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Location: cpp/openttd-patchpack/source/src/aircraft_cmd.cpp
r28520:f9aebe299cae
70.3 KiB
text/x-c
Codechange: MacOS already has MIN/MAX macros defined
This is caused because we use PreCompile Headers, and one of them
includes a system headers which defines MIN/MAX.
This is caused because we use PreCompile Headers, and one of them
includes a system headers which defines MIN/MAX.
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* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file aircraft_cmd.cpp
* This file deals with aircraft and airport movements functionalities
*/
#include "stdafx.h"
#include "aircraft.h"
#include "landscape.h"
#include "news_func.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "error_func.h"
#include "strings_func.h"
#include "command_func.h"
#include "window_func.h"
#include "timer/timer_game_calendar.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "cheat_type.h"
#include "company_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_func.h"
#include "effectvehicle_func.h"
#include "station_base.h"
#include "engine_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "zoom_func.h"
#include "disaster_vehicle.h"
#include "newgrf_airporttiles.h"
#include "framerate_type.h"
#include "aircraft_cmd.h"
#include "vehicle_cmd.h"
#include "table/strings.h"
#include "safeguards.h"
void Aircraft::UpdateDeltaXY()
{
this->x_offs = -1;
this->y_offs = -1;
this->x_extent = 2;
this->y_extent = 2;
switch (this->subtype) {
default: NOT_REACHED();
case AIR_AIRCRAFT:
case AIR_HELICOPTER:
switch (this->state) {
default: break;
case ENDTAKEOFF:
case LANDING:
case HELILANDING:
case FLYING:
this->x_extent = 24;
this->y_extent = 24;
break;
}
this->z_extent = 5;
break;
case AIR_SHADOW:
this->z_extent = 1;
this->x_offs = 0;
this->y_offs = 0;
break;
case AIR_ROTOR:
this->z_extent = 1;
break;
}
}
static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
static void CrashAirplane(Aircraft *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
};
template <>
bool IsValidImageIndex<VEH_AIRCRAFT>(uint8_t image_index)
{
return image_index < lengthof(_aircraft_sprite);
}
/** 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 company does not have any suitable
* airports (like helipads only)
* @param v vehicle looking for a hangar
* @return the StationID if one is found, otherwise, INVALID_STATION
*/
static StationID FindNearestHangar(const Aircraft *v)
{
uint best = 0;
StationID index = INVALID_STATION;
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
uint max_range = v->acache.cached_max_range_sqr;
/* Determine destinations where it's coming from and where it's heading to */
const Station *last_dest = nullptr;
const Station *next_dest = nullptr;
if (max_range != 0) {
if (v->current_order.IsType(OT_GOTO_STATION) ||
(v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() != ODATFB_NEAREST_DEPOT)) {
last_dest = Station::GetIfValid(v->last_station_visited);
next_dest = Station::GetIfValid(v->current_order.GetDestination());
} else {
last_dest = GetTargetAirportIfValid(v);
next_dest = Station::GetIfValid(v->GetNextStoppingStation().value);
}
}
for (const Station *st : Station::Iterate()) {
if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT) || !st->airport.HasHangar()) continue;
const AirportFTAClass *afc = st->airport.GetFTA();
/* don't crash the plane if we know it can't land at the airport */
if ((afc->flags & AirportFTAClass::SHORT_STRIP) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue;
/* the plane won't land at any helicopter station */
if (!(afc->flags & AirportFTAClass::AIRPLANES) && (avi->subtype & AIR_CTOL)) continue;
/* Check if our last and next destinations can be reached from the depot airport. */
if (max_range != 0) {
uint last_dist = (last_dest != nullptr && last_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, last_dest->airport.tile) : 0;
uint next_dist = (next_dest != nullptr && next_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, next_dest->airport.tile) : 0;
if (last_dist > max_range || next_dist > max_range) continue;
}
/* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
uint distance = DistanceSquare(vtile, st->airport.tile);
if (distance < best || index == INVALID_STATION) {
best = distance;
index = st->index;
}
}
return index;
}
void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
uint8_t spritenum = this->spritenum;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleSprite(this, direction, image_type, result);
if (result->IsValid()) return;
spritenum = this->GetEngine()->original_image_index;
}
assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
result->Set(direction + _aircraft_sprite[spritenum]);
}
void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
{
assert(v->subtype == AIR_HELICOPTER);
const Aircraft *w = v->Next()->Next();
if (is_custom_sprite(v->spritenum)) {
GetCustomRotorSprite(v, image_type, result);
if (result->IsValid()) return;
}
/* Return standard rotor sprites if there are no custom sprites for this helicopter */
result->Set(SPR_ROTOR_STOPPED + w->state);
}
static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
{
const Engine *e = Engine::Get(engine);
uint8_t spritenum = e->u.air.image_index;
if (is_custom_sprite(spritenum)) {
GetCustomVehicleIcon(engine, DIR_W, image_type, result);
if (result->IsValid()) return;
spritenum = e->original_image_index;
}
assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
result->Set(DIR_W + _aircraft_sprite[spritenum]);
}
void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetAircraftIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
preferred_x = Clamp(preferred_x,
left - UnScaleGUI(rect.left),
right - UnScaleGUI(rect.right));
seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
VehicleSpriteSeq rotor_seq;
GetCustomRotorIcon(engine, image_type, &rotor_seq);
if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
rotor_seq.Draw(preferred_x, y - ScaleSpriteTrad(5), PAL_NONE, false);
}
}
/**
* Get the size of the sprite of an aircraft sprite heading west (used for lists).
