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[openttd/fttd.git] / src / aircraft_cmd.cpp
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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 "map/zoneheight.h"
41 #include "table/strings.h"
43 void Aircraft::UpdateDeltaXY(Direction direction)
45 this->x_offs = -1;
46 this->y_offs = -1;
47 this->x_extent = 2;
48 this->y_extent = 2;
50 switch (this->subtype) {
51 default: NOT_REACHED();
53 case AIR_AIRCRAFT:
54 case AIR_HELICOPTER:
55 switch (this->state) {
56 default: break;
57 case ENDTAKEOFF:
58 case LANDING:
59 case HELILANDING:
60 case FLYING:
61 this->x_extent = 24;
62 this->y_extent = 24;
63 break;
65 this->z_extent = 5;
66 break;
68 case AIR_SHADOW:
69 this->z_extent = 1;
70 this->x_offs = 0;
71 this->y_offs = 0;
72 break;
74 case AIR_ROTOR:
75 this->z_extent = 1;
76 break;
80 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
81 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
82 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
83 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
84 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
85 static void CrashAirplane(Aircraft *v);
87 static const SpriteID _aircraft_sprite[] = {
88 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
89 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
90 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
91 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
92 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
93 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
94 0x0EBD, 0x0EC5
97 template <>
98 bool IsValidImageIndex<VEH_AIRCRAFT>(uint8 image_index)
100 return image_index < lengthof(_aircraft_sprite);
103 /** Helicopter rotor animation states */
104 enum HelicopterRotorStates {
105 HRS_ROTOR_STOPPED,
106 HRS_ROTOR_MOVING_1,
107 HRS_ROTOR_MOVING_2,
108 HRS_ROTOR_MOVING_3,
112 * Find the nearest hangar to v
113 * INVALID_STATION is returned, if the company does not have any suitable
114 * airports (like helipads only)
115 * @param v vehicle looking for a hangar
116 * @return the StationID if one is found, otherwise, INVALID_STATION
118 static StationID FindNearestHangar(const Aircraft *v)
120 const Station *st;
121 uint best = 0;
122 StationID index = INVALID_STATION;
123 TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
124 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
126 FOR_ALL_STATIONS(st) {
127 if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
129 const AirportFTAClass *afc = st->airport.GetFTA();
130 if (!st->airport.HasHangar() || (
131 /* don't crash the plane if we know it can't land at the airport */
132 (afc->flags & AirportFTAClass::SHORT_STRIP) &&
133 (avi->subtype & AIR_FAST) &&
134 !_cheats.no_jetcrash.value)) {
135 continue;
138 /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
139 uint distance = DistanceSquare(vtile, st->airport.tile);
140 if (v->acache.cached_max_range_sqr != 0) {
141 /* Check if our current destination can be reached from the depot airport. */
142 const Station *cur_dest = GetTargetAirportIfValid(v);
143 if (cur_dest != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
145 if (distance < best || index == INVALID_STATION) {
146 best = distance;
147 index = st->index;
150 return index;
153 void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
155 uint8 spritenum = this->spritenum;
157 if (is_custom_sprite(spritenum)) {
158 GetCustomVehicleSprite(this, direction, image_type, result);
159 if (result->IsValid()) return;
161 spritenum = this->GetEngine()->original_image_index;
164 assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
165 result->Set(direction + _aircraft_sprite[spritenum]);
168 void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
170 assert(v->subtype == AIR_HELICOPTER);
172 const Aircraft *w = v->Next()->Next();
173 if (is_custom_sprite(v->spritenum)) {
174 GetCustomRotorSprite(v, false, image_type, result);
175 if (result->IsValid()) return;
178 /* Return standard rotor sprites if there are no custom sprites for this helicopter */
179 result->Set(SPR_ROTOR_STOPPED + w->state);
182 static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
184 const Engine *e = Engine::Get(engine);
185 uint8 spritenum = e->u.air.image_index;
187 if (is_custom_sprite(spritenum)) {
188 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
189 if (result->IsValid()) return;
191 spritenum = e->original_image_index;
194 assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
195 result->Set(DIR_W + _aircraft_sprite[spritenum]);
198 void DrawAircraftEngine (BlitArea *dpi, int left, int right,
199 int preferred_x, int y, EngineID engine, PaletteID pal,
200 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 (dpi, 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 (dpi, 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();
542 static void PlayAircraftSound(const Vehicle *v)
544 if (!PlayVehicleSound(v, VSE_START)) {
545 SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
551 * Update cached values of an aircraft.
552 * Currently caches callback 36 max speed.
553 * @param v Vehicle
554 * @param update_range Update the aircraft range.
556 void UpdateAircraftCache(Aircraft *v, bool update_range)
558 uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
559 if (max_speed != 0) {
560 /* Convert from original units to km-ish/h */
561 max_speed = (max_speed * 128) / 10;
563 v->vcache.cached_max_speed = max_speed;
564 } else {
565 /* Use the default max speed of the vehicle. */
566 v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
569 /* Update cargo aging period. */
570 v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
571 Aircraft *u = v->Next(); // Shadow for mail
572 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
574 /* Update aircraft range. */
575 if (update_range) {
576 v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
577 /* Squared it now so we don't have to do it later all the time. */
578 v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
584 * Special velocities for aircraft
586 enum AircraftSpeedLimits {
587 SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing
588 SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals
589 SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken
590 SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern
591 SPEED_LIMIT_NONE = 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent
595 * Sets the new speed for an aircraft
596 * @param v The vehicle for which the speed should be obtained
597 * @param speed_limit The maximum speed the vehicle may have.
