OpenTTD-patches/src/aircraft_cmd.cpp
Patric Stout fe13fadcfb Codechange: fix Intel C++ Compiler linking issues.
GetAircraftFlightLevel<Aircraft> is only used in static functions
inside aircraft_cmd.cpp. With GCC, Clang and MSVC this is not an
issue, but on ICC fails linking, because it doesn't find this
version of this template. Possibly these two pieces of information
are linked.
Explicit defining the function fixes the issue.
2019-03-18 20:57:32 +01:00

2122 lines
67 KiB
C++

/* $Id$ */
/*
* 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_cmd.cpp
* This file deals with aircraft and airport movements functionalities
*/
#include "stdafx.h"
#include "aircraft.h"
#include "landscape.h"
#include "news_func.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "spritecache.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 "cheat_type.h"
#include "company_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_func.h"
#include "effectvehicle_func.h"
#include "station_base.h"
#include "engine_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "zoom_func.h"
#include "disaster_vehicle.h"
#include "newgrf_airporttiles.h"
#include "framerate_type.h"
#include "table/strings.h"
#include "safeguards.h"
void Aircraft::UpdateDeltaXY()
{
this->x_offs = -1;
this->y_offs = -1;
this->x_extent = 2;
this->y_extent = 2;
switch (this->subtype) {
default: NOT_REACHED();
case AIR_AIRCRAFT:
case AIR_HELICOPTER:
switch (this->state) {
default: break;
case ENDTAKEOFF:
case LANDING:
case HELILANDING:
case FLYING:
this->x_extent = 24;
this->y_extent = 24;
break;
}
this->z_extent = 5;
break;
case AIR_SHADOW:
this->z_extent = 1;
this->x_offs = 0;
this->y_offs = 0;
break;
case AIR_ROTOR:
this->z_extent = 1;
break;
}
}
static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
static void CrashAirplane(Aircraft *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
};
template <>
bool IsValidImageIndex<VEH_AIRCRAFT>(uint8 image_index)
{
return image_index < lengthof(_aircraft_sprite);
}
/** 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 company 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 Aircraft *v)
{
const Station *st;
uint best = 0;
StationID index = INVALID_STATION;
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
FOR_ALL_STATIONS(st) {
if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT) || !st->airport.HasHangar()) continue;
const AirportFTAClass *afc = st->airport.GetFTA();
/* don't crash the plane if we know it can't land at the airport */
if ((afc->flags & AirportFTAClass::SHORT_STRIP) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue;
/* the plane won't land at any helicopter station */
if (!(afc->flags & AirportFTAClass::AIRPLANES) && (avi->subtype & AIR_CTOL)) 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 (v->acache.cached_max_range_sqr != 0) {
/* Check if our current destination can be reached from the depot airport. */
const Station *cur_dest = GetTargetAirportIfValid(v);
if (cur_dest != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
}
if (distance < best || index == INVALID_STATION) {
best = distance;
index = st->index;
}
}
return index;
}
void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
uint8 spritenum = this->spritenum;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleSprite(this, direction, image_type, result);
if (result->IsValid()) return;
spritenum = this->GetEngine()->original_image_index;
}
assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
result->Set(direction + _aircraft_sprite[spritenum]);
}
void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
{
assert(v->subtype == AIR_HELICOPTER);
const Aircraft *w = v->Next()->Next();
if (is_custom_sprite(v->spritenum)) {
GetCustomRotorSprite(v, false, image_type, result);
if (result->IsValid()) return;
}
/* Return standard rotor sprites if there are no custom sprites for this helicopter */
result->Set(SPR_ROTOR_STOPPED + w->state);
}
static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
{
const Engine *e = Engine::Get(engine);
uint8 spritenum = e->u.air.image_index;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleIcon(engine, DIR_W, image_type, result);
if (result->IsValid()) return;
spritenum = e->original_image_index;
}
assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
result->Set(DIR_W + _aircraft_sprite[spritenum]);
}
void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetAircraftIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rect.left),
right - UnScaleGUI(rect.right));
seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
VehicleSpriteSeq rotor_seq;
GetCustomRotorIcon(engine, image_type, &rotor_seq);
if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
rotor_seq.Draw(preferred_x, y - ScaleGUITrad(5), PAL_NONE, false);
}
}
/**
* 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[out] width The width of the sprite.