* @param engine The engine to get the sprite from.
* @param[out] width The width of the sprite.
* @param[out] height The height of the sprite.
* @param[out] xoffs Number of pixels to shift the sprite to the right.
* @param[out] yoffs Number of pixels to shift the sprite downwards.
* @param image_type Context the sprite is used in.
*/
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
VehicleSpriteSeq seq;
GetAircraftIcon(engine, image_type, &seq);
Rect rect;
seq.GetBounds(&rect);
width = UnScaleGUI(rect.Width());
height = UnScaleGUI(rect.Height());
xoffs = UnScaleGUI(rect.left);
yoffs = UnScaleGUI(rect.top);
}
/**
* Build an aircraft.
* @param flags type of operation.
* @param tile tile of the depot where aircraft is built.
* @param e the engine to build.
* @param[out] ret the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildAircraft(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
{
const AircraftVehicleInfo *avi = &e->u.air;
const Station *st = Station::GetByTile(tile);
/* Prevent building aircraft types at places which can't handle them */
if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
/* Make sure all aircraft end up in the first tile of the hangar. */
tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
if (flags & DC_EXEC) {
Aircraft *v = new Aircraft(); // aircraft
Aircraft *u = new Aircraft(); // shadow
*ret = v;
v->direction = DIR_SE;
v->owner = u->owner = _current_company;
v->tile = tile;
uint x = TileX(tile) * TILE_SIZE + 5;
uint y = TileY(tile) * TILE_SIZE + 3;
v->x_pos = u->x_pos = x;
v->y_pos = u->y_pos = y;
u->z_pos = GetSlopePixelZ(x, y);
v->z_pos = u->z_pos + 1;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
v->spritenum = avi->image_index;
v->cargo_cap = avi->passenger_capacity;
v->refit_cap = 0;
u->cargo_cap = avi->mail_capacity;
u->refit_cap = 0;
v->cargo_type = e->GetDefaultCargoType();
u->cargo_type = CT_MAIL;
v->name.clear();
v->last_station_visited = INVALID_STATION;
v->last_loading_station = INVALID_STATION;
v->acceleration = avi->acceleration;
v->engine_type = e->index;
u->engine_type = e->index;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY();
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY();
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
v->pos = GetVehiclePosOnBuild(tile);
v->state = HANGAR;
v->previous_pos = v->pos;
v->targetairport = GetStationIndex(tile);
v->SetNext(u);
v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
v->date_of_last_service = TimerGameCalendar::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->build_year = u->build_year = TimerGameCalendar::year;
v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
v->random_bits = Random();
u->random_bits = Random();
v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
v->InvalidateNewGRFCacheOfChain();
v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
v->InvalidateNewGRFCacheOfChain();
UpdateAircraftCache(v, true);
v->UpdatePosition();
u->UpdatePosition();
/* Aircraft with 3 vehicles (chopper)? */
if (v->subtype == AIR_HELICOPTER) {
Aircraft *w = new Aircraft();
w->engine_type = e->index;
w->direction = DIR_N;
w->owner = _current_company;
w->x_pos = v->x_pos;
w->y_pos = v->y_pos;
w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = AIR_ROTOR;
w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED);
w->random_bits = Random();
/* Use rotor's air.state to store the rotor animation frame */
w->state = HRS_ROTOR_STOPPED;
w->UpdateDeltaXY();
u->SetNext(w);
w->UpdatePosition();
}
}
return CommandCost();
}
ClosestDepot Aircraft::FindClosestDepot()
{
const Station *st = GetTargetAirportIfValid(this);
/* If the station is not a valid airport or if it has no hangars */
if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
/* the aircraft has to search for a hangar on its own */
StationID station = FindNearestHangar(this);
if (station == INVALID_STATION) return ClosestDepot();
st = Station::Get(station);
}
return ClosestDepot(st->xy, st->index);
}
static void CheckIfAircraftNeedsService(Aircraft *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsChainInDepot()) {
VehicleServiceInDepot(v);
return;
}
/* When we're parsing conditional orders and the like
* we don't want to consider going to a depot too. */
if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
const Station *st = Station::Get(v->current_order.GetDestination());
assert(st != nullptr);
/* only goto depot if the target airport has a depot */
if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
}
Money Aircraft::GetRunningCost() const
{
const Engine *e = this->GetEngine();
uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
}
void Aircraft::OnNewDay()
{
if (!this->IsNormalAircraft()) 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, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));
this->profit_this_year -= cost.GetCost();
this->running_ticks = 0;
SubtractMoneyFromCompanyFract(this->owner, cost);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}
static void HelicopterTickHandler(Aircraft *v)
{
Aircraft *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->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;
VehicleSpriteSeq seq;
if (spd == 0) {
u->state = HRS_ROTOR_STOPPED;
GetRotorImage(v, EIT_ON_MAP, &seq);
if (u->sprite_cache.sprite_seq == seq) return;
} else if (tick >= spd) {
u->tick_counter = 0;
u->state++;
if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
GetRotorImage(v, EIT_ON_MAP, &seq);
} else {
return;
}
u->sprite_cache.sprite_seq = seq;
u->UpdatePositionAndViewport();
}
/**
* Set aircraft position.
* @param v Aircraft to position.
* @param x New X position.
* @param y New y position.
* @param z New z position.
