OpenTTD
aircraft_cmd.cpp
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1 /* $Id: aircraft_cmd.cpp 27422 2015-10-30 16:20:00Z frosch $ */
2 
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  */
9 
15 #include "stdafx.h"
16 #include "aircraft.h"
17 #include "landscape.h"
18 #include "news_func.h"
19 #include "newgrf_engine.h"
20 #include "newgrf_sound.h"
21 #include "spritecache.h"
22 #include "strings_func.h"
23 #include "command_func.h"
24 #include "window_func.h"
25 #include "date_func.h"
26 #include "vehicle_func.h"
27 #include "sound_func.h"
28 #include "cheat_type.h"
29 #include "company_base.h"
30 #include "ai/ai.hpp"
31 #include "game/game.hpp"
32 #include "company_func.h"
33 #include "effectvehicle_func.h"
34 #include "station_base.h"
35 #include "engine_base.h"
36 #include "core/random_func.hpp"
37 #include "core/backup_type.hpp"
38 #include "zoom_func.h"
39 #include "disaster_vehicle.h"
40 
41 #include "table/strings.h"
42 
43 #include "safeguards.h"
44 
46 {
47  this->x_offs = -1;
48  this->y_offs = -1;
49  this->x_extent = 2;
50  this->y_extent = 2;
51 
52  switch (this->subtype) {
53  default: NOT_REACHED();
54 
55  case AIR_AIRCRAFT:
56  case AIR_HELICOPTER:
57  switch (this->state) {
58  default: break;
59  case ENDTAKEOFF:
60  case LANDING:
61  case HELILANDING:
62  case FLYING:
63  this->x_extent = 24;
64  this->y_extent = 24;
65  break;
66  }
67  this->z_extent = 5;
68  break;
69 
70  case AIR_SHADOW:
71  this->z_extent = 1;
72  this->x_offs = 0;
73  this->y_offs = 0;
74  break;
75 
76  case AIR_ROTOR:
77  this->z_extent = 1;
78  break;
79  }
80 }
81 
82 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
83 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
84 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
85 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
86 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
87 static void CrashAirplane(Aircraft *v);
88 
89 static const SpriteID _aircraft_sprite[] = {
90  0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
91  0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
92  0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
93  0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
94  0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
95  0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
96  0x0EBD, 0x0EC5
97 };
98 
99 template <>
100 bool IsValidImageIndex<VEH_AIRCRAFT>(uint8 image_index)
101 {
102  return image_index < lengthof(_aircraft_sprite);
103 }
104 
107  HRS_ROTOR_STOPPED,
108  HRS_ROTOR_MOVING_1,
109  HRS_ROTOR_MOVING_2,
110  HRS_ROTOR_MOVING_3,
111 };
112 
120 static StationID FindNearestHangar(const Aircraft *v)
121 {
122  const Station *st;
123  uint best = 0;
124  StationID index = INVALID_STATION;
125  TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
126  const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
127 
128  FOR_ALL_STATIONS(st) {
129  if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
130 
131  const AirportFTAClass *afc = st->airport.GetFTA();
132  if (!st->airport.HasHangar() || (
133  /* don't crash the plane if we know it can't land at the airport */
135  (avi->subtype & AIR_FAST) &&
137  continue;
138  }
139 
140  /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
141  uint distance = DistanceSquare(vtile, st->airport.tile);
142  if (v->acache.cached_max_range_sqr != 0) {
143  /* Check if our current destination can be reached from the depot airport. */
144  const Station *cur_dest = GetTargetAirportIfValid(v);
145  if (cur_dest != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
146  }
147  if (distance < best || index == INVALID_STATION) {
148  best = distance;
149  index = st->index;
150  }
151  }
152  return index;
153 }
154 
156 {
157  uint8 spritenum = this->spritenum;
158 
159  if (is_custom_sprite(spritenum)) {
160  SpriteID sprite = GetCustomVehicleSprite(this, direction, image_type);
161  if (sprite != 0) return sprite;
162 
163  spritenum = this->GetEngine()->original_image_index;
164  }
165 
166  assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
167  return direction + _aircraft_sprite[spritenum];
168 }
169 
170 SpriteID GetRotorImage(const Aircraft *v, EngineImageType image_type)
171 {
172  assert(v->subtype == AIR_HELICOPTER);
173 
174  const Aircraft *w = v->Next()->Next();
175  if (is_custom_sprite(v->spritenum)) {
176  SpriteID sprite = GetCustomRotorSprite(v, false, image_type);
177  if (sprite != 0) return sprite;
178  }
179 
180  /* Return standard rotor sprites if there are no custom sprites for this helicopter */
181  return SPR_ROTOR_STOPPED + w->state;
182 }
183 
184 static SpriteID GetAircraftIcon(EngineID engine, EngineImageType image_type)
185 {
186  const Engine *e = Engine::Get(engine);
187  uint8 spritenum = e->u.air.image_index;
188 
189  if (is_custom_sprite(spritenum)) {
190  SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
191  if (sprite != 0) return sprite;
192 
193  spritenum = e->original_image_index;
194  }
195 
196  assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
197  return DIR_W + _aircraft_sprite[spritenum];
198 }
199 
200 void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
201 {
202  SpriteID sprite = GetAircraftIcon(engine, image_type);
203  const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
204  preferred_x = Clamp(preferred_x,
205  left - UnScaleGUI(real_sprite->x_offs),
206  right - UnScaleGUI(real_sprite->width) - UnScaleGUI(real_sprite->x_offs));
207  DrawSprite(sprite, pal, preferred_x, y);
208 
209  if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
210  SpriteID rotor_sprite = GetCustomRotorIcon(engine, image_type);
211  if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
212  DrawSprite(rotor_sprite, PAL_NONE, preferred_x, y - ScaleGUITrad(5));
213  }
214 }
215 
225 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
226 {
227  const Sprite *spr = GetSprite(GetAircraftIcon(engine, image_type), ST_NORMAL);
228 
229  width = UnScaleGUI(spr->width);
230  height = UnScaleGUI(spr->height);
231  xoffs = UnScaleGUI(spr->x_offs);
232  yoffs = UnScaleGUI(spr->y_offs);
233 }
234 
244 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
245 {
