed;
v->subspeed = tsubspeed;
}
current = current->next;
}
}
v->u.air.state = FLYING;
v->u.air.pos = apc->layout[v->u.air.pos].next_position;
}
static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = ENDLANDING;
AircraftLandAirplane(v); // maybe crash airplane
/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
if (CheckSendAircraftToHangarForReplacement(v)) {
_current_player = v->owner;
DoCommand(v->tile, v->index, DEPOT_SERVICE, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
_current_player = OWNER_NONE;
}
}
static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = HELIENDLANDING;
v->UpdateDeltaXY(INVALID_DIR);
}
static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
/* if going to terminal (OT_GOTO_STATION) choose one
* 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
* 2. not going for terminal (but depot, no order),
* --> get out of the way to the hangar. */
if (v->current_order.IsType(OT_GOTO_STATION)) {
if (AirportFindFreeTerminal(v, apc)) return;
}
v->u.air.state = HANGAR;
}
static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
/* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
* 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
* 2. not going for terminal (but depot, no order),
* --> get out of the way to the hangar IF there are terminals on the airport.
* --> else TAKEOFF
* the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
* must go to a hangar. */
if (v->current_order.IsType(OT_GOTO_STATION)) {
if (AirportFindFreeHelipad(v, apc)) return;
}
v->u.air.state = (apc->nof_depots != 0) ? HANGAR : HELITAKEOFF;
}
typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *apc);
static AircraftStateHandler * const _aircraft_state_handlers[] = {
AircraftEventHandler_General, // TO_ALL = 0
AircraftEventHandler_InHangar, // HANGAR = 1
AircraftEventHandler_AtTerminal, // TERM1 = 2
AircraftEventHandler_AtTerminal, // TERM2 = 3
AircraftEventHandler_AtTerminal, // TERM3 = 4
AircraftEventHandler_AtTerminal, // TERM4 = 5
AircraftEventHandler_AtTerminal, // TERM5 = 6
AircraftEventHandler_AtTerminal, // TERM6 = 7
AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
AircraftEventHandler_TakeOff, // TAKEOFF = 10
AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
AircraftEventHandler_Flying, // FLYING = 14
AircraftEventHandler_Landing, // LANDING = 15
AircraftEventHandler_EndLanding, // ENDLANDING = 16
AircraftEventHandler_HeliLanding, // HELILANDING = 17
AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
AircraftEventHandler_AtTerminal, // TERM7 = 19
AircraftEventHandler_AtTerminal, // TERM8 = 20
AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
AircraftEventHandler_AtTerminal, // HELIPAD4 = 22
};
static void AirportClearBlock(const Vehicle *v, const AirportFTAClass *apc)
{
/* we have left the previous block, and entered the new one. Free the previous block */
if (apc->layout[v->u.air.previous_pos].block != apc->layout[v->u.air.pos].block) {
Station *st = GetStation(v->u.air.targetairport);
CLRBITS(st->airport_flags, apc->layout[v->u.air.previous_pos].block);
}
}
static void AirportGoToNextPosition(Vehicle *v)
{
/* if aircraft is not in position, wait until it is */
if (!AircraftController(v)) return;
const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();
AirportClearBlock(v, apc);
AirportMove(v, apc); // move aircraft to next position
}
/* gets pos from vehicle and next orders */
static bool AirportMove(Vehicle *v, const AirportFTAClass *apc)
{
/* error handling */
if (v->u.air.pos >= apc->nofelements) {
DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->u.air.pos, apc->nofelements-1);
assert(v->u.air.pos < apc->nofelements);
}
const AirportFTA *current = &apc->layout[v->u.air.pos];
/* we have arrived in an important state (eg terminal, hangar, etc.) */
if (current->heading == v->u.air.state) {
byte prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
byte prev_state = v->u.air.state;
_aircraft_state_handlers[v->u.air.state](v, apc);
if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos;
if (v->u.air.state != prev_state || v->u.air.pos != prev_pos) UpdateAircraftCache(v);
return true;
}
v->u.air.previous_pos = v->u.air.pos; // save previous location
/* there is only one choice to move to */
if (current->next == NULL) {
if (AirportSetBlocks(v, current, apc)) {
v->u.air.pos = current->next_position;
UpdateAircraftCache(v);
} // move to next position
return false;
}
/* there are more choices to choose from, choose the one that
* matches our heading */
do {
