(svn r28004) -Update from Eints:
[openttd.git] / src / aircraft_cmd.cpp
blobc9cddbf97da6b7bbd9af1efdd0ee6c54c1bc09b5
1 /* $Id$ */
3 /*
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/>.
8 */
10 /**
11 * @file aircraft_cmd.cpp
12 * This file deals with aircraft and airport movements functionalities
15 #include "stdafx.h"
16 #include "aircraft.h"
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"
30 #include "ai/ai.hpp"
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)
47 this->x_offs = -1;
48 this->y_offs = -1;
49 this->x_extent = 2;
50 this->y_extent = 2;
52 switch (this->subtype) {
53 default: NOT_REACHED();
55 case AIR_AIRCRAFT:
56 case AIR_HELICOPTER:
57 switch (this->state) {
58 default: break;
59 case ENDTAKEOFF:
60 case LANDING:
61 case HELILANDING:
62 case FLYING:
63 this->x_extent = 24;
64 this->y_extent = 24;
65 break;
67 this->z_extent = 5;
68 break;
70 case AIR_SHADOW:
71 this->z_extent = 1;
72 this->x_offs = 0;
73 this->y_offs = 0;
74 break;
76 case AIR_ROTOR:
77 this->z_extent = 1;
78 break;
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,
96 0x0EBD, 0x0EC5
99 template <>
100 bool IsValidImageIndex<VEH_AIRCRAFT>(uint8 image_index)
102 return image_index < lengthof(_aircraft_sprite);
105 /** Helicopter rotor animation states */
106 enum HelicopterRotorStates {
107 HRS_ROTOR_STOPPED,
108 HRS_ROTOR_MOVING_1,
109 HRS_ROTOR_MOVING_2,
110 HRS_ROTOR_MOVING_3,
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)
122 const Station *st;
123 uint best = 0;
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)) {
137 continue;
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 != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
147 if (distance < best || index == INVALID_STATION) {
148 best = distance;
149 index = st->index;
152 return index;
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 Rect rect;
206 seq.GetBounds(&rect);
207 preferred_x = Clamp(preferred_x,
208 left - UnScaleGUI(rect.left),
209 right - UnScaleGUI(rect.right));
211 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
213 if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
214 VehicleSpriteSeq rotor_seq;
215 GetCustomRotorIcon(engine, image_type, &rotor_seq);
216 if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
217 rotor_seq.Draw(preferred_x, y - ScaleGUITrad(5), PAL_NONE, false);
222 * Get the size of the sprite of an aircraft sprite heading west (used for lists).
223 * @param engine The engine to get the sprite from.
224 * @param[out] width The width of the sprite.
225 * @param[out] height The height of the sprite.
226 * @param[out] xoffs Number of pixels to shift the sprite to the right.
227 * @param[out] yoffs Number of pixels to shift the sprite downwards.
228 * @param image_type Context the sprite is used in.
230 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
232 VehicleSpriteSeq seq;
233 GetAircraftIcon(engine, image_type, &seq);
235 Rect rect;
236 seq.GetBounds(&rect);
238 width = UnScaleGUI(rect.right - rect.left + 1);
239 height = UnScaleGUI(rect.bottom - rect.top + 1);
240 xoffs = UnScaleGUI(rect.left);
241 yoffs = UnScaleGUI(rect.top);
245 * Build an aircraft.
246 * @param tile tile of the depot where aircraft is built.
247 * @param flags type of operation.
248 * @param e the engine to build.
249 * @param data unused.
250 * @param ret[out] the vehicle that has been built.
251 * @return the cost of this operation or an error.
253 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
255 const AircraftVehicleInfo *avi = &e->u.air;
256 const Station *st = Station::GetByTile(tile);
258 /* Prevent building aircraft types at places which can't handle them */
259 if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
261 /* Make sure all aircraft end up in the first tile of the hangar. */
262 tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
264 if (flags & DC_EXEC) {
265 Aircraft *v = new Aircraft(); // aircraft
266 Aircraft *u = new Aircraft(); // shadow
267 *ret = v;
269 v->direction = DIR_SE;
271 v->owner = u->owner = _current_company;
273 v->tile = tile;
275 uint x = TileX(tile) * TILE_SIZE + 5;
276 uint y = TileY(tile) * TILE_SIZE + 3;
278 v->x_pos = u->x_pos = x;
279 v->y_pos = u->y_pos = y;
281 u->z_pos = GetSlopePixelZ(x, y);
282 v->z_pos = u->z_pos + 1;
284 v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
285 u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
287 v->spritenum = avi->image_index;
289 v->cargo_cap = avi->passenger_capacity;
290 v->refit_cap = 0;
291 u->cargo_cap = avi->mail_capacity;
292 u->refit_cap = 0;
294 v->cargo_type = e->GetDefaultCargoType();
295 u->cargo_type = CT_MAIL;
297 v->name = NULL;
298 v->last_station_visited = INVALID_STATION;
299 v->last_loading_station = INVALID_STATION;
301 v->acceleration = avi->acceleration;
302 v->engine_type = e->index;
303 u->engine_type = e->index;
305 v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
306 v->UpdateDeltaXY(INVALID_DIR);
308 u->subtype = AIR_SHADOW;
309 u->UpdateDeltaXY(INVALID_DIR);
311 v->reliability = e->reliability;
312 v->reliability_spd_dec = e->reliability_spd_dec;
313 v->max_age = e->GetLifeLengthInDays();
315 _new_vehicle_id = v->index;
317 v->pos = GetVehiclePosOnBuild(tile);
319 v->state = HANGAR;
320 v->previous_pos = v->pos;
321 v->targetairport = GetStationIndex(tile);
322 v->SetNext(u);
324 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
326 v->date_of_last_service = _date;
327 v->build_year = u->build_year = _cur_year;
329 v->sprite_seq.Set(SPR_IMG_QUERY);
330 u->sprite_seq.Set(SPR_IMG_QUERY);
332 v->random_bits = VehicleRandomBits();
333 u->random_bits = VehicleRandomBits();
335 v->vehicle_flags = 0;
336 if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
337 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
339 v->InvalidateNewGRFCacheOfChain();
341 v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
343 v->InvalidateNewGRFCacheOfChain();
345 UpdateAircraftCache(v, true);
347 v->UpdatePosition();
348 u->UpdatePosition();
350 /* Aircraft with 3 vehicles (chopper)? */
351 if (v->subtype == AIR_HELICOPTER) {
352 Aircraft *w = new Aircraft();
353 w->engine_type = e->index;
354 w->direction = DIR_N;
355 w->owner = _current_company;
356 w->x_pos = v->x_pos;
357 w->y_pos = v->y_pos;
358 w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
359 w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
360 w->spritenum = 0xFF;
361 w->subtype = AIR_ROTOR;
362 w->sprite_seq.Set(SPR_ROTOR_STOPPED);