246  const AircraftVehicleInfo *avi = &e->u.air;
247  const Station *st = Station::GetByTile(tile);
248 
249  /* Prevent building aircraft types at places which can't handle them */
250  if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
251 
252  /* Make sure all aircraft end up in the first tile of the hangar. */
253  tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
254 
255  if (flags & DC_EXEC) {
256  Aircraft *v = new Aircraft(); // aircraft
257  Aircraft *u = new Aircraft(); // shadow
258  *ret = v;
259 
260  v->direction = DIR_SE;
261 
262  v->owner = u->owner = _current_company;
263 
264  v->tile = tile;
265 
266  uint x = TileX(tile) * TILE_SIZE + 5;
267  uint y = TileY(tile) * TILE_SIZE + 3;
268 
269  v->x_pos = u->x_pos = x;
270  v->y_pos = u->y_pos = y;
271 
272  u->z_pos = GetSlopePixelZ(x, y);
273  v->z_pos = u->z_pos + 1;
274 
277 
278  v->spritenum = avi->image_index;
279 
280  v->cargo_cap = avi->passenger_capacity;
281  v->refit_cap = 0;
282  u->cargo_cap = avi->mail_capacity;
283  u->refit_cap = 0;
284 
286  u->cargo_type = CT_MAIL;
287 
288  v->name = NULL;
289  v->last_station_visited = INVALID_STATION;
290  v->last_loading_station = INVALID_STATION;
291 
292  v->acceleration = avi->acceleration;
293  v->engine_type = e->index;
294  u->engine_type = e->index;
295 
296  v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
298 
299  u->subtype = AIR_SHADOW;
301 
302  v->reliability = e->reliability;
304  v->max_age = e->GetLifeLengthInDays();
305 
306  _new_vehicle_id = v->index;
307 
308  v->pos = GetVehiclePosOnBuild(tile);
309 
310  v->state = HANGAR;
311  v->previous_pos = v->pos;
312  v->targetairport = GetStationIndex(tile);
313  v->SetNext(u);
314 
315  v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
316 
318  v->build_year = u->build_year = _cur_year;
319 
320  v->cur_image = u->cur_image = SPR_IMG_QUERY;
321 
324 
325  v->vehicle_flags = 0;
327  v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
328 
330 
331  v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
332 
334 
335  UpdateAircraftCache(v, true);
336 
337  v->UpdatePosition();
338  u->UpdatePosition();
339 
340  /* Aircraft with 3 vehicles (chopper)? */
341  if (v->subtype == AIR_HELICOPTER) {
342  Aircraft *w = new Aircraft();
343  w->engine_type = e->index;
344  w->direction = DIR_N;
345  w->owner = _current_company;
346  w->x_pos = v->x_pos;
347  w->y_pos = v->y_pos;
348  w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
350  w->spritenum = 0xFF;
351  w->subtype = AIR_ROTOR;
352  w->cur_image = SPR_ROTOR_STOPPED;
354  /* Use rotor's air.state to store the rotor animation frame */
355  w->state = HRS_ROTOR_STOPPED;
357 
358  u->SetNext(w);
359  w->UpdatePosition();
360  }
361  }
362 
363  return CommandCost();
364 }
365 
366 
367 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
368 {
369  const Station *st = GetTargetAirportIfValid(this);
370  /* If the station is not a valid airport or if it has no hangars */
371  if (st == NULL || !st->airport.HasHangar()) {
372  /* the aircraft has to search for a hangar on its own */
373  StationID station = FindNearestHangar(this);
374 
375  if (station == INVALID_STATION) return false;
376 
377  st = Station::Get(station);
378  }
379 
380  if (location != NULL) *location = st->xy;
381  if (destination != NULL) *destination = st->index;
382 
383  return true;
384 }
385 
386 static void CheckIfAircraftNeedsService(Aircraft *v)
387 {
388  if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
389  if (v->IsChainInDepot()) {
391  return;
392  }
393 
394  /* When we're parsing conditional orders and the like
395  * we don't want to consider going to a depot too. */
396  if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
397 
399 
400  assert(st != NULL);
401 
402  /* only goto depot if the target airport has a depot */
403  if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
406  } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
409  }
410 }
411 
413 {
414  const Engine *e = this->GetEngine();
415  uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
416  return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
417 }
418 
420 {
421  if (!this->IsNormalAircraft()) return;
422 
423  if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
424 
425  CheckOrders(this);
426 
427  CheckVehicleBreakdown(this);
428  AgeVehicle(this);
429  CheckIfAircraftNeedsService(this);
430 
431  if (this->running_ticks == 0) return;
432 
434 
435  this->profit_this_year -= cost.GetCost();
436  this->running_ticks = 0;
437 
439 
442 }
443 
444 static void HelicopterTickHandler(Aircraft *v)
445 {
446  Aircraft *u = v->Next()->Next();
447 
448  if (u->vehstatus & VS_HIDDEN) return;
449 
450  /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
451  * loading/unloading at a terminal or stopped */
452  if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
453  if (u->cur_speed != 0) {
454  u->cur_speed++;
455  if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
456  u->cur_speed = 0;
457  }
458  }
459  } else {
460  if (u->cur_speed == 0) {
461  u->cur_speed = 0x70;
462  }
463  if (u->cur_speed >= 0x50) {
464  u->cur_speed--;
465  }
466  }
467 
468  int tick = ++u->tick_counter;
469  int spd = u->cur_speed >> 4;
470 
471  SpriteID img;
472  if (spd == 0) {
473  u->state = HRS_ROTOR_STOPPED;
474  img = GetRotorImage(v, EIT_ON_MAP);
475  if (u->cur_image == img) return;
476  } else if (tick >= spd) {
477  u->tick_counter = 0;
478  u->state++;
479  if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
480  img = GetRotorImage(v, EIT_ON_MAP);
481  } else {
482  return;
483  }
484 
485  u->cur_image = img;
486 
488 }
489 
497 void SetAircraftPosition(Aircraft *v, int x, int y, int z)
498 {
499  v->x_pos = x;
500  v->y_pos = y;
501  v->z_pos = z;
502 
503  v->UpdatePosition();
504  v->UpdateViewport(true, false);
505  if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v, EIT_ON_MAP);
506 
507  Aircraft *u = v->Next();
508 
509  int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
510  int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
511  u->x_pos = x;
512  u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
513 
514  safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
