2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
9 * @file aircraft_cmd.cpp
10 * This file deals with aircraft and airport movements functionalities
15 #include "landscape.h"
16 #include "news_func.h"
17 #include "newgrf_engine.h"
18 #include "newgrf_sound.h"
19 #include "spritecache.h"
20 #include "strings_func.h"
21 #include "command_func.h"
22 #include "window_func.h"
23 #include "date_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
26 #include "cheat_type.h"
27 #include "company_base.h"
29 #include "game/game.hpp"
30 #include "company_func.h"
31 #include "effectvehicle_func.h"
32 #include "station_base.h"
33 #include "engine_base.h"
34 #include "core/random_func.hpp"
35 #include "core/backup_type.hpp"
36 #include "zoom_func.h"
37 #include "disaster_vehicle.h"
38 #include "newgrf_airporttiles.h"
39 #include "framerate_type.h"
40 #include "aircraft_cmd.h"
41 #include "vehicle_cmd.h"
43 #include "table/strings.h"
45 #include "safeguards.h"
47 void Aircraft::UpdateDeltaXY()
54 switch (this->subtype
) {
55 default: NOT_REACHED();
59 switch (this->state
) {
84 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
);
85 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
86 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
87 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
);
88 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
);
89 static void CrashAirplane(Aircraft
*v
);
91 static const SpriteID _aircraft_sprite
[] = {
92 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
93 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
94 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
95 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
96 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
97 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
102 bool IsValidImageIndex
<VEH_AIRCRAFT
>(uint8 image_index
)
104 return image_index
< lengthof(_aircraft_sprite
);
107 /** Helicopter rotor animation states */
108 enum HelicopterRotorStates
{
116 * Find the nearest hangar to v
117 * INVALID_STATION is returned, if the company does not have any suitable
118 * airports (like helipads only)
119 * @param v vehicle looking for a hangar
120 * @return the StationID if one is found, otherwise, INVALID_STATION
122 static StationID
FindNearestHangar(const Aircraft
*v
)
125 StationID index
= INVALID_STATION
;
126 TileIndex vtile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
127 const AircraftVehicleInfo
*avi
= AircraftVehInfo(v
->engine_type
);
128 uint max_range
= v
->acache
.cached_max_range_sqr
;
130 /* Determine destinations where it's coming from and where it's heading to */
131 const Station
*last_dest
= nullptr;
132 const Station
*next_dest
= nullptr;
133 if (max_range
!= 0) {
134 if (v
->current_order
.IsType(OT_GOTO_STATION
) ||
135 (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->current_order
.GetDepotActionType() != ODATFB_NEAREST_DEPOT
)) {
136 last_dest
= Station::GetIfValid(v
->last_station_visited
);
137 next_dest
= Station::GetIfValid(v
->current_order
.GetDestination());
139 last_dest
= GetTargetAirportIfValid(v
);
140 next_dest
= Station::GetIfValid(v
->GetNextStoppingStation().value
);
144 for (const Station
*st
: Station::Iterate()) {
145 if (st
->owner
!= v
->owner
|| !(st
->facilities
& FACIL_AIRPORT
) || !st
->airport
.HasHangar()) continue;
147 const AirportFTAClass
*afc
= st
->airport
.GetFTA();
149 /* don't crash the plane if we know it can't land at the airport */
150 if ((afc
->flags
& AirportFTAClass::SHORT_STRIP
) && (avi
->subtype
& AIR_FAST
) && !_cheats
.no_jetcrash
.value
) continue;
152 /* the plane won't land at any helicopter station */
153 if (!(afc
->flags
& AirportFTAClass::AIRPLANES
) && (avi
->subtype
& AIR_CTOL
)) continue;
155 /* Check if our last and next destinations can be reached from the depot airport. */
156 if (max_range
!= 0) {
157 uint last_dist
= (last_dest
!= nullptr && last_dest
->airport
.tile
!= INVALID_TILE
) ? DistanceSquare(st
->airport
.tile
, last_dest
->airport
.tile
) : 0;
158 uint next_dist
= (next_dest
!= nullptr && next_dest
->airport
.tile
!= INVALID_TILE
) ? DistanceSquare(st
->airport
.tile
, next_dest
->airport
.tile
) : 0;
159 if (last_dist
> max_range
|| next_dist
> max_range
) continue;
162 /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
163 uint distance
= DistanceSquare(vtile
, st
->airport
.tile
);
164 if (distance
< best
|| index
== INVALID_STATION
) {
172 void Aircraft::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
174 uint8 spritenum
= this->spritenum
;
176 if (is_custom_sprite(spritenum
)) {
177 GetCustomVehicleSprite(this, direction
, image_type
, result
);
178 if (result
->IsValid()) return;
180 spritenum
= this->GetEngine()->original_image_index
;
183 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
184 result
->Set(direction
+ _aircraft_sprite
[spritenum
]);
187 void GetRotorImage(const Aircraft
*v
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
189 assert(v
->subtype
== AIR_HELICOPTER
);
191 const Aircraft
*w
= v
->Next()->Next();
192 if (is_custom_sprite(v
->spritenum
)) {
193 GetCustomRotorSprite(v
, image_type
, result
);
194 if (result
->IsValid()) return;
197 /* Return standard rotor sprites if there are no custom sprites for this helicopter */
198 result
->Set(SPR_ROTOR_STOPPED
+ w
->state
);
201 static void GetAircraftIcon(EngineID engine
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
203 const Engine
*e
= Engine::Get(engine
);
204 uint8 spritenum
= e
->u
.air
.image_index
;
206 if (is_custom_sprite(spritenum
)) {
207 GetCustomVehicleIcon(engine
, DIR_W
, image_type
, result
);
208 if (result
->IsValid()) return;
210 spritenum
= e
->original_image_index
;
213 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
214 result
->Set(DIR_W
+ _aircraft_sprite
[spritenum
]);
217 void DrawAircraftEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
219 VehicleSpriteSeq seq
;
220 GetAircraftIcon(engine
, image_type
, &seq
);
223 seq
.GetBounds(&rect
);
224 preferred_x
= Clamp(preferred_x
,
225 left
- UnScaleGUI(rect
.left
),
226 right
- UnScaleGUI(rect
.right
));
228 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
230 if (!(AircraftVehInfo(engine
)->subtype
& AIR_CTOL
)) {
231 VehicleSpriteSeq rotor_seq
;
232 GetCustomRotorIcon(engine
, image_type
, &rotor_seq
);
233 if (!rotor_seq
.IsValid()) rotor_seq
.Set(SPR_ROTOR_STOPPED
);
234 rotor_seq
.Draw(preferred_x
, y
- ScaleGUITrad(5), PAL_NONE
, false);
239 * Get the size of the sprite of an aircraft sprite heading west (used for lists).
240 * @param engine The engine to get the sprite from.
241 * @param[out] width The width of the sprite.
242 * @param[out] height The height of the sprite.
243 * @param[out] xoffs Number of pixels to shift the sprite to the right.
244 * @param[out] yoffs Number of pixels to shift the sprite downwards.
245 * @param image_type Context the sprite is used in.
247 void GetAircraftSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
249 VehicleSpriteSeq seq
;
250 GetAircraftIcon(engine
, image_type
, &seq
);
253 seq
.GetBounds(&rect
);
255 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
256 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
257 xoffs
= UnScaleGUI(rect
.left
);
258 yoffs
= UnScaleGUI(rect
.top
);
263 * @param flags type of operation.
264 * @param tile tile of the depot where aircraft is built.
265 * @param e the engine to build.
266 * @param[out] ret the vehicle that has been built.
267 * @return the cost of this operation or an error.
