4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
11 * @file aircraft_cmd.cpp
12 * This file deals with aircraft and airport movements functionalities
17 #include "landscape.h"
18 #include "news_func.h"
19 #include "newgrf_engine.h"
20 #include "newgrf_sound.h"
21 #include "spritecache.h"
22 #include "strings_func.h"
23 #include "command_func.h"
24 #include "window_func.h"
25 #include "date_func.h"
26 #include "vehicle_func.h"
27 #include "sound_func.h"
28 #include "cheat_type.h"
29 #include "company_base.h"
31 #include "game/game.hpp"
32 #include "company_func.h"
33 #include "effectvehicle_func.h"
34 #include "station_base.h"
35 #include "engine_base.h"
36 #include "core/random_func.hpp"
37 #include "core/backup_type.hpp"
38 #include "zoom_func.h"
40 #include "table/strings.h"
42 static const int ROTOR_Z_OFFSET
= 5; ///< Z Offset between helicopter- and rotorsprite.
44 static const int PLANE_HOLDING_ALTITUDE
= 150; ///< Altitude of planes in holding pattern (= lowest flight altitude).
45 static const int HELI_FLIGHT_ALTITUDE
= 184; ///< Normal flight altitude of helicopters.
48 void Aircraft::UpdateDeltaXY(Direction direction
)
55 switch (this->subtype
) {
56 default: NOT_REACHED();
60 switch (this->state
) {
85 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
);
86 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
87 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
);
88 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
);
89 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
);
90 static void CrashAirplane(Aircraft
*v
);
92 static const SpriteID _aircraft_sprite
[] = {
93 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
94 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
95 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
96 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
97 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
98 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
103 bool IsValidImageIndex
<VEH_AIRCRAFT
>(uint8 image_index
)
105 return image_index
< lengthof(_aircraft_sprite
);
108 /** Helicopter rotor animation states */
109 enum HelicopterRotorStates
{
117 * Find the nearest hangar to v
118 * INVALID_STATION is returned, if the company does not have any suitable
119 * airports (like helipads only)
120 * @param v vehicle looking for a hangar
121 * @return the StationID if one is found, otherwise, INVALID_STATION
123 static StationID
FindNearestHangar(const Aircraft
*v
)
127 StationID index
= INVALID_STATION
;
128 TileIndex vtile
= TileVirtXY(v
->x_pos
, v
->y_pos
);
129 const AircraftVehicleInfo
*avi
= AircraftVehInfo(v
->engine_type
);
131 FOR_ALL_STATIONS(st
) {
132 if (st
->owner
!= v
->owner
|| !(st
->facilities
& FACIL_AIRPORT
)) continue;
134 const AirportFTAClass
*afc
= st
->airport
.GetFTA();
135 if (!st
->airport
.HasHangar() || (
136 /* don't crash the plane if we know it can't land at the airport */
137 (afc
->flags
& AirportFTAClass::SHORT_STRIP
) &&
138 (avi
->subtype
& AIR_FAST
) &&
139 !_cheats
.no_jetcrash
.value
)) {
143 /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
144 uint distance
= DistanceSquare(vtile
, st
->airport
.tile
);
145 if (v
->acache
.cached_max_range_sqr
!= 0) {
146 /* Check if our current destination can be reached from the depot airport. */
147 const Station
*cur_dest
= GetTargetAirportIfValid(v
);
148 if (cur_dest
!= NULL
&& DistanceSquare(st
->airport
.tile
, cur_dest
->airport
.tile
) > v
->acache
.cached_max_range_sqr
) continue;
150 if (distance
< best
|| index
== INVALID_STATION
) {
158 SpriteID
Aircraft::GetImage(Direction direction
, EngineImageType image_type
) const
160 uint8 spritenum
= this->spritenum
;
162 if (is_custom_sprite(spritenum
)) {
163 SpriteID sprite
= GetCustomVehicleSprite(this, direction
, image_type
);
164 if (sprite
!= 0) return sprite
;
166 spritenum
= this->GetEngine()->original_image_index
;
169 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
170 return direction
+ _aircraft_sprite
[spritenum
];
173 SpriteID
GetRotorImage(const Aircraft
*v
, EngineImageType image_type
)
175 assert(v
->subtype
== AIR_HELICOPTER
);
177 const Aircraft
*w
= v
->Next()->Next();
178 if (is_custom_sprite(v
->spritenum
)) {
179 SpriteID sprite
= GetCustomRotorSprite(v
, false, image_type
);
180 if (sprite
!= 0) return sprite
;
183 /* Return standard rotor sprites if there are no custom sprites for this helicopter */
184 return SPR_ROTOR_STOPPED
+ w
->state
;
187 static SpriteID
GetAircraftIcon(EngineID engine
, EngineImageType image_type
)
189 const Engine
*e
= Engine::Get(engine
);
190 uint8 spritenum
= e
->u
.air
.image_index
;
192 if (is_custom_sprite(spritenum
)) {
193 SpriteID sprite
= GetCustomVehicleIcon(engine
, DIR_W
, image_type
);
194 if (sprite
!= 0) return sprite
;
196 spritenum
= e
->original_image_index
;
199 assert(IsValidImageIndex
<VEH_AIRCRAFT
>(spritenum
));
200 return DIR_W
+ _aircraft_sprite
[spritenum
];
203 void DrawAircraftEngine(int left
, int right
, int preferred_x
, int y
, EngineID engine
, PaletteID pal
, EngineImageType image_type
)
205 SpriteID sprite
= GetAircraftIcon(engine
, image_type
);
206 const Sprite
*real_sprite
= GetSprite(sprite
, ST_NORMAL
);
207 preferred_x
= Clamp(preferred_x
, left
- UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
), right
- UnScaleByZoom(real_sprite
->width
, ZOOM_LVL_GUI
) - UnScaleByZoom(real_sprite
->x_offs
, ZOOM_LVL_GUI
));
208 DrawSprite(sprite
, pal
, preferred_x
, y
);
210 if (!(AircraftVehInfo(engine
)->subtype
& AIR_CTOL
)) {
211 SpriteID rotor_sprite
= GetCustomRotorIcon(engine
, image_type
);
212 if (rotor_sprite
== 0) rotor_sprite
= SPR_ROTOR_STOPPED
;
213 DrawSprite(rotor_sprite
, PAL_NONE
, preferred_x
, y
- 5);
218 * Get the size of the sprite of an aircraft sprite heading west (used for lists).
219 * @param engine The engine to get the sprite from.
220 * @param[out] width The width of the sprite.
221 * @param[out] height The height of the sprite.
222 * @param[out] xoffs Number of pixels to shift the sprite to the right.
223 * @param[out] yoffs Number of pixels to shift the sprite downwards.
224 * @param image_type Context the sprite is used in.
226 void GetAircraftSpriteSize(EngineID engine
, uint
&width
, uint
&height
, int &xoffs
, int &yoffs
, EngineImageType image_type
)
228 const Sprite
*spr
= GetSprite(GetAircraftIcon(engine
, image_type
), ST_NORMAL
);
230 width
= UnScaleByZoom(spr
->width
, ZOOM_LVL_GUI
);
231 height
= UnScaleByZoom(spr
->height
, ZOOM_LVL_GUI
);
232 xoffs
= UnScaleByZoom(spr
->x_offs
, ZOOM_LVL_GUI
);
233 yoffs
= UnScaleByZoom(spr
->y_offs
, ZOOM_LVL_GUI
);
238 * @param tile tile of the depot where aircraft is built.
239 * @param flags type of operation.
240 * @param e the engine to build.
241 * @param data unused.
242 * @param ret[out] the vehicle that has been built.
243 * @return the cost of this operation or an error.
