/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "aircraft.h" #include "debug.h" #include "functions.h" #include "station_map.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "depot.h" #include "engine.h" #include "command.h" #include "station.h" #include "news.h" #include "sound.h" #include "player.h" #include "airport.h" #include "vehicle_gui.h" #include "table/sprites.h" #include "newgrf_engine.h" #include "newgrf_callbacks.h" #include "newgrf_text.h" #include "newgrf_sound.h" #include "date.h" static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport); static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport); static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport); static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport); static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport); static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport); static void CrashAirplane(Vehicle *v); static void AircraftNextAirportPos_and_Order(Vehicle *v); static byte GetAircraftFlyingAltitude(const Vehicle *v); static const SpriteID _aircraft_sprite[] = { 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD, 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5, 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D, 0x0F15, 0x0F1D, 0x0F25, 0x0F2D, 0x0EED, 0x0EF5, 0x0EFD, 0x0F35, 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5, 0x0EBD, 0x0EC5 }; /* 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 player does not have any suitable * airports (like helipads only) */ 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 && GetAirport(st->airport_type)->nof_depots > 0) { uint distance; // don't crash the plane if we know it can't land at the airport if ((AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) && (st->airport_type == AT_SMALL || st->airport_type == AT_COMMUTER) && !_cheats.no_jetcrash.value) continue; // v->tile can't be used here, when aircraft is flying v->tile is set to 0 distance = DistanceSquare(vtile, st->airport_tile); if (distance < best || index == INVALID_STATION) { best = distance; index = st->index; } } } return index; } #if 0 // returns true if vehicle v have 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 (GetAirport(st->airport_type)->nof_depots != 0) return true; } } return false; } #endif int GetAircraftImage(const Vehicle* v, Direction direction) { int spritenum = v->spritenum; if (is_custom_sprite(spritenum)) { int sprite = GetCustomVehicleSprite(v, direction); if (sprite != 0) return sprite; spritenum = orig_aircraft_vehicle_info[v->engine_type - AIRCRAFT_ENGINES_INDEX].image_index; } return direction + _aircraft_sprite[spritenum]; } SpriteID GetRotorImage(const Vehicle *v) { const Vehicle *w; assert((v->subtype & 1) == 0); w = v->next->next; if (is_custom_sprite(v->spritenum)) { SpriteID spritenum = GetCustomRotorSprite(v, false); if (spritenum != 0) return spritenum; } /* Return standard rotor sprites if there are no custom sprites for this helicopter */ return SPR_ROTOR_STOPPED + w->u.air.state; } void DrawAircraftEngine(int x, int y, EngineID engine, uint32 image_ormod) { const AircraftVehicleInfo* avi = AircraftVehInfo(engine); int spritenum = avi->image_index; int sprite = (6 + _aircraft_sprite[spritenum]); if (is_custom_sprite(spritenum)) { sprite = GetCustomVehicleIcon(engine, DIR_W); if (!sprite) spritenum = orig_aircraft_vehicle_info[engine - AIRCRAFT_ENGINES_INDEX].image_index; } DrawSprite(sprite | image_ormod, x, y); if (!(avi->subtype & AIR_CTOL)) { SpriteID rotor_sprite = GetCustomRotorIcon(engine); if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED; DrawSprite(rotor_sprite, x, y - 5); } } static int32 EstimateAircraftCost(EngineID engine_type) { return AircraftVehInfo(engine_type)->base_cost * (_price.aircraft_base>>3)>>5; } /** * Calculates cargo capacity based on an aircraft's passenger * and mail capacities. * @param cid Which cargo type to calculate a capacity for. * @param engine Which engine to find a cargo capacity for. * @return New cargo capacity value. */ uint16 AircraftDefaultCargoCapacity(CargoID cid, EngineID engine_type) { const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type); 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 p1 aircraft type being built (engine) * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number */ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { int32 value; Vehicle *vl[3], *v, *u, *w; UnitID unit_num; const AircraftVehicleInfo *avi; const AirportFTAClass* ap; Engine *e; if (!IsEngineBuildable(p1, VEH_Aircraft)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE); value = EstimateAircraftCost(p1); // 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_player)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); avi = AircraftVehInfo(p1); // Prevent building aircraft types at places which can't handle them ap = GetAirport(GetStationByTile(tile)->airport_type); if ((avi->subtype & AIR_CTOL ? HELICOPTERS_ONLY : AIRCRAFT_ONLY) == ap->acc_planes) { return CMD_ERROR; } // allocate 2 or 3 vehicle structs, depending on type if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3) || IsOrderPoolFull()) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_Aircraft); if (unit_num > _patches.max_aircraft) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); if (flags & DC_EXEC) { CargoID cargo; uint x; uint y; v = vl[0]; u = vl[1]; v->unitnumber = unit_num; v->type = u->type = VEH_Aircraft; v->direction = 3; v->owner = u->owner = _current_player; v->tile = tile; // u->tile = 0; x = TileX(tile) * TILE_SIZE + 5; 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->x_offs = v->y_offs = -1; // u->delta_x = u->delta_y = 0; v->sprite_width = v->sprite_height = 2; v->z_height = 5; u->sprite_width = u->sprite_height = 2; u->z_height = 1; v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_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 = CT_PASSENGERS; u->cargo_type = CT_MAIL; v->cargo_subtype = 0; v->string_id = STR_SV_AIRCRAFT_NAME; // v->next_order_param = v->next_order = 0; // v->load_unload_time_rem = 0; // v->progress = 0; v->last_station_visited = INVALID_STATION; // v->destination_coords = 0; v->max_speed = avi->max_speed; v->acceleration = avi->acceleration; v->engine_type = p1; v->subtype = (avi->subtype & AIR_CTOL ? 2 : 0); v->value = value; u->subtype = 4; /* Danger, Will Robinson! * If the aircraft is refittable, but cannot be refitted to * passengers, we select the cargo type from the refit mask. * This is a fairly nasty hack to get around the fact that TTD * has no default cargo type specifier for planes... */ cargo = FindFirstRefittableCargo(p1); if (cargo != CT_INVALID && cargo != CT_PASSENGERS) { uint16 callback = CALLBACK_FAILED; v->cargo_type = cargo; if (HASBIT(EngInfo(p1)->callbackmask, CBM_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, v->engine_type); } else { v->cargo_cap = callback; } /* Set the 'second compartent' capacity to none */ u->cargo_cap = 0; } e = GetEngine(p1); v->reliability = e->reliability; v->reliability_spd_dec = e->reliability_spd_dec; v->max_age = e->lifelength * 366; _new_vehicle_id = v->index; v->u.air.pos = MAX_ELEMENTS; /* 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 */ { const Station* st = GetStationByTile(tile); const AirportFTAClass* apc = GetAirport(st->airport_type); uint i; for (i = 0; i < apc->nof_depots; i++) { 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; } } // to ensure v->u.air.pos has been given a value assert(v->u.air.pos != MAX_ELEMENTS); } v->u.air.state = HANGAR; v->u.air.previous_pos = v->u.air.pos; v->u.air.targetairport = GetStationIndex(tile); v->next = u; v->service_interval = _patches.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(); VehiclePositionChanged(v); VehiclePositionChanged(u); // Aircraft with 3 vehicles (chopper)? if (v->subtype == 0) { w = vl[2]; u->next = w; w->type = VEH_Aircraft; w->direction = 0; w->owner = _current_player; w->x_pos = v->x_pos; w->y_pos = v->y_pos; w->z_pos = v->z_pos + 5; w->x_offs = w->y_offs = -1; w->sprite_width = w->sprite_height = 2; w->z_height = 1; w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE; w->spritenum = 0xFF; w->subtype = 6; 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; VehiclePositionChanged(w); } GetPlayer(_current_player)->num_engines[p1]++; InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); if (IsLocalPlayer()) InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); //updates the replace Aircraft window } return value; } static void DoDeleteAircraft(Vehicle *v) { DeleteWindowById(WC_VEHICLE_VIEW, v->index); RebuildVehicleLists(); InvalidateWindow(WC_COMPANY, v->owner); DeleteVehicleChain(v); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } /** Sell an aircraft. * @param tile unused * @param p1 vehicle ID to be sold * @param p2 unused */ int32 CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR; if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); if (flags & DC_EXEC) { // Invalidate depot InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); DoDeleteAircraft(v); if (IsLocalPlayer()) InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); // updates the replace Aircraft window } return -(int32)v->value; } /** Start/Stop an aircraft. * @param tile unused * @param p1 aircraft ID to start/stop * @param p2 unused */ int32 CmdStartStopAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; uint16 callback; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR; // cannot