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@@ -194,310 +194,310 @@ static SpriteID GetAircraftIcon(EngineID
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if (is_custom_sprite(spritenum)) {
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SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
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if (sprite != 0) return sprite;
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spritenum = GetEngine(engine)->image_index;
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}
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return 6 + _aircraft_sprite[spritenum];
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}
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void DrawAircraftEngine(int x, int y, EngineID engine, SpriteID pal)
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{
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DrawSprite(GetAircraftIcon(engine), pal, x, y);
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if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
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SpriteID rotor_sprite = GetCustomRotorIcon(engine);
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if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
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DrawSprite(rotor_sprite, PAL_NONE, x, y - 5);
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}
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}
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/** Get the size of the sprite of an aircraft sprite heading west (used for lists)
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* @param engine The engine to get the sprite from
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* @param width The width of the sprite
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* @param height The height of the sprite
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*/
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void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
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{
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const Sprite *spr = GetSprite(GetAircraftIcon(engine));
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width = spr->width;
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height = spr->height;
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}
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static CommandCost EstimateAircraftCost(EngineID engine, const AircraftVehicleInfo *avi)
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{
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return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x0B, avi->base_cost) * (_price.aircraft_base >> 3) >> 5);
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}
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/**
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* Calculates cargo capacity based on an aircraft's passenger
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* and mail capacities.
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* @param cid Which cargo type to calculate a capacity for.
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* @param avi Which engine to find a cargo capacity for.
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* @return New cargo capacity value.
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*/
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uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
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{
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assert(cid != CT_INVALID);
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/* An aircraft can carry twice as much goods as normal cargo,
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* and four times as many passengers. */
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switch (cid) {
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case CT_PASSENGERS:
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return avi->passenger_capacity;
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case CT_MAIL:
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return avi->passenger_capacity + avi->mail_capacity;
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case CT_GOODS:
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return (avi->passenger_capacity + avi->mail_capacity) / 2;
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default:
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return (avi->passenger_capacity + avi->mail_capacity) / 4;
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}
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}
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/** Build an aircraft.
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* @param tile tile of depot where aircraft is built
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* @param flags for command
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* @param p1 aircraft type being built (engine)
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* @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
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* return result of operation. Could be cost, error
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*/
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CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_player)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE);
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const AircraftVehicleInfo *avi = AircraftVehInfo(p1);
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CommandCost value = EstimateAircraftCost(p1, avi);
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/* to just query the cost, it is not neccessary to have a valid tile (automation/AI) */
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if (flags & DC_QUERY_COST) return value;
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if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
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/* Prevent building aircraft types at places which can't handle them */
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if (!CanAircraftUseStation(p1, tile)) return CMD_ERROR;
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/* Allocate 2 or 3 vehicle structs, depending on type
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* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
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Vehicle *vl[3];
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if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
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if (unit_num > _settings.vehicle.max_aircraft)
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if (unit_num > _settings_game.vehicle.max_aircraft)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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Vehicle *v = vl[0]; // aircraft
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Vehicle *u = vl[1]; // shadow
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v = new (v) Aircraft();
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u = new (u) Aircraft();
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v->unitnumber = unit_num;
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v->direction = DIR_SE;
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v->owner = u->owner = _current_player;
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v->tile = tile;
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// u->tile = 0;
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uint x = TileX(tile) * TILE_SIZE + 5;
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uint y = TileY(tile) * TILE_SIZE + 3;
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v->x_pos = u->x_pos = x;
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v->y_pos = u->y_pos = y;
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u->z_pos = GetSlopeZ(x, y);
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v->z_pos = u->z_pos + 1;
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v->running_ticks = 0;
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// u->delta_x = u->delta_y = 0;
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
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v->spritenum = avi->image_index;
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// v->cargo_count = u->number_of_pieces = 0;
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v->cargo_cap = avi->passenger_capacity;
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u->cargo_cap = avi->mail_capacity;
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v->cargo_type = CT_PASSENGERS;
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u->cargo_type = CT_MAIL;
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v->cargo_subtype = 0;
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v->name = NULL;
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// v->next_order_param = v->next_order = 0;
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// v->load_unload_time_rem = 0;
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// v->progress = 0;
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v->last_station_visited = INVALID_STATION;
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// v->destination_coords = 0;
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v->max_speed = avi->max_speed;
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v->acceleration = avi->acceleration;
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v->engine_type = p1;
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v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
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v->UpdateDeltaXY(INVALID_DIR);
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v->value = value.GetCost();
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u->subtype = AIR_SHADOW;
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u->UpdateDeltaXY(INVALID_DIR);
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/* Danger, Will Robinson!