363 w->random_bits = VehicleRandomBits();
364 /* Use rotor's air.state to store the rotor animation frame */
365 w->state = HRS_ROTOR_STOPPED;
366 w->UpdateDeltaXY(INVALID_DIR);
368 u->SetNext(w);
369 w->UpdatePosition();
373 return CommandCost();
377 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
379 const Station *st = GetTargetAirportIfValid(this);
380 /* If the station is not a valid airport or if it has no hangars */
381 if (st == NULL || !st->airport.HasHangar()) {
382 /* the aircraft has to search for a hangar on its own */
383 StationID station = FindNearestHangar(this);
385 if (station == INVALID_STATION) return false;
387 st = Station::Get(station);
390 if (location != NULL) *location = st->xy;
391 if (destination != NULL) *destination = st->index;
393 return true;
396 static void CheckIfAircraftNeedsService(Aircraft *v)
398 if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
399 if (v->IsChainInDepot()) {
400 VehicleServiceInDepot(v);
401 return;
404 /* When we're parsing conditional orders and the like
405 * we don't want to consider going to a depot too. */
406 if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
408 const Station *st = Station::Get(v->current_order.GetDestination());
410 assert(st != NULL);
412 /* only goto depot if the target airport has a depot */
413 if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
414 v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
415 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
416 } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
417 v->current_order.MakeDummy();
418 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
422 Money Aircraft::GetRunningCost() const
424 const Engine *e = this->GetEngine();
425 uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
426 return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
429 void Aircraft::OnNewDay()
431 if (!this->IsNormalAircraft()) return;
433 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
435 CheckOrders(this);
437 CheckVehicleBreakdown(this);
438 AgeVehicle(this);
439 CheckIfAircraftNeedsService(this);
441 if (this->running_ticks == 0) return;
443 CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
445 this->profit_this_year -= cost.GetCost();
446 this->running_ticks = 0;
448 SubtractMoneyFromCompanyFract(this->owner, cost);
450 SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
451 SetWindowClassesDirty(WC_AIRCRAFT_LIST);
454 static void HelicopterTickHandler(Aircraft *v)
456 Aircraft *u = v->Next()->Next();
458 if (u->vehstatus & VS_HIDDEN) return;
460 /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
461 * loading/unloading at a terminal or stopped */
462 if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
463 if (u->cur_speed != 0) {
464 u->cur_speed++;
465 if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
466 u->cur_speed = 0;
469 } else {
470 if (u->cur_speed == 0) {
471 u->cur_speed = 0x70;
473 if (u->cur_speed >= 0x50) {
474 u->cur_speed--;
478 int tick = ++u->tick_counter;
479 int spd = u->cur_speed >> 4;
481 VehicleSpriteSeq seq;
482 if (spd == 0) {
483 u->state = HRS_ROTOR_STOPPED;
484 GetRotorImage(v, EIT_ON_MAP, &seq);
485 if (u->sprite_seq == seq) return;
486 } else if (tick >= spd) {
487 u->tick_counter = 0;
488 u->state++;
489 if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
490 GetRotorImage(v, EIT_ON_MAP, &seq);
491 } else {
492 return;
495 u->sprite_seq = seq;
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)
509 v->x_pos = x;
510 v->y_pos = y;
511 v->z_pos = z;
513 v->UpdatePosition();
514 v->UpdateViewport(true, false);
515 if (v->subtype == AIR_HELICOPTER) {
516 GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_seq);
519 Aircraft *u = v->Next();
521 int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
522 int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
523 u->x_pos = x;
524 u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
526 safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
527 u->z_pos = GetSlopePixelZ(safe_x, safe_y);
528 u->sprite_seq.CopyWithoutPalette(v->sprite_seq); // the shadow is never coloured
530 u->UpdatePositionAndViewport();
532 u = u->Next();
533 if (u != NULL) {
534 u->x_pos = x;
535 u->y_pos = y;
536 u->z_pos = z + ROTOR_Z_OFFSET;
538 u->UpdatePositionAndViewport();
543 * Handle Aircraft specific tasks when an Aircraft enters a hangar
544 * @param *v Vehicle that enters the hangar
546 void HandleAircraftEnterHangar(Aircraft *v)
548 v->subspeed = 0;
549 v->progress = 0;
551 Aircraft *u = v->Next();
552 u->vehstatus |= VS_HIDDEN;
553 u = u->Next();
554 if (u != NULL) {
555 u->vehstatus |= VS_HIDDEN;
556 u->cur_speed = 0;
559 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
562 static void PlayAircraftSound(const Vehicle *v)
564 if (!PlayVehicleSound(v, VSE_START)) {
565 SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
571 * Update cached values of an aircraft.
572 * Currently caches callback 36 max speed.
573 * @param v Vehicle
574 * @param update_range Update the aircraft range.
576 void UpdateAircraftCache(Aircraft *v, bool update_range)
578 uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
579 if (max_speed != 0) {
580 /* Convert from original units to km-ish/h */
581 max_speed = (max_speed * 128) / 10;
583 v->vcache.cached_max_speed = max_speed;
584 } else {
585 /* Use the default max speed of the vehicle. */
586 v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
589 /* Update cargo aging period. */
590 v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
591 Aircraft *u = v->Next(); // Shadow for mail
592 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
594 /* Update aircraft range. */
595 if (update_range) {
596 v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
597 /* Squared it now so we don't have to do it later all the time. */
598 v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
604 * Special velocities for aircraft
606 enum AircraftSpeedLimits {
607 SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing
608 SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals
609 SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken
610 SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern
611 SPEED_LIMIT_NONE = 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent
615 * Sets the new speed for an aircraft
616 * @param v The vehicle for which the speed should be obtained
617 * @param speed_limit The maximum speed the vehicle may have.
