/* * 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 "landscape.h" #include "news_func.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "spritecache.h" #include "error_func.h" #include "strings_func.h" #include "command_func.h" #include "window_func.h" #include "timer/timer_game_calendar.h" #include "timer/timer_game_economy.h" #include "vehicle_func.h" #include "sound_func.h" #include "cheat_type.h" #include "company_base.h" #include "ai/ai.hpp" #include "game/game.hpp" #include "company_func.h" #include "effectvehicle_func.h" #include "station_base.h" #include "engine_base.h" #include "core/random_func.hpp" #include "core/backup_type.hpp" #include "zoom_func.h" #include "disaster_vehicle.h" #include "newgrf_airporttiles.h" #include "framerate_type.h" #include "aircraft_cmd.h" #include "vehicle_cmd.h" #include "table/strings.h" #include "safeguards.h" void Aircraft::UpdateDeltaXY() { this->x_offs = -1; this->y_offs = -1; this->x_extent = 2; this->y_extent = 2; switch (this->subtype) { default: NOT_REACHED(); case AIR_AIRCRAFT: case AIR_HELICOPTER: switch (this->state) { default: break; case ENDTAKEOFF: case LANDING: case HELILANDING: case FLYING: this->x_extent = 24; this->y_extent = 24; break; } this->z_extent = 5; break; case AIR_SHADOW: this->z_extent = 1; this->x_offs = 0; this->y_offs = 0; break; case AIR_ROTOR: this->z_extent = 1; break; } } static bool AirportMove(Aircraft *v, const AirportFTAClass *apc); static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc); static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc); static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc); static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc); static void CrashAirplane(Aircraft *v); static const SpriteID _aircraft_sprite[] = { 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD, 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5, 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D, 0x0F15, 0x0F1D, 0x0F25, 0x0F2D, 0x0EED, 0x0EF5, 0x0EFD, 0x0F35, 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5, 0x0EBD, 0x0EC5 }; template <> bool IsValidImageIndex(uint8_t image_index) { return image_index < lengthof(_aircraft_sprite); } /** Helicopter rotor animation states */ enum HelicopterRotorStates { HRS_ROTOR_STOPPED, HRS_ROTOR_MOVING_1, HRS_ROTOR_MOVING_2, HRS_ROTOR_MOVING_3, }; /** * Find the nearest hangar to v * INVALID_STATION is returned, if the company does not have any suitable * airports (like helipads only) * @param v vehicle looking for a hangar * @return the StationID if one is found, otherwise, INVALID_STATION */ static StationID FindNearestHangar(const Aircraft *v) { uint best = 0; StationID index = INVALID_STATION; TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos); const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type); uint max_range = v->acache.cached_max_range_sqr; /* Determine destinations where it's coming from and where it's heading to */ const Station *last_dest = nullptr; const Station *next_dest = nullptr; if (max_range != 0) { if (v->current_order.IsType(OT_GOTO_STATION) || (v->current_order.IsType(OT_GOTO_DEPOT) && (v->current_order.GetDepotActionType() & ODATFB_NEAREST_DEPOT) == 0)) { last_dest = Station::GetIfValid(v->last_station_visited); next_dest = Station::GetIfValid(v->current_order.GetDestination()); } else { last_dest = GetTargetAirportIfValid(v); next_dest = Station::GetIfValid(v->GetNextStoppingStation().value); } } for (const Station *st : Station::Iterate()) { if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT) || !st->airport.HasHangar()) continue; const AirportFTAClass *afc = st->airport.GetFTA(); /* don't crash the plane if we know it can't land at the airport */ if ((afc->flags & AirportFTAClass::SHORT_STRIP) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue; /* the plane won't land at any helicopter station */ if (!(afc->flags & AirportFTAClass::AIRPLANES) && (avi->subtype & AIR_CTOL)) continue; /* Check if our last and next destinations can be reached from the depot airport. */ if (max_range != 0) { uint last_dist = (last_dest != nullptr && last_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, last_dest->airport.tile) : 0; uint next_dist = (next_dest != nullptr && next_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, next_dest->airport.tile) : 0; if (last_dist > max_range || next_dist > max_range) continue; } /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */ uint distance = DistanceSquare(vtile, st->airport.tile); if (distance < best || index == INVALID_STATION) { best = distance; index = st->index; } } return index; } void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const { uint8_t spritenum = this->spritenum; if (is_custom_sprite(spritenum)) { GetCustomVehicleSprite(this, direction, image_type, result); if (result->IsValid()) return; spritenum = this->GetEngine()->original_image_index; } assert(IsValidImageIndex(spritenum)); result->Set(direction + _aircraft_sprite[spritenum]); } void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result) { assert(v->subtype == AIR_HELICOPTER); const Aircraft *w = v->Next()->Next(); if (is_custom_sprite(v->spritenum)) { GetCustomRotorSprite(v, image_type, result); if (result->IsValid()) return; } /* Return standard rotor sprites if there are no custom sprites for this helicopter */ result->Set(SPR_ROTOR_STOPPED + w->state); } static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result) { const Engine *e = Engine::Get(engine); uint8_t spritenum = e->u.air.image_index; if (is_custom_sprite(spritenum)) { GetCustomVehicleIcon(engine, DIR_W, image_type, result); if (result->IsValid()) return; spritenum = e->original_image_index; } assert(IsValidImageIndex(spritenum)); result->Set(DIR_W + _aircraft_sprite[spritenum]); } void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type) { VehicleSpriteSeq seq; GetAircraftIcon(engine, image_type, &seq); Rect rect; seq.GetBounds(&rect); preferred_x = Clamp(preferred_x, left - UnScaleGUI(rect.left), right - UnScaleGUI(rect.right)); seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH); if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) { VehicleSpriteSeq rotor_seq; GetCustomRotorIcon(engine, image_type, &rotor_seq); if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED); rotor_seq.Draw(preferred_x, y - ScaleSpriteTrad(5), PAL_NONE, false); } } /** * Get the size of the sprite of an aircraft sprite heading west (used for lists). * @param engine The engine to get the sprite from. * @param[out] width The width of the sprite. * @param[out] height The height of the sprite. * @param[out] xoffs Number of pixels to shift the sprite to the right. * @param[out] yoffs Number of pixels to shift the sprite downwards. * @param image_type Context the sprite is used in. */ void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type) { VehicleSpriteSeq seq; GetAircraftIcon(engine, image_type, &seq); Rect rect; seq.GetBounds(&rect); width = UnScaleGUI(rect.Width()); height = UnScaleGUI(rect.Height()); xoffs = UnScaleGUI(rect.left); yoffs = UnScaleGUI(rect.top); } /** * Build an aircraft. * @param flags type of operation. * @param tile tile of the depot where aircraft is built. * @param e the engine to build. * @param[out] ret the vehicle that has been built. * @return the cost of this operation or an error. */ CommandCost CmdBuildAircraft(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret) { const AircraftVehicleInfo *avi = &e->u.air; const Station *st = Station::GetByTile(tile); /* Prevent building aircraft types at places which can't handle them */ if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR; /* Make sure all aircraft end up in the first tile of the hangar. */ tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile)); if (flags & DC_EXEC) { Aircraft *v = new Aircraft(); // aircraft Aircraft *u = new Aircraft(); // shadow *ret = v; v->direction = DIR_SE; v->owner = u->owner = _current_company; v->tile = tile; uint x = TileX(tile) * TILE_SIZE + 5; uint y = TileY(tile) * TILE_SIZE + 3; v->x_pos = u->x_pos = x; v->y_pos = u->y_pos = y; u->z_pos = GetSlopePixelZ(x, y); v->z_pos = u->z_pos + 1; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW; v->spritenum = avi->image_index; v->cargo_cap = avi->passenger_capacity; v->refit_cap = 0; u->refit_cap = 0; v->cargo_type = e->GetDefaultCargoType(); assert(IsValidCargoID(v->cargo_type)); CargoID mail = GetCargoIDByLabel(CT_MAIL); if (IsValidCargoID(mail)) { u->cargo_type = mail; u->cargo_cap = avi->mail_capacity; } v->name.clear(); v->last_station_visited = INVALID_STATION; v->last_loading_station = INVALID_STATION; v->acceleration = avi->acceleration; v->engine_type = e->index; u->engine_type = e->index; v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER); v->UpdateDeltaXY(); u->subtype = AIR_SHADOW; u->UpdateDeltaXY(); v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->GetLifeLengthInDays(); v->pos = GetVehiclePosOnBuild(tile); v->state = HANGAR; v->previous_pos = v->pos; v->targetairport = GetStationIndex(tile); v->SetNext(u); v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft); v->date_of_last_service = TimerGameEconomy::date; v->date_of_last_service_newgrf = TimerGameCalendar::date; v->build_year = u->build_year = TimerGameCalendar::year; v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY); u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY); v->random_bits = Random(); u->random_bits = Random(); v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent); v->InvalidateNewGRFCacheOfChain(); v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap); v->InvalidateNewGRFCacheOfChain(); UpdateAircraftCache(v, true); v->UpdatePosition(); u->UpdatePosition(); /* Aircraft with 3 vehicles (chopper)? */ if (v->subtype == AIR_HELICOPTER) { Aircraft *w = new Aircraft(); w->engine_type = e->index; w->direction = DIR_N; w->owner = _current_company; w->x_pos = v->x_pos; w->y_pos = v->y_pos; w->z_pos = v->z_pos + ROTOR_Z_OFFSET; w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE; w->spritenum = 0xFF; w->subtype = AIR_ROTOR; w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED); w->random_bits = Random(); /* Use rotor's air.state to store the rotor animation frame */ w->state = HRS_ROTOR_STOPPED; w->UpdateDeltaXY(); u->SetNext(w); w->UpdatePosition(); } } return CommandCost(); } ClosestDepot Aircraft::FindClosestDepot() { const Station *st = GetTargetAirportIfValid(this); /* If the station is not a valid airport or if it has no hangars */ if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) { /* the aircraft has to search for a hangar on its own */ StationID station = FindNearestHangar(this); if (station == INVALID_STATION) return ClosestDepot(); st = Station::Get(station); } return ClosestDepot(st->xy, st->index); } static void CheckIfAircraftNeedsService(Aircraft *v) { if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return; if (v->IsChainInDepot()) { VehicleServiceInDepot(v); return; } /* When we're parsing conditional orders and the like * we don't want to consider going to a depot too. */ if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return; const Station *st = Station::Get(v->current_order.GetDestination()); assert(st != nullptr); /* only goto depot if the target airport has a depot */ if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) { v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } else if (v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } } Money Aircraft::GetRunningCost() const { const Engine *e = this->GetEngine(); uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost); return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF()); } /** Calendar day handler */ void Aircraft::OnNewCalendarDay() { if (!this->IsNormalAircraft()) return; AgeVehicle(this); } /** Economy day handler */ void Aircraft::OnNewEconomyDay() { if (!this->IsNormalAircraft()) return; EconomyAgeVehicle(this); if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this); CheckOrders(this); CheckVehicleBreakdown(this); CheckIfAircraftNeedsService(this); if (this->running_ticks == 0) return; CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS)); this->profit_this_year -= cost.GetCost(); this->running_ticks = 0; SubtractMoneyFromCompanyFract(this->owner, cost); SetWindowDirty(WC_VEHICLE_DETAILS, this->index); SetWindowClassesDirty(WC_AIRCRAFT_LIST); } static void HelicopterTickHandler(Aircraft *v) { Aircraft *u = v->Next()->Next(); if (u->vehstatus & VS_HIDDEN) return; /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is * loading/unloading at a terminal or stopped */ if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) { if (u->cur_speed != 0) { u->cur_speed++; if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) { u->cur_speed = 0; } } } else { if (u->cur_speed == 0) { u->cur_speed = 0x70; } if (u->cur_speed >= 0x50) { u->cur_speed--; } } int tick = ++u->tick_counter; int spd = u->cur_speed >> 4; VehicleSpriteSeq seq; if (spd == 0) { u->state = HRS_ROTOR_STOPPED; GetRotorImage(v, EIT_ON_MAP, &seq); if (u->sprite_cache.sprite_seq == seq) return; } else if (tick >= spd) { u->tick_counter = 0; u->state++; if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1; GetRotorImage(v, EIT_ON_MAP, &seq); } else { return; } u->sprite_cache.sprite_seq = seq; u->UpdatePositionAndViewport(); } /** * Set aircraft position. * @param v Aircraft to position. * @param x New X position. * @param y New y position. * @param z New z position. */ void SetAircraftPosition(Aircraft *v, int x, int y, int z) { v->x_pos = x; v->y_pos = y; v->z_pos = z; v->UpdatePosition(); v->UpdateViewport(true, false); if (v->subtype == AIR_HELICOPTER) { GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_cache.sprite_seq); } Aircraft *u = v->Next(); int safe_x = Clamp(x, 0, Map::MaxX() * TILE_SIZE); int safe_y = Clamp(y - 1, 0, Map::MaxY() * TILE_SIZE); u->x_pos = x; u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3); safe_y = Clamp(u->y_pos, 0, Map::MaxY() * TILE_SIZE); u->z_pos = GetSlopePixelZ(safe_x, safe_y); u->sprite_cache.sprite_seq.CopyWithoutPalette(v->sprite_cache.sprite_seq); // the shadow is never coloured u->UpdatePositionAndViewport(); u = u->Next(); if (u != nullptr) { u->x_pos = x; u->y_pos = y; u->z_pos = z + ROTOR_Z_OFFSET; u->UpdatePositionAndViewport(); } } /** * Handle Aircraft specific tasks when an Aircraft enters a hangar * @param *v Vehicle that enters the hangar */ void HandleAircraftEnterHangar(Aircraft *v) { v->subspeed = 0; v->progress = 0; Aircraft *u = v->Next(); u->vehstatus |= VS_HIDDEN; u = u->Next(); if (u != nullptr) { u->vehstatus |= VS_HIDDEN; u->cur_speed = 0; } SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); } static void PlayAircraftSound(const Vehicle *v) { if (!PlayVehicleSound(v, VSE_START)) { SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v); } } /** * Update cached values of an aircraft. * Currently caches callback 36 max speed. * @param v Vehicle * @param update_range Update the aircraft range. */ void UpdateAircraftCache(Aircraft *v, bool update_range) { uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0); if (max_speed != 0) { /* Convert from original units to km-ish/h */ max_speed = (max_speed * 128) / 10; v->vcache.cached_max_speed = max_speed; } else { /* Use the default max speed of the vehicle. */ v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed; } /* Update cargo aging period. */ v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period); Aircraft *u = v->Next(); // Shadow for mail u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period); /* Update aircraft range. */ if (update_range) { v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range); /* Squared it now so we don't have to do it later all the time. */ v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range; } } /** * Special velocities for aircraft */ enum AircraftSpeedLimits { SPEED_LIMIT_TAXI = 50, ///< Maximum speed of an aircraft while taxiing SPEED_LIMIT_APPROACH = 230, ///< Maximum speed of an aircraft on finals SPEED_LIMIT_BROKEN = 320, ///< Maximum speed of an aircraft that is broken SPEED_LIMIT_HOLD = 425, ///< Maximum speed of an aircraft that flies the holding pattern SPEED_LIMIT_NONE = 0xFFFF, ///< No environmental speed limit. Speed limit is type dependent }; /** * Sets the new speed for an aircraft * @param v The vehicle for which the speed should be obtained * @param speed_limit The maximum speed the vehicle may have. * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually * @return The number of position updates needed within the tick */ static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true) { /** * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick. * So the speed amount we need to accelerate is: * acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h * = acceleration * 3 / 10 * 256 * (km-ish/h / 256) * ~ acceleration * 77 (km-ish/h / 256) */ uint spd = v->acceleration * 77; uint8_t t; /* Adjust speed limits by plane speed factor to prevent taxiing * and take-off speeds being too low. */ speed_limit *= _settings_game.vehicle.plane_speed; /* adjust speed for broken vehicles */ if (v->vehstatus & VS_AIRCRAFT_BROKEN) { if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false; speed_limit = std::min(speed_limit, SPEED_LIMIT_BROKEN); } if (v->vcache.cached_max_speed < speed_limit) { if (v->cur_speed < speed_limit) hard_limit = false; speed_limit = v->vcache.cached_max_speed; } v->subspeed = (t = v->subspeed) + (uint8_t)spd; /* Aircraft's current speed is used twice so that very fast planes are * forced to slow down rapidly in the short distance needed. The magic * value 16384 was determined to give similar results to the old speed/48 * method at slower speeds. This also results in less reduction at slow * speeds to that aircraft do not get to taxi speed straight after * touchdown. */ if (!hard_limit && v->cur_speed > speed_limit) { speed_limit = v->cur_speed - std::max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed); } spd = std::min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit); /* updates statusbar only if speed have changed to save CPU time */ if (spd != v->cur_speed) { v->cur_speed = spd; SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } /* Adjust distance moved by plane speed setting */ if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed; /* Convert direction-independent speed into direction-dependent speed. (old movement method) */ spd = v->GetOldAdvanceSpeed(spd); spd += v->progress; v->progress = (uint8_t)spd; return spd >> 8; } /** * Get the tile height below the aircraft. * This function is needed because aircraft can leave the mapborders. * * @param v The vehicle to get the height for. * @return The height in pixels from 'z_pos' 0. */ int GetTileHeightBelowAircraft(const Vehicle *v) { int safe_x = Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE); int safe_y = Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE); return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT; } /** * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular * vehicle for normal flight situation. * When the maximum is reached the vehicle should consider descending. * When the minimum is reached the vehicle should consider ascending. * * @param v The vehicle to get the flight levels for. * @param[out] min_level The minimum bounds for flight level. * @param[out] max_level The maximum bounds for flight level. */ void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level) { int base_altitude = GetTileHeightBelowAircraft(v); if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) { base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE; } /* Make sure eastbound and westbound planes do not "crash" into each * other by providing them with vertical separation */ switch (v->direction) { case DIR_N: case DIR_NE: case DIR_E: case DIR_SE: base_altitude += 10; break; default: break; } /* Make faster planes fly higher so that they can overtake slower ones */ base_altitude += std::min(20 * (v->vcache.cached_max_speed / 200) - 90, 0); if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE; if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE; } /** * Gets the maximum 'flight level' for the holding pattern of the aircraft, * in pixels 'z_pos' 0, depending on terrain below. * * @param v The aircraft that may or may not need to decrease its altitude. * @return Maximal aircraft holding altitude, while in normal flight, in pixels. */ int GetAircraftHoldMaxAltitude(const Aircraft *v) { int tile_height = GetTileHeightBelowAircraft(v); return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE); } template int GetAircraftFlightLevel(T *v, bool takeoff) { /* Aircraft is in flight. We want to enforce it being somewhere * between the minimum and the maximum allowed altitude. */ int aircraft_min_altitude; int aircraft_max_altitude; GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude); int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2; /* If those assumptions would be violated, aircraft would behave fairly strange. */ assert(aircraft_min_altitude < aircraft_middle_altitude); assert(aircraft_middle_altitude < aircraft_max_altitude); int z = v->z_pos; if (z < aircraft_min_altitude || (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) { /* Ascend. And don't fly into that mountain right ahead. * And avoid our aircraft become a stairclimber, so if we start * correcting altitude, then we stop correction not too early. */ SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION); z += takeoff ? 2 : 1; } else if (!takeoff && (z > aircraft_max_altitude || (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) { /* Descend lower. You are an aircraft, not an space ship. * And again, don't stop correcting altitude too early. */ SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION); z--; } else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) { /* Now, we have corrected altitude enough. */ ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION); } else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) { /* Now, we have corrected altitude enough. */ ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION); } return z; } template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff); template int GetAircraftFlightLevel(Aircraft *v, bool takeoff); /** * Find the entry point to an airport depending on direction which * the airport is being approached from. Each airport can have up to * four entry points for its approach system so that approaching * aircraft do not fly through each other or are forced to do 180 * degree turns during the approach. The arrivals are grouped into * four sectors dependent on the DiagDirection from which the airport * is approached. * * @param v The vehicle that is approaching the airport * @param apc The Airport Class being approached. * @param rotation The rotation of the airport. * @return The index of the entry point */ static uint8_t AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation) { assert(v != nullptr); assert(apc != nullptr); /* In the case the station doesn't exit anymore, set target tile 0. * It doesn't hurt much, aircraft will go to next order, nearest hangar * or it will simply crash in next tick */ TileIndex tile = 0; const Station *st = Station::GetIfValid(v->targetairport); if (st != nullptr) { /* Make sure we don't go to INVALID_TILE if the airport has been removed. */ tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy; } int delta_x = v->x_pos - TileX(tile) * TILE_SIZE; int delta_y = v->y_pos - TileY(tile) * TILE_SIZE; DiagDirection dir; if (abs(delta_y) < abs(delta_x)) { /* We are northeast or southwest of the airport */ dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW; } else { /* We are northwest or southeast of the airport */ dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE; } dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation))); return apc->entry_points[dir]; } static void MaybeCrashAirplane(Aircraft *v); /** * Controls the movement of an aircraft. This function actually moves the vehicle * on the map and takes care of minor things like sound playback. * @todo De-mystify the cur_speed values for helicopter rotors. * @param v The vehicle that is moved. Must be the first vehicle of the chain * @return Whether the position requested by the State Machine has been reached */ static bool AircraftController(Aircraft *v) { /* nullptr if station is invalid */ const Station *st = Station::GetIfValid(v->targetairport); /* INVALID_TILE if there is no station */ TileIndex tile = INVALID_TILE; Direction rotation = DIR_N; uint size_x = 1, size_y = 1; if (st != nullptr) { if (st->airport.tile != INVALID_TILE) { tile = st->airport.tile; rotation = st->airport.rotation; size_x = st->airport.w; size_y = st->airport.h; } else { tile = st->xy; } } /* DUMMY if there is no station or no airport */ const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA(); /* prevent going to INVALID_TILE if airport is deleted. */ if (st == nullptr || st->airport.tile == INVALID_TILE) { /* Jump into our "holding pattern" state machine if possible */ if (v->pos >= afc->nofelements) { v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N); } else if (v->targetairport != v->current_order.GetDestination()) { /* If not possible, just get out of here fast */ v->state = FLYING; UpdateAircraftCache(v); AircraftNextAirportPos_and_Order(v); /* get aircraft back on running altitude */ SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v)); return false; } } /* get airport moving data */ const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y); int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; /* Helicopter raise */ if (amd.flag & AMED_HELI_RAISE) { Aircraft *u = v->Next()->Next(); /* Make sure the rotors don't rotate too fast */ if (u->cur_speed > 32) { v->cur_speed = 0; if (--u->cur_speed == 32) { if (!PlayVehicleSound(v, VSE_START)) { SoundID sfx = AircraftVehInfo(v->engine_type)->sfx; /* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used. * The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */ if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_TAKEOFF_HELICOPTER; SndPlayVehicleFx(sfx, v); } } } else { u->cur_speed = 32; int count = UpdateAircraftSpeed(v); if (count > 0) { v->tile = 0; int z_dest; GetAircraftFlightLevelBounds(v, &z_dest, nullptr); /* Reached altitude? */ if (v->z_pos >= z_dest) { v->cur_speed = 0; return true; } SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z_dest)); } } return false; } /* Helicopter landing. */ if (amd.flag & AMED_HELI_LOWER) { SetBit(v->flags, VAF_HELI_DIRECT_DESCENT); if (st == nullptr) { /* FIXME - AircraftController -> if station no longer exists, do not land * helicopter will circle until sign disappears, then go to next order * what to do when it is the only order left, right now it just stays in 1 place */ v->state = FLYING; UpdateAircraftCache(v); AircraftNextAirportPos_and_Order(v); return false; } /* Vehicle is now at the airport. * Helicopter has arrived at the target landing pad, so the current position is also where it should land. * Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */ if (st->airport.type != AT_OILRIG) { x = v->x_pos; y = v->y_pos; tile = TileVirtXY(x, y); } v->tile = tile; /* Find altitude of landing position. */ int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z; if (z == v->z_pos) { Vehicle *u = v->Next()->Next(); /* Increase speed of rotors. When speed is 80, we've landed. */ if (u->cur_speed >= 80) { ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT); return true; } u->cur_speed += 4; } else { int count = UpdateAircraftSpeed(v); if (count > 0) { if (v->z_pos > z) { SetAircraftPosition(v, v->x_pos, v->y_pos, std::max(v->z_pos - count, z)); } else { SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z)); } } } return false; } /* Get distance from destination pos to current pos. */ uint dist = abs(x + amd.x - v->x_pos) + abs(y + amd.y - v->y_pos); /* Need exact position? */ if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true; /* At final pos? */ if (dist == 0) { /* Change direction smoothly to final direction. */ DirDiff dirdiff = DirDifference(amd.direction, v->direction); /* if distance is 0, and plane points in right direction, no point in calling * UpdateAircraftSpeed(). So do it only afterwards */ if (dirdiff == DIRDIFF_SAME) { v->cur_speed = 0; return true; } if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false; v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); v->cur_speed >>= 1; SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); return false; } if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) { MaybeCrashAirplane(v); if ((v->vehstatus & VS_CRASHED) != 0) return false; } uint speed_limit = SPEED_LIMIT_TAXI; bool hard_limit = true; if (amd.flag & AMED_NOSPDCLAMP) speed_limit = SPEED_LIMIT_NONE; if (amd.flag & AMED_HOLD) { speed_limit = SPEED_LIMIT_HOLD; hard_limit = false; } if (amd.flag & AMED_LAND) { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; } if (amd.flag & AMED_BRAKE) { speed_limit = SPEED_LIMIT_TAXI; hard_limit = false; } int count = UpdateAircraftSpeed(v, speed_limit, hard_limit); if (count == 0) return false; /* If the plane will be a few subpixels away from the destination after * this movement loop, start nudging it towards the exact position for * the whole loop. Otherwise, heavily depending on the speed of the plane, * it is possible we totally overshoot the target, causing the plane to * make a loop, and trying again, and again, and again .. */ bool nudge_towards_target = static_cast(count) + 3 > dist; if (v->turn_counter != 0) v->turn_counter--; do { GetNewVehiclePosResult gp; if (nudge_towards_target || (amd.flag & AMED_LAND)) { /* move vehicle one pixel towards target */ gp.x = (v->x_pos != (x + amd.x)) ? v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) : v->x_pos; gp.y = (v->y_pos != (y + amd.y)) ? v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) : v->y_pos; /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */ gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y); } else { /* Turn. Do it slowly if in the air. */ Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y); if (newdir != v->direction) { if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) { if (v->turn_counter == 0 || newdir == v->last_direction) { if (newdir == v->last_direction) { v->number_consecutive_turns = 0; } else { v->number_consecutive_turns++; } v->turn_counter = 2 * _settings_game.vehicle.plane_speed; v->last_direction = v->direction; v->direction = newdir; } /* Move vehicle. */ gp = GetNewVehiclePos(v); } else { v->cur_speed >>= 1; v->direction = newdir; /* When leaving a terminal an aircraft often goes to a position * directly in front of it. If it would move while turning it * would need an two extra turns to end up at the correct position. * To make it easier just disallow all moving while turning as * long as an aircraft is on the ground. */ gp.x = v->x_pos; gp.y = v->y_pos; gp.new_tile = gp.old_tile = v->tile; } } else { v->number_consecutive_turns = 0; /* Move vehicle. */ gp = GetNewVehiclePos(v); } } v->tile = gp.new_tile; /* If vehicle is in the air, use tile coordinate 0. */ if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0; /* Adjust Z for land or takeoff? */ int z = v->z_pos; if (amd.flag & AMED_TAKEOFF) { z = GetAircraftFlightLevel(v, true); } else if (amd.flag & AMED_HOLD) { /* Let the plane drop from normal flight altitude to holding pattern altitude */ if (z > GetAircraftHoldMaxAltitude(v)) z--; } else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) { z = GetAircraftFlightLevel(v); } /* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular * and their primary (north-most) tile does not have to be part of the airport. * As such, the height of the primary tile can be different from the rest of the airport. * Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar. * We also know that the airport itself has to be completely flat (otherwise it is not a valid airport). * Therefore, use the height of this hangar to calculate our z-value. */ int airport_z = v->z_pos; if ((amd.flag & (AMED_LAND | AMED_BRAKE)) && st != nullptr) { assert(st->airport.HasHangar()); TileIndex hangar_tile = st->airport.GetHangarTile(0); airport_z = GetTileMaxPixelZ(hangar_tile) + 1; // To avoid clashing with the shadow } if (amd.flag & AMED_LAND) { if (st->airport.tile == INVALID_TILE) { /* Airport has been removed, abort the landing procedure */ v->state = FLYING; UpdateAircraftCache(v); AircraftNextAirportPos_and_Order(v); /* get aircraft back on running altitude */ SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v)); continue; } /* We're not flying below our destination, right? */ assert(airport_z <= z); int t = std::max(1U, dist - 4); int delta = z - airport_z; /* Only start lowering when we're sufficiently close for a 1:1 glide */ if (delta >= t) { z -= CeilDiv(z - airport_z, t); } if (z < airport_z) z = airport_z; } /* We've landed. Decrease speed when we're reaching end of runway. */ if (amd.flag & AMED_BRAKE) { if (z > airport_z) { z--; } else if (z < airport_z) { z++; } } SetAircraftPosition(v, gp.x, gp.y, z); } while (--count != 0); return false; } /** * Handle crashed aircraft \a v. * @param v Crashed aircraft. */ static bool HandleCrashedAircraft(Aircraft *v) { v->crashed_counter += 3; Station *st = GetTargetAirportIfValid(v); /* make aircraft crash down to the ground */ if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0) ) { int z = GetSlopePixelZ(Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE), Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE)); v->z_pos -= 1; if (v->z_pos <= z) { v->crashed_counter = 500; v->z_pos = z + 1; } else { v->crashed_counter = 0; } SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); } if (v->crashed_counter < 650) { uint32_t r; if (Chance16R(1, 32, r)) { static const DirDiff delta[] = { DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT }; v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]); SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); r = Random(); CreateEffectVehicleRel(v, GB(r, 0, 4) - 4, GB(r, 4, 4) - 4, GB(r, 8, 4), EV_EXPLOSION_SMALL); } } else if (v->crashed_counter >= 10000) { /* remove rubble of crashed airplane */ /* clear runway-in on all airports, set by crashing plane * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc. * but they all share the same number */ if (st != nullptr) { CLRBITS(st->airport.flags, RUNWAY_IN_block); CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport CLRBITS(st->airport.flags, RUNWAY_IN2_block); // intercontinental } delete v; return false; } return true; } /** * Handle smoke of broken aircraft. * @param v Aircraft * @param mode Is this the non-first call for this vehicle in this tick? */ static void HandleAircraftSmoke(Aircraft *v, bool mode) { static const struct { int8_t x; int8_t y; } smoke_pos[] = { { 5, 5 }, { 6, 0 }, { 5, -5 }, { 0, -6 }, { -5, -5 }, { -6, 0 }, { -5, 5 }, { 0, 6 } }; if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return; /* Stop smoking when landed */ if (v->cur_speed < 10) { v->vehstatus &= ~VS_AIRCRAFT_BROKEN; v->breakdown_ctr = 0; return; } /* Spawn effect et most once per Tick, i.e. !mode */ if (!mode && (v->tick_counter & 0x0F) == 0) { CreateEffectVehicleRel(v, smoke_pos[v->direction].x, smoke_pos[v->direction].y, 2, EV_BREAKDOWN_SMOKE_AIRCRAFT ); } } void HandleMissingAircraftOrders(Aircraft *v) { /* * We do not have an order. This can be divided into two cases: * 1) we are heading to an invalid station. In this case we must * find another airport to go to. If there is nowhere to go, * we will destroy the aircraft as it otherwise will enter * the holding pattern for the first airport, which can cause * the plane to go into an undefined state when building an * airport with the same StationID. * 2) we are (still) heading to a (still) valid airport, then we * can continue going there. This can happen when you are * changing the aircraft's orders while in-flight or in for * example a depot. However, when we have a current order to * go to a depot, we have to keep that order so the aircraft * actually stops. */ const Station *st = GetTargetAirportIfValid(v); if (st == nullptr) { Backup cur_company(_current_company, v->owner); CommandCost ret = Command::Do(DC_EXEC, v->index, DepotCommand::None, {}); cur_company.Restore(); if (ret.Failed()) CrashAirplane(v); } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) { v->current_order.Free(); } } TileIndex Aircraft::GetOrderStationLocation(StationID) { /* Orders are changed in flight, ensure going to the right station. */ if (this->state == FLYING) { AircraftNextAirportPos_and_Order(this); } /* Aircraft do not use dest-tile */ return 0; } void Aircraft::MarkDirty() { this->colourmap = PAL_NONE; this->UpdateViewport(true, false); if (this->subtype == AIR_HELICOPTER) { GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_cache.sprite_seq); } } uint Aircraft::Crash(bool flooded) { uint pass = Vehicle::Crash(flooded) + 2; // pilots this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded return pass; } /** * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash. * @param v Aircraft that crashed. */ static void CrashAirplane(Aircraft *v) { CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); uint pass = v->Crash(); SetDParam(0, pass); v->cargo.Truncate(); v->Next()->cargo.Truncate(); const Station *st = GetTargetAirportIfValid(v); StringID newsitem; TileIndex vt = TileVirtXY(v->x_pos, v->y_pos); if (st == nullptr) { newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL; } else { SetDParam(1, st->index); newsitem = STR_NEWS_AIRCRAFT_CRASH; } AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING)); Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING)); NewsType newstype = NT_ACCIDENT; if (v->owner != _local_company) { newstype = NT_ACCIDENT_OTHER; } AddTileNewsItem(newsitem, newstype, vt, nullptr, st != nullptr ? st->index : INVALID_STATION); ModifyStationRatingAround(vt, v->owner, -160, 30); if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v); } /** * Decide whether aircraft \a v should crash. * @param v Aircraft to test. */ static void MaybeCrashAirplane(Aircraft *v) { Station *st = Station::Get(v->targetairport); uint32_t prob; if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) && (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) { prob = 3276; } else { if (_settings_game.vehicle.plane_crashes == 0) return; prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500; } if (GB(Random(), 0, 22) > prob) return; /* Crash the airplane. Remove all goods stored at the station. */ for (GoodsEntry &ge : st->goods) { ge.rating = 1; ge.cargo.Truncate(); } CrashAirplane(v); } /** * Aircraft arrives at a terminal. If it is the first aircraft, throw a party. * Start loading cargo. * @param v Aircraft that arrived. */ static void AircraftEntersTerminal(Aircraft *v) { if (v->current_order.IsType(OT_GOTO_DEPOT)) return; Station *st = Station::Get(v->targetairport); v->last_station_visited = v->targetairport; /* Check if station was ever visited before */ if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) { st->had_vehicle_of_type |= HVOT_AIRCRAFT; SetDParam(0, st->index); /* show newsitem of celebrating citizens */ AddVehicleNewsItem( STR_NEWS_FIRST_AIRCRAFT_ARRIVAL, (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER, v->index, st->index ); AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index)); Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index)); } v->BeginLoading(); } /** * Aircraft touched down at the landing strip. * @param v Aircraft that landed. */ static void AircraftLandAirplane(Aircraft *v) { Station *st = Station::Get(v->targetairport); TileIndex vt = TileVirtXY(v->x_pos, v->y_pos); v->UpdateDeltaXY(); AirportTileAnimationTrigger(st, vt, AAT_STATION_AIRPLANE_LAND); if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) { SndPlayVehicleFx(SND_17_SKID_PLANE, v); } } /** set the right pos when heading to other airports after takeoff */ void AircraftNextAirportPos_and_Order(Aircraft *v) { if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) { v->targetairport = v->current_order.GetDestination(); } const Station *st = GetTargetAirportIfValid(v); const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA(); Direction rotation = st == nullptr ? DIR_N : st->airport.rotation; v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation); } /** * Aircraft is about to leave the hangar. * @param v Aircraft leaving. * @param exit_dir The direction the vehicle leaves the hangar. * @note This function is called in AfterLoadGame for old savegames, so don't rely * on any data to be valid, especially don't rely on the fact that the vehicle * is actually on the ground inside a depot. */ void AircraftLeaveHangar(Aircraft *v, Direction exit_dir) { v->cur_speed = 0; v->subspeed = 0; v->progress = 0; v->direction = exit_dir; v->vehstatus &= ~VS_HIDDEN; { Vehicle *u = v->Next(); u->vehstatus &= ~VS_HIDDEN; /* Rotor blades */ u = u->Next(); if (u != nullptr) { u->vehstatus &= ~VS_HIDDEN; u->cur_speed = 80; } } VehicleServiceInDepot(v); v->LeaveUnbunchingDepot(); SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos); InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(WC_AIRCRAFT_LIST); } //////////////////////////////////////////////////////////////////////////////// /////////////////// AIRCRAFT MOVEMENT SCHEME //////////////////////////////// //////////////////////////////////////////////////////////////////////////////// static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc) { AircraftEntersTerminal(v); v->state = apc->layout[v->pos].heading; } /** * Aircraft arrived in an airport hangar. * @param v Aircraft in the hangar. * @param apc Airport description containing the hangar. */ static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc) { VehicleEnterDepot(v); v->state = apc->layout[v->pos].heading; } /** * Handle aircraft movement/decision making in an airport hangar. * @param v Aircraft in the hangar. * @param apc Airport description containing the hangar. */ static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc) { /* if we just arrived, execute EnterHangar first */ if (v->previous_pos != v->pos) { AircraftEventHandler_EnterHangar(v, apc); return; } /* if we were sent to the depot, stay there */ if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) { v->current_order.Free(); return; } /* Check if we should wait here for unbunching. */ if (v->IsWaitingForUnbunching()) return; if (!v->current_order.IsType(OT_GOTO_STATION) && !v->current_order.IsType(OT_GOTO_DEPOT)) return; /* We are leaving a hangar, but have to go to the exact same one; re-enter */ if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) { VehicleEnterDepot(v); return; } /* if the block of the next position is busy, stay put */ if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return; /* We are already at the target airport, we need to find a terminal */ if (v->current_order.GetDestination() == v->targetairport) { /* FindFreeTerminal: * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */ if (v->subtype == AIR_HELICOPTER) { if (!AirportFindFreeHelipad(v, apc)) return; // helicopter } else { if (!AirportFindFreeTerminal(v, apc)) return; // airplane } } else { // Else prepare for launch. /* airplane goto state takeoff, helicopter to helitakeoff */ v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF; } const Station *st = Station::GetByTile(v->tile); AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile)); AirportMove(v, apc); } /** At one of the Airport's Terminals */ static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc) { /* if we just arrived, execute EnterTerminal first */ if (v->previous_pos != v->pos) { AircraftEventHandler_EnterTerminal(v, apc); /* on an airport with helipads, a helicopter will always land there * and get serviced at the same time - setting */ if (_settings_game.order.serviceathelipad) { if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) { /* an excerpt of ServiceAircraft, without the invisibility stuff */ v->date_of_last_service = TimerGameEconomy::date; v->date_of_last_service_newgrf = TimerGameCalendar::date; v->breakdowns_since_last_service = 0; v->reliability = v->GetEngine()->reliability; SetWindowDirty(WC_VEHICLE_DETAILS, v->index); } } return; } if (v->current_order.IsType(OT_NOTHING)) return; /* if the block of the next position is busy, stay put */ if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return; /* airport-road is free. We either have to go to another airport, or to the hangar * ---> start moving */ bool go_to_hangar = false; switch (v->current_order.GetType()) { case OT_GOTO_STATION: // ready to fly to another airport break; case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc. go_to_hangar = v->current_order.GetDestination() == v->targetairport; break; case OT_CONDITIONAL: /* In case of a conditional order we just have to wait a tick * longer, so the conditional order can actually be processed; * we should not clear the order as that makes us go nowhere. */ return; default: // orders have been deleted (no orders), goto depot and don't bother us v->current_order.Free(); go_to_hangar = true; } if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) { v->state = HANGAR; } else { /* airplane goto state takeoff, helicopter to helitakeoff */ v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF; } AirportMove(v, apc); } static void AircraftEventHandler_General(Aircraft *, const AirportFTAClass *) { FatalError("OK, you shouldn't be here, check your Airport Scheme!"); } static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *) { PlayAircraftSound(v); // play takeoffsound for airplanes v->state = STARTTAKEOFF; } static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *) { v->state = ENDTAKEOFF; v->UpdateDeltaXY(); } static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *) { v->state = FLYING; /* get the next position to go to, differs per airport */ AircraftNextAirportPos_and_Order(v); } static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *) { v->state = FLYING; v->UpdateDeltaXY(); /* get the next position to go to, differs per airport */ AircraftNextAirportPos_and_Order(v); /* Send the helicopter to a hangar if needed for replacement */ if (v->NeedsAutomaticServicing()) { Backup cur_company(_current_company, v->owner); Command::Do(DC_EXEC, v->index, DepotCommand::Service | DepotCommand::LocateHangar, {}); cur_company.Restore(); } } static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc) { Station *st = Station::Get(v->targetairport); /* Runway busy, not allowed to use this airstation or closed, circle. */ if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) { /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41}, * if it is an airplane, look for LANDING, for helicopter HELILANDING * it is possible to choose from multiple landing runways, so loop until a free one is found */ uint8_t landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING; const AirportFTA *current = apc->layout[v->pos].next; while (current != nullptr) { if (current->heading == landingtype) { /* save speed before, since if AirportHasBlock is false, it resets them to 0 * we don't want that for plane in air * hack for