if (v->u.air.state == current->heading || current->heading == TO_ALL) {
if (AirportSetBlocks(v, current, apc)) {
v->u.air.pos = current->next_position;
UpdateAircraftCache(v);
} // move to next position
return false;
}
current = current->next;
} while (current != NULL);
DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->u.air.pos, v->u.air.state, v->index);
assert(0);
return false;
}
/* returns true if the road ahead is busy, eg. you must wait before proceeding */
static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *reference = &apc->layout[v->u.air.pos];
const AirportFTA *next = &apc->layout[current_pos->next_position];
/* same block, then of course we can move */
if (apc->layout[current_pos->position].block != next->block) {
const Station *st = GetStation(v->u.air.targetairport);
uint64 airport_flags = next->block;
/* check additional possible extra blocks */
if (current_pos != reference && current_pos->block != NOTHING_block) {
airport_flags |= current_pos->block;
}
if (HASBITS(st->airport_flags, airport_flags)) {
v->cur_speed = 0;
v->subspeed = 0;
return true;
}
}
return false;
}
/**
* "reserve" a block for the plane
* @param v airplane that requires the operation
* @param current_pos of the vehicle in the list of blocks
* @param apc airport on which block is requsted to be set
* @returns true on success. Eg, next block was free and we have occupied it
*/
static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *next = &apc->layout[current_pos->next_position];
const AirportFTA *reference = &apc->layout[v->u.air.pos];
/* if the next position is in another block, check it and wait until it is free */
if ((apc->layout[current_pos->position].block & next->block) != next->block) {
uint64 airport_flags = next->block;
/* search for all all elements in the list with the same state, and blocks != N
* this means more blocks should be checked/set */
const AirportFTA *current = current_pos;
if (current == reference) current = current->next;
while (current != NULL) {
if (current->heading == current_pos->heading && current->block != 0) {
airport_flags |= current->block;
break;
}
current = current->next;
};
/* if the block to be checked is in the next position, then exclude that from
* checking, because it has been set by the airplane before */
if (current_pos->block == next->block) airport_flags ^= next->block;
Station* st = GetStation(v->u.air.targetairport);
if (HASBITS(st->airport_flags, airport_flags)) {
v->cur_speed = 0;
v->subspeed = 0;
return false;
}
if (next->block != NOTHING_block) {
SETBITS(st->airport_flags, airport_flags); // occupy next block
}
}
return true;
}
static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal)
{
Station *st = GetStation(v->u.air.targetairport);
for (; i < last_terminal; i++) {
if (!HasBit(st->airport_flags, _airport_terminal_flag[i])) {
/* TERMINAL# HELIPAD# */
v->u.air.state = _airport_terminal_state[i]; // start moving to that terminal/helipad
SetBit(st->airport_flags, _airport_terminal_flag[i]); // occupy terminal/helipad
return true;
}
}
return false;
}
static uint GetNumTerminals(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
return num;
}
static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc)
{
/* example of more terminalgroups
* {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
* Heading 255 denotes a group. We see 2 groups here:
* 1. group 0 -- TERM_GROUP1_block (check block)
* 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
* First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
* looks at the corresponding terminals of that group. If no free ones are found, other
* possible groups are checked (in this case group 1, since that is after group 0). If that
* fails, then attempt fails and plane waits
*/
if (apc->terminals[0] > 1) {
const Station *st = GetStation(v->u.air.targetairport);
const AirportFTA *temp = apc->layout[v->u.air.pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
if (!HASBITS(st->airport_flags, temp->block)) {
/* read which group do we want to go to?
* (the first free group) */
uint target_group = temp->next_position + 1;
/* at what terminal does the group start?
* that means, sum up all terminals of
* groups with lower number */
uint group_start = 0;
for (uint i = 1; i < target_group; i++) {
group_start += apc->terminals[i];
}
uint group_end = group_start + apc->terminals[target_group];
if (FreeTerminal(v, group_start, group_end)) return true;
}
} else {
/* once the heading isn't 255, we've exhausted the possible blocks.