618 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
619 * @return The number of position updates needed within the tick
621 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
624 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
625 * So the speed amount we need to accelerate is:
626 * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
627 * = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
628 * ~ acceleration * 77 (km-ish/h / 256)
630 uint spd = v->acceleration * 77;
631 byte t;
633 /* Adjust speed limits by plane speed factor to prevent taxiing
634 * and take-off speeds being too low. */
635 speed_limit *= _settings_game.vehicle.plane_speed;
637 if (v->vcache.cached_max_speed < speed_limit) {
638 if (v->cur_speed < speed_limit) hard_limit = false;
639 speed_limit = v->vcache.cached_max_speed;
642 v->subspeed = (t = v->subspeed) + (byte)spd;
644 /* Aircraft's current speed is used twice so that very fast planes are
645 * forced to slow down rapidly in the short distance needed. The magic
646 * value 16384 was determined to give similar results to the old speed/48
647 * method at slower speeds. This also results in less reduction at slow
648 * speeds to that aircraft do not get to taxi speed straight after
649 * touchdown. */
650 if (!hard_limit && v->cur_speed > speed_limit) {
651 speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
654 spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
656 /* adjust speed for broken vehicles */
657 if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
659 /* updates statusbar only if speed have changed to save CPU time */
660 if (spd != v->cur_speed) {
661 v->cur_speed = spd;
662 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
665 /* Adjust distance moved by plane speed setting */
666 if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
668 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
669 spd = v->GetOldAdvanceSpeed(spd);
671 spd += v->progress;
672 v->progress = (byte)spd;
673 return spd >> 8;
677 * Get the tile height below the aircraft.
678 * This function is needed because aircraft can leave the mapborders.
680 * @param v The vehicle to get the height for.
681 * @return The height in pixels from 'z_pos' 0.
683 int GetTileHeightBelowAircraft(const Vehicle *v)
685 int safe_x = Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE);
686 int safe_y = Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE);
687 return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
691 * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
692 * vehicle for normal flight situation.
693 * When the maximum is reached the vehicle should consider descending.
694 * When the minimum is reached the vehicle should consider ascending.
696 * @param v The vehicle to get the flight levels for.
697 * @param [out] min_level The minimum bounds for flight level.
698 * @param [out] max_level The maximum bounds for flight level.
700 void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
702 int base_altitude = GetTileHeightBelowAircraft(v);
703 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
704 base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE;
707 /* Make sure eastbound and westbound planes do not "crash" into each
708 * other by providing them with vertical separation
710 switch (v->direction) {
711 case DIR_N:
712 case DIR_NE:
713 case DIR_E:
714 case DIR_SE:
715 base_altitude += 10;
716 break;
718 default: break;
721 /* Make faster planes fly higher so that they can overtake slower ones */
722 base_altitude += min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
724 if (min_level != NULL) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
725 if (max_level != NULL) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
729 * Gets the maximum 'flight level' for the holding pattern of the aircraft,
730 * in pixels 'z_pos' 0, depending on terrain below..
732 * @param v The aircraft that may or may not need to decrease its altitude.
733 * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
735 int GetAircraftHoldMaxAltitude(const Aircraft *v)
737 int tile_height = GetTileHeightBelowAircraft(v);
739 return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE);
742 template <class T>
743 int GetAircraftFlightLevel(T *v, bool takeoff)
745 /* Aircraft is in flight. We want to enforce it being somewhere
746 * between the minimum and the maximum allowed altitude. */
747 int aircraft_min_altitude;
748 int aircraft_max_altitude;
749 GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
750 int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
752 /* If those assumptions would be violated, aircrafts would behave fairly strange. */
753 assert(aircraft_min_altitude < aircraft_middle_altitude);
754 assert(aircraft_middle_altitude < aircraft_max_altitude);
756 int z = v->z_pos;
757 if (z < aircraft_min_altitude ||
758 (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
759 /* Ascend. And don't fly into that mountain right ahead.
760 * And avoid our aircraft become a stairclimber, so if we start
761 * correcting altitude, then we stop correction not too early. */
762 SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
763 z += takeoff ? 2 : 1;
764 } else if (!takeoff && (z > aircraft_max_altitude ||
765 (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
766 /* Descend lower. You are an aircraft, not an space ship.
767 * And again, don't stop correcting altitude too early. */
768 SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
769 z--;
770 } else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
771 /* Now, we have corrected altitude enough. */
772 ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
773 } else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
774 /* Now, we have corrected altitude enough. */
775 ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
778 return z;
781 template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
784 * Find the entry point to an airport depending on direction which
785 * the airport is being approached from. Each airport can have up to
786 * four entry points for its approach system so that approaching
787 * aircraft do not fly through each other or are forced to do 180
788 * degree turns during the approach. The arrivals are grouped into
789 * four sectors dependent on the DiagDirection from which the airport
790 * is approached.
792 * @param v The vehicle that is approaching the airport
793 * @param apc The Airport Class being approached.
794 * @param rotation The rotation of the airport.
795 * @return The index of the entry point
797 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
799 assert(v != NULL);
800 assert(apc != NULL);
802 /* In the case the station doesn't exit anymore, set target tile 0.
803 * It doesn't hurt much, aircraft will go to next order, nearest hangar
804 * or it will simply crash in next tick */
805 TileIndex tile = 0;
807 const Station *st = Station::GetIfValid(v->targetairport);
808 if (st != NULL) {
809 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
810 tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
813 int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
814 int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
816 DiagDirection dir;
817 if (abs(delta_y) < abs(delta_x)) {
818 /* We are northeast or southwest of the airport */
819 dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
820 } else {
821 /* We are northwest or southeast of the airport */
822 dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
824 dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
825 return apc->entry_points[dir];
829 static void MaybeCrashAirplane(Aircraft *v);
832 * Controls the movement of an aircraft. This function actually moves the vehicle
833 * on the map and takes care of minor things like sound playback.
834 * @todo De-mystify the cur_speed values for helicopter rotors.