*/
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->UpdatePosition();
v->UpdateViewport(true, false);
if (v->subtype == AIR_HELICOPTER) {
GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_cache.sprite_seq);
}
Aircraft *u = v->Next();
int safe_x = Clamp(x, 0, Map::MaxX() * TILE_SIZE);
int safe_y = Clamp(y - 1, 0, Map::MaxY() * TILE_SIZE);
u->x_pos = x;
u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
safe_y = Clamp(u->y_pos, 0, Map::MaxY() * TILE_SIZE);
u->z_pos = GetSlopePixelZ(safe_x, safe_y);
u->sprite_cache.sprite_seq.CopyWithoutPalette(v->sprite_cache.sprite_seq); // the shadow is never coloured
u->UpdatePositionAndViewport();
u = u->Next();
if (u != nullptr) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + ROTOR_Z_OFFSET;
u->UpdatePositionAndViewport();
}
}
/**
* Handle Aircraft specific tasks when an Aircraft enters a hangar
* @param *v Vehicle that enters the hangar
*/
void HandleAircraftEnterHangar(Aircraft *v)
{
v->subspeed = 0;
v->progress = 0;
Aircraft *u = v->Next();
u->vehstatus |= VS_HIDDEN;
u = u->Next();
if (u != nullptr) {
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);
}
}
/**
* Update cached values of an aircraft.
* Currently caches callback 36 max speed.
* @param v Vehicle
* @param update_range Update the aircraft range.
*/
void UpdateAircraftCache(Aircraft *v, bool update_range)
{
uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
if (max_speed != 0) {
/* Convert from original units to km-ish/h */
max_speed = (max_speed * 128) / 10;
v->vcache.cached_max_speed = max_speed;
} else {
/* Use the default max speed of the vehicle. */
v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
}
/* Update cargo aging period. */
v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
Aircraft *u = v->Next(); // Shadow for mail
u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
/* Update aircraft range. */
if (update_range) {
v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
/* Squared it now so we don't have to do it later all the time. */
v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
}
}
/**
* 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(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
/**
* 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
* So the speed amount we need to accelerate is:
* acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
* = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
* ~ acceleration * 77 (km-ish/h / 256)
*/
uint spd = v->acceleration * 77;
byte t;
/* Adjust speed limits by plane speed factor to prevent taxiing
* and take-off speeds being too low. */
speed_limit *= _settings_game.vehicle.plane_speed;
/* adjust speed for broken vehicles */
if (v->vehstatus & VS_AIRCRAFT_BROKEN) {
if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false;
speed_limit = std::min<uint>(speed_limit, SPEED_LIMIT_BROKEN);
}
if (v->vcache.cached_max_speed < speed_limit) {
if (v->cur_speed < speed_limit) hard_limit = false;
speed_limit = v->vcache.cached_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 - std::max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
}
spd = std::min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/* Adjust distance moved by plane speed setting */
if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
/* Convert direction-independent speed into direction-dependent speed. (old movement method) */
spd = v->GetOldAdvanceSpeed(spd);
spd += v->progress;
v->progress = (byte)spd;
return spd >> 8;
}
/**
* Get the tile height below the aircraft.
* This function is needed because aircraft can leave the mapborders.
*
* @param v The vehicle to get the height for.
* @return The height in pixels from 'z_pos' 0.
*/
int GetTileHeightBelowAircraft(const Vehicle *v)
{
int safe_x = Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE);
int safe_y = Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE);
return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
}
/**
* Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
* vehicle for normal flight situation.
* When the maximum is reached the vehicle should consider descending.
* When the minimum is reached the vehicle should consider ascending.
*
* @param v The vehicle to get the flight levels for.
* @param[out] min_level The minimum bounds for flight level.
* @param[out] max_level The maximum bounds for flight level.
*/
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
{
int base_altitude = GetTileHeightBelowAircraft(v);
if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE;
}
/* Make sure eastbound and westbound planes do not "crash" into each
* other by providing them with vertical separation
*/
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 += std::min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
}
/**
* Gets the maximum 'flight level' for the holding pattern of the aircraft,
* in pixels 'z_pos' 0, depending on terrain below.
*
* @param v The aircraft that may or may not need to decrease its altitude.
* @return Maximal aircraft holding altitude, while in normal flight, in pixels.
*/
int GetAircraftHoldMaxAltitude(const Aircraft *v)
{
int tile_height = GetTileHeightBelowAircraft(v);
return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE);
}
template <class T>
int GetAircraftFlightLevel(T *v, bool takeoff)
{
/* Aircraft is in flight. We want to enforce it being somewhere
* between the minimum and the maximum allowed altitude. */
int aircraft_min_altitude;
int aircraft_max_altitude;
GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
/* If those assumptions would be violated, aircraft would behave fairly strange. */
assert(aircraft_min_altitude < aircraft_middle_altitude);
assert(aircraft_middle_altitude < aircraft_max_altitude);
int z = v->z_pos;
if (z < aircraft_min_altitude ||
(HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
/* Ascend. And don't fly into that mountain right ahead.
* And avoid our aircraft become a stairclimber, so if we start
* correcting altitude, then we stop correction not too early. */
SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
z += takeoff ? 2 : 1;
} else if (!takeoff && (z > aircraft_max_altitude ||
(HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
/* Descend lower. You are an aircraft, not an space ship.
* And again, don't stop correcting altitude too early. */
SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
z--;
} else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
/* Now, we have corrected altitude enough. */
ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
} else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
/* Now, we have corrected altitude enough. */
ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
}
return z;
}
template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);
/**
* 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.