598 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
599 * @return The number of position updates needed within the tick
601 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
604 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
605 * So the speed amount we need to accelerate is:
606 * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
607 * = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
608 * ~ acceleration * 77 (km-ish/h / 256)
610 uint spd = v->acceleration * 77;
611 byte t;
613 /* Adjust speed limits by plane speed factor to prevent taxiing
614 * and take-off speeds being too low. */
615 speed_limit *= _settings_game.vehicle.plane_speed;
617 if (v->vcache.cached_max_speed < speed_limit) {
618 if (v->cur_speed < speed_limit) hard_limit = false;
619 speed_limit = v->vcache.cached_max_speed;
622 v->subspeed = (t = v->subspeed) + (byte)spd;
624 /* Aircraft's current speed is used twice so that very fast planes are
625 * forced to slow down rapidly in the short distance needed. The magic
626 * value 16384 was determined to give similar results to the old speed/48
627 * method at slower speeds. This also results in less reduction at slow
628 * speeds to that aircraft do not get to taxi speed straight after
629 * touchdown. */
630 if (!hard_limit && v->cur_speed > speed_limit) {
631 speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
634 spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
636 /* adjust speed for broken vehicles */
637 if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
639 /* updates statusbar only if speed have changed to save CPU time */
640 if (spd != v->cur_speed) {
641 v->cur_speed = spd;
642 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
645 /* Adjust distance moved by plane speed setting */
646 if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
648 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
649 spd = v->GetOldAdvanceSpeed(spd);
651 spd += v->progress;
652 v->progress = (byte)spd;
653 return spd >> 8;
657 * Get the base altitude for an aircraft, which is used as reference to
658 * compute flight levels.
659 * @param v The vehicle to get the base altitude for.
660 * @return The base altitude in pixels.
662 static int GetAircraftBaseAltitude (const Vehicle *v)
664 int safe_x = Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE);
665 int safe_y = Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE);
666 int z = TileHeight (TileVirtXY (safe_x, safe_y)) * TILE_HEIGHT;
668 /* Base altitude is 120 pixels above ground. */
669 z += 120;
671 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
672 /* Base altitude is higher for helicopters. */
673 z += 34;
676 return z;
680 * Get the base flight level for an aircraft.
681 * @param v The vehicle to get the base flight level for.
682 * @return The base flight level in pixels.
684 int GetAircraftBaseFlightLevel (const Vehicle *v)
686 int z = GetAircraftBaseAltitude (v);
688 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype != AIR_HELICOPTER) {
689 /* Make sure eastbound and westbound planes do not "crash" into
690 * each other by providing them with vertical separation. */
691 if (v->direction < (DIR_END / 2)) z += 10;
693 /* Make faster planes fly higher so that they can overtake slower ones */
694 z += min (20 * (v->vcache.cached_max_speed / 200) - 90, 0);
697 return z;
701 * Gets the maximum 'flight level' for the holding pattern of the aircraft,
702 * in pixels 'z_pos' 0, depending on terrain below..
704 * @param v The aircraft that may or may not need to decrease its altitude.
705 * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
707 static int GetAircraftHoldMaxAltitude (const Aircraft *v)
709 /* Holding altitude range is 30 pixels. */
710 return GetAircraftBaseAltitude(v) + 30;
713 int GetAircraftFlightLevel (const Vehicle *v, byte *flags, bool takeoff)
715 /* Aircraft is in flight. We want to enforce it being somewhere
716 * between the minimum and the maximum allowed altitude. */
717 int aircraft_min_altitude = GetAircraftBaseFlightLevel (v);
719 /* Flight altitude range is 240 pixels. */
720 int aircraft_max_altitude = aircraft_min_altitude + 240;
722 int aircraft_middle_altitude = aircraft_min_altitude + 120;
724 int z = v->z_pos;
725 if (z < aircraft_min_altitude ||
726 (HasBit(*flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
727 /* Ascend. And don't fly into that mountain right ahead.
728 * And avoid our aircraft become a stairclimber, so if we start
729 * correcting altitude, then we stop correction not too early. */
730 SetBit(*flags, VAF_IN_MIN_HEIGHT_CORRECTION);
731 z += takeoff ? 2 : 1;
732 } else if (!takeoff && (z > aircraft_max_altitude ||
733 (HasBit(*flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
734 /* Descend lower. You are an aircraft, not an space ship.
735 * And again, don't stop correcting altitude too early. */
736 SetBit(*flags, VAF_IN_MAX_HEIGHT_CORRECTION);
737 z--;
738 } else if (HasBit(*flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
739 /* Now, we have corrected altitude enough. */
740 ClrBit(*flags, VAF_IN_MIN_HEIGHT_CORRECTION);
741 } else if (HasBit(*flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
742 /* Now, we have corrected altitude enough. */
743 ClrBit(*flags, VAF_IN_MAX_HEIGHT_CORRECTION);
746 return z;
750 * Find the entry point to an airport depending on direction which
751 * the airport is being approached from. Each airport can have up to
752 * four entry points for its approach system so that approaching
753 * aircraft do not fly through each other or are forced to do 180
754 * degree turns during the approach. The arrivals are grouped into
755 * four sectors dependent on the DiagDirection from which the airport
756 * is approached.
758 * @param v The vehicle that is approaching the airport
759 * @param apc The Airport Class being approached.
760 * @param rotation The rotation of the airport.
761 * @return The index of the entry point
763 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
765 assert(v != NULL);
766 assert(apc != NULL);
768 /* In the case the station doesn't exit anymore, set target tile 0.
769 * It doesn't hurt much, aircraft will go to next order, nearest hangar
770 * or it will simply crash in next tick */
771 TileIndex tile = 0;
773 const Station *st = Station::GetIfValid(v->targetairport);
774 if (st != NULL) {
775 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
776 tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
779 int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
780 int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
782 DiagDirection dir;
783 if (abs(delta_y) < abs(delta_x)) {
784 /* We are northeast or southwest of the airport */
785 dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
786 } else {
787 /* We are northwest or southeast of the airport */
788 dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
790 dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
791 return apc->entry_points[dir];
795 static bool MaybeCrashAirplane(Aircraft *v);
798 * Controls the movement of an aircraft. This function actually moves the vehicle
799 * on the map and takes care of minor things like sound playback.
