/* $Id$ */
/*
* 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 .
*/
/** @file aircraft_cmd.cpp
* This file deals with aircraft and airport movements functionalities */
#include "stdafx.h"
#include "aircraft.h"
#include "debug.h"
#include "landscape.h"
#include "news_func.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "strings_func.h"
#include "command_func.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "functions.h"
#include "cheat_type.h"
#include "company_base.h"
#include "autoreplace_gui.h"
#include "ai/ai.hpp"
#include "company_func.h"
#include "effectvehicle_func.h"
#include "station_base.h"
#include "engine_base.h"
#include "engine_func.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "table/strings.h"
#include "table/sprites.h"
void Aircraft::UpdateDeltaXY(Direction direction)
{
uint32 x;
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
switch (this->subtype) {
default: NOT_REACHED();
case AIR_AIRCRAFT:
case AIR_HELICOPTER:
switch (this->state) {
case ENDTAKEOFF:
case LANDING:
case HELILANDING:
case FLYING: x = MKIT(24, 24, -1, -1); break;
default: x = MKIT( 2, 2, -1, -1); break;
}
this->z_extent = 5;
break;
case AIR_SHADOW: this->z_extent = 1; x = MKIT(2, 2, 0, 0); break;
case AIR_ROTOR: this->z_extent = 1; x = MKIT(2, 2, -1, -1); break;
}
#undef MKIT
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->x_extent = GB(x, 16, 8);
this->y_extent = GB(x, 24, 8);
}
/** this maps the terminal to its corresponding state and block flag
* currently set for 10 terms, 4 helipads */
static const byte _airport_terminal_state[] = {2, 3, 4, 5, 6, 7, 19, 20, 0, 0, 8, 9, 21, 22};
static const byte _airport_terminal_flag[] = {0, 1, 2, 3, 4, 5, 22, 23, 0, 0, 6, 7, 24, 25};
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
};
/** 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)
{
const Station *st;
uint best = 0;
StationID index = INVALID_STATION;
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
FOR_ALL_STATIONS(st) {
if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
const AirportFTAClass *afc = st->airport.GetFTA();
if (!st->airport.HasHangar() || (
/* don't crash the plane if we know it can't land at the airport */
(afc->flags & AirportFTAClass::SHORT_STRIP) &&
(avi->subtype & AIR_FAST) &&
!_cheats.no_jetcrash.value)) {
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;
}
#if 0
/** Check if given vehicle has a goto hangar in his orders
* @param v vehicle to inquiry
* @return true if vehicle v has an airport in the schedule, that has a hangar */
static bool HaveHangarInOrderList(Aircraft *v)
{
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
const Station *st = Station::Get(order->station);
if (st->owner == v->owner && (st->facilities & FACIL_AIRPORT)) {
/* If an airport doesn't have a hangar, skip it */
if (st->Airport()->nof_depots != 0)
return true;
}
}
return false;
}
#endif
SpriteID Aircraft::GetImage(Direction direction) const
{
uint8 spritenum = this->spritenum;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleSprite(this, direction);
if (sprite != 0) return sprite;
spritenum = Engine::Get(this->engine_type)->original_image_index;
}
return direction + _aircraft_sprite[spritenum];
}
SpriteID GetRotorImage(const Aircraft *v)
{
assert(v->subtype == AIR_HELICOPTER);
const Aircraft *w = v->Next()->Next();
if (is_custom_sprite(v->spritenum)) {
SpriteID sprite = GetCustomRotorSprite(v, false);
if (sprite != 0) return sprite;
}
/* Return standard rotor sprites if there are no custom sprites for this helicopter */
return SPR_ROTOR_STOPPED + w->state;
}
static SpriteID GetAircraftIcon(EngineID engine)
{
const Engine *e = Engine::Get(engine);
uint8 spritenum = e->u.air.image_index;
if (is_custom_sprite(spritenum)) {
SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
if (sprite != 0) return sprite;
spritenum = e->original_image_index;
}
return DIR_W + _aircraft_sprite[spritenum];
}
void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
{
SpriteID sprite = GetAircraftIcon(engine);
const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
DrawSprite(sprite, pal, preferred_x, y);
if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
SpriteID rotor_sprite = GetCustomRotorIcon(engine);
if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
DrawSprite(rotor_sprite, PAL_NONE, preferred_x, y - 5);
}
}
/** 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 width The width of the sprite
* @param height The height of the sprite
*/
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
{
const Sprite *spr = GetSprite(GetAircraftIcon(engine), ST_NORMAL);
width = spr->width;
height = spr->height;
}
/** Build an aircraft.