269 CommandCost
CmdBuildAircraft(DoCommandFlag flags
, TileIndex tile
, const Engine
*e
, Vehicle
**ret
)
271 const AircraftVehicleInfo
*avi
= &e
->u
.air
;
272 const Station
*st
= Station::GetByTile(tile
);
274 /* Prevent building aircraft types at places which can't handle them */
275 if (!CanVehicleUseStation(e
->index
, st
)) return CMD_ERROR
;
277 /* Make sure all aircraft end up in the first tile of the hangar. */
278 tile
= st
->airport
.GetHangarTile(st
->airport
.GetHangarNum(tile
));
280 if (flags
& DC_EXEC
) {
281 Aircraft
*v
= new Aircraft(); // aircraft
282 Aircraft
*u
= new Aircraft(); // shadow
285 v
->direction
= DIR_SE
;
287 v
->owner
= u
->owner
= _current_company
;
291 uint x
= TileX(tile
) * TILE_SIZE
+ 5;
292 uint y
= TileY(tile
) * TILE_SIZE
+ 3;
294 v
->x_pos
= u
->x_pos
= x
;
295 v
->y_pos
= u
->y_pos
= y
;
297 u
->z_pos
= GetSlopePixelZ(x
, y
);
298 v
->z_pos
= u
->z_pos
+ 1;
300 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
301 u
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
| VS_SHADOW
;
303 v
->spritenum
= avi
->image_index
;
305 v
->cargo_cap
= avi
->passenger_capacity
;
307 u
->cargo_cap
= avi
->mail_capacity
;
310 v
->cargo_type
= e
->GetDefaultCargoType();
311 u
->cargo_type
= CT_MAIL
;
314 v
->last_station_visited
= INVALID_STATION
;
315 v
->last_loading_station
= INVALID_STATION
;
317 v
->acceleration
= avi
->acceleration
;
318 v
->engine_type
= e
->index
;
319 u
->engine_type
= e
->index
;
321 v
->subtype
= (avi
->subtype
& AIR_CTOL
? AIR_AIRCRAFT
: AIR_HELICOPTER
);
324 u
->subtype
= AIR_SHADOW
;
327 v
->reliability
= e
->reliability
;
328 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
329 v
->max_age
= e
->GetLifeLengthInDays();
331 v
->pos
= GetVehiclePosOnBuild(tile
);
334 v
->previous_pos
= v
->pos
;
335 v
->targetairport
= GetStationIndex(tile
);
338 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_aircraft
);
340 v
->date_of_last_service
= _date
;
341 v
->build_year
= u
->build_year
= _cur_year
;
343 v
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
344 u
->sprite_cache
.sprite_seq
.Set(SPR_IMG_QUERY
);
346 v
->random_bits
= VehicleRandomBits();
347 u
->random_bits
= VehicleRandomBits();
349 v
->vehicle_flags
= 0;
350 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
351 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
353 v
->InvalidateNewGRFCacheOfChain();
355 v
->cargo_cap
= e
->DetermineCapacity(v
, &u
->cargo_cap
);
357 v
->InvalidateNewGRFCacheOfChain();
359 UpdateAircraftCache(v
, true);
364 /* Aircraft with 3 vehicles (chopper)? */
365 if (v
->subtype
== AIR_HELICOPTER
) {
366 Aircraft
*w
= new Aircraft();
367 w
->engine_type
= e
->index
;
368 w
->direction
= DIR_N
;
369 w
->owner
= _current_company
;
372 w
->z_pos
= v
->z_pos
+ ROTOR_Z_OFFSET
;
373 w
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
;
375 w
->subtype
= AIR_ROTOR
;
376 w
->sprite_cache
.sprite_seq
.Set(SPR_ROTOR_STOPPED
);
377 w
->random_bits
= VehicleRandomBits();
378 /* Use rotor's air.state to store the rotor animation frame */
379 w
->state
= HRS_ROTOR_STOPPED
;
387 return CommandCost();
391 bool Aircraft::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
393 const Station
*st
= GetTargetAirportIfValid(this);
394 /* If the station is not a valid airport or if it has no hangars */
395 if (st
== nullptr || !CanVehicleUseStation(this, st
) || !st
->airport
.HasHangar()) {
396 /* the aircraft has to search for a hangar on its own */
397 StationID station
= FindNearestHangar(this);
399 if (station
== INVALID_STATION
) return false;
401 st
= Station::Get(station
);
404 if (location
!= nullptr) *location
= st
->xy
;
405 if (destination
!= nullptr) *destination
= st
->index
;
410 static void CheckIfAircraftNeedsService(Aircraft
*v
)
412 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_aircraft
== 0 || !v
->NeedsAutomaticServicing()) return;
413 if (v
->IsChainInDepot()) {
414 VehicleServiceInDepot(v
);
418 /* When we're parsing conditional orders and the like
419 * we don't want to consider going to a depot too. */
420 if (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && !v
->current_order
.IsType(OT_GOTO_STATION
)) return;
422 const Station
*st
= Station::Get(v
->current_order
.GetDestination());
424 assert(st
!= nullptr);
426 /* only goto depot if the target airport has a depot */
427 if (st
->airport
.HasHangar() && CanVehicleUseStation(v
, st
)) {
428 v
->current_order
.MakeGoToDepot(st
->index
, ODTFB_SERVICE
);
429 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
430 } else if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
431 v
->current_order
.MakeDummy();
432 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
436 Money
Aircraft::GetRunningCost() const
438 const Engine
*e
= this->GetEngine();
439 uint cost_factor
= GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR
, e
->u
.air
.running_cost
);
440 return GetPrice(PR_RUNNING_AIRCRAFT
, cost_factor
, e
->GetGRF());
443 void Aircraft::OnNewDay()
445 if (!this->IsNormalAircraft()) return;
447 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
451 CheckVehicleBreakdown(this);
453 CheckIfAircraftNeedsService(this);
455 if (this->running_ticks
== 0) return;
457 CommandCost
cost(EXPENSES_AIRCRAFT_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
459 this->profit_this_year
-= cost
.GetCost();
460 this->running_ticks
= 0;
462 SubtractMoneyFromCompanyFract(this->owner
, cost
);
464 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
465 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
468 static void HelicopterTickHandler(Aircraft
*v
)
470 Aircraft
*u
= v
->Next()->Next();
472 if (u
->vehstatus
& VS_HIDDEN
) return;
474 /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
475 * loading/unloading at a terminal or stopped */
476 if (v
->current_order
.IsType(OT_LOADING
) || (v
->vehstatus
& VS_STOPPED
)) {
477 if (u
->cur_speed
!= 0) {
479 if (u
->cur_speed
>= 0x80 && u
->state
== HRS_ROTOR_MOVING_3
) {
484 if (u
->cur_speed
== 0) {
487 if (u
->cur_speed
>= 0x50) {
492 int tick
= ++u
->tick_counter
;
493 int spd
= u
->cur_speed
>> 4;
495 VehicleSpriteSeq seq
;
497 u
->state
= HRS_ROTOR_STOPPED
;
498 GetRotorImage(v
, EIT_ON_MAP
, &seq
);
499 if (u
->sprite_cache
.sprite_seq
== seq
) return;
500 } else if (tick
>= spd
) {
503 if (u
->state
> HRS_ROTOR_MOVING_3
) u
->state
= HRS_ROTOR_MOVING_1
;
504 GetRotorImage(v
, EIT_ON_MAP
, &seq
);
509 u
->sprite_cache
.sprite_seq
= seq
;
511 u
->UpdatePositionAndViewport();
515 * Set aircraft position.
516 * @param v Aircraft to position.
517 * @param x New X position.
518 * @param y New y position.
519 * @param z New z position.
521 void SetAircraftPosition(Aircraft
*v
, int x
, int y
, int z
)
528 v
->UpdateViewport(true, false);
529 if (v
->subtype
== AIR_HELICOPTER
) {
530 GetRotorImage(v
, EIT_ON_MAP
, &v
->Next()->Next()->sprite_cache
.sprite_seq
);
533 Aircraft
*u
= v
->Next();
535 int safe_x
= Clamp(x
, 0, MapMaxX() * TILE_SIZE
);
536 int safe_y
= Clamp(y
- 1, 0, MapMaxY() * TILE_SIZE
);
538 u
->y_pos
= y
- ((v
->z_pos
- GetSlopePixelZ(safe_x
, safe_y
)) >> 3);
540 safe_y
= Clamp(u
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
541 u
->z_pos
= GetSlopePixelZ(safe_x
, safe_y
);
542 u
->sprite_cache
.sprite_seq
.CopyWithoutPalette(v
->sprite_cache
.sprite_seq
); // the shadow is never coloured
544 u
->UpdatePositionAndViewport();
550 u
->z_pos
= z
+ ROTOR_Z_OFFSET
;
552 u
->UpdatePositionAndViewport();
557 * Handle Aircraft specific tasks when an Aircraft enters a hangar
558 * @param *v Vehicle that enters the hangar
560 void HandleAircraftEnterHangar(Aircraft
*v
)
565 Aircraft
*u
= v
->Next();
566 u
->vehstatus
|= VS_HIDDEN
;
569 u
->vehstatus
|= VS_HIDDEN
;
573 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
576 static void PlayAircraftSound(const Vehicle
*v
)
578 if (!PlayVehicleSound(v
, VSE_START
)) {
579 SndPlayVehicleFx(AircraftVehInfo(v
->engine_type
)->sfx
, v
);
585 * Update cached values of an aircraft.
586 * Currently caches callback 36 max speed.
588 * @param update_range Update the aircraft range.
590 void UpdateAircraftCache(Aircraft
*v
, bool update_range
)
592 uint max_speed
= GetVehicleProperty(v
, PROP_AIRCRAFT_SPEED
, 0);
593 if (max_speed
!= 0) {
594 /* Convert from original units to km-ish/h */
595 max_speed
= (max_speed
* 128) / 10;
597 v
->vcache
.cached_max_speed
= max_speed
;
599 /* Use the default max speed of the vehicle. */
600 v
->vcache
.cached_max_speed
= AircraftVehInfo(v
->engine_type
)->max_speed
;
603 /* Update cargo aging period. */
604 v
->vcache
.cached_cargo_age_period
= GetVehicleProperty(v
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(v
->engine_type
)->cargo_age_period
);
605 Aircraft
*u
= v
->Next(); // Shadow for mail
606 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(u
->engine_type
)->cargo_age_period
);
608 /* Update aircraft range. */
610 v
->acache
.cached_max_range
= GetVehicleProperty(v
, PROP_AIRCRAFT_RANGE
, AircraftVehInfo(v
->engine_type
)->max_range
);
611 /* Squared it now so we don't have to do it later all the time. */
612 v
->acache
.cached_max_range_sqr
= v
->acache
.cached_max_range
* v
->acache
.cached_max_range
;
618 * Special velocities for aircraft
620 enum AircraftSpeedLimits
{
621 SPEED_LIMIT_TAXI
= 50, ///< Maximum speed of an aircraft while taxiing
622 SPEED_LIMIT_APPROACH
= 230, ///< Maximum speed of an aircraft on finals
623 SPEED_LIMIT_BROKEN
= 320, ///< Maximum speed of an aircraft that is broken
624 SPEED_LIMIT_HOLD
= 425, ///< Maximum speed of an aircraft that flies the holding pattern
625 SPEED_LIMIT_NONE
= 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent
629 * Sets the new speed for an aircraft
630 * @param v The vehicle for which the speed should be obtained
631 * @param speed_limit The maximum speed the vehicle may have.