800 * @todo De-mystify the cur_speed values for helicopter rotors.
801 * @param v The vehicle that is moved. Must be the first vehicle of the chain
802 * @return Whether the position requested by the State Machine has been reached
804 static bool AircraftController(Aircraft *v)
806 int count;
808 /* NULL if station is invalid */
809 const Station *st = Station::GetIfValid(v->targetairport);
810 /* INVALID_TILE if there is no station */
811 TileIndex tile = INVALID_TILE;
812 Direction rotation = DIR_N;
813 uint size_x = 1, size_y = 1;
814 if (st != NULL) {
815 if (st->airport.tile != INVALID_TILE) {
816 tile = st->airport.tile;
817 rotation = st->airport.rotation;
818 size_x = st->airport.w;
819 size_y = st->airport.h;
820 } else {
821 tile = st->xy;
824 /* DUMMY if there is no station or no airport */
825 const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
827 /* prevent going to INVALID_TILE if airport is deleted. */
828 if (st == NULL || st->airport.tile == INVALID_TILE) {
829 /* Jump into our "holding pattern" state machine if possible */
830 if (v->pos >= afc->nofelements) {
831 v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
832 } else if (v->targetairport != v->current_order.GetDestination()) {
833 /* If not possible, just get out of here fast */
834 v->state = FLYING;
835 UpdateAircraftCache(v);
836 AircraftNextAirportPos_and_Order(v);
837 /* get aircraft back on running altitude */
838 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
839 return false;
843 /* get airport moving data */
844 const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
846 int x = TileX(tile) * TILE_SIZE;
847 int y = TileY(tile) * TILE_SIZE;
849 /* Helicopter raise */
850 if (amd.flag & AMED_HELI_RAISE) {
851 Aircraft *u = v->Next()->Next();
853 /* Make sure the rotors don't rotate too fast */
854 if (u->cur_speed > 32) {
855 v->cur_speed = 0;
856 if (--u->cur_speed == 32) {
857 if (!PlayVehicleSound(v, VSE_START)) {
858 SndPlayVehicleFx(SND_18_HELICOPTER, v);
861 } else {
862 u->cur_speed = 32;
863 count = UpdateAircraftSpeed(v);
864 if (count > 0) {
865 v->tile = 0;
867 int z_dest = GetAircraftBaseFlightLevel (v);
869 /* Reached altitude? */
870 if (v->z_pos >= z_dest) {
871 v->cur_speed = 0;
872 return true;
874 SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
877 return false;
880 /* Helicopter landing. */
881 if (amd.flag & AMED_HELI_LOWER) {
882 if (st == NULL) {
883 /* FIXME - AircraftController -> if station no longer exists, do not land
884 * helicopter will circle until sign disappears, then go to next order
885 * what to do when it is the only order left, right now it just stays in 1 place */
886 v->state = FLYING;
887 UpdateAircraftCache(v);
888 AircraftNextAirportPos_and_Order(v);
889 return false;
892 /* Vehicle is now at the airport. */
893 v->tile = tile;
895 /* Find altitude of landing position. */
896 int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
898 if (z == v->z_pos) {
899 Vehicle *u = v->Next()->Next();
901 /* Increase speed of rotors. When speed is 80, we've landed. */
902 if (u->cur_speed >= 80) return true;
903 u->cur_speed += 4;
904 } else {
905 count = UpdateAircraftSpeed(v);
906 if (count > 0) {
907 if (v->z_pos > z) {
908 SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
909 } else {
910 SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
914 return false;
917 /* Get distance from destination pos to current pos. */
918 uint dist = abs(x + amd.x - v->x_pos) + abs(y + amd.y - v->y_pos);
920 /* Need exact position? */
921 if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
923 /* At final pos? */
924 if (dist == 0) {
925 /* Change direction smoothly to final direction. */
926 DirDiff dirdiff = DirDifference(amd.direction, v->direction);
927 /* if distance is 0, and plane points in right direction, no point in calling
928 * UpdateAircraftSpeed(). So do it only afterwards */
929 if (dirdiff == DIRDIFF_SAME) {
930 v->cur_speed = 0;
931 return true;
934 if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
936 v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
937 v->cur_speed >>= 1;
939 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
940 return false;
943 if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
944 if (MaybeCrashAirplane(v)) return false;
947 uint speed_limit = SPEED_LIMIT_TAXI;
948 bool hard_limit = true;
950 if (amd.flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE;
951 if (amd.flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; }
952 if (amd.flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
953 if (amd.flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; }
955 count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
956 if (count == 0) return false;
958 if (v->turn_counter != 0) v->turn_counter--;
960 do {
961 FullPosTile gp;
963 if (dist < 4 || (amd.flag & AMED_LAND)) {
964 /* move vehicle one pixel towards target */
965 gp.set_towards (v->x_pos, v->y_pos, x + amd.x, y + amd.y);
967 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
968 if (st->airport.type == AT_OILRIG) gp.tile = st->airport.tile;
970 } else {
972 /* Turn. Do it slowly if in the air. */
973 Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
974 if (newdir == v->direction) {
975 v->number_consecutive_turns = 0;
976 /* Move vehicle. */
977 gp = GetNewVehiclePos(v);
978 } else if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
979 if (v->turn_counter == 0 || newdir == v->last_direction) {
980 if (newdir == v->last_direction) {
981 v->number_consecutive_turns = 0;
982 } else {
983 v->number_consecutive_turns++;
985 v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
986 v->last_direction = v->direction;
987 v->direction = newdir;
990 /* Move vehicle. */
991 gp = GetNewVehiclePos(v);
992 } else {
993 v->cur_speed >>= 1;
994 v->direction = newdir;
996 /* When leaving a terminal an aircraft often goes to a position
997 * directly in front of it. If it would move while turning it
998 * would need an two extra turns to end up at the correct position.
