/* $Id$ */ /** @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 "variables.h" #include "cheat_type.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" #include "gfx_func.h" #include "ai/ai.hpp" #include "company_func.h" #include "effectvehicle_func.h" #include "settings_type.h" #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->u.air.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(Vehicle *v, const AirportFTAClass *apc); static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc); static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc); static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc); static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc); static void CrashAirplane(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 }; /** 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 Vehicle *v) { const Station *st; uint best = 0; StationID index = INVALID_STATION; TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos); FOR_ALL_STATIONS(st) { if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue; const AirportFTAClass *afc = st->Airport(); if (afc->nof_depots == 0 || ( /* don't crash the plane if we know it can't land at the airport */ afc->flags & AirportFTAClass::SHORT_STRIP && AircraftVehInfo(v->engine_type)->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(Vehicle *v) { const Order *order; FOR_VEHICLE_ORDERS(v, order) { const Station *st = GetStation(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 = GetEngine(this->engine_type)->image_index; } return direction + _aircraft_sprite[spritenum]; } SpriteID GetRotorImage(const Vehicle *v) { assert(v->subtype == AIR_HELICOPTER); const Vehicle *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->u.air.state; } static SpriteID GetAircraftIcon(EngineID engine) { uint8 spritenum = AircraftVehInfo(engine)->image_index; if (is_custom_sprite(spritenum)) { SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W); if (sprite != 0) return sprite; spritenum = GetEngine(engine)->image_index; } return 6 + _aircraft_sprite[spritenum]; } void DrawAircraftEngine(int x, int y, EngineID engine, SpriteID pal) { DrawSprite(GetAircraftIcon(engine), pal, 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, 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; } /** * Calculates cargo capacity based on an aircraft's passenger * and mail capacities. * @param cid Which cargo type to calculate a capacity for. * @param avi Which engine to find a cargo capacity for. * @return New cargo capacity value. */ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi) { assert(cid != CT_INVALID); /* An aircraft can carry twice as much goods as normal cargo, * and four times as many passengers. */ switch (cid) { case CT_PASSENGERS: return avi->passenger_capacity; case CT_MAIL: return avi->passenger_capacity + avi->mail_capacity; case CT_GOODS: return (avi->passenger_capacity + avi->mail_capacity) / 2; default: return (avi->passenger_capacity + avi->mail_capacity) / 4; } } /** 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 * return result of operation. Could be cost, error */ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_company)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE); const AircraftVehicleInfo *avi = AircraftVehInfo(p1); const Engine *e = GetEngine(p1); 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(p1, GetStationByTile(tile))) return CMD_ERROR; /* Allocate 2 or 3 vehicle structs, depending on type * vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */ Vehicle *vl[3]; if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT); if (unit_num > _settings_game.vehicle.max_aircraft) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { Vehicle *v = vl[0]; // aircraft Vehicle *u = vl[1]; // shadow v = new (v) Aircraft(); u = new (u) Aircraft(); v->unitnumber = unit_num; v->direction = DIR_SE; v->owner = u->owner = _current_company; v->tile = tile; // u->tile = 0; 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->running_ticks = 0; // u->delta_x = u->delta_y = 0; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW; v->spritenum = avi->image_index; // v->cargo_count = u->number_of_pieces = 0; v->cargo_cap = avi->passenger_capacity; u->cargo_cap = avi->mail_capacity; v->cargo_type = e->GetDefaultCargoType(); u->cargo_type = CT_MAIL; v->cargo_subtype = 0; v->name = NULL; // v->next_order_param = v->next_order = 0; // v->load_unload_time_rem = 0; // v->progress = 0; v->last_station_visited = INVALID_STATION; // v->destination_coords = 0; v->max_speed = avi->max_speed; v->acceleration = avi->acceleration; v->engine_type = p1; u->engine_type = p1; 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); if (v->cargo_type != CT_PASSENGERS) { uint16 callback = CALLBACK_FAILED; if (HasBit(EngInfo(p1)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) { callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); } if (callback == CALLBACK_FAILED) { /* Callback failed, or not executed; use the default cargo capacity */ v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, avi); } else { v->cargo_cap = callback; } /* Set the 'second compartent' capacity to none */ u->cargo_cap = 0; } v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR; _new_vehicle_id = v->index; /* When we click on hangar we know the 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 a listing * of all depots, it is simple */ for (uint i = 0;; i++) { const Station *st = GetStationByTile(tile); const AirportFTAClass *apc = st->Airport(); assert(i != apc->nof_depots); if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) { assert(apc->layout[i].heading == HANGAR); v->u.air.pos = apc->layout[i].position; break; } } v->u.air.state = HANGAR; v->u.air.previous_pos = v->u.air.pos; v->u.air.targetairport = GetStationIndex(tile); v->SetNext(u); v->service_interval = _settings_game.vehicle.servint_aircraft; v->date_of_last_service = _date; v->build_year = u->build_year = _cur_year; v->cur_image = u->cur_image = 0xEA0; v->random_bits = VehicleRandomBits(); u->random_bits = VehicleRandomBits(); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); UpdateAircraftCache(v); VehicleMove(v, false); VehicleMove(u, false); /* Aircraft with 3 vehicles (chopper)? */ if (v->subtype == AIR_HELICOPTER) { Vehicle *w = vl[2]; w = new (w) Aircraft(); w->engine_type = p1; 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->u.air.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); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalCompany()) InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Aircraft window GetCompany(_current_company)->num_engines[p1]++; } return value; } /** Sell an aircraft. * @param tile unused * @param flags for command type * @param p1 vehicle ID to be sold * @param p2 unused * @return result of operation. Error or sold value */ CommandCost CmdSellAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR; if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE); CommandCost ret(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()->nof_depots == 0) { /* the aircraft has to search for a hangar on its own */ StationID station = FindNearestHangar(this); if (station == INVALID_STATION) return false; st = GetStation(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) * @return o if everything went well */ 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); } if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_AIRCRAFT) 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) * @return cost of refit or error */ CommandCost CmdRefitAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { byte new_subtype = GB(p2, 8, 8); if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR; if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE); /* Check cargo */ CargoID new_cid = GB(p2, 0, 8); if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR; /* Check the refit capacity callback */ uint16 callback = CALLBACK_FAILED; if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) { /* Back up the existing cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v); /* Restore the cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; } const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type); uint pass; if (callback == CALLBACK_FAILED) { /* If the callback failed, or wasn't executed, use the aircraft's * default cargo capacity */ pass = AircraftDefaultCargoCapacity(new_cid, avi); } else { pass = callback; } _returned_refit_capacity = pass; CommandCost cost; if (new_cid != v->cargo_type) { cost = GetRefitCost(v->engine_type); } if (flags & DC_EXEC) { v->cargo_cap = pass; Vehicle *u = v->Next(); uint mail = IsCargoInClass(new_cid, CC_PASSENGERS) ? avi->mail_capacity : 0; u->cargo_cap = mail; v->cargo.Truncate(v->cargo_type == new_cid ? pass : 0); u->cargo.Truncate(v->cargo_type == new_cid ? mail : 0); v->cargo_type = new_cid; v->cargo_subtype = new_subtype; v->colourmap = PAL_NONE; // invalidate vehicle colour map InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0); } return cost; } static void CheckIfAircraftNeedsService(Vehicle *v) { if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsInDepot()) { VehicleServiceInDepot(v); return; } const Station *st = GetStation(v->current_order.GetDestination()); /* only goto depot if the target airport has terminals (eg. it is airport) */ if (st->IsValid() && st->airport_tile != INVALID_TILE && st->Airport()->terminals != NULL) { // printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index); // v->u.air.targetairport = st->index; v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } else if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); } } Money Aircraft::GetRunningCost() const { return GetVehicleProperty(this, 0x0E, AircraftVehInfo(this->engine_type)->running_cost) * _price.aircraft_running; } void Aircraft::OnNewDay() { if (!IsNormalAircraft(this)) return; if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); CheckOrders(this); CheckVehicleBreakdown(this); AgeVehicle(this); CheckIfAircraftNeedsService(this); if (this->running_ticks == 0) return; CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS)); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromCompanyFract(this->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, this->index); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } static void AgeAircraftCargo(Vehicle *v) { if (_age_cargo_skip_counter != 0) return; do { v->cargo.AgeCargo(); v = v->Next(); } while (v != NULL); } static void HelicopterTickHandler(Vehicle *v) { Vehicle *u = v->Next()->Next(); if (u->vehstatus & VS_HIDDEN) return; /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is * loading/unloading at a terminal or stopped */ if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) { if (u->cur_speed != 0) { u->cur_speed++; if (u->cur_speed >= 0x80 && u->u.air.state == HRS_ROTOR_MOVING_3) { u->cur_speed = 0; } } } else { if (u->cur_speed == 0) u->cur_speed = 0x70; if (u->cur_speed >= 0x50) u->cur_speed--; } int tick = ++u->tick_counter; int spd = u->cur_speed >> 4; SpriteID img; if (spd == 0) { u->u.air.state = HRS_ROTOR_STOPPED; img = GetRotorImage(v); if (u->cur_image == img) return; } else if (tick >= spd) { u->tick_counter = 0; u->u.air.state++; if (u->u.air.state > HRS_ROTOR_MOVING_3) u->u.air.state = HRS_ROTOR_MOVING_1; img = GetRotorImage(v); } else { return; } u->cur_image = img; VehicleMove(u, true); } void SetAircraftPosition(Vehicle *v, int x, int y, int z) { v->x_pos = x; v->y_pos = y; v->z_pos = z; v->cur_image = v->GetImage(v->direction); if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v); VehicleMove(v, true); Vehicle *u = v->Next(); int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE); int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE); u->x_pos = x; u->y_pos = y - ((v->z_pos-GetSlopeZ(safe_x, safe_y)) >> 3);; safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE); u->z_pos = GetSlopeZ(safe_x, safe_y); u->cur_image = v->cur_image; 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(Vehicle *v) { v->subspeed = 0; v->progress = 0; Vehicle *u = v->Next(); u->vehstatus |= VS_HIDDEN; u = u->Next(); if (u != NULL) { u->vehstatus |= VS_HIDDEN; u->cur_speed = 0; } SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); } static void PlayAircraftSound(const Vehicle *v) { if (!PlayVehicleSound(v, VSE_START)) { SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v); } } void UpdateAircraftCache(Vehicle *v) { uint max_speed = GetVehicleProperty(v, 0x0C, 0); if (max_speed != 0) { /* Convert from original units to (approx) km/h */ max_speed = (max_speed * 129) / 10; v->u.air.cached_max_speed = max_speed; } else { v->u.air.cached_max_speed = 0xFFFF; } } /** * Special velocities for aircraft */ enum AircraftSpeedLimits { SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern SPEED_LIMIT_NONE = 0xFFFF ///< No environmental speed limit. Speed limit is type dependent }; /** * Sets the new speed for an aircraft * @param v The vehicle for which the speed should be obtained * @param speed_limit The maximum speed the vehicle may have. * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually * @return The number of position updates needed within the tick */ static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true) { uint spd = v->acceleration * 16; byte t; /* Adjust speed limits by plane speed factor to prevent taxiing * and take-off speeds being too low. */ speed_limit *= _settings_game.vehicle.plane_speed; if (v->u.air.cached_max_speed < speed_limit) { if (v->cur_speed < speed_limit) hard_limit = false; speed_limit = v->u.air.cached_max_speed; } speed_limit = min(speed_limit, v->max_speed); v->subspeed = (t=v->subspeed) + (byte)spd; /* Aircraft's current speed is used twice so that very fast planes are * forced to slow down rapidly in the short distance needed. The magic * value 16384 was determined to give similar results to the old speed/48 * method at slower speeds. This also results in less reduction at slow * speeds to that aircraft do not get to taxi speed straight after * touchdown. */ if (!hard_limit && v->cur_speed > speed_limit) { speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_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) InvalidateWindowWidget(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; if (!