245 CommandCost
CmdBuildAircraft(TileIndex tile
, DoCommandFlag flags
, const Engine
*e
, uint16 data
, Vehicle
**ret
)
247 const AircraftVehicleInfo
*avi
= &e
->u
.air
;
248 const Station
*st
= Station::GetByTile(tile
);
250 /* Prevent building aircraft types at places which can't handle them */
251 if (!CanVehicleUseStation(e
->index
, st
)) return CMD_ERROR
;
253 /* Make sure all aircraft end up in the first tile of the hangar. */
254 tile
= st
->airport
.GetHangarTile(st
->airport
.GetHangarNum(tile
));
256 if (flags
& DC_EXEC
) {
257 Aircraft
*v
= new Aircraft(); // aircraft
258 Aircraft
*u
= new Aircraft(); // shadow
261 v
->direction
= DIR_SE
;
263 v
->owner
= u
->owner
= _current_company
;
267 uint x
= TileX(tile
) * TILE_SIZE
+ 5;
268 uint y
= TileY(tile
) * TILE_SIZE
+ 3;
270 v
->x_pos
= u
->x_pos
= x
;
271 v
->y_pos
= u
->y_pos
= y
;
273 u
->z_pos
= GetSlopePixelZ(x
, y
);
274 v
->z_pos
= u
->z_pos
+ 1;
276 v
->vehstatus
= VS_HIDDEN
| VS_STOPPED
| VS_DEFPAL
;
277 u
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
| VS_SHADOW
;
279 v
->spritenum
= avi
->image_index
;
281 v
->cargo_cap
= avi
->passenger_capacity
;
283 u
->cargo_cap
= avi
->mail_capacity
;
286 v
->cargo_type
= e
->GetDefaultCargoType();
287 u
->cargo_type
= CT_MAIL
;
290 v
->last_station_visited
= INVALID_STATION
;
291 v
->last_loading_station
= INVALID_STATION
;
293 v
->acceleration
= avi
->acceleration
;
294 v
->engine_type
= e
->index
;
295 u
->engine_type
= e
->index
;
297 v
->subtype
= (avi
->subtype
& AIR_CTOL
? AIR_AIRCRAFT
: AIR_HELICOPTER
);
298 v
->UpdateDeltaXY(INVALID_DIR
);
300 u
->subtype
= AIR_SHADOW
;
301 u
->UpdateDeltaXY(INVALID_DIR
);
303 v
->reliability
= e
->reliability
;
304 v
->reliability_spd_dec
= e
->reliability_spd_dec
;
305 v
->max_age
= e
->GetLifeLengthInDays();
307 _new_vehicle_id
= v
->index
;
309 v
->pos
= GetVehiclePosOnBuild(tile
);
312 v
->previous_pos
= v
->pos
;
313 v
->targetairport
= GetStationIndex(tile
);
316 v
->SetServiceInterval(Company::Get(_current_company
)->settings
.vehicle
.servint_aircraft
);
318 v
->date_of_last_service
= _date
;
319 v
->build_year
= u
->build_year
= _cur_year
;
321 v
->cur_image
= u
->cur_image
= SPR_IMG_QUERY
;
323 v
->random_bits
= VehicleRandomBits();
324 u
->random_bits
= VehicleRandomBits();
326 v
->vehicle_flags
= 0;
327 if (e
->flags
& ENGINE_EXCLUSIVE_PREVIEW
) SetBit(v
->vehicle_flags
, VF_BUILT_AS_PROTOTYPE
);
328 v
->SetServiceIntervalIsPercent(Company::Get(_current_company
)->settings
.vehicle
.servint_ispercent
);
330 v
->InvalidateNewGRFCacheOfChain();
332 v
->cargo_cap
= e
->DetermineCapacity(v
, &u
->cargo_cap
);
334 v
->InvalidateNewGRFCacheOfChain();
336 UpdateAircraftCache(v
, true);
338 VehicleUpdatePosition(v
);
339 VehicleUpdatePosition(u
);
341 /* Aircraft with 3 vehicles (chopper)? */
342 if (v
->subtype
== AIR_HELICOPTER
) {
343 Aircraft
*w
= new Aircraft();
344 w
->engine_type
= e
->index
;
345 w
->direction
= DIR_N
;
346 w
->owner
= _current_company
;
349 w
->z_pos
= v
->z_pos
+ ROTOR_Z_OFFSET
;
350 w
->vehstatus
= VS_HIDDEN
| VS_UNCLICKABLE
;
352 w
->subtype
= AIR_ROTOR
;
353 w
->cur_image
= SPR_ROTOR_STOPPED
;
354 w
->random_bits
= VehicleRandomBits();
355 /* Use rotor's air.state to store the rotor animation frame */
356 w
->state
= HRS_ROTOR_STOPPED
;
357 w
->UpdateDeltaXY(INVALID_DIR
);
360 VehicleUpdatePosition(w
);
364 return CommandCost();
368 bool Aircraft::FindClosestDepot(TileIndex
*location
, DestinationID
*destination
, bool *reverse
)
370 const Station
*st
= GetTargetAirportIfValid(this);
371 /* If the station is not a valid airport or if it has no hangars */
372 if (st
== NULL
|| !st
->airport
.HasHangar()) {
373 /* the aircraft has to search for a hangar on its own */
374 StationID station
= FindNearestHangar(this);
376 if (station
== INVALID_STATION
) return false;
378 st
= Station::Get(station
);
381 if (location
!= NULL
) *location
= st
->xy
;
382 if (destination
!= NULL
) *destination
= st
->index
;
387 static void CheckIfAircraftNeedsService(Aircraft
*v
)
389 if (Company::Get(v
->owner
)->settings
.vehicle
.servint_aircraft
== 0 || !v
->NeedsAutomaticServicing()) return;
390 if (v
->IsChainInDepot()) {
391 VehicleServiceInDepot(v
);
395 /* When we're parsing conditional orders and the like
396 * we don't want to consider going to a depot too. */
397 if (!v
->current_order
.IsType(OT_GOTO_DEPOT
) && !v
->current_order
.IsType(OT_GOTO_STATION
)) return;
399 const Station
*st
= Station::Get(v
->current_order
.GetDestination());
403 /* only goto depot if the target airport has a depot */
404 if (st
->airport
.HasHangar() && CanVehicleUseStation(v
, st
)) {
405 v
->current_order
.MakeGoToDepot(st
->index
, ODTFB_SERVICE
);
406 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
407 } else if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
408 v
->current_order
.MakeDummy();
409 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
413 Money
Aircraft::GetRunningCost() const
415 const Engine
*e
= this->GetEngine();
416 uint cost_factor
= GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR
, e
->u
.air
.running_cost
);
417 return GetPrice(PR_RUNNING_AIRCRAFT
, cost_factor
, e
->GetGRF());
420 void Aircraft::OnNewDay()
422 if (!this->IsNormalAircraft()) return;
424 if ((++this->day_counter
& 7) == 0) DecreaseVehicleValue(this);
428 CheckVehicleBreakdown(this);
430 CheckIfAircraftNeedsService(this);
432 if (this->running_ticks
== 0) return;
434 CommandCost
cost(EXPENSES_AIRCRAFT_RUN
, this->GetRunningCost() * this->running_ticks
/ (DAYS_IN_YEAR
* DAY_TICKS
));
436 this->profit_this_year
-= cost
.GetCost();
437 this->running_ticks
= 0;
439 SubtractMoneyFromCompanyFract(this->owner
, cost
);
441 SetWindowDirty(WC_VEHICLE_DETAILS
, this->index
);
442 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
445 static void HelicopterTickHandler(Aircraft
*v
)
447 Aircraft
*u
= v
->Next()->Next();
449 if (u
->vehstatus
& VS_HIDDEN
) return;
451 /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
452 * loading/unloading at a terminal or stopped */
453 if (v
->current_order
.IsType(OT_LOADING
) || (v
->vehstatus
& VS_STOPPED
)) {
454 if (u
->cur_speed
!= 0) {
456 if (u
->cur_speed
>= 0x80 && u
->state
== HRS_ROTOR_MOVING_3
) {
461 if (u
->cur_speed
== 0) {
464 if (u
->cur_speed
>= 0x50) {
469 int tick
= ++u
->tick_counter
;
470 int spd
= u
->cur_speed
>> 4;
474 u
->state
= HRS_ROTOR_STOPPED
;
475 img
= GetRotorImage(v
, EIT_ON_MAP
);
476 if (u
->cur_image
== img
) return;
477 } else if (tick
>= spd
) {
480 if (u
->state
> HRS_ROTOR_MOVING_3
) u
->state
= HRS_ROTOR_MOVING_1
;
481 img
= GetRotorImage(v
, EIT_ON_MAP
);
488 VehicleUpdatePositionAndViewport(u
);
492 * Set aircraft position.
493 * @param v Aircraft to position.
494 * @param x New X position.
495 * @param y New y position.
496 * @param z New z position.
498 void SetAircraftPosition(Aircraft
*v
, int x
, int y
, int z
)
504 VehicleUpdatePosition(v
);
505 v
->UpdateViewport(true, false);
506 if (v
->subtype
== AIR_HELICOPTER
) v
->Next()->Next()->cur_image
= GetRotorImage(v
, EIT_ON_MAP
);
508 Aircraft
*u
= v
->Next();
510 int safe_x
= Clamp(x
, 0, MapMaxX() * TILE_SIZE
);
511 int safe_y
= Clamp(y
- 1, 0, MapMaxY() * TILE_SIZE
);
513 u
->y_pos
= y
- ((v
->z_pos
- GetSlopePixelZ(safe_x
, safe_y
)) >> 3);
515 safe_y
= Clamp(u
->y_pos
, 0, MapMaxY() * TILE_SIZE
);
516 u
->z_pos
= GetSlopePixelZ(safe_x
, safe_y
);
517 u
->cur_image
= v
->cur_image
;
519 VehicleUpdatePositionAndViewport(u
);
525 u
->z_pos
= z
+ ROTOR_Z_OFFSET
;
527 VehicleUpdatePositionAndViewport(u
);
532 * Handle Aircraft specific tasks when an Aircraft enters a hangar
533 * @param *v Vehicle that enters the hangar
535 void HandleAircraftEnterHangar(Aircraft
*v
)
540 Aircraft
*u
= v
->Next();
541 u
->vehstatus
|= VS_HIDDEN
;
544 u
->vehstatus
|= VS_HIDDEN
;
548 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
551 static void PlayAircraftSound(const Vehicle
*v
)
553 if (!PlayVehicleSound(v
, VSE_START
)) {
554 SndPlayVehicleFx(AircraftVehInfo(v
->engine_type
)->sfx
, v
);
560 * Update cached values of an aircraft.