* @param[out] height The height of the sprite.
* @param[out] xoffs Number of pixels to shift the sprite to the right.
* @param[out] yoffs Number of pixels to shift the sprite downwards.
* @param image_type Context the sprite is used in.
*/
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetAircraftIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
width = UnScaleGUI(rect.right - rect.left + 1);
height = UnScaleGUI(rect.bottom - rect.top + 1);
xoffs = UnScaleGUI(rect.left);
yoffs = UnScaleGUI(rect.top);
}
/**
* Build an aircraft.
* @param tile tile of the depot where aircraft is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data unused.
* @param[out] ret the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
const AircraftVehicleInfo *avi = &e->u.air;
const Station *st = Station::GetByTile(tile);
/* Prevent building aircraft types at places which can't handle them */
if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
/* Make sure all aircraft end up in the first tile of the hangar. */
tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
if (flags & DC_EXEC) {
Aircraft *v = new Aircraft(); // aircraft
Aircraft *u = new Aircraft(); // shadow
*ret = v;
v->direction = DIR_SE;
v->owner = u->owner = _current_company;
v->tile = tile;
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 = GetSlopePixelZ(x, y);
v->z_pos = u->z_pos + 1;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
v->spritenum = avi->image_index;
v->cargo_cap = avi->passenger_capacity;
v->refit_cap = 0;
u->cargo_cap = avi->mail_capacity;
u->refit_cap = 0;
v->cargo_type = e->GetDefaultCargoType();
u->cargo_type = CT_MAIL;
v->name = NULL;
v->last_station_visited = INVALID_STATION;
v->last_loading_station = INVALID_STATION;
v->acceleration = avi->acceleration;
v->engine_type = e->index;
u->engine_type = e->index;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY();
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY();
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
_new_vehicle_id = v->index;
v->pos = GetVehiclePosOnBuild(tile);
v->state = HANGAR;
v->previous_pos = v->pos;
v->targetairport = GetStationIndex(tile);
v->SetNext(u);
v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
v->date_of_last_service = _date;
v->build_year = u->build_year = _cur_year;
v->sprite_seq.Set(SPR_IMG_QUERY);
u->sprite_seq.Set(SPR_IMG_QUERY);
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);
v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
v->InvalidateNewGRFCacheOfChain();
v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
v->InvalidateNewGRFCacheOfChain();
UpdateAircraftCache(v, true);
v->UpdatePosition();
u->UpdatePosition();
/* Aircraft with 3 vehicles (chopper)? */
if (v->subtype == AIR_HELICOPTER) {
Aircraft *w = new Aircraft();
w->engine_type = e->index;
w->direction = DIR_N;
w->owner = _current_company;
w->x_pos = v->x_pos;
w->y_pos = v->y_pos;
w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = AIR_ROTOR;
w->sprite_seq.Set(SPR_ROTOR_STOPPED);
w->random_bits = VehicleRandomBits();
/* Use rotor's air.state to store the rotor animation frame */
w->state = HRS_ROTOR_STOPPED;
w->UpdateDeltaXY();
u->SetNext(w);
w->UpdatePosition();
}
}
return CommandCost();
}
bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
const Station *st = GetTargetAirportIfValid(this);
/* If the station is not a valid airport or if it has no hangars */
if (st == NULL || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
/* the aircraft has to search for a hangar on its own */
StationID station = FindNearestHangar(this);
if (station == INVALID_STATION) return false;
st = Station::Get(station);
}
if (location != NULL) *location = st->xy;
if (destination != NULL) *destination = st->index;
return true;
}
static void CheckIfAircraftNeedsService(Aircraft *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsChainInDepot()) {
VehicleServiceInDepot(v);
return;
}
/* When we're parsing conditional orders and the like
* we don't want to consider going to a depot too. */
if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
const Station *st = Station::Get(v->current_order.GetDestination());
assert(st != NULL);
/* only goto depot if the target airport has a depot */
if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
}
Money Aircraft::GetRunningCost() const
{
const Engine *e = this->GetEngine();
uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
}
void Aircraft::OnNewDay()
{
if (!this->IsNormalAircraft()) 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, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}
static void HelicopterTickHandler(Aircraft *v)
{
Aircraft *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->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;
VehicleSpriteSeq seq;
if (spd == 0) {
u->state = HRS_ROTOR_STOPPED;
GetRotorImage(v, EIT_ON_MAP, &seq);
if (u->sprite_seq == seq) return;
} else if (tick >= spd) {
u->tick_counter = 0;
u->state++;
if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
GetRotorImage(v, EIT_ON_MAP, &seq);
} else {
return;
}
u->sprite_seq = seq;
u->UpdatePositionAndViewport();
}
/**
* Set aircraft position.