515  u->z_pos = GetSlopePixelZ(safe_x, safe_y);
516  u->cur_image = v->cur_image;
517 
519 
520  u = u->Next();
521  if (u != NULL) {
522  u->x_pos = x;
523  u->y_pos = y;
524  u->z_pos = z + ROTOR_Z_OFFSET;
525 
527  }
528 }
529 
535 {
536  v->subspeed = 0;
537  v->progress = 0;
538 
539  Aircraft *u = v->Next();
540  u->vehstatus |= VS_HIDDEN;
541  u = u->Next();
542  if (u != NULL) {
543  u->vehstatus |= VS_HIDDEN;
544  u->cur_speed = 0;
545  }
546 
547  SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
548 }
549 
550 static void PlayAircraftSound(const Vehicle *v)
551 {
552  if (!PlayVehicleSound(v, VSE_START)) {
553  SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
554  }
555 }
556 
557 
564 void UpdateAircraftCache(Aircraft *v, bool update_range)
565 {
566  uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
567  if (max_speed != 0) {
568  /* Convert from original units to km-ish/h */
569  max_speed = (max_speed * 128) / 10;
570 
571  v->vcache.cached_max_speed = max_speed;
572  } else {
573  /* Use the default max speed of the vehicle. */
574  v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
575  }
576 
577  /* Update cargo aging period. */
578  v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
579  Aircraft *u = v->Next(); // Shadow for mail
580  u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
581 
582  /* Update aircraft range. */
583  if (update_range) {
584  v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
585  /* Squared it now so we don't have to do it later all the time. */
586  v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
587  }
588 }
589 
590 
599  SPEED_LIMIT_NONE = 0xFFFF,
600 };
601 
609 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
610 {
618  uint spd = v->acceleration * 77;
619  byte t;
620 
621  /* Adjust speed limits by plane speed factor to prevent taxiing
622  * and take-off speeds being too low. */
623  speed_limit *= _settings_game.vehicle.plane_speed;
624 
625  if (v->vcache.cached_max_speed < speed_limit) {
626  if (v->cur_speed < speed_limit) hard_limit = false;
627  speed_limit = v->vcache.cached_max_speed;
628  }
629 
630  v->subspeed = (t = v->subspeed) + (byte)spd;
631 
632  /* Aircraft's current speed is used twice so that very fast planes are
633  * forced to slow down rapidly in the short distance needed. The magic
634  * value 16384 was determined to give similar results to the old speed/48
635  * method at slower speeds. This also results in less reduction at slow
636  * speeds to that aircraft do not get to taxi speed straight after
637  * touchdown. */
638  if (!hard_limit && v->cur_speed > speed_limit) {
639  speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
640  }
641 
642  spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
643 
644  /* adjust speed for broken vehicles */
645  if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
646 
647  /* updates statusbar only if speed have changed to save CPU time */
648  if (spd != v->cur_speed) {
649  v->cur_speed = spd;
651  }
652 
653  /* Adjust distance moved by plane speed setting */
655 
656  /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
657  spd = v->GetOldAdvanceSpeed(spd);
658 
659  spd += v->progress;
660  v->progress = (byte)spd;
661  return spd >> 8;
662 }
663 
672 {
673  int safe_x = Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE);
674  int safe_y = Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE);
675  return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
676 }
677 
688 void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
689 {
690  int base_altitude = GetTileHeightBelowAircraft(v);
691  if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
693  }
694 
695  /* Make sure eastbound and westbound planes do not "crash" into each
696  * other by providing them with vertical separation
697  */
698  switch (v->direction) {
699  case DIR_N:
700  case DIR_NE:
701  case DIR_E:
702  case DIR_SE:
703  base_altitude += 10;
704  break;
705 
706  default: break;
707  }
708 
709  /* Make faster planes fly higher so that they can overtake slower ones */
710  base_altitude += min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
711 
712  if (min_level != NULL) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
713  if (max_level != NULL) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
714 }
715 
724 {
725  int tile_height = GetTileHeightBelowAircraft(v);
726 
728 }
729 
730 template <class T>
731 int GetAircraftFlightLevel(T *v, bool takeoff)
732 {
733  /* Aircraft is in flight. We want to enforce it being somewhere
734  * between the minimum and the maximum allowed altitude. */
735  int aircraft_min_altitude;
736  int aircraft_max_altitude;
737  GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
738  int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
739 
740  /* If those assumptions would be violated, aircrafts would behave fairly strange. */
741  assert(aircraft_min_altitude < aircraft_middle_altitude);
742  assert(aircraft_middle_altitude < aircraft_max_altitude);
743 
744  int z = v->z_pos;
745  if (z < aircraft_min_altitude ||
746  (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
747  /* Ascend. And don't fly into that mountain right ahead.
748  * And avoid our aircraft become a stairclimber, so if we start
749  * correcting altitude, then we stop correction not too early. */
751  z += takeoff ? 2 : 1;
752  } else if (!takeoff && (z > aircraft_max_altitude ||
753  (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
754  /* Descend lower. You are an aircraft, not an space ship.
755  * And again, don't stop correcting altitude too early. */
757  z--;
758  } else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
759  /* Now, we have corrected altitude enough. */
761  } else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
762  /* Now, we have corrected altitude enough. */
764  }
765 
766  return z;
767 }
768 
769 template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
770 
785 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
786 {
787  assert(v != NULL);
788  assert(apc != NULL);
789 
790  /* In the case the station doesn't exit anymore, set target tile 0.