* @param tile tile of depot where aircraft is built
* @param flags for command
* @param p1 aircraft type being built (engine)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
EngineID eid = GB(p1, 0, 16);
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _current_company)) return_cmd_error(STR_ERROR_AIRCRAFT_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
const AircraftVehicleInfo *avi = &e->u.air;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
/* to just query the cost, it is not neccessary to have a valid tile (automation/AI) */
if (flags & DC_QUERY_COST) return value;
if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
/* Prevent building aircraft types at places which can't handle them */
if (!CanVehicleUseStation(eid, Station::GetByTile(tile))) return CMD_ERROR;
/* We will need to allocate 2 or 3 vehicle structs, depending on type */
if (!Vehicle::CanAllocateItem(avi->subtype & AIR_CTOL ? 2 : 3)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
if (unit_num > _settings_game.vehicle.max_aircraft)
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
Aircraft *v = new Aircraft(); // aircraft
Aircraft *u = new Aircraft(); // shadow
v->unitnumber = unit_num;
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 = GetSlopeZ(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;
u->cargo_cap = avi->mail_capacity;
v->cargo_type = e->GetDefaultCargoType();
u->cargo_type = CT_MAIL;
v->name = NULL;
v->last_station_visited = INVALID_STATION;
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
v->engine_type = eid;
u->engine_type = eid;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY(INVALID_DIR);
v->value = value.GetCost();
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY(INVALID_DIR);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->GetLifeLengthInDays();
_new_vehicle_id = v->index;
v->pos = GetVehiclePosOnBuild(tile);
v->state = HANGAR;
v->previous_pos = v->pos;
v->targetairport = GetStationIndex(tile);
v->SetNext(u);
v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_aircraft;
v->date_of_last_service = _date;
v->build_year = u->build_year = _cur_year;
v->cur_image = u->cur_image = SPR_IMG_QUERY;
v->random_bits = VehicleRandomBits();
u->random_bits = VehicleRandomBits();
v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->InvalidateNewGRFCacheOfChain();
v->cargo_cap = GetVehicleCapacity(v, &u->cargo_cap);
v->InvalidateNewGRFCacheOfChain();
UpdateAircraftCache(v);
VehicleMove(v, false);
VehicleMove(u, false);
/* Aircraft with 3 vehicles (chopper)? */
if (v->subtype == AIR_HELICOPTER) {
Aircraft *w = new Aircraft();
w->engine_type = eid;
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 + 5;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = AIR_ROTOR;
w->cur_image = SPR_ROTOR_STOPPED;
w->random_bits = VehicleRandomBits();
/* Use rotor's air.state to store the rotor animation frame */
w->state = HRS_ROTOR_STOPPED;
w->UpdateDeltaXY(INVALID_DIR);
u->SetNext(w);
VehicleMove(w, false);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany())
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Aircraft window
Company::Get(_current_company)->num_engines[eid]++;
}
return value;
}
/** Sell an aircraft.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID to be sold
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdSellAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Aircraft *v = Aircraft::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_AIRCRAFT_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
ret = CommandCost(EXPENSES_NEW_VEHICLES, -v->value);
if (flags & DC_EXEC) {
delete v;
}
return ret;
}
bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
const Station *st = GetTargetAirportIfValid(this);
/* If the station is not a valid airport or if it has no hangars */
if (st == NULL || !st->airport.HasHangar()) {
/* the aircraft has to search for a hangar on its own */
StationID station = FindNearestHangar(this);
if (station == INVALID_STATION) return false;
st = Station::Get(station);
}
if (location != NULL) *location = st->xy;
if (destination != NULL) *destination = st->index;
return true;
}
/** Send an aircraft to the hangar.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID to send to the hangar
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
* - p2 bit 8-10 - VLW flag (for mass goto depot)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdSendAircraftToHangar(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (p2 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
return SendAllVehiclesToDepot(VEH_AIRCRAFT, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
}
Aircraft *v = Aircraft::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}
/** Refits an aircraft to the specified cargo type.
