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Location: cpp/openttd-patchpack/source/aircraft_cmd.c - annotation
r5388:b83fe4735739
60.4 KiB
text/x-c
(svn r7577) -Fix (r7565): Missed out some OSX files (Bjarni)
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r0:d63b455452f6 r4434:c817458d470e r4434:c817458d470e r4434:c817458d470e r4434:c817458d470e r4434:c817458d470e r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r1401:9e77058d4bf4 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2549:1549d4b2ba28 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "aircraft.h"
#include "debug.h"
#include "functions.h"
#include "station_map.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "depot.h"
#include "engine.h"
#include "command.h"
#include "station.h"
#include "news.h"
#include "sound.h"
#include "player.h"
#include "airport.h"
#include "vehicle_gui.h"
#include "table/sprites.h"
#include "newgrf_engine.h"
#include "newgrf_callbacks.h"
#include "newgrf_text.h"
#include "newgrf_sound.h"
#include "date.h"
static bool AirportMove(Vehicle *v, const AirportFTAClass *apc);
static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc);
static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc);
static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *apc);
static void CrashAirplane(Vehicle *v);
static void AircraftNextAirportPos_and_Order(Vehicle *v);
static byte GetAircraftFlyingAltitude(const Vehicle *v);
static const SpriteID _aircraft_sprite[] = {
0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
0x0EBD, 0x0EC5
};
/* Helicopter rotor animation states */
enum HelicopterRotorStates {
HRS_ROTOR_STOPPED,
HRS_ROTOR_MOVING_1,
HRS_ROTOR_MOVING_2,
HRS_ROTOR_MOVING_3,
};
/* Find the nearest hangar to v
* INVALID_STATION is returned, if the player does not have any suitable
* airports (like helipads only)
*/
static StationID FindNearestHangar(const Vehicle *v)
{
const Station *st;
uint best = 0;
StationID index = INVALID_STATION;
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
FOR_ALL_STATIONS(st) {
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT &&
GetAirport(st->airport_type)->nof_depots > 0) {
uint distance;
// don't crash the plane if we know it can't land at the airport
if ((AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
(st->airport_type == AT_SMALL || st->airport_type == AT_COMMUTER) &&
!_cheats.no_jetcrash.value)
continue;
// v->tile can't be used here, when aircraft is flying v->tile is set to 0
distance = DistanceSquare(vtile, st->airport_tile);
if (distance < best || index == INVALID_STATION) {
best = distance;
index = st->index;
}
}
}
return index;
}
#if 0
// returns true if vehicle v have an airport in the schedule, that has a hangar
static bool HaveHangarInOrderList(Vehicle *v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
const Station *st = GetStation(order->station);
if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
// If an airport doesn't have a hangar, skip it
if (GetAirport(st->airport_type)->nof_depots != 0)
return true;
}
}
return false;
}
#endif
int GetAircraftImage(const Vehicle* v, Direction direction)
{
int spritenum = v->spritenum;
if (is_custom_sprite(spritenum)) {
int sprite = GetCustomVehicleSprite(v, direction);
if (sprite != 0) return sprite;
spritenum = orig_aircraft_vehicle_info[v->engine_type - AIRCRAFT_ENGINES_INDEX].image_index;
}
return direction + _aircraft_sprite[spritenum];
}
SpriteID GetRotorImage(const Vehicle *v)
{
const Vehicle *w;
assert((v->subtype & 1) == 0);
w = v->next->next;
if (is_custom_sprite(v->spritenum)) {
SpriteID spritenum = GetCustomRotorSprite(v, false);
if (spritenum != 0) return spritenum;
}
/* Return standard rotor sprites if there are no custom sprites for this helicopter */
return SPR_ROTOR_STOPPED + w->u.air.state;
}
void DrawAircraftEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
const AircraftVehicleInfo* avi = AircraftVehInfo(engine);
int spritenum = avi->image_index;
int sprite = (6 + _aircraft_sprite[spritenum]);
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite == 0) {
spritenum = orig_aircraft_vehicle_info[engine - AIRCRAFT_ENGINES_INDEX].image_index;
sprite = (6 + _aircraft_sprite[spritenum]);
}
}
DrawSprite(sprite | image_ormod, x, y);
if (!(avi->subtype & AIR_CTOL)) {
SpriteID rotor_sprite = GetCustomRotorIcon(engine);
if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
DrawSprite(rotor_sprite, x, y - 5);
}
}
static int32 EstimateAircraftCost(EngineID engine_type)
{
return AircraftVehInfo(engine_type)->base_cost * (_price.aircraft_base>>3)>>5;
}
/**
* Calculates cargo capacity based on an aircraft's passenger
* and mail capacities.
* @param cid Which cargo type to calculate a capacity for.
* @param engine Which engine to find a cargo capacity for.
* @return New cargo capacity value.
*/
uint16 AircraftDefaultCargoCapacity(CargoID cid, EngineID engine_type)
{
const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
assert(cid != CT_INVALID);
/* An aircraft can carry twice as much goods as normal cargo,
* and four times as many passengers. */
switch (cid) {
case CT_PASSENGERS:
return avi->passenger_capacity;
case CT_MAIL:
return avi->passenger_capacity + avi->mail_capacity;
case CT_GOODS:
return (avi->passenger_capacity + avi->mail_capacity) / 2;
default:
return (avi->passenger_capacity + avi->mail_capacity) / 4;
}
}
/** Build an aircraft.