* @param v Aircraft to position.
* @param x New X position.
* @param y New y position.
* @param z New z position.
*/
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->UpdatePosition();
v->UpdateViewport(true, false);
if (v->subtype == AIR_HELICOPTER) {
GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_seq);
}
Aircraft *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 - GetSlopePixelZ(safe_x, safe_y)) >> 3);
safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopePixelZ(safe_x, safe_y);
u->sprite_seq.CopyWithoutPalette(v->sprite_seq); // the shadow is never coloured
u->UpdatePositionAndViewport();
u = u->Next();
if (u != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + ROTOR_Z_OFFSET;
u->UpdatePositionAndViewport();
}
}
/**
* Handle Aircraft specific tasks when an Aircraft enters a hangar
* @param *v Vehicle that enters the hangar
*/
void HandleAircraftEnterHangar(Aircraft *v)
{
v->subspeed = 0;
v->progress = 0;
Aircraft *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);
}
}
/**
* Update cached values of an aircraft.
* Currently caches callback 36 max speed.
* @param v Vehicle
* @param update_range Update the aircraft range.
*/
void UpdateAircraftCache(Aircraft *v, bool update_range)
{
uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
if (max_speed != 0) {
/* Convert from original units to km-ish/h */
max_speed = (max_speed * 128) / 10;
v->vcache.cached_max_speed = max_speed;
} else {
/* Use the default max speed of the vehicle. */
v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
}
/* Update cargo aging period. */
v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
Aircraft *u = v->Next(); // Shadow for mail
u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
/* Update aircraft range. */
if (update_range) {
v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
/* Squared it now so we don't have to do it later all the time. */
v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
}
}
/**
* 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(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
/**
* 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
* So the speed amount we need to accelerate is:
* acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
* = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
* ~ acceleration * 77 (km-ish/h / 256)
*/
uint spd = v->acceleration * 77;
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;
/* adjust speed for broken vehicles */
if (v->vehstatus & VS_AIRCRAFT_BROKEN) {
if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false;
speed_limit = min(speed_limit, SPEED_LIMIT_BROKEN);
}
if (v->vcache.cached_max_speed < speed_limit) {
if (v->cur_speed < speed_limit) hard_limit = false;
speed_limit = v->vcache.cached_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);
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/* Adjust distance moved by plane speed setting */
if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
/* Convert direction-independent speed into direction-dependent speed. (old movement method) */
spd = v->GetOldAdvanceSpeed(spd);
spd += v->progress;
v->progress = (byte)spd;
return spd >> 8;
}
/**
* Get the tile height below the aircraft.
* This function is needed because aircraft can leave the mapborders.
*
* @param v The vehicle to get the height for.
* @return The height in pixels from 'z_pos' 0.
*/
int GetTileHeightBelowAircraft(const Vehicle *v)
{
int safe_x = Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE);
return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
}
/**
* Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
* vehicle for normal flight situation.
* When the maximum is reached the vehicle should consider descending.
* When the minimum is reached the vehicle should consider ascending.
*
* @param v The vehicle to get the flight levels for.
* @param[out] min_level The minimum bounds for flight level.
* @param[out] max_level The maximum bounds for flight level.