632 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
633 * @return The number of position updates needed within the tick
635 static int UpdateAircraftSpeed(Aircraft
*v
, uint speed_limit
= SPEED_LIMIT_NONE
, bool hard_limit
= true)
638 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
639 * So the speed amount we need to accelerate is:
640 * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
641 * = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
642 * ~ acceleration * 77 (km-ish/h / 256)
644 uint spd
= v
->acceleration
* 77;
647 /* Adjust speed limits by plane speed factor to prevent taxiing
648 * and take-off speeds being too low. */
649 speed_limit
*= _settings_game
.vehicle
.plane_speed
;
651 /* adjust speed for broken vehicles */
652 if (v
->vehstatus
& VS_AIRCRAFT_BROKEN
) {
653 if (SPEED_LIMIT_BROKEN
< speed_limit
) hard_limit
= false;
654 speed_limit
= std::min
<uint
>(speed_limit
, SPEED_LIMIT_BROKEN
);
657 if (v
->vcache
.cached_max_speed
< speed_limit
) {
658 if (v
->cur_speed
< speed_limit
) hard_limit
= false;
659 speed_limit
= v
->vcache
.cached_max_speed
;
662 v
->subspeed
= (t
= v
->subspeed
) + (byte
)spd
;
664 /* Aircraft's current speed is used twice so that very fast planes are
665 * forced to slow down rapidly in the short distance needed. The magic
666 * value 16384 was determined to give similar results to the old speed/48
667 * method at slower speeds. This also results in less reduction at slow
668 * speeds to that aircraft do not get to taxi speed straight after
670 if (!hard_limit
&& v
->cur_speed
> speed_limit
) {
671 speed_limit
= v
->cur_speed
- std::max(1, ((v
->cur_speed
* v
->cur_speed
) / 16384) / _settings_game
.vehicle
.plane_speed
);
674 spd
= std::min(v
->cur_speed
+ (spd
>> 8) + (v
->subspeed
< t
), speed_limit
);
676 /* updates statusbar only if speed have changed to save CPU time */
677 if (spd
!= v
->cur_speed
) {
679 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
682 /* Adjust distance moved by plane speed setting */
683 if (_settings_game
.vehicle
.plane_speed
> 1) spd
/= _settings_game
.vehicle
.plane_speed
;
685 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
686 spd
= v
->GetOldAdvanceSpeed(spd
);
689 v
->progress
= (byte
)spd
;
694 * Get the tile height below the aircraft.
695 * This function is needed because aircraft can leave the mapborders.
697 * @param v The vehicle to get the height for.
698 * @return The height in pixels from 'z_pos' 0.
700 int GetTileHeightBelowAircraft(const Vehicle
*v
)
702 int safe_x
= Clamp(v
->x_pos
, 0, MapMaxX() * TILE_SIZE
);
703 int safe_y
= Clamp(v
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
704 return TileHeight(TileVirtXY(safe_x
, safe_y
)) * TILE_HEIGHT
;
708 * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
709 * vehicle for normal flight situation.
710 * When the maximum is reached the vehicle should consider descending.
711 * When the minimum is reached the vehicle should consider ascending.
713 * @param v The vehicle to get the flight levels for.
714 * @param[out] min_level The minimum bounds for flight level.
715 * @param[out] max_level The maximum bounds for flight level.
717 void GetAircraftFlightLevelBounds(const Vehicle
*v
, int *min_level
, int *max_level
)
719 int base_altitude
= GetTileHeightBelowAircraft(v
);
720 if (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->subtype
== AIR_HELICOPTER
) {
721 base_altitude
+= HELICOPTER_HOLD_MAX_FLYING_ALTITUDE
- PLANE_HOLD_MAX_FLYING_ALTITUDE
;
724 /* Make sure eastbound and westbound planes do not "crash" into each
725 * other by providing them with vertical separation
727 switch (v
->direction
) {
738 /* Make faster planes fly higher so that they can overtake slower ones */
739 base_altitude
+= std::min(20 * (v
->vcache
.cached_max_speed
/ 200) - 90, 0);
741 if (min_level
!= nullptr) *min_level
= base_altitude
+ AIRCRAFT_MIN_FLYING_ALTITUDE
;
742 if (max_level
!= nullptr) *max_level
= base_altitude
+ AIRCRAFT_MAX_FLYING_ALTITUDE
;
746 * Gets the maximum 'flight level' for the holding pattern of the aircraft,
747 * in pixels 'z_pos' 0, depending on terrain below.
749 * @param v The aircraft that may or may not need to decrease its altitude.
750 * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
752 int GetAircraftHoldMaxAltitude(const Aircraft
*v
)
754 int tile_height
= GetTileHeightBelowAircraft(v
);
756 return tile_height
+ ((v
->subtype
== AIR_HELICOPTER
) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE
: PLANE_HOLD_MAX_FLYING_ALTITUDE
);
760 int GetAircraftFlightLevel(T
*v
, bool takeoff
)
762 /* Aircraft is in flight. We want to enforce it being somewhere
763 * between the minimum and the maximum allowed altitude. */
764 int aircraft_min_altitude
;
765 int aircraft_max_altitude
;
766 GetAircraftFlightLevelBounds(v
, &aircraft_min_altitude
, &aircraft_max_altitude
);
767 int aircraft_middle_altitude
= (aircraft_min_altitude
+ aircraft_max_altitude
) / 2;
769 /* If those assumptions would be violated, aircraft would behave fairly strange. */
770 assert(aircraft_min_altitude
< aircraft_middle_altitude
);
771 assert(aircraft_middle_altitude
< aircraft_max_altitude
);
774 if (z
< aircraft_min_altitude
||
775 (HasBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
) && z
< aircraft_middle_altitude
)) {
776 /* Ascend. And don't fly into that mountain right ahead.
777 * And avoid our aircraft become a stairclimber, so if we start
778 * correcting altitude, then we stop correction not too early. */
779 SetBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
);
780 z
+= takeoff
? 2 : 1;
781 } else if (!takeoff
&& (z
> aircraft_max_altitude
||
782 (HasBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
) && z
> aircraft_middle_altitude
))) {
783 /* Descend lower. You are an aircraft, not an space ship.
784 * And again, don't stop correcting altitude too early. */
785 SetBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
);
787 } else if (HasBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
) && z
>= aircraft_middle_altitude
) {
788 /* Now, we have corrected altitude enough. */
789 ClrBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
);
790 } else if (HasBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
) && z
<= aircraft_middle_altitude
) {
791 /* Now, we have corrected altitude enough. */
792 ClrBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
);
798 template int GetAircraftFlightLevel(DisasterVehicle
*v
, bool takeoff
);
799 template int GetAircraftFlightLevel(Aircraft
*v
, bool takeoff
);
802 * Find the entry point to an airport depending on direction which
803 * the airport is being approached from. Each airport can have up to
804 * four entry points for its approach system so that approaching
805 * aircraft do not fly through each other or are forced to do 180
806 * degree turns during the approach. The arrivals are grouped into
807 * four sectors dependent on the DiagDirection from which the airport
810 * @param v The vehicle that is approaching the airport
811 * @param apc The Airport Class being approached.
812 * @param rotation The rotation of the airport.
813 * @return The index of the entry point
815 static byte
AircraftGetEntryPoint(const Aircraft
*v
, const AirportFTAClass
*apc
, Direction rotation
)
817 assert(v
!= nullptr);
818 assert(apc
!= nullptr);
820 /* In the case the station doesn't exit anymore, set target tile 0.
821 * It doesn't hurt much, aircraft will go to next order, nearest hangar
822 * or it will simply crash in next tick */
825 const Station
*st
= Station::GetIfValid(v
->targetairport
);
827 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
828 tile
= (st
->airport
.tile
!= INVALID_TILE
) ? st
->airport
.tile
: st
->xy
;
831 int delta_x
= v
->x_pos
- TileX(tile
) * TILE_SIZE
;
832 int delta_y
= v
->y_pos
- TileY(tile
) * TILE_SIZE
;
835 if (abs(delta_y
) < abs(delta_x
)) {
836 /* We are northeast or southwest of the airport */
837 dir
= delta_x
< 0 ? DIAGDIR_NE
: DIAGDIR_SW
;
839 /* We are northwest or southeast of the airport */
840 dir
= delta_y
< 0 ? DIAGDIR_NW
: DIAGDIR_SE
;
842 dir
= ChangeDiagDir(dir
, DiagDirDifference(DIAGDIR_NE
, DirToDiagDir(rotation
)));
843 return apc
->entry_points
[dir
];
847 static void MaybeCrashAirplane(Aircraft
*v
);
850 * Controls the movement of an aircraft. This function actually moves the vehicle
851 * on the map and takes care of minor things like sound playback.
