4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
11 * @file aircraft_cmd.cpp
12 * This file deals with aircraft and airport movements functionalities
17 #include "landscape.h"
18 #include "news_func.h"
19 #include "newgrf_engine.h"
20 #include "newgrf_sound.h"
21 #include "spritecache.h"
22 #include "strings_func.h"
23 #include "command_func.h"
24 #include "window_func.h"
25 #include "date_func.h"
26 #include "vehicle_func.h"
27 #include "sound_func.h"
28 #include "cheat_type.h"
29 #include "company_base.h"
31 #include "game/game.hpp"
32 #include "company_func.h"
33 #include "effectvehicle_func.h"
34 #include "station_base.h"
35 #include "engine_base.h"
36 #include "core/random_func.hpp"
37 #include "core/backup_type.hpp"
38 #include "zoom_func.h"
39 #include "disaster_vehicle.h"
41 #include "table/strings.h"
43 #include "safeguards.h"
45 void Aircraft::UpdateDeltaXY(Direction direction
)
52 switch (this->subtype
) {
53 default: NOT_REACHED();
57 switch (this->state
) {
82 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
);
83 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
84 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
85 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
);
86 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
);
87 static void CrashAirplane(Aircraft
*v
);
89 static const SpriteID _aircraft_sprite
[] = {
90 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
91 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
92 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
93 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
94 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
95 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
100 bool IsValidImageIndex
<VEH_AIRCRAFT
>(uint8 image_index
)
102 return image_index
< lengthof(_aircraft_sprite
);
105 /** Helicopter rotor animation states */
106 enum HelicopterRotorStates
{
114 * Find the nearest hangar to v
115 * INVALID_STATION is returned, if the company does not have any suitable
116 * airports (like helipads only)
117 * @param v vehicle looking for a hangar
118 * @return the StationID if one is found, otherwise, INVALID_STATION
120 static StationID
FindNearestHangar(const Aircraft
*v
)
124 StationID index
= INVALID_STATION
;
125 TileIndex vtile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
126 const AircraftVehicleInfo
*avi
= AircraftVehInfo(v
->engine_type
);
128 FOR_ALL_STATIONS(st
) {
129 if (st
->owner
!= v
->owner
|| !(st
->facilities
& FACIL_AIRPORT
)) continue;
131 const AirportFTAClass
*afc
= st
->airport
.GetFTA();
132 if (!st
->airport
.HasHangar() || (
133 /* don't crash the plane if we know it can't land at the airport */
134 (afc
->flags
& AirportFTAClass::SHORT_STRIP
) &&
135 (avi
->subtype
& AIR_FAST
) &&
136 !_cheats
.no_jetcrash
.value
)) {
140 /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
141 uint distance
= DistanceSquare(vtile
, st
->airport
.tile
);
142 if (v
->acache
.cached_max_range_sqr
!= 0) {
143 /* Check if our current destination can be reached from the depot airport. */
144 const Station
*cur_dest
= GetTargetAirportIfValid(v
);
145 if (cur_dest
!= nullptr && DistanceSquare(st
->airport
.tile
, cur_dest
->airport
.tile
) > v
->acache
.cached_max_range_sqr
) continue;
147 if (distance
< best
|| index
== INVALID_STATION
) {
155 void Aircraft::GetImage(Direction direction
, EngineImageType image_type
, VehicleSpriteSeq
*result
) const
157 uint8 spritenum
= this->spritenum
;
159 if (is_custom_sprite(spritenum
)) {
160 GetCustomVehicleSprite(this, direction
, image_type
, result
);
161 if (result
->IsValid()) return;
163 spritenum
= this->GetEngine()->original_image_index
;
166 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
167 result
->Set(direction
+ _aircraft_sprite
[spritenum
]);
170 void GetRotorImage(const Aircraft
*v
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
172 assert(v
->subtype
== AIR_HELICOPTER
);
174 const Aircraft
*w
= v
->Next()->Next();
175 if (is_custom_sprite(v
->spritenum
)) {
176 GetCustomRotorSprite(v
, false, image_type
, result
);
177 if (result
->IsValid()) return;
180 /* Return standard rotor sprites if there are no custom sprites for this helicopter */
181 result
->Set(SPR_ROTOR_STOPPED
+ w
->state
);
184 static void GetAircraftIcon(EngineID engine
, EngineImageType image_type
, VehicleSpriteSeq
*result
)
186 const Engine
*e
= Engine::Get(engine
);
187 uint8 spritenum
= e
->u
.air
.image_index
;
189 if (is_custom_sprite(spritenum
)) {
190 GetCustomVehicleIcon(engine
, DIR_W
, image_type
, result
);
191 if (result
->IsValid()) return;
193 spritenum
= e
->original_image_index
;
196 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
197 result
->Set(DIR_W
+ _aircraft_sprite
[spritenum
]);
200 void DrawAircraftEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
202 VehicleSpriteSeq seq
;
203 GetAircraftIcon(engine
, image_type
, &seq
);
205 Rect16 rect
= seq
.GetBounds();
206 preferred_x
= Clamp(preferred_x
,
207 left
- UnScaleGUI(rect
.left
),
208 right
- UnScaleGUI(rect
.right
));
210 seq
.Draw(preferred_x
, y
, pal
, pal
== PALETTE_CRASH
);
212 if (!(AircraftVehInfo(engine
)->subtype
& AIR_CTOL
)) {
213 VehicleSpriteSeq rotor_seq
;
214 GetCustomRotorIcon(engine
, image_type
, &rotor_seq
);
215 if (!rotor_seq
.IsValid()) rotor_seq
.Set(SPR_ROTOR_STOPPED
);
216 rotor_seq
.Draw(preferred_x
, y
- ScaleGUITrad(5), PAL_NONE
, false);
221 * Get the size of the sprite of an aircraft sprite heading west (used for lists).
222 * @param engine The engine to get the sprite from.
223 * @param[out] width The width of the sprite.
224 * @param[out] height The height of the sprite.
225 * @param[out] xoffs Number of pixels to shift the sprite to the right.
226 * @param[out] yoffs Number of pixels to shift the sprite downwards.
227 * @param image_type Context the sprite is used in.
229 void GetAircraftSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
231 VehicleSpriteSeq seq
;
232 GetAircraftIcon(engine
, image_type
, &seq
);
234 Rect16 rect
= seq
.GetBounds();
236 width
= UnScaleGUI(rect
.right
- rect
.left
+ 1);
237 height
= UnScaleGUI(rect
.bottom
- rect
.top
+ 1);
238 xoffs
= UnScaleGUI(rect
.left
);
239 yoffs
= UnScaleGUI(rect
.top
);
244 * @param tile tile of the depot where aircraft is built.
245 * @param flags type of operation.
246 * @param e the engine to build.
247 * @param data unused.
248 * @param ret[out] the vehicle that has been built.
249 * @return the cost of this operation or an error.