* @param tile unused
* @param flags for command type
* @param p1 vehicle ID of the aircraft to refit
* @param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle (ignored)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdRefitAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
byte new_subtype = GB(p2, 8, 8);
Aircraft *v = Aircraft::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (!v->IsStoppedInDepot()) return_cmd_error(STR_ERROR_AIRCRAFT_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
/* Check cargo */
CargoID new_cid = GB(p2, 0, 8);
if (new_cid >= NUM_CARGO) return CMD_ERROR;
CommandCost cost = RefitVehicle(v, true, new_cid, new_subtype, flags);
if (flags & DC_EXEC) {
v->colourmap = PAL_NONE; // invalidate vehicle colour map
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
}
v->InvalidateNewGRFCacheOfChain(); // always invalidate; querycost might have filled it
return cost;
}
static void CheckIfAircraftNeedsService(Aircraft *v)
{
if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
if (v->IsInDepot()) {
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 != NULL);
/* 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, VVW_WIDGET_START_STOP_VEH);
} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
v->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
}
Money Aircraft::GetRunningCost() const
{
const Engine *e = Engine::Get(this->engine_type);
uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->grffile);
}
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 / (DAYS_IN_YEAR * 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;
SpriteID img;
if (spd == 0) {
u->state = HRS_ROTOR_STOPPED;
img = GetRotorImage(v);
if (u->cur_image == img) return;
} else if (tick >= spd) {
u->tick_counter = 0;
u->state++;
if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
img = GetRotorImage(v);
} else {
return;
}
u->cur_image = img;
VehicleMove(u, true);
}
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->UpdateViewport(true, false);
if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
Aircraft *u = v->Next();
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
u->x_pos = x;
u->y_pos = y - ((v->z_pos - GetSlopeZ(safe_x, safe_y)) >> 3);
safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopeZ(safe_x, safe_y);
u->cur_image = v->cur_image;
VehicleMove(u, true);
u = u->Next();
if (u != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
VehicleMove(u, true);
}
}
/** Handle Aircraft specific tasks when a 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 != NULL) {
u->vehstatus |= VS_HIDDEN;
u->cur_speed = 0;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
}
static void PlayAircraftSound(const Vehicle *v)
{
if (!PlayVehicleSound(v, VSE_START)) {
SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
}
}
void UpdateAircraftCache(Aircraft *v)
{
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->acache.cached_max_speed = max_speed;
} else {
v->acache.cached_max_speed = 0xFFFF;
}
}
/**
* Special velocities for aircraft
*/
enum AircraftSpeedLimits {
SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing
SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals
SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken
SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern
SPEED_LIMIT_NONE = 0xFFFF ///< No environmental speed limit. Speed limit is type dependent
};
/**
* Sets the new speed for an aircraft
* @param v The vehicle for which the speed should be obtained
* @param speed_limit The maximum speed the vehicle may have.