852 * @todo De-mystify the cur_speed values for helicopter rotors.
853 * @param v The vehicle that is moved. Must be the first vehicle of the chain
854 * @return Whether the position requested by the State Machine has been reached
856 static bool AircraftController(Aircraft
*v
)
858 /* nullptr if station is invalid */
859 const Station
*st
= Station::GetIfValid(v
->targetairport
);
860 /* INVALID_TILE if there is no station */
861 TileIndex tile
= INVALID_TILE
;
862 Direction rotation
= DIR_N
;
863 uint size_x
= 1, size_y
= 1;
865 if (st
->airport
.tile
!= INVALID_TILE
) {
866 tile
= st
->airport
.tile
;
867 rotation
= st
->airport
.rotation
;
868 size_x
= st
->airport
.w
;
869 size_y
= st
->airport
.h
;
874 /* DUMMY if there is no station or no airport */
875 const AirportFTAClass
*afc
= tile
== INVALID_TILE
? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
877 /* prevent going to INVALID_TILE if airport is deleted. */
878 if (st
== nullptr || st
->airport
.tile
== INVALID_TILE
) {
879 /* Jump into our "holding pattern" state machine if possible */
880 if (v
->pos
>= afc
->nofelements
) {
881 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, afc
, DIR_N
);
882 } else if (v
->targetairport
!= v
->current_order
.GetDestination()) {
883 /* If not possible, just get out of here fast */
885 UpdateAircraftCache(v
);
886 AircraftNextAirportPos_and_Order(v
);
887 /* get aircraft back on running altitude */
888 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, GetAircraftFlightLevel(v
));
893 /* get airport moving data */
894 const AirportMovingData amd
= RotateAirportMovingData(afc
->MovingData(v
->pos
), rotation
, size_x
, size_y
);
896 int x
= TileX(tile
) * TILE_SIZE
;
897 int y
= TileY(tile
) * TILE_SIZE
;
899 /* Helicopter raise */
900 if (amd
.flag
& AMED_HELI_RAISE
) {
901 Aircraft
*u
= v
->Next()->Next();
903 /* Make sure the rotors don't rotate too fast */
904 if (u
->cur_speed
> 32) {
906 if (--u
->cur_speed
== 32) {
907 if (!PlayVehicleSound(v
, VSE_START
)) {
908 SoundID sfx
= AircraftVehInfo(v
->engine_type
)->sfx
;
909 /* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
910 * The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
911 if (sfx
< ORIGINAL_SAMPLE_COUNT
) sfx
= SND_18_TAKEOFF_HELICOPTER
;
912 SndPlayVehicleFx(sfx
, v
);
917 int count
= UpdateAircraftSpeed(v
);
922 GetAircraftFlightLevelBounds(v
, &z_dest
, nullptr);
924 /* Reached altitude? */
925 if (v
->z_pos
>= z_dest
) {
929 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, std::min(v
->z_pos
+ count
, z_dest
));
935 /* Helicopter landing. */
936 if (amd
.flag
& AMED_HELI_LOWER
) {
937 SetBit(v
->flags
, VAF_HELI_DIRECT_DESCENT
);
940 /* FIXME - AircraftController -> if station no longer exists, do not land
941 * helicopter will circle until sign disappears, then go to next order
942 * what to do when it is the only order left, right now it just stays in 1 place */
944 UpdateAircraftCache(v
);
945 AircraftNextAirportPos_and_Order(v
);
949 /* Vehicle is now at the airport.
950 * Helicopter has arrived at the target landing pad, so the current position is also where it should land.
951 * Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */
952 if (st
->airport
.type
!= AT_OILRIG
) {
955 tile
= TileVirtXY(x
, y
);
959 /* Find altitude of landing position. */
960 int z
= GetSlopePixelZ(x
, y
) + 1 + afc
->delta_z
;
963 Vehicle
*u
= v
->Next()->Next();
965 /* Increase speed of rotors. When speed is 80, we've landed. */
966 if (u
->cur_speed
>= 80) {
967 ClrBit(v
->flags
, VAF_HELI_DIRECT_DESCENT
);
972 int count
= UpdateAircraftSpeed(v
);
975 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, std::max(v
->z_pos
- count
, z
));
977 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, std::min(v
->z_pos
+ count
, z
));
984 /* Get distance from destination pos to current pos. */
985 uint dist
= abs(x
+ amd
.x
- v
->x_pos
) + abs(y
+ amd
.y
- v
->y_pos
);
987 /* Need exact position? */
988 if (!(amd
.flag
& AMED_EXACTPOS
) && dist
<= (amd
.flag
& AMED_SLOWTURN
? 8U : 4U)) return true;
992 /* Change direction smoothly to final direction. */
993 DirDiff dirdiff
= DirDifference(amd
.direction
, v
->direction
);
994 /* if distance is 0, and plane points in right direction, no point in calling
995 * UpdateAircraftSpeed(). So do it only afterwards */
996 if (dirdiff
== DIRDIFF_SAME
) {
1001 if (!UpdateAircraftSpeed(v
, SPEED_LIMIT_TAXI
)) return false;
1003 v
->direction
= ChangeDir(v
->direction
, dirdiff
> DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
1006 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1010 if (amd
.flag
& AMED_BRAKE
&& v
->cur_speed
> SPEED_LIMIT_TAXI
* _settings_game
.vehicle
.plane_speed
) {
1011 MaybeCrashAirplane(v
);
1012 if ((v
->vehstatus
& VS_CRASHED
) != 0) return false;
1015 uint speed_limit
= SPEED_LIMIT_TAXI
;
1016 bool hard_limit
= true;
1018 if (amd
.flag
& AMED_NOSPDCLAMP
) speed_limit
= SPEED_LIMIT_NONE
;
1019 if (amd
.flag
& AMED_HOLD
) { speed_limit
= SPEED_LIMIT_HOLD
; hard_limit
= false; }
1020 if (amd
.flag
& AMED_LAND
) { speed_limit
= SPEED_LIMIT_APPROACH
; hard_limit
= false; }
1021 if (amd
.flag
& AMED_BRAKE
) { speed_limit
= SPEED_LIMIT_TAXI
; hard_limit
= false; }
1023 int count
= UpdateAircraftSpeed(v
, speed_limit
, hard_limit
);
1024 if (count
== 0) return false;
1026 /* If the plane will be a few subpixels away from the destination after
1027 * this movement loop, start nudging it towards the exact position for
1028 * the whole loop. Otherwise, heavily depending on the speed of the plane,
1029 * it is possible we totally overshoot the target, causing the plane to
1030 * make a loop, and trying again, and again, and again .. */
1031 bool nudge_towards_target
= static_cast<uint
>(count
) + 3 > dist
;
1033 if (v
->turn_counter
!= 0) v
->turn_counter
--;
1037 GetNewVehiclePosResult gp
;
1039 if (nudge_towards_target
|| (amd
.flag
& AMED_LAND
)) {
1040 /* move vehicle one pixel towards target */
1041 gp
.x
= (v
->x_pos
!= (x
+ amd
.x
)) ?
1042 v
->x_pos
+ ((x
+ amd
.x
> v
->x_pos
) ? 1 : -1) :
1044 gp
.y
= (v
->y_pos
!= (y
+ amd
.y
)) ?
1045 v
->y_pos
+ ((y
+ amd
.y
> v
->y_pos
) ? 1 : -1) :
1048 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
1049 gp
.new_tile
= (st
->airport
.type
== AT_OILRIG
) ? st
->airport
.tile
: TileVirtXY(gp
.x
, gp
.y
);
1053 /* Turn. Do it slowly if in the air. */
1054 Direction newdir
= GetDirectionTowards(v
, x
+ amd
.x
, y
+ amd
.y
);
1055 if (newdir
!= v
->direction
) {
1056 if (amd
.flag
& AMED_SLOWTURN
&& v
->number_consecutive_turns
< 8 && v
->subtype
== AIR_AIRCRAFT
) {
1057 if (v
->turn_counter
== 0 || newdir
== v
->last_direction
) {
1058 if (newdir
== v
->last_direction
) {
1059 v
->number_consecutive_turns
= 0;
1061 v
->number_consecutive_turns
++;
1063 v
->turn_counter
= 2 * _settings_game
.vehicle
.plane_speed
;
1064 v
->last_direction
= v
->direction
;
1065 v
->direction
= newdir
;
1069 gp
= GetNewVehiclePos(v
);
1072 v
->direction
= newdir
;
1074 /* When leaving a terminal an aircraft often goes to a position
1075 * directly in front of it. If it would move while turning it
1076 * would need an two extra turns to end up at the correct position.