speed thingie */ uint16_t tcur_speed = v->cur_speed; uint16_t tsubspeed = v->subspeed; if (!AirportHasBlock(v, current, apc)) { v->state = landingtype; // LANDING / HELILANDING if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT); /* it's a bit dirty, but I need to set position to next position, otherwise * if there are multiple runways, plane won't know which one it took (because * they all have heading LANDING). And also occupy that block! */ v->pos = current->next_position; SETBITS(st->airport.flags, apc->layout[v->pos].block); return; } v->cur_speed = tcur_speed; v->subspeed = tsubspeed; } current = current->next; } } v->state = FLYING; v->pos = apc->layout[v->pos].next_position; } static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *) { v->state = ENDLANDING; AircraftLandAirplane(v); // maybe crash airplane /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */ if (v->NeedsAutomaticServicing()) { Backup cur_company(_current_company, v->owner); Command::Do(DC_EXEC, v->index, DepotCommand::Service, {}); cur_company.Restore(); } } static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *) { v->state = HELIENDLANDING; v->UpdateDeltaXY(); } static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc) { /* next block busy, don't do a thing, just wait */ if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return; /* if going to terminal (OT_GOTO_STATION) choose one * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or * 2. not going for terminal (but depot, no order), * --> get out of the way to the hangar. */ if (v->current_order.IsType(OT_GOTO_STATION)) { if (AirportFindFreeTerminal(v, apc)) return; } v->state = HANGAR; } static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc) { /* next block busy, don't do a thing, just wait */ if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return; /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or * 2. not going for terminal (but depot, no order), * --> get out of the way to the hangar IF there are terminals on the airport. * --> else TAKEOFF * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes * must go to a hangar. */ if (v->current_order.IsType(OT_GOTO_STATION)) { if (AirportFindFreeHelipad(v, apc)) return; } v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF; } /** * Signature of the aircraft handler function. * @param v Aircraft to handle. * @param apc Airport state machine. */ typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc); /** Array of handler functions for each target of the aircraft. */ static AircraftStateHandler * const _aircraft_state_handlers[] = { AircraftEventHandler_General, // TO_ALL = 0 AircraftEventHandler_InHangar, // HANGAR = 1 AircraftEventHandler_AtTerminal, // TERM1 = 2 AircraftEventHandler_AtTerminal, // TERM2 = 3 AircraftEventHandler_AtTerminal, // TERM3 = 4 AircraftEventHandler_AtTerminal, // TERM4 = 5 AircraftEventHandler_AtTerminal, // TERM5 = 6 AircraftEventHandler_AtTerminal, // TERM6 = 7 AircraftEventHandler_AtTerminal, // HELIPAD1 = 8 AircraftEventHandler_AtTerminal, // HELIPAD2 = 9 AircraftEventHandler_TakeOff, // TAKEOFF = 10 AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11 AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12 AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13 AircraftEventHandler_Flying, // FLYING = 14 AircraftEventHandler_Landing, // LANDING = 15 AircraftEventHandler_EndLanding, // ENDLANDING = 16 AircraftEventHandler_HeliLanding, // HELILANDING = 17 AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18 AircraftEventHandler_AtTerminal, // TERM7 = 19 AircraftEventHandler_AtTerminal, // TERM8 = 20 AircraftEventHandler_AtTerminal, // HELIPAD3 = 21 }; static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc) { /* we have left the previous block, and entered the new one. Free the previous block */ if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) { Station *st = Station::Get(v->targetairport); CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block); } } static void AirportGoToNextPosition(Aircraft *v) { /* if aircraft is not in position, wait until it is */ if (!AircraftController(v)) return; const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA(); AirportClearBlock(v, apc); AirportMove(v, apc); // move aircraft to next position } /* gets pos from vehicle and next orders */ static bool AirportMove(Aircraft *v, const AirportFTAClass *apc) { /* error handling */ if (v->pos >= apc->nofelements) { Debug(misc, 0, "[Ap] position {} is not valid for current airport. Max position is {}", v->pos, apc->nofelements-1); assert(v->pos < apc->nofelements); } const AirportFTA *current = &apc->layout[v->pos]; /* we have arrived in an important state (eg terminal, hangar, etc.) */ if (current->heading == v->state) { uint8_t prev_pos = v->pos; // location could be changed in state, so save it before-hand uint8_t prev_state = v->state; _aircraft_state_handlers[v->state](v, apc); if (v->state != FLYING) v->previous_pos = prev_pos; if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v); return true; } v->previous_pos = v->pos; // save previous location /* there is only one choice to move to */ if (current->next == nullptr) { if (AirportSetBlocks(v, current, apc)) { v->pos = current->next_position; UpdateAircraftCache(v); } // move to next position return false; } /* there are more choices to choose from, choose the one that * matches our heading */ do { if (v->state == current->heading || current->heading == TO_ALL) { if (AirportSetBlocks(v, current, apc)) { v->pos = current->next_position; UpdateAircraftCache(v); } // move to next position return false; } current = current->next; } while (current != nullptr); Debug(misc, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v->pos, v->state, v->index); NOT_REACHED(); } /** returns true if the road ahead is busy, eg. you must wait before proceeding. */ static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc) { const AirportFTA *reference = &apc->layout[v->pos]; const AirportFTA *next = &apc->layout[current_pos->next_position]; /* same block, then of course we can move */ if (apc->layout[current_pos->position].block != next->block) { const Station *st = Station::Get(v->targetairport); uint64_t airport_flags = next->block; /* check additional possible extra blocks */ if (current_pos != reference && current_pos->block != NOTHING_block) { airport_flags |= current_pos->block; } if (st->airport.flags & airport_flags) { v->cur_speed = 0; v->subspeed = 0; return true; } } return false; } /** * "reserve" a block for the plane * @param v airplane that requires the operation * @param current_pos of the vehicle in the list of blocks * @param apc airport on which block is requested to be set * @returns true on success. Eg, next block was free and we have occupied it */ static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc) { const AirportFTA *next = &apc->layout[current_pos->next_position]; const AirportFTA *reference = &apc->layout[v->pos]; /* if the next position is in another block, check it and wait until it is free */ if ((apc->layout[current_pos->position].block & next->block) != next->block) { uint64_t airport_flags = next->block; /* search for all all elements in the list with the same state, and blocks != N * this means more blocks should be checked/set */ const AirportFTA *current = current_pos; if (current == reference) current = current->next; while (current != nullptr) { if (current->heading == current_pos->heading && current->block != 0) { airport_flags |= current->block; break; } current = current->next; } /* if the block to be checked is in the next position, then exclude that from * checking, because it has been set by the airplane before */ if (current_pos->block == next->block) airport_flags ^= next->block; Station *st = Station::Get(v->targetairport); if (st->airport.flags & airport_flags) { v->cur_speed = 0; v->subspeed = 0; return