791  * It doesn't hurt much, aircraft will go to next order, nearest hangar
792  * or it will simply crash in next tick */
793  TileIndex tile = 0;
794 
795  const Station *st = Station::GetIfValid(v->targetairport);
796  if (st != NULL) {
797  /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
798  tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
799  }
800 
801  int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
802  int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
803 
804  DiagDirection dir;
805  if (abs(delta_y) < abs(delta_x)) {
806  /* We are northeast or southwest of the airport */
807  dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
808  } else {
809  /* We are northwest or southeast of the airport */
810  dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
811  }
812  dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
813  return apc->entry_points[dir];
814 }
815 
816 
817 static void MaybeCrashAirplane(Aircraft *v);
818 
827 {
828  int count;
829 
830  /* NULL if station is invalid */
831  const Station *st = Station::GetIfValid(v->targetairport);
832  /* INVALID_TILE if there is no station */
833  TileIndex tile = INVALID_TILE;
834  Direction rotation = DIR_N;
835  uint size_x = 1, size_y = 1;
836  if (st != NULL) {
837  if (st->airport.tile != INVALID_TILE) {
838  tile = st->airport.tile;
839  rotation = st->airport.rotation;
840  size_x = st->airport.w;
841  size_y = st->airport.h;
842  } else {
843  tile = st->xy;
844  }
845  }
846  /* DUMMY if there is no station or no airport */
847  const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
848 
849  /* prevent going to INVALID_TILE if airport is deleted. */
850  if (st == NULL || st->airport.tile == INVALID_TILE) {
851  /* Jump into our "holding pattern" state machine if possible */
852  if (v->pos >= afc->nofelements) {
853  v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
854  } else if (v->targetairport != v->current_order.GetDestination()) {
855  /* If not possible, just get out of here fast */
856  v->state = FLYING;
859  /* get aircraft back on running altitude */
860  SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
861  return false;
862  }
863  }
864 
865  /* get airport moving data */
866  const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
867 
868  int x = TileX(tile) * TILE_SIZE;
869  int y = TileY(tile) * TILE_SIZE;
870 
871  /* Helicopter raise */
872  if (amd.flag & AMED_HELI_RAISE) {
873  Aircraft *u = v->Next()->Next();
874 
875  /* Make sure the rotors don't rotate too fast */
876  if (u->cur_speed > 32) {
877  v->cur_speed = 0;
878  if (--u->cur_speed == 32) {
879  if (!PlayVehicleSound(v, VSE_START)) {
880  SndPlayVehicleFx(SND_18_HELICOPTER, v);
881  }
882  }
883  } else {
884  u->cur_speed = 32;
885  count = UpdateAircraftSpeed(v);
886  if (count > 0) {
887  v->tile = 0;
888 
889  int z_dest;
890  GetAircraftFlightLevelBounds(v, &z_dest, NULL);
891 
892  /* Reached altitude? */
893  if (v->z_pos >= z_dest) {
894  v->cur_speed = 0;
895  return true;
896  }
897  SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
898  }
899  }
900  return false;
901  }
902 
903  /* Helicopter landing. */
904  if (amd.flag & AMED_HELI_LOWER) {
905  if (st == NULL) {
906  /* FIXME - AircraftController -> if station no longer exists, do not land
907  * helicopter will circle until sign disappears, then go to next order
908  * what to do when it is the only order left, right now it just stays in 1 place */
909  v->state = FLYING;
912  return false;
913  }
914 
915  /* Vehicle is now at the airport. */
916  v->tile = tile;
917 
918  /* Find altitude of landing position. */
919  int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
920 
921  if (z == v->z_pos) {
922  Vehicle *u = v->Next()->Next();
923 
924  /* Increase speed of rotors. When speed is 80, we've landed. */
925  if (u->cur_speed >= 80) return true;
926  u->cur_speed += 4;
927  } else {
928  count = UpdateAircraftSpeed(v);
929  if (count > 0) {
930  if (v->z_pos > z) {
931  SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
932  } else {
933  SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
934  }
935  }
936  }
937  return false;
938  }
939 
940  /* Get distance from destination pos to current pos. */
941  uint dist = abs(x + amd.x - v->x_pos) + abs(y + amd.y - v->y_pos);
942 
943  /* Need exact position? */
944  if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
945 
946  /* At final pos? */
947  if (dist == 0) {
948  /* Change direction smoothly to final direction. */
949  DirDiff dirdiff = DirDifference(amd.direction, v->direction);
950  /* if distance is 0, and plane points in right direction, no point in calling
951  * UpdateAircraftSpeed(). So do it only afterwards */
952  if (dirdiff == DIRDIFF_SAME) {
953  v->cur_speed = 0;
954  return true;
955  }
956 
957  if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
958 
960  v->cur_speed >>= 1;
961 
962  SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
963  return false;
964  }
965 
968  if ((v->vehstatus & VS_CRASHED) != 0) return false;
969  }
970 
971  uint speed_limit = SPEED_LIMIT_TAXI;
972  bool hard_limit = true;
973 
974  if (amd.flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE;
975  if (amd.flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; }
976  if (amd.flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
977  if (amd.flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; }
978 
979  count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
980  if (count == 0) return false;
981 
982  if (v->turn_counter != 0) v->turn_counter--;
983 
984  do {
985 
987 
988  if (dist < 4 || (amd.flag & AMED_LAND)) {
989  /* move vehicle one pixel towards target */
990  gp.x = (v->x_pos != (x + amd.x)) ?
991  v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
992  v->x_pos;
993  gp.y = (v->y_pos != (y + amd.y)) ?
994  v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
995  v->y_pos;
996 
997  /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
998  gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
999 
1000  } else {
1001 
1002  /* Turn. Do it slowly if in the air. */
1003  Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
1004  if (newdir != v->direction) {
1005  if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
1006  if (v->turn_counter == 0 || newdir == v->last_direction) {
1007  if (newdir == v->last_direction) {
1008  v->number_consecutive_turns = 0;
1009  } else {
1011  }
1013  v->last_direction = v->direction;
1014  v->direction = newdir;
1015  }
1016 
1017  /* Move vehicle. */
1018  gp = GetNewVehiclePos(v);
1019  } else {
1020  v->cur_speed >>= 1;
1021  v->direction = newdir;
1022 
1023  /* When leaving a terminal an aircraft often goes to a position
1024  * directly in front of it. If it would move while turning it
1025  * would need an two extra turns to end up at the correct position.