835 * @param v The vehicle that is moved. Must be the first vehicle of the chain
836 * @return Whether the position requested by the State Machine has been reached
838 static bool AircraftController(Aircraft *v)
840 int count;
842 /* NULL if station is invalid */
843 const Station *st = Station::GetIfValid(v->targetairport);
844 /* INVALID_TILE if there is no station */
845 TileIndex tile = INVALID_TILE;
846 Direction rotation = DIR_N;
847 uint size_x = 1, size_y = 1;
848 if (st != NULL) {
849 if (st->airport.tile != INVALID_TILE) {
850 tile = st->airport.tile;
851 rotation = st->airport.rotation;
852 size_x = st->airport.w;
853 size_y = st->airport.h;
854 } else {
855 tile = st->xy;
858 /* DUMMY if there is no station or no airport */
859 const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
861 /* prevent going to INVALID_TILE if airport is deleted. */
862 if (st == NULL || st->airport.tile == INVALID_TILE) {
863 /* Jump into our "holding pattern" state machine if possible */
864 if (v->pos >= afc->nofelements) {
865 v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
866 } else if (v->targetairport != v->current_order.GetDestination()) {
867 /* If not possible, just get out of here fast */
868 v->state = FLYING;
869 UpdateAircraftCache(v);
870 AircraftNextAirportPos_and_Order(v);
871 /* get aircraft back on running altitude */
872 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
873 return false;
877 /* get airport moving data */
878 const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
880 int x = TileX(tile) * TILE_SIZE;
881 int y = TileY(tile) * TILE_SIZE;
883 /* Helicopter raise */
884 if (amd.flag & AMED_HELI_RAISE) {
885 Aircraft *u = v->Next()->Next();
887 /* Make sure the rotors don't rotate too fast */
888 if (u->cur_speed > 32) {
889 v->cur_speed = 0;
890 if (--u->cur_speed == 32) {
891 if (!PlayVehicleSound(v, VSE_START)) {
892 SndPlayVehicleFx(SND_18_HELICOPTER, v);
895 } else {
896 u->cur_speed = 32;
897 count = UpdateAircraftSpeed(v);
898 if (count > 0) {
899 v->tile = 0;
901 int z_dest;
902 GetAircraftFlightLevelBounds(v, &z_dest, NULL);
904 /* Reached altitude? */
905 if (v->z_pos >= z_dest) {
906 v->cur_speed = 0;
907 return true;
909 SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
912 return false;
915 /* Helicopter landing. */
916 if (amd.flag & AMED_HELI_LOWER) {
917 if (st == NULL) {
918 /* FIXME - AircraftController -> if station no longer exists, do not land
919 * helicopter will circle until sign disappears, then go to next order
920 * what to do when it is the only order left, right now it just stays in 1 place */
921 v->state = FLYING;
922 UpdateAircraftCache(v);
923 AircraftNextAirportPos_and_Order(v);
924 return false;
927 /* Vehicle is now at the airport. */
928 v->tile = tile;
930 /* Find altitude of landing position. */
931 int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
933 if (z == v->z_pos) {
934 Vehicle *u = v->Next()->Next();
936 /* Increase speed of rotors. When speed is 80, we've landed. */
937 if (u->cur_speed >= 80) return true;
938 u->cur_speed += 4;
939 } else {
940 count = UpdateAircraftSpeed(v);
941 if (count > 0) {
942 if (v->z_pos > z) {
943 SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
944 } else {
945 SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
949 return false;
952 /* Get distance from destination pos to current pos. */
953 uint dist = abs(x + amd.x - v->x_pos) + abs(y + amd.y - v->y_pos);
955 /* Need exact position? */
956 if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
958 /* At final pos? */
959 if (dist == 0) {
960 /* Change direction smoothly to final direction. */
961 DirDiff dirdiff = DirDifference(amd.direction, v->direction);
962 /* if distance is 0, and plane points in right direction, no point in calling
963 * UpdateAircraftSpeed(). So do it only afterwards */
964 if (dirdiff == DIRDIFF_SAME) {
965 v->cur_speed = 0;
966 return true;
969 if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
971 v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
972 v->cur_speed >>= 1;
974 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
975 return false;
978 if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
979 MaybeCrashAirplane(v);
980 if ((v->vehstatus & VS_CRASHED) != 0) return false;
983 uint speed_limit = SPEED_LIMIT_TAXI;
984 bool hard_limit = true;
986 if (amd.flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE;
987 if (amd.flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; }
988 if (amd.flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
989 if (amd.flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; }
991 count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
992 if (count == 0) return false;
994 if (v->turn_counter != 0) v->turn_counter--;
996 do {
998 GetNewVehiclePosResult gp;
1000 if (dist < 4 || (amd.flag & AMED_LAND)) {
1001 /* move vehicle one pixel towards target */
1002 gp.x = (v->x_pos != (x + amd.x)) ?
1003 v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
1004 v->x_pos;
1005 gp.y = (v->y_pos != (y + amd.y)) ?
1006 v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
1007 v->y_pos;
1009 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
1010 gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
1012 } else {
1014 /* Turn. Do it slowly if in the air. */
1015 Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
1016 if (newdir != v->direction) {
1017 if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
1018 if (v->turn_counter == 0 || newdir == v->last_direction) {
1019 if (newdir == v->last_direction) {
1020 v->number_consecutive_turns = 0;
1021 } else {
1022 v->number_consecutive_turns++;
1024 v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
1025 v->last_direction = v->direction;
1026 v->direction = newdir;
1029 /* Move vehicle. */
1030 gp = GetNewVehiclePos(v);
1031 } else {
1032 v->cur_speed >>= 1;
1033 v->direction = newdir;
1035 /* When leaving a terminal an aircraft often goes to a position
1036 * directly in front of it. If it would move while turning it
1037 * would need an two extra turns to end up at the correct position.
1038 * To make it easier just disallow all moving while turning as
1039 * long as an aircraft is on the ground. */
1040 gp.x = v->x_pos;
1041 gp.y = v->y_pos;
1042 gp.new_tile = gp.old_tile = v->tile;
1044 } else {
1045 v->number_consecutive_turns = 0;
1046 /* Move vehicle. */
1047 gp = GetNewVehiclePos(v);
1051 v->tile = gp.new_tile;
1052 /* If vehicle is in the air, use tile coordinate 0. */
1053 if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
1055 /* Adjust Z for land or takeoff? */
1056 int z = v->z_pos;
1058 if (amd.flag & AMED_TAKEOFF) {
1059 z = GetAircraftFlightLevel(v, true);
1060 } else if (amd.flag & AMED_HOLD) {
1061 /* Let the plane drop from normal flight altitude to holding pattern altitude */
1062 if (z > GetAircraftHoldMaxAltitude(v)) z--;
1063 } else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
1064 z = GetAircraftFlightLevel(v);
1067 if (amd.flag & AMED_LAND) {
1068 if (st->airport.tile == INVALID_TILE) {
1069 /* Airport has been removed, abort the landing procedure */
1070 v->state = FLYING;
1071 UpdateAircraftCache(v);
1072 AircraftNextAirportPos_and_Order(v);
1073 /* get aircraft back on running altitude */
1074 SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
1075 continue;
1078 int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
1080 /* We're not flying below our destination, right? */
1081 assert(curz <= z);
1082 int t = max(1U, dist - 4);
1083 int delta = z - curz;
1085 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1086 if (delta >= t) {
1087 z -= CeilDiv(z - curz, t);
1089 if (z < curz) z = curz;
1092 /* We've landed. Decrease speed when we're reaching end of runway. */
1093 if (amd.flag & AMED_BRAKE) {
1094 int curz = GetSlopePixelZ(x, y) + 1;
1096 if (z > curz) {
1097 z--;
1098 } else if (z < curz) {
1099 z++;
1104 SetAircraftPosition(v, gp.x, gp.y, z);
1105 } while (--count != 0);
1106 return false;
1110 * Handle crashed aircraft \a v.
1111 * @param v Crashed aircraft.