* @param rotation The rotation of the airport.
* @return The index of the entry point
*/
static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
{
assert(v != nullptr);
assert(apc != nullptr);
/* In the case the station doesn't exit anymore, set target tile 0.
* It doesn't hurt much, aircraft will go to next order, nearest hangar
* or it will simply crash in next tick */
TileIndex tile = 0;
const Station *st = Station::GetIfValid(v->targetairport);
if (st != nullptr) {
/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
tile = (st->airport.tile != INVALID_TILE) ? 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;
}
dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
return apc->entry_points[dir];
}
static void MaybeCrashAirplane(Aircraft *v);
/**
* 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(Aircraft *v)
{
/* nullptr if station is invalid */
const Station *st = Station::GetIfValid(v->targetairport);
/* INVALID_TILE if there is no station */
TileIndex tile = INVALID_TILE;
Direction rotation = DIR_N;
uint size_x = 1, size_y = 1;
if (st != nullptr) {
if (st->airport.tile != INVALID_TILE) {
tile = st->airport.tile;
rotation = st->airport.rotation;
size_x = st->airport.w;
size_y = st->airport.h;
} else {
tile = st->xy;
}
}
/* DUMMY if there is no station or no airport */
const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
/* prevent going to INVALID_TILE if airport is deleted. */
if (st == nullptr || st->airport.tile == INVALID_TILE) {
/* Jump into our "holding pattern" state machine if possible */
if (v->pos >= afc->nofelements) {
v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
} else if (v->targetairport != v->current_order.GetDestination()) {
/* If not possible, just get out of here fast */
v->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
return false;
}
}
/* get airport moving data */
const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
/* Helicopter raise */
if (amd.flag & AMED_HELI_RAISE) {
Aircraft *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) {
if (!PlayVehicleSound(v, VSE_START)) {
SoundID sfx = AircraftVehInfo(v->engine_type)->sfx;
/* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
* The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_TAKEOFF_HELICOPTER;
SndPlayVehicleFx(sfx, v);
}
}
} else {
u->cur_speed = 32;
int count = UpdateAircraftSpeed(v);
if (count > 0) {
v->tile = 0;
int z_dest;
GetAircraftFlightLevelBounds(v, &z_dest, nullptr);
/* Reached altitude? */
if (v->z_pos >= z_dest) {
v->cur_speed = 0;
return true;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z_dest));
}
}
return false;
}
/* Helicopter landing. */
if (amd.flag & AMED_HELI_LOWER) {
SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
if (st == nullptr) {
/* 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->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
return false;
}
/* Vehicle is now at the airport.
* Helicopter has arrived at the target landing pad, so the current position is also where it should land.
* Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */
if (st->airport.type != AT_OILRIG) {
x = v->x_pos;
y = v->y_pos;
tile = TileVirtXY(x, y);
}
v->tile = tile;
/* Find altitude of landing position. */
int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
if (z == v->z_pos) {
Vehicle *u = v->Next()->Next();
/* Increase speed of rotors. When speed is 80, we've landed. */
if (u->cur_speed >= 80) {
ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT);
return true;
}
u->cur_speed += 4;
} else {
int count = UpdateAircraftSpeed(v);
if (count > 0) {
if (v->z_pos > z) {
SetAircraftPosition(v, v->x_pos, v->y_pos, std::max(v->z_pos - count, z));
} else {
SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z));
}
}
}
return false;
}
/* Get distance from destination pos to current pos. */
uint dist = abs(x + amd.x - v->x_pos) + abs(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) {
/* Change direction smoothly to final direction. */
DirDiff 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, SPEED_LIMIT_TAXI)) 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_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
MaybeCrashAirplane(v);
if ((v->vehstatus & VS_CRASHED) != 0) return false;
}
uint speed_limit = SPEED_LIMIT_TAXI;
bool hard_limit = true;
if (amd.flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE;
if (amd.flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; }
if (amd.flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
if (amd.flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; }
int count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
if (count == 0) return false;
/* If the plane will be a few subpixels away from the destination after
* this movement loop, start nudging it towards the exact position for
* the whole loop. Otherwise, heavily depending on the speed of the plane,
* it is possible we totally overshoot the target, causing the plane to
* make a loop, and trying again, and again, and again .. */
bool nudge_towards_target = static_cast<uint>(count) + 3 > dist;
if (v->turn_counter != 0) v->turn_counter--;
do {
GetNewVehiclePosResult gp;
if (nudge_towards_target || (amd.flag & AMED_LAND)) {
/* move vehicle one pixel towards target */
gp.x = (v->x_pos != (x + amd.x)) ?
v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
v->x_pos;
gp.y = (v->y_pos != (y + amd.y)) ?
v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
v->y_pos;
/* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
} else {
/* Turn. Do it slowly if in the air. */
Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
if (newdir != v->direction) {
if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
if (v->turn_counter == 0 || newdir == v->last_direction) {
if (newdir == v->last_direction) {
v->number_consecutive_turns = 0;
} else {
v->number_consecutive_turns++;
}
v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
v->last_direction = v->direction;
v->direction = newdir;
}
/* Move vehicle. */
gp = GetNewVehiclePos(v);
} else {
v->cur_speed >>= 1;
v->direction = newdir;
/* When leaving a terminal an aircraft often goes to a position
* directly in front of it. If it would move while turning it
* would need an two extra turns to end up at the correct position.