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* If the aircraft is refittable, but cannot be refitted to
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* passengers, we select the cargo type from the refit mask.
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* This is a fairly nasty hack to get around the fact that TTD
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* has no default cargo type specifier for planes... */
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CargoID cargo = FindFirstRefittableCargo(p1);
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if (cargo != CT_INVALID && cargo != CT_PASSENGERS) {
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uint16 callback = CALLBACK_FAILED;
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v->cargo_type = cargo;
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if (HasBit(EngInfo(p1)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
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callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
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}
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if (callback == CALLBACK_FAILED) {
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/* Callback failed, or not executed; use the default cargo capacity */
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v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, avi);
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} else {
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v->cargo_cap = callback;
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}
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/* Set the 'second compartent' capacity to none */
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u->cargo_cap = 0;
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}
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const Engine *e = GetEngine(p1);
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v->reliability = e->reliability;
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v->reliability_spd_dec = e->reliability_spd_dec;
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v->max_age = e->lifelength * 366;
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_new_vehicle_id = v->index;
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/* When we click on hangar we know the tile it is on. By that we know
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* its position in the array of depots the airport has.....we can search
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* layout for #th position of depot. Since layout must start with a listing
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* of all depots, it is simple */
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for (uint i = 0;; i++) {
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const Station *st = GetStationByTile(tile);
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const AirportFTAClass *apc = st->Airport();
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assert(i != apc->nof_depots);
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if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
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assert(apc->layout[i].heading == HANGAR);
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v->u.air.pos = apc->layout[i].position;
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break;
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}
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}
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v->u.air.state = HANGAR;
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v->u.air.previous_pos = v->u.air.pos;
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v->u.air.targetairport = GetStationIndex(tile);
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v->SetNext(u);
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v->service_interval = _settings.vehicle.servint_aircraft;
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v->service_interval = _settings_game.vehicle.servint_aircraft;
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v->date_of_last_service = _date;
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v->build_year = u->build_year = _cur_year;
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v->cur_image = u->cur_image = 0xEA0;
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v->random_bits = VehicleRandomBits();
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u->random_bits = VehicleRandomBits();
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v->vehicle_flags = 0;
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if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
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UpdateAircraftCache(v);
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VehiclePositionChanged(v);
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VehiclePositionChanged(u);
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/* Aircraft with 3 vehicles (chopper)? */
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if (v->subtype == AIR_HELICOPTER) {
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Vehicle *w = vl[2];
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w = new (w) Aircraft();
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w->direction = DIR_N;
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w->owner = _current_player;
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w->x_pos = v->x_pos;
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w->y_pos = v->y_pos;
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w->z_pos = v->z_pos + 5;
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w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
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w->spritenum = 0xFF;
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w->subtype = AIR_ROTOR;
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w->cur_image = SPR_ROTOR_STOPPED;
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w->random_bits = VehicleRandomBits();
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/* Use rotor's air.state to store the rotor animation frame */
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w->u.air.state = HRS_ROTOR_STOPPED;
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w->UpdateDeltaXY(INVALID_DIR);
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u->SetNext(w);
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VehiclePositionChanged(w);
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}
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
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InvalidateWindow(WC_COMPANY, v->owner);
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if (IsLocalPlayer())
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InvalidateAutoreplaceWindow(v->engine_type, v->group_id); //updates the replace Aircraft window
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GetPlayer(_current_player)->num_engines[p1]++;
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}
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return value;
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}
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static void DoDeleteAircraft(Vehicle *v)
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{
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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InvalidateWindow(WC_COMPANY, v->owner);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicleChain(v);
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InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
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}
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/** Sell an aircraft.
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* @param tile unused
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* @param flags for command type
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* @param p1 vehicle ID to be sold
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* @param p2 unused
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* @return result of operation. Error or sold value
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*/
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CommandCost CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
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if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
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CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
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if (flags & DC_EXEC) {
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// Invalidate depot
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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DoDeleteAircraft(v);
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}
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return ret;
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}
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/** Start/Stop an aircraft.