561 * Currently caches callback 36 max speed.
563 * @param update_range Update the aircraft range.
565 void UpdateAircraftCache(Aircraft
*v
, bool update_range
)
567 uint max_speed
= GetVehicleProperty(v
, PROP_AIRCRAFT_SPEED
, 0);
568 if (max_speed
!= 0) {
569 /* Convert from original units to km-ish/h */
570 max_speed
= (max_speed
* 128) / 10;
572 v
->vcache
.cached_max_speed
= max_speed
;
574 /* Use the default max speed of the vehicle. */
575 v
->vcache
.cached_max_speed
= AircraftVehInfo(v
->engine_type
)->max_speed
;
578 /* Update cargo aging period. */
579 v
->vcache
.cached_cargo_age_period
= GetVehicleProperty(v
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(v
->engine_type
)->cargo_age_period
);
580 Aircraft
*u
= v
->Next(); // Shadow for mail
581 u
->vcache
.cached_cargo_age_period
= GetVehicleProperty(u
, PROP_AIRCRAFT_CARGO_AGE_PERIOD
, EngInfo(u
->engine_type
)->cargo_age_period
);
583 /* Update aircraft range. */
585 v
->acache
.cached_max_range
= GetVehicleProperty(v
, PROP_AIRCRAFT_RANGE
, AircraftVehInfo(v
->engine_type
)->max_range
);
586 /* Squared it now so we don't have to do it later all the time. */
587 v
->acache
.cached_max_range_sqr
= v
->acache
.cached_max_range
* v
->acache
.cached_max_range
;
593 * Special velocities for aircraft
595 enum AircraftSpeedLimits
{
596 SPEED_LIMIT_TAXI
= 50, ///< Maximum speed of an aircraft while taxiing
597 SPEED_LIMIT_APPROACH
= 230, ///< Maximum speed of an aircraft on finals
598 SPEED_LIMIT_BROKEN
= 320, ///< Maximum speed of an aircraft that is broken
599 SPEED_LIMIT_HOLD
= 425, ///< Maximum speed of an aircraft that flies the holding pattern
600 SPEED_LIMIT_NONE
= 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent
604 * Sets the new speed for an aircraft
605 * @param v The vehicle for which the speed should be obtained
606 * @param speed_limit The maximum speed the vehicle may have.
607 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
608 * @return The number of position updates needed within the tick
610 static int UpdateAircraftSpeed(Aircraft
*v
, uint speed_limit
= SPEED_LIMIT_NONE
, bool hard_limit
= true)
613 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
614 * So the speed amount we need to accelerate is:
615 * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
616 * = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
617 * ~ acceleration * 77 (km-ish/h / 256)
619 uint spd
= v
->acceleration
* 77;
622 /* Adjust speed limits by plane speed factor to prevent taxiing
623 * and take-off speeds being too low. */
624 speed_limit
*= _settings_game
.vehicle
.plane_speed
;
626 if (v
->vcache
.cached_max_speed
< speed_limit
) {
627 if (v
->cur_speed
< speed_limit
) hard_limit
= false;
628 speed_limit
= v
->vcache
.cached_max_speed
;
631 v
->subspeed
= (t
= v
->subspeed
) + (byte
)spd
;
633 /* Aircraft's current speed is used twice so that very fast planes are
634 * forced to slow down rapidly in the short distance needed. The magic
635 * value 16384 was determined to give similar results to the old speed/48
636 * method at slower speeds. This also results in less reduction at slow
637 * speeds to that aircraft do not get to taxi speed straight after
639 if (!hard_limit
&& v
->cur_speed
> speed_limit
) {
640 speed_limit
= v
->cur_speed
- max(1, ((v
->cur_speed
* v
->cur_speed
) / 16384) / _settings_game
.vehicle
.plane_speed
);
643 spd
= min(v
->cur_speed
+ (spd
>> 8) + (v
->subspeed
< t
), speed_limit
);
645 /* adjust speed for broken vehicles */
646 if (v
->vehstatus
& VS_AIRCRAFT_BROKEN
) spd
= min(spd
, SPEED_LIMIT_BROKEN
);
648 /* updates statusbar only if speed have changed to save CPU time */
649 if (spd
!= v
->cur_speed
) {
651 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
654 /* Adjust distance moved by plane speed setting */
655 if (_settings_game
.vehicle
.plane_speed
> 1) spd
/= _settings_game
.vehicle
.plane_speed
;
657 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
658 spd
= v
->GetOldAdvanceSpeed(spd
);
661 v
->progress
= (byte
)spd
;
666 * Gets the cruise altitude of an aircraft.
667 * The cruise altitude is determined by the velocity of the vehicle
668 * and the direction it is moving
669 * @param v The vehicle. Should be an aircraft
670 * @returns Altitude in pixel units
672 int GetAircraftFlyingAltitude(const Aircraft
*v
)
674 if (v
->subtype
== AIR_HELICOPTER
) return HELI_FLIGHT_ALTITUDE
;
676 /* Make sure Aircraft fly no lower so that they don't conduct
677 * CFITs (controlled flight into terrain)
679 int base_altitude
= PLANE_HOLDING_ALTITUDE
;
681 /* Make sure eastbound and westbound planes do not "crash" into each
682 * other by providing them with vertical separation
684 switch (v
->direction
) {
695 /* Make faster planes fly higher so that they can overtake slower ones */
696 base_altitude
+= min(20 * (v
->vcache
.cached_max_speed
/ 200), 90);
698 return base_altitude
;
702 * Find the entry point to an airport depending on direction which
703 * the airport is being approached from. Each airport can have up to
704 * four entry points for its approach system so that approaching
705 * aircraft do not fly through each other or are forced to do 180
706 * degree turns during the approach. The arrivals are grouped into
707 * four sectors dependent on the DiagDirection from which the airport
710 * @param v The vehicle that is approaching the airport
711 * @param apc The Airport Class being approached.
712 * @param rotation The rotation of the airport.
713 * @returns The index of the entry point
715 static byte
AircraftGetEntryPoint(const Aircraft
*v
, const AirportFTAClass
*apc
, Direction rotation
)
720 /* In the case the station doesn't exit anymore, set target tile 0.
721 * It doesn't hurt much, aircraft will go to next order, nearest hangar
722 * or it will simply crash in next tick */
725 const Station
*st
= Station::GetIfValid(v
->targetairport
);
727 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
728 tile
= (st
->airport
.tile
!= INVALID_TILE
) ? st
->airport
.tile
: st
->xy
;
731 int delta_x
= v
->x_pos
- TileX(tile
) * TILE_SIZE
;
732 int delta_y
= v
->y_pos
- TileY(tile
) * TILE_SIZE
;
735 if (abs(delta_y
) < abs(delta_x
)) {
736 /* We are northeast or southwest of the airport */
737 dir
= delta_x
< 0 ? DIAGDIR_NE
: DIAGDIR_SW
;
739 /* We are northwest or southeast of the airport */
740 dir
= delta_y
< 0 ? DIAGDIR_NW
: DIAGDIR_SE
;
742 dir
= ChangeDiagDir(dir
, (DiagDirDiff
)ReverseDiagDir(DirToDiagDir(rotation
)));
743 return apc
->entry_points
[dir
];
747 static void MaybeCrashAirplane(Aircraft
*v
);
750 * Controls the movement of an aircraft. This function actually moves the vehicle
751 * on the map and takes care of minor things like sound playback.
752 * @todo De-mystify the cur_speed values for helicopter rotors.