1026  * To make it easier just disallow all moving while turning as
1027  * long as an aircraft is on the ground. */
1028  gp.x = v->x_pos;
1029  gp.y = v->y_pos;
1030  gp.new_tile = gp.old_tile = v->tile;
1031  }
1032  } else {
1033  v->number_consecutive_turns = 0;
1034  /* Move vehicle. */
1035  gp = GetNewVehiclePos(v);
1036  }
1037  }
1038 
1039  v->tile = gp.new_tile;
1040  /* If vehicle is in the air, use tile coordinate 0. */
1041  if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
1042 
1043  /* Adjust Z for land or takeoff? */
1044  int z = v->z_pos;
1045 
1046  if (amd.flag & AMED_TAKEOFF) {
1047  z = GetAircraftFlightLevel(v, true);
1048  } else if (amd.flag & AMED_HOLD) {
1049  /* Let the plane drop from normal flight altitude to holding pattern altitude */
1050  if (z > GetAircraftHoldMaxAltitude(v)) z--;
1051  } else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
1052  z = GetAircraftFlightLevel(v);
1053  }
1054 
1055  if (amd.flag & AMED_LAND) {
1056  if (st->airport.tile == INVALID_TILE) {
1057  /* Airport has been removed, abort the landing procedure */
1058  v->state = FLYING;
1061  /* get aircraft back on running altitude */
1062  SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
1063  continue;
1064  }
1065 
1066  int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
1067 
1068  /* We're not flying below our destination, right? */
1069  assert(curz <= z);
1070  int t = max(1U, dist - 4);
1071  int delta = z - curz;
1072 
1073  /* Only start lowering when we're sufficiently close for a 1:1 glide */
1074  if (delta >= t) {
1075  z -= CeilDiv(z - curz, t);
1076  }
1077  if (z < curz) z = curz;
1078  }
1079 
1080  /* We've landed. Decrease speed when we're reaching end of runway. */
1081  if (amd.flag & AMED_BRAKE) {
1082  int curz = GetSlopePixelZ(x, y) + 1;
1083 
1084  if (z > curz) {
1085  z--;
1086  } else if (z < curz) {
1087  z++;
1088  }
1089 
1090  }
1091 
1092  SetAircraftPosition(v, gp.x, gp.y, z);
1093  } while (--count != 0);
1094  return false;
1095 }
1096 
1102 {
1103  v->crashed_counter += 3;
1104 
1106 
1107  /* make aircraft crash down to the ground */
1108  if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
1109  int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
1110  v->z_pos -= 1;
1111  if (v->z_pos == z) {
1112  v->crashed_counter = 500;
1113  v->z_pos++;
1114  }
1115  }
1116 
1117  if (v->crashed_counter < 650) {
1118  uint32 r;
1119  if (Chance16R(1, 32, r)) {
1120  static const DirDiff delta[] = {
1122  };
1123 
1124  v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
1125  SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1126  r = Random();
1128  GB(r, 0, 4) - 4,
1129  GB(r, 4, 4) - 4,
1130  GB(r, 8, 4),
1132  }
1133  } else if (v->crashed_counter >= 10000) {
1134  /* remove rubble of crashed airplane */
1135 
1136  /* clear runway-in on all airports, set by crashing plane
1137  * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1138  * but they all share the same number */
1139  if (st != NULL) {
1140  CLRBITS(st->airport.flags, RUNWAY_IN_block);
1141  CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
1142  CLRBITS(st->airport.flags, RUNWAY_IN2_block); // intercontinental
1143  }
1144 
1145  delete v;
1146 
1147  return false;
1148  }
1149 
1150  return true;
1151 }
1152 
1153 
1159 static void HandleAircraftSmoke(Aircraft *v, bool mode)
1160 {
1161  static const struct {
1162  int8 x;
1163  int8 y;
1164  } smoke_pos[] = {
1165  { 5, 5 },
1166  { 6, 0 },
1167  { 5, -5 },
1168  { 0, -6 },
1169  { -5, -5 },
1170  { -6, 0 },
1171  { -5, 5 },
1172  { 0, 6 }
1173  };
1174 
1175  if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
1176 
1177  /* Stop smoking when landed */
1178  if (v->cur_speed < 10) {
1180  v->breakdown_ctr = 0;
1181  return;
1182  }
1183 
1184  /* Spawn effect et most once per Tick, i.e. !mode */
1185  if (!mode && (v->tick_counter & 0x0F) == 0) {
1187  smoke_pos[v->direction].x,
1188  smoke_pos[v->direction].y,
1189  2,
1191  );
1192  }
1193 }
1194 
1195 void HandleMissingAircraftOrders(Aircraft *v)
1196 {
1197  /*
1198  * We do not have an order. This can be divided into two cases:
1199  * 1) we are heading to an invalid station. In this case we must
1200  * find another airport to go to. If there is nowhere to go,
1201  * we will destroy the aircraft as it otherwise will enter
1202  * the holding pattern for the first airport, which can cause
1203  * the plane to go into an undefined state when building an
1204  * airport with the same StationID.
1205  * 2) we are (still) heading to a (still) valid airport, then we
1206  * can continue going there. This can happen when you are
1207  * changing the aircraft's orders while in-flight or in for
1208  * example a depot. However, when we have a current order to
1209  * go to a depot, we have to keep that order so the aircraft
1210  * actually stops.
1211  */
1212  const Station *st = GetTargetAirportIfValid(v);
1213  if (st == NULL) {
1214  Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1216  cur_company.Restore();
1217 
1218  if (ret.Failed()) CrashAirplane(v);
1219  } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
1220  v->current_order.Free();
1221  }
1222 }
1223 
1224 
1226 {
1227  /* Orders are changed in flight, ensure going to the right station. */
1228  if (this->state == FLYING) {
1230  }
1231 
1232  /* Aircraft do not use dest-tile */
1233  return 0;
1234 }
1235 
1237 {
1238  this->colourmap = PAL_NONE;
1239  this->UpdateViewport(true, false);
1240  if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this, EIT_ON_MAP);
1241 }
1242 
1243 
1244 uint Aircraft::Crash(bool flooded)
1245 {
1246  uint pass = Vehicle::Crash(flooded) + 2; // pilots
1247  this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
1248 
1249  return pass;
1250 }
1251 
1256 static void CrashAirplane(Aircraft *v)
1257 {
1259 
1260  uint pass = v->Crash();
1261  SetDParam(0, pass);
1262 
1263  v->cargo.Truncate();
1264  v->Next()->cargo.Truncate();
1265  const Station *st = GetTargetAirportIfValid(v);
1266  StringID newsitem;
1267  if (st == NULL) {
1268  newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
1269  } else {
1270  SetDParam(1, st->index);
1271  newsitem = STR_NEWS_AIRCRAFT_CRASH;
1272  }
1273 
1274  AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1275  Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1276 
1277  AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != NULL ? st->index : INVALID_STATION);
1278 
1279  ModifyStationRatingAround(v->tile, v->owner, -160, 30);
1280  if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1281 }
1282 
1288 {
1289  if (_settings_game.vehicle.plane_crashes == 0) return;
1290 
1292 
1293  /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
1294  uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
1296  (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
1298  prob /= 20;
1299  } else {
1300  prob /= 1500;
1301  }
1302 