251 CommandCost
CmdBuildAircraft(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
253 const AircraftVehicleInfo
*avi
= &e
->u
.air
;
254 const Station
*st
= Station::GetByTile(tile
);
256 /* Prevent building aircraft types at places which can't handle them */
257 if (!CanVehicleUseStation(e
->index
, st
)) return CommandError();
259 /* Make sure all aircraft end up in the first tile of the hangar. */
260 tile
= st
->airport
.GetHangarTile(st
->airport
.GetHangarNum(tile
));
262 if (flags
& DC_EXEC
) {
263 Aircraft
*v
= new Aircraft(); // aircraft
264 Aircraft
*u
= new Aircraft(); // shadow
267 v
->direction
= DIR_SE
;
269 v
->owner
= u
->owner
= _current_company
;
273 uint x
= TileX(tile
) * TILE_SIZE
+ 5;
274 uint y
= TileY(tile
) * TILE_SIZE
+ 3;
276 v
->x_pos
= u
->x_pos
= x
;
277 v
->y_pos
= u
->y_pos
= y
;
279 u
->z_pos
= GetSlopePixelZ(x
, y
);
280 v
->z_pos
= u
->z_pos
+ 1;
282 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
283 u
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
| VS_SHADOW
;
285 v
->spritenum
= avi
->image_index
;
287 v
->cargo_cap
= avi
->passenger_capacity
;
289 u
->cargo_cap
= avi
->mail_capacity
;
292 v
->cargo_type
= e
->GetDefaultCargoType();
293 u
->cargo_type
= CT_MAIL
;
296 v
->last_station_visited
= INVALID_STATION
;
297 v
->last_loading_station
= INVALID_STATION
;
299 v
->acceleration
= avi
->acceleration
;
300 v
->engine_type
= e
->index
;
301 u
->engine_type
= e
->index
;
303 v
->subtype
= (avi
->subtype
& AIR_CTOL
? AIR_AIRCRAFT
: AIR_HELICOPTER
);
304 v
->UpdateDeltaXY(INVALID_DIR
);
306 u
->subtype
= AIR_SHADOW
;
307 u
->UpdateDeltaXY(INVALID_DIR
);
309 v
->reliability
= e
->reliability
;
310 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
311 v
->max_age
= e
->GetLifeLengthInDays();
313 _new_vehicle_id
= v
->index
;
315 v
->pos
= GetVehiclePosOnBuild(tile
);
318 v
->previous_pos
= v
->pos
;
319 v
->targetairport
= GetStationIndex(tile
);
322 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_aircraft
);
324 v
->date_of_last_service
= _date
;
325 v
->build_year
= u
->build_year
= _cur_year
;
327 v
->sprite_seq
.Set(SPR_IMG_QUERY
);
328 u
->sprite_seq
.Set(SPR_IMG_QUERY
);
330 v
->random_bits
= VehicleRandomBits();
331 u
->random_bits
= VehicleRandomBits();
333 v
->vehicle_flags
= 0;
334 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
335 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
337 v
->InvalidateNewGRFCacheOfChain();
339 v
->cargo_cap
= e
->DetermineCapacity(v
, &u
->cargo_cap
);
341 v
->InvalidateNewGRFCacheOfChain();
343 UpdateAircraftCache(v
, true);
348 /* Aircraft with 3 vehicles (chopper)? */
349 if (v
->subtype
== AIR_HELICOPTER
) {
350 Aircraft
*w
= new Aircraft();
351 w
->engine_type
= e
->index
;
352 w
->direction
= DIR_N
;
353 w
->owner
= _current_company
;
356 w
->z_pos
= v
->z_pos
+ ROTOR_Z_OFFSET
;
357 w
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
;
359 w
->subtype
= AIR_ROTOR
;
360 w
->sprite_seq
.Set(SPR_ROTOR_STOPPED
);
361 w
->UpdateSpriteSeqBound();
362 w
->random_bits
= VehicleRandomBits();
363 /* Use rotor's air.state to store the rotor animation frame */
364 w
->state
= HRS_ROTOR_STOPPED
;
365 w
->UpdateDeltaXY(INVALID_DIR
);
372 return CommandCost();
376 bool Aircraft::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
378 const Station
*st
= GetTargetAirportIfValid(this);
379 /* If the station is not a valid airport or if it has no hangars */
380 if (st
== nullptr || !st
->airport
.HasHangar()) {
381 /* the aircraft has to search for a hangar on its own */
382 StationID station
= FindNearestHangar(this);
384 if (station
== INVALID_STATION
) return false;
386 st
= Station::Get(station
);
389 if (location
!= nullptr) *location
= st
->xy
;
390 if (destination
!= nullptr) *destination
= st
->index
;
395 static void CheckIfAircraftNeedsService(Aircraft
*v
)
397 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_aircraft
== 0 || !v
->NeedsAutomaticServicing()) return;
398 if (v
->IsChainInDepot()) {
399 VehicleServiceInDepot(v
);
403 /* When we're parsing conditional orders and the like
404 * we don't want to consider going to a depot too. */
405 if (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && !v
->current_order
.IsType(OT_GOTO_STATION
)) return;
407 const Station
*st
= Station::Get(v
->current_order
.GetDestination());
409 assert(st
!= nullptr);
411 /* only goto depot if the target airport has a depot */
412 if (st
->airport
.HasHangar() && CanVehicleUseStation(v
, st
)) {
413 v
->current_order
.MakeGoToDepot(st
->index
, ODTFB_SERVICE
);
414 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
415 } else if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
416 v
->current_order
.MakeDummy();
417 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
421 Money
Aircraft::GetRunningCost() const
423 const Engine
*e
= this->GetEngine();
424 uint cost_factor
= GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR
, e
->u
.air
.running_cost
);
425 return GetPrice(PR_RUNNING_AIRCRAFT
, cost_factor
, e
->GetGRF());
428 void Aircraft::OnNewDay()
430 if (!this->IsNormalAircraft()) return;
432 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
436 CheckVehicleBreakdown(this);
438 CheckIfAircraftNeedsService(this);
440 if (this->running_ticks
== 0) return;
442 CommandCost
cost(EXPENSES_AIRCRAFT_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
444 this->profit_this_year
-= cost
.GetCost();
445 this->running_ticks
= 0;
447 SubtractMoneyFromCompanyFract(this->owner
, cost
);
449 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
450 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
453 static void HelicopterTickHandler(Aircraft
*v
)
455 Aircraft
*u
= v
->Next()->Next();
457 if (u
->vehstatus
& VS_HIDDEN
) return;
459 /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
460 * loading/unloading at a terminal or stopped */
461 if (v
->current_order
.IsType(OT_LOADING
) || (v
->vehstatus
& VS_STOPPED
)) {
462 if (u
->cur_speed
!= 0) {
464 if (u
->cur_speed
>= 0x80 && u
->state
== HRS_ROTOR_MOVING_3
) {
469 if (u
->cur_speed
== 0) {
472 if (u
->cur_speed
>= 0x50) {
477 int tick
= ++u
->tick_counter
;
478 int spd
= u
->cur_speed
>> 4;
480 VehicleSpriteSeq seq
;
482 u
->state
= HRS_ROTOR_STOPPED
;
483 GetRotorImage(v
, EIT_ON_MAP
, &seq
);
484 if (u
->sprite_seq
== seq
) return;
485 } else if (tick
>= spd
) {
488 if (u
->state
> HRS_ROTOR_MOVING_3
) u
->state
= HRS_ROTOR_MOVING_1
;
489 GetRotorImage(v
, EIT_ON_MAP
, &seq
);
495 u
->UpdateSpriteSeqBound();
497 u
->UpdatePositionAndViewport();
501 * Set aircraft position.
502 * @param v Aircraft to position.
503 * @param x New X position.
504 * @param y New y position.
505 * @param z New z position.
507 void SetAircraftPosition(Aircraft
*v
, int x
, int y
, int z
)
514 v
->UpdateViewport(true, false);
515 if (v
->subtype
== AIR_HELICOPTER
) {
516 Aircraft
*rotor
= v
->Next()->Next();
517 GetRotorImage(v
, EIT_ON_MAP
, &rotor
->sprite_seq
);
518 rotor
->UpdateSpriteSeqBound();
521 Aircraft
*u
= v
->Next();
523 int safe_x
= Clamp(x
, 0, MapMaxX() * TILE_SIZE
);
524 int safe_y
= Clamp(y
- 1, 0, MapMaxY() * TILE_SIZE
);
526 u
->y_pos
= y
- ((v
->z_pos
- GetSlopePixelZ(safe_x
, safe_y
)) >> 3);
528 safe_y
= Clamp(u
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
529 u
->z_pos
= GetSlopePixelZ(safe_x
, safe_y
);
530 u
->sprite_seq
.CopyWithoutPalette(v
->sprite_seq
); // the shadow is never coloured
531 u
->sprite_seq_bounds
= v
->sprite_seq_bounds
;
533 u
->UpdatePositionAndViewport();
539 u
->z_pos
= z
+ ROTOR_Z_OFFSET
;
541 u
->UpdatePositionAndViewport();
546 * Handle Aircraft specific tasks when an Aircraft enters a hangar
547 * @param *v Vehicle that enters the hangar
549 void HandleAircraftEnterHangar(Aircraft
*v
)
554 Aircraft
*u
= v
->Next();
555 u
->vehstatus
|= VS_HIDDEN
;
558 u
->vehstatus
|= VS_HIDDEN
;
562 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
565 static void PlayAircraftSound(const Vehicle
*v
)
567 if (!PlayVehicleSound(v
, VSE_START
)) {
568 SndPlayVehicleFx(AircraftVehInfo(v
->engine_type
)->sfx
, v
);
574 * Update cached values of an aircraft.
575 * Currently caches callback 36 max speed.
577 * @param update_range Update the aircraft range.