753 * @param v The vehicle that is moved. Must be the first vehicle of the chain
754 * @return Whether the position requested by the State Machine has been reached
756 static bool AircraftController(Aircraft
*v
)
760 /* NULL if station is invalid */
761 const Station
*st
= Station::GetIfValid(v
->targetairport
);
762 /* INVALID_TILE if there is no station */
763 TileIndex tile
= INVALID_TILE
;
764 Direction rotation
= DIR_N
;
765 uint size_x
= 1, size_y
= 1;
767 if (st
->airport
.tile
!= INVALID_TILE
) {
768 tile
= st
->airport
.tile
;
769 rotation
= st
->airport
.rotation
;
770 size_x
= st
->airport
.w
;
771 size_y
= st
->airport
.h
;
776 /* DUMMY if there is no station or no airport */
777 const AirportFTAClass
*afc
= tile
== INVALID_TILE
? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
779 /* prevent going to INVALID_TILE if airport is deleted. */
780 if (st
== NULL
|| st
->airport
.tile
== INVALID_TILE
) {
781 /* Jump into our "holding pattern" state machine if possible */
782 if (v
->pos
>= afc
->nofelements
) {
783 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, afc
, DIR_N
);
784 } else if (v
->targetairport
!= v
->current_order
.GetDestination()) {
785 /* If not possible, just get out of here fast */
787 UpdateAircraftCache(v
);
788 AircraftNextAirportPos_and_Order(v
);
789 /* get aircraft back on running altitude */
790 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, GetAircraftFlyingAltitude(v
));
795 /* get airport moving data */
796 const AirportMovingData amd
= RotateAirportMovingData(afc
->MovingData(v
->pos
), rotation
, size_x
, size_y
);
798 int x
= TileX(tile
) * TILE_SIZE
;
799 int y
= TileY(tile
) * TILE_SIZE
;
801 /* Helicopter raise */
802 if (amd
.flag
& AMED_HELI_RAISE
) {
803 Aircraft
*u
= v
->Next()->Next();
805 /* Make sure the rotors don't rotate too fast */
806 if (u
->cur_speed
> 32) {
808 if (--u
->cur_speed
== 32) {
809 if (!PlayVehicleSound(v
, VSE_START
)) {
810 SndPlayVehicleFx(SND_18_HELICOPTER
, v
);
815 count
= UpdateAircraftSpeed(v
);
818 int z_dest
= GetAircraftFlyingAltitude(v
);
820 /* Reached altitude? */
821 if (v
->z_pos
>= z_dest
) {
825 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, min(v
->z_pos
+ count
, z_dest
));
831 /* Helicopter landing. */
832 if (amd
.flag
& AMED_HELI_LOWER
) {
834 /* FIXME - AircraftController -> if station no longer exists, do not land
835 * helicopter will circle until sign disappears, then go to next order
836 * what to do when it is the only order left, right now it just stays in 1 place */
838 UpdateAircraftCache(v
);
839 AircraftNextAirportPos_and_Order(v
);
843 /* Vehicle is now at the airport. */
846 /* Find altitude of landing position. */
847 int z
= GetSlopePixelZ(x
, y
) + 1 + afc
->delta_z
;
850 Vehicle
*u
= v
->Next()->Next();
852 /* Increase speed of rotors. When speed is 80, we've landed. */
853 if (u
->cur_speed
>= 80) return true;
856 count
= UpdateAircraftSpeed(v
);
859 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, max(v
->z_pos
- count
, z
));
861 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, min(v
->z_pos
+ count
, z
));
868 /* Get distance from destination pos to current pos. */
869 uint dist
= abs(x
+ amd
.x
- v
->x_pos
) + abs(y
+ amd
.y
- v
->y_pos
);
871 /* Need exact position? */
872 if (!(amd
.flag
& AMED_EXACTPOS
) && dist
<= (amd
.flag
& AMED_SLOWTURN
? 8U : 4U)) return true;
876 /* Change direction smoothly to final direction. */
877 DirDiff dirdiff
= DirDifference(amd
.direction
, v
->direction
);
878 /* if distance is 0, and plane points in right direction, no point in calling
879 * UpdateAircraftSpeed(). So do it only afterwards */
880 if (dirdiff
== DIRDIFF_SAME
) {
885 if (!UpdateAircraftSpeed(v
, SPEED_LIMIT_TAXI
)) return false;
887 v
->direction
= ChangeDir(v
->direction
, dirdiff
> DIRDIFF_REVERSE
? DIRDIFF_45LEFT
: DIRDIFF_45RIGHT
);
890 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
894 if (amd
.flag
& AMED_BRAKE
&& v
->cur_speed
> SPEED_LIMIT_TAXI
* _settings_game
.vehicle
.plane_speed
) {
895 MaybeCrashAirplane(v
);
896 if ((v
->vehstatus
& VS_CRASHED
) != 0) return false;
899 uint speed_limit
= SPEED_LIMIT_TAXI
;
900 bool hard_limit
= true;
902 if (amd
.flag
& AMED_NOSPDCLAMP
) speed_limit
= SPEED_LIMIT_NONE
;
903 if (amd
.flag
& AMED_HOLD
) { speed_limit
= SPEED_LIMIT_HOLD
; hard_limit
= false; }
904 if (amd
.flag
& AMED_LAND
) { speed_limit
= SPEED_LIMIT_APPROACH
; hard_limit
= false; }
905 if (amd
.flag
& AMED_BRAKE
) { speed_limit
= SPEED_LIMIT_TAXI
; hard_limit
= false; }
907 count
= UpdateAircraftSpeed(v
, speed_limit
, hard_limit
);
908 if (count
== 0) return false;
910 if (v
->turn_counter
!= 0) v
->turn_counter
--;
916 if (dist
< 4 || (amd
.flag
& AMED_LAND
)) {
917 /* move vehicle one pixel towards target */
918 gp
.x
= (v
->x_pos
!= (x
+ amd
.x
)) ?
919 v
->x_pos
+ ((x
+ amd
.x
> v
->x_pos
) ? 1 : -1) :
921 gp
.y
= (v
->y_pos
!= (y
+ amd
.y
)) ?
922 v
->y_pos
+ ((y
+ amd
.y
> v
->y_pos
) ? 1 : -1) :
925 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
926 gp
.new_tile
= (st
->airport
.type
== AT_OILRIG
) ? st
->airport
.tile
: TileVirtXY(gp
.x
, gp
.y
);
930 /* Turn. Do it slowly if in the air. */
931 Direction newdir
= GetDirectionTowards(v
, x
+ amd
.x
, y
+ amd
.y
);
932 if (newdir
!= v
->direction
) {
933 if (amd
.flag
& AMED_SLOWTURN
&& v
->number_consecutive_turns
< 8 && v
->subtype
== AIR_AIRCRAFT
) {
934 if (v
->turn_counter
== 0 || newdir
== v
->last_direction
) {
935 if (newdir
== v
->last_direction
) {
936 v
->number_consecutive_turns
= 0;
938 v
->number_consecutive_turns
++;
940 v
->turn_counter
= 2 * _settings_game
.vehicle
.plane_speed
;
941 v
->last_direction
= v
->direction
;
942 v
->direction
= newdir
;
946 gp
= GetNewVehiclePos(v
);
949 v
->direction
= newdir
;
951 /* When leaving a terminal an aircraft often goes to a position
952 * directly in front of it. If it would move while turning it
953 * would need an two extra turns to end up at the correct position.
954 * To make it easier just disallow all moving while turning as
955 * long as an aircraft is on the ground. */
958 gp
.new_tile
= v
->tile
;
961 v
->number_consecutive_turns
= 0;
963 gp
= GetNewVehiclePos(v
);
967 v
->tile
= gp
.new_tile
;
968 /* If vehicle is in the air, use tile coordinate 0. */
969 if (amd
.flag
& (AMED_TAKEOFF
| AMED_SLOWTURN
| AMED_LAND
)) v
->tile
= 0;
971 /* Adjust Z for land or takeoff? */
974 if (amd
.flag
& AMED_TAKEOFF
) {
975 z
= min(z
+ 2, GetAircraftFlyingAltitude(v
));
978 /* Let the plane drop from normal flight altitude to holding pattern altitude */
979 if ((amd
.flag
& AMED_HOLD
) && (z
> PLANE_HOLDING_ALTITUDE
)) z
--;
981 if (amd
.flag
& AMED_LAND
) {
982 if (st
->airport
.tile
== INVALID_TILE
) {
983 /* Airport has been removed, abort the landing procedure */
985 UpdateAircraftCache(v
);
986 AircraftNextAirportPos_and_Order(v
);
987 /* get aircraft back on running altitude */
988 SetAircraftPosition(v
, gp
.x
, gp
.y
, GetAircraftFlyingAltitude(v
));
992 int curz
= GetSlopePixelZ(x
+ amd
.x
, y
+ amd
.y
) + 1;
994 /* We're not flying below our destination, right? */
996 int t
= max(1U, dist
- 4);
997 int delta
= z
- curz
;
999 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1001 z
-= CeilDiv(z
- curz
, t
);
1003 if (z
< curz
) z
= curz
;
1006 /* We've landed. Decrease speed when we're reaching end of runway. */
1007 if (amd
.flag
& AMED_BRAKE
) {
1008 int curz
= GetSlopePixelZ(x
, y
) + 1;
1012 } else if (z
< curz
) {
1018 SetAircraftPosition(v
, gp
.x
, gp
.y
, z
);
1019 } while (--count
!= 0);
1024 * Handle crashed aircraft \a v.
1025 * @param v Crashed aircraft.