999 * To make it easier just disallow all moving while turning as
1000 * long as an aircraft is on the ground. */
1001 gp.set (v->x_pos, v->y_pos, v->tile);
1005 v->tile = gp.tile;
1006 /* If vehicle is in the air, use tile coordinate 0. */
1007 if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
1009 /* Adjust Z for land or takeoff? */
1010 int z = v->z_pos;
1012 if (amd.flag & AMED_TAKEOFF) {
1013 z = GetAircraftFlightLevel(v, true);
1014 } else if (amd.flag & AMED_HOLD) {
1015 /* Let the plane drop from normal flight altitude to holding pattern altitude */
1016 if (z > GetAircraftHoldMaxAltitude(v)) z--;
1017 } else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
1018 z = GetAircraftFlightLevel(v);
1021 if (amd.flag & AMED_LAND) {
1022 if (st->airport.tile == INVALID_TILE) {
1023 /* Airport has been removed, abort the landing procedure */
1024 v->state = FLYING;
1025 UpdateAircraftCache(v);
1026 AircraftNextAirportPos_and_Order(v);
1027 /* get aircraft back on running altitude */
1028 SetAircraftPosition(v, gp.xx, gp.yy, GetAircraftFlightLevel(v));
1029 continue;
1032 int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
1034 /* We're not flying below our destination, right? */
1035 assert(curz <= z);
1036 int t = max(1U, dist - 4);
1037 int delta = z - curz;
1039 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1040 if (delta >= t) {
1041 z -= CeilDiv(z - curz, t);
1043 if (z < curz) z = curz;
1046 /* We've landed. Decrease speed when we're reaching end of runway. */
1047 if (amd.flag & AMED_BRAKE) {
1048 int curz = GetSlopePixelZ(x, y) + 1;
1050 if (z > curz) {
1051 z--;
1052 } else if (z < curz) {
1053 z++;
1058 SetAircraftPosition(v, gp.xx, gp.yy, z);
1059 } while (--count != 0);
1060 return false;
1064 * Handle crashed aircraft \a v.
1065 * @param v Crashed aircraft.
1067 static bool HandleCrashedAircraft(Aircraft *v)
1069 v->crashed_counter += 3;
1071 Station *st = GetTargetAirportIfValid(v);
1073 /* make aircraft crash down to the ground */
1074 if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
1075 int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
1076 v->z_pos -= 1;
1077 if (v->z_pos == z) {
1078 v->crashed_counter = 500;
1079 v->z_pos++;
1083 if (v->crashed_counter < 650) {
1084 uint32 r;
1085 if (Chance16R(1, 32, r)) {
1086 static const DirDiff delta[] = {
1087 DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
1090 v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
1091 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1092 r = Random();
1093 CreateEffectVehicleRel(v,
1094 GB(r, 0, 4) - 4,
1095 GB(r, 4, 4) - 4,
1096 GB(r, 8, 4),
1097 EV_EXPLOSION_SMALL);
1099 } else if (v->crashed_counter >= 10000) {
1100 /* remove rubble of crashed airplane */
1102 /* clear runway-in on all airports, set by crashing plane
1103 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1104 * but they all share the same number */
1105 if (st != NULL) {
1106 CLRBITS(st->airport.flags, RUNWAY_IN_block);
1107 CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
1108 CLRBITS(st->airport.flags, RUNWAY_IN2_block); // intercontinental
1111 delete v;
1113 return false;
1116 return true;
1121 * Handle smoke of broken aircraft.
1122 * @param v Aircraft
1123 * @param mode Is this the non-first call for this vehicle in this tick?
1125 static void HandleAircraftSmoke(Aircraft *v, bool mode)
1127 static const struct {
1128 int8 x;
1129 int8 y;
1130 } smoke_pos[] = {
1131 { 5, 5 },
1132 { 6, 0 },
1133 { 5, -5 },
1134 { 0, -6 },
1135 { -5, -5 },
1136 { -6, 0 },
1137 { -5, 5 },
1138 { 0, 6 }
1141 if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
1143 /* Stop smoking when landed */
1144 if (v->cur_speed < 10) {
1145 v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
1146 v->breakdown_ctr = 0;
1147 return;
1150 /* Spawn effect et most once per Tick, i.e. !mode */
1151 if (!mode && (v->tick_counter & 0x0F) == 0) {
1152 CreateEffectVehicleRel(v,
1153 smoke_pos[v->direction].x,
1154 smoke_pos[v->direction].y,
1156 EV_BREAKDOWN_SMOKE_AIRCRAFT
1161 void HandleMissingAircraftOrders(Aircraft *v)
1164 * We do not have an order. This can be divided into two cases:
1165 * 1) we are heading to an invalid station. In this case we must
1166 * find another airport to go to. If there is nowhere to go,
1167 * we will destroy the aircraft as it otherwise will enter
1168 * the holding pattern for the first airport, which can cause
1169 * the plane to go into an undefined state when building an
1170 * airport with the same StationID.
1171 * 2) we are (still) heading to a (still) valid airport, then we
1172 * can continue going there. This can happen when you are
1173 * changing the aircraft's orders while in-flight or in for
1174 * example a depot. However, when we have a current order to
1175 * go to a depot, we have to keep that order so the aircraft
1176 * actually stops.
1178 const Station *st = GetTargetAirportIfValid(v);
1179 if (st == NULL) {
1180 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1181 CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1182 cur_company.Restore();
1184 if (ret.Failed()) CrashAirplane(v);
1185 } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
1186 v->current_order.Clear();
1191 TileIndex Aircraft::GetOrderStationLocation(StationID station)
1193 /* Orders are changed in flight, ensure going to the right station. */
1194 if (this->state == FLYING) {
1195 AircraftNextAirportPos_and_Order(this);
1198 /* Aircraft do not use dest-tile */
1199 return 0;
1202 void Aircraft::MarkDirty()
1204 this->colourmap = PAL_NONE;
1205 this->UpdateViewport(true, false);
1206 if (this->subtype == AIR_HELICOPTER) {
1207 GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_seq);
1212 uint Aircraft::Crash(bool flooded)
1214 uint pass = Vehicle::Crash(flooded) + 2; // pilots
1215 this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
1217 return pass;
1221 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1222 * @param v Aircraft that crashed.