*/
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
{
int base_altitude = GetTileHeightBelowAircraft(v);
if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE;
}
/* Make sure eastbound and westbound planes do not "crash" into each
* other by providing them with vertical separation
*/
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->vcache.cached_max_speed / 200) - 90, 0);
if (min_level != NULL) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
if (max_level != NULL) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
}
/**
* Gets the maximum 'flight level' for the holding pattern of the aircraft,
* in pixels 'z_pos' 0, depending on terrain below.
*
* @param v The aircraft that may or may not need to decrease its altitude.
* @return Maximal aircraft holding altitude, while in normal flight, in pixels.
*/
int GetAircraftHoldMaxAltitude(const Aircraft *v)
{
int tile_height = GetTileHeightBelowAircraft(v);
return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE);
}
template <class T>
int GetAircraftFlightLevel(T *v, bool takeoff)
{
/* Aircraft is in flight. We want to enforce it being somewhere
* between the minimum and the maximum allowed altitude. */
int aircraft_min_altitude;
int aircraft_max_altitude;
GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
/* If those assumptions would be violated, aircraft would behave fairly strange. */
assert(aircraft_min_altitude < aircraft_middle_altitude);
assert(aircraft_middle_altitude < aircraft_max_altitude);
int z = v->z_pos;
if (z < aircraft_min_altitude ||
(HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
/* Ascend. And don't fly into that mountain right ahead.
* And avoid our aircraft become a stairclimber, so if we start
* correcting altitude, then we stop correction not too early. */
SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
z += takeoff ? 2 : 1;
} else if (!takeoff && (z > aircraft_max_altitude ||
(HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
/* Descend lower. You are an aircraft, not an space ship.
* And again, don't stop correcting altitude too early. */
SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
z--;
} else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
/* Now, we have corrected altitude enough. */
ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
} else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
/* Now, we have corrected altitude enough. */
ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
}
return z;
}
template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);
/**
* 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.
* @param rotation The rotation of the airport.
* @return The index of the entry point
*/
static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
{
assert(v != NULL);
assert(apc != NULL);
/* In the case the station doesn't exit anymore, set target tile 0.
* It doesn't hurt much, aircraft will go to next order, nearest hangar
* or it will simply crash in next tick */
TileIndex tile = 0;
const Station *st = Station::GetIfValid(v->targetairport);
if (st != NULL) {
/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
tile = (st->airport.tile != INVALID_TILE) ? 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;
}
dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
return apc->entry_points[dir];
}
static void MaybeCrashAirplane(Aircraft *v);
/**
* 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(Aircraft *v)
{
int count;
/* NULL if station is invalid */
const Station *st = Station::GetIfValid(v->targetairport);
/* INVALID_TILE if there is no station */
TileIndex tile = INVALID_TILE;
Direction rotation = DIR_N;
uint size_x = 1, size_y = 1;
if (st != NULL) {
if (st->airport.tile != INVALID_TILE) {
tile = st->airport.tile;
rotation = st->airport.rotation;
size_x = st->airport.w;
size_y = st->airport.h;
} else {
tile = st->xy;
}
}
/* DUMMY if there is no station or no airport */
const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
/* prevent going to INVALID_TILE if airport is deleted. */
if (st == NULL || st->airport.tile == INVALID_TILE) {
/* Jump into our "holding pattern" state machine if possible */
if (v->pos >= afc->nofelements) {
v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
} else if (v->targetairport != v->current_order.GetDestination()) {
/* If not possible, just get out of here fast */
v->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
return false;
}
}
/* get airport moving data */
const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
/* Helicopter raise */
if (amd.flag & AMED_HELI_RAISE) {
Aircraft *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) {
if (!PlayVehicleSound(v, VSE_START)) {
SndPlayVehicleFx(SND_18_HELICOPTER, v);
}
}
} else {
u->cur_speed = 32;
count = UpdateAircraftSpeed(v);
if (count > 0) {
v->tile = 0;
int z_dest;
GetAircraftFlightLevelBounds(v, &z_dest, NULL);
/* Reached altitude? */
if (v->z_pos >= z_dest) {
v->cur_speed = 0;
return true;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
}
}
return false;
}
/* Helicopter landing. */
if (amd.flag & AMED_HELI_LOWER) {
SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
if (st == NULL) {
/* 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->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
return false;
}
/* Vehicle is now at the airport. */
v->tile = tile;
/* Find altitude of landing position. */
int z = GetSlopePixelZ(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) {
ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT);
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;
}
if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
MaybeCrashAirplane(v);
if ((v->vehstatus & VS_CRASHED) != 0) 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->turn_counter != 0) v->turn_counter--;
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) {
if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
if (v->turn_counter == 0 || newdir == v->last_direction) {
if (newdir == v->last_direction) {
v->number_consecutive_turns = 0;
} else {
v->number_consecutive_turns++;
}
v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
v->last_direction = v->direction;
v->direction = newdir;
}
/* Move vehicle. */
gp = GetNewVehiclePos(v);
} else {
v->cur_speed >>= 1;
v->direction = newdir;
/* When leaving a terminal an aircraft often goes to a position
* directly in front of it. If it would move while turning it
* would need an two extra turns to end up at the correct position.
