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-rw-r--r--aircraft_cmd.c1890
1 files changed, 1890 insertions, 0 deletions
diff --git a/aircraft_cmd.c b/aircraft_cmd.c
new file mode 100644
index 000000000..c78bddca2
--- /dev/null
+++ b/aircraft_cmd.c
@@ -0,0 +1,1890 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "vehicle.h"
+#include "engine.h"
+#include "command.h"
+#include "station.h"
+#include "news.h"
+#include "gfx.h"
+#include "player.h"
+#include "airport.h"
+
+static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport);
+static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport);
+static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport);
+static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport);
+static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport);
+static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport);
+
+static void AircraftNextAirportPos_and_Order(Vehicle *v);
+static byte GetAircraftFlyingAltitude(const Vehicle *v);
+
+static const SpriteID _aircraft_sprite[] = {
+ 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
+ 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
+ 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
+ 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
+ 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
+ 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
+ 0x0EBD, 0x0EC5
+};
+
+int GetAircraftImage(Vehicle *v, byte direction)
+{
+ int spritenum = v->spritenum;
+
+#ifdef AIRCRAFT_CUSTOM_SPRITES // TODO --pasky
+ if (is_custom_sprite(spritenum)) {
+ int sprite = GetCustomVehicleSprite(v, direction);
+
+ if (sprite) return sprite;
+ spritenum = _engine_original_sprites[v->engine_type];
+ }
+#endif
+ return direction + _aircraft_sprite[spritenum];
+}
+
+const byte _aircraft_cost_table[NUM_AIRCRAFT_ENGINES] = {
+ 14, 15, 16, 75, 15, 18, 17, 18,
+ 19, 20, 16, 18, 17, 30, 18, 19,
+ 27, 25, 20, 19, 18, 26, 16, 17,
+ 16, 16, 17, 18, 20, 21, 19, 24,
+ 80, 13, 18, 25, 32, 80, 15, 17,
+ 15
+};
+
+const byte _aircraft_speed[NUM_AIRCRAFT_ENGINES] = {
+ 37, 37, 74, 181, 37, 74, 74, 74,
+ 74, 74, 74, 74, 74, 74, 74, 74,
+ 74, 74, 74, 74, 74, 74, 74, 74,
+ 74, 74, 74, 74, 74, 74, 181, 74,
+ 181, 37, 37, 74, 74, 181, 25, 40,
+ 25
+};
+
+const byte _aircraft_running_cost[NUM_AIRCRAFT_ENGINES] = {
+ 85, 100, 130, 250, 98, 240, 150, 245,
+ 192, 190, 135, 240, 155, 253, 210, 220,
+ 230, 225, 235, 220, 170, 210, 125, 145,
+ 130, 149, 170, 210, 230, 220, 160, 248,
+ 251, 85, 100, 140, 220, 255, 81, 77,
+ 80
+};
+
+const byte _aircraft_num_mail[NUM_AIRCRAFT_ENGINES] = {
+ 4, 8, 10, 20, 6, 30, 15, 30,
+ 40, 25, 10, 35, 15, 50, 25, 25,
+ 40, 35, 30, 25, 20, 20, 10, 10,
+ 10, 10, 18, 25, 60, 65, 45, 80,
+ 45, 5, 9, 12, 40, 30, 15, 20,
+ 10
+};
+
+const uint16 _aircraft_num_pass[NUM_AIRCRAFT_ENGINES] = {
+ 25, 65, 90,100, 30,200,100,150,
+ 220,230, 95,170,110,300,200,240,
+ 260,240,260,210,160,220, 80, 85,
+ 75, 85, 65,110,180,150, 85,400,
+ 130, 25, 60, 90,200,100, 40, 55,
+ 40
+};
+
+const byte _aircraft_sounds[NUM_AIRCRAFT_ENGINES] = {
+ 6, 6, 7, 59, 6, 7, 7, 7,
+ 7, 7, 7, 7, 7, 61, 7, 7,
+ 7, 7, 7, 7, 7, 7, 7, 7,
+ 7, 7, 7, 7, 7, 7, 7, 61,
+ 59, 69, 70, 7, 61, 59, 7, 7,
+ 7
+};
+
+const byte _aircraft_table_3[NUM_AIRCRAFT_ENGINES] = {
+ 1, 0, 2, 8, 5, 6, 2, 2,
+ 3, 3, 2, 2, 4, 7, 4, 4,
+ 4, 3, 4, 4, 4, 4, 6, 2,
+ 11, 10, 15, 12, 13, 14, 16, 17,
+ 18, 20, 21, 22, 23, 24, 9, 19,
+ 25
+};
+
+// &1 = regular aircraft
+// &2 = crashes easily on small airports
+const byte _aircraft_subtype[NUM_AIRCRAFT_ENGINES] = {
+ 1, 1, 3, 3, 1, 3, 1, 3,
+ 3, 3, 3, 3, 3, 3, 3, 3,
+ 3, 3, 3, 3, 3, 3, 1, 1,
+ 3, 3, 3, 3, 3, 3, 3, 3,
+ 3, 1, 1, 1, 3, 3, 0, 0,
+ 0
+};
+
+const byte _aircraft_acceleration[NUM_AIRCRAFT_ENGINES] = {
+ 18, 20, 35, 50, 20, 40, 35, 40,
+ 40, 40, 35, 40, 40, 40, 40, 40,
+ 40, 40, 40, 40, 40, 40, 50, 40,
+ 40, 40, 40, 40, 40, 40, 40, 40,
+ 50, 18, 20, 40, 40, 50, 20, 20,
+ 20,
+};
+
+void DrawAircraftEngine(int x, int y, int engine, uint32 image_ormod)
+{
+ DrawSprite((6 + _aircraft_sprite[_aircraft_table_3[engine - AIRCRAFT_ENGINES_INDEX]]) | image_ormod, x, y);
+
+ if ((_aircraft_subtype[engine - AIRCRAFT_ENGINES_INDEX]&1) == 0)
+ DrawSprite(0xF3D, x, y-5);
+}
+
+void DrawAircraftEngineInfo(int engine, int x, int y, int maxw)
+{
+ engine -= AIRCRAFT_ENGINES_INDEX;
+
+ SET_DPARAM32(0, ((_price.aircraft_base >> 3) * _aircraft_cost_table[engine]) >> 5);
+ SET_DPARAM16(1, _aircraft_speed[engine] << 3);
+ SET_DPARAM16(2, _aircraft_num_pass[engine]);
+ SET_DPARAM16(3, _aircraft_num_mail[engine]);
+ SET_DPARAM32(4, _aircraft_running_cost[engine] * _price.aircraft_running >> 8);
+
+ DrawStringMultiCenter(x, y, STR_A02E_COST_MAX_SPEED_CAPACITY, maxw);
+}
+
+/* Allocate many vehicles */
+bool AllocateVehicles(Vehicle **vl, int num)
+{
+ int i;
+ Vehicle *v;
+ bool success = true;
+
+ for(i=0; i!=num; i++) {
+ vl[i] = v = AllocateVehicle();
+ if (v == NULL) {
+ success = false;
+ break;
+ }
+ v->type = 1;
+ }
+
+ while (--i >= 0) {
+ vl[i]->type = 0;
+ }
+
+ return success;
+}
+
+static int32 EstimateAircraftCost(uint16 engine_type)
+{
+ return _aircraft_cost_table[engine_type - AIRCRAFT_ENGINES_INDEX] * (_price.aircraft_base>>3)>>5;
+}
+
+
+/* p1 = engine */
+int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ int32 value;
+ Vehicle *vl[3], *v, *u, *w;
+ byte unit_num;
+ uint tile = TILE_FROM_XY(x,y);
+ Engine *e;
+
+ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
+
+ value = EstimateAircraftCost(p1);
+
+ if (flags & DC_QUERY_COST)
+ return value;
+
+ // allocate 2 or 3 vehicle structs, depending on type
+ if (!AllocateVehicles(vl, (_aircraft_subtype[p1 - AIRCRAFT_ENGINES_INDEX]&1) == 0 ? 3 : 2) ||
+ _ptr_to_next_order >= endof(_order_array))
+ return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
+
+ unit_num = GetFreeUnitNumber(VEH_Aircraft);