1224 static void CrashAirplane(Aircraft *v)
1226 CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
1228 uint pass = v->Crash();
1230 v->cargo.Truncate();
1231 v->Next()->cargo.Truncate();
1232 const Station *st = GetTargetAirportIfValid(v);
1234 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1235 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1237 AddNewsItem<PlaneCrashNewsItem> (v->index, st, pass);
1239 ModifyStationRatingAround(v->tile, v->owner, -160, 30);
1240 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1244 * Decide whether aircraft \a v should crash.
1245 * @param v Aircraft to test.
1246 * @return Whether the aircraft has been crashed
1248 static bool MaybeCrashAirplane(Aircraft *v)
1250 if (_settings_game.vehicle.plane_crashes == 0) return false;
1252 Station *st = Station::Get(v->targetairport);
1254 /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
1255 uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
1256 if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
1257 (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
1258 !_cheats.no_jetcrash.value) {
1259 prob /= 20;
1260 } else {
1261 prob /= 1500;
1264 if (GB(Random(), 0, 22) > prob) return false;
1266 /* Crash the airplane. Remove all goods stored at the station. */
1267 for (CargoID i = 0; i < NUM_CARGO; i++) {
1268 st->goods[i].rating = 1;
1269 st->goods[i].cargo.Truncate();
1272 CrashAirplane(v);
1273 return true;
1277 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1278 * Start loading cargo.
1279 * @param v Aircraft that arrived.
1281 static void AircraftEntersTerminal(Aircraft *v)
1283 if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
1285 Station *st = Station::Get(v->targetairport);
1286 v->last_station_visited = v->targetairport;
1288 /* Check if station was ever visited before */
1289 if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
1290 st->had_vehicle_of_type |= HVOT_AIRCRAFT;
1291 /* show newsitem of celebrating citizens */
1292 AddNewsItem<ArrivalNewsItem> (STR_NEWS_FIRST_AIRCRAFT_ARRIVAL, v, st);
1293 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
1294 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
1297 v->BeginLoading();
1301 * Aircraft touched down at the landing strip.
1302 * @param v Aircraft that landed.
1304 static void AircraftLandAirplane(Aircraft *v)
1306 v->UpdateDeltaXY(INVALID_DIR);
1308 if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
1309 SndPlayVehicleFx(SND_17_SKID_PLANE, v);
1314 /** set the right pos when heading to other airports after takeoff */
1315 void AircraftNextAirportPos_and_Order(Aircraft *v)
1317 if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
1318 v->targetairport = v->current_order.GetDestination();
1321 const Station *st = GetTargetAirportIfValid(v);
1322 const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
1323 Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
1324 v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
1328 * Aircraft is about to leave the hangar.
1329 * @param v Aircraft leaving.
1330 * @param exit_dir The direction the vehicle leaves the hangar.
1331 * @note This function is called in AfterLoadGame for old savegames, so don't rely
1332 * on any data to be valid, especially don't rely on the fact that the vehicle
1333 * is actually on the ground inside a depot.
1335 void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
1337 v->cur_speed = 0;
1338 v->subspeed = 0;
1339 v->progress = 0;
1340 v->direction = exit_dir;
1341 v->vehstatus &= ~VS_HIDDEN;
1343 Vehicle *u = v->Next();
1344 u->vehstatus &= ~VS_HIDDEN;
1346 /* Rotor blades */
1347 u = u->Next();
1348 if (u != NULL) {
1349 u->vehstatus &= ~VS_HIDDEN;
1350 u->cur_speed = 80;
1354 VehicleServiceInDepot(v);
1355 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1356 InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1357 SetWindowClassesDirty(WC_AIRCRAFT_LIST);
1361 * Aircraft entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
1362 * @param v Aircraft that entered a depot.
1364 static void AircraftEnterDepot (Aircraft *v)
1366 SetWindowClassesDirty (WC_AIRCRAFT_LIST);
1368 v->subspeed = 0;
1369 v->progress = 0;
1371 Aircraft *u = v->Next();
1372 u->vehstatus |= VS_HIDDEN;
1373 u = u->Next();
1374 if (u != NULL) {
1375 u->vehstatus |= VS_HIDDEN;
1376 u->cur_speed = 0;
1379 SetAircraftPosition (v, v->x_pos, v->y_pos, v->z_pos);
1381 VehicleEnterDepot (v);
1384 ////////////////////////////////////////////////////////////////////////////////
1385 /////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
1386 ////////////////////////////////////////////////////////////////////////////////
1387 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
1389 AircraftEntersTerminal(v);
1390 v->state = apc->layout[v->pos].heading;
1394 * Aircraft arrived in an airport hangar.
1395 * @param v Aircraft in the hangar.
1396 * @param apc Airport description containing the hangar.
1398 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
1400 AircraftEnterDepot (v);
1401 v->state = apc->layout[v->pos].heading;
1405 * Handle aircraft movement/decision making in an airport hangar.
1406 * @param v Aircraft in the hangar.
1407 * @param apc Airport description containing the hangar.
1409 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
1411 /* if we just arrived, execute EnterHangar first */
1412 if (v->previous_pos != v->pos) {
1413 AircraftEventHandler_EnterHangar(v, apc);
1414 return;
1417 /* if we were sent to the depot, stay there */
1418 if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
1419 v->current_order.Clear();
1420 return;
1423 if (!v->current_order.IsType(OT_GOTO_STATION) &&
1424 !v->current_order.IsType(OT_GOTO_DEPOT))
1425 return;
1427 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1428 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
1429 AircraftEnterDepot (v);
1430 return;
1433 /* if the block of the next position is busy, stay put */
1434 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1436 /* We are already at the target airport, we need to find a terminal */
1437 if (v->current_order.GetDestination() == v->targetairport) {
1438 /* FindFreeTerminal:
1439 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1440 if (v->subtype == AIR_HELICOPTER) {
1441 if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
1442 } else {
1443 if (!AirportFindFreeTerminal(v, apc)) return; // airplane
1445 } else { // Else prepare for launch.