(v->direction & 1)) spd = spd * 3 / 4; spd += v->progress; v->progress = (byte)spd; return spd >> 8; } /** * Gets the cruise altitude of an aircraft. * The cruise altitude is determined by the velocity of the vehicle * and the direction it is moving * @param v The vehicle. Should be an aircraft * @returns Altitude in pixel units */ byte GetAircraftFlyingAltitude(const Vehicle *v) { /* Make sure Aircraft fly no lower so that they don't conduct * CFITs (controlled flight into terrain) */ byte base_altitude = 150; /* Make sure eastbound and westbound planes do not "crash" into each * other by providing them with vertical seperation */ switch (v->direction) { case DIR_N: case DIR_NE: case DIR_E: case DIR_SE: base_altitude += 10; break; default: break; } /* Make faster planes fly higher so that they can overtake slower ones */ base_altitude += min(20 * (v->max_speed / 200), 90); return base_altitude; } /** * Find the entry point to an airport depending on direction which * the airport is being approached from. Each airport can have up to * four entry points for its approach system so that approaching * aircraft do not fly through each other or are forced to do 180 * degree turns during the approach. The arrivals are grouped into * four sectors dependent on the DiagDirection from which the airport * is approached. * * @param v The vehicle that is approaching the airport * @param apc The Airport Class being approached. * @returns The index of the entry point */ static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc) { assert(v != NULL); assert(apc != NULL); /* 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; if (IsValidStationID(v->u.air.targetairport)) { const Station *st = GetStation(v->u.air.targetairport); /* 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]; } /** * Controls the movement of an aircraft. This function actually moves the vehicle * on the map and takes care of minor things like sound playback. * @todo De-mystify the cur_speed values for helicopter rotors. * @param v The vehicle that is moved. Must be the first vehicle of the chain * @return Whether the position requested by the State Machine has been reached */ static bool AircraftController(Vehicle *v) { int count; /* NULL if station is invalid */ const Station *st = IsValidStationID(v->u.air.targetairport) ? GetStation(v->u.air.targetairport) : NULL; /* 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(); /* 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->u.air.pos >= afc->nofelements) { v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, afc); } else if (v->u.air.targetairport != v->current_order.GetDestination()) { /* If not possible, just get out of here fast */ v->u.air.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->u.air.pos); int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; /* Helicopter raise */ if (amd->flag & AMED_HELI_RAISE) { Vehicle *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(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->u.air.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; } 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->load_unload_time_rem != 0) v->load_unload_time_rem--; 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) { v->direction = newdir; if (amd->flag & AMED_SLOWTURN) { if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8; } else { v->cur_speed >>= 1; } } /* 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->u.air.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, y) + 1; if (curz > z) { z++; } else { int t = max(1U, 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) { 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 void HandleCrashedAircraft(Vehicle *v) { v->u.air.crashed_counter += 3; Station *st = GetTargetAirportIfValid(v); /* make aircraft crash down to the ground */ if (v->u.air.crashed_counter < 500 && st == NULL && ((v->u.air.crashed_counter % 3) == 0) ) { uint z = GetSlopeZ(v->x_pos, v->y_pos); v->z_pos -= 1; if (v->z_pos == z) { v->u.air.crashed_counter = 500; v->z_pos++; } } if (v->u.air.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->u.air.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; } } 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 void HandleAircraftSmoke(Vehicle *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(Vehicle *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) { CommandCost ret; CompanyID old_company = _current_company; _current_company = v->owner; ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); _current_company = old_company; if (CmdFailed(ret)) 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->u.air.state == FLYING) { AircraftNextAirportPos_and_Order(this); } /* Aircraft do not use dest-tile */ return 0; } void Aircraft::MarkDirty() { this->cur_image = this->GetImage(this->direction); if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this); MarkSingleVehicleDirty(this); } static