+ if (unit_num > _patches.max_aircraft)
+ return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
+
+ if (flags & DC_EXEC) {
+ v = vl[0];
+ u = vl[1];
+
+ v->unitnumber = unit_num;
+ v->type = u->type = VEH_Aircraft;
+ v->direction = 3;
+
+ v->owner = u->owner = _current_player;
+
+ v->tile = tile;
+// u->tile = 0;
+
+ x = GET_TILE_X(tile)*16 + 5;
+ y = GET_TILE_Y(tile)*16 + 3;
+
+ v->x_pos = u->x_pos = x;
+ v->y_pos = u->y_pos = y;
+
+ u->z_pos = GetSlopeZ(x, y);
+ v->z_pos = u->z_pos + 1;
+
+ v->x_offs = v->y_offs = -1;
+// u->delta_x = u->delta_y = 0;
+
+ v->sprite_width = v->sprite_height = 2;
+ v->z_height = 5;
+
+ u->sprite_width = u->sprite_height = 2;
+ u->z_height = 1;
+
+ v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
+ u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_DISASTER;
+
+ v->spritenum = _aircraft_table_3[p1 - AIRCRAFT_ENGINES_INDEX];
+// v->cargo_count = u->number_of_pieces = 0;
+
+ v->cargo_cap = _aircraft_num_pass[p1 - AIRCRAFT_ENGINES_INDEX];
+ u->cargo_cap = _aircraft_num_mail[p1 - AIRCRAFT_ENGINES_INDEX];
+
+ v->cargo_type = CT_PASSENGERS;
+ u->cargo_type = CT_MAIL;
+
+ v->string_id = STR_SV_AIRCRAFT_NAME;
+// v->next_order_param = v->next_order = 0;
+
+// v->load_unload_time_rem = 0;
+// v->progress = 0;
+ v->last_station_visited = 0xFF;
+// v->destination_coords = 0;
+
+ v->max_speed = _aircraft_speed[p1 - AIRCRAFT_ENGINES_INDEX];
+ v->acceleration = _aircraft_acceleration[p1 - AIRCRAFT_ENGINES_INDEX];
+ v->engine_type = (byte)p1;
+
+ v->subtype = (_aircraft_subtype[p1 - AIRCRAFT_ENGINES_INDEX]&1) == 0 ? 0 : 2;
+ v->value = value;
+
+ u->subtype = 4;
+
+ e = &_engines[p1];
+ v->reliability = e->reliability;
+ v->reliability_spd_dec = e->reliability_spd_dec;
+ v->max_age = e->lifelength * 366;
+
+ _new_aircraft_id = v->index;
+
+ *(v->schedule_ptr = _ptr_to_next_order++) = 0;
+ // the AI doesn't click on a tile to build airplanes, so the below code will
+ // never work. Therefore just assume the AI's planes always come from Hangar0
+ v->u.air.pos = (_is_ai_player) ? 0:MAX_ELEMENTS;
+
+ /* When we click on hangar we know the tile (it is in var 'tile')it is on. By that we know
+ its position in the array of depots the airport has.....we can search
+ ->layout for #th position of depot. Since layout must start with depots, it is simple
+ */
+ {
+ Station *st;
+ const AirportFTAClass *Airport;
+ const uint16 *cur_depot;
+ byte i = 0;
+ st = DEREF_STATION(_map2[tile]);
+ Airport = GetAirport(st->airport_type);
+ // first element of depot array contains #of depots on the airport
+ for (cur_depot=&Airport->airport_depots[1]; i != Airport->airport_depots[0]; cur_depot++) {
+ if ((uint)(st->airport_tile + *cur_depot) == tile) {
+ assert(Airport->layout[i].heading == HANGAR);
+ v->u.air.pos = Airport->layout[i].position;
+ break;
+ }
+ i++;
+ }
+ // to ensure v->u.air.pos has been given a value
+ assert(v->u.air.pos != MAX_ELEMENTS);
+ }
+
+ v->u.air.state = HANGAR;
+ v->u.air.previous_pos = v->u.air.pos;
+ v->u.air.targetairport = _map2[tile];
+ v->next = u;
+
+ v->service_interval = _patches.servint_aircraft;
+
+ v->date_of_last_service = _date;
+ v->build_year = _cur_year;
+
+ v->cur_image = u->cur_image = 0xEA0;
+
+ VehiclePositionChanged(v);
+ VehiclePositionChanged(u);
+
+ // Aircraft with 3 vehicles?
+ if (v->subtype == 0) {
+ w = vl[2];
+
+ u->next = w;
+
+ w->type = VEH_Aircraft;
+ w->direction = 0;
+ w->owner = _current_player;
+ w->x_pos = v->x_pos;
+ w->y_pos = v->y_pos;
+ w->z_pos = v->z_pos + 5;
+ w->x_offs = w->y_offs = -1;
+ w->sprite_width = w->sprite_height = 2;
+ w->z_height = 1;
+ w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
+ w->subtype = 6;
+ w->cur_image = 0xF3D;
+ VehiclePositionChanged(w);
+ }
+
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+ InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+ InvalidateWindow(WC_COMPANY, v->owner);
+ }
+
+ return value;
+}
+
+bool IsAircraftHangarTile(TileIndex tile)
+{
+ // 0x56 - hangar facing other way international airport (86)
+ // 0x20 - hangar large airport (32)
+ // 0x41 - hangar small airport (65)
+ return IS_TILETYPE(tile, MP_STATION) &&
+ (_map5[tile] == 32 || _map5[tile] == 65 || _map5[tile] == 86);
+}
+
+static bool CheckStoppedInHangar(Vehicle *v)
+{
+ if (!(v->vehstatus&VS_STOPPED) ||
+ !IsAircraftHangarTile(v->tile)) {
+ _error_message = STR_A01B_AIRCRAFT_MUST_BE_STOPPED;
+ return false;
+ }
+
+ return true;
+}
+
+
+void DoDeleteAircraft(Vehicle *v)
+{
+ DeleteWindowById(WC_VEHICLE_VIEW, v->index);
+ InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+ InvalidateWindow(WC_COMPANY, v->owner);
+ DeleteVehicleChain(v);
+}
+
+// p1 = vehicle
+int32 CmdSellAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ Vehicle *v;
+
+ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
+
+ v = &_vehicles[p1];
+
+ if (!CheckOwnership(v->owner) || !CheckStoppedInHangar(v))
+ return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ // Invalidate depot
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+
+ DoDeleteAircraft(v);
+
+ }
+
+ return -(int32)v->value;
+}
+
+// p1 = vehicle
+int32 CmdStartStopAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ Vehicle *v;
+
+ v = &_vehicles[p1];
+
+ if (!CheckOwnership(v->owner))
+ return CMD_ERROR;
+
+ // cannot stop airplane when in flight, or when taking off / landing
+ if (v->u.air.state >= STARTTAKEOFF) {
+ return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
+ }
+
+ if (flags & DC_EXEC) {
+ v->vehstatus ^= VS_STOPPED;
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+ }
+
+ return 0;
+}
+
+// p1 = vehicle
+int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ Vehicle *v;
+ Station *st;
+
+ v = &_vehicles[p1];
+
+ if (!CheckOwnership(v->owner))
+ return CMD_ERROR;
+
+ if ((v->next_order&OT_MASK) == OT_GOTO_DEPOT) {
+ if (flags & DC_EXEC) {
+ if (v->next_order&OF_UNLOAD)
+ { v->cur_order_index++; }