579 void UpdateAircraftCache(Aircraft
*v
, bool update_range
)
581 uint max_speed
= GetVehicleProperty(v
, PROP_AIRCRAFT_SPEED
, 0);
582 if (max_speed
!= 0) {
583 /* Convert from original units to km-ish/h */
584 max_speed
= (max_speed
* 128) / 10;
586 v
->vcache
.cached_max_speed
= max_speed
;
588 /* Use the default max speed of the vehicle. */
589 v
->vcache
.cached_max_speed
= AircraftVehInfo(v
->engine_type
)->max_speed
;
592 /* Update cargo aging period. */
593 v
->vcache
.cached_cargo_age_period
= GetVehicleProperty(v
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(v
->engine_type
)->cargo_age_period
);
594 Aircraft
*u
= v
->Next(); // Shadow for mail
595 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(u
->engine_type
)->cargo_age_period
);
597 /* Update aircraft range. */
599 v
->acache
.cached_max_range
= GetVehicleProperty(v
, PROP_AIRCRAFT_RANGE
, AircraftVehInfo(v
->engine_type
)->max_range
);
600 /* Squared it now so we don't have to do it later all the time. */
601 v
->acache
.cached_max_range_sqr
= v
->acache
.cached_max_range
* v
->acache
.cached_max_range
;
607 * Special velocities for aircraft
609 enum AircraftSpeedLimits
{
610 SPEED_LIMIT_TAXI
= 50, ///< Maximum speed of an aircraft while taxiing
611 SPEED_LIMIT_APPROACH
= 230, ///< Maximum speed of an aircraft on finals
612 SPEED_LIMIT_BROKEN
= 320, ///< Maximum speed of an aircraft that is broken
613 SPEED_LIMIT_HOLD
= 425, ///< Maximum speed of an aircraft that flies the holding pattern
614 SPEED_LIMIT_NONE
= 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent
618 * Sets the new speed for an aircraft
619 * @param v The vehicle for which the speed should be obtained
620 * @param speed_limit The maximum speed the vehicle may have.
621 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
622 * @return The number of position updates needed within the tick
624 static int UpdateAircraftSpeed(Aircraft
*v
, uint speed_limit
= SPEED_LIMIT_NONE
, bool hard_limit
= true)
627 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
628 * So the speed amount we need to accelerate is:
629 * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
630 * = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
631 * ~ acceleration * 77 (km-ish/h / 256)
633 uint spd
= v
->acceleration
* 77;
636 /* Adjust speed limits by plane speed factor to prevent taxiing
637 * and take-off speeds being too low. */
638 speed_limit
*= _settings_game
.vehicle
.plane_speed
;
640 if (v
->vcache
.cached_max_speed
< speed_limit
) {
641 if (v
->cur_speed
< speed_limit
) hard_limit
= false;
642 speed_limit
= v
->vcache
.cached_max_speed
;
645 v
->subspeed
= (t
= v
->subspeed
) + (byte
)spd
;
647 /* Aircraft's current speed is used twice so that very fast planes are
648 * forced to slow down rapidly in the short distance needed. The magic
649 * value 16384 was determined to give similar results to the old speed/48
650 * method at slower speeds. This also results in less reduction at slow
651 * speeds to that aircraft do not get to taxi speed straight after
653 if (!hard_limit
&& v
->cur_speed
> speed_limit
) {
654 speed_limit
= v
->cur_speed
- max(1, ((v
->cur_speed
* v
->cur_speed
) / 16384) / _settings_game
.vehicle
.plane_speed
);
657 spd
= min(v
->cur_speed
+ (spd
>> 8) + (v
->subspeed
< t
), speed_limit
);
659 /* adjust speed for broken vehicles */
660 if (v
->vehstatus
& VS_AIRCRAFT_BROKEN
) spd
= min(spd
, SPEED_LIMIT_BROKEN
);
662 /* updates statusbar only if speed have changed to save CPU time */
663 if (spd
!= v
->cur_speed
) {
665 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
668 /* Adjust distance moved by plane speed setting */
669 if (_settings_game
.vehicle
.plane_speed
> 1) spd
/= _settings_game
.vehicle
.plane_speed
;
671 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
672 spd
= v
->GetOldAdvanceSpeed(spd
);
675 v
->progress
= (byte
)spd
;
680 * Get the tile height below the aircraft.
681 * This function is needed because aircraft can leave the mapborders.
683 * @param v The vehicle to get the height for.
684 * @return The height in pixels from 'z_pos' 0.
686 int GetTileHeightBelowAircraft(const Vehicle
*v
)
688 int safe_x
= Clamp(v
->x_pos
, 0, MapMaxX() * TILE_SIZE
);
689 int safe_y
= Clamp(v
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
690 return TileHeight(TileVirtXY(safe_x
, safe_y
)) * TILE_HEIGHT
;
694 * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
695 * vehicle for normal flight situation.
696 * When the maximum is reached the vehicle should consider descending.
697 * When the minimum is reached the vehicle should consider ascending.
699 * @param v The vehicle to get the flight levels for.
700 * @param [out] min_level The minimum bounds for flight level.
701 * @param [out] max_level The maximum bounds for flight level.
703 void GetAircraftFlightLevelBounds(const Vehicle
*v
, int *min_level
, int *max_level
)
705 int base_altitude
= GetTileHeightBelowAircraft(v
);
706 if (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->subtype
== AIR_HELICOPTER
) {
707 base_altitude
+= HELICOPTER_HOLD_MAX_FLYING_ALTITUDE
- PLANE_HOLD_MAX_FLYING_ALTITUDE
;
710 /* Make sure eastbound and westbound planes do not "crash" into each
711 * other by providing them with vertical separation
713 switch (v
->direction
) {
724 /* Make faster planes fly higher so that they can overtake slower ones */
725 base_altitude
+= min(20 * (v
->vcache
.cached_max_speed
/ 200) - 90, 0);
727 if (min_level
!= nullptr) *min_level
= base_altitude
+ AIRCRAFT_MIN_FLYING_ALTITUDE
;
728 if (max_level
!= nullptr) *max_level
= base_altitude
+ AIRCRAFT_MAX_FLYING_ALTITUDE
;
732 * Gets the maximum 'flight level' for the holding pattern of the aircraft,
733 * in pixels 'z_pos' 0, depending on terrain below..
735 * @param v The aircraft that may or may not need to decrease its altitude.
736 * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
738 int GetAircraftHoldMaxAltitude(const Aircraft
*v
)
740 int tile_height
= GetTileHeightBelowAircraft(v
);
742 return tile_height
+ ((v
->subtype
== AIR_HELICOPTER
) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE
: PLANE_HOLD_MAX_FLYING_ALTITUDE
);
746 int GetAircraftFlightLevel(T
*v
, bool takeoff
)
748 /* Aircraft is in flight. We want to enforce it being somewhere
749 * between the minimum and the maximum allowed altitude. */
750 int aircraft_min_altitude
;
751 int aircraft_max_altitude
;
752 GetAircraftFlightLevelBounds(v
, &aircraft_min_altitude
, &aircraft_max_altitude
);
753 int aircraft_middle_altitude
= (aircraft_min_altitude
+ aircraft_max_altitude
) / 2;
755 /* If those assumptions would be violated, aircrafts would behave fairly strange. */
756 assert(aircraft_min_altitude
< aircraft_middle_altitude
);
757 assert(aircraft_middle_altitude
< aircraft_max_altitude
);
760 if (z
< aircraft_min_altitude
||
761 (HasBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
) && z
< aircraft_middle_altitude
)) {
762 /* Ascend. And don't fly into that mountain right ahead.
763 * And avoid our aircraft become a stairclimber, so if we start
764 * correcting altitude, then we stop correction not too early. */
765 SetBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
);
766 z
+= takeoff
? 2 : 1;
767 } else if (!takeoff
&& (z
> aircraft_max_altitude
||
768 (HasBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
) && z
> aircraft_middle_altitude
))) {
769 /* Descend lower. You are an aircraft, not an space ship.
770 * And again, don't stop correcting altitude too early. */
771 SetBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
);
773 } else if (HasBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
) && z
>= aircraft_middle_altitude
) {
774 /* Now, we have corrected altitude enough. */
775 ClrBit(v
->flags
, VAF_IN_MIN_HEIGHT_CORRECTION
);
776 } else if (HasBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
) && z
<= aircraft_middle_altitude
) {
777 /* Now, we have corrected altitude enough. */
778 ClrBit(v
->flags
, VAF_IN_MAX_HEIGHT_CORRECTION
);
784 template int GetAircraftFlightLevel(DisasterVehicle
*v
, bool takeoff
);
787 * Find the entry point to an airport depending on direction which
788 * the airport is being approached from. Each airport can have up to
789 * four entry points for its approach system so that approaching
790 * aircraft do not fly through each other or are forced to do 180
791 * degree turns during the approach. The arrivals are grouped into
792 * four sectors dependent on the DiagDirection from which the airport
795 * @param v The vehicle that is approaching the airport
796 * @param apc The Airport Class being approached.
797 * @param rotation The rotation of the airport.
798 * @return The index of the entry point
800 static byte
AircraftGetEntryPoint(const Aircraft
*v
, const AirportFTAClass
*apc
, Direction rotation
)
802 assert(v
!= nullptr);
803 assert(apc
!= nullptr);
805 /* In the case the station doesn't exit anymore, set target tile 0.