stop airplane when in flight, or when taking off / landing if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT); /* Check if this aircraft can be started/stopped. The callback will fail or * return 0xFF if it can. */ callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && callback != 0xFF) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (flags & DC_EXEC) { if (IsAircraftInHangarStopped(v)) { DeleteVehicleNews(p1, STR_A014_AIRCRAFT_IS_WAITING_IN); } v->vehstatus ^= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } return 0; } /** Send an aircraft to the hangar. * @param tile unused * @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) */ int32 CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; 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_player, (p2 & VLW_MASK), p1); } if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Aircraft || !CheckOwnership(v->owner) || IsAircraftInHangar(v)) return CMD_ERROR; if (v->current_order.type == OT_GOTO_DEPOT && !(p2 & DEPOT_LOCATE_HANGAR)) { if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) { /* We called with a different DEPOT_SERVICE setting. * Now we change the setting to apply the new one and let the vehicle head for the same hangar. * Note: the if is (true for requesting service == true for ordered to stop in hangar) */ if (flags & DC_EXEC) { TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } return 0; } if (p2 & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of hangar orders if (flags & DC_EXEC) { if (v->current_order.flags & OF_UNLOAD) v->cur_order_index++; v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } } else { bool next_airport_has_hangar = true; /* If bit 17 is set, next airport is specified by low word of p2, otherwise it's the target airport */ StationID next_airport_index = v->u.air.targetairport; const Station *st = GetStation(next_airport_index); /* If the station is not a valid airport or if it has no hangars */ if (!IsValidStation(st) || st->airport_tile == 0 || GetAirport(st->airport_type)->nof_depots == 0) { StationID station; if (!(p2 & DEPOT_LOCATE_HANGAR)) return CMD_ERROR; // the aircraft has to search for a hangar on its own station = FindNearestHangar(v); next_airport_has_hangar = false; if (station == INVALID_STATION) return CMD_ERROR; st = GetStation(station); next_airport_index = station; } if (flags & DC_EXEC) { v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP; if (!(p1 & DEPOT_SERVICE)) SETBIT(v->current_order.flags, OFB_HALT_IN_DEPOT); v->current_order.dest = next_airport_index; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); if (p2 & DEPOT_LOCATE_HANGAR || (p2 & DEPOT_SERVICE && v->u.air.state == FLYING && !next_airport_has_hangar)) { /* The aircraft is now heading for a different hangar than the next in the orders */ AircraftNextAirportPos_and_Order(v); v->u.air.targetairport = next_airport_index; } } } return 0; } /** Refits an aircraft to the specified cargo type. * @param tile unused * @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 */ int32 CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; int pass, mail; int32 cost; CargoID new_cid = GB(p2, 0, 8); byte new_subtype = GB(p2, 8, 8); const AircraftVehicleInfo *avi; uint16 callback = CALLBACK_FAILED; if (!IsValidVehicleID(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR; if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); avi = AircraftVehInfo(v->engine_type); /* Check cargo */ if (new_cid > NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR; SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN); /* Check the refit capacity callback */ if (HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_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; } if (callback == CALLBACK_FAILED) { /* If the callback failed, or wasn't executed, use the aircraft's * default cargo capacity */ pass = AircraftDefaultCargoCapacity(new_cid, v->engine_type); } else { pass = callback; } _returned_refit_capacity = pass; cost = 0; if (IS_HUMAN_PLAYER(v->owner) && new_cid != v->cargo_type) { cost = GetRefitCost(v->engine_type); } if (flags & DC_EXEC) { Vehicle *u; v->cargo_cap = pass; u = v->next; mail = (new_cid != CT_PASSENGERS) ? 