* @param tile tile of depot where aircraft is built
* @param p1 aircraft type being built (engine)
* @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
*/
int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
int32 value;
Vehicle *vl[3], *v, *u, *w;
UnitID unit_num;
const AircraftVehicleInfo *avi;
const AirportFTAClass* ap;
Engine *e;
if (!IsEngineBuildable(p1, VEH_Aircraft, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
value = EstimateAircraftCost(p1);
// to just query the cost, it is not neccessary to have a valid tile (automation/AI)
if (flags & DC_QUERY_COST) return value;
if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
avi = AircraftVehInfo(p1);
// Prevent building aircraft types at places which can't handle them
ap = GetAirport(GetStationByTile(tile)->airport_type);
if ((avi->subtype & AIR_CTOL ? HELICOPTERS_ONLY : AIRCRAFT_ONLY) == ap->acc_planes) {
return CMD_ERROR;
}
// allocate 2 or 3 vehicle structs, depending on type
if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3) ||
IsOrderPoolFull()) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_Aircraft);
if (unit_num > _patches.max_aircraft)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
CargoID cargo;
uint x;
uint y;
v = vl[0];
u = vl[1];
v->unitnumber = unit_num;
v->type = u->type = VEH_Aircraft;
v->direction = 3;
v->owner = u->owner = _current_player;
v->tile = tile;
// u->tile = 0;
x = TileX(tile) * TILE_SIZE + 5;
y = TileY(tile) * TILE_SIZE + 3;
v->x_pos = u->x_pos = x;
v->y_pos = u->y_pos = y;
u->z_pos = GetSlopeZ(x, y);
v->z_pos = u->z_pos + 1;
v->x_offs = v->y_offs = -1;
// u->delta_x = u->delta_y = 0;
v->sprite_width = v->sprite_height = 2;
v->z_height = 5;
u->sprite_width = u->sprite_height = 2;
u->z_height = 1;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
v->spritenum = avi->image_index;
// v->cargo_count = u->number_of_pieces = 0;
v->cargo_cap = avi->passenger_capacity;
u->cargo_cap = avi->mail_capacity;
v->cargo_type = CT_PASSENGERS;
u->cargo_type = CT_MAIL;
v->cargo_subtype = 0;
v->string_id = STR_SV_AIRCRAFT_NAME;
// v->next_order_param = v->next_order = 0;
// v->load_unload_time_rem = 0;
// v->progress = 0;
v->last_station_visited = INVALID_STATION;
// v->destination_coords = 0;
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
v->engine_type = p1;
v->subtype = (avi->subtype & AIR_CTOL ? 2 : 0);
v->value = value;
u->subtype = 4;
/* Danger, Will Robinson!
* If the aircraft is refittable, but cannot be refitted to
* passengers, we select the cargo type from the refit mask.
* This is a fairly nasty hack to get around the fact that TTD
* has no default cargo type specifier for planes... */
cargo = FindFirstRefittableCargo(p1);
if (cargo != CT_INVALID && cargo != CT_PASSENGERS) {
uint16 callback = CALLBACK_FAILED;
v->cargo_type = cargo;
if (HASBIT(EngInfo(p1)->callbackmask, CBM_REFIT_CAPACITY)) {
callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
}
if (callback == CALLBACK_FAILED) {
/* Callback failed, or not executed; use the default cargo capacity */
v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, v->engine_type);
} else {
v->cargo_cap = callback;
}
/* Set the 'second compartent' capacity to none */
u->cargo_cap = 0;
}
e = GetEngine(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * 366;
_new_vehicle_id = v->index;
v->u.air.pos = MAX_ELEMENTS;
/* When we click on hangar we know the tile it is on. By that we know
* its position in the array of depots the airport has.....we can search
* layout for #th position of depot. Since layout must start with a listing
* of all depots, it is simple */
{
const Station* st = GetStationByTile(tile);
const AirportFTAClass* apc = GetAirport(st->airport_type);
uint i;
for (i = 0; i < apc->nof_depots; i++) {
if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
assert(apc->layout[i].heading == HANGAR);
v->u.air.pos = apc->layout[i].position;
break;
}
}
// to ensure v->u.air.pos has been given a value
assert(v->u.air.pos != MAX_ELEMENTS);
}
v->u.air.state = HANGAR;
v->u.air.previous_pos = v->u.air.pos;
v->u.air.targetairport = GetStationIndex(tile);
v->next = u;
v->service_interval = _patches.servint_aircraft;
v->date_of_last_service = _date;
v->build_year = u->build_year = _cur_year;
v->cur_image = u->cur_image = 0xEA0;
v->random_bits = VehicleRandomBits();
u->random_bits = VehicleRandomBits();
VehiclePositionChanged(v);
VehiclePositionChanged(u);
// Aircraft with 3 vehicles (chopper)?
if (v->subtype == 0) {
w = vl[2];
u->next = w;
w->type = VEH_Aircraft;
w->direction = 0;
w->owner = _current_player;
w->x_pos = v->x_pos;
w->y_pos = v->y_pos;
w->z_pos = v->z_pos + 5;
w->x_offs = w->y_offs = -1;
w->sprite_width = w->sprite_height = 2;
w->z_height = 1;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = 6;
w->cur_image = SPR_ROTOR_STOPPED;
w->random_bits = VehicleRandomBits();
/* Use rotor's air.state to store the rotor animation frame */
w->u.air.state = HRS_ROTOR_STOPPED;
VehiclePositionChanged(w);
}
GetPlayer(_current_player)->num_engines[p1]++;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalPlayer())
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); //updates the replace Aircraft window
}
return value;
}
static void DoDeleteAircraft(Vehicle *v)
{
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
RebuildVehicleLists();
InvalidateWindow(WC_COMPANY, v->owner);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicleChain(v);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
/** Sell an aircraft.
* @param tile unused
* @param p1 vehicle ID to be sold
* @param p2 unused
*/
int32 CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
if (flags & DC_EXEC) {
// Invalidate depot
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
DoDeleteAircraft(v);
if (IsLocalPlayer())
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); // updates the replace Aircraft window
}
return -(int32)v->value;
}
/** Start/Stop an aircraft.
* @param tile unused
* @param p1 aircraft ID to start/stop
* @param p2 unused
*/
int32 CmdStartStopAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
uint16 callback;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;
// cannot stop airplane when in flight, or when taking off / landing
if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7)
return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
/* Check if this aircraft can be started/stopped. The callback will fail or
* return 0xFF if it can. */
callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED && callback != 0xFF) {
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
return_cmd_error(error);
}
if (flags & DC_EXEC) {
if (IsAircraftInHangarStopped(v)) {
DeleteVehicleNews(p1, STR_A014_AIRCRAFT_IS_WAITING_IN);
}
v->vehstatus ^= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
return 0;
}
/** Send an aircraft to the hangar.
* @param tile unused
* @param p1 vehicle ID to send to the hangar
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
*/
int32 CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_Aircraft, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
}
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Aircraft || !CheckOwnership(v->owner) || IsAircraftInHangar(v)) return CMD_ERROR;
if (v->current_order.type == OT_GOTO_DEPOT && !(p2 & DEPOT_LOCATE_HANGAR)) {
if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same hangar.