1303  if (GB(Random(), 0, 22) > prob) return;
1304 
1305  /* Crash the airplane. Remove all goods stored at the station. */
1306  for (CargoID i = 0; i < NUM_CARGO; i++) {
1307  st->goods[i].rating = 1;
1308  st->goods[i].cargo.Truncate();
1309  }
1310 
1311  CrashAirplane(v);
1312 }
1313 
1320 {
1321  if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
1322 
1325 
1326  /* Check if station was ever visited before */
1327  if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
1328  st->had_vehicle_of_type |= HVOT_AIRCRAFT;
1329  SetDParam(0, st->index);
1330  /* show newsitem of celebrating citizens */
1332  STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
1334  v->index,
1335  st->index
1336  );
1337  AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
1338  Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
1339  }
1340 
1341  v->BeginLoading();
1342 }
1343 
1349 {
1351 
1352  if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
1353  SndPlayVehicleFx(SND_17_SKID_PLANE, v);
1354  }
1355 }
1356 
1357 
1360 {
1361  if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
1363  }
1364 
1365  const Station *st = GetTargetAirportIfValid(v);
1366  const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
1367  Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
1368  v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
1369 }
1370 
1380 {
1381  v->cur_speed = 0;
1382  v->subspeed = 0;
1383  v->progress = 0;
1384  v->direction = exit_dir;
1385  v->vehstatus &= ~VS_HIDDEN;
1386  {
1387  Vehicle *u = v->Next();
1388  u->vehstatus &= ~VS_HIDDEN;
1389 
1390  /* Rotor blades */
1391  u = u->Next();
1392  if (u != NULL) {
1393  u->vehstatus &= ~VS_HIDDEN;
1394  u->cur_speed = 80;
1395  }
1396  }
1397 
1399  SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1402 }
1403 
1407 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
1408 {
1410  v->state = apc->layout[v->pos].heading;
1411 }
1412 
1419 {
1420  VehicleEnterDepot(v);
1421  v->state = apc->layout[v->pos].heading;
1422 }
1423 
1430 {
1431  /* if we just arrived, execute EnterHangar first */
1432  if (v->previous_pos != v->pos) {
1434  return;
1435  }
1436 
1437  /* if we were sent to the depot, stay there */
1438  if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
1439  v->current_order.Free();
1440  return;
1441  }
1442 
1443  if (!v->current_order.IsType(OT_GOTO_STATION) &&
1444  !v->current_order.IsType(OT_GOTO_DEPOT))
1445  return;
1446 
1447  /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1448  if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
1449  VehicleEnterDepot(v);
1450  return;
1451  }
1452 
1453  /* if the block of the next position is busy, stay put */
1454  if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1455 
1456  /* We are already at the target airport, we need to find a terminal */
1457  if (v->current_order.GetDestination() == v->targetairport) {
1458  /* FindFreeTerminal:
1459  * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1460  if (v->subtype == AIR_HELICOPTER) {
1461  if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
1462  } else {
1463  if (!AirportFindFreeTerminal(v, apc)) return; // airplane
1464  }
1465  } else { // Else prepare for launch.
1466  /* airplane goto state takeoff, helicopter to helitakeoff */
1467  v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1468  }
1469  const Station *st = Station::GetByTile(v->tile);
1471  AirportMove(v, apc);
1472 }
1473 
1476 {
1477  /* if we just arrived, execute EnterTerminal first */
1478  if (v->previous_pos != v->pos) {
1479  AircraftEventHandler_EnterTerminal(v, apc);
1480  /* on an airport with helipads, a helicopter will always land there
1481  * and get serviced at the same time - setting */
1483  if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
1484  /* an excerpt of ServiceAircraft, without the invisibility stuff */
1487  v->reliability = v->GetEngine()->reliability;
1489  }
1490  }
1491  return;
1492  }
1493 
1494  if (v->current_order.IsType(OT_NOTHING)) return;
1495 
1496  /* if the block of the next position is busy, stay put */
1497  if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1498 
1499  /* airport-road is free. We either have to go to another airport, or to the hangar
1500  * ---> start moving */
1501 
1502  bool go_to_hangar = false;
1503  switch (v->current_order.GetType()) {
1504  case OT_GOTO_STATION: // ready to fly to another airport
1505  break;
1506  case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
1507  go_to_hangar = v->current_order.GetDestination() == v->targetairport;
1508  break;
1509  case OT_CONDITIONAL:
1510  /* In case of a conditional order we just have to wait a tick
1511  * longer, so the conditional order can actually be processed;
1512  * we should not clear the order as that makes us go nowhere. */
1513  return;
1514  default: // orders have been deleted (no orders), goto depot and don't bother us
1515  v->current_order.Free();
1516  go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
1517  }
1518 
1519  if (go_to_hangar) {
1520  v->state = HANGAR;
1521  } else {
1522  /* airplane goto state takeoff, helicopter to helitakeoff */
1523  v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1524  }
1525  AirportMove(v, apc);
1526 }
1527 
1528 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
1529 {
1530  error("OK, you shouldn't be here, check your Airport Scheme!");
1531 }
1532 
1533 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
1534 {
1535  PlayAircraftSound(v); // play takeoffsound for airplanes
1536  v->state = STARTTAKEOFF;
1537 }
1538 
1539 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
1540 {
1541  v->state = ENDTAKEOFF;
1543 }
1544 
1545 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
1546 {
1547  v->state = FLYING;
1548  /* get the next position to go to, differs per airport */
1550 }
1551 
1552 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
1553 {
1554  v->state = FLYING;
1556 
1557  /* get the next position to go to, differs per airport */
1559 
1560  /* Send the helicopter to a hangar if needed for replacement */
1561  if (v->NeedsAutomaticServicing()) {
1562  Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1564  cur_company.Restore();
1565  }
1566 }
1567 
1568 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
1569 {
1571 
1572  /* Runway busy, not allowed to use this airstation or closed, circle. */
1573  if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
1574  /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1575  * if it is an airplane, look for LANDING, for helicopter HELILANDING
1576  * it is possible to choose from multiple landing runways, so loop until a free one is found */
1577  byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
1578  const AirportFTA *current = apc->layout[v->pos].next;
1579  while (current != NULL) {
1580  if (current->heading == landingtype) {
1581  /* save speed before, since if AirportHasBlock is false, it resets them to 0
