File diff r9412:d3e87d714ab7 → r9413:fcf267325763
src/aircraft_cmd.cpp
Show inline comments
 
@@ -278,25 +278,25 @@ CommandCost CmdBuildAircraft(TileIndex t
 

	
 
	/* Prevent building aircraft types at places which can't handle them */
 
	if (!CanAircraftUseStation(p1, tile)) return CMD_ERROR;
 

	
 
	/* Allocate 2 or 3 vehicle structs, depending on type
 
	 * vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
 
	Vehicle *vl[3];
 
	if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
 
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
	}
 

	
 
	UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
 
	if (unit_num > _settings.vehicle.max_aircraft)
 
	if (unit_num > _settings_game.vehicle.max_aircraft)
 
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
	if (flags & DC_EXEC) {
 
		Vehicle *v = vl[0]; // aircraft
 
		Vehicle *u = vl[1]; // shadow
 

	
 
		v = new (v) Aircraft();
 
		u = new (u) Aircraft();
 
		v->unitnumber = unit_num;
 
		v->direction = DIR_SE;
 

	
 
		v->owner = u->owner = _current_player;
 
@@ -395,25 +395,25 @@ CommandCost CmdBuildAircraft(TileIndex t
 
			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;
 
			}
 
		}
 

	
 
		v->u.air.state = HANGAR;
 
		v->u.air.previous_pos = v->u.air.pos;
 
		v->u.air.targetairport = GetStationIndex(tile);
 
		v->SetNext(u);
 

	
 
		v->service_interval = _settings.vehicle.servint_aircraft;
 
		v->service_interval = _settings_game.vehicle.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();
 

	
 
		v->vehicle_flags = 0;
 
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
 

	
 
@@ -655,25 +655,25 @@ CommandCost CmdRefitAircraft(TileIndex t
 
		v->cargo_subtype = new_subtype;
 
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 
		InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
 
	}
 

	
 
	return cost;
 
}
 

	
 

	
 
static void CheckIfAircraftNeedsService(Vehicle *v)
 
{
 
	if (_settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
 
	if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
 
	if (v->IsInDepot()) {
 
		VehicleServiceInDepot(v);
 
		return;
 
	}
 

	
 
	const Station *st = GetStation(v->current_order.GetDestination());
 
	/* only goto depot if the target airport has terminals (eg. it is airport) */
 
	if (st->IsValid() && st->airport_tile != 0 && st->Airport()->terminals != NULL) {
 
//		printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
 
//		v->u.air.targetairport = st->index;
 
		v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
 
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
@@ -875,59 +875,59 @@ enum AircraftSpeedLimits {
 
 * @param v The vehicle for which the speed should be obtained
 
 * @param speed_limit The maximum speed the vehicle may have.
 
 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
 
 * @return The number of position updates needed within the tick
 
 */
 
static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
 
{
 
	uint spd = v->acceleration * 16;
 
	byte t;
 

	
 
	/* Adjust speed limits by plane speed factor to prevent taxiing
 
	 * and take-off speeds being too low. */
 
	speed_limit *= _settings.vehicle.plane_speed;
 
	speed_limit *= _settings_game.vehicle.plane_speed;
 

	
 
	if (v->u.air.cached_max_speed < speed_limit) {
 
		if (v->cur_speed < speed_limit) hard_limit = false;
 
		speed_limit = v->u.air.cached_max_speed;
 
	}
 

	
 
	speed_limit = min(speed_limit, v->max_speed);
 

	
 
	v->subspeed = (t=v->subspeed) + (byte)spd;
 

	
 
	/* Aircraft's current speed is used twice so that very fast planes are
 
	 * forced to slow down rapidly in the short distance needed. The magic
 
	 * value 16384 was determined to give similar results to the old speed/48
 
	 * method at slower speeds. This also results in less reduction at slow
 
	 * speeds to that aircraft do not get to taxi speed straight after
 
	 * touchdown. */
 
	if (!hard_limit && v->cur_speed > speed_limit) {
 
		speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings.vehicle.plane_speed);
 
		speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
 
	}
 

	
 
	spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
 

	
 
	/* adjust speed for broken vehicles */
 
	if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
 

	
 
	/* updates statusbar only if speed have changed to save CPU time */
 
	if (spd != v->cur_speed) {
 
		v->cur_speed = spd;
 
		if (_settings.gui.vehicle_speed)
 
		if (_settings_client.gui.vehicle_speed)
 
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 
	}
 

	
 
	/* Adjust distance moved by plane speed setting */
 
	if (_settings.vehicle.plane_speed > 1) spd /= _settings.vehicle.plane_speed;
 
	if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
 

	
 
	if (!(v->direction & 1)) spd = spd * 3 / 4;
 

	
 
	spd += v->progress;
 
	v->progress = (byte)spd;
 
	return spd >> 8;
 
}
 

	
 
/**
 
 * Gets the cruise altitude of an aircraft.
 
 * The cruise altitude is determined by the velocity of the vehicle
 
 * and the direction it is moving
 
@@ -1590,25 +1590,25 @@ static void AircraftEventHandler_InHanga
 
	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 (_settings.order.serviceathelipad) {
 
		if (_settings_game.order.serviceathelipad) {
 
			if (v->subtype == AIR_HELICOPTER && 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.IsValid()) return;