* Note: the if is (true for requesting service == true for ordered to stop in hangar) */
if (flags & DC_EXEC) {
TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
return 0;
}
if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of hangar orders
if (flags & DC_EXEC) {
if (v->current_order.flags & OF_UNLOAD) v->cur_order_index++;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
} else {
bool next_airport_has_hangar = true;
StationID next_airport_index = v->u.air.targetairport;
const Station *st = GetStation(next_airport_index);
/* If the station is not a valid airport or if it has no hangars */
if (!IsValidStation(st) || st->airport_tile == 0 || GetAirport(st->airport_type)->nof_depots == 0) {
StationID station;
if (!(p2 & DEPOT_LOCATE_HANGAR)) return CMD_ERROR;
// the aircraft has to search for a hangar on its own
station = FindNearestHangar(v);
next_airport_has_hangar = false;
if (station == INVALID_STATION) return CMD_ERROR;
st = GetStation(station);
next_airport_index = station;
}
if (flags & DC_EXEC) {
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
if (!(p2 & DEPOT_SERVICE)) SETBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
v->current_order.refit_cargo = CT_INVALID;
v->current_order.dest = next_airport_index;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
if (p2 & DEPOT_LOCATE_HANGAR || (p2 & DEPOT_SERVICE && v->u.air.state == FLYING && !next_airport_has_hangar)) {
/* The aircraft is now heading for a different hangar than the next in the orders */
AircraftNextAirportPos_and_Order(v);
v->u.air.targetairport = next_airport_index;
}
}
}
return 0;
}
/** Refits an aircraft to the specified cargo type.
* @param tile unused
* @param p1 vehicle ID of the aircraft to refit
* @param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
*/
int32 CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
int pass, mail;
int32 cost;
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
const AircraftVehicleInfo *avi;
uint16 callback = CALLBACK_FAILED;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;
if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
avi = AircraftVehInfo(v->engine_type);
/* Check cargo */
if (new_cid > NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
/* Check the refit capacity callback */
if (HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_REFIT_CAPACITY)) {
/* Back up the existing cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
/* Restore the cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
}
if (callback == CALLBACK_FAILED) {
/* If the callback failed, or wasn't executed, use the aircraft's
* default cargo capacity */
pass = AircraftDefaultCargoCapacity(new_cid, v->engine_type);
} else {
pass = callback;
}
_returned_refit_capacity = pass;
cost = 0;
if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
cost = GetRefitCost(v->engine_type);
}
if (flags & DC_EXEC) {
Vehicle *u;
v->cargo_cap = pass;
u = v->next;
mail = (new_cid != CT_PASSENGERS) ? 0 : avi->mail_capacity;
u->cargo_cap = mail;
if (v->cargo_type == new_cid) {
v->cargo_count = min(pass, v->cargo_count);
u->cargo_count = min(mail, u->cargo_count);
} else {
v->cargo_count = 0;
u->cargo_count = 0;
}
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
RebuildVehicleLists();
}
return cost;
}
static void CheckIfAircraftNeedsService(Vehicle *v)
{
const Station* st;
if (_patches.servint_aircraft == 0) return;
if (!VehicleNeedsService(v)) return;
if (v->vehstatus & VS_STOPPED) return;
if (v->current_order.type == OT_GOTO_DEPOT &&
v->current_order.flags & OF_HALT_IN_DEPOT)
return;
if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;
if (IsAircraftInHangar(v)) {
VehicleServiceInDepot(v);
return;
}
st = GetStation(v->current_order.dest);
// only goto depot if the target airport has terminals (eg. it is airport)
if (IsValidStation(st) && st->airport_tile != 0 && GetAirport(st->airport_type)->terminals != NULL) {
// printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
// v->u.air.targetairport = st->index;
v->current_order.type = OT_GOTO_DEPOT;
v->current_order.flags = OF_NON_STOP;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
} else if (v->current_order.type == OT_GOTO_DEPOT) {
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
}
void OnNewDay_Aircraft(Vehicle *v)
{
int32 cost;
if (v->subtype > 2) return;
if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);
CheckOrders(v);
CheckVehicleBreakdown(v);
AgeVehicle(v);
CheckIfAircraftNeedsService(v);
if (v->vehstatus & VS_STOPPED) return;
cost = AircraftVehInfo(v->engine_type)->running_cost * _price.aircraft_running / 364;
v->profit_this_year -= cost >> 8;
SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
SubtractMoneyFromPlayerFract(v->owner, cost);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
void AircraftYearlyLoop(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Aircraft && v->subtype <= 2) {
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
}
static void AgeAircraftCargo(Vehicle *v)
{
if (_age_cargo_skip_counter != 0) return;
do {
if (v->cargo_days != 0xFF) v->cargo_days++;
v = v->next;
} while (v != NULL);
}
static void HelicopterTickHandler(Vehicle *v)
{
Vehicle *u;
int tick,spd;
SpriteID img;
u = v->next->next;
if (u->vehstatus & VS_HIDDEN) return;
// if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
// loading/unloading at a terminal or stopped
if (v->current_order.type == OT_LOADING || (v->vehstatus & VS_STOPPED)) {
if (u->cur_speed != 0) {
u->cur_speed++;
if (u->cur_speed >= 0x80 && u->u.air.state == HRS_ROTOR_MOVING_3) {
u->cur_speed = 0;
}
}
} else {
if (u->cur_speed == 0)
u->cur_speed = 0x70;
if (u->cur_speed >= 0x50)
u->cur_speed--;
}
tick = ++u->tick_counter;
spd = u->cur_speed >> 4;
if (spd == 0) {
u->u.air.state = HRS_ROTOR_STOPPED;
img = GetRotorImage(v);
if (u->cur_image == img) return;
} else if (tick >= spd) {
u->tick_counter = 0;
u->u.air.state++;
if (u->u.air.state > HRS_ROTOR_MOVING_3) u->u.air.state = HRS_ROTOR_MOVING_1;
img = GetRotorImage(v);
} else {
return;
}
u->cur_image = img;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
}
static void SetAircraftPosition(Vehicle *v, int x, int y, int z)
{
Vehicle *u;
int safe_x;
int safe_y;
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->cur_image = GetAircraftImage(v, v->direction);
if (v->subtype == 0) v->next->next->cur_image = GetRotorImage(v);
BeginVehicleMove(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
u = v->next;
safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
safe_y = clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
u->x_pos = x;
u->y_pos = y - ((v->z_pos-GetSlopeZ(safe_x, safe_y)) >> 3);;
safe_y = clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopeZ(safe_x, safe_y);
u->cur_image = v->cur_image;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
u = u->next;
if (u != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
BeginVehicleMove(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
}
}
/** Handle Aircraft specific tasks when a an Aircraft enters a hangar
* @param *v Vehicle that enters the hangar
*/
void HandleAircraftEnterHangar(Vehicle *v)
{
Vehicle *u;
v->subspeed = 0;
v->progress = 0;
u = v->next;
u->vehstatus |= VS_HIDDEN;
u = u->next;
if (u != NULL) {
u->vehstatus |= VS_HIDDEN;
u->cur_speed = 0;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
}
static void PlayAircraftSound(const Vehicle* v)
{
if (!PlayVehicleSound(v, VSE_START)) {
SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
}
}
static bool UpdateAircraftSpeed(Vehicle *v)
{
uint spd = v->acceleration * 2;
byte t;
v->subspeed = (t=v->subspeed) + (byte)spd;
spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), v->max_speed);
// adjust speed for broken vehicles
if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, 27);
//updates statusbar only if speed have changed to save CPU time
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_patches.vehicle_speed)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}
if (!(v->direction & 1)) spd = spd * 3 / 4;
if (spd == 0) return false;
if ((byte)++spd == 0) return true;
v->progress = (t = v->progress) - (byte)spd;
return t < v->progress;
}
// get Aircraft running altitude
static byte GetAircraftFlyingAltitude(const Vehicle *v)
{
switch (v->max_speed) {
case 37: return 162;
case 74: return 171;
default: return 180;
}
}
static bool AircraftController(Vehicle *v)
{
Station *st;
const AirportMovingData *amd;
Vehicle *u;
byte z,newdir,maxz,curz;
GetNewVehiclePosResult gp;
uint dist;
int x,y;
st = GetStation(v->u.air.targetairport);
// prevent going to 0,0 if airport is deleted.