* @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
* @return The number of position updates needed within the tick
*/
static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
uint spd = v->acceleration * 16;
byte t;
/* Adjust speed limits by plane speed factor to prevent taxiing
* and take-off speeds being too low. */
speed_limit *= _settings_game.vehicle.plane_speed;
if (v->acache.cached_max_speed < speed_limit) {
if (v->cur_speed < speed_limit) hard_limit = false;
speed_limit = v->acache.cached_max_speed;
}
speed_limit = min(speed_limit, v->max_speed);
v->subspeed = (t = v->subspeed) + (byte)spd;
/* Aircraft's current speed is used twice so that very fast planes are
* forced to slow down rapidly in the short distance needed. The magic
* value 16384 was determined to give similar results to the old speed/48
* method at slower speeds. This also results in less reduction at slow
* speeds to that aircraft do not get to taxi speed straight after
* touchdown. */
if (!hard_limit && v->cur_speed > speed_limit) {
speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
}
spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
/* adjust speed for broken vehicles */
if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
/* updates statusbar only if speed have changed to save CPU time */
if (spd != v->cur_speed) {
v->cur_speed = spd;
if (_settings_client.gui.vehicle_speed)
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
/* Adjust distance moved by plane speed setting */
if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
/* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
spd = v->GetOldAdvanceSpeed(spd);
spd += v->progress;
v->progress = (byte)spd;
return spd >> 8;
}
/**
* Gets the cruise altitude of an aircraft.
* The cruise altitude is determined by the velocity of the vehicle
* and the direction it is moving
* @param v The vehicle. Should be an aircraft
* @returns Altitude in pixel units
*/
byte GetAircraftFlyingAltitude(const Aircraft *v)
{
/* Make sure Aircraft fly no lower so that they don't conduct
* CFITs (controlled flight into terrain)
*/
byte base_altitude = 150;
/* Make sure eastbound and westbound planes do not "crash" into each
* other by providing them with vertical seperation
*/
switch (v->direction) {
case DIR_N:
case DIR_NE:
case DIR_E:
case DIR_SE:
base_altitude += 10;
break;
default: break;
}
/* Make faster planes fly higher so that they can overtake slower ones */
base_altitude += min(20 * (v->max_speed / 200), 90);
return base_altitude;
}
/**
* Find the entry point to an airport depending on direction which
* the airport is being approached from. Each airport can have up to
* four entry points for its approach system so that approaching
* aircraft do not fly through each other or are forced to do 180
* degree turns during the approach. The arrivals are grouped into
* four sectors dependent on the DiagDirection from which the airport
* is approached.
*
* @param v The vehicle that is approaching the airport
* @param apc The Airport Class being approached.
* @returns The index of the entry point
*/
static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc)
{
assert(v != NULL);
assert(apc != NULL);
/* 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 != NULL) {
/* 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;
}
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)
{
int count;
/* NULL if station is invalid */
const Station *st = Station::GetIfValid(v->targetairport);
/* INVALID_TILE if there is no station */
TileIndex tile = INVALID_TILE;
if (st != NULL) {
tile = (st->airport.tile != INVALID_TILE) ? st->airport.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 == NULL || 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);
} 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, GetAircraftFlyingAltitude(v));
return false;
}
}
/* get airport moving data */
const AirportMovingData *amd = afc->MovingData(v->pos);
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)) {
SndPlayVehicleFx(SND_18_HELICOPTER, v);
}
}
} else {
u->cur_speed = 32;
count = UpdateAircraftSpeed(v);
if (count > 0) {
v->tile = 0;
/* Reached altitude? */
if (v->z_pos >= 184) {
v->cur_speed = 0;
return true;
}
SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, 184));
}
}
return false;
}
/* Helicopter landing. */
if (amd->flag & AMED_HELI_LOWER) {
if (st == NULL) {
/* 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. */
v->tile = tile;
/* Find altitude of landing position. */
int z = GetSlopeZ(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) return true;
u->cur_speed += 4;
} else {
count = UpdateAircraftSpeed(v);
if (count > 0) {
if (v->z_pos > z) {
SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
} else {