1113 static bool HandleCrashedAircraft(Aircraft *v)
1115 v->crashed_counter += 3;
1117 Station *st = GetTargetAirportIfValid(v);
1119 /* make aircraft crash down to the ground */
1120 if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
1121 int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
1122 v->z_pos -= 1;
1123 if (v->z_pos == z) {
1124 v->crashed_counter = 500;
1125 v->z_pos++;
1129 if (v->crashed_counter < 650) {
1130 uint32 r;
1131 if (Chance16R(1, 32, r)) {
1132 static const DirDiff delta[] = {
1133 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
1136 v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
1137 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1138 r = Random();
1139 CreateEffectVehicleRel(v,
1140 GB(r, 0, 4) - 4,
1141 GB(r, 4, 4) - 4,
1142 GB(r, 8, 4),
1143 EV_EXPLOSION_SMALL);
1145 } else if (v->crashed_counter >= 10000) {
1146 /* remove rubble of crashed airplane */
1148 /* clear runway-in on all airports, set by crashing plane
1149 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1150 * but they all share the same number */
1151 if (st != NULL) {
1152 CLRBITS(st->airport.flags, RUNWAY_IN_block);
1153 CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
1154 CLRBITS(st->airport.flags, RUNWAY_IN2_block); // intercontinental
1157 delete v;
1159 return false;
1162 return true;
1167 * Handle smoke of broken aircraft.
1168 * @param v Aircraft
1169 * @param mode Is this the non-first call for this vehicle in this tick?
1171 static void HandleAircraftSmoke(Aircraft *v, bool mode)
1173 static const struct {
1174 int8 x;
1175 int8 y;
1176 } smoke_pos[] = {
1177 { 5, 5 },
1178 { 6, 0 },
1179 { 5, -5 },
1180 { 0, -6 },
1181 { -5, -5 },
1182 { -6, 0 },
1183 { -5, 5 },
1184 { 0, 6 }
1187 if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
1189 /* Stop smoking when landed */
1190 if (v->cur_speed < 10) {
1191 v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
1192 v->breakdown_ctr = 0;
1193 return;
1196 /* Spawn effect et most once per Tick, i.e. !mode */
1197 if (!mode && (v->tick_counter & 0x0F) == 0) {
1198 CreateEffectVehicleRel(v,
1199 smoke_pos[v->direction].x,
1200 smoke_pos[v->direction].y,
1202 EV_BREAKDOWN_SMOKE_AIRCRAFT
1207 void HandleMissingAircraftOrders(Aircraft *v)
1210 * We do not have an order. This can be divided into two cases:
1211 * 1) we are heading to an invalid station. In this case we must
1212 * find another airport to go to. If there is nowhere to go,
1213 * we will destroy the aircraft as it otherwise will enter
1214 * the holding pattern for the first airport, which can cause
1215 * the plane to go into an undefined state when building an
1216 * airport with the same StationID.
1217 * 2) we are (still) heading to a (still) valid airport, then we
1218 * can continue going there. This can happen when you are
1219 * changing the aircraft's orders while in-flight or in for
1220 * example a depot. However, when we have a current order to
1221 * go to a depot, we have to keep that order so the aircraft
1222 * actually stops.
1224 const Station *st = GetTargetAirportIfValid(v);
1225 if (st == NULL) {
1226 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1227 CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1228 cur_company.Restore();
1230 if (ret.Failed()) CrashAirplane(v);
1231 } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
1232 v->current_order.Free();
1237 TileIndex Aircraft::GetOrderStationLocation(StationID station)
1239 /* Orders are changed in flight, ensure going to the right station. */
1240 if (this->state == FLYING) {
1241 AircraftNextAirportPos_and_Order(this);
1244 /* Aircraft do not use dest-tile */
1245 return 0;
1248 void Aircraft::MarkDirty()
1250 this->colourmap = PAL_NONE;
1251 this->UpdateViewport(true, false);
1252 if (this->subtype == AIR_HELICOPTER) {
1253 GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_seq);
1258 uint Aircraft::Crash(bool flooded)
1260 uint pass = Vehicle::Crash(flooded) + 2; // pilots
1261 this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
1263 return pass;
1267 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1268 * @param v Aircraft that crashed.
1270 static void CrashAirplane(Aircraft *v)
1272 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
1274 uint pass = v->Crash();
1275 SetDParam(0, pass);
1277 v->cargo.Truncate();
1278 v->Next()->cargo.Truncate();
1279 const Station *st = GetTargetAirportIfValid(v);
1280 StringID newsitem;
1281 if (st == NULL) {
1282 newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
1283 } else {
1284 SetDParam(1, st->index);
1285 newsitem = STR_NEWS_AIRCRAFT_CRASH;
1288 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1289 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1291 AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != NULL ? st->index : INVALID_STATION);
1293 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
1294 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1298 * Decide whether aircraft \a v should crash.
1299 * @param v Aircraft to test.
1301 static void MaybeCrashAirplane(Aircraft *v)
1303 if (_settings_game.vehicle.plane_crashes == 0) return;
1305 Station *st = Station::Get(v->targetairport);
1307 /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
1308 uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
1309 if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
1310 (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
1311 !_cheats.no_jetcrash.value) {
1312 prob /= 20;
1313 } else {
1314 prob /= 1500;
1317 if (GB(Random(), 0, 22) > prob) return;
1319 /* Crash the airplane. Remove all goods stored at the station. */
1320 for (CargoID i = 0; i < NUM_CARGO; i++) {
1321 st->goods[i].rating = 1;
1322 st->goods[i].cargo.Truncate();
1325 CrashAirplane(v);
1329 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1330 * Start loading cargo.
1331 * @param v Aircraft that arrived.
1333 static void AircraftEntersTerminal(Aircraft *v)
1335 if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
1337 Station *st = Station::Get(v->targetairport);
1338 v->last_station_visited = v->targetairport;
1340 /* Check if station was ever visited before */
1341 if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
1342 st->had_vehicle_of_type |= HVOT_AIRCRAFT;
1343 SetDParam(0, st->index);
1344 /* show newsitem of celebrating citizens */
1345 AddVehicleNewsItem(
1346 STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
1347 (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
1348 v->index,
1349 st->index
1351 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
1352 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
1355 v->BeginLoading();
1359 * Aircraft touched down at the landing strip.
1360 * @param v Aircraft that landed.
1362 static void AircraftLandAirplane(Aircraft *v)
1364 v->UpdateDeltaXY(INVALID_DIR);
1366 if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
1367 SndPlayVehicleFx(SND_17_SKID_PLANE, v);
1372 /** set the right pos when heading to other airports after takeoff */
1373 void AircraftNextAirportPos_and_Order(Aircraft *v)
1375 if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
1376 v->targetairport = v->current_order.GetDestination();
1379 const Station *st = GetTargetAirportIfValid(v);
1380 const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
1381 Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
1382 v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
1386 * Aircraft is about to leave the hangar.