806 * It doesn't hurt much, aircraft will go to next order, nearest hangar
807 * or it will simply crash in next tick */
810 const Station
*st
= Station::GetIfValid(v
->targetairport
);
812 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
813 tile
= (st
->airport
.tile
!= INVALID_TILE
) ? st
->airport
.tile
: st
->xy
;
816 int delta_x
= v
->x_pos
- TileX(tile
) * TILE_SIZE
;
817 int delta_y
= v
->y_pos
- TileY(tile
) * TILE_SIZE
;
820 if (abs(delta_y
) < abs(delta_x
)) {
821 /* We are northeast or southwest of the airport */
822 dir
= delta_x
< 0 ? DIAGDIR_NE
: DIAGDIR_SW
;
824 /* We are northwest or southeast of the airport */
825 dir
= delta_y
< 0 ? DIAGDIR_NW
: DIAGDIR_SE
;
827 dir
= ChangeDiagDir(dir
, DiagDirDifference(DIAGDIR_NE
, DirToDiagDir(rotation
)));
828 return apc
->entry_points
[dir
];
832 static void MaybeCrashAirplane(Aircraft
*v
);
835 * Controls the movement of an aircraft. This function actually moves the vehicle
836 * on the map and takes care of minor things like sound playback.
837 * @todo De-mystify the cur_speed values for helicopter rotors.
838 * @param v The vehicle that is moved. Must be the first vehicle of the chain
839 * @return Whether the position requested by the State Machine has been reached
841 static bool AircraftController(Aircraft
*v
)
845 /* nullptr if station is invalid */
846 const Station
*st
= Station::GetIfValid(v
->targetairport
);
847 /* INVALID_TILE if there is no station */
848 TileIndex tile
= INVALID_TILE
;
849 Direction rotation
= DIR_N
;
850 uint size_x
= 1, size_y
= 1;
852 if (st
->airport
.tile
!= INVALID_TILE
) {
853 tile
= st
->airport
.tile
;
854 rotation
= st
->airport
.rotation
;
855 size_x
= st
->airport
.w
;
856 size_y
= st
->airport
.h
;
861 /* DUMMY if there is no station or no airport */
862 const AirportFTAClass
*afc
= tile
== INVALID_TILE
? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
864 /* prevent going to INVALID_TILE if airport is deleted. */
865 if (st
== nullptr || st
->airport
.tile
== INVALID_TILE
) {
866 /* Jump into our "holding pattern" state machine if possible */
867 if (v
->pos
>= afc
->nofelements
) {
868 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, afc
, DIR_N
);
869 } else if (v
->targetairport
!= v
->current_order
.GetDestination()) {
870 /* If not possible, just get out of here fast */
872 UpdateAircraftCache(v
);
873 AircraftNextAirportPos_and_Order(v
);
874 /* get aircraft back on running altitude */
875 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, GetAircraftFlightLevel(v
));
880 /* get airport moving data */
881 const AirportMovingData amd
= RotateAirportMovingData(afc
->MovingData(v
->pos
), rotation
, size_x
, size_y
);
883 int x
= TileX(tile
) * TILE_SIZE
;
884 int y
= TileY(tile
) * TILE_SIZE
;
886 /* Helicopter raise */
887 if (amd
.flag
& AMED_HELI_RAISE
) {
888 Aircraft
*u
= v
->Next()->Next();
890 /* Make sure the rotors don't rotate too fast */
891 if (u
->cur_speed
> 32) {
893 if (--u
->cur_speed
== 32) {
894 if (!PlayVehicleSound(v
, VSE_START
)) {
895 SndPlayVehicleFx(SND_18_HELICOPTER
, v
);
900 count
= UpdateAircraftSpeed(v
);
905 GetAircraftFlightLevelBounds(v
, &z_dest
, nullptr);
907 /* Reached altitude? */
908 if (v
->z_pos
>= z_dest
) {
912 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, min(v
->z_pos
+ count
, z_dest
));
918 /* Helicopter landing. */
919 if (amd
.flag
& AMED_HELI_LOWER
) {
921 /* FIXME - AircraftController -> if station no longer exists, do not land
922 * helicopter will circle until sign disappears, then go to next order
923 * what to do when it is the only order left, right now it just stays in 1 place */
925 UpdateAircraftCache(v
);
926 AircraftNextAirportPos_and_Order(v
);
930 /* Vehicle is now at the airport. */
933 /* Find altitude of landing position. */
934 int z
= GetSlopePixelZ(x
, y
) + 1 + afc
->delta_z
;
937 Vehicle
*u
= v
->Next()->Next();
939 /* Increase speed of rotors. When speed is 80, we've landed. */
940 if (u
->cur_speed
>= 80) return true;
943 count
= UpdateAircraftSpeed(v
);
946 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, max(v
->z_pos
- count
, z
));
948 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, min(v
->z_pos
+ count
, z
));
955 /* Get distance from destination pos to current pos. */
956 uint dist
= abs(x
+ amd
.x
- v
->x_pos
) + abs(y
+ amd
.y
- v
->y_pos
);
958 /* Need exact position? */
959 if (!(amd
.flag
& AMED_EXACTPOS
) && dist
<= (amd
.flag
& AMED_SLOWTURN
? 8U : 4U)) return true;
963 /* Change direction smoothly to final direction. */
964 DirDiff dirdiff
= DirDifference(amd
.direction
, v
->direction
);
965 /* if distance is 0, and plane points in right direction, no point in calling
966 * UpdateAircraftSpeed(). So do it only afterwards */
967 if (dirdiff
== DIRDIFF_SAME
) {
972 if (!UpdateAircraftSpeed(v
, SPEED_LIMIT_TAXI
)) return false;
974 v
->direction
= ChangeDir(v
->direction
, dirdiff
> DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
977 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
981 if (amd
.flag
& AMED_BRAKE
&& v
->cur_speed
> SPEED_LIMIT_TAXI
* _settings_game
.vehicle
.plane_speed
) {
982 MaybeCrashAirplane(v
);
983 if ((v
->vehstatus
& VS_CRASHED
) != 0) return false;
986 uint speed_limit
= SPEED_LIMIT_TAXI
;
987 bool hard_limit
= true;
989 if (amd
.flag
& AMED_NOSPDCLAMP
) speed_limit
= SPEED_LIMIT_NONE
;
990 if (amd
.flag
& AMED_HOLD
) { speed_limit
= SPEED_LIMIT_HOLD
; hard_limit
= false; }
991 if (amd
.flag
& AMED_LAND
) { speed_limit
= SPEED_LIMIT_APPROACH
; hard_limit
= false; }
992 if (amd
.flag
& AMED_BRAKE
) { speed_limit
= SPEED_LIMIT_TAXI
; hard_limit
= false; }
994 count
= UpdateAircraftSpeed(v
, speed_limit
, hard_limit
);
995 if (count
== 0) return false;
997 if (v
->turn_counter
!= 0) v
->turn_counter
--;
1001 GetNewVehiclePosResult gp
;
1003 if (dist
< 4 || (amd
.flag
& AMED_LAND
)) {
1004 /* move vehicle one pixel towards target */
1005 gp
.x
= (v
->x_pos
!= (x
+ amd
.x
)) ?
1006 v
->x_pos
+ ((x
+ amd
.x
> v
->x_pos
) ? 1 : -1) :
1008 gp
.y
= (v
->y_pos
!= (y
+ amd
.y
)) ?
1009 v
->y_pos
+ ((y
+ amd
.y
> v
->y_pos
) ? 1 : -1) :
1012 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
1013 gp
.new_tile
= (st
->airport
.type
== AT_OILRIG
) ? st
->airport
.tile
: TileVirtXY(gp
.x
, gp
.y
);
1017 /* Turn. Do it slowly if in the air. */
1018 Direction newdir
= GetDirectionTowards(v
, x
+ amd
.x
, y
+ amd
.y
);
1019 if (newdir
!= v
->direction
) {
1020 if (amd
.flag
& AMED_SLOWTURN
&& v
->number_consecutive_turns
< 8 && v
->subtype
== AIR_AIRCRAFT
) {
1021 if (v
->turn_counter
== 0 || newdir
== v
->last_direction
) {
1022 if (newdir
== v
->last_direction
) {
1023 v
->number_consecutive_turns
= 0;
1025 v
->number_consecutive_turns
++;
1027 v
->turn_counter
= 2 * _settings_game
.vehicle
.plane_speed
;
1028 v
->last_direction
= v
->direction
;
1029 v
->direction
= newdir
;
1033 gp
= GetNewVehiclePos(v
);
1036 v
->direction
= newdir
;
1038 /* When leaving a terminal an aircraft often goes to a position
1039 * directly in front of it. If it would move while turning it
1040 * would need an two extra turns to end up at the correct position.