SetAircraftPosition(v, v->x_pos, v->y_pos, 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; }
count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
if (count == 0) return false;
if (v->turn_counter != 0) v->turn_counter--;
do {
GetNewVehiclePosResult gp;
if (dist < 4 || (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? */
uint z = v->z_pos;
if (amd->flag & AMED_TAKEOFF) {
z = min(z + 2, GetAircraftFlyingAltitude(v));
}
if ((amd->flag & AMED_HOLD) && (z > 150)) z--;
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, GetAircraftFlyingAltitude(v));
continue;
}
uint curz = GetSlopeZ(x + amd->x, y + amd->y) + 1;
/* We're not flying below our destination, right? */
assert(curz <= z);
int t = max(1U, dist - 4);
int delta = z - curz;
/* Only start lowering when we're sufficiently close for a 1:1 glide */
if (delta >= t) {
z -= CeilDiv(z - curz, t);
}
if (z < curz) z = curz;
}
/* We've landed. Decrease speed when we're reaching end of runway. */
if (amd->flag & AMED_BRAKE) {
uint curz = GetSlopeZ(x, y) + 1;
if (z > curz) {
z--;
} else if (z < curz) {
z++;
}
}
SetAircraftPosition(v, gp.x, gp.y, z);
} while (--count != 0);
return false;
}
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 == NULL && ((v->crashed_counter % 3) == 0) ) {
uint z = GetSlopeZ(v->x_pos, v->y_pos);
v->z_pos -= 1;
if (v->z_pos == z) {
v->crashed_counter = 500;
v->z_pos++;
}
}
if (v->crashed_counter < 650) {
uint32 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 != NULL) {
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;
}
static void HandleBrokenAircraft(Aircraft *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++;
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
static void HandleAircraftSmoke(Aircraft *v)
{
static const struct {
int8 x;
int8 y;
} smoke_pos[] = {
{ 5, 5 },
{ 6, 0 },
{ 5, -5 },
{ 0, -6 },
{ -5, -5 },
{ -6, 0 },
{ -5, 5 },
{ 0, 6 }
};
if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
if (v->cur_speed < 10) {
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
v->breakdown_ctr = 0;
return;
}
if ((v->tick_counter & 0x1F) == 0) {
CreateEffectVehicleRel(v,
smoke_pos[v->direction].x,
smoke_pos[v->direction].y,
2,
EV_SMOKE
);
}
}
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 == NULL) {
Backup cur_company(_current_company, v->owner, FILE_LINE);
CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
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 station)
{
/* 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->UpdateViewport(false, false);
if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
}
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;
}
static void CrashAirplane(Aircraft *v)
{
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
uint pass = v->Crash();
SetDParam(0, pass);
v->cargo.Truncate(0);
v->Next()->cargo.Truncate(0);
const Station *st = GetTargetAirportIfValid(v);
StringID newsitem;
if (st == NULL) {
newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
} else {
SetDParam(1, st->index);
newsitem = STR_NEWS_AIRCRAFT_CRASH;
}
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, st == NULL ? AIEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : AIEventVehicleCrashed::CRASH_PLANE_LANDING));
AddVehicleNewsItem(newsitem,
NS_ACCIDENT,
v->index,
st != NULL ? st->index : INVALID_STATION);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
static void MaybeCrashAirplane(Aircraft *v)
{
if (_settings_game.vehicle.plane_crashes == 0) return;
Station *st = Station::Get(v->targetairport);
/* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
!_cheats.no_jetcrash.value) {
prob /= 20;
} else {
prob /= 1500;
}
if (GB(Random(), 0, 22) > prob) return;
/* Crash the airplane. Remove all goods stored at the station. */
for (CargoID i = 0; i < NUM_CARGO; i++) {
st->goods[i].rating = 1;
st->goods[i].cargo.Truncate(0);
}
CrashAirplane(v);
}
/** we've landed and just arrived at a terminal */
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) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
v->index,
st->index
);
AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
}
v->BeginLoading();
}
static void AircraftLandAirplane(Aircraft *v)
{
v->UpdateDeltaXY(INVALID_DIR);
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 == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc);
}
void AircraftLeaveHangar(Aircraft *v)
{
v->cur_speed = 0;
v->subspeed = 0;
v->progress = 0;
v->direction = DIR_SE;
v->vehstatus &= ~VS_HIDDEN;
{
Vehicle *u = v->Next();
u->vehstatus &= ~VS_HIDDEN;
/* Rotor blades */
u = u->Next();
if (u != NULL) {
u->vehstatus &= ~VS_HIDDEN;
u->cur_speed = 80;
}
}
VehicleServiceInDepot(v);
SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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;
}
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