1387 * @param v Aircraft leaving.
1388 * @param exit_dir The direction the vehicle leaves the hangar.
1389 * @note This function is called in AfterLoadGame for old savegames, so don't rely
1390 * on any data to be valid, especially don't rely on the fact that the vehicle
1391 * is actually on the ground inside a depot.
1393 void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
1395 v->cur_speed = 0;
1396 v->subspeed = 0;
1397 v->progress = 0;
1398 v->direction = exit_dir;
1399 v->vehstatus &= ~VS_HIDDEN;
1401 Vehicle *u = v->Next();
1402 u->vehstatus &= ~VS_HIDDEN;
1404 /* Rotor blades */
1405 u = u->Next();
1406 if (u != NULL) {
1407 u->vehstatus &= ~VS_HIDDEN;
1408 u->cur_speed = 80;
1412 VehicleServiceInDepot(v);
1413 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1414 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1415 SetWindowClassesDirty(WC_AIRCRAFT_LIST);
1418 ////////////////////////////////////////////////////////////////////////////////
1419 /////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
1420 ////////////////////////////////////////////////////////////////////////////////
1421 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
1423 AircraftEntersTerminal(v);
1424 v->state = apc->layout[v->pos].heading;
1428 * Aircraft arrived in an airport hangar.
1429 * @param v Aircraft in the hangar.
1430 * @param apc Airport description containing the hangar.
1432 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
1434 VehicleEnterDepot(v);
1435 v->state = apc->layout[v->pos].heading;
1439 * Handle aircraft movement/decision making in an airport hangar.
1440 * @param v Aircraft in the hangar.
1441 * @param apc Airport description containing the hangar.
1443 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
1445 /* if we just arrived, execute EnterHangar first */
1446 if (v->previous_pos != v->pos) {
1447 AircraftEventHandler_EnterHangar(v, apc);
1448 return;
1451 /* if we were sent to the depot, stay there */
1452 if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
1453 v->current_order.Free();
1454 return;
1457 if (!v->current_order.IsType(OT_GOTO_STATION) &&
1458 !v->current_order.IsType(OT_GOTO_DEPOT))
1459 return;
1461 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1462 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
1463 VehicleEnterDepot(v);
1464 return;
1467 /* if the block of the next position is busy, stay put */
1468 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1470 /* We are already at the target airport, we need to find a terminal */
1471 if (v->current_order.GetDestination() == v->targetairport) {
1472 /* FindFreeTerminal:
1473 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1474 if (v->subtype == AIR_HELICOPTER) {
1475 if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
1476 } else {
1477 if (!AirportFindFreeTerminal(v, apc)) return; // airplane
1479 } else { // Else prepare for launch.
1480 /* airplane goto state takeoff, helicopter to helitakeoff */
1481 v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1483 const Station *st = Station::GetByTile(v->tile);
1484 AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
1485 AirportMove(v, apc);
1488 /** At one of the Airport's Terminals */
1489 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
1491 /* if we just arrived, execute EnterTerminal first */
1492 if (v->previous_pos != v->pos) {
1493 AircraftEventHandler_EnterTerminal(v, apc);
1494 /* on an airport with helipads, a helicopter will always land there
1495 * and get serviced at the same time - setting */
1496 if (_settings_game.order.serviceathelipad) {
1497 if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
1498 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1499 v->date_of_last_service = _date;
1500 v->breakdowns_since_last_service = 0;
1501 v->reliability = v->GetEngine()->reliability;
1502 SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
1505 return;
1508 if (v->current_order.IsType(OT_NOTHING)) return;
1510 /* if the block of the next position is busy, stay put */
1511 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1513 /* airport-road is free. We either have to go to another airport, or to the hangar
1514 * ---> start moving */
1516 bool go_to_hangar = false;
1517 switch (v->current_order.GetType()) {
1518 case OT_GOTO_STATION: // ready to fly to another airport
1519 break;
1520 case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
1521 go_to_hangar = v->current_order.GetDestination() == v->targetairport;
1522 break;
1523 case OT_CONDITIONAL:
1524 /* In case of a conditional order we just have to wait a tick
1525 * longer, so the conditional order can actually be processed;
1526 * we should not clear the order as that makes us go nowhere. */
1527 return;
1528 default: // orders have been deleted (no orders), goto depot and don't bother us
1529 v->current_order.Free();
1530 go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
1533 if (go_to_hangar) {
1534 v->state = HANGAR;
1535 } else {
1536 /* airplane goto state takeoff, helicopter to helitakeoff */
1537 v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1539 AirportMove(v, apc);
1542 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
1544 error("OK, you shouldn't be here, check your Airport Scheme!");
1547 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
1549 PlayAircraftSound(v); // play takeoffsound for airplanes
1550 v->state = STARTTAKEOFF;
1553 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
1555 v->state = ENDTAKEOFF;
1556 v->UpdateDeltaXY(INVALID_DIR);
1559 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
1561 v->state = FLYING;
1562 /* get the next position to go to, differs per airport */
1563 AircraftNextAirportPos_and_Order(v);
1566 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
1568 v->state = FLYING;
1569 v->UpdateDeltaXY(INVALID_DIR);
1571 /* get the next position to go to, differs per airport */
1572 AircraftNextAirportPos_and_Order(v);
1574 /* Send the helicopter to a hangar if needed for replacement */
1575 if (v->NeedsAutomaticServicing()) {
1576 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1577 DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1578 cur_company.Restore();
1582 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
1584 Station *st = Station::Get(v->targetairport);
1586 /* Runway busy, not allowed to use this airstation or closed, circle. */
1587 if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
1588 /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1589 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1590 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1591 byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
1592 const AirportFTA *current = apc->layout[v->pos].next;
1593 while (current != NULL) {
1594 if (current->heading == landingtype) {
1595 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1596 * we don't want that for plane in air
1597 * hack for speed thingie */
1598 uint16 tcur_speed = v->cur_speed;
1599 uint16 tsubspeed = v->subspeed;
1600 if (!AirportHasBlock(v, current, apc)) {
1601 v->state = landingtype; // LANDING / HELILANDING
1602 /* it's a bit dirty, but I need to set position to next position, otherwise
1603 * if there are multiple runways, plane won't know which one it took (because
1604 * they all have heading LANDING). And also occupy that block! */
1605 v->pos = current->next_position;
1606 SETBITS(st->airport.flags, apc->layout[v->pos].block);
1607 return;
1609 v->cur_speed = tcur_speed;
1610 v->subspeed = tsubspeed;
1612 current = current->next;
1615 v->state = FLYING;
1616 v->pos = apc->layout[v->pos].next_position;
1619 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
1621 v->state = ENDLANDING;
1622 AircraftLandAirplane(v); // maybe crash airplane
1624 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1625 if (v->NeedsAutomaticServicing()) {
1626 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1627 DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1628 cur_company.Restore();
1632 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
1634 v->state = HELIENDLANDING;
1635 v->UpdateDeltaXY(INVALID_DIR);
1638 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
1640 /* next block busy, don't do a thing, just wait */
1641 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1643 /* if going to terminal (OT_GOTO_STATION) choose one
1644 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1645 * 2. not going for terminal (but depot, no order),
1646 * --> get out of the way to the hangar. */
1647 if (v->current_order.IsType(OT_GOTO_STATION)) {
1648 if (AirportFindFreeTerminal(v, apc)) return;
1650 v->state = HANGAR;
1654 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
1656 /* next block busy, don't do a thing, just wait */
1657 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1659 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1660 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1661 * 2. not going for terminal (but depot, no order),
1662 * --> get out of the way to the hangar IF there are terminals on the airport.