1446 /* airplane goto state takeoff, helicopter to helitakeoff */
1447 v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1449 const Station *st = Station::GetByTile(v->tile);
1450 AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
1451 AirportMove(v, apc);
1454 /** At one of the Airport's Terminals */
1455 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
1457 /* if we just arrived, execute EnterTerminal first */
1458 if (v->previous_pos != v->pos) {
1459 AircraftEventHandler_EnterTerminal(v, apc);
1460 /* on an airport with helipads, a helicopter will always land there
1461 * and get serviced at the same time - setting */
1462 if (_settings_game.order.serviceathelipad) {
1463 if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
1464 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1465 v->date_of_last_service = _date;
1466 v->breakdowns_since_last_service = 0;
1467 v->reliability = v->GetEngine()->reliability;
1468 SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
1471 return;
1474 if (v->current_order.IsType(OT_NOTHING)) return;
1476 /* if the block of the next position is busy, stay put */
1477 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1479 /* airport-road is free. We either have to go to another airport, or to the hangar
1480 * ---> start moving */
1482 bool go_to_hangar = false;
1483 switch (v->current_order.GetType()) {
1484 case OT_GOTO_STATION: // ready to fly to another airport
1485 break;
1486 case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
1487 go_to_hangar = v->current_order.GetDestination() == v->targetairport;
1488 break;
1489 case OT_CONDITIONAL:
1490 /* In case of a conditional order we just have to wait a tick
1491 * longer, so the conditional order can actually be processed;
1492 * we should not clear the order as that makes us go nowhere. */
1493 return;
1494 default: // orders have been deleted (no orders), goto depot and don't bother us
1495 v->current_order.Clear();
1496 go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
1499 if (go_to_hangar) {
1500 v->state = HANGAR;
1501 } else {
1502 /* airplane goto state takeoff, helicopter to helitakeoff */
1503 v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1505 AirportMove(v, apc);
1508 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
1510 error("OK, you shouldn't be here, check your Airport Scheme!");
1513 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
1515 PlayAircraftSound(v); // play takeoffsound for airplanes
1516 v->state = STARTTAKEOFF;
1519 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
1521 v->state = ENDTAKEOFF;
1522 v->UpdateDeltaXY(INVALID_DIR);
1525 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
1527 v->state = FLYING;
1528 /* get the next position to go to, differs per airport */
1529 AircraftNextAirportPos_and_Order(v);
1532 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
1534 v->state = FLYING;
1535 v->UpdateDeltaXY(INVALID_DIR);
1537 /* get the next position to go to, differs per airport */
1538 AircraftNextAirportPos_and_Order(v);
1540 /* Send the helicopter to a hangar if needed for replacement */
1541 if (v->NeedsAutomaticServicing()) {
1542 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1543 DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1544 cur_company.Restore();
1548 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
1550 Station *st = Station::Get(v->targetairport);
1552 /* Runway busy, not allowed to use this airstation or closed, circle. */
1553 if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
1554 /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1555 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1556 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1557 byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
1558 const AirportFTA *current = apc->layout[v->pos].next;
1559 while (current != NULL) {
1560 if (current->heading == landingtype) {
1561 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1562 * we don't want that for plane in air
1563 * hack for speed thingie */
1564 uint16 tcur_speed = v->cur_speed;
1565 uint16 tsubspeed = v->subspeed;
1566 if (!AirportHasBlock(v, current, apc)) {
1567 v->state = landingtype; // LANDING / HELILANDING
1568 /* it's a bit dirty, but I need to set position to next position, otherwise
1569 * if there are multiple runways, plane won't know which one it took (because
1570 * they all have heading LANDING). And also occupy that block! */
1571 v->pos = current->next_position;
1572 SETBITS(st->airport.flags, apc->layout[v->pos].block);
1573 return;
1575 v->cur_speed = tcur_speed;
1576 v->subspeed = tsubspeed;
1578 current = current->next;
1581 v->state = FLYING;
1582 v->pos = apc->layout[v->pos].next_position;
1585 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
1587 v->state = ENDLANDING;
1588 AircraftLandAirplane(v); // maybe crash airplane
1590 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1591 if (v->NeedsAutomaticServicing()) {
1592 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1593 DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1594 cur_company.Restore();
1598 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
1600 v->state = HELIENDLANDING;
1601 v->UpdateDeltaXY(INVALID_DIR);
1604 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
1606 /* next block busy, don't do a thing, just wait */
1607 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1609 /* if going to terminal (OT_GOTO_STATION) choose one
1610 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1611 * 2. not going for terminal (but depot, no order),
1612 * --> get out of the way to the hangar. */
1613 if (v->current_order.IsType(OT_GOTO_STATION)) {
1614 if (AirportFindFreeTerminal(v, apc)) return;
1616 v->state = HANGAR;
1620 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
1622 /* next block busy, don't do a thing, just wait */
1623 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1625 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1626 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1627 * 2. not going for terminal (but depot, no order),
1628 * --> get out of the way to the hangar IF there are terminals on the airport.
1629 * --> else TAKEOFF
1630 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1631 * must go to a hangar. */
1632 if (v->current_order.IsType(OT_GOTO_STATION)) {
1633 if (AirportFindFreeHelipad(v, apc)) return;
1635 v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
1639 * Signature of the aircraft handler function.
1640 * @param v Aircraft to handle.
1641 * @param apc Airport state machine.