1077 * To make it easier just disallow all moving while turning as
1078 * long as an aircraft is on the ground. */
1081 gp
.new_tile
= gp
.old_tile
= v
->tile
;
1084 v
->number_consecutive_turns
= 0;
1086 gp
= GetNewVehiclePos(v
);
1090 v
->tile
= gp
.new_tile
;
1091 /* If vehicle is in the air, use tile coordinate 0. */
1092 if (amd
.flag
& (AMED_TAKEOFF
| AMED_SLOWTURN
| AMED_LAND
)) v
->tile
= 0;
1094 /* Adjust Z for land or takeoff? */
1097 if (amd
.flag
& AMED_TAKEOFF
) {
1098 z
= GetAircraftFlightLevel(v
, true);
1099 } else if (amd
.flag
& AMED_HOLD
) {
1100 /* Let the plane drop from normal flight altitude to holding pattern altitude */
1101 if (z
> GetAircraftHoldMaxAltitude(v
)) z
--;
1102 } else if ((amd
.flag
& AMED_SLOWTURN
) && (amd
.flag
& AMED_NOSPDCLAMP
)) {
1103 z
= GetAircraftFlightLevel(v
);
1106 /* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular
1107 * and their primary (north-most) tile does not have to be part of the airport.
1108 * As such, the height of the primary tile can be different from the rest of the airport.
1109 * Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar.
1110 * We also know that the airport itself has to be completely flat (otherwise it is not a valid airport).
1111 * Therefore, use the height of this hangar to calculate our z-value. */
1112 int airport_z
= v
->z_pos
;
1113 if ((amd
.flag
& (AMED_LAND
| AMED_BRAKE
)) && st
!= nullptr) {
1114 assert(st
->airport
.HasHangar());
1115 TileIndex hangar_tile
= st
->airport
.GetHangarTile(0);
1116 airport_z
= GetTileMaxPixelZ(hangar_tile
) + 1; // To avoid clashing with the shadow
1119 if (amd
.flag
& AMED_LAND
) {
1120 if (st
->airport
.tile
== INVALID_TILE
) {
1121 /* Airport has been removed, abort the landing procedure */
1123 UpdateAircraftCache(v
);
1124 AircraftNextAirportPos_and_Order(v
);
1125 /* get aircraft back on running altitude */
1126 SetAircraftPosition(v
, gp
.x
, gp
.y
, GetAircraftFlightLevel(v
));
1130 /* We're not flying below our destination, right? */
1131 assert(airport_z
<= z
);
1132 int t
= std::max(1U, dist
- 4);
1133 int delta
= z
- airport_z
;
1135 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1137 z
-= CeilDiv(z
- airport_z
, t
);
1139 if (z
< airport_z
) z
= airport_z
;
1142 /* We've landed. Decrease speed when we're reaching end of runway. */
1143 if (amd
.flag
& AMED_BRAKE
) {
1145 if (z
> airport_z
) {
1147 } else if (z
< airport_z
) {
1153 SetAircraftPosition(v
, gp
.x
, gp
.y
, z
);
1154 } while (--count
!= 0);
1159 * Handle crashed aircraft \a v.
1160 * @param v Crashed aircraft.
1162 static bool HandleCrashedAircraft(Aircraft
*v
)
1164 v
->crashed_counter
+= 3;
1166 Station
*st
= GetTargetAirportIfValid(v
);
1168 /* make aircraft crash down to the ground */
1169 if (v
->crashed_counter
< 500 && st
== nullptr && ((v
->crashed_counter
% 3) == 0) ) {
1170 int z
= GetSlopePixelZ(Clamp(v
->x_pos
, 0, MapMaxX() * TILE_SIZE
), Clamp(v
->y_pos
, 0, MapMaxY() * TILE_SIZE
));
1172 if (v
->z_pos
== z
) {
1173 v
->crashed_counter
= 500;
1178 if (v
->crashed_counter
< 650) {
1180 if (Chance16R(1, 32, r
)) {
1181 static const DirDiff delta
[] = {
1182 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
1185 v
->direction
= ChangeDir(v
->direction
, delta
[GB(r
, 16, 2)]);
1186 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1188 CreateEffectVehicleRel(v
,
1192 EV_EXPLOSION_SMALL
);
1194 } else if (v
->crashed_counter
>= 10000) {
1195 /* remove rubble of crashed airplane */
1197 /* clear runway-in on all airports, set by crashing plane
1198 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1199 * but they all share the same number */
1200 if (st
!= nullptr) {
1201 CLRBITS(st
->airport
.flags
, RUNWAY_IN_block
);
1202 CLRBITS(st
->airport
.flags
, RUNWAY_IN_OUT_block
); // commuter airport
1203 CLRBITS(st
->airport
.flags
, RUNWAY_IN2_block
); // intercontinental
1216 * Handle smoke of broken aircraft.
1218 * @param mode Is this the non-first call for this vehicle in this tick?
1220 static void HandleAircraftSmoke(Aircraft
*v
, bool mode
)
1222 static const struct {
1236 if (!(v
->vehstatus
& VS_AIRCRAFT_BROKEN
)) return;
1238 /* Stop smoking when landed */
1239 if (v
->cur_speed
< 10) {
1240 v
->vehstatus
&= ~VS_AIRCRAFT_BROKEN
;
1241 v
->breakdown_ctr
= 0;
1245 /* Spawn effect et most once per Tick, i.e. !mode */
1246 if (!mode
&& (v
->tick_counter
& 0x0F) == 0) {
1247 CreateEffectVehicleRel(v
,
1248 smoke_pos
[v
->direction
].x
,
1249 smoke_pos
[v
->direction
].y
,
1251 EV_BREAKDOWN_SMOKE_AIRCRAFT
1256 void HandleMissingAircraftOrders(Aircraft
*v
)
1259 * We do not have an order. This can be divided into two cases:
1260 * 1) we are heading to an invalid station. In this case we must
1261 * find another airport to go to. If there is nowhere to go,
1262 * we will destroy the aircraft as it otherwise will enter
1263 * the holding pattern for the first airport, which can cause
1264 * the plane to go into an undefined state when building an
1265 * airport with the same StationID.
1266 * 2) we are (still) heading to a (still) valid airport, then we
1267 * can continue going there. This can happen when you are
1268 * changing the aircraft's orders while in-flight or in for
1269 * example a depot. However, when we have a current order to
1270 * go to a depot, we have to keep that order so the aircraft
1273 const Station
*st
= GetTargetAirportIfValid(v
);
1274 if (st
== nullptr) {
1275 Backup
<CompanyID
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1276 CommandCost ret
= Command
<CMD_SEND_VEHICLE_TO_DEPOT
>::Do(DC_EXEC
, v
->index
, DepotCommand::None
, {});
1277 cur_company
.Restore();
1279 if (ret
.Failed()) CrashAirplane(v
);
1280 } else if (!v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1281 v
->current_order
.Free();
1286 TileIndex
Aircraft::GetOrderStationLocation(StationID station
)
1288 /* Orders are changed in flight, ensure going to the right station. */
1289 if (this->state
== FLYING
) {
1290 AircraftNextAirportPos_and_Order(this);
1293 /* Aircraft do not use dest-tile */
1297 void Aircraft::MarkDirty()
1299 this->colourmap
= PAL_NONE
;
1300 this->UpdateViewport(true, false);
1301 if (this->subtype
== AIR_HELICOPTER
) {
1302 GetRotorImage(this, EIT_ON_MAP
, &this->Next()->Next()->sprite_cache
.sprite_seq
);
1307 uint
Aircraft::Crash(bool flooded
)
1309 uint pass
= Vehicle::Crash(flooded
) + 2; // pilots
1310 this->crashed_counter
= flooded
? 9000 : 0; // max 10000, disappear pretty fast when flooded
1316 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1317 * @param v Aircraft that crashed.
1319 static void CrashAirplane(Aircraft
*v
)
1321 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
1323 uint pass
= v
->Crash();
1326 v
->cargo
.Truncate();
1327 v
->Next()->cargo
.Truncate();
1328 const Station
*st
= GetTargetAirportIfValid(v
);
1331 if (st
== nullptr) {
1332 newsitem
= STR_NEWS_PLANE_CRASH_OUT_OF_FUEL
;
1333 vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1335 SetDParam(1, st
->index
);
1336 newsitem
= STR_NEWS_AIRCRAFT_CRASH
;
1340 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, vt
, st
== nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1341 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, vt
, st
== nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1343 NewsType newstype
= NT_ACCIDENT
;
1344 if (v
->owner
!= _local_company
) {
1345 newstype
= NT_ACCIDENT_OTHER
;
1348 AddTileNewsItem(newsitem
, newstype
, vt
, nullptr, st
!= nullptr ? st
->index
: INVALID_STATION
);
1350 ModifyStationRatingAround(vt
, v
->owner
, -160, 30);
1351 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
1355 * Decide whether aircraft \a v should crash.
1356 * @param v Aircraft to test.
1358 static void MaybeCrashAirplane(Aircraft
*v
)
1361 Station
*st
= Station::Get(v
->targetairport
);
1364 if ((st
->airport
.GetFTA()->flags
& AirportFTAClass::SHORT_STRIP
) &&
1365 (AircraftVehInfo(v
->engine_type
)->subtype
& AIR_FAST
) &&
1366 !_cheats
.no_jetcrash
.value
) {
1369 if (_settings_game
.vehicle
.plane_crashes
== 0) return;
1370 prob
= (0x4000 << _settings_game
.vehicle
.plane_crashes
) / 1500;
1373 if (GB(Random(), 0, 22) > prob
) return;
1375 /* Crash the airplane. Remove all goods stored at the station. */
1376 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) {
1377 st
->goods
[i
].rating
= 1;
1378 st
->goods
[i
].cargo
.Truncate();
1385 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1386 * Start loading cargo.
1387 * @param v Aircraft that arrived.