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* @param tile unused
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* @param flags for command type
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* @param p1 aircraft ID to start/stop
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* @param p2 unused
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@@ -571,193 +571,193 @@ CommandCost CmdSendAircraftToHangar(Tile
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if (p2 & DEPOT_MASS_SEND) {
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/* Mass goto depot requested */
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if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
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return SendAllVehiclesToDepot(VEH_AIRCRAFT, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
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}
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_AIRCRAFT) return CMD_ERROR;
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return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
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}
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/** Refits an aircraft to the specified cargo type.
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* @param tile unused
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* @param flags for command type
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* @param p1 vehicle ID of the aircraft to refit
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* @param p2 various bitstuffed elements
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* - p2 = (bit 0-7) - the new cargo type to refit to
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* - p2 = (bit 8-15) - the new cargo subtype to refit to
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* - p2 = (bit 16) - refit only this vehicle (ignored)
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* @return cost of refit or error
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*/
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CommandCost CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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byte new_subtype = GB(p2, 8, 8);
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
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if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
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/* Check cargo */
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CargoID new_cid = GB(p2, 0, 8);
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if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;
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/* Check the refit capacity callback */
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uint16 callback = CALLBACK_FAILED;
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if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
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/* Back up the existing cargo type */
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CargoID temp_cid = v->cargo_type;
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byte temp_subtype = v->cargo_subtype;
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v->cargo_type = new_cid;
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v->cargo_subtype = new_subtype;
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callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
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/* Restore the cargo type */
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v->cargo_type = temp_cid;
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v->cargo_subtype = temp_subtype;
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}
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const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
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uint pass;
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if (callback == CALLBACK_FAILED) {
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/* If the callback failed, or wasn't executed, use the aircraft's
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* default cargo capacity */
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pass = AircraftDefaultCargoCapacity(new_cid, avi);
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} else {
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pass = callback;
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}
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_returned_refit_capacity = pass;
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CommandCost cost;
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if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
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cost = GetRefitCost(v->engine_type);
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}
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if (flags & DC_EXEC) {
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v->cargo_cap = pass;
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Vehicle *u = v->Next();
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uint mail = IsCargoInClass(new_cid, CC_PASSENGERS) ? avi->mail_capacity : 0;
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u->cargo_cap = mail;
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v->cargo.Truncate(v->cargo_type == new_cid ? pass : 0);
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u->cargo.Truncate(v->cargo_type == new_cid ? mail : 0);
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v->cargo_type = new_cid;
|
|
|