1582  * we don't want that for plane in air
1583  * hack for speed thingie */
1584  uint16 tcur_speed = v->cur_speed;
1585  uint16 tsubspeed = v->subspeed;
1586  if (!AirportHasBlock(v, current, apc)) {
1587  v->state = landingtype; // LANDING / HELILANDING
1588  /* it's a bit dirty, but I need to set position to next position, otherwise
1589  * if there are multiple runways, plane won't know which one it took (because
1590  * they all have heading LANDING). And also occupy that block! */
1591  v->pos = current->next_position;
1592  SETBITS(st->airport.flags, apc->layout[v->pos].block);
1593  return;
1594  }
1595  v->cur_speed = tcur_speed;
1596  v->subspeed = tsubspeed;
1597  }
1598  current = current->next;
1599  }
1600  }
1601  v->state = FLYING;
1602  v->pos = apc->layout[v->pos].next_position;
1603 }
1604 
1605 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
1606 {
1607  v->state = ENDLANDING;
1608  AircraftLandAirplane(v); // maybe crash airplane
1609 
1610  /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1611  if (v->NeedsAutomaticServicing()) {
1612  Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1614  cur_company.Restore();
1615  }
1616 }
1617 
1618 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
1619 {
1620  v->state = HELIENDLANDING;
1622 }
1623 
1624 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
1625 {
1626  /* next block busy, don't do a thing, just wait */
1627  if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1628 
1629  /* if going to terminal (OT_GOTO_STATION) choose one
1630  * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1631  * 2. not going for terminal (but depot, no order),
1632  * --> get out of the way to the hangar. */
1633  if (v->current_order.IsType(OT_GOTO_STATION)) {
1634  if (AirportFindFreeTerminal(v, apc)) return;
1635  }
1636  v->state = HANGAR;
1637 
1638 }
1639 
1640 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
1641 {
1642  /* next block busy, don't do a thing, just wait */
1643  if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1644 
1645  /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1646  * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1647  * 2. not going for terminal (but depot, no order),
1648  * --> get out of the way to the hangar IF there are terminals on the airport.
1649  * --> else TAKEOFF
1650  * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1651  * must go to a hangar. */
1652  if (v->current_order.IsType(OT_GOTO_STATION)) {
1653  if (AirportFindFreeHelipad(v, apc)) return;
1654  }
1656 }
1657 
1663 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
1666  AircraftEventHandler_General, // TO_ALL = 0
1667  AircraftEventHandler_InHangar, // HANGAR = 1
1668  AircraftEventHandler_AtTerminal, // TERM1 = 2
1669  AircraftEventHandler_AtTerminal, // TERM2 = 3
1670  AircraftEventHandler_AtTerminal, // TERM3 = 4
1671  AircraftEventHandler_AtTerminal, // TERM4 = 5
1672  AircraftEventHandler_AtTerminal, // TERM5 = 6
1673  AircraftEventHandler_AtTerminal, // TERM6 = 7
1674  AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
1675  AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
1676  AircraftEventHandler_TakeOff, // TAKEOFF = 10
1677  AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
1678  AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
1679  AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
1680  AircraftEventHandler_Flying, // FLYING = 14
1681  AircraftEventHandler_Landing, // LANDING = 15
1682  AircraftEventHandler_EndLanding, // ENDLANDING = 16
1683  AircraftEventHandler_HeliLanding, // HELILANDING = 17
1684  AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
1685  AircraftEventHandler_AtTerminal, // TERM7 = 19
1686  AircraftEventHandler_AtTerminal, // TERM8 = 20
1687  AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
1688 };
1689 
1690 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
1691 {
1692  /* we have left the previous block, and entered the new one. Free the previous block */
1693  if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
1695 
1696  CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
1697  }
1698 }
1699 
1700 static void AirportGoToNextPosition(Aircraft *v)
1701 {
1702  /* if aircraft is not in position, wait until it is */
1703  if (!AircraftController(v)) return;
1704 
1706 
1707  AirportClearBlock(v, apc);
1708  AirportMove(v, apc); // move aircraft to next position
1709 }
1710 
1711 /* gets pos from vehicle and next orders */
1712 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
1713 {
1714  /* error handling */
1715  if (v->pos >= apc->nofelements) {
1716  DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
1717  assert(v->pos < apc->nofelements);
1718  }
1719 
1720  const AirportFTA *current = &apc->layout[v->pos];
1721  /* we have arrived in an important state (eg terminal, hangar, etc.) */
1722  if (current->heading == v->state) {
1723  byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
1724  byte prev_state = v->state;
1725  _aircraft_state_handlers[v->state](v, apc);
1726  if (v->state != FLYING) v->previous_pos = prev_pos;
1727  if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
1728  return true;
1729  }
1730 
1731  v->previous_pos = v->pos; // save previous location
1732 
1733  /* there is only one choice to move to */
1734  if (current->next == NULL) {
1735  if (AirportSetBlocks(v, current, apc)) {
1736  v->pos = current->next_position;
1738  } // move to next position
1739  return false;
1740  }
1741 
1742  /* there are more choices to choose from, choose the one that
1743  * matches our heading */
1744  do {
1745  if (v->state == current->heading || current->heading == TO_ALL) {
1746  if (AirportSetBlocks(v, current, apc)) {
1747  v->pos = current->next_position;
1749  } // move to next position
1750  return false;
1751  }
1752  current = current->next;
1753  } while (current != NULL);
1754 
1755  DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
1756  NOT_REACHED();
1757 }
1758 
1760 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1761 {
1762  const AirportFTA *reference = &apc->layout[v->pos];
1763  const AirportFTA *next = &apc->layout[current_pos->next_position];
1764 
1765  /* same block, then of course we can move */
1766  if (apc->layout[current_pos->position].block != next->block) {
1767  const Station *st = Station::Get(v->targetairport);
1768  uint64 airport_flags = next->block;
1769 
1770  /* check additional possible extra blocks */
1771  if (current_pos != reference && current_pos->block != NOTHING_block) {
1772  airport_flags |= current_pos->block;
1773  }
1774 
1775  if (st->airport.flags & airport_flags) {
1776  v->cur_speed = 0;
1777  v->subspeed = 0;
1778  return true;
1779  }
1780  }
1781  return false;
1782 }
1783 
1791 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1792 {
1793  const AirportFTA *next = &apc->layout[current_pos->next_position];
1794  const AirportFTA *reference = &apc->layout[v->pos];
1795 