1663 * --> else TAKEOFF
1664 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1665 * must go to a hangar. */
1666 if (v->current_order.IsType(OT_GOTO_STATION)) {
1667 if (AirportFindFreeHelipad(v, apc)) return;
1669 v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
1673 * Signature of the aircraft handler function.
1674 * @param v Aircraft to handle.
1675 * @param apc Airport state machine.
1677 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
1678 /** Array of handler functions for each target of the aircraft. */
1679 static AircraftStateHandler * const _aircraft_state_handlers[] = {
1680 AircraftEventHandler_General, // TO_ALL = 0
1681 AircraftEventHandler_InHangar, // HANGAR = 1
1682 AircraftEventHandler_AtTerminal, // TERM1 = 2
1683 AircraftEventHandler_AtTerminal, // TERM2 = 3
1684 AircraftEventHandler_AtTerminal, // TERM3 = 4
1685 AircraftEventHandler_AtTerminal, // TERM4 = 5
1686 AircraftEventHandler_AtTerminal, // TERM5 = 6
1687 AircraftEventHandler_AtTerminal, // TERM6 = 7
1688 AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
1689 AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
1690 AircraftEventHandler_TakeOff, // TAKEOFF = 10
1691 AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
1692 AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
1693 AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
1694 AircraftEventHandler_Flying, // FLYING = 14
1695 AircraftEventHandler_Landing, // LANDING = 15
1696 AircraftEventHandler_EndLanding, // ENDLANDING = 16
1697 AircraftEventHandler_HeliLanding, // HELILANDING = 17
1698 AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
1699 AircraftEventHandler_AtTerminal, // TERM7 = 19
1700 AircraftEventHandler_AtTerminal, // TERM8 = 20
1701 AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
1704 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
1706 /* we have left the previous block, and entered the new one. Free the previous block */
1707 if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
1708 Station *st = Station::Get(v->targetairport);
1710 CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
1714 static void AirportGoToNextPosition(Aircraft *v)
1716 /* if aircraft is not in position, wait until it is */
1717 if (!AircraftController(v)) return;
1719 const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
1721 AirportClearBlock(v, apc);
1722 AirportMove(v, apc); // move aircraft to next position
1725 /* gets pos from vehicle and next orders */
1726 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
1728 /* error handling */
1729 if (v->pos >= apc->nofelements) {
1730 DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
1731 assert(v->pos < apc->nofelements);
1734 const AirportFTA *current = &apc->layout[v->pos];
1735 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1736 if (current->heading == v->state) {
1737 byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
1738 byte prev_state = v->state;
1739 _aircraft_state_handlers[v->state](v, apc);
1740 if (v->state != FLYING) v->previous_pos = prev_pos;
1741 if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
1742 return true;
1745 v->previous_pos = v->pos; // save previous location
1747 /* there is only one choice to move to */
1748 if (current->next == NULL) {
1749 if (AirportSetBlocks(v, current, apc)) {
1750 v->pos = current->next_position;
1751 UpdateAircraftCache(v);
1752 } // move to next position
1753 return false;
1756 /* there are more choices to choose from, choose the one that
1757 * matches our heading */
1758 do {
1759 if (v->state == current->heading || current->heading == TO_ALL) {
1760 if (AirportSetBlocks(v, current, apc)) {
1761 v->pos = current->next_position;
1762 UpdateAircraftCache(v);
1763 } // move to next position
1764 return false;
1766 current = current->next;
1767 } while (current != NULL);
1769 DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
1770 NOT_REACHED();
1773 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
1774 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1776 const AirportFTA *reference = &apc->layout[v->pos];
1777 const AirportFTA *next = &apc->layout[current_pos->next_position];
1779 /* same block, then of course we can move */
1780 if (apc->layout[current_pos->position].block != next->block) {
1781 const Station *st = Station::Get(v->targetairport);
1782 uint64 airport_flags = next->block;
1784 /* check additional possible extra blocks */
1785 if (current_pos != reference && current_pos->block != NOTHING_block) {
1786 airport_flags |= current_pos->block;
1789 if (st->airport.flags & airport_flags) {
1790 v->cur_speed = 0;
1791 v->subspeed = 0;
1792 return true;
1795 return false;
1799 * "reserve" a block for the plane
1800 * @param v airplane that requires the operation
1801 * @param current_pos of the vehicle in the list of blocks
1802 * @param apc airport on which block is requsted to be set
1803 * @returns true on success. Eg, next block was free and we have occupied it
1805 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1807 const AirportFTA *next = &apc->layout[current_pos->next_position];
1808 const AirportFTA *reference = &apc->layout[v->pos];
1810 /* if the next position is in another block, check it and wait until it is free */
1811 if ((apc->layout[current_pos->position].block & next->block) != next->block) {
1812 uint64 airport_flags = next->block;
1813 /* search for all all elements in the list with the same state, and blocks != N
1814 * this means more blocks should be checked/set */
1815 const AirportFTA *current = current_pos;
1816 if (current == reference) current = current->next;
1817 while (current != NULL) {
1818 if (current->heading == current_pos->heading && current->block != 0) {
1819 airport_flags |= current->block;
1820 break;
1822 current = current->next;
1825 /* if the block to be checked is in the next position, then exclude that from
1826 * checking, because it has been set by the airplane before */
1827 if (current_pos->block == next->block) airport_flags ^= next->block;
1829 Station *st = Station::Get(v->targetairport);
1830 if (st->airport.flags & airport_flags) {
1831 v->cur_speed = 0;
1832 v->subspeed = 0;
1833 return false;
1836 if (next->block != NOTHING_block) {
1837 SETBITS(st->airport.flags, airport_flags); // occupy next block
1840 return true;
1844 * Combination of aircraft state for going to a certain terminal and the
1845 * airport flag for that terminal block.