1027 static bool HandleCrashedAircraft(Aircraft
*v
)
1029 v
->crashed_counter
+= 3;
1031 Station
*st
= GetTargetAirportIfValid(v
);
1033 /* make aircraft crash down to the ground */
1034 if (v
->crashed_counter
< 500 && st
== NULL
&& ((v
->crashed_counter
% 3) == 0) ) {
1035 int z
= GetSlopePixelZ(Clamp(v
->x_pos
, 0, MapMaxX() * TILE_SIZE
), Clamp(v
->y_pos
, 0, MapMaxY() * TILE_SIZE
));
1037 if (v
->z_pos
== z
) {
1038 v
->crashed_counter
= 500;
1043 if (v
->crashed_counter
< 650) {
1045 if (Chance16R(1, 32, r
)) {
1046 static const DirDiff delta
[] = {
1047 DIRDIFF_45LEFT
, DIRDIFF_SAME
, DIRDIFF_SAME
, DIRDIFF_45RIGHT
1050 v
->direction
= ChangeDir(v
->direction
, delta
[GB(r
, 16, 2)]);
1051 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1053 CreateEffectVehicleRel(v
,
1057 EV_EXPLOSION_SMALL
);
1059 } else if (v
->crashed_counter
>= 10000) {
1060 /* remove rubble of crashed airplane */
1062 /* clear runway-in on all airports, set by crashing plane
1063 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1064 * but they all share the same number */
1066 CLRBITS(st
->airport
.flags
, RUNWAY_IN_block
);
1067 CLRBITS(st
->airport
.flags
, RUNWAY_IN_OUT_block
); // commuter airport
1068 CLRBITS(st
->airport
.flags
, RUNWAY_IN2_block
); // intercontinental
1081 * Handle smoke of broken aircraft.
1083 * @param mode Is this the non-first call for this vehicle in this tick?
1085 static void HandleAircraftSmoke(Aircraft
*v
, bool mode
)
1087 static const struct {
1101 if (!(v
->vehstatus
& VS_AIRCRAFT_BROKEN
)) return;
1103 /* Stop smoking when landed */
1104 if (v
->cur_speed
< 10) {
1105 v
->vehstatus
&= ~VS_AIRCRAFT_BROKEN
;
1106 v
->breakdown_ctr
= 0;
1110 /* Spawn effect et most once per Tick, i.e. !mode */
1111 if (!mode
&& (v
->tick_counter
& 0x0F) == 0) {
1112 CreateEffectVehicleRel(v
,
1113 smoke_pos
[v
->direction
].x
,
1114 smoke_pos
[v
->direction
].y
,
1116 EV_BREAKDOWN_SMOKE_AIRCRAFT
1121 void HandleMissingAircraftOrders(Aircraft
*v
)
1124 * We do not have an order. This can be divided into two cases:
1125 * 1) we are heading to an invalid station. In this case we must
1126 * find another airport to go to. If there is nowhere to go,
1127 * we will destroy the aircraft as it otherwise will enter
1128 * the holding pattern for the first airport, which can cause
1129 * the plane to go into an undefined state when building an
1130 * airport with the same StationID.
1131 * 2) we are (still) heading to a (still) valid airport, then we
1132 * can continue going there. This can happen when you are
1133 * changing the aircraft's orders while in-flight or in for
1134 * example a depot. However, when we have a current order to
1135 * go to a depot, we have to keep that order so the aircraft
1138 const Station
*st
= GetTargetAirportIfValid(v
);
1140 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1141 CommandCost ret
= DoCommand(v
->tile
, v
->index
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1142 cur_company
.Restore();
1144 if (ret
.Failed()) CrashAirplane(v
);
1145 } else if (!v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1146 v
->current_order
.Free();
1151 TileIndex
Aircraft::GetOrderStationLocation(StationID station
)
1153 /* Orders are changed in flight, ensure going to the right station. */
1154 if (this->state
== FLYING
) {
1155 AircraftNextAirportPos_and_Order(this);
1158 /* Aircraft do not use dest-tile */
1162 void Aircraft::MarkDirty()
1164 this->colourmap
= PAL_NONE
;
1165 this->UpdateViewport(true, false);
1166 if (this->subtype
== AIR_HELICOPTER
) this->Next()->Next()->cur_image
= GetRotorImage(this, EIT_ON_MAP
);
1170 uint
Aircraft::Crash(bool flooded
)
1172 uint pass
= Vehicle::Crash(flooded
) + 2; // pilots
1173 this->crashed_counter
= flooded
? 9000 : 0; // max 10000, disappear pretty fast when flooded
1179 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1180 * @param v Aircraft that crashed.
1182 static void CrashAirplane(Aircraft
*v
)
1184 CreateEffectVehicleRel(v
, 4, 4, 8, EV_EXPLOSION_LARGE
);
1186 uint pass
= v
->Crash();
1189 v
->cargo
.Truncate();
1190 v
->Next()->cargo
.Truncate();
1191 const Station
*st
= GetTargetAirportIfValid(v
);
1194 newsitem
= STR_NEWS_PLANE_CRASH_OUT_OF_FUEL
;
1196 SetDParam(1, st
->index
);
1197 newsitem
= STR_NEWS_AIRCRAFT_CRASH
;
1200 AI::NewEvent(v
->owner
, new ScriptEventVehicleCrashed(v
->index
, v
->tile
, st
== NULL
? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1201 Game::NewEvent(new ScriptEventVehicleCrashed(v
->index
, v
->tile
, st
== NULL
? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT
: ScriptEventVehicleCrashed::CRASH_PLANE_LANDING
));
1203 AddVehicleNewsItem(newsitem
, NT_ACCIDENT
, v
->index
, st
!= NULL
? st
->index
: INVALID_STATION
);
1205 ModifyStationRatingAround(v
->tile
, v
->owner
, -160, 30);
1206 if (_settings_client
.sound
.disaster
) SndPlayVehicleFx(SND_12_EXPLOSION
, v
);
1210 * Decide whether aircraft \a v should crash.
1211 * @param v Aircraft to test.
1213 static void MaybeCrashAirplane(Aircraft
*v
)
1215 if (_settings_game
.vehicle
.plane_crashes
== 0) return;
1217 Station
*st
= Station::Get(v
->targetairport
);
1219 /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
1220 uint32 prob
= (0x4000 << _settings_game
.vehicle
.plane_crashes
);
1221 if ((st
->airport
.GetFTA()->flags
& AirportFTAClass::SHORT_STRIP
) &&
1222 (AircraftVehInfo(v
->engine_type
)->subtype
& AIR_FAST
) &&
1223 !_cheats
.no_jetcrash
.value
) {
1229 if (GB(Random(), 0, 22) > prob
) return;
1231 /* Crash the airplane. Remove all goods stored at the station. */
1232 for (CargoID i
= 0; i
< NUM_CARGO
; i
++) {
1233 st
->goods
[i
].rating
= 1;
1234 st
->goods
[i
].cargo
.Truncate();
1241 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1242 * Start loading cargo.
1243 * @param v Aircraft that arrived.
1245 static void AircraftEntersTerminal(Aircraft
*v
)
1247 if (v
->current_order
.IsType(OT_GOTO_DEPOT
)) return;
1249 Station
*st
= Station::Get(v
->targetairport
);
1250 v
->last_station_visited
= v
->targetairport
;
1252 /* Check if station was ever visited before */
1253 if (!(st
->had_vehicle_of_type
& HVOT_AIRCRAFT
)) {
1254 st
->had_vehicle_of_type
|= HVOT_AIRCRAFT
;
1255 SetDParam(0, st
->index
);
1256 /* show newsitem of celebrating citizens */
1258 STR_NEWS_FIRST_AIRCRAFT_ARRIVAL
,
1259 (v
->owner
== _local_company
) ? NT_ARRIVAL_COMPANY
: NT_ARRIVAL_OTHER
,
1263 AI::NewEvent(v
->owner
, new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1264 Game::NewEvent(new ScriptEventStationFirstVehicle(st
->index
, v
->index
));
1271 * Aircraft touched down at the landing strip.
1272 * @param v Aircraft that landed.
1274 static void AircraftLandAirplane(Aircraft
*v
)
1276 v
->UpdateDeltaXY(INVALID_DIR
);
1278 if (!PlayVehicleSound(v
, VSE_TOUCHDOWN
)) {
1279 SndPlayVehicleFx(SND_17_SKID_PLANE
, v
);
1284 /** set the right pos when heading to other airports after takeoff */
1285 void AircraftNextAirportPos_and_Order(Aircraft
*v
)
1287 if (v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
)) {
1288 v
->targetairport
= v
->current_order
.GetDestination();
1291 const Station
*st
= GetTargetAirportIfValid(v
);
1292 const AirportFTAClass
*apc
= st
== NULL
? GetAirport(AT_DUMMY
) : st
->airport
.GetFTA();
1293 Direction rotation
= st
== NULL
? DIR_N
: st
->airport
.rotation
;
1294 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, apc
, rotation
);
1298 * Aircraft is about to leave the hangar.
1299 * @param v Aircraft leaving.
1300 * @param exit_dir The direction the vehicle leaves the hangar.