* To make it easier just disallow all moving while turning as
* long as an aircraft is on the ground. */
gp.x = v->x_pos;
gp.y = v->y_pos;
gp.new_tile = gp.old_tile = v->tile;
}
} else {
v->number_consecutive_turns = 0;
/* Move vehicle. */
gp = GetNewVehiclePos(v);
}
}
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? */
int z = v->z_pos;
if (amd.flag & AMED_TAKEOFF) {
z = GetAircraftFlightLevel(v, true);
} else if (amd.flag & AMED_HOLD) {
/* Let the plane drop from normal flight altitude to holding pattern altitude */
if (z > GetAircraftHoldMaxAltitude(v)) z--;
} else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
z = GetAircraftFlightLevel(v);
}
/* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular
* and their primary (north-most) tile does not have to be part of the airport.
* As such, the height of the primary tile can be different from the rest of the airport.
* Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar.
* We also know that the airport itself has to be completely flat (otherwise it is not a valid airport).
* Therefore, use the height of this hangar to calculate our z-value. */
int airport_z = v->z_pos;
if ((amd.flag & (AMED_LAND | AMED_BRAKE)) && st != nullptr) {
assert(st->airport.HasHangar());
TileIndex hangar_tile = st->airport.GetHangarTile(0);
airport_z = GetTileMaxPixelZ(hangar_tile) + 1; // To avoid clashing with the shadow
}
if (amd.flag & AMED_LAND) {
if (st->airport.tile == INVALID_TILE) {
/* Airport has been removed, abort the landing procedure */
v->state = FLYING;
UpdateAircraftCache(v);
AircraftNextAirportPos_and_Order(v);
/* get aircraft back on running altitude */
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
continue;
}
/* We're not flying below our destination, right? */
assert(airport_z <= z);
int t = std::max(1U, dist - 4);
int delta = z - airport_z;
/* Only start lowering when we're sufficiently close for a 1:1 glide */
if (delta >= t) {
z -= CeilDiv(z - airport_z, t);
}
if (z < airport_z) z = airport_z;
}
/* We've landed. Decrease speed when we're reaching end of runway. */
if (amd.flag & AMED_BRAKE) {
if (z > airport_z) {
z--;
} else if (z < airport_z) {
z++;
}
}
SetAircraftPosition(v, gp.x, gp.y, z);
} while (--count != 0);
return false;
}
/**
* Handle crashed aircraft \a v.
* @param v Crashed aircraft.
*/
static bool HandleCrashedAircraft(Aircraft *v)
{
v->crashed_counter += 3;
Station *st = GetTargetAirportIfValid(v);
/* make aircraft crash down to the ground */
if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0) ) {
int z = GetSlopePixelZ(Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE), Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE));
v->z_pos -= 1;
if (v->z_pos == z) {
v->crashed_counter = 500;
v->z_pos++;
}
}
if (v->crashed_counter < 650) {
uint32_t r;
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->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 */
if (st != nullptr) {
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
}
delete v;
return false;
}
return true;
}
/**
* Handle smoke of broken aircraft.
* @param v Aircraft
* @param mode Is this the non-first call for this vehicle in this tick?
*/
static void HandleAircraftSmoke(Aircraft *v, bool mode)
{
static const struct {
int8_t x;
int8_t 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;
/* Stop smoking when landed */
if (v->cur_speed < 10) {
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
v->breakdown_ctr = 0;
return;
}
/* Spawn effect et most once per Tick, i.e. !mode */
if (!mode && (v->tick_counter & 0x0F) == 0) {
CreateEffectVehicleRel(v,
smoke_pos[v->direction].x,
smoke_pos[v->direction].y,
2,
EV_BREAKDOWN_SMOKE_AIRCRAFT
);
}
}
void HandleMissingAircraftOrders(Aircraft *v)
{
/*
* We do not have an order. This can be divided into two cases:
* 1) we are heading to an invalid station. In this case we must
* find another airport to go to. If there is nowhere to go,
* we will destroy the aircraft as it otherwise will enter
* the holding pattern for the first airport, which can cause
* the plane to go into an undefined state when building an
* airport with the same StationID.
* 2) we are (still) heading to a (still) valid airport, then we
* can continue going there. This can happen when you are
* changing the aircraft's orders while in-flight or in for
* example a depot. However, when we have a current order to
* go to a depot, we have to keep that order so the aircraft
* actually stops.
*/
const Station *st = GetTargetAirportIfValid(v);
if (st == nullptr) {
Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
CommandCost ret = Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::None, {});
cur_company.Restore();
if (ret.Failed()) CrashAirplane(v);
} else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.Free();
}
}
TileIndex Aircraft::GetOrderStationLocation(StationID)
{
/* Orders are changed in flight, ensure going to the right station. */
if (this->state == FLYING) {
AircraftNextAirportPos_and_Order(this);
}
/* Aircraft do not use dest-tile */
return 0;
}
void Aircraft::MarkDirty()
{
this->colourmap = PAL_NONE;
this->UpdateViewport(true, false);
if (this->subtype == AIR_HELICOPTER) {
GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_cache.sprite_seq);
}
}
uint Aircraft::Crash(bool flooded)
{
uint pass = Vehicle::Crash(flooded) + 2; // pilots
this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
return pass;
}
/**
* Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
* @param v Aircraft that crashed.