1847 struct MovementTerminalMapping {
1848 AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
1849 uint64 airport_flag; ///< Bitmask in the airport flags that need to be free for this terminal.
1852 /** A list of all valid terminals and their associated blocks. */
1853 static const MovementTerminalMapping _airport_terminal_mapping[] = {
1854 {TERM1, TERM1_block},
1855 {TERM2, TERM2_block},
1856 {TERM3, TERM3_block},
1857 {TERM4, TERM4_block},
1858 {TERM5, TERM5_block},
1859 {TERM6, TERM6_block},
1860 {TERM7, TERM7_block},
1861 {TERM8, TERM8_block},
1862 {HELIPAD1, HELIPAD1_block},
1863 {HELIPAD2, HELIPAD2_block},
1864 {HELIPAD3, HELIPAD3_block},
1868 * Find a free terminal or helipad, and if available, assign it.
1869 * @param v Aircraft looking for a free terminal or helipad.
1870 * @param i First terminal to examine.
1871 * @param last_terminal Terminal number to stop examining.
1872 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1874 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
1876 assert(last_terminal <= lengthof(_airport_terminal_mapping));
1877 Station *st = Station::Get(v->targetairport);
1878 for (; i < last_terminal; i++) {
1879 if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
1880 /* TERMINAL# HELIPAD# */
1881 v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
1882 SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
1883 return true;
1886 return false;
1890 * Get the number of terminals at the airport.
1891 * @param afc Airport description.
1892 * @return Number of terminals.
1894 static uint GetNumTerminals(const AirportFTAClass *apc)
1896 uint num = 0;
1898 for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
1900 return num;
1904 * Find a free terminal, and assign it if available.
1905 * @param v Aircraft to handle.
1906 * @param apc Airport state machine.
1907 * @return Found a free terminal and assigned it.
1909 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
1911 /* example of more terminalgroups
1912 * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1913 * Heading 255 denotes a group. We see 2 groups here:
1914 * 1. group 0 -- TERM_GROUP1_block (check block)
1915 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1916 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1917 * looks at the corresponding terminals of that group. If no free ones are found, other
1918 * possible groups are checked (in this case group 1, since that is after group 0). If that
1919 * fails, then attempt fails and plane waits
1921 if (apc->terminals[0] > 1) {
1922 const Station *st = Station::Get(v->targetairport);
1923 const AirportFTA *temp = apc->layout[v->pos].next;
1925 while (temp != NULL) {
1926 if (temp->heading == 255) {
1927 if (!(st->airport.flags & temp->block)) {
1928 /* read which group do we want to go to?
1929 * (the first free group) */
1930 uint target_group = temp->next_position + 1;
1932 /* at what terminal does the group start?
1933 * that means, sum up all terminals of
1934 * groups with lower number */
1935 uint group_start = 0;
1936 for (uint i = 1; i < target_group; i++) {
1937 group_start += apc->terminals[i];
1940 uint group_end = group_start + apc->terminals[target_group];
1941 if (FreeTerminal(v, group_start, group_end)) return true;
1943 } else {
1944 /* once the heading isn't 255, we've exhausted the possible blocks.
1945 * So we cannot move */
1946 return false;
1948 temp = temp->next;
1952 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
1953 return FreeTerminal(v, 0, GetNumTerminals(apc));
1957 * Find a free helipad, and assign it if available.
1958 * @param v Aircraft to handle.
1959 * @param apc Airport state machine.
1960 * @return Found a free helipad and assigned it.
1962 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
1964 /* if an airport doesn't have helipads, use terminals */
1965 if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
1967 /* only 1 helicoptergroup, check all helipads
1968 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
1969 return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
1973 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
1974 * @param v The aircraft.
1975 * @param too_far True if the current destination is too far away.
1977 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
1979 if (too_far) {
1980 if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1981 SetBit(v->flags, VAF_DEST_TOO_FAR);
1982 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1983 AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
1984 if (v->owner == _local_company) {
1985 /* Post a news message. */
1986 SetDParam(0, v->index);
1987 AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
1990 return;
1993 if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1994 /* Not too far anymore, clear flag and message. */
1995 ClrBit(v->flags, VAF_DEST_TOO_FAR);
1996 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1997 DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
2001 static bool AircraftEventHandler(Aircraft *v, int loop)
2003 if (v->vehstatus & VS_CRASHED) {
2004 return HandleCrashedAircraft(v);
2007 if (v->vehstatus & VS_STOPPED) return true;
2009 v->HandleBreakdown();
2011 HandleAircraftSmoke(v, loop != 0);
2012 ProcessOrders(v);
2013 v->HandleLoading(loop != 0);
2015 if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
2017 if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
2018 /* If we are flying, unconditionally clear the 'dest too far' state. */
2019 AircraftHandleDestTooFar(v, false);
2020 } else if (v->acache.cached_max_range_sqr != 0) {
2021 /* Check the distance to the next destination. This code works because the target
2022 * airport is only updated after take off and not on the ground. */
2023 Station *cur_st = Station::GetIfValid(v->targetairport);
2024 Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
2026 if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
2027 uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
2028 AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
2032 if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
2034 return true;
2037 bool Aircraft::Tick()
2039 if (!this->IsNormalAircraft()) return true;
2041 this->tick_counter++;
2043 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
2045 if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
2047 this->current_order_time++;
2049 for (uint i = 0; i != 2; i++) {
2050 /* stop if the aircraft was deleted */
2051 if (!AircraftEventHandler(this, i)) return false;
2054 return true;
2059 * Returns aircraft's target station if v->target_airport
2060 * is a valid station with airport.
2061 * @param v vehicle to get target airport for
2062 * @return pointer to target station, NULL if invalid
2064 Station *GetTargetAirportIfValid(const Aircraft *v)
2066 assert(v->type == VEH_AIRCRAFT);
2068 Station *st = Station::GetIfValid(v->targetairport);
2069 if (st == NULL) return NULL;
2071 return st->airport.tile == INVALID_TILE ? NULL : st;
2075 * Updates the status of the Aircraft heading or in the station
2076 * @param st Station been updated
2078 void UpdateAirplanesOnNewStation(const Station *st)
2080 /* only 1 station is updated per function call, so it is enough to get entry_point once */
2081 const AirportFTAClass *ap = st->airport.GetFTA();
2082 Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
2084 Aircraft *v;
2085 FOR_ALL_AIRCRAFT(v) {
2086 if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
2087 assert(v->state == FLYING);
2088 v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
2089 UpdateAircraftCache(v);