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);
|
|
|
} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
|
|
|
v->current_order.MakeDummy();
|
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void Aircraft::OnNewDay()
|
|
|
{
|
|
|
if (!IsNormalAircraft(this)) return;
|
|
|
|
|
|
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
|
|
|
|
|
|
CheckOrders(this);
|
|
|
|
|
|
CheckVehicleBreakdown(this);
|
|
|
AgeVehicle(this);
|
|
|
CheckIfAircraftNeedsService(this);
|
|
|
|
|
|
if (this->running_ticks == 0) return;
|
|
|
|
|
|
CommandCost cost(EXPENSES_AIRCRAFT_RUN, GetVehicleProperty(this, 0x0E, AircraftVehInfo(this->engine_type)->running_cost) * _price.aircraft_running * this->running_ticks / (364 * DAY_TICKS));
|
|
|
|
|
|
this->profit_this_year -= cost.GetCost();
|
|
|
this->running_ticks = 0;
|
|
|
|
|
|
SubtractMoneyFromPlayerFract(this->owner, cost);
|
|
|
|
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
|
|
|
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
|
|
|
}
|
|
|
|
|
|
void AircraftYearlyLoop()
|
|
|
{
|
|
|
Vehicle *v;
|
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
|
|
|
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 {
|
|
|
v->cargo.AgeCargo();
|
|
|
v = v->Next();
|
|
|
} while (v != NULL);
|
|
|
}
|
|
|
|
|
|
static void HelicopterTickHandler(Vehicle *v)
|
|
|
{
|
|
|
Vehicle *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.IsType(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--;
|
|
|
}
|
|
|
|
|
|
int tick = ++u->tick_counter;
|
|
|
int spd = u->cur_speed >> 4;
|
|
|
|
|
|
SpriteID img;
|
|
|
if (spd == 0) {
|
|
|
u->u.air.state = HRS_ROTOR_STOPPED;
|
|
|
img = GetRotorImage(v);
|
|
@@ -791,227 +791,227 @@ static void SetAircraftPosition(Vehicle
|
|
|
VehiclePositionChanged(v);
|
|
|
EndVehicleMove(v);
|
|
|
|
|
|
Vehicle *u = v->Next();
|
|
|
|
|
|
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
|
|
|
int 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)
|
|
|
{
|
|
|
v->subspeed = 0;
|
|
|
v->progress = 0;
|
|
|
|
|
|
Vehicle *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);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
void UpdateAircraftCache(Vehicle *v)
|
|
|
{
|
|
|
uint max_speed = GetVehicleProperty(v, 0x0C, 0);
|
|
|
if (max_speed != 0) {
|
|
|
/* Convert from original units to (approx) km/h */
|
|
|
max_speed = (max_speed * 129) / 10;
|
|
|
|
|
|
v->u.air.cached_max_speed = max_speed;
|
|
|
} else {
|
|
|
v->u.air.cached_max_speed = 0xFFFF;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
|
|
|
/**
|
|
|
* Special velocities for aircraft
|
|
|
*/
|
|
|
enum AircraftSpeedLimits {
|
|
|
SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing
|
|
|
SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals
|
|
|
SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken
|
|
|
SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern
|
|
|
SPEED_LIMIT_NONE = 0xFFFF ///< No environmental speed limit. Speed limit is type dependent
|
|
|
};
|
|
|
|
|
|
/**
|
|
|
* Sets the new speed for an aircraft
|
|
|
* @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
|
|
|
* @param v The vehicle. Should be an aircraft
|
|
|
* @returns Altitude in pixel units
|
|
|
*/
|
|
|
static byte GetAircraftFlyingAltitude(const Vehicle *v)
|
|
|
{
|
|
|
/* Make sure Aircraft fly no lower so that they don't conduct
|
|
|
* CFITs (controlled flight into terrain)
|
|
|
*/
|
|
|
byte base_altitude = 150;
|
|
|
|
|
|
/* Make sure eastbound and westbound planes do not "crash" into each
|
|
|
* other by providing them with vertical seperation
|
|
|
*/
|
|
|
switch (v->direction) {
|
|
|
case DIR_N:
|
|
|
case DIR_NE:
|
|
|
case DIR_E:
|
|
|
case DIR_SE:
|
|
|
base_altitude += 10;
|
|
|
break;
|
|
|
|
|
|
default: break;
|
|
|
}
|
|
|
|
|
|
/* Make faster planes fly higher so that they can overtake slower ones */
|
|
|
base_altitude += min(20 * (v->max_speed / 200), 90);
|
|
|
|
|
|
return base_altitude;
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Find the entry point to an airport depending on direction which
|
|
|
* the airport is being approached from. Each airport can have up to
|
|
|
* four entry points for its approach system so that approaching
|
|
|
* aircraft do not fly through each other or are forced to do 180
|
|
|
* degree turns during the approach. The arrivals are grouped into
|
|
|
* four sectors dependent on the DiagDirection from which the airport
|
|
|
* is approached.
|
|
|
*
|
|
|
* @param v The vehicle that is approaching the airport
|
|
|
* @param apc The Airport Class being approached.
|
|
|
* @returns The index of the entry point
|
|
|
*/
|
|
|
static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
|
|
|
{
|
|
|
assert(v != NULL);
|
|
|
assert(apc != NULL);
|
|
|
|
|
|
const Station *st = GetStation(v->u.air.targetairport);
|
|
|
/* Make sure we don't go to 0,0 if the airport has been removed. */
|
|
|
TileIndex tile = (st->airport_tile != 0) ? st->airport_tile : st->xy;
|
|
|
|
|
|
int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
|
|
|
int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
|
|
|
|
|
|
DiagDirection dir;
|
|
|
if (abs(delta_y) < abs(delta_x)) {
|
|
|
/* We are northeast or southwest of the airport */
|
|
|
dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
|
|
|
} else {
|
|
|
/* We are northwest or southeast of the airport */
|
|
|
dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
|
|
|
}
|
|
|
return apc->entry_points[dir];
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
* Controls the movement of an aircraft. This function actually moves the vehicle
|
|
|
* on the map and takes care of minor things like sound playback.
|
|
|
* @todo De-mystify the cur_speed values for helicopter rotors.