* To make it easier just disallow all moving while turning as
* long as an aircraft is on the ground. */
gp.x = v->x_pos;
gp.y = v->y_pos;
gp.new_tile = gp.old_tile = v->tile;
}
} else {
v->number_consecutive_turns = 0;
/* 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? */
int z = v->z_pos;
if (amd.flag & AMED_TAKEOFF) {
z = GetAircraftFlightLevel(v, true);
} else if (amd.flag & AMED_HOLD) {
/* Let the plane drop from normal flight altitude to holding pattern altitude */
if (z > GetAircraftHoldMaxAltitude(v)) z--;
} else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
z = GetAircraftFlightLevel(v);
}
if (amd.flag & AMED_LAND) {
if (st->airport.tile == INVALID_TILE) {
/* Airport has been removed, abort the landing procedure */
v->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
continue;
}
int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
/* We're not flying below our destination, right? */
assert(curz <= z);
int t = max(1U, dist - 4);
int delta = z - curz;
/* Only start lowering when we're sufficiently close for a 1:1 glide */
if (delta >= t) {
z -= CeilDiv(z - curz, t);
}
if (z < curz) z = curz;
}
/* We've landed. Decrease speed when we're reaching end of runway. */
if (amd.flag & AMED_BRAKE) {
int curz = GetSlopePixelZ(x, y) + 1;
if (z > curz) {
z--;
} else if (z < curz) {
z++;
}
}
SetAircraftPosition(v, gp.x, gp.y, z);
} while (--count != 0);
return false;
}
/**
* Handle crashed aircraft \a v.
* @param v Crashed aircraft.
*/
static bool HandleCrashedAircraft(Aircraft *v)
{
v->crashed_counter += 3;
Station *st = GetTargetAirportIfValid(v);
/* make aircraft crash down to the ground */
if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
v->z_pos -= 1;
if (v->z_pos == z) {
v->crashed_counter = 500;
v->z_pos++;
}
}
if (v->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->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 */
if (st != NULL) {
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
}
delete v;
return false;
}
return true;
}
/**
* Handle smoke of broken aircraft.
* @param v Aircraft
* @param mode Is this the non-first call for this vehicle in this tick?
*/
static void HandleAircraftSmoke(Aircraft *v, bool mode)
{
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;
/* Stop smoking when landed */
if (v->cur_speed < 10) {
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
v->breakdown_ctr = 0;
return;
}
/* Spawn effect et most once per Tick, i.e. !mode */
if (!mode && (v->tick_counter & 0x0F) == 0) {
CreateEffectVehicleRel(v,
smoke_pos[v->direction].x,
smoke_pos[v->direction].y,
2,
EV_BREAKDOWN_SMOKE_AIRCRAFT
);
}
}
void HandleMissingAircraftOrders(Aircraft *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 = GetTargetAirportIfValid(v);
if (st == NULL) {
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
cur_company.Restore();
if (ret.Failed()) 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->state == FLYING) {
AircraftNextAirportPos_and_Order(this);
}
/* Aircraft do not use dest-tile */
return 0;
}
void Aircraft::MarkDirty()
{
this->colourmap = PAL_NONE;
this->UpdateViewport(true, false);
if (this->subtype == AIR_HELICOPTER) {
GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_seq);
}
}
uint Aircraft::Crash(bool flooded)
{
uint pass = Vehicle::Crash(flooded) + 2; // pilots
this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
return pass;
}
/**
* Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
* @param v Aircraft that crashed.