1389 static void AircraftEntersTerminal(Aircraft
*v
)
1391 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) return;
1393 Station
*st
= Station::Get(v
->targetairport
);
1394 v
->last_station_visited
= v
->targetairport
;
1396 /* Check if station was ever visited before */
1397 if (!(st
->had_vehicle_of_type
& HVOT_AIRCRAFT
)) {
1398 st
->had_vehicle_of_type
|= HVOT_AIRCRAFT
;
1399 SetDParam(0, st
->index
);
1400 /* show newsitem of celebrating citizens */
1402 STR_NEWS_FIRST_AIRCRAFT_ARRIVAL
,
1403 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
1407 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1408 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1415 * Aircraft touched down at the landing strip.
1416 * @param v Aircraft that landed.
1418 static void AircraftLandAirplane(Aircraft
*v
)
1420 Station
*st
= Station::Get(v
->targetairport
);
1422 TileIndex vt
= TileVirtXY(v
->x_pos
, v
->y_pos
);
1426 AirportTileAnimationTrigger(st
, vt
, AAT_STATION_AIRPLANE_LAND
);
1428 if (!PlayVehicleSound(v
, VSE_TOUCHDOWN
)) {
1429 SndPlayVehicleFx(SND_17_SKID_PLANE
, v
);
1434 /** set the right pos when heading to other airports after takeoff */
1435 void AircraftNextAirportPos_and_Order(Aircraft
*v
)
1437 if (v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1438 v
->targetairport
= v
->current_order
.GetDestination();
1441 const Station
*st
= GetTargetAirportIfValid(v
);
1442 const AirportFTAClass
*apc
= st
== nullptr ? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
1443 Direction rotation
= st
== nullptr ? DIR_N
: st
->airport
.rotation
;
1444 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, apc
, rotation
);
1448 * Aircraft is about to leave the hangar.
1449 * @param v Aircraft leaving.
1450 * @param exit_dir The direction the vehicle leaves the hangar.
1451 * @note This function is called in AfterLoadGame for old savegames, so don't rely
1452 * on any data to be valid, especially don't rely on the fact that the vehicle
1453 * is actually on the ground inside a depot.
1455 void AircraftLeaveHangar(Aircraft
*v
, Direction exit_dir
)
1460 v
->direction
= exit_dir
;
1461 v
->vehstatus
&= ~VS_HIDDEN
;
1463 Vehicle
*u
= v
->Next();
1464 u
->vehstatus
&= ~VS_HIDDEN
;
1469 u
->vehstatus
&= ~VS_HIDDEN
;
1474 VehicleServiceInDepot(v
);
1475 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1476 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1477 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
1480 ////////////////////////////////////////////////////////////////////////////////
1481 /////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
1482 ////////////////////////////////////////////////////////////////////////////////
1483 static void AircraftEventHandler_EnterTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1485 AircraftEntersTerminal(v
);
1486 v
->state
= apc
->layout
[v
->pos
].heading
;
1490 * Aircraft arrived in an airport hangar.
1491 * @param v Aircraft in the hangar.
1492 * @param apc Airport description containing the hangar.
1494 static void AircraftEventHandler_EnterHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1496 VehicleEnterDepot(v
);
1497 v
->state
= apc
->layout
[v
->pos
].heading
;
1501 * Handle aircraft movement/decision making in an airport hangar.
1502 * @param v Aircraft in the hangar.
1503 * @param apc Airport description containing the hangar.
1505 static void AircraftEventHandler_InHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1507 /* if we just arrived, execute EnterHangar first */
1508 if (v
->previous_pos
!= v
->pos
) {
1509 AircraftEventHandler_EnterHangar(v
, apc
);
1513 /* if we were sent to the depot, stay there */
1514 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && (v
->vehstatus
& VS_STOPPED
)) {
1515 v
->current_order
.Free();
1519 if (!v
->current_order
.IsType(OT_GOTO_STATION
) &&
1520 !v
->current_order
.IsType(OT_GOTO_DEPOT
))
1523 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1524 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->current_order
.GetDestination() == v
->targetairport
) {
1525 VehicleEnterDepot(v
);
1529 /* if the block of the next position is busy, stay put */
1530 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1532 /* We are already at the target airport, we need to find a terminal */
1533 if (v
->current_order
.GetDestination() == v
->targetairport
) {
1534 /* FindFreeTerminal:
1535 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1536 if (v
->subtype
== AIR_HELICOPTER
) {
1537 if (!AirportFindFreeHelipad(v
, apc
)) return; // helicopter
1539 if (!AirportFindFreeTerminal(v
, apc
)) return; // airplane
1541 } else { // Else prepare for launch.
1542 /* airplane goto state takeoff, helicopter to helitakeoff */
1543 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1545 const Station
*st
= Station::GetByTile(v
->tile
);
1546 AircraftLeaveHangar(v
, st
->airport
.GetHangarExitDirection(v
->tile
));
1547 AirportMove(v
, apc
);
1550 /** At one of the Airport's Terminals */
1551 static void AircraftEventHandler_AtTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1553 /* if we just arrived, execute EnterTerminal first */
1554 if (v
->previous_pos
!= v
->pos
) {
1555 AircraftEventHandler_EnterTerminal(v
, apc
);
1556 /* on an airport with helipads, a helicopter will always land there
1557 * and get serviced at the same time - setting */
1558 if (_settings_game
.order
.serviceathelipad
) {
1559 if (v
->subtype
== AIR_HELICOPTER
&& apc
->num_helipads
> 0) {
1560 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1561 v
->date_of_last_service
= _date
;
1562 v
->breakdowns_since_last_service
= 0;
1563 v
->reliability
= v
->GetEngine()->reliability
;
1564 SetWindowDirty(WC_VEHICLE_DETAILS
, v
->index
);
1570 if (v
->current_order
.IsType(OT_NOTHING
)) return;
1572 /* if the block of the next position is busy, stay put */
1573 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1575 /* airport-road is free. We either have to go to another airport, or to the hangar
1576 * ---> start moving */
1578 bool go_to_hangar
= false;
1579 switch (v
->current_order
.GetType()) {
1580 case OT_GOTO_STATION
: // ready to fly to another airport
1582 case OT_GOTO_DEPOT
: // visit hangar for servicing, sale, etc.
1583 go_to_hangar
= v
->current_order
.GetDestination() == v
->targetairport
;
1585 case OT_CONDITIONAL
:
1586 /* In case of a conditional order we just have to wait a tick
1587 * longer, so the conditional order can actually be processed;
1588 * we should not clear the order as that makes us go nowhere. */
1590 default: // orders have been deleted (no orders), goto depot and don't bother us
1591 v
->current_order
.Free();
1592 go_to_hangar
= Station::Get(v
->targetairport
)->airport
.HasHangar();
1595 if (go_to_hangar
&& Station::Get(v
->targetairport
)->airport
.HasHangar()) {
1598 /* airplane goto state takeoff, helicopter to helitakeoff */
1599 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1601 AirportMove(v
, apc
);
1604 static void AircraftEventHandler_General(Aircraft
*v
, const AirportFTAClass
*apc
)
1606 error("OK, you shouldn't be here, check your Airport Scheme!");
1609 static void AircraftEventHandler_TakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1611 PlayAircraftSound(v
); // play takeoffsound for airplanes
1612 v
->state
= STARTTAKEOFF
;
1615 static void AircraftEventHandler_StartTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1617 v
->state
= ENDTAKEOFF
;
1621 static void AircraftEventHandler_EndTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1624 /* get the next position to go to, differs per airport */
1625 AircraftNextAirportPos_and_Order(v
);
1628 static void AircraftEventHandler_HeliTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1633 /* get the next position to go to, differs per airport */
1634 AircraftNextAirportPos_and_Order(v
);
1636 /* Send the helicopter to a hangar if needed for replacement */
1637 if (v
->NeedsAutomaticServicing()) {
1638 Backup
<CompanyID
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1639 Command
<CMD_SEND_VEHICLE_TO_DEPOT
>::Do(DC_EXEC
, v
->index
, DepotCommand::Service
| DepotCommand::LocateHangar
, {});
1640 cur_company
.Restore();
1644 static void AircraftEventHandler_Flying(Aircraft
*v
, const AirportFTAClass
*apc
)
1646 Station
*st
= Station::Get(v
->targetairport
);
1648 /* Runway busy, not allowed to use this airstation or closed, circle. */
1649 if (CanVehicleUseStation(v
, st
) && (st
->owner
== OWNER_NONE
|| st
->owner
== v
->owner
) && !(st
->airport
.flags
& AIRPORT_CLOSED_block
)) {
1650 /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1651 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1652 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1653 byte landingtype
= (v
->subtype
== AIR_HELICOPTER
) ? HELILANDING
: LANDING
;
1654 const AirportFTA
*current
= apc
->layout
[v
->pos
].next
;
1655 while (current
!= nullptr) {
1656 if (current
->heading
== landingtype
) {
1657 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1658 * we don't want that for plane in air
1659 * hack for speed thingie */
1660 uint16 tcur_speed
= v
->cur_speed
;
1661 uint16 tsubspeed
= v
->subspeed
;
1662 if (!AirportHasBlock(v
, current
, apc
)) {
1663 v
->state
= landingtype
; // LANDING / HELILANDING
1664 if (v
->state
== HELILANDING
) SetBit(v
->flags
, VAF_HELI_DIRECT_DESCENT
);
1665 /* it's a bit dirty, but I need to set position to next position, otherwise
1666 * if there are multiple runways, plane won't know which one it took (because
1667 * they all have heading LANDING). And also occupy that block! */
1668 v
->pos
= current
->next_position
;
1669 SETBITS(st
->airport
.flags
, apc
->layout
[v
->pos
].block
);
1672 v
->cur_speed
= tcur_speed
;
1673 v
->subspeed
= tsubspeed
;
1675 current
= current
->next
;
1679 v
->pos
= apc
->layout
[v
->pos
].next_position
;
1682 static void AircraftEventHandler_Landing(Aircraft
*v
, const AirportFTAClass
*apc
)
1684 v
->state
= ENDLANDING
;
1685 AircraftLandAirplane(v
); // maybe crash airplane
1687 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1688 if (v
->NeedsAutomaticServicing()) {
1689 Backup
<CompanyID
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1690 Command
<CMD_SEND_VEHICLE_TO_DEPOT
>::Do(DC_EXEC
, v
->index
, DepotCommand::Service
, {});
1691 cur_company
.Restore();
1695 static void AircraftEventHandler_HeliLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1697 v
->state
= HELIENDLANDING
;
1701 static void AircraftEventHandler_EndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1703 /* next block busy, don't do a thing, just wait */
1704 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1706 /* if going to terminal (OT_GOTO_STATION) choose one
1707 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1708 * 2. not going for terminal (but depot, no order),
1709 * --> get out of the way to the hangar. */
1710 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1711 if (AirportFindFreeTerminal(v
, apc
)) return;
1717 static void AircraftEventHandler_HeliEndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1719 /* next block busy, don't do a thing, just wait */
1720 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1722 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1723 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1724 * 2. not going for terminal (but depot, no order),
1725 * --> get out of the way to the hangar IF there are terminals on the airport.