|
|
|
* @param v The vehicle that is moved. Must be the first vehicle of the chain
|
|
|
* @return Whether the position requested by the State Machine has been reached
|
|
|
*/
|
|
|
static bool AircraftController(Vehicle *v)
|
|
|
{
|
|
|
int count;
|
|
|
const Station *st = GetStation(v->u.air.targetairport);
|
|
|
const AirportFTAClass *afc = st->Airport();
|
|
|
const AirportMovingData *amd;
|
|
|
|
|
|
/* prevent going to 0,0 if airport is deleted. */
|
|
|
TileIndex tile = st->airport_tile;
|
|
|
if (tile == 0) {
|
|
|
tile = st->xy;
|
|
@@ -1506,193 +1506,193 @@ static inline bool CheckSendAircraftToHa
|
|
|
EngineID new_engine;
|
|
|
Player *p = GetPlayer(v->owner);
|
|
|
|
|
|
if (VehicleHasDepotOrders(v)) return false; // The aircraft will end up in the hangar eventually on it's own
|
|
|
|
|
|
new_engine = EngineReplacementForPlayer(p, v->engine_type, v->group_id);
|
|
|
|
|
|
if (new_engine == INVALID_ENGINE) {
|
|
|
/* There is no autoreplace assigned to this EngineID so we will set it to renew to the same type if needed */
|
|
|
new_engine = v->engine_type;
|
|
|
|
|
|
if (!v->NeedsAutorenewing(p)) {
|
|
|
/* No need to replace the aircraft */
|
|
|
return false;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
if (!HasBit(GetEngine(new_engine)->player_avail, v->owner)) {
|
|
|
/* Engine is not buildable anymore */
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
if (p->player_money < (p->engine_renew_money + (2 * DoCommand(0, new_engine, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT).GetCost()))) {
|
|
|
/* We lack enough money to request the replacement right away.
|
|
|
* We want 2*(the price of the new vehicle) and not looking at the value of the vehicle we are going to sell.
|
|
|
* The reason is that we don't want to send a whole lot of vehicles to the hangars when we only have enough money to replace a single one.
|
|
|
* Remember this happens in the background so the user can't stop this. */
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
/* We found no reason NOT to send the aircraft to a hangar so we will send it there at once */
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
/////////////////// 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.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
|
|
|
v->current_order.Free();
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
if (!v->current_order.IsType(OT_GOTO_STATION) &&
|
|
|
!v->current_order.IsType(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.GetDestination() == 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 == AIR_HELICOPTER) {
|
|
|
if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
|
|
|
} else {
|
|
|
if (!AirportFindFreeTerminal(v, apc)) return; // airplane
|
|
|
}
|
|
|
} else { // Else prepare for launch.
|
|
|
/* airplane goto state takeoff, helicopter to helitakeoff */
|
|
|
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
|
|
|
}
|
|
|
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;
|
|
|
|
|
|
/* 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.GetType()) {
|
|
|
case OT_GOTO_STATION: // ready to fly to another airport
|
|
|
/* airplane goto state takeoff, helicopter to helitakeoff */
|
|
|
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
|
|
|
break;
|
|
|
case OT_GOTO_DEPOT: // visit hangar for serivicing, sale, etc.
|
|
|
if (v->current_order.GetDestination() == v->u.air.targetairport) {
|
|
|
v->u.air.state = HANGAR;
|
|
|
} else {
|
|
|
v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
|
|
|
}
|
|
|
break;
|
|
|
default: // orders have been deleted (no orders), goto depot and don't bother us
|
|
|
v->current_order.Free();
|
|
|
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->u.air.state = ENDTAKEOFF;
|
|
|
v->UpdateDeltaXY(INVALID_DIR);
|
|
|
}
|
|
|
|
|
|
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)
|
|
|
{
|
|
|
v->u.air.state = FLYING;
|
|
|
v->UpdateDeltaXY(INVALID_DIR);
|
|
|
|
|
|
/* get the next position to go to, differs per airport */
|
|
|
AircraftNextAirportPos_and_Order(v);
|
|
|
|
|
|
/* Send the helicopter to a hangar if needed for replacement */
|
|
|
if (CheckSendAircraftToHangarForReplacement(v)) {
|
|
|
_current_player = v->owner;
|
|
|
DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
|
|
|
_current_player = OWNER_NONE;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
|
|
|
{
|
|
|
Station *st = GetStation(v->u.air.targetairport);
|
|
|
|
|
|
/* runway busy or not allowed to use this airstation, circle */
|
|
|
if (apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES) &&
|
|
|
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
|
|
|
byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
|
|
|
const AirportFTA *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 */
|