1301 * @note This function is called in AfterLoadGame for old savegames, so don't rely
1302 * on any data to be valid, especially don't rely on the fact that the vehicle
1303 * is actually on the ground inside a depot.
1305 void AircraftLeaveHangar(Aircraft
*v
, Direction exit_dir
)
1310 v
->direction
= exit_dir
;
1311 v
->vehstatus
&= ~VS_HIDDEN
;
1313 Vehicle
*u
= v
->Next();
1314 u
->vehstatus
&= ~VS_HIDDEN
;
1319 u
->vehstatus
&= ~VS_HIDDEN
;
1324 VehicleServiceInDepot(v
);
1325 SetAircraftPosition(v
, v
->x_pos
, v
->y_pos
, v
->z_pos
);
1326 InvalidateWindowData(WC_VEHICLE_DEPOT
, v
->tile
);
1327 SetWindowClassesDirty(WC_AIRCRAFT_LIST
);
1330 ////////////////////////////////////////////////////////////////////////////////
1331 /////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
1332 ////////////////////////////////////////////////////////////////////////////////
1333 static void AircraftEventHandler_EnterTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1335 AircraftEntersTerminal(v
);
1336 v
->state
= apc
->layout
[v
->pos
].heading
;
1340 * Aircraft arrived in an airport hangar.
1341 * @param v Aircraft in the hangar.
1342 * @param apc Airport description containing the hangar.
1344 static void AircraftEventHandler_EnterHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1346 VehicleEnterDepot(v
);
1347 v
->state
= apc
->layout
[v
->pos
].heading
;
1351 * Handle aircraft movement/decision making in an airport hangar.
1352 * @param v Aircraft in the hangar.
1353 * @param apc Airport description containing the hangar.
1355 static void AircraftEventHandler_InHangar(Aircraft
*v
, const AirportFTAClass
*apc
)
1357 /* if we just arrived, execute EnterHangar first */
1358 if (v
->previous_pos
!= v
->pos
) {
1359 AircraftEventHandler_EnterHangar(v
, apc
);
1363 /* if we were sent to the depot, stay there */
1364 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && (v
->vehstatus
& VS_STOPPED
)) {
1365 v
->current_order
.Free();
1369 if (!v
->current_order
.IsType(OT_GOTO_STATION
) &&
1370 !v
->current_order
.IsType(OT_GOTO_DEPOT
))
1373 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1374 if (v
->current_order
.IsType(OT_GOTO_DEPOT
) && v
->current_order
.GetDestination() == v
->targetairport
) {
1375 VehicleEnterDepot(v
);
1379 /* if the block of the next position is busy, stay put */
1380 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1382 /* We are already at the target airport, we need to find a terminal */
1383 if (v
->current_order
.GetDestination() == v
->targetairport
) {
1384 /* FindFreeTerminal:
1385 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1386 if (v
->subtype
== AIR_HELICOPTER
) {
1387 if (!AirportFindFreeHelipad(v
, apc
)) return; // helicopter
1389 if (!AirportFindFreeTerminal(v
, apc
)) return; // airplane
1391 } else { // Else prepare for launch.
1392 /* airplane goto state takeoff, helicopter to helitakeoff */
1393 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1395 const Station
*st
= Station::GetByTile(v
->tile
);
1396 AircraftLeaveHangar(v
, st
->airport
.GetHangarExitDirection(v
->tile
));
1397 AirportMove(v
, apc
);
1400 /** At one of the Airport's Terminals */
1401 static void AircraftEventHandler_AtTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1403 /* if we just arrived, execute EnterTerminal first */
1404 if (v
->previous_pos
!= v
->pos
) {
1405 AircraftEventHandler_EnterTerminal(v
, apc
);
1406 /* on an airport with helipads, a helicopter will always land there
1407 * and get serviced at the same time - setting */
1408 if (_settings_game
.order
.serviceathelipad
) {
1409 if (v
->subtype
== AIR_HELICOPTER
&& apc
->num_helipads
> 0) {
1410 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1411 v
->date_of_last_service
= _date
;
1412 v
->breakdowns_since_last_service
= 0;
1413 v
->reliability
= v
->GetEngine()->reliability
;
1414 SetWindowDirty(WC_VEHICLE_DETAILS
, v
->index
);
1420 if (v
->current_order
.IsType(OT_NOTHING
)) return;
1422 /* if the block of the next position is busy, stay put */
1423 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1425 /* airport-road is free. We either have to go to another airport, or to the hangar
1426 * ---> start moving */
1428 bool go_to_hangar
= false;
1429 switch (v
->current_order
.GetType()) {
1430 case OT_GOTO_STATION
: // ready to fly to another airport
1432 case OT_GOTO_DEPOT
: // visit hangar for servicing, sale, etc.
1433 go_to_hangar
= v
->current_order
.GetDestination() == v
->targetairport
;
1435 case OT_CONDITIONAL
:
1436 /* In case of a conditional order we just have to wait a tick
1437 * longer, so the conditional order can actually be processed;
1438 * we should not clear the order as that makes us go nowhere. */
1440 default: // orders have been deleted (no orders), goto depot and don't bother us
1441 v
->current_order
.Free();
1442 go_to_hangar
= Station::Get(v
->targetairport
)->airport
.HasHangar();
1448 /* airplane goto state takeoff, helicopter to helitakeoff */
1449 v
->state
= (v
->subtype
== AIR_HELICOPTER
) ? HELITAKEOFF
: TAKEOFF
;
1451 AirportMove(v
, apc
);
1454 static void AircraftEventHandler_General(Aircraft
*v
, const AirportFTAClass
*apc
)
1456 error("OK, you shouldn't be here, check your Airport Scheme!");
1459 static void AircraftEventHandler_TakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1461 PlayAircraftSound(v
); // play takeoffsound for airplanes
1462 v
->state
= STARTTAKEOFF
;
1465 static void AircraftEventHandler_StartTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1467 v
->state
= ENDTAKEOFF
;
1468 v
->UpdateDeltaXY(INVALID_DIR
);
1471 static void AircraftEventHandler_EndTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1474 /* get the next position to go to, differs per airport */
1475 AircraftNextAirportPos_and_Order(v
);
1478 static void AircraftEventHandler_HeliTakeOff(Aircraft
*v
, const AirportFTAClass
*apc
)
1481 v
->UpdateDeltaXY(INVALID_DIR
);
1483 /* get the next position to go to, differs per airport */
1484 AircraftNextAirportPos_and_Order(v
);
1486 /* Send the helicopter to a hangar if needed for replacement */
1487 if (v
->NeedsAutomaticServicing()) {
1488 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1489 DoCommand(v
->tile
, v
->index
| DEPOT_SERVICE
| DEPOT_LOCATE_HANGAR
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1490 cur_company
.Restore();
1494 static void AircraftEventHandler_Flying(Aircraft
*v
, const AirportFTAClass
*apc
)
1496 Station
*st
= Station::Get(v
->targetairport
);
1498 /* Runway busy, not allowed to use this airstation or closed, circle. */
1499 if (CanVehicleUseStation(v
, st
) && (st
->owner
== OWNER_NONE
|| st
->owner
== v
->owner
) && !(st
->airport
.flags
& AIRPORT_CLOSED_block
)) {
1500 /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1501 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1502 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1503 byte landingtype
= (v
->subtype
== AIR_HELICOPTER
) ? HELILANDING
: LANDING
;
1504 const AirportFTA
*current
= apc
->layout
[v
->pos
].next
;
1505 while (current
!= NULL
) {
1506 if (current
->heading
== landingtype
) {
1507 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1508 * we don't want that for plane in air
1509 * hack for speed thingie */
1510 uint16 tcur_speed
= v
->cur_speed
;
1511 uint16 tsubspeed
= v
->subspeed
;
1512 if (!AirportHasBlock(v
, current
, apc
)) {
1513 v
->state
= landingtype
; // LANDING / HELILANDING
1514 /* it's a bit dirty, but I need to set position to next position, otherwise
1515 * if there are multiple runways, plane won't know which one it took (because
1516 * they all have heading LANDING). And also occupy that block! */
1517 v
->pos
= current
->next_position
;
1518 SETBITS(st
->airport
.flags
, apc
->layout
[v
->pos
].block
);
1521 v
->cur_speed
= tcur_speed
;
1522 v
->subspeed
= tsubspeed
;
1524 current
= current
->next
;
1528 v
->pos
= apc
->layout
[v
->pos
].next_position
;
1531 static void AircraftEventHandler_Landing(Aircraft
*v
, const AirportFTAClass
*apc
)
1533 v
->state
= ENDLANDING
;
1534 AircraftLandAirplane(v
); // maybe crash airplane
1536 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1537 if (v
->NeedsAutomaticServicing()) {
1538 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1539 DoCommand(v
->tile
, v
->index
| DEPOT_SERVICE
, 0, DC_EXEC
, CMD_SEND_VEHICLE_TO_DEPOT
);
1540 cur_company
.Restore();
1544 static void AircraftEventHandler_HeliLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1546 v
->state
= HELIENDLANDING
;
1547 v
->UpdateDeltaXY(INVALID_DIR
);
1550 static void AircraftEventHandler_EndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1552 /* next block busy, don't do a thing, just wait */
1553 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1555 /* if going to terminal (OT_GOTO_STATION) choose one
1556 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1557 * 2. not going for terminal (but depot, no order),
1558 * --> get out of the way to the hangar. */
1559 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1560 if (AirportFindFreeTerminal(v
, apc
)) return;
1566 static void AircraftEventHandler_HeliEndLanding(Aircraft
*v
, const AirportFTAClass
*apc
)
1568 /* next block busy, don't do a thing, just wait */
1569 if (AirportHasBlock(v
, &apc
->layout
[v
->pos
], apc
)) return;
1571 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1572 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1573 * 2. not going for terminal (but depot, no order),
1574 * --> get out of the way to the hangar IF there are terminals on the airport.