1041 * To make it easier just disallow all moving while turning as
1042 * long as an aircraft is on the ground. */
1045 gp
.new_tile
= gp
.old_tile
= v
->tile
;
1048 v
->number_consecutive_turns
= 0;
1050 gp
= GetNewVehiclePos(v
);
1054 v
->tile
= gp
.new_tile
;
1055 /* If vehicle is in the air, use tile coordinate 0. */
1056 if (amd
.flag
& (AMED_TAKEOFF
| AMED_SLOWTURN
| AMED_LAND
)) v
->tile
= 0;
1058 /* Adjust Z for land or takeoff? */
1061 if (amd
.flag
& AMED_TAKEOFF
) {
1062 z
= GetAircraftFlightLevel(v
, true);
1063 } else if (amd
.flag
& AMED_HOLD
) {
1064 /* Let the plane drop from normal flight altitude to holding pattern altitude */
1065 if (z
> GetAircraftHoldMaxAltitude(v
)) z
--;
1066 } else if ((amd
.flag
& AMED_SLOWTURN
) && (amd
.flag
& AMED_NOSPDCLAMP
)) {
1067 z
= GetAircraftFlightLevel(v
);
1070 if (amd
.flag
& AMED_LAND
) {
1071 if (st
->airport
.tile
== INVALID_TILE
) {
1072 /* Airport has been removed, abort the landing procedure */
1074 UpdateAircraftCache(v
);
1075 AircraftNextAirportPos_and_Order(v
);
1076 /* get aircraft back on running altitude */
1077 SetAircraftPosition(v
, gp
.x
, gp
.y
, GetAircraftFlightLevel(v
));
1081 int curz
= GetSlopePixelZ(x
+ amd
.x
, y
+ amd
.y
) + 1;
1083 /* We're not flying below our destination, right? */
1085 int t
= max(1U, dist
- 4);
1086 int delta
= z
- curz
;
1088 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1090 z
-= CeilDiv(z
- curz
, t
);
1092 if (z
< curz
) z
= curz
;
1095 /* We've landed. Decrease speed when we're reaching end of runway. */
1096 if (amd
.flag
& AMED_BRAKE
) {
1097 int curz
= GetSlopePixelZ(x
, y
) + 1;
1101 } else if (z
< curz
) {
1107 SetAircraftPosition(v
, gp
.x
, gp
.y
, z
);
1108 } while (--count
!= 0);
1113 * Handle crashed aircraft \a v.
1114 * @param v Crashed aircraft.
1116 static bool HandleCrashedAircraft(Aircraft
*v
)
1118 v
->crashed_counter
+= 3;
1120 Station
*st
= GetTargetAirportIfValid(v
);
1122 /* make aircraft crash down to the ground */
1123 if (v
->crashed_counter
< 500 && st
== nullptr && ((v
->crashed_counter
% 3) == 0) ) {
1124 int z
= GetSlopePixelZ(Clamp(v
->x_pos
, 0, MapMaxX() * TILE_SIZE
), Clamp(v
->y_pos
, 0, MapMaxY() * TILE_SIZE
));
1126 if (v
->z_pos
== z
) {
1127 v
->crashed_counter
= 500;
1132 if (v
->crashed_counter
< 650) {
1134 if (Chance16R(1, 32, r
)) {
1135 static const DirDiff delta
[] = {
1136 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
1139 v
->direction
= ChangeDir(v
->direction
, delta
[GB(r
, 16, 2)]);
1140 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1142 CreateEffectVehicleRel(v
,
1146 EV_EXPLOSION_SMALL
);
1148 } else if (v
->crashed_counter
>= 10000) {
1149 /* remove rubble of crashed airplane */
1151 /* clear runway-in on all airports, set by crashing plane
1152 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1153 * but they all share the same number */
1154 if (st
!= nullptr) {
1155 CLRBITS(st
->airport
.flags
, RUNWAY_IN_block
);
1156 CLRBITS(st
->airport
.flags
, RUNWAY_IN_OUT_block
); // commuter airport
1157 CLRBITS(st
->airport
.flags
, RUNWAY_IN2_block
); // intercontinental
1170 * Handle smoke of broken aircraft.
1172 * @param mode Is this the non-first call for this vehicle in this tick?
1174 static void HandleAircraftSmoke(Aircraft
*v
, bool mode
)
1176 static const struct {
1190 if (!(v
->vehstatus
& VS_AIRCRAFT_BROKEN
)) return;
1192 /* Stop smoking when landed */
1193 if (v
->cur_speed
< 10) {
1194 v
->vehstatus
&= ~VS_AIRCRAFT_BROKEN
;
1195 v
->breakdown_ctr
= 0;
1199 /* Spawn effect et most once per Tick, i.e. !mode */
1200 if (!mode
&& (v
->tick_counter
& 0x0F) == 0) {
1201 CreateEffectVehicleRel(v
,
1202 smoke_pos
[v
->direction
].x
,
1203 smoke_pos
[v
->direction
].y
,
1205 EV_BREAKDOWN_SMOKE_AIRCRAFT
1210 void HandleMissingAircraftOrders(Aircraft
*v
)
1213 * We do not have an order. This can be divided into two cases:
1214 * 1) we are heading to an invalid station. In this case we must
1215 * find another airport to go to. If there is nowhere to go,
1216 * we will destroy the aircraft as it otherwise will enter
1217 * the holding pattern for the first airport, which can cause
1218 * the plane to go into an undefined state when building an
1219 * airport with the same StationID.
1220 * 2) we are (still) heading to a (still) valid airport, then we
1221 * can continue going there. This can happen when you are
1222 * changing the aircraft's orders while in-flight or in for
1223 * example a depot. However, when we have a current order to
1224 * go to a depot, we have to keep that order so the aircraft
1227 const Station
*st
= GetTargetAirportIfValid(v
);
1228 if (st
== nullptr) {
1229 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1230 CommandCost ret
= DoCommand(v
->tile
, v
->index
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1231 cur_company
.Restore();
1233 if (ret
.Failed()) CrashAirplane(v
);
1234 } else if (!v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1235 v
->current_order
.Free();
1240 TileIndex
Aircraft::GetOrderStationLocation(StationID station
)
1242 /* Orders are changed in flight, ensure going to the right station. */
1243 if (this->state
== FLYING
) {
1244 AircraftNextAirportPos_and_Order(this);
1247 /* Aircraft do not use dest-tile */
1251 void Aircraft::MarkDirty()
1253 this->colourmap
= PAL_NONE
;
1254 this->UpdateViewport(true, false);
1255 if (this->subtype
== AIR_HELICOPTER
) {
1256 Aircraft
*rotor
= this->Next()->Next();
1257 GetRotorImage(this, EIT_ON_MAP
, &rotor
->sprite_seq
);
1258 rotor
->UpdateSpriteSeqBound();
1263 uint
Aircraft::Crash(bool flooded
)
1265 uint pass
= Vehicle::Crash(flooded
) + 2; // pilots
1266 this->crashed_counter
= flooded
? 9000 : 0; // max 10000, disappear pretty fast when flooded
1272 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1273 * @param v Aircraft that crashed.
1275 static void CrashAirplane(Aircraft
*v
)
1277 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
1279 uint pass
= v
->Crash();
1282 v
->cargo
.Truncate();
1283 v
->Next()->cargo
.Truncate();
1284 const Station
*st
= GetTargetAirportIfValid(v
);
1286 if (st
== nullptr) {
1287 newsitem
= STR_NEWS_PLANE_CRASH_OUT_OF_FUEL
;
1289 SetDParam(1, st
->index
);
1290 newsitem
= STR_NEWS_AIRCRAFT_CRASH
;
1293 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, st
== nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1294 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, st
== nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1296 AddVehicleNewsItem(newsitem
, NT_ACCIDENT
, v
->index
, st
!= nullptr ? st
->index
: INVALID_STATION
);
1298 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
1299 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
1303 * Decide whether aircraft \a v should crash.
1304 * @param v Aircraft to test.
1306 static void MaybeCrashAirplane(Aircraft
*v
)
1308 if (_settings_game
.vehicle
.plane_crashes
== 0) return;
1310 Station
*st
= Station::Get(v
->targetairport
);
1312 /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
1313 uint32 prob
= (0x4000 << _settings_game
.vehicle
.plane_crashes
);
1314 if ((st
->airport
.GetFTA()->flags
& AirportFTAClass::SHORT_STRIP
) &&
1315 (AircraftVehInfo(v
->engine_type
)->subtype
& AIR_FAST
) &&
1316 !_cheats
.no_jetcrash
.value
) {
1322 if (GB(Random(), 0, 22) > prob
) return;
1324 /* Crash the airplane. Remove all goods stored at the station. */
1325 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) {
1326 st
->goods
[i
].rating
= 1;
1327 st
->goods
[i
].cargo
.Truncate();
1334 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1335 * Start loading cargo.
1336 * @param v Aircraft that arrived.