1643 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
1644 /** Array of handler functions for each target of the aircraft. */
1645 static AircraftStateHandler * const _aircraft_state_handlers[] = {
1646 AircraftEventHandler_General, // TO_ALL = 0
1647 AircraftEventHandler_InHangar, // HANGAR = 1
1648 AircraftEventHandler_AtTerminal, // TERM1 = 2
1649 AircraftEventHandler_AtTerminal, // TERM2 = 3
1650 AircraftEventHandler_AtTerminal, // TERM3 = 4
1651 AircraftEventHandler_AtTerminal, // TERM4 = 5
1652 AircraftEventHandler_AtTerminal, // TERM5 = 6
1653 AircraftEventHandler_AtTerminal, // TERM6 = 7
1654 AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
1655 AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
1656 AircraftEventHandler_TakeOff, // TAKEOFF = 10
1657 AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
1658 AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
1659 AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
1660 AircraftEventHandler_Flying, // FLYING = 14
1661 AircraftEventHandler_Landing, // LANDING = 15
1662 AircraftEventHandler_EndLanding, // ENDLANDING = 16
1663 AircraftEventHandler_HeliLanding, // HELILANDING = 17
1664 AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
1665 AircraftEventHandler_AtTerminal, // TERM7 = 19
1666 AircraftEventHandler_AtTerminal, // TERM8 = 20
1667 AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
1670 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
1672 /* we have left the previous block, and entered the new one. Free the previous block */
1673 if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
1674 Station *st = Station::Get(v->targetairport);
1676 CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
1680 static void AirportGoToNextPosition(Aircraft *v)
1682 /* if aircraft is not in position, wait until it is */
1683 if (!AircraftController(v)) return;
1685 const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
1687 AirportClearBlock(v, apc);
1688 AirportMove(v, apc); // move aircraft to next position
1691 /* gets pos from vehicle and next orders */
1692 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
1694 /* error handling */
1695 if (v->pos >= apc->nofelements) {
1696 DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
1697 assert(v->pos < apc->nofelements);
1700 const AirportFTA *current = &apc->layout[v->pos];
1701 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1702 if (current->heading == v->state) {
1703 byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
1704 byte prev_state = v->state;
1705 _aircraft_state_handlers[v->state](v, apc);
1706 if (v->state != FLYING) v->previous_pos = prev_pos;
1707 if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
1708 return true;
1711 v->previous_pos = v->pos; // save previous location
1713 /* there is only one choice to move to */
1714 if (current->next == NULL) {
1715 if (AirportSetBlocks(v, current, apc)) {
1716 v->pos = current->next_position;
1717 UpdateAircraftCache(v);
1718 } // move to next position
1719 return false;
1722 /* there are more choices to choose from, choose the one that
1723 * matches our heading */
1724 do {
1725 if (v->state == current->heading || current->heading == TO_ALL) {
1726 if (AirportSetBlocks(v, current, apc)) {
1727 v->pos = current->next_position;
1728 UpdateAircraftCache(v);
1729 } // move to next position
1730 return false;
1732 current = current->next;
1733 } while (current != NULL);
1735 DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
1736 NOT_REACHED();
1739 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
1740 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1742 const AirportFTA *reference = &apc->layout[v->pos];
1743 const AirportFTA *next = &apc->layout[current_pos->next_position];
1745 /* same block, then of course we can move */
1746 if (apc->layout[current_pos->position].block != next->block) {
1747 const Station *st = Station::Get(v->targetairport);
1748 uint64 airport_flags = next->block;
1750 /* check additional possible extra blocks */
1751 if (current_pos != reference && current_pos->block != NOTHING_block) {
1752 airport_flags |= current_pos->block;
1755 if (st->airport.flags & airport_flags) {
1756 v->cur_speed = 0;
1757 v->subspeed = 0;
1758 return true;
1761 return false;
1765 * "reserve" a block for the plane
1766 * @param v airplane that requires the operation
1767 * @param current_pos of the vehicle in the list of blocks
1768 * @param apc airport on which block is requsted to be set
1769 * @returns true on success. Eg, next block was free and we have occupied it
1771 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1773 const AirportFTA *next = &apc->layout[current_pos->next_position];
1774 const AirportFTA *reference = &apc->layout[v->pos];
1776 /* if the next position is in another block, check it and wait until it is free */
1777 if ((apc->layout[current_pos->position].block & next->block) != next->block) {
1778 uint64 airport_flags = next->block;
1779 /* search for all all elements in the list with the same state, and blocks != N
1780 * this means more blocks should be checked/set */
1781 const AirportFTA *current = current_pos;
1782 if (current == reference) current = current->next;
1783 while (current != NULL) {
1784 if (current->heading == current_pos->heading && current->block != 0) {
1785 airport_flags |= current->block;
1786 break;
1788 current = current->next;
1791 /* if the block to be checked is in the next position, then exclude that from
1792 * checking, because it has been set by the airplane before */
1793 if (current_pos->block == next->block) airport_flags ^= next->block;
1795 Station *st = Station::Get(v->targetairport);
1796 if (st->airport.flags & airport_flags) {
1797 v->cur_speed = 0;
1798 v->subspeed = 0;
1799 return false;
1802 if (next->block != NOTHING_block) {
1803 SETBITS(st->airport.flags, airport_flags); // occupy next block
1806 return true;
1810 * Combination of aircraft state for going to a certain terminal and the
1811 * airport flag for that terminal block.
1813 struct MovementTerminalMapping {
1814 AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
1815 uint64 airport_flag; ///< Bitmask in the airport flags that need to be free for this terminal.
1818 /** A list of all valid terminals and their associated blocks. */
1819 static const MovementTerminalMapping _airport_terminal_mapping[] = {
1820 {TERM1, TERM1_block},
1821 {TERM2, TERM2_block},
1822 {TERM3, TERM3_block},
1823 {TERM4, TERM4_block},
1824 {TERM5, TERM5_block},
1825 {TERM6, TERM6_block},
1826 {TERM7, TERM7_block},
1827 {TERM8, TERM8_block},
1828 {HELIPAD1, HELIPAD1_block},
1829 {HELIPAD2, HELIPAD2_block},
1830 {HELIPAD3, HELIPAD3_block},
1834 * Find a free terminal or helipad, and if available, assign it.