false; } if (next->block != NOTHING_block) { SETBITS(st->airport.flags, airport_flags); // occupy next block } } return true; } /** * Combination of aircraft state for going to a certain terminal and the * airport flag for that terminal block. */ struct MovementTerminalMapping { AirportMovementStates state; ///< Aircraft movement state when going to this terminal. uint64_t airport_flag; ///< Bitmask in the airport flags that need to be free for this terminal. }; /** A list of all valid terminals and their associated blocks. */ static const MovementTerminalMapping _airport_terminal_mapping[] = { {TERM1, TERM1_block}, {TERM2, TERM2_block}, {TERM3, TERM3_block}, {TERM4, TERM4_block}, {TERM5, TERM5_block}, {TERM6, TERM6_block}, {TERM7, TERM7_block}, {TERM8, TERM8_block}, {HELIPAD1, HELIPAD1_block}, {HELIPAD2, HELIPAD2_block}, {HELIPAD3, HELIPAD3_block}, }; /** * Find a free terminal or helipad, and if available, assign it. * @param v Aircraft looking for a free terminal or helipad. * @param i First terminal to examine. * @param last_terminal Terminal number to stop examining. * @return A terminal or helipad has been found, and has been assigned to the aircraft. */ static bool FreeTerminal(Aircraft *v, uint8_t i, uint8_t last_terminal) { assert(last_terminal <= lengthof(_airport_terminal_mapping)); Station *st = Station::Get(v->targetairport); for (; i < last_terminal; i++) { if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) { /* TERMINAL# HELIPAD# */ v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad return true; } } return false; } /** * Get the number of terminals at the airport. * @param apc Airport description. * @return Number of terminals. */ static uint GetNumTerminals(const AirportFTAClass *apc) { uint num = 0; for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i]; return num; } /** * Find a free terminal, and assign it if available. * @param v Aircraft to handle. * @param apc Airport state machine. * @return Found a free terminal and assigned it. */ static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc) { /* example of more terminalgroups * {0,HANGAR,NOTHING_block,1}, {0,TERMGROUP,TERM_GROUP1_block,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1}, * Heading TERMGROUP denotes a group. We see 2 groups here: * 1. group 0 -- TERM_GROUP1_block (check block) * 2. group 1 -- TERM_GROUP2_ENTER_block (check block) * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it * looks at the corresponding terminals of that group. If no free ones are found, other * possible groups are checked (in this case group 1, since that is after group 0). If that * fails, then attempt fails and plane waits */ if (apc->terminals[0] > 1) { const Station *st = Station::Get(v->targetairport); const AirportFTA *temp = apc->layout[v->pos].next; while (temp != nullptr) { if (temp->heading == TERMGROUP) { if (!(st->airport.flags & temp->block)) { /* read which group do we want to go to? * (the first free group) */ uint target_group = temp->next_position + 1; /* at what terminal does the group start? * that means, sum up all terminals of * groups with lower number */ uint group_start = 0; for (uint i = 1; i < target_group; i++) { group_start += apc->terminals[i]; } uint group_end = group_start + apc->terminals[target_group]; if (FreeTerminal(v, group_start, group_end)) return true; } } else { /* once the heading isn't 255, we've exhausted the possible blocks. * So we cannot move */ return false; } temp = temp->next; } } /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */ return FreeTerminal(v, 0, GetNumTerminals(apc)); } /** * Find a free helipad, and assign it if available. * @param v Aircraft to handle. * @param apc Airport state machine. * @return Found a free helipad and assigned it. */ static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc) { /* if an airport doesn't have helipads, use terminals */ if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc); /* only 1 helicoptergroup, check all helipads * The blocks for helipads start after the last terminal (MAX_TERMINALS) */ return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS); } /** * Handle the 'dest too far' flag and the corresponding news message for aircraft. * @param v The aircraft. * @param too_far True if the current destination is too far away. */ static void AircraftHandleDestTooFar(Aircraft *v, bool too_far) { if (too_far) { if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) { SetBit(v->flags, VAF_DEST_TOO_FAR); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index)); if (v->owner == _local_company) { /* Post a news message. */ SetDParam(0, v->index); AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index); } } return; } if (HasBit(v->flags, VAF_DEST_TOO_FAR)) { /* Not too far anymore, clear flag and message. */ ClrBit(v->flags, VAF_DEST_TOO_FAR); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR); } } static bool AircraftEventHandler(Aircraft *v, int loop) { if (v->vehstatus & VS_CRASHED) { return HandleCrashedAircraft(v); } if (v->vehstatus & VS_STOPPED) return true; v->HandleBreakdown(); HandleAircraftSmoke(v, loop != 0); ProcessOrders(v); v->HandleLoading(loop != 0); if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true; if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) { /* If we are flying, unconditionally clear the 'dest too far' state. */ AircraftHandleDestTooFar(v, false); } else if (v->acache.cached_max_range_sqr != 0) { /* Check the distance to the next destination. This code works because the target * airport is only updated after take off and not on the ground. */ Station *cur_st = Station::GetIfValid(v->targetairport); Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : nullptr; if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) { uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile); AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr); } } if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v); return true; } bool Aircraft::Tick() { if (!this->IsNormalAircraft()) return true; PerformanceAccumulator framerate(PFE_GL_AIRCRAFT); this->tick_counter++; if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this); this->current_order_time++; for (uint i = 0; i != 2; i++) { /* stop if the aircraft was deleted */ if (!AircraftEventHandler(this, i)) return false; } return true; } /** * Returns aircraft's target station if v->target_airport * is a valid station with airport. * @param v vehicle to get target airport for * @return pointer to target station, nullptr if invalid */ Station *GetTargetAirportIfValid(const Aircraft *v) { assert(v->type == VEH_AIRCRAFT); Station *st = Station::GetIfValid(v->targetairport); if (st == nullptr) return nullptr; return st->airport.tile == INVALID_TILE ? nullptr : st; } /** * Updates the status of the Aircraft heading or in the station * @param st Station been updated */ void UpdateAirplanesOnNewStation(const Station *st) { /* only 1 station is updated per function call, so it is enough to get entry_point once */ const AirportFTAClass *ap = st->airport.GetFTA(); Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation; for (Aircraft *v : Aircraft::Iterate()) { if (!v->IsNormalAircraft() || v->targetairport != st->index) continue; assert(v->state == FLYING); Order *o = &v->current_order; /* The aircraft is heading to a hangar, but the new station doesn't have one, * or the aircraft can't land on the new station. Cancel current order. */ if (o->IsType(OT_GOTO_DEPOT) && !(o->GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && o->GetDestination() == st->index && (!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) { o->MakeDummy(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); } v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation); UpdateAircraftCache(v); } /* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */ if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true); }