void CrashAirplane(Vehicle *v) { v->vehstatus |= VS_CRASHED; v->u.air.crashed_counter = 0; CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); InvalidateWindow(WC_VEHICLE_VIEW, v->index); uint amt = 2; if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) amt += v->cargo.Count(); SetDParam(0, amt); v->cargo.Truncate(0); v->Next()->cargo.Truncate(0); const Station *st = GetTargetAirportIfValid(v); StringID newsitem; AIEventVehicleCrashed::CrashReason crash_reason; if (st == NULL) { newsitem = STR_PLANE_CRASH_OUT_OF_FUEL; crash_reason = AIEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT; } else { SetDParam(1, st->index); newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL; crash_reason = AIEventVehicleCrashed::CRASH_PLANE_LANDING; } AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, crash_reason)); AddNewsItem(newsitem, NS_ACCIDENT_VEHICLE, v->index, 0); SndPlayVehicleFx(SND_12_EXPLOSION, v); } static void MaybeCrashAirplane(Vehicle *v) { Station *st = GetStation(v->u.air.targetairport); /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */ uint16 prob = 0x10000 / 1500; if (st->Airport()->flags & AirportFTAClass::SHORT_STRIP && AircraftVehInfo(v->engine_type)->subtype & AIR_FAST && !_cheats.no_jetcrash.value) { prob = 0x10000 / 20; } if (GB(Random(), 0, 16) > 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(Vehicle *v) { if (v->current_order.IsType(OT_GOTO_DEPOT)) return; Station *st = GetStation(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)) { st->had_vehicle_of_type |= HVOT_AIRCRAFT; SetDParam(0, st->index); /* show newsitem of celebrating citizens */ AddNewsItem( STR_A033_CITIZENS_CELEBRATE_FIRST, (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(Vehicle *v) { v->UpdateDeltaXY(INVALID_DIR); if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) { SndPlayVehicleFx(SND_17_SKID_PLANE, v); } MaybeCrashAirplane(v); } /** set the right pos when heading to other airports after takeoff */ void AircraftNextAirportPos_and_Order(Vehicle *v) { if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) { v->u.air.targetairport = v->current_order.GetDestination(); } const Station *st = GetTargetAirportIfValid(v); const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->Airport(); v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, apc); } void AircraftLeaveHangar(Vehicle *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); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } /** Checks if an aircraft should head towards a hangar because it needs replacement * @param *v the vehicle to test * @return true if the aircraft should head towards a hangar */ static inline bool CheckSendAircraftToHangarForReplacement(const Vehicle *v) { EngineID new_engine; Company *c = GetCompany(v->owner); if (VehicleHasDepotOrders(v)) return false; // The aircraft will end up in the hangar eventually on it's own new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id); if (new_engine == INVALID_ENGINE) { /* There is no autoreplace assigned to this EngineID so we will set it to renew to the same type if needed */ new_engine = v->engine_type; if (!v->NeedsAutorenewing(c)) { /* No need to replace the aircraft */ return false; } } if (!HasBit(GetEngine(new_engine)->company_avail, v->owner)) { /* Engine is not buildable anymore */ return false; } if (c->money < (c->engine_renew_money + (2 * DoCommand(0, new_engine, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT).GetCost()))) { /* We lack enough money to request the replacement right away. * We want 2*(the price of the new vehicle) and not looking at the value of the vehicle we are going to sell. * The reason is that we don't want to send a whole lot of vehicles to the hangars when we only have enough money to replace a single one. * Remember this happens in the background so the user can't stop this. */ return false; } /* We found no reason NOT to send the aircraft to a hangar so we will send it there at once */ return true; } //////////////////////////////////////////////////////////////////////////////// /////////////////// AIRCRAFT MOVEMENT SCHEME //////////////////////////////// //////////////////////////////////////////////////////////////////////////////// static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *apc) { AircraftEntersTerminal(v); v->u.air.state = apc->layout[v->u.air.pos].heading; } static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *apc) { VehicleEnterDepot(v); v->u.air.state = apc->layout[v->u.air.pos].heading; } /** In an Airport Hangar */ static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *apc) { /* if we just arrived, execute EnterHangar first */ if (v->u.air.previous_pos != v->u.air.pos) { AircraftEventHandler_EnterHangar(v, apc); return; } /* if we were sent to the depot, stay