+ v->next_order = OT_DUMMY;
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ }
+ } else {
+ st = DEREF_STATION(v->u.air.targetairport);
+ // If an airport doesn't have terminals (so no landing space for airports),
+ // it surely doesn't have any hangars
+ if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->nofterminals == 0)
+ return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ v->next_order = OF_NON_STOP | OF_FULL_LOAD | OT_GOTO_DEPOT;
+ v->next_order_param = v->u.air.targetairport;
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ }
+ }
+
+ return 0;
+}
+
+// p1 = vehicle
+// p2 = new service int
+int32 CmdChangeAircraftServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ Vehicle *v;
+
+ v = &_vehicles[p1];
+
+ if (!CheckOwnership(v->owner))
+ return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ v->service_interval = (uint16)p2;
+ InvalidateWindowWidget(WC_VEHICLE_DETAILS, v->index, 7);
+ }
+
+ return 0;
+}
+
+// p1 = vehicle
+// p2 = new cargo type
+int32 CmdRefitAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+ Vehicle *v,*u;
+ int pass, mail;
+ int32 cost;
+
+ SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
+
+ v = &_vehicles[p1];
+ if (!CheckOwnership(v->owner) || !CheckStoppedInHangar(v))
+ return CMD_ERROR;
+
+ pass = _aircraft_num_pass[v->engine_type - AIRCRAFT_ENGINES_INDEX];
+ if (p2 != 0) {
+ pass >>= 1;
+ if (p2 != 5)
+ pass >>= 1;
+ }
+ _aircraft_refit_capacity = pass;
+
+ cost = 0;
+ if (IS_HUMAN_PLAYER(v->owner) && (byte)p2 != v->cargo_type) {
+ cost = _price.aircraft_base >> 7;
+ }
+
+ if (flags & DC_EXEC) {
+ v->cargo_cap = pass;
+
+ u = v->next;
+ mail = _aircraft_num_mail[v->engine_type - AIRCRAFT_ENGINES_INDEX];
+ if (p2 != 0) {
+ mail = 0;
+ }
+ u->cargo_cap = mail;
+ v->cargo_count = u->cargo_count = 0;
+ v->cargo_type = (byte)p2;
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ }
+
+ return cost;
+}
+
+void HandleClickOnAircraft(Vehicle *v)
+{
+ ShowAircraftViewWindow(v);
+}
+
+static void CheckIfAircraftNeedsService(Vehicle *v)
+{
+ Station *st;
+
+ if (v->date_of_last_service + v->service_interval > _date)
+ return;
+
+ if (v->vehstatus & VS_STOPPED)
+ return;
+
+ if ((v->next_order & (OT_MASK | OF_FULL_LOAD)) == (OT_GOTO_DEPOT | OF_FULL_LOAD))
+ return;
+
+ if (_patches.gotodepot && IS_HUMAN_PLAYER(v->owner) && ScheduleHasDepotOrders(v->schedule_ptr))
+ return;
+
+ st = DEREF_STATION(v->next_order_param);
+ // only goto depot if the target airport has terminals (eg. it is airport)
+ if (st->xy != 0 && st->airport_tile != 0 && GetAirport(st->airport_type)->nofterminals != 0) {
+// printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
+// v->u.air.targetairport = st->index;
+ v->next_order = OF_NON_STOP | OT_GOTO_DEPOT;
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ } else if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT) {
+ v->next_order = OT_DUMMY;
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ }
+}
+
+void OnNewDay_Aircraft(Vehicle *v)
+{
+ int32 cost;
+
+ if (v->subtype > 2)
+ return;
+
+ if ((++v->day_counter & 7) == 0)
+ DecreaseVehicleValue(v);
+
+ CheckVehicleBreakdown(v);
+ AgeVehicle(v);
+ CheckIfAircraftNeedsService(v);
+
+ if (v->vehstatus & VS_STOPPED)
+ return;
+
+ cost = _aircraft_running_cost[v->engine_type - AIRCRAFT_ENGINES_INDEX] * _price.aircraft_running / 364;
+
+ v->profit_this_year -= cost >> 8;
+
+ SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
+ SubtractMoneyFromPlayerFract(v->owner, cost);
+
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+}
+
+void AircraftYearlyLoop()
+{
+ Vehicle *v;
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_Aircraft && v->subtype <= 2) {
+ v->profit_last_year = v->profit_this_year;
+ v->profit_this_year = 0;
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ }
+ }
+}
+
+static void AgeAircraftCargo(Vehicle *v)
+{
+ if (_age_cargo_skip_counter != 0)
+ return;
+
+ do {
+ if (v->cargo_days != 0xFF)
+ v->cargo_days++;
+ } while ( (v=v->next) != NULL );
+}
+
+static void HelicopterTickHandler(Vehicle *v)
+{
+ Vehicle *u;
+ int tick,spd;
+ uint16 img;
+
+ u = v->next->next;
+
+ if (u->vehstatus & VS_HIDDEN)
+ return;
+
+ // if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
+ // loading/unloading at a terminal or stopped
+ if ((v->next_order&OT_MASK) == OT_LOADING || (v->vehstatus&VS_STOPPED)) {
+ if (u->cur_speed != 0) {
+ u->cur_speed++;
+ if (u->cur_speed >= 0x80 && u->cur_image == 0xF40) {
+ u->cur_speed = 0;
+ }
+ }
+ } else {
+ if (u->cur_speed == 0)
+ u->cur_speed = 0x70;
+
+ if (u->cur_speed >= 0x50)
+ u->cur_speed--;
+ }
+
+ tick = ++u->tick_counter;
+ spd = u->cur_speed >> 4;
+
+ if (spd == 0) {
+ img = 0xF3D;
+ if (u->cur_image == img)
+ return;
+ } else if (tick >= spd) {
+ u->tick_counter = 0;
+ img = u->cur_image + 1;
+ if (img > 0xF40)
+ img = 0xF3E;
+ } else
+ return;
+
+ u->cur_image=img;
+
+ BeginVehicleMove(u);
+ VehiclePositionChanged(u);
+ EndVehicleMove(u);
+}
+
+static void SetAircraftPosition(Vehicle *v, int x, int y, int z)
+{
+ Vehicle *u;
+ int yt;
+
+ v->x_pos = x;
+ v->y_pos = y;
+ v->z_pos = z;
+
+ v->cur_image = GetAircraftImage(v, v->direction);
+
+ BeginVehicleMove(v);
+ VehiclePositionChanged(v);
+ EndVehicleMove(v);
+
+ u = v->next;
+
+ yt = y - ((v->z_pos-GetSlopeZ(x, y-1)) >> 3);
+ u->x_pos = x;
+ u->y_pos = yt;
+ u->z_pos = GetSlopeZ(x,yt);
+ u->cur_image = v->cur_image;
+
+ BeginVehicleMove(u);
+ VehiclePositionChanged(u);
+ EndVehicleMove(u);
+
+ if ((u=u->next) != NULL) {
+ u->x_pos = x;
+ u->y_pos = y;
+ u->z_pos = z + 5;
+
+ BeginVehicleMove(u);
+ VehiclePositionChanged(u);
+ EndVehicleMove(u);
+ }
+}
+
+static void ServiceAircraft(Vehicle *v)
+{
+ Vehicle *u;
+
+ v->cur_speed = 0;
+ v->subspeed = 0;
+ v->progress = 0;
+ v->vehstatus |= VS_HIDDEN;
+
+ u = v->next;
+ u->vehstatus |= VS_HIDDEN;
+ if ((u=u->next) != NULL) {