1727 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1728 * must go to a hangar. */
1729 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1730 if (AirportFindFreeHelipad(v
, apc
)) return;
1732 v
->state
= Station::Get(v
->targetairport
)->airport
.HasHangar() ? HANGAR
: HELITAKEOFF
;
1736 * Signature of the aircraft handler function.
1737 * @param v Aircraft to handle.
1738 * @param apc Airport state machine.
1740 typedef void AircraftStateHandler(Aircraft
*v
, const AirportFTAClass
*apc
);
1741 /** Array of handler functions for each target of the aircraft. */
1742 static AircraftStateHandler
* const _aircraft_state_handlers
[] = {
1743 AircraftEventHandler_General
, // TO_ALL = 0
1744 AircraftEventHandler_InHangar
, // HANGAR = 1
1745 AircraftEventHandler_AtTerminal
, // TERM1 = 2
1746 AircraftEventHandler_AtTerminal
, // TERM2 = 3
1747 AircraftEventHandler_AtTerminal
, // TERM3 = 4
1748 AircraftEventHandler_AtTerminal
, // TERM4 = 5
1749 AircraftEventHandler_AtTerminal
, // TERM5 = 6
1750 AircraftEventHandler_AtTerminal
, // TERM6 = 7
1751 AircraftEventHandler_AtTerminal
, // HELIPAD1 = 8
1752 AircraftEventHandler_AtTerminal
, // HELIPAD2 = 9
1753 AircraftEventHandler_TakeOff
, // TAKEOFF = 10
1754 AircraftEventHandler_StartTakeOff
, // STARTTAKEOFF = 11
1755 AircraftEventHandler_EndTakeOff
, // ENDTAKEOFF = 12
1756 AircraftEventHandler_HeliTakeOff
, // HELITAKEOFF = 13
1757 AircraftEventHandler_Flying
, // FLYING = 14
1758 AircraftEventHandler_Landing
, // LANDING = 15
1759 AircraftEventHandler_EndLanding
, // ENDLANDING = 16
1760 AircraftEventHandler_HeliLanding
, // HELILANDING = 17
1761 AircraftEventHandler_HeliEndLanding
, // HELIENDLANDING = 18
1762 AircraftEventHandler_AtTerminal
, // TERM7 = 19
1763 AircraftEventHandler_AtTerminal
, // TERM8 = 20
1764 AircraftEventHandler_AtTerminal
, // HELIPAD3 = 21
1767 static void AirportClearBlock(const Aircraft
*v
, const AirportFTAClass
*apc
)
1769 /* we have left the previous block, and entered the new one. Free the previous block */
1770 if (apc
->layout
[v
->previous_pos
].block
!= apc
->layout
[v
->pos
].block
) {
1771 Station
*st
= Station::Get(v
->targetairport
);
1773 CLRBITS(st
->airport
.flags
, apc
->layout
[v
->previous_pos
].block
);
1777 static void AirportGoToNextPosition(Aircraft
*v
)
1779 /* if aircraft is not in position, wait until it is */
1780 if (!AircraftController(v
)) return;
1782 const AirportFTAClass
*apc
= Station::Get(v
->targetairport
)->airport
.GetFTA();
1784 AirportClearBlock(v
, apc
);
1785 AirportMove(v
, apc
); // move aircraft to next position
1788 /* gets pos from vehicle and next orders */
1789 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
)
1791 /* error handling */
1792 if (v
->pos
>= apc
->nofelements
) {
1793 Debug(misc
, 0, "[Ap] position {} is not valid for current airport. Max position is {}", v
->pos
, apc
->nofelements
-1);
1794 assert(v
->pos
< apc
->nofelements
);
1797 const AirportFTA
*current
= &apc
->layout
[v
->pos
];
1798 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1799 if (current
->heading
== v
->state
) {
1800 byte prev_pos
= v
->pos
; // location could be changed in state, so save it before-hand
1801 byte prev_state
= v
->state
;
1802 _aircraft_state_handlers
[v
->state
](v
, apc
);
1803 if (v
->state
!= FLYING
) v
->previous_pos
= prev_pos
;
1804 if (v
->state
!= prev_state
|| v
->pos
!= prev_pos
) UpdateAircraftCache(v
);
1808 v
->previous_pos
= v
->pos
; // save previous location
1810 /* there is only one choice to move to */
1811 if (current
->next
== nullptr) {
1812 if (AirportSetBlocks(v
, current
, apc
)) {
1813 v
->pos
= current
->next_position
;
1814 UpdateAircraftCache(v
);
1815 } // move to next position
1819 /* there are more choices to choose from, choose the one that
1820 * matches our heading */
1822 if (v
->state
== current
->heading
|| current
->heading
== TO_ALL
) {
1823 if (AirportSetBlocks(v
, current
, apc
)) {
1824 v
->pos
= current
->next_position
;
1825 UpdateAircraftCache(v
);
1826 } // move to next position
1829 current
= current
->next
;
1830 } while (current
!= nullptr);
1832 Debug(misc
, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v
->pos
, v
->state
, v
->index
);
1836 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
1837 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1839 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1840 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1842 /* same block, then of course we can move */
1843 if (apc
->layout
[current_pos
->position
].block
!= next
->block
) {
1844 const Station
*st
= Station::Get(v
->targetairport
);
1845 uint64 airport_flags
= next
->block
;
1847 /* check additional possible extra blocks */
1848 if (current_pos
!= reference
&& current_pos
->block
!= NOTHING_block
) {
1849 airport_flags
|= current_pos
->block
;
1852 if (st
->airport
.flags
& airport_flags
) {
1862 * "reserve" a block for the plane
1863 * @param v airplane that requires the operation
1864 * @param current_pos of the vehicle in the list of blocks
1865 * @param apc airport on which block is requested to be set
1866 * @returns true on success. Eg, next block was free and we have occupied it
1868 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1870 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1871 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1873 /* if the next position is in another block, check it and wait until it is free */
1874 if ((apc
->layout
[current_pos
->position
].block
& next
->block
) != next
->block
) {
1875 uint64 airport_flags
= next
->block
;
1876 /* search for all all elements in the list with the same state, and blocks != N
1877 * this means more blocks should be checked/set */
1878 const AirportFTA
*current
= current_pos
;
1879 if (current
== reference
) current
= current
->next
;
1880 while (current
!= nullptr) {
1881 if (current
->heading
== current_pos
->heading
&& current
->block
!= 0) {
1882 airport_flags
|= current
->block
;
1885 current
= current
->next
;
1888 /* if the block to be checked is in the next position, then exclude that from
1889 * checking, because it has been set by the airplane before */
1890 if (current_pos
->block
== next
->block
) airport_flags
^= next
->block
;
1892 Station
*st
= Station::Get(v
->targetairport
);
1893 if (st
->airport
.flags
& airport_flags
) {
1899 if (next
->block
!= NOTHING_block
) {
1900 SETBITS(st
->airport
.flags
, airport_flags
); // occupy next block
1907 * Combination of aircraft state for going to a certain terminal and the
1908 * airport flag for that terminal block.
1910 struct MovementTerminalMapping
{
1911 AirportMovementStates state
; ///< Aircraft movement state when going to this terminal.
1912 uint64 airport_flag
; ///< Bitmask in the airport flags that need to be free for this terminal.