{
VehicleEnterDepot(v);
v->state = apc->layout[v->pos].heading;
}
/** In an Airport 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;
/* 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;
}
AircraftLeaveHangar(v);
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->helipads != NULL) {
/* an exerpt of ServiceAircraft, without the invisibility stuff */
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = Engine::Get(v->engine_type)->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 serivicing, 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 = Station::Get(v->targetairport)->airport.HasHangar();
}
if (go_to_hangar) {
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 *v, const AirportFTAClass *apc)
{
error("OK, you shouldn't be here, check your Airport Scheme!");
}
static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
{
PlayAircraftSound(v); // play takeoffsound for airplanes
v->state = STARTTAKEOFF;
}
static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
{
v->state = ENDTAKEOFF;
v->UpdateDeltaXY(INVALID_DIR);
}
static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
{
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 *apc)
{
v->state = FLYING;
v->UpdateDeltaXY(INVALID_DIR);
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
/* Send the helicopter to a hangar if needed for replacement */
if (v->NeedsAutomaticServicing()) {
Backup cur_company(_current_company, v->owner, FILE_LINE);
DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
cur_company.Restore();
}
}
static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
{
Station *st = Station::Get(v->targetairport);
/* runway busy or not allowed to use this airstation, circle */
if ((apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES)) &&
st->airport.tile != INVALID_TILE &&
(st->owner == OWNER_NONE || st->owner == v->owner)) {
/* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
* if it is an airplane, look for LANDING, for helicopter HELILANDING
* it is possible to choose from multiple landing runways, so loop until a free one is found */
byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
const AirportFTA *current = apc->layout[v->pos].next;
while (current != NULL) {
if (current->heading == landingtype) {
/* save speed before, since if AirportHasBlock is false, it resets them to 0
* we don't want that for plane in air
* hack for speed thingie */
uint16 tcur_speed = v->cur_speed;
uint16 tsubspeed = v->subspeed;
if (!AirportHasBlock(v, current, apc)) {
v->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->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 *apc)
{
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 cur_company(_current_company, v->owner, FILE_LINE);
DoCommand(v->tile, v->index, DEPOT_SERVICE, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
cur_company.Restore();
}
}
static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
{
v->state = HELIENDLANDING;
v->UpdateDeltaXY(INVALID_DIR);
}
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;
}
typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
static AircraftStateHandler * const _aircraft_state_handlers[] = {
AircraftEventHandler_General, // TO_ALL = 0
AircraftEventHandler_InHangar, // HANGAR = 1
AircraftEventHandler_AtTerminal, // TERM1 = 2
AircraftEventHandler_AtTerminal, // TERM2 = 3
AircraftEventHandler_AtTerminal, // TERM3 = 4
AircraftEventHandler_AtTerminal, // TERM4 = 5
AircraftEventHandler_AtTerminal, // TERM5 = 6
AircraftEventHandler_AtTerminal, // TERM6 = 7
AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
AircraftEventHandler_TakeOff, // TAKEOFF = 10
AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
AircraftEventHandler_Flying, // FLYING = 14
AircraftEventHandler_Landing, // LANDING = 15
AircraftEventHandler_EndLanding, // ENDLANDING = 16
AircraftEventHandler_HeliLanding, // HELILANDING = 17
AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
AircraftEventHandler_AtTerminal, // TERM7 = 19
AircraftEventHandler_AtTerminal, // TERM8 = 20
AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
AircraftEventHandler_AtTerminal, // HELIPAD4 = 22
};
static void AirportClearBlock(const 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 %d is not valid for current airport. Max position is %d", 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 == NULL) {
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 != NULL);
DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", 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 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 requsted 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 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 != NULL) {
if (current->heading == current_pos->heading && current->block != 0) {