+ u->vehstatus |= VS_HIDDEN;
+ u->cur_speed = 0;
+ }
+
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+
+ v->date_of_last_service = _date;
+ v->breakdowns_since_last_service = 0;
+ v->reliability = _engines[v->engine_type].reliability;
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+}
+
+static void PlayAircraftSound(Vehicle *v)
+{
+ SndPlayVehicleFx(_aircraft_sounds[v->engine_type - AIRCRAFT_ENGINES_INDEX], v);
+}
+
+static bool UpdateAircraftSpeed(Vehicle *v)
+{
+ uint spd = v->acceleration * 2;
+ byte t;
+
+ v->subspeed = (t=v->subspeed) + (byte)spd;
+ spd = min( v->cur_speed + (spd >> 8) + (v->subspeed < t), v->max_speed);
+
+ // adjust speed for broken vehicles
+ if(v->vehstatus&VS_AIRCRAFT_BROKEN) spd = min(spd, 27);
+
+ //updates statusbar only if speed have changed to save CPU time
+ if (spd != v->cur_speed) {
+ v->cur_speed = spd;
+ if (_patches.vehicle_speed)
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+ }
+
+ if (!(v->direction & 1)) {
+ spd = spd * 3 >> 2;
+ }
+
+ if (spd == 0)
+ return false;
+
+ if ((byte)++spd == 0)
+ return true;
+
+ v->progress = (t = v->progress) - (byte)spd;
+
+ return (t < v->progress);
+}
+
+// get Aircraft running altitude
+static byte GetAircraftFlyingAltitude(const Vehicle *v)
+{
+ byte maxz = 162;
+ if (v->max_speed != 37) {
+ maxz = 171;
+ if (v->max_speed != 74) {maxz = 180;}
+ }
+ return maxz;
+}
+
+static bool Aircraft_5(Vehicle *v)
+{
+ Station *st;
+ const AirportMovingData *amd;
+ Vehicle *u;
+ byte z,dirdiff,newdir,maxz,curz;
+ GetNewVehiclePosResult gp;
+ uint dist;
+ int x,y;
+
+ st = DEREF_STATION(v->u.air.targetairport);
+
+ // prevent going to 0,0 if airport is deleted.
+ {
+ uint tile = st->airport_tile;
+ if (tile == 0) tile = st->xy;
+ // xy of destination
+ x = GET_TILE_X(tile)*16;
+ y = GET_TILE_Y(tile)*16;
+ }
+
+ // get airport moving data
+ assert(v->u.air.pos < GetAirport(st->airport_type)->nofelements);
+ amd = &_airport_moving_datas[st->airport_type][v->u.air.pos];
+
+ // Helicopter raise
+ if (amd->flag & AMED_HELI_RAISE) {
+ u = v->next->next;
+
+ // Make sure the rotors don't rotate too fast
+ if (u->cur_speed > 32) {
+ v->cur_speed = 0;
+ if (--u->cur_speed == 32) {
+ SndPlayVehicleFx(0x16, v);
+ }
+ } else {
+ u->cur_speed = 32;
+ if (UpdateAircraftSpeed(v)) {
+ v->tile = 0;
+
+ // Reached altitude?
+ if (v->z_pos >= 184) {
+ v->cur_speed = 0;
+ return true;
+ }
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
+ }
+ }
+ return false;
+ }
+
+ // Helicopter landing.
+ if (amd->flag & AMED_HELI_LOWER) {
+ if (UpdateAircraftSpeed(v)) {
+ if (st->airport_tile == 0) {
+ // FIXME - Aircraft_5 -> if station no longer exists, do not land
+ // helicopter will circle until sign disappears, then go to next order
+ // * what to do when it is the only order left, right now it just stays in 1 place
+ v->u.air.state = FLYING;
+ AircraftNextAirportPos_and_Order(v);
+ return false;
+ }
+
+ // Vehicle is now at the airport.
+ v->tile = st->airport_tile;
+
+ // Find altitude of landing position.
+ z = GetSlopeZ(x, y) + 1;
+ if (st->airport_type == AT_OILRIG) z += 54;
+ if (st->airport_type == AT_HELIPORT) z += 60;
+
+ if (z == v->z_pos) {
+ u = v->next->next;
+
+ // Increase speed of rotors. When speed is 80, we've landed.
+ if (u->cur_speed >= 80)
+ return true;
+ u->cur_speed+=4;
+ } else if (v->z_pos > z) {
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos-1);
+ } else {
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
+ }
+ }
+ return false;
+ }
+
+ // Get distance from destination pos to current pos.
+ dist = myabs(x + amd->x - v->x_pos) + myabs(y + amd->y - v->y_pos);
+
+ // Need exact position?
+ if (!(amd->flag & AMED_EXACTPOS) && dist <= (uint)((amd->flag&AMED_SLOWTURN)?8:4))
+ return true;
+
+ // At final pos?
+ if (dist == 0) {
+
+ // Clamp speed to 12.
+ if (v->cur_speed > 12)
+ v->cur_speed = 12;
+
+ // Change direction smoothly to final direction.
+ dirdiff = 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 == 0) {
+ v->cur_speed = 0;
+ return true;
+ }
+
+ if (!UpdateAircraftSpeed(v))
+ return false;
+
+ v->direction = (v->direction+((dirdiff&7)<5?1:-1)) & 7;
+ v->cur_speed >>= 1;
+
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+ return false;
+ }
+
+ // Clamp speed?
+ if (!(amd->flag & AMED_NOSPDCLAMP) && v->cur_speed > 12)
+ v->cur_speed = 12;
+
+ if (!UpdateAircraftSpeed(v))
+ return false;
+
+ // Decrease animation counter.
+ if (v->load_unload_time_rem != 0)
+ v->load_unload_time_rem--;
+
+ // Turn. Do it slowly if in the air.
+ newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
+ if (newdir != v->direction) {
+ if (amd->flag & AMED_SLOWTURN) {
+ if (v->load_unload_time_rem == 0) {
+ v->load_unload_time_rem = 8;
+ v->direction = newdir;
+ }
+ } else {
+ v->cur_speed >>= 1;
+ v->direction = newdir;
+ }
+ }
+
+ // Move vehicle.
+ GetNewVehiclePos(v, &gp);
+ v->tile = gp.new_tile;
+
+ // If vehicle is in the air, use tile coordinate 0.
+ if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) {
+ v->tile = 0;
+ }
+
+ // Adjust Z for land or takeoff?
+ z = v->z_pos;
+
+ if (amd->flag & AMED_TAKEOFF) {
+ z+=2;
+ // Determine running altitude
+ maxz = GetAircraftFlyingAltitude(v);
+ if (z > maxz)
+ z = maxz;
+ }
+
+ if (amd->flag & AMED_LAND) {
+ if (st->airport_tile == 0) {
+ //FIXME -- FIXED - Aircraft_5 -> if station no longer exists, do not land
+ // * what to do when it is the only order left, right now it just stays in 1 place?
+ v->u.air.state = FLYING;
+ AircraftNextAirportPos_and_Order(v);
+ // get aircraft back on running altitude
+ SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
+ return false;
+ }
+
+ curz = GetSlopeZ(x, y) + 1;
+
+ if (curz > z) {
+ z++;
+ } else {
+ int t = max(1, dist-4);
+
+ z -= ((z - curz) + t - 1) / t;
+ if (z < curz) z = curz;
+ }
+ }
+
+ // We've landed. Decrase speed when we're reaching end of runway.