*/
static void CrashAirplane(Aircraft *v)
{
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
uint pass = v->Crash();
SetDParam(0, pass);
v->cargo.Truncate();
v->Next()->cargo.Truncate();
const Station *st = GetTargetAirportIfValid(v);
StringID newsitem;
TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
if (st == nullptr) {
newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
} else {
SetDParam(1, st->index);
newsitem = STR_NEWS_AIRCRAFT_CRASH;
}
AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
NewsType newstype = NT_ACCIDENT;
if (v->owner != _local_company) {
newstype = NT_ACCIDENT_OTHER;
}
AddTileNewsItem(newsitem, newstype, vt, nullptr, st != nullptr ? st->index : INVALID_STATION);
ModifyStationRatingAround(vt, v->owner, -160, 30);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**
* Decide whether aircraft \a v should crash.
* @param v Aircraft to test.
*/
static void MaybeCrashAirplane(Aircraft *v)
{
Station *st = Station::Get(v->targetairport);
uint32_t prob;
if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
!_cheats.no_jetcrash.value) {
prob = 3276;
} else {
if (_settings_game.vehicle.plane_crashes == 0) return;
prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500;
}
if (GB(Random(), 0, 22) > prob) return;
/* Crash the airplane. Remove all goods stored at the station. */
for (GoodsEntry &ge : st->goods) {
ge.rating = 1;
ge.cargo.Truncate();
}
CrashAirplane(v);
}
/**
* Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
* Start loading cargo.
* @param v Aircraft that arrived.
*/
static void AircraftEntersTerminal(Aircraft *v)
{
if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
Station *st = Station::Get(v->targetairport);
v->last_station_visited = v->targetairport;
/* Check if station was ever visited before */
if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
st->had_vehicle_of_type |= HVOT_AIRCRAFT;
SetDParam(0, st->index);
/* show newsitem of celebrating citizens */
AddVehicleNewsItem(
STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
}
v->BeginLoading();
}
/**
* Aircraft touched down at the landing strip.
* @param v Aircraft that landed.
*/
static void AircraftLandAirplane(Aircraft *v)
{
Station *st = Station::Get(v->targetairport);
TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
v->UpdateDeltaXY();
AirportTileAnimationTrigger(st, vt, AAT_STATION_AIRPLANE_LAND);
if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
SndPlayVehicleFx(SND_17_SKID_PLANE, v);
}
}
/** set the right pos when heading to other airports after takeoff */
void AircraftNextAirportPos_and_Order(Aircraft *v)
{
if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
v->targetairport = v->current_order.GetDestination();
}
const Station *st = GetTargetAirportIfValid(v);
const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
Direction rotation = st == nullptr ? DIR_N : st->airport.rotation;
v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
}
/**
* Aircraft is about to leave the hangar.
* @param v Aircraft leaving.
* @param exit_dir The direction the vehicle leaves the hangar.
* @note This function is called in AfterLoadGame for old savegames, so don't rely
* on any data to be valid, especially don't rely on the fact that the vehicle
* is actually on the ground inside a depot.
*/
void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
{
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 0;
v->direction = exit_dir;
v->vehstatus &= ~VS_HIDDEN;
{
Vehicle *u = v->Next();
u->vehstatus &= ~VS_HIDDEN;
/* Rotor blades */
u = u->Next();
if (u != nullptr) {
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);
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}
////////////////////////////////////////////////////////////////////////////////
/////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
{
AircraftEntersTerminal(v);
v->state = apc->layout[v->pos].heading;
}
/**
* Aircraft arrived in an airport hangar.
* @param v Aircraft in the hangar.
* @param apc Airport description containing the hangar.
*/
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
{
VehicleEnterDepot(v);
v->state = apc->layout[v->pos].heading;
}
/**
* Handle aircraft movement/decision making in an airport hangar.
* @param v Aircraft in the hangar.
* @param apc Airport description containing the hangar.
*/
static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterHangar first */
if (v->previous_pos != v->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;
/* We are leaving a hangar, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
VehicleEnterDepot(v);
return;
}
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
/* We are already at the target airport, we need to find a terminal */
if (v->current_order.GetDestination() == v->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->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
const Station *st = Station::GetByTile(v->tile);
AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
AirportMove(v, apc);
}
/** At one of the Airport's Terminals */
static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
{
/* if we just arrived, execute EnterTerminal first */
if (v->previous_pos != v->pos) {
AircraftEventHandler_EnterTerminal(v, apc);
/* on an airport with helipads, a helicopter will always land there
* and get serviced at the same time - setting */
if (_settings_game.order.serviceathelipad) {
if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
/* an excerpt of ServiceAircraft, without the invisibility stuff */
v->date_of_last_service = TimerGameCalendar::date;
v->date_of_last_service_newgrf = TimerGameCalendar::date;
v->breakdowns_since_last_service = 0;
v->reliability = v->GetEngine()->reliability;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
return;
}
if (v->current_order.IsType(OT_NOTHING)) return;
/* if the block of the next position is busy, stay put */
if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
/* airport-road is free. We either have to go to another airport, or to the hangar
* ---> start moving */
bool go_to_hangar = false;
switch (v->current_order.GetType()) {
case OT_GOTO_STATION: // ready to fly to another airport
break;
case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
go_to_hangar = v->current_order.GetDestination() == v->targetairport;
break;
case OT_CONDITIONAL:
/* In case of a conditional order we just have to wait a tick
* longer, so the conditional order can actually be processed;
* we should not clear the order as that makes us go nowhere. */
return;
default: // orders have been deleted (no orders), goto depot and don't bother us
v->current_order.Free();
go_to_hangar = true;
}
if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) {
v->state = HANGAR;
} else {
/* airplane goto state takeoff, helicopter to helitakeoff */
v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
}
AirportMove(v, apc);
}