{
TileIndex tile = st->airport_tile;
if (tile == 0) tile = st->xy;
// xy of destination
x = TileX(tile) * TILE_SIZE;
y = TileY(tile) * TILE_SIZE;
}
// get airport moving data
amd = GetAirportMovingData(st->airport_type, v->u.air.pos);
// Helicopter raise
if (amd->flag & AMED_HELI_RAISE) {
u = v->next->next;
// Make sure the rotors don't rotate too fast
if (u->cur_speed > 32) {
v->cur_speed = 0;
if (--u->cur_speed == 32) SndPlayVehicleFx(SND_18_HELICOPTER, v);
} else {
u->cur_speed = 32;
if (UpdateAircraftSpeed(v)) {
v->tile = 0;
// Reached altitude?
if (v->z_pos >= 184) {
v->cur_speed = 0;
return true;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
}
}
return false;
}
// Helicopter landing.
if (amd->flag & AMED_HELI_LOWER) {
if (UpdateAircraftSpeed(v)) {
if (st->airport_tile == 0) {
// FIXME - AircraftController -> if station no longer exists, do not land
// helicopter will circle until sign disappears, then go to next order
// * what to do when it is the only order left, right now it just stays in 1 place
v->u.air.state = FLYING;
AircraftNextAirportPos_and_Order(v);
return false;
}
// Vehicle is now at the airport.
v->tile = st->airport_tile;
// Find altitude of landing position.
z = GetSlopeZ(x, y) + 1;
if (st->airport_type == AT_OILRIG) z += 54;
if (st->airport_type == AT_HELIPORT) z += 60;
if (z == v->z_pos) {
u = v->next->next;
// Increase speed of rotors. When speed is 80, we've landed.
if (u->cur_speed >= 80) return true;
u->cur_speed += 4;
} else if (v->z_pos > z) {
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos-1);
} else {
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
}
}
return false;
}
// Get distance from destination pos to current pos.
dist = myabs(x + amd->x - v->x_pos) + myabs(y + amd->y - v->y_pos);
// Need exact position?
if (!(amd->flag & AMED_EXACTPOS) && dist <= (amd->flag & AMED_SLOWTURN ? 8U : 4U))
return true;
// At final pos?
if (dist == 0) {
DirDiff dirdiff;
if (v->cur_speed > 12) v->cur_speed = 12;
// Change direction smoothly to final direction.
dirdiff = DirDifference(amd->direction, v->direction);
// if distance is 0, and plane points in right direction, no point in calling
// UpdateAircraftSpeed(). So do it only afterwards
if (dirdiff == DIRDIFF_SAME) {
v->cur_speed = 0;
return true;
}
if (!UpdateAircraftSpeed(v)) return false;
v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
v->cur_speed >>= 1;
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
return false;
}
if (!(amd->flag & AMED_NOSPDCLAMP) && v->cur_speed > 12) v->cur_speed = 12;
if (!UpdateAircraftSpeed(v)) return false;
if (v->load_unload_time_rem != 0) v->load_unload_time_rem--;
// Turn. Do it slowly if in the air.
newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
if (newdir != v->direction) {
if (amd->flag & AMED_SLOWTURN) {
if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8;
v->direction = newdir;
} else {
v->cur_speed >>= 1;
v->direction = newdir;
}
}
// Move vehicle.
GetNewVehiclePos(v, &gp);
v->tile = gp.new_tile;
// If vehicle is in the air, use tile coordinate 0.
if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
// Adjust Z for land or takeoff?
z = v->z_pos;
if (amd->flag & AMED_TAKEOFF) {
z += 2;
maxz = GetAircraftFlyingAltitude(v);
if (z > maxz) z = maxz;
}
if (amd->flag & AMED_LAND) {
if (st->airport_tile == 0) {
v->u.air.state = FLYING;
AircraftNextAirportPos_and_Order(v);
// get aircraft back on running altitude
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
return false;
}
curz = GetSlopeZ(x, y) + 1;
if (curz > z) {
z++;
} else {
int t = max(1, dist - 4);
z -= ((z - curz) + t - 1) / t;
if (z < curz) z = curz;
}
}
// We've landed. Decrase speed when we're reaching end of runway.