+ if (amd->flag & AMED_BRAKE) {
+ curz = GetSlopeZ(x, y) + 1;
+
+ if (z > curz) z--;
+ else if (z < curz) z++;
+
+ if (dist < 64 && v->cur_speed > 12)
+ v->cur_speed -= 4;
+ }
+
+ SetAircraftPosition(v, gp.x, gp.y, z);
+ return false;
+}
+
+static const int8 _crashed_aircraft_moddir[4] = {
+ -1,0,0,1
+};
+
+static void HandleCrashedAircraft(Vehicle *v)
+{
+ uint32 r;
+ Station *st;
+
+ v->u.air.crashed_counter++;
+
+ if (v->u.air.crashed_counter < 650) {
+ if (CHANCE16R(1,32,r)) {
+ v->direction = (v->direction+_crashed_aircraft_moddir[(r >> 16)&3]) & 7;
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+ r = Random();
+ CreateEffectVehicleRel(v,
+ 4 + (r&0xF),
+ 4 + ((r>>4)&0xF),
+ ((r>>8)&0xF),
+ EV_DEMOLISH);
+ }
+ } else if (v->u.air.crashed_counter >= 10000) {
+ st = DEREF_STATION(v->u.air.targetairport);
+ // remove rubble of crashed airplane
+
+ // clear runway-in on all airports, set by crashing plane
+ // small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
+ // but they all share the same number
+ CLRBITS(st->airport_flags, RUNWAY_IN_block);
+
+ BeginVehicleMove(v);
+ EndVehicleMove(v);
+
+ DoDeleteAircraft(v);
+ }
+}
+
+static void HandleBrokenAircraft(Vehicle *v)
+{
+ if (v->breakdown_ctr != 1) {
+ v->breakdown_ctr = 1;
+ v->vehstatus |= VS_AIRCRAFT_BROKEN;
+
+ if (v->breakdowns_since_last_service != 255)
+ v->breakdowns_since_last_service++;
+ InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ }
+}
+
+static const int8 _aircraft_smoke_xy[16] = {
+ 5,6,5,0,-5,-6,-5,0, /* x coordinates */
+ 5,0,-5,-6,-5,0,5,6, /* y coordinate */
+};
+
+static void HandleAircraftSmoke(Vehicle *v)
+{
+ if (!(v->vehstatus&VS_AIRCRAFT_BROKEN))
+ return;
+
+ if (v->cur_speed < 10) {
+ v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
+ v->breakdown_ctr = 0;
+ return;
+ }
+
+ if ((v->tick_counter & 0x1F) == 0) {
+ CreateEffectVehicleRel(v,
+ _aircraft_smoke_xy[v->direction],
+ _aircraft_smoke_xy[v->direction + 8],
+ 2,
+ EV_SMOKE_3
+ );
+ }
+}
+
+static void ProcessAircraftOrder(Vehicle *v)
+{
+ uint order;
+
+ // OT_GOTO_DEPOT, OT_LOADING
+ if ((v->next_order & OT_MASK) >= OT_GOTO_DEPOT && (v->next_order & OT_MASK) <= OT_LOADING) {
+ if ((v->next_order & (OT_MASK|OF_UNLOAD)) != (OT_GOTO_DEPOT|OF_UNLOAD))
+ return;
+ }
+
+ if ((v->next_order & (OT_MASK|OF_UNLOAD|OF_FULL_LOAD)) == (OT_GOTO_DEPOT|OF_UNLOAD|OF_FULL_LOAD) &&
+ v->date_of_last_service+v->service_interval > _date) {
+ v->cur_order_index++;
+ }
+
+ if (v->cur_order_index >= v->num_orders)
+ v->cur_order_index = 0;
+
+ order = v->schedule_ptr[v->cur_order_index];
+
+ if (order == 0) {
+ v->next_order = OT_NOTHING;
+ return;
+ }
+
+ if (order == (uint)((v->next_order | (v->next_order_param<<8))))
+ return;
+
+ v->next_order = (byte)order;
+ v->next_order_param = (byte)(order >> 8);
+
+ // orders are changed in flight, ensure going to the right station
+ if ((order & OT_MASK) == OT_GOTO_STATION && v->u.air.state == FLYING) {
+ AircraftNextAirportPos_and_Order(v);
+ v->u.air.targetairport = order >> 8;
+ }
+
+ InvalidateVehicleOrderWidget(v);
+}
+
+static void HandleAircraftLoading(Vehicle *v, int mode)
+{
+ if (v->next_order == OT_NOTHING)
+ return;
+
+ if (v->next_order != OT_DUMMY) {
+ if ((v->next_order&OT_MASK) != OT_LOADING)
+ return;
+
+ if (mode != 0)
+ return;
+
+ if (--v->load_unload_time_rem)
+ return;
+
+ if (v->next_order&OF_FULL_LOAD && CanFillVehicle(v)) {
+ SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
+ LoadUnloadVehicle(v);
+ return;
+ }
+
+ {
+ byte b = v->next_order;
+ v->next_order = OT_NOTHING;
+ if (!(b & OF_NON_STOP))
+ return;
+ }
+ }
+ v->cur_order_index++;
+ InvalidateVehicleOrderWidget(v);
+}
+
+static void MaybeCrashAirplane(Vehicle *v)
+{
+ Station *st;
+ uint16 prob;
+ int i;
+ uint16 amt;
+
+ st = DEREF_STATION(v->u.air.targetairport);
+
+ //FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports
+ prob = 0x10000 / 1500;
+ if (st->airport_type == AT_SMALL && (_aircraft_subtype[v->engine_type - AIRCRAFT_ENGINES_INDEX]&2)) {
+ prob = 0x10000 / 20;
+ }
+
+ if ((uint16)Random() > prob)
+ return;
+
+ // Crash the airplane. Remove all goods stored at the station.