*/
static void CrashAirplane(Aircraft *v)
{
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
uint pass = v->Crash();
SetDParam(0, pass);
v->cargo.Truncate();
v->Next()->cargo.Truncate();
const Station *st = GetTargetAirportIfValid(v);
StringID newsitem;
if (st == NULL) {
newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
} else {
SetDParam(1, st->index);
newsitem = STR_NEWS_AIRCRAFT_CRASH;
}
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != NULL ? st->index : INVALID_STATION);
ModifyStationRatingAround(v->tile, v->owner, -160, 30);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**
* Decide whether aircraft \a v should crash.
* @param v Aircraft to test.
*/
static void MaybeCrashAirplane(Aircraft *v)
{
Station *st = Station::Get(v->targetairport);
uint32 prob;
if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
!_cheats.no_jetcrash.value) {
prob = 3276;
} else {
if (_settings_game.vehicle.plane_crashes == 0) return;
prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500;
}
if (GB(Random(), 0, 22) > 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();
}
CrashAirplane(v);
}
/**
* Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
* Start loading cargo.
* @param v Aircraft that arrived.
*/
static void AircraftEntersTerminal(Aircraft *v)
{
if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
Station *st = Station::Get(v->targetairport);
v->last_station_visited = v->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 */
AddVehicleNewsItem(
STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
}
v->BeginLoading();
}
/**
* Aircraft touched down at the landing strip.
* @param v Aircraft that landed.
*/
static void AircraftLandAirplane(Aircraft *v)
{
Station *st = Station::Get(v->targetairport);
TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
v->UpdateDeltaXY();
AirportTileAnimationTrigger(st, vt, AAT_STATION_AIRPLANE_LAND);
if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
SndPlayVehicleFx(SND_17_SKID_PLANE, v);
}
}
/** set the right pos when heading to other airports after takeoff */
void AircraftNextAirportPos_and_Order(Aircraft *v)
{
if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
v->targetairport = v->current_order.GetDestination();
}
const Station *st = GetTargetAirportIfValid(v);
const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
}
/**
* Aircraft is about to leave the hangar.
* @param v Aircraft leaving.
* @param exit_dir The direction the vehicle leaves the hangar.
* @note This function is called in AfterLoadGame for old savegames, so don't rely
* on any data to be valid, especially don't rely on the fact that the vehicle
* is actually on the ground inside a depot.
*/
void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
{
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 0;
v->direction = exit_dir;
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);
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}
////////////////////////////////////////////////////////////////////////////////
/////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
{
AircraftEntersTerminal(v);
v->state = apc->layout[v->pos].heading;
}
/**
* Aircraft arrived in an airport hangar.
* @param v Aircraft in the hangar.
* @param apc Airport description containing the hangar.
*/
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
{
VehicleEnterDepot(v);
v->state = apc->layout[v->pos].heading;
}
/**
* Handle aircraft movement/decision making in an airport hangar.
* @param v Aircraft in the hangar.
* @param apc Airport description containing the hangar.