if (amd->flag & AMED_BRAKE) {
curz = GetSlopeZ(x, y) + 1;
if (z > curz) {
z--;
} else if (z < curz) {
z++;
}
if (dist < 64 && v->cur_speed > 12) v->cur_speed -= 4;
}
SetAircraftPosition(v, gp.x, gp.y, z);
return false;
}
static void HandleCrashedAircraft(Vehicle *v)
{
uint32 r;
Station *st;
int z;
v->u.air.crashed_counter++;
st = GetStation(v->u.air.targetairport);
// make aircraft crash down to the ground
if (v->u.air.crashed_counter < 500 && st->airport_tile==0 && ((v->u.air.crashed_counter % 3) == 0) ) {
z = GetSlopeZ(v->x_pos, v->y_pos);
v->z_pos -= 1;
if (v->z_pos == z) {
v->u.air.crashed_counter = 500;
v->z_pos++;
}
}
if (v->u.air.crashed_counter < 650) {
if (CHANCE16R(1,32,r)) {
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
};
v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
r = Random();
CreateEffectVehicleRel(v,
GB(r, 0, 4) + 4,
GB(r, 4, 4) + 4,
GB(r, 8, 4),
EV_EXPLOSION_SMALL);
}
} else if (v->u.air.crashed_counter >= 10000) {
// remove rubble of crashed airplane
// clear runway-in on all airports, set by crashing plane
// small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
// but they all share the same number
CLRBITS(st->airport_flags, RUNWAY_IN_block);
CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
CLRBITS(st->airport_flags, RUNWAY_IN2_block); // intercontinental
BeginVehicleMove(v);
EndVehicleMove(v);
DoDeleteAircraft(v);
}
}
static void HandleBrokenAircraft(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->vehstatus |= VS_AIRCRAFT_BROKEN;
if (v->breakdowns_since_last_service != 255)
v->breakdowns_since_last_service++;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
static void HandleAircraftSmoke(Vehicle *v)
{
static const struct {
int8 x;
int8 y;
} smoke_pos[] = {
{ 5, 5 },
{ 6, 0 },
{ 5, -5 },
{ 0, -6 },
{ -5, -5 },
{ -6, 0 },
{ -5, 5 },
{ 0, 6 }
};
if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
if (v->cur_speed < 10) {
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
v->breakdown_ctr = 0;
return;
}
if ((v->tick_counter & 0x1F) == 0) {
CreateEffectVehicleRel(v,
smoke_pos[v->direction].x,
smoke_pos[v->direction].y,
2,
EV_SMOKE
);
}
}
static void ProcessAircraftOrder(Vehicle *v)
{
const Order *order;
switch (v->current_order.type) {
case OT_GOTO_DEPOT:
if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return;
if (v->current_order.flags & OF_SERVICE_IF_NEEDED &&
!VehicleNeedsService(v)) {
v->cur_order_index++;
}
break;
case OT_LOADING: return;
default: break;
}
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
order = GetVehicleOrder(v, v->cur_order_index);
if (order == NULL) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
return;
}
if (order->type == OT_DUMMY && !CheckForValidOrders(v)) CrashAirplane(v);
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->dest == v->current_order.dest)
return;
v->current_order = *order;
// orders are changed in flight, ensure going to the right station
if (order->type == OT_GOTO_STATION && v->u.air.state == FLYING) {
AircraftNextAirportPos_and_Order(v);
v->u.air.targetairport = order->dest;
}
InvalidateVehicleOrder(v);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
/** Mark all views dirty for an aircraft.
* @param v vehicle to be redrawn.
*/
static void MarkAircraftDirty(Vehicle *v)
{
v->cur_image = GetAircraftImage(v, v->direction);
if (v->subtype == 0) {
v->next->next->cur_image = GetRotorImage(v);
}
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}
static void HandleAircraftLoading(Vehicle *v, int mode)
{
if (v->current_order.type == OT_NOTHING) return;
if (v->current_order.type != OT_DUMMY) {
if (v->current_order.type != OT_LOADING) return;
if (mode != 0) return;
if (--v->load_unload_time_rem != 0) return;
if (CanFillVehicle(v) && (v->current_order.flags & OF_FULL_LOAD ||
(_patches.gradual_loading && !HASBIT(v->load_status, LS_LOADING_FINISHED)))) {
SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
if (LoadUnloadVehicle(v, false)) {
InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
MarkAircraftDirty(v);
}
return;
}
{
Order b = v->current_order;
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
MarkAircraftDirty(v);
if (!(b.flags & OF_NON_STOP)) return;
}
}
v->cur_order_index++;
InvalidateVehicleOrder(v);
}
static void CrashAirplane(Vehicle *v)
{
uint16 amt;
Station *st;
StringID newsitem;
v->vehstatus |= VS_CRASHED;
v->u.air.crashed_counter = 0;
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
amt = 2;
if (v->cargo_type == CT_PASSENGERS) amt += v->cargo_count;
SetDParam(0, amt);
v->cargo_count = 0;
v->next->cargo_count = 0,
st = GetStation(v->u.air.targetairport);
if (st->airport_tile == 0) {
newsitem = STR_PLANE_CRASH_OUT_OF_FUEL;
} else {
SetDParam(1, st->index);
newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL;
}
SetDParam(1, st->index);
AddNewsItem(newsitem,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
static void MaybeCrashAirplane(Vehicle *v)
{
Station *st;
uint16 prob;
uint i;
st = GetStation(v->u.air.targetairport);
//FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports
prob = 0x10000 / 1500;
if (((st->airport_type == AT_SMALL) || (st->airport_type == AT_COMMUTER)) && (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) {
prob = 0x10000 / 20;
}
if (GB(Random(), 0, 16) > prob) return;
// Crash the airplane. Remove all goods stored at the station.
for (i = 0; i != NUM_CARGO; i++) {
st->goods[i].rating = 1;
SB(st->goods[i].waiting_acceptance, 0, 12, 0);
}
CrashAirplane(v);
}
// we've landed and just arrived at a terminal
static void AircraftEntersTerminal(Vehicle *v)
{
Station *st;
Order old_order;
if (v->current_order.type == OT_GOTO_DEPOT) return;
st = GetStation(v->u.air.targetairport);
v->last_station_visited = v->u.air.targetairport;
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
uint32 flags;
st->had_vehicle_of_type |= HVOT_AIRCRAFT;
SetDParam(0, st->index);
// show newsitem of celebrating citizens
flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
AddNewsItem(
STR_A033_CITIZENS_CELEBRATE_FIRST,
flags,
v->index,
0);
}
old_order = v->current_order;
v->current_order.type = OT_LOADING;
v->current_order.flags = 0;
if (old_order.type == OT_GOTO_STATION &&
v->current_order.dest == v->last_station_visited) {
v->current_order.flags =
(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
}
SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
LoadUnloadVehicle(v, true);
MarkAircraftDirty(v);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
static void AircraftLand(Vehicle *v)
{
v->sprite_width = v->sprite_height = 2;
}
static void AircraftLandAirplane(Vehicle *v)
{
AircraftLand(v);
if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
SndPlayVehicleFx(SND_17_SKID_PLANE, v);
}
MaybeCrashAirplane(v);
}
// set the right pos when heading to other airports after takeoff
static void AircraftNextAirportPos_and_Order(Vehicle *v)
{
const Station* st;
const AirportFTAClass *apc;
if (v->current_order.type == OT_GOTO_STATION ||
v->current_order.type == OT_GOTO_DEPOT)
v->u.air.targetairport = v->current_order.dest;
st = GetStation(v->u.air.targetairport);
apc = GetAirport(st->airport_type);
v->u.air.pos = v->u.air.previous_pos = apc->entry_point;
}
static void AircraftLeaveHangar(Vehicle *v)
{
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 0;
v->direction = 3;
v->vehstatus &= ~VS_HIDDEN;
{
Vehicle *u = v->next;
u->vehstatus &= ~VS_HIDDEN;
// Rotor blades
u = u->next;
if (u != NULL) {
u->vehstatus &= ~VS_HIDDEN;
u->cur_speed = 80;
}
}
VehicleServiceInDepot(v);
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}
////////////////////////////////////////////////////////////////////////////////
/////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *apc)
{
AircraftEntersTerminal(v);
v->u.air.state = apc->layout[v->u.air.pos].heading;
}
static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *apc)
{
VehicleEnterDepot(v);
v->u.air.state = apc->layout[v->u.air.pos].heading;
}
// In an Airport Hangar
static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *apc)
{
// if we just arrived, execute EnterHangar first
if (v->u.air.previous_pos != v->u.air.pos) {
AircraftEventHandler_EnterHangar(v, apc);
return;
}
// if we were sent to the depot, stay there
if (v->current_order.type == OT_GOTO_DEPOT && (v->vehstatus & VS_STOPPED)) {
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
return;
}
if (v->current_order.type != OT_GOTO_STATION &&
v->current_order.type != OT_GOTO_DEPOT)
return;
// if the block of the next position is busy, stay put
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
// We are already at the target airport, we need to find a terminal
if (v->current_order.dest == v->u.air.targetairport) {
// FindFreeTerminal:
// 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal
if (v->subtype != 0) {
if (!AirportFindFreeTerminal(v, apc)) return; // airplane
} else {
if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
}
} else { // Else prepare for launch.