1576 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1577 * must go to a hangar. */
1578 if (v
->current_order
.IsType(OT_GOTO_STATION
)) {
1579 if (AirportFindFreeHelipad(v
, apc
)) return;
1581 v
->state
= Station::Get(v
->targetairport
)->airport
.HasHangar() ? HANGAR
: HELITAKEOFF
;
1585 * Signature of the aircraft handler function.
1586 * @param v Aircraft to handle.
1587 * @param apc Airport state machine.
1589 typedef void AircraftStateHandler(Aircraft
*v
, const AirportFTAClass
*apc
);
1590 /** Array of handler functions for each target of the aircraft. */
1591 static AircraftStateHandler
* const _aircraft_state_handlers
[] = {
1592 AircraftEventHandler_General
, // TO_ALL = 0
1593 AircraftEventHandler_InHangar
, // HANGAR = 1
1594 AircraftEventHandler_AtTerminal
, // TERM1 = 2
1595 AircraftEventHandler_AtTerminal
, // TERM2 = 3
1596 AircraftEventHandler_AtTerminal
, // TERM3 = 4
1597 AircraftEventHandler_AtTerminal
, // TERM4 = 5
1598 AircraftEventHandler_AtTerminal
, // TERM5 = 6
1599 AircraftEventHandler_AtTerminal
, // TERM6 = 7
1600 AircraftEventHandler_AtTerminal
, // HELIPAD1 = 8
1601 AircraftEventHandler_AtTerminal
, // HELIPAD2 = 9
1602 AircraftEventHandler_TakeOff
, // TAKEOFF = 10
1603 AircraftEventHandler_StartTakeOff
, // STARTTAKEOFF = 11
1604 AircraftEventHandler_EndTakeOff
, // ENDTAKEOFF = 12
1605 AircraftEventHandler_HeliTakeOff
, // HELITAKEOFF = 13
1606 AircraftEventHandler_Flying
, // FLYING = 14
1607 AircraftEventHandler_Landing
, // LANDING = 15
1608 AircraftEventHandler_EndLanding
, // ENDLANDING = 16
1609 AircraftEventHandler_HeliLanding
, // HELILANDING = 17
1610 AircraftEventHandler_HeliEndLanding
, // HELIENDLANDING = 18
1611 AircraftEventHandler_AtTerminal
, // TERM7 = 19
1612 AircraftEventHandler_AtTerminal
, // TERM8 = 20
1613 AircraftEventHandler_AtTerminal
, // HELIPAD3 = 21
1616 static void AirportClearBlock(const Aircraft
*v
, const AirportFTAClass
*apc
)
1618 /* we have left the previous block, and entered the new one. Free the previous block */
1619 if (apc
->layout
[v
->previous_pos
].block
!= apc
->layout
[v
->pos
].block
) {
1620 Station
*st
= Station::Get(v
->targetairport
);
1622 CLRBITS(st
->airport
.flags
, apc
->layout
[v
->previous_pos
].block
);
1626 static void AirportGoToNextPosition(Aircraft
*v
)
1628 /* if aircraft is not in position, wait until it is */
1629 if (!AircraftController(v
)) return;
1631 const AirportFTAClass
*apc
= Station::Get(v
->targetairport
)->airport
.GetFTA();
1633 AirportClearBlock(v
, apc
);
1634 AirportMove(v
, apc
); // move aircraft to next position
1637 /* gets pos from vehicle and next orders */
1638 static bool AirportMove(Aircraft
*v
, const AirportFTAClass
*apc
)
1640 /* error handling */
1641 if (v
->pos
>= apc
->nofelements
) {
1642 DEBUG(misc
, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v
->pos
, apc
->nofelements
-1);
1643 assert(v
->pos
< apc
->nofelements
);
1646 const AirportFTA
*current
= &apc
->layout
[v
->pos
];
1647 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1648 if (current
->heading
== v
->state
) {
1649 byte prev_pos
= v
->pos
; // location could be changed in state, so save it before-hand
1650 byte prev_state
= v
->state
;
1651 _aircraft_state_handlers
[v
->state
](v
, apc
);
1652 if (v
->state
!= FLYING
) v
->previous_pos
= prev_pos
;
1653 if (v
->state
!= prev_state
|| v
->pos
!= prev_pos
) UpdateAircraftCache(v
);
1657 v
->previous_pos
= v
->pos
; // save previous location
1659 /* there is only one choice to move to */
1660 if (current
->next
== NULL
) {
1661 if (AirportSetBlocks(v
, current
, apc
)) {
1662 v
->pos
= current
->next_position
;
1663 UpdateAircraftCache(v
);
1664 } // move to next position
1668 /* there are more choices to choose from, choose the one that
1669 * matches our heading */
1671 if (v
->state
== current
->heading
|| current
->heading
== TO_ALL
) {
1672 if (AirportSetBlocks(v
, current
, apc
)) {
1673 v
->pos
= current
->next_position
;
1674 UpdateAircraftCache(v
);
1675 } // move to next position
1678 current
= current
->next
;
1679 } while (current
!= NULL
);
1681 DEBUG(misc
, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v
->pos
, v
->state
, v
->index
);
1685 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
1686 static bool AirportHasBlock(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1688 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1689 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1691 /* same block, then of course we can move */
1692 if (apc
->layout
[current_pos
->position
].block
!= next
->block
) {
1693 const Station
*st
= Station::Get(v
->targetairport
);
1694 uint64 airport_flags
= next
->block
;
1696 /* check additional possible extra blocks */
1697 if (current_pos
!= reference
&& current_pos
->block
!= NOTHING_block
) {
1698 airport_flags
|= current_pos
->block
;
1701 if (st
->airport
.flags
& airport_flags
) {
1711 * "reserve" a block for the plane
1712 * @param v airplane that requires the operation
1713 * @param current_pos of the vehicle in the list of blocks
1714 * @param apc airport on which block is requsted to be set
1715 * @returns true on success. Eg, next block was free and we have occupied it
1717 static bool AirportSetBlocks(Aircraft
*v
, const AirportFTA
*current_pos
, const AirportFTAClass
*apc
)
1719 const AirportFTA
*next
= &apc
->layout
[current_pos
->next_position
];
1720 const AirportFTA
*reference
= &apc
->layout
[v
->pos
];
1722 /* if the next position is in another block, check it and wait until it is free */
1723 if ((apc
->layout
[current_pos
->position
].block
& next
->block
) != next
->block
) {
1724 uint64 airport_flags
= next
->block
;
1725 /* search for all all elements in the list with the same state, and blocks != N
1726 * this means more blocks should be checked/set */
1727 const AirportFTA
*current
= current_pos
;
1728 if (current
== reference
) current
= current
->next
;
1729 while (current
!= NULL
) {
1730 if (current
->heading
== current_pos
->heading
&& current
->block
!= 0) {
1731 airport_flags
|= current
->block
;
1734 current
= current
->next
;
1737 /* if the block to be checked is in the next position, then exclude that from
1738 * checking, because it has been set by the airplane before */
1739 if (current_pos
->block
== next
->block
) airport_flags
^= next
->block
;
1741 Station
*st
= Station::Get(v
->targetairport
);
1742 if (st
->airport
.flags
& airport_flags
) {
1748 if (next
->block
!= NOTHING_block
) {
1749 SETBITS(st
->airport
.flags
, airport_flags
); // occupy next block
1756 * Combination of aircraft state for going to a certain terminal and the
1757 * airport flag for that terminal block.
1759 struct MovementTerminalMapping
{
1760 AirportMovementStates state
; ///< Aircraft movement state when going to this terminal.
1761 uint64 airport_flag
; ///< Bitmask in the airport flags that need to be free for this terminal.