1796  /* if the next position is in another block, check it and wait until it is free */
1797  if ((apc->layout[current_pos->position].block & next->block) != next->block) {
1798  uint64 airport_flags = next->block;
1799  /* search for all all elements in the list with the same state, and blocks != N
1800  * this means more blocks should be checked/set */
1801  const AirportFTA *current = current_pos;
1802  if (current == reference) current = current->next;
1803  while (current != NULL) {
1804  if (current->heading == current_pos->heading && current->block != 0) {
1805  airport_flags |= current->block;
1806  break;
1807  }
1808  current = current->next;
1809  }
1810 
1811  /* if the block to be checked is in the next position, then exclude that from
1812  * checking, because it has been set by the airplane before */
1813  if (current_pos->block == next->block) airport_flags ^= next->block;
1814 
1816  if (st->airport.flags & airport_flags) {
1817  v->cur_speed = 0;
1818  v->subspeed = 0;
1819  return false;
1820  }
1821 
1822  if (next->block != NOTHING_block) {
1823  SETBITS(st->airport.flags, airport_flags); // occupy next block
1824  }
1825  }
1826  return true;
1827 }
1828 
1835  uint64 airport_flag;
1836 };
1837 
1840  {TERM1, TERM1_block},
1841  {TERM2, TERM2_block},
1842  {TERM3, TERM3_block},
1843  {TERM4, TERM4_block},
1844  {TERM5, TERM5_block},
1845  {TERM6, TERM6_block},
1846  {TERM7, TERM7_block},
1847  {TERM8, TERM8_block},
1851 };
1852 
1860 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
1861 {
1862  assert(last_terminal <= lengthof(_airport_terminal_mapping));
1864  for (; i < last_terminal; i++) {
1865  if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
1866  /* TERMINAL# HELIPAD# */
1867  v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
1868  SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
1869  return true;
1870  }
1871  }
1872  return false;
1873 }
1874 
1880 static uint GetNumTerminals(const AirportFTAClass *apc)
1881 {
1882  uint num = 0;
1883 
1884  for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
1885 
1886  return num;
1887 }
1888 
1896 {
1897  /* example of more terminalgroups
1898  * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1899  * Heading 255 denotes a group. We see 2 groups here:
1900  * 1. group 0 -- TERM_GROUP1_block (check block)
1901  * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1902  * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1903  * looks at the corresponding terminals of that group. If no free ones are found, other
1904  * possible groups are checked (in this case group 1, since that is after group 0). If that
1905  * fails, then attempt fails and plane waits
1906  */
1907  if (apc->terminals[0] > 1) {
1908  const Station *st = Station::Get(v->targetairport);
1909  const AirportFTA *temp = apc->layout[v->pos].next;
1910 
1911  while (temp != NULL) {
1912  if (temp->heading == 255) {
1913  if (!(st->airport.flags & temp->block)) {
1914  /* read which group do we want to go to?
1915  * (the first free group) */
1916  uint target_group = temp->next_position + 1;
1917 
1918  /* at what terminal does the group start?
1919  * that means, sum up all terminals of
1920  * groups with lower number */
1921  uint group_start = 0;
1922  for (uint i = 1; i < target_group; i++) {
1923  group_start += apc->terminals[i];
1924  }
1925 
1926  uint group_end = group_start + apc->terminals[target_group];
1927  if (FreeTerminal(v, group_start, group_end)) return true;
1928  }
1929  } else {
1930  /* once the heading isn't 255, we've exhausted the possible blocks.
1931  * So we cannot move */
1932  return false;
1933  }
1934  temp = temp->next;
1935  }
1936  }
1937 
1938  /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
1939  return FreeTerminal(v, 0, GetNumTerminals(apc));
1940 }
1941 
1949 {
1950  /* if an airport doesn't have helipads, use terminals */
1951  if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
1952 
1953  /* only 1 helicoptergroup, check all helipads
1954  * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
1956 }
1957 
1963 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
1964 {
1965  if (too_far) {
1966  if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1969  AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
1970  if (v->owner == _local_company) {
1971  /* Post a news message. */
1972  SetDParam(0, v->index);
1973  AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
1974  }
1975  }
1976  return;
1977  }
1978 
1979  if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
1980  /* Not too far anymore, clear flag and message. */
1983  DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
1984  }
1985 }
1986 
1987 static bool AircraftEventHandler(Aircraft *v, int loop)
1988 {
1989  if (v->vehstatus & VS_CRASHED) {
1990  return HandleCrashedAircraft(v);
1991  }
1992 
1993  if (v->vehstatus & VS_STOPPED) return true;
1994 
1995  v->HandleBreakdown();
1996 
1997  HandleAircraftSmoke(v, loop != 0);
1998  ProcessOrders(v);
1999  v->HandleLoading(loop != 0);
2000 
2001  if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
2002 
2003  if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
2004  /* If we are flying, unconditionally clear the 'dest too far' state. */
2005  AircraftHandleDestTooFar(v, false);
2006  } else if (v->acache.cached_max_range_sqr != 0) {
2007  /* Check the distance to the next destination. This code works because the target
2008  * airport is only updated after take off and not on the ground. */
2010  Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
2011 
2012  if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
2013  uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
2014  AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
2015  }
2016  }
2017 
2018  if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
2019 
2020  return true;
2021 }
2022 
2024 {
2025  if (!this->IsNormalAircraft()) return true;
2026 
2027  this->tick_counter++;
2028 
2029  if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
2030 
2031  if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
2032 
2033  this->current_order_time++;
2034 
2035  for (uint i = 0; i != 2; i++) {
2036  /* stop if the aircraft was deleted */
2037  if (!AircraftEventHandler(this, i)) return false;
2038  }
2039 
2040  return true;
2041 }
2042 
2043 
2051 {
2052  assert(v->type == VEH_AIRCRAFT);
2053 
2055  if (st == NULL) return NULL;
2056 
2057  return st->airport.tile == INVALID_TILE ? NULL : st;
2058 }
2059 
2065 {
2066  /* only 1 station is updated per function call, so it is enough to get entry_point once */
2067  const AirportFTAClass *ap = st->airport.GetFTA();
2068  Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
2069 
2070  Aircraft *v;
2071  FOR_ALL_AIRCRAFT(v) {
2072  if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
2073  assert(v->state == FLYING);
2074  v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
2076  }
2077 }