*/
static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterHangar first */
if (v->previous_pos != v->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;
/* We are leaving a hangar, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
VehicleEnterDepot(v);
return;
}
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
/* We are already at the target airport, we need to find a terminal */
if (v->current_order.GetDestination() == v->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->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
const Station *st = Station::GetByTile(v->tile);
AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
AirportMove(v, apc);
}
/** At one of the Airport's Terminals */
static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterTerminal first */
if (v->previous_pos != v->pos) {
AircraftEventHandler_EnterTerminal(v, apc);
/* on an airport with helipads, a helicopter will always land there
* and get serviced at the same time - setting */
if (_settings_game.order.serviceathelipad) {
if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
/* an excerpt of ServiceAircraft, without the invisibility stuff */
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = v->GetEngine()->reliability;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
return;
}
if (v->current_order.IsType(OT_NOTHING)) return;
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
/* airport-road is free. We either have to go to another airport, or to the hangar
* ---> start moving */
bool go_to_hangar = false;
switch (v->current_order.GetType()) {
case OT_GOTO_STATION: // ready to fly to another airport
break;
case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
go_to_hangar = v->current_order.GetDestination() == v->targetairport;
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();
go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
}
if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) {
v->state = HANGAR;
} else {
/* airplane goto state takeoff, helicopter to helitakeoff */
v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
AirportMove(v, apc);
}
static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
{
error("OK, you shouldn't be here, check your Airport Scheme!");
}
static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
{
PlayAircraftSound(v); // play takeoffsound for airplanes
v->state = STARTTAKEOFF;
}
static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
{
v->state = ENDTAKEOFF;
v->UpdateDeltaXY();
}
static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
{
v->state = FLYING;
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
}
static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
{
v->state = FLYING;
v->UpdateDeltaXY();
/* 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 (v->NeedsAutomaticServicing()) {
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
cur_company.Restore();
}
}
static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
{
Station *st = Station::Get(v->targetairport);
/* Runway busy, not allowed to use this airstation or closed, circle. */
if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
/* {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->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->state = landingtype; // LANDING / HELILANDING
if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
/* 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->pos = current->next_position;
SETBITS(st->airport.flags, apc->layout[v->pos].block);
return;
}
v->cur_speed = tcur_speed;
v->subspeed = tsubspeed;
}
current = current->next;
}
}
v->state = FLYING;
v->pos = apc->layout[v->pos].next_position;
}
static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
{
v->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 (v->NeedsAutomaticServicing()) {
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
cur_company.Restore();
}
}
static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
{
v->state = HELIENDLANDING;
v->UpdateDeltaXY();
}
static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->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->state = HANGAR;
}
static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->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->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
}
/**
* Signature of the aircraft handler function.
* @param v Aircraft to handle.
* @param apc Airport state machine.
*/
typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
/** Array of handler functions for each target of the aircraft. */
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
};
static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
{
/* we have left the previous block, and entered the new one. Free the previous block */
if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
Station *st = Station::Get(v->targetairport);
CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
}
}
static void AirportGoToNextPosition(Aircraft *v)
{
/* if aircraft is not in position, wait until it is */
if (!AircraftController(v)) return;
const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
AirportClearBlock(v, apc);
AirportMove(v, apc); // move aircraft to next position
}
/* gets pos from vehicle and next orders */
static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
{
/* error handling */
if (v->pos >= apc->nofelements) {
DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
assert(v->pos < apc->nofelements);
}
const AirportFTA *current = &apc->layout[v->pos];
/* we have arrived in an important state (eg terminal, hangar, etc.) */
if (current->heading == v->state) {
byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
byte prev_state = v->state;
_aircraft_state_handlers[v->state](v, apc);
if (v->state != FLYING) v->previous_pos = prev_pos;
if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
return true;
}
v->previous_pos = v->pos; // save previous location
/* there is only one choice to move to */
if (current->next == NULL) {
if (AirportSetBlocks(v, current, apc)) {
v->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->state == current->heading || current->heading == TO_ALL) {
if (AirportSetBlocks(v, current, apc)) {
v->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->pos, v->state, v->index);
NOT_REACHED();
}
/** returns true if the road ahead is busy, eg. you must wait before proceeding. */
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *reference = &apc->layout[v->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 = Station::Get(v->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 (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(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *next = &apc->layout[current_pos->next_position];
const AirportFTA *reference = &apc->layout[v->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 = Station::Get(v->targetairport);
if (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;
}
/**
* Combination of aircraft state for going to a certain terminal and the
* airport flag for that terminal block.
*/
struct MovementTerminalMapping {
AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
uint64 airport_flag; ///< Bitmask in the airport flags that need to be free for this terminal.
};
/** A list of all valid terminals and their associated blocks. */
static const MovementTerminalMapping _airport_terminal_mapping[] = {
{TERM1, TERM1_block},
{TERM2, TERM2_block},
{TERM3, TERM3_block},
{TERM4, TERM4_block},
{TERM5, TERM5_block},
{TERM6, TERM6_block},
{TERM7, TERM7_block},
{TERM8, TERM8_block},
{HELIPAD1, HELIPAD1_block},
{HELIPAD2, HELIPAD2_block},
{HELIPAD3, HELIPAD3_block},
};
/**
* Find a free terminal or helipad, and if available, assign it.