// airplane goto state takeoff, helicopter to helitakeoff
v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
}
AircraftLeaveHangar(v);
AirportMove(v, apc);
}
// At one of the Airport's Terminals
static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *apc)
{
// if we just arrived, execute EnterTerminal first
if (v->u.air.previous_pos != v->u.air.pos) {
AircraftEventHandler_EnterTerminal(v, apc);
// on an airport with helipads, a helicopter will always land there
// and get serviced at the same time - patch setting
if (_patches.serviceathelipad) {
if (v->subtype == 0 && apc->helipads != NULL) {
// an exerpt of ServiceAircraft, without the invisibility stuff
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = GetEngine(v->engine_type)->reliability;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
}
return;
}
if (v->current_order.type == OT_NOTHING) return;
// if the block of the next position is busy, stay put
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
// airport-road is free. We either have to go to another airport, or to the hangar
// ---> start moving
switch (v->current_order.type) {
case OT_GOTO_STATION: // ready to fly to another airport
// airplane goto state takeoff, helicopter to helitakeoff
v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
break;
case OT_GOTO_DEPOT: // visit hangar for serivicing, sale, etc.
if (v->current_order.dest == v->u.air.targetairport) {
v->u.air.state = HANGAR;
} else {
v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
}
break;
default: // orders have been deleted (no orders), goto depot and don't bother us
v->current_order.type = OT_NOTHING;
v->current_order.flags = 0;
v->u.air.state = HANGAR;
}
AirportMove(v, apc);
}
static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *apc)
{
assert("OK, you shouldn't be here, check your Airport Scheme!" && 0);
}
static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *apc) {
PlayAircraftSound(v); // play takeoffsound for airplanes
v->u.air.state = STARTTAKEOFF;
}
static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
v->u.air.state = ENDTAKEOFF;
}
static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->u.air.state = FLYING;
// get the next position to go to, differs per airport
AircraftNextAirportPos_and_Order(v);
}
static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
const Player* p = GetPlayer(v->owner);
v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
v->u.air.state = FLYING;
// get the next position to go to, differs per airport
AircraftNextAirportPos_and_Order(v);
// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
// unless it is due for renewal but the engine is no longer available
if (v->owner == _local_player && (
EngineHasReplacementForPlayer(p, v->engine_type) ||
((p->engine_renew && v->age - v->max_age > p->engine_renew_months * 30) &&
HASBIT(GetEngine(v->engine_type)->player_avail, _local_player))
)) {
_current_player = _local_player;
DoCommandP(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
_current_player = OWNER_NONE;
}
}
static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
{
Station *st;
byte landingtype;
AirportFTA *current;
uint16 tcur_speed, tsubspeed;
st = GetStation(v->u.air.targetairport);
// flying device is accepted at this station
// small airport --> no helicopters (AIRCRAFT_ONLY)
// all other airports --> all types of flying devices (ALL)
// heliport/oilrig, etc --> no airplanes (HELICOPTERS_ONLY)
// runway busy or not allowed to use this airstation, circle
if (v->subtype != apc->acc_planes &&
st->airport_tile != 0 &&
(st->owner == OWNER_NONE || st->owner == v->owner)) {
// {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
// if it is an airplane, look for LANDING, for helicopter HELILANDING
// it is possible to choose from multiple landing runways, so loop until a free one is found
landingtype = (v->subtype != 0) ? LANDING : HELILANDING;
current = apc->layout[v->u.air.pos].next;
while (current != NULL) {
if (current->heading == landingtype) {
// save speed before, since if AirportHasBlock is false, it resets them to 0
// we don't want that for plane in air
// hack for speed thingie
tcur_speed = v->cur_speed;
tsubspeed = v->subspeed;
if (!AirportHasBlock(v, current, apc)) {
v->u.air.state = landingtype; // LANDING / HELILANDING
// it's a bit dirty, but I need to set position to next position, otherwise
// if there are multiple runways, plane won't know which one it took (because
// they all have heading LANDING). And also occupy that block!
v->u.air.pos = current->next_position;
SETBITS(st->airport_flags, apc->layout[v->u.air.pos].block);
return;
}
v->cur_speed = tcur_speed;
v->subspeed = tsubspeed;
}
current = current->next;
}
}
v->u.air.state = FLYING;
v->u.air.pos = apc->layout[v->u.air.pos].next_position;
}
static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
{
const Player* p = GetPlayer(v->owner);
AircraftLandAirplane(v); // maybe crash airplane
v->u.air.state = ENDLANDING;
// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) {
// only the vehicle owner needs to calculate the rest (locally)
if (EngineHasReplacementForPlayer(p, v->engine_type) ||
(p->engine_renew && v->age - v->max_age > (p->engine_renew_months * 30))) {
// send the aircraft to the hangar at next airport
_current_player = _local_player;
DoCommandP(v->tile, v->index, DEPOT_SERVICE, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
_current_player = OWNER_NONE;
}
}
}
static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc)
{
AircraftLand(v); // helicopters don't crash
v->u.air.state = HELIENDLANDING;
}
static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *apc)
{
// next block busy, don't do a thing, just wait
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
// if going to terminal (OT_GOTO_STATION) choose one
// 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
// 2. not going for terminal (but depot, no order),
// --> get out of the way to the hangar.
if (v->current_order.type == OT_GOTO_STATION) {
if (AirportFindFreeTerminal(v, apc)) return;
}
v->u.air.state = HANGAR;
}
static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *apc)
{
// next block busy, don't do a thing, just wait
if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
// if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
// 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
// 2. not going for terminal (but depot, no order),
// --> get out of the way to the hangar IF there are terminals on the airport.