1915 /** A list of all valid terminals and their associated blocks. */
1916 static const MovementTerminalMapping _airport_terminal_mapping
[] = {
1917 {TERM1
, TERM1_block
},
1918 {TERM2
, TERM2_block
},
1919 {TERM3
, TERM3_block
},
1920 {TERM4
, TERM4_block
},
1921 {TERM5
, TERM5_block
},
1922 {TERM6
, TERM6_block
},
1923 {TERM7
, TERM7_block
},
1924 {TERM8
, TERM8_block
},
1925 {HELIPAD1
, HELIPAD1_block
},
1926 {HELIPAD2
, HELIPAD2_block
},
1927 {HELIPAD3
, HELIPAD3_block
},
1931 * Find a free terminal or helipad, and if available, assign it.
1932 * @param v Aircraft looking for a free terminal or helipad.
1933 * @param i First terminal to examine.
1934 * @param last_terminal Terminal number to stop examining.
1935 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1937 static bool FreeTerminal(Aircraft
*v
, byte i
, byte last_terminal
)
1939 assert(last_terminal
<= lengthof(_airport_terminal_mapping
));
1940 Station
*st
= Station::Get(v
->targetairport
);
1941 for (; i
< last_terminal
; i
++) {
1942 if ((st
->airport
.flags
& _airport_terminal_mapping
[i
].airport_flag
) == 0) {
1943 /* TERMINAL# HELIPAD# */
1944 v
->state
= _airport_terminal_mapping
[i
].state
; // start moving to that terminal/helipad
1945 SETBITS(st
->airport
.flags
, _airport_terminal_mapping
[i
].airport_flag
); // occupy terminal/helipad
1953 * Get the number of terminals at the airport.
1954 * @param apc Airport description.
1955 * @return Number of terminals.
1957 static uint
GetNumTerminals(const AirportFTAClass
*apc
)
1961 for (uint i
= apc
->terminals
[0]; i
> 0; i
--) num
+= apc
->terminals
[i
];
1967 * Find a free terminal, and assign it if available.
1968 * @param v Aircraft to handle.
1969 * @param apc Airport state machine.
1970 * @return Found a free terminal and assigned it.
1972 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1974 /* example of more terminalgroups
1975 * {0,HANGAR,NOTHING_block,1}, {0,TERMGROUP,TERM_GROUP1_block,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1976 * Heading TERMGROUP denotes a group. We see 2 groups here:
1977 * 1. group 0 -- TERM_GROUP1_block (check block)
1978 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1979 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1980 * looks at the corresponding terminals of that group. If no free ones are found, other
1981 * possible groups are checked (in this case group 1, since that is after group 0). If that
1982 * fails, then attempt fails and plane waits
1984 if (apc
->terminals
[0] > 1) {
1985 const Station
*st
= Station::Get(v
->targetairport
);
1986 const AirportFTA
*temp
= apc
->layout
[v
->pos
].next
;
1988 while (temp
!= nullptr) {
1989 if (temp
->heading
== TERMGROUP
) {
1990 if (!(st
->airport
.flags
& temp
->block
)) {
1991 /* read which group do we want to go to?
1992 * (the first free group) */
1993 uint target_group
= temp
->next_position
+ 1;
1995 /* at what terminal does the group start?
1996 * that means, sum up all terminals of
1997 * groups with lower number */
1998 uint group_start
= 0;
1999 for (uint i
= 1; i
< target_group
; i
++) {
2000 group_start
+= apc
->terminals
[i
];
2003 uint group_end
= group_start
+ apc
->terminals
[target_group
];
2004 if (FreeTerminal(v
, group_start
, group_end
)) return true;
2007 /* once the heading isn't 255, we've exhausted the possible blocks.
2008 * So we cannot move */
2015 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
2016 return FreeTerminal(v
, 0, GetNumTerminals(apc
));
2020 * Find a free helipad, and assign it if available.
2021 * @param v Aircraft to handle.
2022 * @param apc Airport state machine.
2023 * @return Found a free helipad and assigned it.
2025 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
)
2027 /* if an airport doesn't have helipads, use terminals */
2028 if (apc
->num_helipads
== 0) return AirportFindFreeTerminal(v
, apc
);
2030 /* only 1 helicoptergroup, check all helipads
2031 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
2032 return FreeTerminal(v
, MAX_TERMINALS
, apc
->num_helipads
+ MAX_TERMINALS
);
2036 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
2037 * @param v The aircraft.
2038 * @param too_far True if the current destination is too far away.
2040 static void AircraftHandleDestTooFar(Aircraft
*v
, bool too_far
)
2043 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
2044 SetBit(v
->flags
, VAF_DEST_TOO_FAR
);
2045 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2046 AI::NewEvent(v
->owner
, new ScriptEventAircraftDestTooFar(v
->index
));
2047 if (v
->owner
== _local_company
) {
2048 /* Post a news message. */
2049 SetDParam(0, v
->index
);
2050 AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR
, v
->index
);
2056 if (HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
2057 /* Not too far anymore, clear flag and message. */
2058 ClrBit(v
->flags
, VAF_DEST_TOO_FAR
);
2059 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2060 DeleteVehicleNews(v
->index
, STR_NEWS_AIRCRAFT_DEST_TOO_FAR
);
2064 static bool AircraftEventHandler(Aircraft
*v
, int loop
)
2066 if (v
->vehstatus
& VS_CRASHED
) {
2067 return HandleCrashedAircraft(v
);
2070 if (v
->vehstatus
& VS_STOPPED
) return true;
2072 v
->HandleBreakdown();
2074 HandleAircraftSmoke(v
, loop
!= 0);
2076 v
->HandleLoading(loop
!= 0);
2078 if (v
->current_order
.IsType(OT_LOADING
) || v
->current_order
.IsType(OT_LEAVESTATION
)) return true;
2080 if (v
->state
>= ENDTAKEOFF
&& v
->state
<= HELIENDLANDING
) {
2081 /* If we are flying, unconditionally clear the 'dest too far' state. */
2082 AircraftHandleDestTooFar(v
, false);
2083 } else if (v
->acache
.cached_max_range_sqr
!= 0) {
2084 /* Check the distance to the next destination. This code works because the target
2085 * airport is only updated after take off and not on the ground. */
2086 Station
*cur_st
= Station::GetIfValid(v
->targetairport
);
2087 Station
*next_st
= v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
) ? Station::GetIfValid(v
->current_order
.GetDestination()) : nullptr;
2089 if (cur_st
!= nullptr && cur_st
->airport
.tile
!= INVALID_TILE
&& next_st
!= nullptr && next_st
->airport
.tile
!= INVALID_TILE
) {
2090 uint dist
= DistanceSquare(cur_st
->airport
.tile
, next_st
->airport
.tile
);
2091 AircraftHandleDestTooFar(v
, dist
> v
->acache
.cached_max_range_sqr
);
2095 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) AirportGoToNextPosition(v
);
2100 bool Aircraft::Tick()
2102 if (!this->IsNormalAircraft()) return true;
2104 PerformanceAccumulator
framerate(PFE_GL_AIRCRAFT
);
2106 this->tick_counter
++;
2108 if (!(this->vehstatus
& VS_STOPPED
)) this->running_ticks
++;
2110 if (this->subtype
== AIR_HELICOPTER
) HelicopterTickHandler(this);
2112 this->current_order_time
++;
2114 for (uint i
= 0; i
!= 2; i
++) {
2115 /* stop if the aircraft was deleted */
2116 if (!AircraftEventHandler(this, i
)) return false;
2124 * Returns aircraft's target station if v->target_airport
2125 * is a valid station with airport.
2126 * @param v vehicle to get target airport for
2127 * @return pointer to target station, nullptr if invalid
2129 Station
*GetTargetAirportIfValid(const Aircraft
*v
)
2131 assert(v
->type
== VEH_AIRCRAFT
);
2133 Station
*st
= Station::GetIfValid(v
->targetairport
);
2134 if (st
== nullptr) return nullptr;
2136 return st
->airport
.tile
== INVALID_TILE
? nullptr : st
;
2140 * Updates the status of the Aircraft heading or in the station
2141 * @param st Station been updated
2143 void UpdateAirplanesOnNewStation(const Station
*st
)
2145 /* only 1 station is updated per function call, so it is enough to get entry_point once */
2146 const AirportFTAClass
*ap
= st
->airport
.GetFTA();
2147 Direction rotation
= st
->airport
.tile
== INVALID_TILE
? DIR_N
: st
->airport
.rotation
;
2149 for (Aircraft
*v
: Aircraft::Iterate()) {
2150 if (!v
->IsNormalAircraft() || v
->targetairport
!= st
->index
) continue;
2151 assert(v
->state
== FLYING
);
2153 Order
*o
= &v
->current_order
;
2154 /* The aircraft is heading to a hangar, but the new station doesn't have one,
2155 * or the aircraft can't land on the new station. Cancel current order. */
2156 if (o
->IsType(OT_GOTO_DEPOT
) && !(o
->GetDepotOrderType() & ODTFB_PART_OF_ORDERS
) && o
->GetDestination() == st
->index
&&
2157 (!st
->airport
.HasHangar() || !CanVehicleUseStation(v
, st
))) {
2159 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2161 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, ap
, rotation
);
2162 UpdateAircraftCache(v
);
2165 /* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
2166 if (!st
->airport
.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT
, st
->index
, true);