1338 static void AircraftEntersTerminal(Aircraft
*v
)
1340 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) return;
1342 Station
*st
= Station::Get(v
->targetairport
);
1343 v
->last_station_visited
= v
->targetairport
;
1345 /* Check if station was ever visited before */
1346 if (!(st
->had_vehicle_of_type
& HVOT_AIRCRAFT
)) {
1347 st
->had_vehicle_of_type
|= HVOT_AIRCRAFT
;
1348 SetDParam(0, st
->index
);
1349 /* show newsitem of celebrating citizens */
1351 STR_NEWS_FIRST_AIRCRAFT_ARRIVAL
,
1352 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
1356 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1357 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1364 * Aircraft touched down at the landing strip.
1365 * @param v Aircraft that landed.
1367 static void AircraftLandAirplane(Aircraft
*v
)
1369 v
->UpdateDeltaXY(INVALID_DIR
);
1371 if (!PlayVehicleSound(v
, VSE_TOUCHDOWN
)) {
1372 SndPlayVehicleFx(SND_17_SKID_PLANE
, v
);
1377 /** set the right pos when heading to other airports after takeoff */
1378 void AircraftNextAirportPos_and_Order(Aircraft
*v
)
1380 if (v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1381 v
->targetairport
= v
->current_order
.GetDestination();
1384 const Station
*st
= GetTargetAirportIfValid(v
);
1385 const AirportFTAClass
*apc
= st
== nullptr ? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
1386 Direction rotation
= st
== nullptr ? DIR_N
: st
->airport
.rotation
;
1387 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, apc
, rotation
);
1391 * Aircraft is about to leave the hangar.
1392 * @param v Aircraft leaving.
1393 * @param exit_dir The direction the vehicle leaves the hangar.
1394 * @note This function is called in AfterLoadGame for old savegames, so don't rely
1395 * on any data to be valid, especially don't rely on the fact that the vehicle
1396 * is actually on the ground inside a depot.
1398 void AircraftLeaveHangar(Aircraft
*v
, Direction exit_dir
)
1403 v
->direction
= exit_dir
;
1404 v
->vehstatus
&= ~VS_HIDDEN
;
1406 Vehicle
*u
= v
->Next();
1407 u
->vehstatus
&= ~VS_HIDDEN
;
1412 u
->vehstatus
&= ~VS_HIDDEN
;
1417 VehicleServiceInDepot(v
);
1418 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1419 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1420 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
1423 ////////////////////////////////////////////////////////////////////////////////
1424 /////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
1425 ////////////////////////////////////////////////////////////////////////////////
1426 static void AircraftEventHandler_EnterTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1428 AircraftEntersTerminal(v
);
1429 v
->state
= apc
->layout
[v
->pos
].heading
;
1433 * Aircraft arrived in an airport hangar.
1434 * @param v Aircraft in the hangar.
1435 * @param apc Airport description containing the hangar.
1437 static void AircraftEventHandler_EnterHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1439 VehicleEnterDepot(v
);
1440 v
->state
= apc
->layout
[v
->pos
].heading
;
1444 * Handle aircraft movement/decision making in an airport hangar.
1445 * @param v Aircraft in the hangar.
1446 * @param apc Airport description containing the hangar.
1448 static void AircraftEventHandler_InHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1450 /* if we just arrived, execute EnterHangar first */
1451 if (v
->previous_pos
!= v
->pos
) {
1452 AircraftEventHandler_EnterHangar(v
, apc
);
1456 if (v
->current_order
.IsWaitTimetabled())
1457 v
->HandleWaiting(false);
1458 if (v
->current_order
.IsType(OT_WAITING
))
1461 /* if we were sent to the depot, stay there */
1462 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && (v
->vehstatus
& VS_STOPPED
)) {
1463 v
->current_order
.Free();
1467 if (!v
->current_order
.IsType(OT_GOTO_STATION
) &&
1468 !v
->current_order
.IsType(OT_GOTO_DEPOT
))
1471 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1472 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->current_order
.GetDestination() == v
->targetairport
) {
1473 VehicleEnterDepot(v
);
1477 /* if the block of the next position is busy, stay put */
1478 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1480 /* We are already at the target airport, we need to find a terminal */
1481 if (v
->current_order
.GetDestination() == v
->targetairport
) {
1482 /* FindFreeTerminal:
1483 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1484 if (v
->subtype
== AIR_HELICOPTER
) {
1485 if (!AirportFindFreeHelipad(v
, apc
)) return; // helicopter
1487 if (!AirportFindFreeTerminal(v
, apc
)) return; // airplane
1489 } else { // Else prepare for launch.
1490 /* airplane goto state takeoff, helicopter to helitakeoff */
1491 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1493 const Station
*st
= Station::GetByTile(v
->tile
);
1494 AircraftLeaveHangar(v
, st
->airport
.GetHangarExitDirection(v
->tile
));
1495 AirportMove(v
, apc
);
1498 /** At one of the Airport's Terminals */
1499 static void AircraftEventHandler_AtTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1501 /* if we just arrived, execute EnterTerminal first */
1502 if (v
->previous_pos
!= v
->pos
) {
1503 AircraftEventHandler_EnterTerminal(v
, apc
);
1504 /* on an airport with helipads, a helicopter will always land there
1505 * and get serviced at the same time - setting */
1506 if (_settings_game
.order
.serviceathelipad
) {
1507 if (v
->subtype
== AIR_HELICOPTER
&& apc
->num_helipads
> 0) {
1508 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1509 v
->date_of_last_service
= _date
;
1510 v
->breakdowns_since_last_service
= 0;
1511 v
->reliability
= v
->GetEngine()->reliability
;
1512 SetWindowDirty(WC_VEHICLE_DETAILS
, v
->index
);
1518 if (v
->current_order
.IsType(OT_NOTHING
)) return;
1520 /* if the block of the next position is busy, stay put */
1521 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1523 /* airport-road is free. We either have to go to another airport, or to the hangar
1524 * ---> start moving */
1526 bool go_to_hangar
= false;
1527 switch (v
->current_order
.GetType()) {
1528 case OT_GOTO_STATION
: // ready to fly to another airport
1530 case OT_GOTO_DEPOT
: // visit hangar for servicing, sale, etc.
1531 go_to_hangar
= v
->current_order
.GetDestination() == v
->targetairport
;
1533 case OT_CONDITIONAL
:
1534 /* In case of a conditional order we just have to wait a tick
1535 * longer, so the conditional order can actually be processed;
1536 * we should not clear the order as that makes us go nowhere. */
1538 default: // orders have been deleted (no orders), goto depot and don't bother us
1539 v
->current_order
.Free();
1540 go_to_hangar
= Station::Get(v
->targetairport
)->airport
.HasHangar();
1546 /* airplane goto state takeoff, helicopter to helitakeoff */
1547 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1549 AirportMove(v
, apc
);
1552 static void AircraftEventHandler_General(Aircraft
*v
, const AirportFTAClass
*apc
)
1554 error("OK, you shouldn't be here, check your Airport Scheme!");
1557 static void AircraftEventHandler_TakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1559 PlayAircraftSound(v
); // play takeoffsound for airplanes
1560 v
->state
= STARTTAKEOFF
;
1563 static void AircraftEventHandler_StartTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1565 v
->state
= ENDTAKEOFF
;
1566 v
->UpdateDeltaXY(INVALID_DIR
);
1569 static void AircraftEventHandler_EndTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1572 /* get the next position to go to, differs per airport */
1573 AircraftNextAirportPos_and_Order(v
);
1576 static void AircraftEventHandler_HeliTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1579 v
->UpdateDeltaXY(INVALID_DIR
);
1581 /* get the next position to go to, differs per airport */
1582 AircraftNextAirportPos_and_Order(v
);
1584 /* Send the helicopter to a hangar if needed for replacement */
1585 if (v
->NeedsAutomaticServicing()) {
1586 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1587 DoCommand(v
->tile
, v
->index
| DEPOT_SERVICE
| DEPOT_LOCATE_HANGAR
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1588 cur_company
.Restore();
1592 static void AircraftEventHandler_Flying(Aircraft
*v
, const AirportFTAClass
*apc
)
1594 Station
*st
= Station::Get(v
->targetairport
);
1596 /* Runway busy, not allowed to use this airstation or closed, circle. */
1597 if (CanVehicleUseStation(v
, st
) && (st
->owner
== OWNER_NONE
|| st
->owner
== v
->owner
) && !(st
->airport
.flags
& AIRPORT_CLOSED_block
)) {
1598 /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1599 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1600 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1601 byte landingtype
= (v
->subtype
== AIR_HELICOPTER
) ? HELILANDING
: LANDING
;
1602 const AirportFTA
*current
= apc
->layout
[v
->pos
].next
;
1603 while (current
!= nullptr) {
1604 if (current
->heading
== landingtype
) {
1605 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1606 * we don't want that for plane in air
1607 * hack for speed thingie */
1608 uint16 tcur_speed
= v
->cur_speed
;
1609 uint16 tsubspeed
= v
->subspeed
;
1610 if (!AirportHasBlock(v
, current
, apc
)) {
1611 v
->state
= landingtype
; // LANDING / HELILANDING
1612 /* it's a bit dirty, but I need to set position to next position, otherwise
1613 * if there are multiple runways, plane won't know which one it took (because
1614 * they all have heading LANDING). And also occupy that block! */
1615 v
->pos
= current
->next_position
;
1616 SETBITS(st
->airport
.flags
, apc
->layout
[v
->pos
].block
);
1619 v
->cur_speed
= tcur_speed
;
1620 v
->subspeed
= tsubspeed
;
1622 current
= current
->next
;
1626 v
->pos
= apc
->layout
[v
->pos
].next_position
;
1629 static void AircraftEventHandler_Landing(Aircraft
*v
, const AirportFTAClass
*apc
)
1631 v
->state
= ENDLANDING
;
1632 AircraftLandAirplane(v
); // maybe crash airplane
1634 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1635 if (v
->NeedsAutomaticServicing()) {
1636 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1637 DoCommand(v
->tile
, v
->index
| DEPOT_SERVICE
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1638 cur_company
.Restore();
1642 static void AircraftEventHandler_HeliLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1644 v
->state
= HELIENDLANDING
;
1645 v
->UpdateDeltaXY(INVALID_DIR
);
1648 static void AircraftEventHandler_EndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1650 /* next block busy, don't do a thing, just wait */
1651 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1653 /* if going to terminal (OT_GOTO_STATION) choose one
1654 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1655 * 2. not going for terminal (but depot, no order),
1656 * --> get out of the way to the hangar. */
1657 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1658 if (AirportFindFreeTerminal(v
, apc
)) return;
1664 static void AircraftEventHandler_HeliEndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1666 /* next block busy, don't do a thing, just wait */
1667 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1669 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1670 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1671 * 2. not going for terminal (but depot, no order),
1672 * --> get out of the way to the hangar IF there are terminals on the airport.