1835 * @param v Aircraft looking for a free terminal or helipad.
1836 * @param i First terminal to examine.
1837 * @param last_terminal Terminal number to stop examining.
1838 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1840 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
1842 assert(last_terminal <= lengthof(_airport_terminal_mapping));
1843 Station *st = Station::Get(v->targetairport);
1844 for (; i < last_terminal; i++) {
1845 if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
1846 /* TERMINAL# HELIPAD# */
1847 v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
1848 SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
1849 return true;
1852 return false;
1856 * Get the number of terminals at the airport.
1857 * @param afc Airport description.
1858 * @return Number of terminals.
1860 static uint GetNumTerminals(const AirportFTAClass *apc)
1862 uint num = 0;
1864 for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
1866 return num;
1870 * Find a free terminal, and assign it if available.
1871 * @param v Aircraft to handle.
1872 * @param apc Airport state machine.
1873 * @return Found a free terminal and assigned it.
1875 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
1877 /* example of more terminalgroups
1878 * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1879 * Heading 255 denotes a group. We see 2 groups here:
1880 * 1. group 0 -- TERM_GROUP1_block (check block)
1881 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1882 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1883 * looks at the corresponding terminals of that group. If no free ones are found, other
1884 * possible groups are checked (in this case group 1, since that is after group 0). If that
1885 * fails, then attempt fails and plane waits
1887 if (apc->terminals[0] > 1) {
1888 const Station *st = Station::Get(v->targetairport);
1889 const AirportFTA *temp = apc->layout[v->pos].next;
1891 while (temp != NULL) {
1892 if (temp->heading == 255) {
1893 if (!(st->airport.flags & temp->block)) {
1894 /* read which group do we want to go to?
1895 * (the first free group) */
1896 uint target_group = temp->next_position + 1;
1898 /* at what terminal does the group start?
1899 * that means, sum up all terminals of
1900 * groups with lower number */
1901 uint group_start = 0;
1902 for (uint i = 1; i < target_group; i++) {
1903 group_start += apc->terminals[i];
1906 uint group_end = group_start + apc->terminals[target_group];
1907 if (FreeTerminal(v, group_start, group_end)) return true;
1909 } else {
1910 /* once the heading isn't 255, we've exhausted the possible blocks.
1911 * So we cannot move */
1912 return false;
1914 temp = temp->next;
1918 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
1919 return FreeTerminal(v, 0, GetNumTerminals(apc));
1923 * Find a free helipad, and assign it if available.
1924 * @param v Aircraft to handle.
1925 * @param apc Airport state machine.
1926 * @return Found a free helipad and assigned it.
1928 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
1930 /* if an airport doesn't have helipads, use terminals */
1931 if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
1933 /* only 1 helicoptergroup, check all helipads
1934 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
1935 return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
1939 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
1940 * @param v The aircraft.
1941 * @param too_far True if the current destination is too far away.
1943 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
1945 if (too_far) {
1946 if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1947 SetBit(v->flags, VAF_DEST_TOO_FAR);
1948 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1949 AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
1950 if (v->owner == _local_company) {
1951 /* Post a news message. */
1952 AddNewsItem <VehicleAdviceNewsItem> (STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
1955 return;
1958 if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1959 /* Not too far anymore, clear flag and message. */
1960 ClrBit(v->flags, VAF_DEST_TOO_FAR);
1961 SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
1962 DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
1966 static bool AircraftEventHandler(Aircraft *v, int loop)
1968 if (v->vehstatus & VS_CRASHED) {
1969 return HandleCrashedAircraft(v);
1972 if (v->vehstatus & VS_STOPPED) return true;
1974 v->HandleBreakdown();
1976 HandleAircraftSmoke(v, loop != 0);
1977 ProcessOrders(v);
1978 v->HandleLoading(loop != 0);
1980 if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
1982 if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
1983 /* If we are flying, unconditionally clear the 'dest too far' state. */
1984 AircraftHandleDestTooFar(v, false);
1985 } else if (v->acache.cached_max_range_sqr != 0) {
1986 /* Check the distance to the next destination. This code works because the target
1987 * airport is only updated after take off and not on the ground. */
1988 Station *cur_st = Station::GetIfValid(v->targetairport);
1989 Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
1991 if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
1992 uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
1993 AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
1997 if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
1999 return true;
2002 bool Aircraft::Tick()
2004 if (!this->IsNormalAircraft()) return true;
2006 this->tick_counter++;
2008 if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
2010 if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
2012 this->current_order_time++;
2014 for (uint i = 0; i != 2; i++) {
2015 /* stop if the aircraft was deleted */
2016 if (!AircraftEventHandler(this, i)) return false;
2019 return true;
2024 * Returns aircraft's target station if v->target_airport
2025 * is a valid station with airport.
2026 * @param v vehicle to get target airport for
2027 * @return pointer to target station, NULL if invalid
2029 Station *GetTargetAirportIfValid(const Aircraft *v)
2031 assert(v->type == VEH_AIRCRAFT);
2033 Station *st = Station::GetIfValid(v->targetairport);
2034 if (st == NULL) return NULL;
2036 return st->airport.tile == INVALID_TILE ? NULL : st;
2040 * Updates the status of the Aircraft heading or in the station
2041 * @param st Station been updated
2043 void UpdateAirplanesOnNewStation(const Station *st)
2045 /* only 1 station is updated per function call, so it is enough to get entry_point once */
2046 const AirportFTAClass *ap = st->airport.GetFTA();
2047 Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
2049 Aircraft *v;
2050 FOR_ALL_AIRCRAFT(v) {
2051 if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
2052 assert(v->state == FLYING);
2053 v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
2054 UpdateAircraftCache(v);