there */ if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) { v->current_order.Free(); return; } if (!v->current_order.IsType(OT_GOTO_STATION) && !v->current_order.IsType(OT_GOTO_DEPOT)) return; /* if the block of the next position is busy, stay put */ if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return; /* We are already at the target airport, we need to find a terminal */ if (v->current_order.GetDestination() == v->u.air.targetairport) { /* FindFreeTerminal: * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */ if (v->subtype == AIR_HELICOPTER) { if (!AirportFindFreeHelipad(v, apc)) return; // helicopter } else { if (!AirportFindFreeTerminal(v, apc)) return; // airplane } } else { // Else prepare for launch. /* airplane goto state takeoff, helicopter to helitakeoff */ v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF; } AircraftLeaveHangar(v); AirportMove(v, apc); } /** At one of the Airport's Terminals */ static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *apc) { /* if we just arrived, execute EnterTerminal first */ if (v->u.air.previous_pos != v->u.air.pos) { AircraftEventHandler_EnterTerminal(v, apc); /* on an airport with helipads, a helicopter will always land there * and get serviced at the same time - 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 = GetEngine(v->engine_type)->reliability; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } return; } if (!v->current_order.IsValid()) return; /* if the block of the next position is busy, stay put */ if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return; /* airport-road is free. We either have to go to another airport, or to the hangar * ---> start moving */ 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->u.air.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 = GetStation(v->u.air.targetairport)->Airport()->nof_depots != 0; } if (go_to_hangar) { v->u.air.state = HANGAR; } else { /* airplane goto state takeoff, helicopter to helitakeoff */ v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF; } AirportMove(v, apc); } static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *apc) { assert("OK, you shouldn't be here, check your Airport Scheme!" && 0); } static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *apc) { PlayAircraftSound(v); // play takeoffsound for airplanes v->u.air.state = STARTTAKEOFF; } static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc) { v->u.air.state = ENDTAKEOFF; v->UpdateDeltaXY(INVALID_DIR); } static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc) { v->u.air.state = FLYING; /* get the next position to go to, differs per airport */ AircraftNextAirportPos_and_Order(v); } static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *apc) { v->u.air.state = FLYING; v->UpdateDeltaXY(INVALID_DIR); /* get the next position to go to, differs per airport */ AircraftNextAirportPos_and_Order(v); /* Send the helicopter to a hangar if needed for replacement */ if (CheckSendAircraftToHangarForReplacement(v)) { _current_company = v->owner; DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); _current_company = OWNER_NONE; } } static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc) { Station *st = GetStation(v->u.air.targetairport); /* runway busy or not allowed to use this airstation, circle */ if (apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES) && st->airport_tile != 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->u.air.pos].next; while (current != NULL) { if (current->heading == landingtype) { /* save speed before, since if AirportHasBlock is false, it resets them to 0 * we don't want that for plane in air * hack for speed thingie */ uint16 tcur_speed = v->cur_speed; uint16 tsubspeed = v->subspeed; if (!AirportHasBlock(v, current, apc)) { 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, apc->layout[v->u.air.pos].block); return; } v->cur_speed = tcur_speed; v->subspeed = tsubspeed; } current = current->next; } } v->u.air.state = FLYING; v->u.air.pos = apc->layout[v->u.air.pos].next_position; } static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc) { v->u.air.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 (CheckSendAircraftToHangarForReplacement(v)) { _current_company = v->owner; DoCommand(v->tile, v->index, DEPOT_SERVICE, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR); _current_company = OWNER_NONE; } } static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc) { v->u.air.state = HELIENDLANDING; v->UpdateDeltaXY(INVALID_DIR); } static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *apc) { /* next block busy, don't do a thing, just wait */ if (AirportHasBlock(v, &apc->layout[v->u.air.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->u.air.state = HANGAR; } static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *apc) { /* next block busy, don't do a thing, just wait */ if (AirportHasBlock(v, &apc->layout[v->u.air.