+ for(i=0; i!=NUM_CARGO; i++) {
+ st->goods[i].rating = 1;
+ st->goods[i].waiting_acceptance &= ~0xFFF;
+ }
+
+ v->vehstatus |= VS_CRASHED;
+ v->u.air.crashed_counter = 0;
+
+ CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
+
+ InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+
+ amt = 2;
+ if (v->cargo_type == CT_PASSENGERS) amt += v->cargo_count;
+ SET_DPARAM16(0, amt);
+
+ v->cargo_count = 0;
+ v->next->cargo_count = 0,
+
+ SET_DPARAM16(1, st->index);
+ AddNewsItem(STR_A034_PLANE_CRASH_DIE_IN_FIREBALL,
+ NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
+ v->index,
+ 0);
+
+ ModifyStationRatingAround(TILE_FROM_XY(v->x_pos, v->y_pos), v->owner, -160, 30);
+ SndPlayVehicleFx(16, v);
+}
+
+// we've landed and just arrived at a terminal
+static void AircraftEntersTerminal(Vehicle *v)
+{
+ Station *st;
+ byte old_order;
+
+ if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT)
+ return;
+
+ st = DEREF_STATION(v->u.air.targetairport);
+ v->last_station_visited = v->u.air.targetairport;
+
+ /* Check if station was ever visited before */
+ if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
+ uint32 flags;
+
+ st->had_vehicle_of_type |= HVOT_AIRCRAFT;
+ SET_DPARAM16(0, st->index);
+ // show newsitem of celebrating citizens
+ flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
+ AddNewsItem(
+ STR_A033_CITIZENS_CELEBRATE_FIRST,
+ flags,
+ v->index,
+ 0);
+ }
+
+ old_order = v->next_order;
+ v->next_order = OT_LOADING;
+
+ if ((old_order & OT_MASK) == OT_GOTO_STATION &&
+ v->next_order_param == v->last_station_visited) {
+ v->next_order = OT_LOADING | (old_order & (OF_UNLOAD|OF_FULL_LOAD)) | OF_NON_STOP;
+ }
+
+ SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
+ LoadUnloadVehicle(v);
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+}
+
+static void AircraftEnterHangar(Vehicle *v)
+{
+ byte old_order;
+
+ ServiceAircraft(v);
+
+ MaybeRenewVehicle(v, EstimateAircraftCost(v->engine_type));
+
+ if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT) {
+ InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+
+ old_order = v->next_order;
+ v->next_order = OT_NOTHING;
+
+ if (old_order & OF_UNLOAD) { v->cur_order_index++; }
+
+ else if (old_order & OF_FULL_LOAD) { // force depot visit
+ v->vehstatus |= VS_STOPPED;
+
+ if (v->owner == _local_player) {
+ SET_DPARAM16(0, v->unitnumber);
+ AddNewsItem(
+ STR_A014_AIRCRAFT_IS_WAITING_IN,
+ NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
+ v->index,
+ 0);
+ }
+ }
+ }
+}
+
+static void AircraftLand(Vehicle *v)
+{
+ v->sprite_width = v->sprite_height = 2;
+}
+
+static void AircraftLandAirplane(Vehicle *v)
+{
+ AircraftLand(v);
+ SndPlayVehicleFx(0x15, v);
+ MaybeCrashAirplane(v);
+}
+
+// set the right pos when heading to other airports after takeoff
+static void AircraftNextAirportPos_and_Order(Vehicle *v)
+{
+ Station *st;
+ const AirportFTAClass *Airport;
+
+ if ((v->next_order&OT_MASK) == OT_GOTO_STATION ||
+ (v->next_order&OT_MASK) == OT_GOTO_DEPOT)
+ v->u.air.targetairport = v->next_order_param;
+
+ st = DEREF_STATION(v->u.air.targetairport);
+ Airport = GetAirport(st->airport_type);
+ v->u.air.pos = v->u.air.previous_pos = Airport->entry_point;
+}
+
+static void AircraftLeaveHangar(Vehicle *v)
+{
+ v->cur_speed = 0;
+ v->subspeed = 0;
+ v->progress = 0;
+ v->direction = 3;
+ v->vehstatus &= ~VS_HIDDEN;
+ {
+ Vehicle *u = v->next;
+ u->vehstatus &= ~VS_HIDDEN;
+
+ // Rotor blades
+ if ((u=u->next) != NULL) {
+ u->vehstatus &= ~VS_HIDDEN;
+ u->cur_speed = 80;
+ }
+ }
+
+ SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
+/////////////////// AIRCRAFT MOVEMENT SCHEME ////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////
+static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *Airport)
+{
+ AircraftEntersTerminal(v);
+ v->u.air.state = Airport->layout[v->u.air.pos].heading;
+}
+
+static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *Airport)
+{
+ AircraftEnterHangar(v);
+ v->u.air.state = Airport->layout[v->u.air.pos].heading;
+}
+
+// In an Airport Hangar
+static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *Airport)
+{
+ // if we just arrived, execute EnterHangar first
+ if (v->u.air.previous_pos != v->u.air.pos) {
+ AircraftEventHandler_EnterHangar(v, Airport);
+ return;
+ }
+
+ if ((v->next_order&OT_MASK) == OT_GOTO_DEPOT && (v->vehstatus&VS_STOPPED)) { // if we were sent to the depot, stay there
+ v->next_order = OT_NOTHING;
+ return;
+ }
+
+ if ((v->next_order&OT_MASK) != OT_GOTO_STATION && (v->next_order&OT_MASK) != OT_GOTO_DEPOT)
+ return;
+
+ // if the block of the next position is busy, stay put
+ if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) {return;}
+
+ // We are already at the target airport, we need to find a terminal
+ if (v->next_order_param == v->u.air.targetairport) {
+ // FindFreeTerminal:
+ // 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal
+ if (v->subtype != 0) {if(!AirportFindFreeTerminal(v, Airport)) {return;}} // airplane
+ else {if(!AirportFindFreeHelipad(v, Airport)) {return;}} // helicopter
+ }
+ else { // Else prepare for launch.
+ // airplane goto state takeoff, helicopter to helitakeoff
+ v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
+ }
+ AircraftLeaveHangar(v);
+ AirportMove(v, Airport);
+}
+
+// At one of the Airport's Terminals
+static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *Airport)
+{
+ // if we just arrived, execute EnterTerminal first
+ if (v->u.air.previous_pos != v->u.air.pos) {
+ AircraftEventHandler_EnterTerminal(v, Airport);
+ // on an airport with helipads, a helicopter will always land there
+ // and get serviced at the same time - patch setting
+ if (_patches.serviceathelipad) {
+ if (v->subtype == 0 && Airport->nofhelipads > 0) {
+ // an exerpt of ServiceAircraft, without the invisibility stuff
+ v->date_of_last_service = _date;
+ v->breakdowns_since_last_service = 0;
+ v->reliability = _engines[v->engine_type].reliability;
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ }
+ }
+ return;
+ }
+
+ // removed &0x1F
+ if (v->next_order == OT_NOTHING) {return;}
+
+ // if the block of the next position is busy, stay put
+ if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) {
+ return;
+ }
+
+ // airport-road is free. We either have to go to another airport, or to the hangar
+ // ---> start moving
+
+ switch (v->next_order&OT_MASK) {
+ case OT_GOTO_STATION: // ready to fly to another airport
+ // airplane goto state takeoff, helicopter to helitakeoff
+ v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
+ break;
+ case OT_GOTO_DEPOT: // visit hangar for serivicing, sale, etc.
+ if (v->next_order_param == v->u.air.targetairport)
+ v->u.air.state = HANGAR;
+ else
+ v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
+ break;
+ default: // orders have been deleted (no orders), goto depot and don't bother us
+ v->next_order = OT_NOTHING;
+ v->u.air.state = HANGAR;
+ }
+ AirportMove(v, Airport);
+}
+
+static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *Airport)
+{
+ printf("OK, you shouldn't be here, check your Airport Scheme!\n");
+ assert(1 == v->u.air.state); // when here state is 0, so this always fails
+}
+
+static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *Airport) {
+ PlayAircraftSound(v); // play takeoffsound for airplanes
+ v->u.air.state = STARTTAKEOFF;
+}
+
+static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *Airport)
+{
+ v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
+ v->u.air.state = ENDTAKEOFF;
+}
+
+static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *Airport)
+{
+ 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 *Airport)
+{
+ v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
+ v->u.air.state = FLYING;
+ // get the next position to go to, differs per airport
+ AircraftNextAirportPos_and_Order(v);
+}
+
+static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *Airport)
+{
+ Station *st;
+ byte landingtype;
+ AirportFTA *current;
+ uint16 tcur_speed, tsubspeed;
+
+ st = DEREF_STATION(v->u.air.targetairport);
+ // flying device is accepted at this station
+ // small airport --> no helicopters (AIRCRAFT_ONLY)
+ // all other airports --> all types of flying devices (ALL)
+ // heliport/oilrig, etc --> no airplanes (HELICOPTERS_ONLY)
+ // runway busy or not allowed to use this airstation, circle
+ if (! (v->subtype == Airport->acc_planes ||
+ st->airport_tile == 0 || (st->owner != OWNER_NONE && st->owner != v->owner) )) {
+
+ // {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
+ // if it is an airplane, look for LANDING, for helicopter HELILANDING
+ // it is possible to choose from multiple landing runways, so loop until a free one is found
+ landingtype = (v->subtype != 0) ? LANDING : HELILANDING;
+ current = Airport->layout[v->u.air.pos].next_in_chain;
+ while (current != NULL) {
+ if (current->heading == landingtype) {
+ // save speed before, since if AirportHasBlock is false, it resets them to 0
+ // we don't want that for plane in air
+ // hack for speed thingie
+ tcur_speed = v->cur_speed;
+ tsubspeed = v->subspeed;
+ if (!AirportHasBlock(v, current, Airport)) {
+ v->u.air.state = landingtype; // LANDING / HELILANDING
+ // it's a bit dirty, but I need to set position to next position, otherwise
+ // if there are multiple runways, plane won't know which one it took (because
+ // they all have heading LANDING). And also occupy that block!