1674 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1675 * must go to a hangar. */
1676 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1677 if (AirportFindFreeHelipad(v
, apc
)) return;
1679 v
->state
= Station::Get(v
->targetairport
)->airport
.HasHangar() ? HANGAR
: HELITAKEOFF
;
1683 * Signature of the aircraft handler function.
1684 * @param v Aircraft to handle.
1685 * @param apc Airport state machine.
1687 typedef void AircraftStateHandler(Aircraft
*v
, const AirportFTAClass
*apc
);
1688 /** Array of handler functions for each target of the aircraft. */
1689 static AircraftStateHandler
* const _aircraft_state_handlers
[] = {
1690 AircraftEventHandler_General
, // TO_ALL = 0
1691 AircraftEventHandler_InHangar
, // HANGAR = 1
1692 AircraftEventHandler_AtTerminal
, // TERM1 = 2
1693 AircraftEventHandler_AtTerminal
, // TERM2 = 3
1694 AircraftEventHandler_AtTerminal
, // TERM3 = 4
1695 AircraftEventHandler_AtTerminal
, // TERM4 = 5
1696 AircraftEventHandler_AtTerminal
, // TERM5 = 6
1697 AircraftEventHandler_AtTerminal
, // TERM6 = 7
1698 AircraftEventHandler_AtTerminal
, // HELIPAD1 = 8
1699 AircraftEventHandler_AtTerminal
, // HELIPAD2 = 9
1700 AircraftEventHandler_TakeOff
, // TAKEOFF = 10
1701 AircraftEventHandler_StartTakeOff
, // STARTTAKEOFF = 11
1702 AircraftEventHandler_EndTakeOff
, // ENDTAKEOFF = 12
1703 AircraftEventHandler_HeliTakeOff
, // HELITAKEOFF = 13
1704 AircraftEventHandler_Flying
, // FLYING = 14
1705 AircraftEventHandler_Landing
, // LANDING = 15
1706 AircraftEventHandler_EndLanding
, // ENDLANDING = 16
1707 AircraftEventHandler_HeliLanding
, // HELILANDING = 17
1708 AircraftEventHandler_HeliEndLanding
, // HELIENDLANDING = 18
1709 AircraftEventHandler_AtTerminal
, // TERM7 = 19
1710 AircraftEventHandler_AtTerminal
, // TERM8 = 20
1711 AircraftEventHandler_AtTerminal
, // HELIPAD3 = 21
1714 static void AirportClearBlock(const Aircraft
*v
, const AirportFTAClass
*apc
)
1716 /* we have left the previous block, and entered the new one. Free the previous block */
1717 if (apc
->layout
[v
->previous_pos
].block
!= apc
->layout
[v
->pos
].block
) {
1718 Station
*st
= Station::Get(v
->targetairport
);
1720 CLRBITS(st
->airport
.flags
, apc
->layout
[v
->previous_pos
].block
);
1724 static void AirportGoToNextPosition(Aircraft
*v
)
1726 /* if aircraft is not in position, wait until it is */
1727 if (!AircraftController(v
)) return;
1729 const AirportFTAClass
*apc
= Station::Get(v
->targetairport
)->airport
.GetFTA();
1731 AirportClearBlock(v
, apc
);
1732 AirportMove(v
, apc
); // move aircraft to next position
1735 /* gets pos from vehicle and next orders */
1736 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
)
1738 /* error handling */
1739 if (v
->pos
>= apc
->nofelements
) {
1740 DEBUG(misc
, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v
->pos
, apc
->nofelements
-1);
1741 assert(v
->pos
< apc
->nofelements
);
1744 const AirportFTA
*current
= &apc
->layout
[v
->pos
];
1745 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1746 if (current
->heading
== v
->state
) {
1747 byte prev_pos
= v
->pos
; // location could be changed in state, so save it before-hand
1748 byte prev_state
= v
->state
;
1749 _aircraft_state_handlers
[v
->state
](v
, apc
);
1750 if (v
->state
!= FLYING
) v
->previous_pos
= prev_pos
;
1751 if (v
->state
!= prev_state
|| v
->pos
!= prev_pos
) UpdateAircraftCache(v
);
1755 v
->previous_pos
= v
->pos
; // save previous location
1757 /* there is only one choice to move to */
1758 if (current
->next
== nullptr) {
1759 if (AirportSetBlocks(v
, current
, apc
)) {
1760 v
->pos
= current
->next_position
;
1761 UpdateAircraftCache(v
);
1762 } // move to next position
1766 /* there are more choices to choose from, choose the one that
1767 * matches our heading */
1769 if (v
->state
== current
->heading
|| current
->heading
== TO_ALL
) {
1770 if (AirportSetBlocks(v
, current
, apc
)) {
1771 v
->pos
= current
->next_position
;
1772 UpdateAircraftCache(v
);
1773 } // move to next position
1776 current
= current
->next
;
1777 } while (current
!= nullptr);
1779 DEBUG(misc
, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v
->pos
, v
->state
, v
->index
);
1783 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
1784 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1786 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1787 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1789 /* same block, then of course we can move */
1790 if (apc
->layout
[current_pos
->position
].block
!= next
->block
) {
1791 const Station
*st
= Station::Get(v
->targetairport
);
1792 uint64 airport_flags
= next
->block
;
1794 /* check additional possible extra blocks */
1795 if (current_pos
!= reference
&& current_pos
->block
!= NOTHING_block
) {
1796 airport_flags
|= current_pos
->block
;
1799 if (st
->airport
.flags
& airport_flags
) {
1809 * "reserve" a block for the plane
1810 * @param v airplane that requires the operation
1811 * @param current_pos of the vehicle in the list of blocks
1812 * @param apc airport on which block is requsted to be set
1813 * @returns true on success. Eg, next block was free and we have occupied it
1815 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1817 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1818 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1820 /* if the next position is in another block, check it and wait until it is free */
1821 if ((apc
->layout
[current_pos
->position
].block
& next
->block
) != next
->block
) {
1822 uint64 airport_flags
= next
->block
;
1823 /* search for all all elements in the list with the same state, and blocks != N
1824 * this means more blocks should be checked/set */
1825 const AirportFTA
*current
= current_pos
;
1826 if (current
== reference
) current
= current
->next
;
1827 while (current
!= nullptr) {
1828 if (current
->heading
== current_pos
->heading
&& current
->block
!= 0) {
1829 airport_flags
|= current
->block
;
1832 current
= current
->next
;
1835 /* if the block to be checked is in the next position, then exclude that from
1836 * checking, because it has been set by the airplane before */
1837 if (current_pos
->block
== next
->block
) airport_flags
^= next
->block
;
1839 Station
*st
= Station::Get(v
->targetairport
);
1840 if (st
->airport
.flags
& airport_flags
) {
1846 if (next
->block
!= NOTHING_block
) {
1847 SETBITS(st
->airport
.flags
, airport_flags
); // occupy next block
1854 * Combination of aircraft state for going to a certain terminal and the
1855 * airport flag for that terminal block.