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->u.air.state = (apc->nof_depots != 0) ? HANGAR : HELITAKEOFF; } typedef void AircraftStateHandler(Vehicle *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 Vehicle *v, const AirportFTAClass *apc) { /* we have left the previous block, and entered the new one. Free the previous block */ if (apc->layout[v->u.air.previous_pos].block != apc->layout[v->u.air.pos].block) { Station *st = GetStation(v->u.air.targetairport); CLRBITS(st->airport_flags, apc->layout[v->u.air.previous_pos].block); } } static void AirportGoToNextPosition(Vehicle *v) { /* if aircraft is not in position, wait until it is */ if (!AircraftController(v)) return; const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport(); AirportClearBlock(v, apc); AirportMove(v, apc); // move aircraft to next position } /* gets pos from vehicle and next orders */ static bool AirportMove(Vehicle *v, const AirportFTAClass *apc) { /* error handling */ if (v->u.air.pos >= apc->nofelements) { DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->u.air.pos, apc->nofelements-1); assert(v->u.air.pos < apc->nofelements); } const AirportFTA *current = &apc->layout[v->u.air.pos]; /* we have arrived in an important state (eg terminal, hangar, etc.) */ if (current->heading == v->u.air.state) { byte prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand byte prev_state = v->u.air.state; _aircraft_state_handlers[v->u.air.state](v, apc); if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos; if (v->u.air.state != prev_state || v->u.air.pos != prev_pos) UpdateAircraftCache(v); 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 == NULL) { if (AirportSetBlocks(v, current, apc)) { v->u.air.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->u.air.state == current->heading || current->heading == TO_ALL) { if (AirportSetBlocks(v, current, apc)) { v->u.air.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->u.air.pos, v->u.air.state, 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, const AirportFTA *current_pos, const AirportFTAClass *apc) { const AirportFTA *reference = &apc->layout[v->u.air.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 = GetStation(v->u.air.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 (HASBITS(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(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc) { const AirportFTA *next = &apc->layout[current_pos->next_position]; const AirportFTA *reference = &apc->layout[v->u.air.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 = GetStation(v->u.air.targetairport); 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 = GetStation(v->u.air.targetairport); for (; i < last_terminal; i++) { if (!HasBit(st->airport_flags, _airport_terminal_flag[i])) { /* TERMINAL# HELIPAD# */ v->u.air.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(Vehicle *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 = GetStation(v->u.air.targetairport); const AirportFTA *temp = apc->layout[v->u.air.pos].next; while (temp != NULL) { if (temp->heading == 255) { if (!HASBITS(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(Vehicle *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 = GetStation(v->u.air.targetairport); const AirportFTA *temp = apc->layout[v->u.air.pos].next; while (temp != NULL) { if (temp->heading == 255) { if (!HASBITS(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 void AircraftEventHandler(Vehicle *v, int loop) { v->tick_counter++; if (v->vehstatus & VS_CRASHED) { HandleCrashedAircraft(v); return; } if (v->vehstatus & VS_STOPPED) return; /* 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; AirportGoToNextPosition(v); } void Aircraft::Tick() { if (!IsNormalAircraft(this)) return; if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this); AgeAircraftCargo(this); this->current_order_time++; for (uint i = 0; i != 2; i++) { AircraftEventHandler(this, i); if (this->type != VEH_AIRCRAFT) // In case it was deleted break; } } /** Returns aircraft's target station if v->u.air.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 Vehicle *v) { assert(v->type == VEH_AIRCRAFT); StationID sid = v->u.air.targetairport; if (!IsValidStationID(sid)) return NULL; Station *st = GetStation(sid); 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(); Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) { 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 = AircraftGetEntryPoint(v, ap); v->u.air.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->u.air.state == ENDTAKEOFF || v->u.air.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->u.air.pos = ap->layout[cnt].position; UpdateAircraftCache(v); break; } } } } } } }