* @param v Aircraft looking for a free terminal or helipad.
* @param i First terminal to examine.
* @param last_terminal Terminal number to stop examining.
* @return A terminal or helipad has been found, and has been assigned to the aircraft.
*/
static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
{
assert(last_terminal <= lengthof(_airport_terminal_mapping));
Station *st = Station::Get(v->targetairport);
for (; i < last_terminal; i++) {
if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
/* TERMINAL# HELIPAD# */
v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
return true;
}
}
return false;
}
/**
* Get the number of terminals at the airport.
* @param apc Airport description.
* @return Number of terminals.
*/
static uint GetNumTerminals(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
return num;
}
/**
* Find a free terminal, and assign it if available.
* @param v Aircraft to handle.
* @param apc Airport state machine.
* @return Found a free terminal and assigned it.
*/
static bool AirportFindFreeTerminal(Aircraft *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 = Station::Get(v->targetairport);
const AirportFTA *temp = apc->layout[v->pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
if (!(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));
}
/**
* Find a free helipad, and assign it if available.
* @param v Aircraft to handle.
* @param apc Airport state machine.
* @return Found a free helipad and assigned it.
*/
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
{
/* if an airport doesn't have helipads, use terminals */
if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
/* only 1 helicoptergroup, check all helipads
* The blocks for helipads start after the last terminal (MAX_TERMINALS) */
return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
}
/**
* Handle the 'dest too far' flag and the corresponding news message for aircraft.
* @param v The aircraft.
* @param too_far True if the current destination is too far away.
*/
static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
{
if (too_far) {
if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
SetBit(v->flags, VAF_DEST_TOO_FAR);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
if (v->owner == _local_company) {
/* Post a news message. */
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
}
}
return;
}
if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
/* Not too far anymore, clear flag and message. */
ClrBit(v->flags, VAF_DEST_TOO_FAR);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
}
}
static bool AircraftEventHandler(Aircraft *v, int loop)
{
if (v->vehstatus & VS_CRASHED) {
return HandleCrashedAircraft(v);
}
if (v->vehstatus & VS_STOPPED) return true;
v->HandleBreakdown();
HandleAircraftSmoke(v, loop != 0);
ProcessOrders(v);
v->HandleLoading(loop != 0);
if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
/* If we are flying, unconditionally clear the 'dest too far' state. */
AircraftHandleDestTooFar(v, false);
} else if (v->acache.cached_max_range_sqr != 0) {
/* Check the distance to the next destination. This code works because the target
* airport is only updated after take off and not on the ground. */
Station *cur_st = Station::GetIfValid(v->targetairport);
Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
}
}
if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
return true;
}
bool Aircraft::Tick()
{
if (!this->IsNormalAircraft()) return true;
PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);
this->tick_counter++;
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
this->current_order_time++;
for (uint i = 0; i != 2; i++) {
/* stop if the aircraft was deleted */
if (!AircraftEventHandler(this, i)) return false;
}
return true;
}
/**
* Returns aircraft's target station if v->target_airport
* is a valid station with airport.
* @param v vehicle to get target airport for
* @return pointer to target station, NULL if invalid
*/
Station *GetTargetAirportIfValid(const Aircraft *v)
{
assert(v->type == VEH_AIRCRAFT);
Station *st = Station::GetIfValid(v->targetairport);
if (st == NULL) return NULL;
return st->airport.tile == INVALID_TILE ? NULL : st;
}
/**
* 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.GetFTA();
Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
Aircraft *v;
FOR_ALL_AIRCRAFT(v) {
if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
assert(v->state == FLYING);
Order *o = &v->current_order;
/* The aircraft is heading to a hangar, but the new station doesn't have one,
* or the aircraft can't land on the new station. Cancel current order. */
if (o->IsType(OT_GOTO_DEPOT) && !(o->GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && o->GetDestination() == st->index &&
(!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) {
o->MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
UpdateAircraftCache(v);
}
/* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true);
}