static void AircraftEventHandler_General(Aircraft *, const AirportFTAClass *)
{
FatalError("OK, you shouldn't be here, check your Airport Scheme!");
}
static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *)
{
PlayAircraftSound(v); // play takeoffsound for airplanes
v->state = STARTTAKEOFF;
}
static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *)
{
v->state = ENDTAKEOFF;
v->UpdateDeltaXY();
}
static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *)
{
v->state = FLYING;
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
}
static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *)
{
v->state = FLYING;
v->UpdateDeltaXY();
/* 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 (v->NeedsAutomaticServicing()) {
Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::Service | DepotCommand::LocateHangar, {});
cur_company.Restore();
}
}
static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
{
Station *st = Station::Get(v->targetairport);
/* Runway busy, not allowed to use this airstation or closed, circle. */
if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
/* {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->pos].next;
while (current != nullptr) {
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 */
uint16_t tcur_speed = v->cur_speed;
uint16_t tsubspeed = v->subspeed;
if (!AirportHasBlock(v, current, apc)) {
v->state = landingtype; // LANDING / HELILANDING
if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
/* 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->pos = current->next_position;
SETBITS(st->airport.flags, apc->layout[v->pos].block);
return;
}
v->cur_speed = tcur_speed;
v->subspeed = tsubspeed;
}
current = current->next;
}
}
v->state = FLYING;
v->pos = apc->layout[v->pos].next_position;
}
static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *)
{
v->state = ENDLANDING;
AircraftLandAirplane(v); // maybe crash airplane
/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
if (v->NeedsAutomaticServicing()) {
Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::Service, {});
cur_company.Restore();
}
}
static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *)
{
v->state = HELIENDLANDING;
v->UpdateDeltaXY();
}
static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->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.IsType(OT_GOTO_STATION)) {
if (AirportFindFreeTerminal(v, apc)) return;
}
v->state = HANGAR;
}
static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
{
/* next block busy, don't do a thing, just wait */
if (AirportHasBlock(v, &apc->layout[v->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.IsType(OT_GOTO_STATION)) {
if (AirportFindFreeHelipad(v, apc)) return;
}
v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
}
/**
* Signature of the aircraft handler function.
* @param v Aircraft to handle.
* @param apc Airport state machine.
*/
typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
/** Array of handler functions for each target of the aircraft. */
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
};
static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
{
/* we have left the previous block, and entered the new one. Free the previous block */
if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
Station *st = Station::Get(v->targetairport);
CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
}
}
static void AirportGoToNextPosition(Aircraft *v)
{
/* if aircraft is not in position, wait until it is */
if (!AircraftController(v)) return;
const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
AirportClearBlock(v, apc);
AirportMove(v, apc); // move aircraft to next position
}
/* gets pos from vehicle and next orders */
static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
{
/* error handling */
if (v->pos >= apc->nofelements) {
Debug(misc, 0, "[Ap] position {} is not valid for current airport. Max position is {}", v->pos, apc->nofelements-1);
assert(v->pos < apc->nofelements);
}
const AirportFTA *current = &apc->layout[v->pos];
/* we have arrived in an important state (eg terminal, hangar, etc.) */
if (current->heading == v->state) {
byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
byte prev_state = v->state;
_aircraft_state_handlers[v->state](v, apc);
if (v->state != FLYING) v->previous_pos = prev_pos;
if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
return true;
}
v->previous_pos = v->pos; // save previous location
/* there is only one choice to move to */
if (current->next == nullptr) {
if (AirportSetBlocks(v, current, apc)) {
v->pos = current->next_position;
UpdateAircraftCache(v);
} // move to next position
return false;
}
/* there are more choices to choose from, choose the one that
* matches our heading */
do {
if (v->state == current->heading || current->heading == TO_ALL) {
if (AirportSetBlocks(v, current, apc)) {
v->pos = current->next_position;
UpdateAircraftCache(v);
} // move to next position
return false;
}
current = current->next;
} while (current != nullptr);
Debug(misc, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v->pos, v->state, v->index);
NOT_REACHED();
}
/** returns true if the road ahead is busy, eg. you must wait before proceeding. */
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *reference = &apc->layout[v->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 = Station::Get(v->targetairport);
uint64_t airport_flags = next->block;
/* check additional possible extra blocks */
if (current_pos != reference && current_pos->block != NOTHING_block) {
airport_flags |= current_pos->block;
}
if (st->airport.flags & airport_flags) {
v->cur_speed = 0;
v->subspeed = 0;
return true;
}
}
return false;
}
/**
* "reserve" a block for the plane
* @param v airplane that requires the operation
* @param current_pos of the vehicle in the list of blocks
* @param apc airport on which block is requested to be set
* @returns true on success. Eg, next block was free and we have occupied it
*/
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
const AirportFTA *next = &apc->layout[current_pos->next_position];
const AirportFTA *reference = &apc->layout[v->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) {
uint64_t airport_flags = next->block;
/* search for all all elements in the list with the same state, and blocks != N
* this means more blocks should be checked/set */
const AirportFTA *current = current_pos;
if (current == reference) current = current->next;
while (current != nullptr) {
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;
Station *st = Station::Get(v->targetairport);
if (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;
}
/**
* Combination of aircraft state for going to a certain terminal and the
* airport flag for that terminal block.
*/
struct MovementTerminalMapping {
AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
uint64_t airport_flag; ///< Bitmask in the airport flags that need to be free for this terminal.