airport_flags |= current->block;
break;
}
current = current->next;
};
/* if the block to be checked is in the next position, then exclude that from
* checking, because it has been set by the airplane before */
if (current_pos->block == next->block) airport_flags ^= next->block;
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;
}
static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
{
Station *st = Station::Get(v->targetairport);
for (; i < last_terminal; i++) {
if (!HasBit(st->airport.flags, _airport_terminal_flag[i])) {
/* TERMINAL# HELIPAD# */
v->state = _airport_terminal_state[i]; // start moving to that terminal/helipad
SetBit(st->airport.flags, _airport_terminal_flag[i]); // occupy terminal/helipad
return true;
}
}
return false;
}
static uint GetNumTerminals(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
return num;
}
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
{
/* example of more terminalgroups
* {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
* Heading 255 denotes a group. We see 2 groups here:
* 1. group 0 -- TERM_GROUP1_block (check block)
* 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
* First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
* looks at the corresponding terminals of that group. If no free ones are found, other
* possible groups are checked (in this case group 1, since that is after group 0). If that
* fails, then attempt fails and plane waits
*/
if (apc->terminals[0] > 1) {
const Station *st = Station::Get(v->targetairport);
const AirportFTA *temp = apc->layout[v->pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
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));
}
static uint GetNumHelipads(const AirportFTAClass *apc)
{
uint num = 0;
for (uint i = apc->helipads[0]; i > 0; i--) num += apc->helipads[i];
return num;
}
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
{
/* if an airport doesn't have helipads, use terminals */
if (apc->helipads == NULL) return AirportFindFreeTerminal(v, apc);
/* if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal() */
if (apc->helipads[0] > 1) {
const Station *st = Station::Get(v->targetairport);
const AirportFTA *temp = apc->layout[v->pos].next;
while (temp != NULL) {
if (temp->heading == 255) {
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->helipads[i];
}
uint group_end = group_start + apc->helipads[target_group];
if (FreeTerminal(v, group_start, group_end)) return true;
}
} else {
/* once the heading isn't 255, we've exhausted the possible blocks.
* So we cannot move */
return false;
}
temp = temp->next;
}
} else {
/* only 1 helicoptergroup, check all helipads
* The blocks for helipads start after the last terminal (MAX_TERMINALS) */
return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(apc) + MAX_TERMINALS);
}
return false; // it shouldn't get here anytime, but just to be sure
}
static bool AircraftEventHandler(Aircraft *v, int loop)
{
v->tick_counter++;
if (v->vehstatus & VS_CRASHED) {
return HandleCrashedAircraft(v);
}
if (v->vehstatus & VS_STOPPED) return true;
/* aircraft is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenAircraft(v);
} else {
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
}
HandleAircraftSmoke(v);
ProcessOrders(v);
v->HandleLoading(loop != 0);
if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
AirportGoToNextPosition(v);
return true;
}
bool Aircraft::Tick()
{
if (!this->IsNormalAircraft()) return true;
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, NULL if invalid
*/
Station *GetTargetAirportIfValid(const Aircraft *v)
{
assert(v->type == VEH_AIRCRAFT);
Station *st = Station::GetIfValid(v->targetairport);
if (st == NULL) return NULL;
return st->airport.tile == INVALID_TILE ? NULL : 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();
Aircraft *v;
FOR_ALL_AIRCRAFT(v) {
if (v->IsNormalAircraft()) {
if (v->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->state >= FLYING) { // circle around
v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap);
v->state = FLYING;
UpdateAircraftCache(v);
/* landing plane needs to be reset to flying height (only if in pause mode upgrade,
* in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING */
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
/* set new position x,y,z */
SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
} else {
assert(v->state == ENDTAKEOFF || v->state == HELITAKEOFF);
byte takeofftype = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : ENDTAKEOFF;
/* search in airportdata for that heading
* easiest to do, since this doesn't happen a lot */
for (uint cnt = 0; cnt < ap->nofelements; cnt++) {
if (ap->layout[cnt].heading == takeofftype) {
v->pos = ap->layout[cnt].position;
UpdateAircraftCache(v);
break;
}
}
}
}
}
}
}