// --> else TAKEOFF
// the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
// must go to a hangar.
if (v->current_order.type == OT_GOTO_STATION) {
if (AirportFindFreeHelipad(v, apc)) return;
}
v->u.air.state = (apc->nof_depots != 0) ? HANGAR : HELITAKEOFF;
}
typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *apc);
static AircraftStateHandler * const _aircraft_state_handlers[] = {
AircraftEventHandler_General, // TO_ALL = 0
AircraftEventHandler_InHangar, // HANGAR = 1
AircraftEventHandler_AtTerminal, // TERM1 = 2
AircraftEventHandler_AtTerminal, // TERM2 = 3
AircraftEventHandler_AtTerminal, // TERM3 = 4
AircraftEventHandler_AtTerminal, // TERM4 = 5
AircraftEventHandler_AtTerminal, // TERM5 = 6
AircraftEventHandler_AtTerminal, // TERM6 = 7
AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
AircraftEventHandler_TakeOff, // TAKEOFF = 10
AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
AircraftEventHandler_Flying, // FLYING = 14
AircraftEventHandler_Landing, // LANDING = 15
AircraftEventHandler_EndLanding, // ENDLANDING = 16
AircraftEventHandler_HeliLanding, // HELILANDING = 17
AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
AircraftEventHandler_AtTerminal, // TERM7 = 19
AircraftEventHandler_AtTerminal, // TERM8 = 20
AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
AircraftEventHandler_AtTerminal, // HELIPAD4 = 22
};
static void AirportClearBlock(const Vehicle *v, const AirportFTAClass *apc)
{
// we have left the previous block, and entered the new one. Free the previous block
if (apc->layout[v->u.air.previous_pos].block != apc->layout[v->u.air.pos].block) {
Station *st = GetStation(v->u.air.targetairport);
CLRBITS(st->airport_flags, apc->layout[v->u.air.previous_pos].block);
}
}
static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *apc)
{
// if aircraft is not in position, wait until it is
if (!AircraftController(v)) return;
AirportClearBlock(v, apc);
AirportMove(v, apc); // move aircraft to next position
}
// gets pos from vehicle and next orders
static bool AirportMove(Vehicle *v, const AirportFTAClass *apc)
{
AirportFTA *current;
byte prev_pos;
// error handling
if (v->u.air.pos >= apc->nofelements) {
DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->u.air.pos, apc->nofelements-1);
assert(v->u.air.pos < apc->nofelements);
}
current = &apc->layout[v->u.air.pos];
// we have arrived in an important state (eg terminal, hangar, etc.)
if (current->heading == v->u.air.state) {
prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
_aircraft_state_handlers[v->u.air.state](v, apc);
if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos;
return true;
}
v->u.air.previous_pos = v->u.air.pos; // save previous location
// there is only one choice to move to
if (current->next == NULL) {
if (AirportSetBlocks(v, current, apc)) {
v->u.air.pos = current->next_position;
} // move to next position
return false;
}
// there are more choices to choose from, choose the one that
// matches our heading
do {
if (v->u.air.state == current->heading || current->heading == TO_ALL) {
if (AirportSetBlocks(v, current, apc)) {
v->u.air.pos = current->next_position;
} // move to next position
return false;
}
current = current->next;
} while (current != NULL);
DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d)", v->u.air.pos, v->u.air.state);
DEBUG(misc, 0, "[Ap] airport entry point: %d, Vehicle: %d", apc->entry_point, v->index);
assert(0);
return false;
}
// returns true if the road ahead is busy, eg. you must wait before proceeding
static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *reference = &apc->layout[v->u.air.pos];
const AirportFTA *next = &apc->layout[current_pos->next_position];
// same block, then of course we can move
if (apc->layout[current_pos->position].block != next->block) {
const Station *st = GetStation(v->u.air.targetairport);
uint32 airport_flags = next->block;
// check additional possible extra blocks
if (current_pos != reference && current_pos->block != NOTHING_block) {
airport_flags |= current_pos->block;
}
if (HASBITS(st->airport_flags, airport_flags)) {
v->cur_speed = 0;
v->subspeed = 0;
return true;
}
}
return false;
}
// returns true on success. Eg, next block was free and we have occupied it
static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *apc)
{
AirportFTA *next = &apc->layout[current_pos->next_position];
AirportFTA *reference = &apc->layout[v->u.air.pos];
// if the next position is in another block, check it and wait until it is free
if ((apc->layout[current_pos->position].block & next->block) != next->block) {
uint32 airport_flags = next->block;
Station* st = GetStation(v->u.air.targetairport);
//search for all all elements in the list with the same state, and blocks != N
// this means more blocks should be checked/set
AirportFTA *current = current_pos;
if (current == reference) current = current->next;
while (current != NULL) {
if (current->heading == current_pos->heading && current->block != 0) {
airport_flags |= current->block;
break;
}
current = current->next;
};
// if the block to be checked is in the next position, then exclude that from
// checking, because it has been set by the airplane before
if (current_pos->block == next->block) airport_flags ^= next->block;
if (HASBITS(st->airport_flags, airport_flags)) {
v->cur_speed = 0;
v->subspeed = 0;
return false;
}
if (next->block != NOTHING_block) {
SETBITS(st->airport_flags, airport_flags); // occupy next block
}
}
return true;
}
static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal)
{
Station *st = GetStation(v->u.air.targetairport);
for (; i < last_terminal; i++) {
if (!HASBIT(st->airport_flags, _airport_terminal_flag[i])) {
// TERMINAL# HELIPAD#
v->u.air.state = _airport_terminal_state[i]; // start moving to that terminal/helipad
SETBIT(st->airport_flags, _airport_terminal_flag[i]); // occupy terminal/helipad
return true;
}
}
return false;
}
static uint GetNumTerminals(const AirportFTAClass *apc)
{
uint num = 0;
uint i;
for (i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
return num;
}
static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc)
{
/* example of more terminalgroups
* {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
* Heading 255 denotes a group. We see 2 groups here:
* 1. group 0 -- TERM_GROUP1_block (check block)
* 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
* First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
* looks at the corresponding terminals of that group. If no free ones are found, other
* possible groups are checked (in this case group 1, since that is after group 0). If that
* fails, then attempt fails and plane waits
*/
if (apc->terminals[0] > 1) {
Station *st = GetStation(v->u.air.targetairport);
AirportFTA *temp = apc->layout[v->u.air.pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
if (!HASBITS(st->airport_flags, temp->block)) {
int target_group;
int i;
int group_start = 0;
int group_end;
//read which group do we want to go to?