+ v->u.air.pos = current->next_position;
+ SETBITS(st->airport_flags, Airport->layout[v->u.air.pos].block);
+ return;
+ }
+ v->cur_speed = tcur_speed;
+ v->subspeed = tsubspeed;
+ }
+ current = current->next_in_chain;
+ }
+ }
+ v->u.air.state = FLYING;
+ v->u.air.pos = Airport->layout[v->u.air.pos].next_position;
+}
+
+static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *Airport)
+{
+ AircraftLandAirplane(v); // maybe crash airplane
+ v->u.air.state = ENDLANDING;
+}
+
+static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *Airport)
+{
+ AircraftLand(v); // helicopters don't crash
+ v->u.air.state = HELIENDLANDING;
+}
+
+static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *Airport)
+{
+ // next block busy, don't do a thing, just wait
+ if(AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) {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->next_order&OT_MASK) == OT_GOTO_STATION) {
+ if (AirportFindFreeTerminal(v, Airport)) {return;}
+ }
+ v->u.air.state = HANGAR;
+
+}
+
+static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *Airport)
+{
+ // next block busy, don't do a thing, just wait
+ if(AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) {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->next_order&OT_MASK) == OT_GOTO_STATION) {
+ if (AirportFindFreeHelipad(v, Airport)) {return;}
+ }
+ v->u.air.state = (Airport->nofterminals != 0) ? HANGAR : HELITAKEOFF;
+}
+
+typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *Airport);
+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
+};
+
+static void AirportClearBlock(Vehicle *v, const AirportFTAClass *Airport)
+{
+ Station *st;
+ // we have left the previous block, and entered the new one. Free the previous block
+ if (Airport->layout[v->u.air.previous_pos].block != Airport->layout[v->u.air.pos].block) {
+ st = DEREF_STATION(v->u.air.targetairport);
+ CLRBITS(st->airport_flags, Airport->layout[v->u.air.previous_pos].block);
+ }
+}
+
+static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport)
+{
+ // if aircraft is not in position, wait until it is
+ if (!Aircraft_5(v)) {return;}
+
+ AirportClearBlock(v, Airport);
+ AirportMove(v, Airport); // move aircraft to next position
+}
+
+// gets pos from vehicle and next orders
+static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport)
+{
+ AirportFTA *current;
+ byte prev_pos;
+ bool retval = false;
+
+ // error handling
+ if (v->u.air.pos >= Airport->nofelements) {
+ printf("position %d is not valid for current airport. Max position is %d\n", v->u.air.pos, Airport->nofelements-1);
+ assert(v->u.air.pos < Airport->nofelements);
+ }
+
+ current = &Airport->layout[v->u.air.pos];
+ // we have arrived in an important state (eg terminal, hangar, etc.)
+ if (current->heading == v->u.air.state) {
+ prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
+ _aircraft_state_handlers[v->u.air.state](v, Airport);
+ if (v->u.air.state != FLYING) {v->u.air.previous_pos = prev_pos;}
+ return true;
+ }
+
+ v->u.air.previous_pos = v->u.air.pos; // save previous location
+
+ // there is only one choice to move to
+ if (current->next_in_chain == NULL) {
+ if (AirportSetBlocks(v, current, Airport)) {
+ v->u.air.pos = current->next_position;
+ } // move to next position
+ return retval;
+ }
+
+ // there are more choices to choose from, choose the one that
+ // matches our heading
+ do {
+ if (v->u.air.state == current->heading || current->heading == TO_ALL) {
+ if (AirportSetBlocks(v, current, Airport)) {
+ v->u.air.pos = current->next_position;
+ } // move to next position
+ return retval;
+ }
+ current = current->next_in_chain;
+ } while (current != NULL);
+
+ printf("Cannot move further on Airport...! pos:%d state:%d\n", v->u.air.pos, v->u.air.state);
+ printf("Airport entry point: %d, Vehicle: %d\n", Airport->entry_point, v->index);
+ assert(0);
+ return false;
+}
+
+// returns true if the road ahead is busy, eg. you must wait before proceeding
+static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport)
+{
+ Station *st;
+ uint32 airport_flags;
+ AirportFTA *next, *reference;
+ reference = &Airport->layout[v->u.air.pos];
+ next = &Airport->layout[current_pos->next_position];
+
+ // same block, then of course we can move
+ if (Airport->layout[current_pos->position].block != next->block) {
+ airport_flags = next->block;
+ st = DEREF_STATION(v->u.air.targetairport);
+ // check additional possible extra blocks
+ if (current_pos != reference && current_pos->block != NOTHING_block) {
+ airport_flags |= current_pos->block;
+ }
+
+ if (HASBITS(st->airport_flags, airport_flags)) {
+ v->cur_speed = 0;
+ v->subspeed = 0;
+ return true;
+ }
+ }
+ return false;
+}
+
+// returns true on success. Eg, next block was free and we have occupied it
+static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport)
+{
+ Station *st;
+ uint32 airport_flags;
+ AirportFTA *current, *reference, *next;
+ next = &Airport->layout[current_pos->next_position];
+ reference = &Airport->layout[v->u.air.pos];
+
+ // if the next position is in another block, check it and wait until it is free
+ if (Airport->layout[current_pos->position].block != next->block) {
+ airport_flags = next->block;
+ st = DEREF_STATION(v->u.air.targetairport);
+ //search for all all elements in the list with the same state, and blocks != N
+ // this means more blocks should be checked/set
+ current = current_pos;
+ if (current == reference) { current = current->next_in_chain;}
+ while (current != NULL) {
+ if (current->heading == current_pos->heading && current->block != 0) {
+ airport_flags |= current->block;
+ break;
+ }
+ current = current->next_in_chain;
+ };
+
+ // if the block to be checked is in the next position, then exclude that from
+ // checking, because it has been set by the airplane before
+ if (current_pos->block == next->block) {airport_flags ^= next->block;}
+
+ if (HASBITS(st->airport_flags, airport_flags)) {
+ v->cur_speed = 0;
+ v->subspeed = 0;
+ return false;
+ }
+
+ if (next->block != NOTHING_block) {
+ SETBITS(st->airport_flags, airport_flags); // occupy next block
+ }
+ }
+ return true;
+}
+
+static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal)
+{
+ Station *st = DEREF_STATION(v->u.air.targetairport);
+ for (; i < last_terminal; i++) {
+ if (!HASBIT(st->airport_flags, i)) {
+ // TERMINAL# HELIPAD#
+ v->u.air.state = i + TERM1; // start moving to that terminal/helipad
+ SETBIT(st->airport_flags, i); // occupy terminal/helipad
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport)
+{
+ byte nofterminalspergroup, i;
+ AirportFTA *temp;
+ Station *st;
+
+ /* example of more terminalgroups