1764 /** A list of all valid terminals and their associated blocks. */
1765 static const MovementTerminalMapping _airport_terminal_mapping
[] = {
1766 {TERM1
, TERM1_block
},
1767 {TERM2
, TERM2_block
},
1768 {TERM3
, TERM3_block
},
1769 {TERM4
, TERM4_block
},
1770 {TERM5
, TERM5_block
},
1771 {TERM6
, TERM6_block
},
1772 {TERM7
, TERM7_block
},
1773 {TERM8
, TERM8_block
},
1774 {HELIPAD1
, HELIPAD1_block
},
1775 {HELIPAD2
, HELIPAD2_block
},
1776 {HELIPAD3
, HELIPAD3_block
},
1780 * Find a free terminal or helipad, and if available, assign it.
1781 * @param v Aircraft looking for a free terminal or helipad.
1782 * @param i First terminal to examine.
1783 * @param last_terminal Terminal number to stop examining.
1784 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1786 static bool FreeTerminal(Aircraft
*v
, byte i
, byte last_terminal
)
1788 assert(last_terminal
<= lengthof(_airport_terminal_mapping
));
1789 Station
*st
= Station::Get(v
->targetairport
);
1790 for (; i
< last_terminal
; i
++) {
1791 if ((st
->airport
.flags
& _airport_terminal_mapping
[i
].airport_flag
) == 0) {
1792 /* TERMINAL# HELIPAD# */
1793 v
->state
= _airport_terminal_mapping
[i
].state
; // start moving to that terminal/helipad
1794 SETBITS(st
->airport
.flags
, _airport_terminal_mapping
[i
].airport_flag
); // occupy terminal/helipad
1802 * Get the number of terminals at the airport.
1803 * @param afc Airport description.
1804 * @return Number of terminals.
1806 static uint
GetNumTerminals(const AirportFTAClass
*apc
)
1810 for (uint i
= apc
->terminals
[0]; i
> 0; i
--) num
+= apc
->terminals
[i
];
1816 * Find a free terminal, and assign it if available.
1817 * @param v Aircraft to handle.
1818 * @param apc Airport state machine.
1819 * @return Found a free terminal and assigned it.
1821 static bool AirportFindFreeTerminal(Aircraft
*v
, const AirportFTAClass
*apc
)
1823 /* example of more terminalgroups
1824 * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1825 * Heading 255 denotes a group. We see 2 groups here:
1826 * 1. group 0 -- TERM_GROUP1_block (check block)
1827 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1828 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1829 * looks at the corresponding terminals of that group. If no free ones are found, other
1830 * possible groups are checked (in this case group 1, since that is after group 0). If that
1831 * fails, then attempt fails and plane waits
1833 if (apc
->terminals
[0] > 1) {
1834 const Station
*st
= Station::Get(v
->targetairport
);
1835 const AirportFTA
*temp
= apc
->layout
[v
->pos
].next
;
1837 while (temp
!= NULL
) {
1838 if (temp
->heading
== 255) {
1839 if (!(st
->airport
.flags
& temp
->block
)) {
1840 /* read which group do we want to go to?
1841 * (the first free group) */
1842 uint target_group
= temp
->next_position
+ 1;
1844 /* at what terminal does the group start?
1845 * that means, sum up all terminals of
1846 * groups with lower number */
1847 uint group_start
= 0;
1848 for (uint i
= 1; i
< target_group
; i
++) {
1849 group_start
+= apc
->terminals
[i
];
1852 uint group_end
= group_start
+ apc
->terminals
[target_group
];
1853 if (FreeTerminal(v
, group_start
, group_end
)) return true;
1856 /* once the heading isn't 255, we've exhausted the possible blocks.
1857 * So we cannot move */
1864 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
1865 return FreeTerminal(v
, 0, GetNumTerminals(apc
));
1869 * Find a free helipad, and assign it if available.
1870 * @param v Aircraft to handle.
1871 * @param apc Airport state machine.
1872 * @return Found a free helipad and assigned it.
1874 static bool AirportFindFreeHelipad(Aircraft
*v
, const AirportFTAClass
*apc
)
1876 /* if an airport doesn't have helipads, use terminals */
1877 if (apc
->num_helipads
== 0) return AirportFindFreeTerminal(v
, apc
);
1879 /* only 1 helicoptergroup, check all helipads
1880 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
1881 return FreeTerminal(v
, MAX_TERMINALS
, apc
->num_helipads
+ MAX_TERMINALS
);
1885 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
1886 * @param v The aircraft.
1887 * @param too_far True if the current destination is too far away.
1889 static void AircraftHandleDestTooFar(Aircraft
*v
, bool too_far
)
1892 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
1893 SetBit(v
->flags
, VAF_DEST_TOO_FAR
);
1894 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1895 AI::NewEvent(v
->owner
, new ScriptEventAircraftDestTooFar(v
->index
));
1896 if (v
->owner
== _local_company
) {
1897 /* Post a news message. */
1898 SetDParam(0, v
->index
);
1899 AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR
, v
->index
);
1905 if (HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) {
1906 /* Not too far anymore, clear flag and message. */
1907 ClrBit(v
->flags
, VAF_DEST_TOO_FAR
);
1908 SetWindowWidgetDirty(WC_VEHICLE_VIEW
, v
->index
, WID_VV_START_STOP
);
1909 DeleteVehicleNews(v
->index
, STR_NEWS_AIRCRAFT_DEST_TOO_FAR
);
1913 static bool AircraftEventHandler(Aircraft
*v
, int loop
)
1915 if (v
->vehstatus
& VS_CRASHED
) {
1916 return HandleCrashedAircraft(v
);
1919 if (v
->vehstatus
& VS_STOPPED
) return true;
1921 v
->HandleBreakdown();
1923 HandleAircraftSmoke(v
, loop
!= 0);
1925 v
->HandleLoading(loop
!= 0);
1927 if (v
->current_order
.IsType(OT_LOADING
) || v
->current_order
.IsType(OT_LEAVESTATION
)) return true;
1929 if (v
->state
>= ENDTAKEOFF
&& v
->state
<= HELIENDLANDING
) {
1930 /* If we are flying, unconditionally clear the 'dest too far' state. */
1931 AircraftHandleDestTooFar(v
, false);
1932 } else if (v
->acache
.cached_max_range_sqr
!= 0) {
1933 /* Check the distance to the next destination. This code works because the target
1934 * airport is only updated after take off and not on the ground. */
1935 Station
*cur_st
= Station::GetIfValid(v
->targetairport
);
1936 Station
*next_st
= v
->current_order
.IsType(OT_GOTO_STATION
) || v
->current_order
.IsType(OT_GOTO_DEPOT
) ? Station::GetIfValid(v
->current_order
.GetDestination()) : NULL
;
1938 if (cur_st
!= NULL
&& cur_st
->airport
.tile
!= INVALID_TILE
&& next_st
!= NULL
&& next_st
->airport
.tile
!= INVALID_TILE
) {
1939 uint dist
= DistanceSquare(cur_st
->airport
.tile
, next_st
->airport
.tile
);
1940 AircraftHandleDestTooFar(v
, dist
> v
->acache
.cached_max_range_sqr
);
1944 if (!HasBit(v
->flags
, VAF_DEST_TOO_FAR
)) AirportGoToNextPosition(v
);
1949 bool Aircraft::Tick()
1951 if (!this->IsNormalAircraft()) return true;
1953 this->tick_counter
++;
1955 if (!(this->vehstatus
& VS_STOPPED
)) this->running_ticks
++;
1957 if (this->subtype
== AIR_HELICOPTER
) HelicopterTickHandler(this);
1959 this->current_order_time
++;
1961 for (uint i
= 0; i
!= 2; i
++) {
1962 /* stop if the aircraft was deleted */
1963 if (!AircraftEventHandler(this, i
)) return false;
1971 * Returns aircraft's target station if v->target_airport
1972 * is a valid station with airport.
1973 * @param v vehicle to get target airport for
1974 * @return pointer to target station, NULL if invalid
1976 Station
*GetTargetAirportIfValid(const Aircraft
*v
)
1978 assert(v
->type
== VEH_AIRCRAFT
);
1980 Station
*st
= Station::GetIfValid(v
->targetairport
);
1981 if (st
== NULL
) return NULL
;
1983 return st
->airport
.tile
== INVALID_TILE
? NULL
: st
;
1987 * Updates the status of the Aircraft heading or in the station
1988 * @param st Station been updated
1990 void UpdateAirplanesOnNewStation(const Station
*st
)
1992 /* only 1 station is updated per function call, so it is enough to get entry_point once */
1993 const AirportFTAClass
*ap
= st
->airport
.GetFTA();
1994 Direction rotation
= st
->airport
.tile
== INVALID_TILE
? DIR_N
: st
->airport
.rotation
;
1997 FOR_ALL_AIRCRAFT(v
) {
1998 if (!v
->IsNormalAircraft() || v
->targetairport
!= st
->index
) continue;
1999 assert(v
->state
== FLYING
);
2000 v
->pos
= v
->previous_pos
= AircraftGetEntryPoint(v
, ap
, rotation
);
2001 UpdateAircraftCache(v
);