};
/** A list of all valid terminals and their associated blocks. */
static const MovementTerminalMapping _airport_terminal_mapping[] = {
{TERM1, TERM1_block},
{TERM2, TERM2_block},
{TERM3, TERM3_block},
{TERM4, TERM4_block},
{TERM5, TERM5_block},
{TERM6, TERM6_block},
{TERM7, TERM7_block},
{TERM8, TERM8_block},
{HELIPAD1, HELIPAD1_block},
{HELIPAD2, HELIPAD2_block},
{HELIPAD3, HELIPAD3_block},
};
/**
* Find a free terminal or helipad, and if available, assign it.
* @param v Aircraft looking for a free terminal or helipad.
* @param i First terminal to examine.
* @param last_terminal Terminal number to stop examining.
* @return A terminal or helipad has been found, and has been assigned to the aircraft.
*/
static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
{
assert(last_terminal <= lengthof(_airport_terminal_mapping));
Station *st = Station::Get(v->targetairport);
for (; i < last_terminal; i++) {
if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
/* TERMINAL# HELIPAD# */
v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
return true;
}
}
return false;
}
/**
* Get the number of terminals at the airport.
* @param apc Airport description.
* @return Number of terminals.
*/
static uint GetNumTerminals(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
return num;
}
/**
* Find a free terminal, and assign it if available.
* @param v Aircraft to handle.
* @param apc Airport state machine.
* @return Found a free terminal and assigned it.
*/
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
{
/* example of more terminalgroups
* {0,HANGAR,NOTHING_block,1}, {0,TERMGROUP,TERM_GROUP1_block,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
* Heading TERMGROUP 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) {
const Station *st = Station::Get(v->targetairport);
const AirportFTA *temp = apc->layout[v->pos].next;
while (temp != nullptr) {
if (temp->heading == TERMGROUP) {
if (!(st->airport.flags & temp->block)) {
/* read which group do we want to go to?
* (the first free group) */
uint target_group = temp->next_position + 1;
/* at what terminal does the group start?
* that means, sum up all terminals of
* groups with lower number */
uint group_start = 0;
for (uint i = 1; i < target_group; i++) {
group_start += apc->terminals[i];
}
uint 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));
}
/**
* Find a free helipad, and assign it if available.
* @param v Aircraft to handle.
* @param apc Airport state machine.
* @return Found a free helipad and assigned it.
*/
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
{
/* if an airport doesn't have helipads, use terminals */
if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
/* only 1 helicoptergroup, check all helipads
* The blocks for helipads start after the last terminal (MAX_TERMINALS) */
return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
}
/**
* Handle the 'dest too far' flag and the corresponding news message for aircraft.
* @param v The aircraft.
* @param too_far True if the current destination is too far away.
*/
static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
{
if (too_far) {
if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
SetBit(v->flags, VAF_DEST_TOO_FAR);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
if (v->owner == _local_company) {
/* Post a news message. */
SetDParam(0, v->index);
AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
}
}
return;
}
if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
/* Not too far anymore, clear flag and message. */
ClrBit(v->flags, VAF_DEST_TOO_FAR);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
}
}
static bool AircraftEventHandler(Aircraft *v, int loop)
{
if (v->vehstatus & VS_CRASHED) {
return HandleCrashedAircraft(v);
}
if (v->vehstatus & VS_STOPPED) return true;
v->HandleBreakdown();
HandleAircraftSmoke(v, loop != 0);
ProcessOrders(v);
v->HandleLoading(loop != 0);
if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
/* If we are flying, unconditionally clear the 'dest too far' state. */
AircraftHandleDestTooFar(v, false);
} else if (v->acache.cached_max_range_sqr != 0) {
/* Check the distance to the next destination. This code works because the target
* airport is only updated after take off and not on the ground. */
Station *cur_st = Station::GetIfValid(v->targetairport);
Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : nullptr;
if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) {
uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
}
}
if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
return true;
}
bool Aircraft::Tick()
{
if (!this->IsNormalAircraft()) return true;
PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);
this->tick_counter++;
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
this->current_order_time++;
for (uint i = 0; i != 2; i++) {
/* stop if the aircraft was deleted */
if (!AircraftEventHandler(this, i)) return false;
}
return true;
}
/**
* Returns aircraft's target station if v->target_airport
* is a valid station with airport.
* @param v vehicle to get target airport for
* @return pointer to target station, nullptr if invalid
*/
Station *GetTargetAirportIfValid(const Aircraft *v)
{
assert(v->type == VEH_AIRCRAFT);
Station *st = Station::GetIfValid(v->targetairport);
if (st == nullptr) return nullptr;
return st->airport.tile == INVALID_TILE ? nullptr : st;
}
/**
* Updates the status of the Aircraft heading or in the station
* @param st Station been updated
*/
void UpdateAirplanesOnNewStation(const Station *st)
{
/* only 1 station is updated per function call, so it is enough to get entry_point once */
const AirportFTAClass *ap = st->airport.GetFTA();
Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
for (Aircraft *v : Aircraft::Iterate()) {
if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
assert(v->state == FLYING);
Order *o = &v->current_order;
/* The aircraft is heading to a hangar, but the new station doesn't have one,
* or the aircraft can't land on the new station. Cancel current order. */
if (o->IsType(OT_GOTO_DEPOT) && !(o->GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && o->GetDestination() == st->index &&
(!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) {
o->MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
UpdateAircraftCache(v);
}
/* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true);
}
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