+ {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
+ Heading 255 denotes a group. We see 2 groups here:
+ 1. group 0 -- TERM_GROUP1_block (check block)
+ 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
+ First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
+ looks at the corresponding terminals of that group. If no free ones are found, other
+ possible groups are checked (in this case group 1, since that is after group 0). If that
+ fails, then attempt fails and plane waits
+ */
+ if (Airport->nofterminalgroups > 1) {
+ st = DEREF_STATION(v->u.air.targetairport);
+ nofterminalspergroup = Airport->nofterminals / Airport->nofterminalgroups;
+ temp = Airport->layout[v->u.air.pos].next_in_chain;
+ while (temp != NULL) {
+ if (temp->heading == 255) {
+ if (!HASBITS(st->airport_flags, temp->block)) {
+ i = temp->next_position * nofterminalspergroup; // next_position denotes the group to check
+ // only that group will be checked (eg 6 terms, 2 groups)
+ // with i = 0 terms 1 - 3 and
+ // with i = 1 terms 4 - 6
+ if (FreeTerminal(v, i, i + nofterminalspergroup)) {return true;}
+ }
+ }
+ else {return false;} // once the heading isn't 255, we've exhausted the possible blocks. So we cannot move
+ temp = temp->next_in_chain;
+ }
+ }
+
+ // if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max)
+ return FreeTerminal(v, 0, Airport->nofterminals);
+}
+
+static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport)
+{
+ Station *st;
+ byte nofhelipadspergroup, i;
+ AirportFTA *temp;
+
+ // if an airport doesn't have helipads, use terminals
+ if (Airport->nofhelipads == 0) {return AirportFindFreeTerminal(v, Airport);}
+
+ // if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal()
+ if (Airport->nofhelipadgroups > 1) {
+ st = DEREF_STATION(v->u.air.targetairport);
+ nofhelipadspergroup = Airport->nofhelipads / Airport->nofhelipadgroups;
+ temp = Airport->layout[v->u.air.pos].next_in_chain;
+ while (temp != NULL) {
+ if (temp->heading == 255) {
+ if (!HASBITS(st->airport_flags, temp->block)) {
+ i = temp->next_position * nofhelipadspergroup; // next position is the group to check
+ // heliports start from after TERMINALS, so MAX_TERMINALS needs to be added
+ if (FreeTerminal(v, i + MAX_TERMINALS, i + MAX_TERMINALS + nofhelipadspergroup)) {return true;}
+ }
+ }
+ else {return false;} // once the heading isn't 255, we've exhausted the possible blocks. So we cannot move
+ temp = temp->next_in_chain;
+ }
+ }
+ // only 1 helicoptergroup, check all helipads
+ // The blocks for helipads start after the last terminal (MAX_TERMINALS)
+ else {return FreeTerminal(v, MAX_TERMINALS, Airport->nofhelipads + MAX_TERMINALS);}
+ return false; // it shouldn't get here anytime, but just to be sure
+}
+
+static void AircraftEventHandler(Vehicle *v, int loop)
+{
+ v->tick_counter++;
+
+ if (v->vehstatus & VS_CRASHED) {
+ HandleCrashedAircraft(v);
+ return;
+ }
+
+ /* exit if aircraft is stopped */
+ if (v->vehstatus & VS_STOPPED)
+ return;
+
+ /* aircraft is broken down? */
+ if (v->breakdown_ctr != 0) {
+ if (v->breakdown_ctr <= 2) {
+ HandleBrokenAircraft(v);
+ } else {
+ v->breakdown_ctr--;
+ }
+ }
+
+ HandleAircraftSmoke(v);
+ ProcessAircraftOrder(v);
+ HandleAircraftLoading(v, loop);
+
+ if ((v->next_order&OT_MASK) >= OT_LOADING)
+ return;
+
+ // pass the right airport structure to the functions
+ // DEREF_STATION gets target airport (Station *st), its type is passed to GetAirport
+ // that returns the correct layout depending on type
+ AirportGoToNextPosition(v, GetAirport(DEREF_STATION(v->u.air.targetairport)->airport_type));
+}
+
+void Aircraft_Tick(Vehicle *v)
+{
+ int i;
+
+ if (v->subtype > 2)
+ return;
+
+ if (v->subtype == 0)
+ HelicopterTickHandler(v);
+
+ AgeAircraftCargo(v);
+
+ for(i=0; i!=6; i++) {
+ AircraftEventHandler(v, i);
+ if (v->type != VEH_Aircraft) // In case it was deleted
+ break;
+ }
+}
+
+// need to be called to load aircraft from old version
+void UpdateOldAircraft()
+{
+ Station *st;
+ Vehicle *v_oldstyle;
+ GetNewVehiclePosResult gp;
+
+ // set airport_flags to 0 for all airports just to be sure
+ FOR_ALL_STATIONS(st) {
+ st->airport_flags = 0; // reset airport
+ // type of oilrig has been moved, update it (3-5)
+ if (st->airport_type == 3) {st->airport_type = AT_OILRIG;}
+ }
+
+ FOR_ALL_VEHICLES(v_oldstyle) {
+ // airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
+ // skip those
+ if (v_oldstyle->type == VEH_Aircraft && v_oldstyle->subtype <= 2) {
+ // airplane in terminal stopped doesn't hurt anyone, so goto next
+ if ((v_oldstyle->vehstatus & VS_STOPPED) && (v_oldstyle->u.air.state == 0)) {
+ v_oldstyle->u.air.state = HANGAR;
+ continue;
+ }
+
+ AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example
+ v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving
+ v_oldstyle->u.air.state = FLYING;
+ AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport
+ GetNewVehiclePos(v_oldstyle, &gp); // get the position of the plane (to be used for setting)
+ v_oldstyle->tile = 0; // aircraft in air is tile=0
+
+ // correct speed of helicopter-rotors
+ if (v_oldstyle->subtype == 0) {v_oldstyle->next->next->cur_speed = 32;}
+
+ // set new position x,y,z
+ SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle));
+ }
+ }
+}
+
+void UpdateAirplanesOnNewStation(Station *st)
+{
+ GetNewVehiclePosResult gp;
+ Vehicle *v;
+ byte takeofftype;
+ uint16 cnt;
+ // only 1 station is updated per function call, so it is enough to get entry_point once
+ const AirportFTAClass *ap = GetAirport(st->airport_type);
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_Aircraft && v->subtype <= 2) {
+ if (v->u.air.targetairport == st->index) { // if heading to this airport
+ /* update position of airplane. If plane is not flying, landing, or taking off
+ you cannot delete airport, so it doesn't matter
+ */
+ if (v->u.air.state >= FLYING) { // circle around
+ v->u.air.pos = v->u.air.previous_pos = ap->entry_point;
+ v->u.air.state = FLYING;
+ // landing plane needs to be reset to flying height (only if in pause mode upgrade,
+ // in normal mode, plane is reset in Aircraft_5. It doesn't hurt for FLYING
+ GetNewVehiclePos(v, &gp);
+ // set new position x,y,z
+ SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
+ }
+ else {
+ assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF);
+ takeofftype = (v->subtype == 0) ? HELITAKEOFF : ENDTAKEOFF;
+ // search in airportdata for that heading
+ // easiest to do, since this doesn't happen a lot
+ for (cnt = 0; cnt < ap->nofelements; cnt++) {
+ if (ap->layout[cnt].heading == takeofftype) {
+ v->u.air.pos = ap->layout[cnt].position;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+}