1857 struct MovementTerminalMapping
{
1858 AirportMovementStates state
; ///< Aircraft movement state when going to this terminal.
1859 uint64 airport_flag
; ///< Bitmask in the airport flags that need to be free for this terminal.
1862 /** A list of all valid terminals and their associated blocks. */
1863 static const MovementTerminalMapping _airport_terminal_mapping
[] = {
1864 {TERM1
, TERM1_block
},
1865 {TERM2
, TERM2_block
},
1866 {TERM3
, TERM3_block
},
1867 {TERM4
, TERM4_block
},
1868 {TERM5
, TERM5_block
},
1869 {TERM6
, TERM6_block
},
1870 {TERM7
, TERM7_block
},
1871 {TERM8
, TERM8_block
},
1872 {HELIPAD1
, HELIPAD1_block
},
1873 {HELIPAD2
, HELIPAD2_block
},
1874 {HELIPAD3
, HELIPAD3_block
},
1878 * Find a free terminal or helipad, and if available, assign it.
1879 * @param v Aircraft looking for a free terminal or helipad.
1880 * @param i First terminal to examine.
1881 * @param last_terminal Terminal number to stop examining.
1882 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1884 static bool FreeTerminal(Aircraft
*v
, byte i
, byte last_terminal
)
1886 assert(last_terminal
<= lengthof(_airport_terminal_mapping
));
1887 Station
*st
= Station::Get(v
->targetairport
);
1888 for (; i
< last_terminal
; i
++) {
1889 if ((st
->airport
.flags
& _airport_terminal_mapping
[i
].airport_flag
) == 0) {
1890 /* TERMINAL# HELIPAD# */
1891 v
->state
= _airport_terminal_mapping
[i
].state
; // start moving to that terminal/helipad
1892 SETBITS(st
->airport
.flags
, _airport_terminal_mapping
[i
].airport_flag
); // occupy terminal/helipad
1900 * Get the number of terminals at the airport.
1901 * @param afc Airport description.
1902 * @return Number of terminals.
1904 static uint
GetNumTerminals(const AirportFTAClass
*apc
)
1908 for (uint i
= apc
->terminals
[0]; i
> 0; i
--) num
+= apc
->terminals
[i
];
1914 * Find a free terminal, and assign it if available.
1915 * @param v Aircraft to handle.
1916 * @param apc Airport state machine.
1917 * @return Found a free terminal and assigned it.
1919 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1921 /* example of more terminalgroups
1922 * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1923 * Heading 255 denotes a group. We see 2 groups here:
1924 * 1. group 0 -- TERM_GROUP1_block (check block)
1925 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1926 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1927 * looks at the corresponding terminals of that group. If no free ones are found, other
1928 * possible groups are checked (in this case group 1, since that is after group 0). If that
1929 * fails, then attempt fails and plane waits
1931 if (apc
->terminals
[0] > 1) {
1932 const Station
*st
= Station::Get(v
->targetairport
);
1933 const AirportFTA
*temp
= apc
->layout
[v
->pos
].next
;
1935 while (temp
!= nullptr) {
1936 if (temp
->heading
== 255) {
1937 if (!(st
->airport
.flags
& temp
->block
)) {
1938 /* read which group do we want to go to?
1939 * (the first free group) */
1940 uint target_group
= temp
->next_position
+ 1;
1942 /* at what terminal does the group start?
1943 * that means, sum up all terminals of
1944 * groups with lower number */
1945 uint group_start
= 0;
1946 for (uint i
= 1; i
< target_group
; i
++) {
1947 group_start
+= apc
->terminals
[i
];
1950 uint group_end
= group_start
+ apc
->terminals
[target_group
];
1951 if (FreeTerminal(v
, group_start
, group_end
)) return true;
1954 /* once the heading isn't 255, we've exhausted the possible blocks.
1955 * So we cannot move */
1962 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
1963 return FreeTerminal(v
, 0, GetNumTerminals(apc
));
1967 * Find a free helipad, and assign it if available.
1968 * @param v Aircraft to handle.
1969 * @param apc Airport state machine.
1970 * @return Found a free helipad and assigned it.
1972 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
)
1974 /* if an airport doesn't have helipads, use terminals */
1975 if (apc
->num_helipads
== 0) return AirportFindFreeTerminal(v
, apc
);
1977 /* only 1 helicoptergroup, check all helipads
1978 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
1979 return FreeTerminal(v
, MAX_TERMINALS
, apc
->num_helipads
+ MAX_TERMINALS
);
1983 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
1984 * @param v The aircraft.
1985 * @param too_far True if the current destination is too far away.
1987 static void AircraftHandleDestTooFar(Aircraft
*v
, bool too_far
)
1990 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
1991 SetBit(v
->flags
, VAF_DEST_TOO_FAR
);
1992 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1993 AI::NewEvent(v
->owner
, new ScriptEventAircraftDestTooFar(v
->index
));
1994 if (v
->owner
== _local_company
) {
1995 /* Post a news message. */
1996 SetDParam(0, v
->index
);
1997 AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR
, v
->index
);
2003 if (HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
2004 /* Not too far anymore, clear flag and message. */
2005 ClrBit(v
->flags
, VAF_DEST_TOO_FAR
);
2006 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
2007 DeleteVehicleNews(v
->index
, STR_NEWS_AIRCRAFT_DEST_TOO_FAR
);
2011 static bool AircraftEventHandler(Aircraft
*v
, int loop
)
2013 if (v
->vehstatus
& VS_CRASHED
) {
2014 return HandleCrashedAircraft(v
);
2017 if (v
->vehstatus
& VS_STOPPED
) return true;
2019 v
->HandleBreakdown();
2021 HandleAircraftSmoke(v
, loop
!= 0);
2023 v
->HandleLoading(loop
!= 0);
2025 if (v
->current_order
.IsType(OT_LOADING
) || v
->current_order
.IsType(OT_LEAVESTATION
)) return true;
2027 if (v
->state
>= ENDTAKEOFF
&& v
->state
<= HELIENDLANDING
) {
2028 /* If we are flying, unconditionally clear the 'dest too far' state. */
2029 AircraftHandleDestTooFar(v
, false);
2030 } else if (v
->acache
.cached_max_range_sqr
!= 0) {
2031 /* Check the distance to the next destination. This code works because the target
2032 * airport is only updated after take off and not on the ground. */
2033 Station
*cur_st
= Station::GetIfValid(v
->targetairport
);
2034 Station
*next_st
= v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
) ? Station::GetIfValid(v
->current_order
.GetDestination()) : nullptr;
2036 if (cur_st
!= nullptr && cur_st
->airport
.tile
!= INVALID_TILE
&& next_st
!= nullptr && next_st
->airport
.tile
!= INVALID_TILE
) {
2037 uint dist
= DistanceSquare(cur_st
->airport
.tile
, next_st
->airport
.tile
);
2038 AircraftHandleDestTooFar(v
, dist
> v
->acache
.cached_max_range_sqr
);
2042 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) AirportGoToNextPosition(v
);
2047 bool Aircraft::Tick()
2049 if (!this->IsNormalAircraft()) return true;
2051 this->tick_counter
++;
2053 if (!((this->vehstatus
& VS_STOPPED
) || this->IsChainInDepot())) this->running_ticks
++;
2055 if (this->subtype
== AIR_HELICOPTER
) HelicopterTickHandler(this);
2057 this->current_order_time
++;
2059 for (uint i
= 0; i
!= 2; i
++) {
2060 /* stop if the aircraft was deleted */
2061 if (!AircraftEventHandler(this, i
)) return false;
2069 * Returns aircraft's target station if v->target_airport
2070 * is a valid station with airport.
2071 * @param v vehicle to get target airport for
2072 * @return pointer to target station, nullptr if invalid
2074 Station
*GetTargetAirportIfValid(const Aircraft
*v
)
2076 assert(v
->type
== VEH_AIRCRAFT
);
2078 Station
*st
= Station::GetIfValid(v
->targetairport
);
2079 if (st
== nullptr) return nullptr;
2081 return st
->airport
.tile
== INVALID_TILE
? nullptr : st
;
2085 * Updates the status of the Aircraft heading or in the station
2086 * @param st Station been updated
2088 void UpdateAirplanesOnNewStation(const Station
*st
)
2090 /* only 1 station is updated per function call, so it is enough to get entry_point once */
2091 const AirportFTAClass
*ap
= st
->airport
.GetFTA();
2092 Direction rotation
= st
->airport
.tile
== INVALID_TILE
? DIR_N
: st
->airport
.rotation
;
2095 FOR_ALL_AIRCRAFT(v
) {
2096 if (!v
->IsNormalAircraft() || v
->targetairport
!= st
->index
) continue;
2097 assert(v
->state
== FLYING
);
2098 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, ap
, rotation
);
2099 UpdateAircraftCache(v
);