//(the first free group)
target_group = temp->next_position + 1;
//at what terminal does the group start?
//that means, sum up all terminals of
//groups with lower number
for (i = 1; i < target_group; i++)
group_start += apc->terminals[i];
group_end = group_start + apc->terminals[target_group];
if (FreeTerminal(v, group_start, group_end)) return true;
}
} else {
/* once the heading isn't 255, we've exhausted the possible blocks.
* So we cannot move */
return false;
}
temp = temp->next;
}
}
// if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max)
return FreeTerminal(v, 0, GetNumTerminals(apc));
}
static uint GetNumHelipads(const AirportFTAClass *apc)
{
uint num = 0;
uint i;
for (i = apc->helipads[0]; i > 0; i--) num += apc->helipads[i];
return num;
}
static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc)
{
// if an airport doesn't have helipads, use terminals
if (apc->helipads == NULL) return AirportFindFreeTerminal(v, apc);
// if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal()
if (apc->helipads[0] > 1) {
const Station* st = GetStation(v->u.air.targetairport);
const AirportFTA* temp = apc->layout[v->u.air.pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
if (!HASBITS(st->airport_flags, temp->block)) {
int target_group;
int i;
int group_start = 0;
int group_end;
//read which group do we want to go to?
//(the first free group)
target_group = temp->next_position + 1;
//at what terminal does the group start?
//that means, sum up all terminals of
//groups with lower number
for (i = 1; i < target_group; i++)
group_start += apc->helipads[i];
group_end = group_start + apc->helipads[target_group];
if (FreeTerminal(v, group_start, group_end)) return true;
}
} else {
/* once the heading isn't 255, we've exhausted the possible blocks.
* So we cannot move */
return false;
}
temp = temp->next;
}
} else {
// only 1 helicoptergroup, check all helipads
// The blocks for helipads start after the last terminal (MAX_TERMINALS)
return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(apc) + MAX_TERMINALS);
}
return false; // it shouldn't get here anytime, but just to be sure
}
static void AircraftEventHandler(Vehicle *v, int loop)
{
v->tick_counter++;
if (v->vehstatus & VS_CRASHED) {
HandleCrashedAircraft(v);
return;
}
if (v->vehstatus & VS_STOPPED) return;
/* aircraft is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenAircraft(v);
} else {
v->breakdown_ctr--;
}
}
HandleAircraftSmoke(v);
ProcessAircraftOrder(v);
HandleAircraftLoading(v, loop);
if (v->current_order.type >= OT_LOADING) return;
// pass the right airport structure to the functions
// DEREF_STATION gets target airport (Station *st), its type is passed to GetAirport
// that returns the correct layout depending on type
AirportGoToNextPosition(v, GetAirport(GetStation(v->u.air.targetairport)->airport_type));
}
void Aircraft_Tick(Vehicle *v)
{
int i;
if (v->subtype > 2) return;
if (v->subtype == 0) HelicopterTickHandler(v);
AgeAircraftCargo(v);
for (i = 0; i != 6; i++) {
AircraftEventHandler(v, i);
if (v->type != VEH_Aircraft) // In case it was deleted
break;
}
}
void UpdateOilRig(void)
{
Station* st;
FOR_ALL_STATIONS(st) {
if (st->airport_type == 5) st->airport_type = AT_OILRIG;
}
}
// need to be called to load aircraft from old version
void UpdateOldAircraft(void)
{
Station *st;
Vehicle *v_oldstyle;
GetNewVehiclePosResult gp;
// set airport_flags to 0 for all airports just to be sure
FOR_ALL_STATIONS(st) {
st->airport_flags = 0; // reset airport
// type of oilrig has been moved, update it (3-5)
if (st->airport_type == 3) st->airport_type = AT_OILRIG;
}
FOR_ALL_VEHICLES(v_oldstyle) {
// airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
// skip those
if (v_oldstyle->type == VEH_Aircraft && v_oldstyle->subtype <= 2) {
// airplane in terminal stopped doesn't hurt anyone, so goto next
if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) {
v_oldstyle->u.air.state = HANGAR;
continue;
}
AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example
v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving
v_oldstyle->u.air.state = FLYING;
AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport
GetNewVehiclePos(v_oldstyle, &gp); // get the position of the plane (to be used for setting)
v_oldstyle->tile = 0; // aircraft in air is tile=0
// correct speed of helicopter-rotors
if (v_oldstyle->subtype == 0) v_oldstyle->next->next->cur_speed = 32;
// set new position x,y,z
SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle));
}
}
}
void UpdateAirplanesOnNewStation(Station *st)
{
GetNewVehiclePosResult gp;
Vehicle *v;
byte takeofftype;
uint16 cnt;
// only 1 station is updated per function call, so it is enough to get entry_point once
const AirportFTAClass *ap = GetAirport(st->airport_type);
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Aircraft && v->subtype <= 2) {
if (v->u.air.targetairport == st->index) { // if heading to this airport
/* update position of airplane. If plane is not flying, landing, or taking off
*you cannot delete airport, so it doesn't matter
*/
if (v->u.air.state >= FLYING) { // circle around
v->u.air.pos = v->u.air.previous_pos = ap->entry_point;
v->u.air.state = FLYING;
// landing plane needs to be reset to flying height (only if in pause mode upgrade,
// in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING
GetNewVehiclePos(v, &gp);
// set new position x,y,z
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
} else {
assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF);
takeofftype = (v->subtype == 0) ? HELITAKEOFF : ENDTAKEOFF;
// search in airportdata for that heading
// easiest to do, since this doesn't happen a lot
for (cnt = 0; cnt < ap->nofelements; cnt++) {
if (ap->layout[cnt].heading == takeofftype) {
v->u.air.pos = ap->layout[cnt].position;
break;
}
}
}
}
}
}
}
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