* So we cannot move */
return false;
}
temp = temp->next;
}
}
/* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
return FreeTerminal(v, 0, GetNumTerminals(apc));
}
static uint GetNumHelipads(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->helipads[0]; i > 0; i--) num += apc->helipads[i];
return num;
}
static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc)
{
/* if an airport doesn't have helipads, use terminals */
if (apc->helipads == NULL) return AirportFindFreeTerminal(v, apc);
/* if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal() */
if (apc->helipads[0] > 1) {
const Station* st = GetStation(v->u.air.targetairport);
const AirportFTA* temp = apc->layout[v->u.air.pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
if (!HASBITS(st->airport_flags, temp->block)) {
/* read which group do we want to go to?
* (the first free group) */
uint target_group = temp->next_position + 1;
/* at what terminal does the group start?
* that means, sum up all terminals of
* groups with lower number */
uint group_start = 0;
for (uint i = 1; i < target_group; i++) {
group_start += apc->helipads[i];
}
uint group_end = group_start + apc->helipads[target_group];
if (FreeTerminal(v, group_start, group_end)) return true;
}
} else {
/* once the heading isn't 255, we've exhausted the possible blocks.
* So we cannot move */
return false;
}
temp = temp->next;
}
} else {
/* only 1 helicoptergroup, check all helipads
* The blocks for helipads start after the last terminal (MAX_TERMINALS) */
return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(apc) + MAX_TERMINALS);
}
return false; // it shouldn't get here anytime, but just to be sure
}
static void AircraftEventHandler(Vehicle *v, int loop)
{
v->tick_counter++;
if (v->vehstatus & VS_CRASHED) {
HandleCrashedAircraft(v);
return;
}
if (v->vehstatus & VS_STOPPED) return;
/* aircraft is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenAircraft(v);
} else {
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
}
HandleAircraftSmoke(v);
ProcessOrders(v);
v->HandleLoading(loop != 0);
if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return;
AirportGoToNextPosition(v);
}
void Aircraft::Tick()
{
if (!IsNormalAircraft(this)) return;
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
AgeAircraftCargo(this);
this->current_order_time++;
for (uint i = 0; i != 2; i++) {
AircraftEventHandler(this, i);
if (this->type != VEH_AIRCRAFT) // In case it was deleted
break;
}
}
/** need to be called to load aircraft from old version */
void UpdateOldAircraft()
{
/* set airport_flags to 0 for all airports just to be sure */
Station *st;
FOR_ALL_STATIONS(st) {
st->airport_flags = 0; // reset airport
}
Vehicle *v_oldstyle;
FOR_ALL_VEHICLES(v_oldstyle) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
if (v_oldstyle->type == VEH_AIRCRAFT && IsNormalAircraft(v_oldstyle)) {
/* airplane in terminal stopped doesn't hurt anyone, so goto next */
if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) {
v_oldstyle->u.air.state = HANGAR;
continue;
}
AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example
v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving
v_oldstyle->u.air.state = FLYING;
AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport
GetNewVehiclePosResult gp = GetNewVehiclePos(v_oldstyle);
v_oldstyle->tile = 0; // aircraft in air is tile=0
/* correct speed of helicopter-rotors */
if (v_oldstyle->subtype == AIR_HELICOPTER) v_oldstyle->Next()->Next()->cur_speed = 32;
/* set new position x,y,z */
SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle));
}
}
}
/**
* Updates the status of the Aircraft heading or in the station
* @param st Station been updated
*/
void UpdateAirplanesOnNewStation(const Station *st)
{
/* only 1 station is updated per function call, so it is enough to get entry_point once */
const AirportFTAClass *ap = st->Airport();
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
if (v->u.air.targetairport == st->index) { // if heading to this airport
/* update position of airplane. If plane is not flying, landing, or taking off
* you cannot delete airport, so it doesn't matter */
if (v->u.air.state >= FLYING) { // circle around
v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, ap);
v->u.air.state = FLYING;
UpdateAircraftCache(v);
/* landing plane needs to be reset to flying height (only if in pause mode upgrade,
* in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING */
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
/* set new position x,y,z */
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
} else {
assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF);
byte takeofftype = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : ENDTAKEOFF;
/* search in airportdata for that heading
* easiest to do, since this doesn't happen a lot */
for (uint cnt = 0; cnt < ap->nofelements; cnt++) {
if (ap->layout[cnt].heading == takeofftype) {
v->u.air.pos = ap->layout[cnt].position;
UpdateAircraftCache(v);
break;
}
}
}
}
}
}
}