0 : avi->mail_capacity; u->cargo_cap = mail; if (v->cargo_type == new_cid) { v->cargo_count = min(pass, v->cargo_count); u->cargo_count = min(mail, u->cargo_count); } else { v->cargo_count = 0; u->cargo_count = 0; } v->cargo_type = new_cid; v->cargo_subtype = new_subtype; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); RebuildVehicleLists(); } return cost; } static void CheckIfAircraftNeedsService(Vehicle *v) { const Station* st; if (_patches.servint_aircraft == 0) return; if (!VehicleNeedsService(v)) return; if (v->vehstatus & VS_STOPPED) return; if (v->current_order.type == OT_GOTO_DEPOT && v->current_order.flags & OF_HALT_IN_DEPOT) return; if (_patches.gotodepot && VehicleHasDepotOrders(v)) return; if (IsAircraftInHangar(v)) { VehicleServiceInDepot(v); return; } st = GetStation(v->current_order.dest); // only goto depot if the target airport has terminals (eg. it is airport) if (IsValidStation(st) && st->airport_tile != 0 && GetAirport(st->airport_type)->terminals != NULL) { // printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index); // v->u.air.targetairport = st->index; v->current_order.type = OT_GOTO_DEPOT; v->current_order.flags = OF_NON_STOP; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } else if (v->current_order.type == OT_GOTO_DEPOT) { v->current_order.type = OT_DUMMY; v->current_order.flags = 0; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } } void OnNewDay_Aircraft(Vehicle *v) { int32 cost; if (v->subtype > 2) return; if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v); CheckOrders(v); CheckVehicleBreakdown(v); AgeVehicle(v); CheckIfAircraftNeedsService(v); if (v->vehstatus & VS_STOPPED) return; cost = AircraftVehInfo(v->engine_type)->running_cost * _price.aircraft_running / 364; v->profit_this_year -= cost >> 8; SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN); SubtractMoneyFromPlayerFract(v->owner, cost); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } void AircraftYearlyLoop(void) { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_Aircraft && v->subtype <= 2) { v->profit_last_year = v->profit_this_year; v->profit_this_year = 0; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } } static void AgeAircraftCargo(Vehicle *v) { if (_age_cargo_skip_counter != 0) return; do { if (v->cargo_days != 0xFF) v->cargo_days++; v = v->next; } while (v != NULL); } static void HelicopterTickHandler(Vehicle *v) { Vehicle *u; int tick,spd; SpriteID img; u = v->next->next; if (u->vehstatus & VS_HIDDEN) return; // if true, helicopter rotors do not rotate. This should only be the case if a helicopter is // loading/unloading at a terminal or stopped if (v->current_order.type == 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--; } tick = ++u->tick_counter; spd = u->cur_speed >> 4; 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; BeginVehicleMove(u); VehiclePositionChanged(u); EndVehicleMove(u); } static void SetAircraftPosition(Vehicle *v, int x, int y, int z) { Vehicle *u; int safe_x; int safe_y; v->x_pos = x; v->y_pos = y; v->z_pos = z; v->cur_image = GetAircraftImage(v, v->direction); if (v->subtype == 0) v->next->next->cur_image = GetRotorImage(v); BeginVehicleMove(v); VehiclePositionChanged(v); EndVehicleMove(v); u = v->next; safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE); 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; BeginVehicleMove(u); VehiclePositionChanged(u); EndVehicleMove(u); u = u->next; if (u != NULL) { u->x_pos = x; u->y_pos = y; u->z_pos = z + 5; BeginVehicleMove(u); VehiclePositionChanged(u); EndVehicleMove(u); } } /** Handle Aircraft specific tasks when a an Aircraft enters a hangar * @param *v Vehicle that enters the hangar */ void HandleAircraftEnterHangar(Vehicle *v) { Vehicle *u; v->subspeed = 0; v->progress = 0; 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); } } static bool UpdateAircraftSpeed(Vehicle *v) { uint spd = v->acceleration * 2; byte t; v->subspeed = (t=v->subspeed) + (byte)spd; spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), v->max_speed); // adjust speed for broken vehicles if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, 27); //updates statusbar only if speed have changed to save CPU time if (spd != v->cur_speed) { v->cur_speed = spd; if (_patches.vehicle_speed) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); } if (!(v->direction & 1)) spd = spd * 3 / 4; if (spd == 0) return false; if ((byte)++spd == 0) return true; v->progress = (t = v->progress) - (byte)spd; return t < v->progress; } // get Aircraft running altitude static byte GetAircraftFlyingAltitude(const Vehicle *v) { switch (v->max_speed) { case 37: return 162; case 74: return 171; default: return 180; } } static bool AircraftController(Vehicle *v) { Station *st; const AirportMovingData *amd; Vehicle *u; byte z,newdir,maxz,curz; GetNewVehiclePosResult gp; uint dist; int x,y; st = GetStation(v->u.air.targetairport); // prevent going to 0,0 if airport is deleted. { TileIndex tile = st->airport_tile; if (tile == 0) tile = st->xy; // xy of destination x = TileX(tile) * TILE_SIZE; y = TileY(tile) * TILE_SIZE; } // get airport moving data amd = GetAirportMovingData(st->airport_type, v->u.air.pos); // Helicopter raise if (amd->flag & AMED_HELI_RAISE) { u = v->next->next; // Make sure the rotors don't rotate too fast if (u->cur_speed > 32) { v->cur_speed = 0; if (--u->cur_speed == 32) SndPlayVehicleFx(SND_18_HELICOPTER, v); } else { u->cur_speed = 32; if (UpdateAircraftSpeed(v)) { v->tile = 0; // Reached altitude? if (v->z_pos >= 184) { v->cur_speed = 0; return true; } SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1); } } return false; } // Helicopter landing. if (amd->flag & AMED_HELI_LOWER) { if (UpdateAircraftSpeed(v)) { if (st->airport_tile == 0) { // FIXME - 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; AircraftNextAirportPos_and_Order(v); return false; } // Vehicle is now at the airport. v->tile = st->airport_tile; // Find altitude of landing position. z = GetSlopeZ(x, y) + 1; if (st->airport_type == AT_OILRIG) z += 54; if (st->airport_type == AT_HELIPORT) z += 60; if (z == v->z_pos) { u = v->next->next; // Increase speed of rotors. When speed is 80, we've landed. if (u->cur_speed >= 80) return true; u->cur_speed += 4; } else if (v->z_pos > z) { SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos-1); } else { SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1); } } return false; } // Get distance from destination pos to current pos. dist = myabs(x + amd->x - v->x_pos) + myabs(y + amd->y - v->y_pos); // Need exact position? if (!(amd->flag & AMED_EXACTPOS) && dist <= (amd->flag & AMED_SLOWTURN ? 8U : 4U)) return true; // At final pos? if (dist == 0) { DirDiff dirdiff; if (v->cur_speed > 12) v->cur_speed = 12; // Change direction smoothly to final direction. 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)) 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_NOSPDCLAMP) && v->cur_speed > 12) v->cur_speed = 12; if (!UpdateAircraftSpeed(v)) return false; if (v->load_unload_time_rem != 0) v->load_unload_time_rem--; // Turn. Do it slowly if in the air. newdir = GetDirectionTowards(v, x + amd->x, y + amd->y); if (newdir != v->direction) { if (amd->flag & AMED_SLOWTURN) { if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8; v->direction = newdir; } else { v->cur_speed >>= 1; v->direction = newdir; } } // Move vehicle. GetNewVehiclePos(v, &gp); v->tile = gp.new_tile; // If vehicle is in the air, use tile coordinate 0. if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0; // Adjust Z for land or takeoff? z = v->z_pos; if (amd->flag & AMED_TAKEOFF) { z += 2; maxz = GetAircraftFlyingAltitude(v); if (z > maxz) z = maxz; } if (amd->flag & AMED_LAND) { if (st->airport_tile == 0) { v->u.air.state = FLYING; AircraftNextAirportPos_and_Order(v); // get aircraft back on running altitude SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v)); return false; } curz = GetSlopeZ(x, y) + 1; if (curz > z) { z++; } else { int t = max(1, dist - 4); z -= ((z - curz) + t - 1) / t; if (z < curz) z = curz; } } // We've landed. Decrase speed when we're reaching end of runway. if (amd->flag & AMED_BRAKE) { curz = GetSlopeZ(x, y) + 1; if (z > curz) { z--; } else if (z < curz) { z++; } if (dist < 64 && v->cur_speed > 12) v->cur_speed -= 4; } SetAircraftPosition(v, gp.x, gp.y, z); return false; } static void HandleCrashedAircraft(Vehicle *v) { uint32 r; Station *st; int z; v->u.air.crashed_counter++; st = GetStation(v->u.air.targetairport); // make aircraft crash down to the ground if (v->u.air.crashed_counter < 500 && st->airport_tile==0 && ((v->u.air.crashed_counter % 3) == 0) ) { 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) { 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 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 BeginVehicleMove(v); EndVehicleMove(v); DoDeleteAircraft(v); } } static void HandleBrokenAircraft(Vehicle *v) { if (v->breakdown_ctr != 1) { v->breakdown_ctr = 1; v->vehstatus |= VS_AIRCRAFT_BROKEN; if (v->breakdowns_since_last_service != 255) v->breakdowns_since_last_service++; InvalidateWindow(WC_VEHICLE_VIEW, v->index); InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } } static 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 ); } } static void ProcessAircraftOrder(Vehicle *v) { const Order *order; switch (v->current_order.type) { case OT_GOTO_DEPOT: if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return; if (v->current_order.flags & OF_SERVICE_IF_NEEDED && !VehicleNeedsService(v)) { v->cur_order_index++; } break; case OT_LOADING: return; default: break; } if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0; order = GetVehicleOrder(v, v->cur_order_index); if (order == NULL) { v->current_order.type = OT_NOTHING; v->current_order.flags = 0; return; } if (order->type == OT_DUMMY && !CheckForValidOrders(v)) CrashAirplane(v); if (order->type == v->current_order.type && order->flags == v->current_order.flags && order->dest == v->current_order.dest) return; v->current_order = *order; // orders are changed in flight, ensure going to the right station if (order->type == OT_GOTO_STATION && v->u.air.state == FLYING) { AircraftNextAirportPos_and_Order(v); v->u.air.targetairport = order->dest; } InvalidateVehicleOrder(v); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } /** Mark all views dirty for an aircraft. * @param v vehicle to be redrawn. */ static void MarkAircraftDirty(Vehicle *v) { v->cur_image = GetAircraftImage(v, v->direction); if (v->subtype == 0) { v->next->next->cur_image = GetRotorImage(v); } MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1); } static void HandleAircraftLoading(Vehicle *v, int mode) { if (v->current_order.type == OT_NOTHING) return; if (v->current_order.type != OT_DUMMY) { if (v->current_order.type != OT_LOADING) return; if (mode != 0) return; if (--v->load_unload_time_rem != 0) return; if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) { SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC); if (LoadUnloadVehicle(v)) { InvalidateWindow(WC_AIRCRAFT_LIST, v->owner); MarkAircraftDirty(v); } return; } { Order b = v->current_order; v->current_order.type = OT_NOTHING; v->current_order.flags = 0; MarkAircraftDirty(v); if (!(b.flags & OF_NON_STOP)) return; } } v->cur_order_index++; InvalidateVehicleOrder(v); } static void CrashAirplane(Vehicle *v) { uint16 amt; Station *st; StringID newsitem; v->vehstatus |= VS_CRASHED; v->u.air.crashed_counter = 0; CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); InvalidateWindow(WC_VEHICLE_VIEW, v->index); amt = 2; if (v->cargo_type == CT_PASSENGERS) amt += v->cargo_count; SetDParam(0, amt); v->cargo_count = 0; v->next->cargo_count = 0, st = GetStation(v->u.air.targetairport); if (st->airport_tile == 0) { newsitem = STR_PLANE_CRASH_OUT_OF_FUEL; } else { SetDParam(1, st->index); newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL; } SetDParam(1, st->index); AddNewsItem(newsitem, NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0), v->index, 0); SndPlayVehicleFx(SND_12_EXPLOSION, v); } static void MaybeCrashAirplane(Vehicle *v) { Station *st; uint16 prob; uint i; st = GetStation(v->u.air.targetairport); //FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports prob = 0x10000 / 1500; if (((st->airport_type == AT_SMALL) || (st->airport_type == AT_COMMUTER)) && (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 (i = 0; i != NUM_CARGO; i++) { st->goods[i].rating = 1; SB(st->goods[i].waiting_acceptance, 0, 12, 0); } CrashAirplane(v); } // we've landed and just arrived at a terminal static void AircraftEntersTerminal(Vehicle *v) { Station *st; Order old_order; if (v->current_order.type == OT_GOTO_DEPOT) return; 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)) { uint32 flags; st->had_vehicle_of_type |= HVOT_AIRCRAFT; SetDParam(0, st->index); // show newsitem of celebrating citizens flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0); AddNewsItem( STR_A033_CITIZENS_CELEBRATE_FIRST, flags, v->index, 0); } old_order = v->current_order; v->current_order.type = OT_LOADING; v->current_order.flags = 0; if (old_order.type == OT_GOTO_STATION && v->current_order.dest == v->last_station_visited) { v->current_order.flags = (old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP; } SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC); LoadUnloadVehicle(v); MarkAircraftDirty(v); InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } static void AircraftLand(Vehicle *v) { v->sprite_width = v->sprite_height = 2; } static void AircraftLandAirplane(Vehicle *v) { AircraftLand(v); if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) { SndPlayVehicleFx(SND_17_SKID_PLANE, v); } MaybeCrashAirplane(v); } // set the right pos when heading to other airports after takeoff static void AircraftNextAirportPos_and_Order(Vehicle *v) { const Station* st; const AirportFTAClass *Airport; if (v->current_order.type == OT_GOTO_STATION || v->current_order.type == OT_GOTO_DEPOT) v->u.air.targetairport = v->current_order.dest; st = GetStation(v->u.air.targetairport); Airport = GetAirport(st->airport_type); v->u.air.pos = v->u.air.previous_pos = Airport->entry_point; } static void AircraftLeaveHangar(Vehicle *v) { v->cur_speed = 0; v->subspeed = 0; v->progress = 0; v->direction = 3; v->vehstatus &= ~VS_HIDDEN; { Vehicle *u = v->next; u->vehstatus &= ~VS_HIDDEN; // Rotor blades 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); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClasses(WC_AIRCRAFT_LIST); } //////////////////////////////////////////////////////////////////////////////// /////////////////// AIRCRAFT MOVEMENT SCHEME //////////////////////////////// //////////////////////////////////////////////////////////////////////////////// static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *Airport) { AircraftEntersTerminal(v); v->u.air.state = Airport->layout[v->u.air.pos].heading; } static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *Airport) { VehicleEnterDepot(v); v->u.air.state = Airport->layout[v->u.air.pos].heading; } // In an Airport Hangar static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *Airport) { // if we just arrived, execute EnterHangar first if (v->u.air.previous_pos != v->u.air.pos) { AircraftEventHandler_EnterHangar(v, Airport); return; } // if we were sent to the depot, stay there if (v->current_order.type == OT_GOTO_DEPOT && (v->vehstatus & VS_STOPPED)) { v->current_order.type = OT_NOTHING; v->current_order.flags = 0; return; } if (v->current_order.type != OT_GOTO_STATION && v->current_order.type != OT_GOTO_DEPOT) return; // if the block of the next position is busy, stay put if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return; // We are already at the target airport, we need to find a terminal if (v->current_order.dest == v->u.air.targetairport) { // FindFreeTerminal: // 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal if (v->subtype != 0) { if (!AirportFindFreeTerminal(v, Airport)) return; // airplane } else { if (!AirportFindFreeHelipad(v, Airport)) return; // helicopter } } else { // Else prepare for launch. // airplane goto state takeoff, helicopter to helitakeoff v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF; } AircraftLeaveHangar(v); AirportMove(v, Airport); } // At one of the Airport's Terminals static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *Airport) { // if we just arrived, execute EnterTerminal first if (v->u.air.previous_pos != v->u.air.pos) { AircraftEventHandler_EnterTerminal(v, Airport); // on an airport with helipads, a helicopter will always land there // and get serviced at the same time - patch setting if (_patches.serviceathelipad) { if (v->subtype == 0 && Airport->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.type == OT_NOTHING) return; // if the block of the next position is busy, stay put if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) { return; } // airport-road is free. We either have to go to another airport, or to the hangar // ---> start moving switch (v->current_order.type) { case OT_GOTO_STATION: // ready to fly to another airport // airplane goto state takeoff, helicopter to helitakeoff v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF; break; case OT_GOTO_DEPOT: // visit hangar for serivicing, sale, etc. if (v->current_order.dest == v->u.air.targetairport) { v->u.air.state = HANGAR; } else { v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF; } break; default: // orders have been deleted (no orders), goto depot and don't bother us v->current_order.type = OT_NOTHING; v->current_order.flags = 0; v->u.air.state = HANGAR; } AirportMove(v, Airport); } static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *Airport) { DEBUG(misc, 0) ("OK, you shouldn't be here, check your Airport Scheme!"); assert(0); } static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *Airport) { PlayAircraftSound(v); // play takeoffsound for airplanes v->u.air.state = STARTTAKEOFF; } static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *Airport) { v->sprite_width = v->sprite_height = 24; // ??? no idea what this is v->u.air.state = ENDTAKEOFF; } static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *Airport) { v->u.air.state = FLYING; // get the next position to go to, differs per airport AircraftNextAirportPos_and_Order(v); } static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *Airport) { const Player* p = GetPlayer(v->owner); v->sprite_width = v->sprite_height = 24; // ??? no idea what this is v->u.air.state = FLYING; // get the next position to go to, differs per airport AircraftNextAirportPos_and_Order(v); // check if the aircraft needs to be replaced or renewed and send it to a hangar if needed // unless it is due for renewal but the engine is no longer available if (v->owner == _local_player && ( EngineHasReplacementForPlayer(p, v->engine_type) || ((p->engine_renew && v->age - v->max_age > p->engine_renew_months * 30) && HASBIT(GetEngine(v->engine_type)->player_avail, _local_player)) )) { _current_player = _local_player; DoCommandP(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR); _current_player = OWNER_NONE; } } static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *Airport) { Station *st; byte landingtype; AirportFTA *current; uint16 tcur_speed, tsubspeed; st = GetStation(v->u.air.targetairport); // flying device is accepted at this station // small airport --> no helicopters (AIRCRAFT_ONLY) // all other airports --> all types of flying devices (ALL) // heliport/oilrig, etc --> no airplanes (HELICOPTERS_ONLY) // runway busy or not allowed to use this airstation, circle if (v->subtype != Airport->acc_planes && st->airport_tile != 0 && (st->owner == OWNER_NONE || st->owner == v->owner)) { // {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41}, // if it is an airplane, look for LANDING, for helicopter HELILANDING // it is possible to choose from multiple landing runways, so loop until a free one is found landingtype = (v->subtype != 0) ? LANDING : HELILANDING; current = Airport->layout[v->u.air.pos].next_in_chain; while (current != NULL) { if (current->heading == landingtype) { // save speed before, since if AirportHasBlock is false, it resets them to 0 // we don't want that for plane in air // hack for speed thingie tcur_speed = v->cur_speed; tsubspeed = v->subspeed; if (!AirportHasBlock(v, current, Airport)) { v->u.air.state = landingtype; // LANDING / HELILANDING // it's a bit dirty, but I need to set position to next position, otherwise // if there are multiple runways, plane won't know which one it took (because // they all have heading LANDING). And also occupy that block! v->u.air.pos = current->next_position; SETBITS(st->airport_flags, Airport->layout[v->u.air.pos].block); return; } v->cur_speed = tcur_speed; v->subspeed = tsubspeed; } current = current->next_in_chain; } } v->u.air.state = FLYING; v->u.air.pos = Airport->layout[v->u.air.pos].next_position; } static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *Airport) { const Player* p = GetPlayer(v->owner); AircraftLandAirplane(v); // maybe crash airplane v->u.air.state = ENDLANDING; // check if the aircraft needs to be replaced or renewed and send it to a hangar if needed if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) { // only the vehicle owner needs to calculate the rest (locally) if (EngineHasReplacementForPlayer(p, v->engine_type) || (p->engine_renew && v->age - v->max_age > (p->engine_renew_months * 30))) { // send the aircraft to the hangar at next airport _current_player = _local_player; DoCommandP(v->tile, v->index, DEPOT_SERVICE, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR); _current_player = OWNER_NONE; } } } static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *Airport) { AircraftLand(v); // helicopters don't crash v->u.air.state = HELIENDLANDING; } static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *Airport) { // next block busy, don't do a thing, just wait if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return; // if going to terminal (OT_GOTO_STATION) choose one // 1. in case all terminals are busy AirportFindFreeTerminal() returns false or // 2. not going for terminal (but depot, no order), // --> get out of the way to the hangar. if (v->current_order.type == OT_GOTO_STATION) { if (AirportFindFreeTerminal(v, Airport)) return; } v->u.air.state = HANGAR; } static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *Airport) { // next block busy, don't do a thing, just wait if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return; // if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal // 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or // 2. not going for terminal (but depot, no order), // --> get out of the way to the hangar IF there are terminals on the airport. // --> else TAKEOFF // the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes // must go to a hangar. if (v->current_order.type == OT_GOTO_STATION) { if (AirportFindFreeHelipad(v, Airport)) return; } v->u.air.state = (Airport->nof_depots != 0) ? HANGAR : HELITAKEOFF; } typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *Airport); static AircraftStateHandler * const _aircraft_state_handlers[] = { AircraftEventHandler_General, // TO_ALL = 0 AircraftEventHandler_InHangar, // HANGAR = 1 AircraftEventHandler_AtTerminal, // TERM1 = 2 AircraftEventHandler_AtTerminal, // TERM2 = 3 AircraftEventHandler_AtTerminal, // TERM3 = 4 AircraftEventHandler_AtTerminal, // TERM4 = 5 AircraftEventHandler_AtTerminal, // TERM5 = 6 AircraftEventHandler_AtTerminal, // TERM6 = 7 AircraftEventHandler_AtTerminal, // HELIPAD1 = 8 AircraftEventHandler_AtTerminal, // HELIPAD2 = 9 AircraftEventHandler_TakeOff, // TAKEOFF = 10 AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11 AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12 AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13 AircraftEventHandler_Flying, // FLYING = 14 AircraftEventHandler_Landing, // LANDING = 15 AircraftEventHandler_EndLanding, // ENDLANDING = 16 AircraftEventHandler_HeliLanding, // HELILANDING = 17 AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18 AircraftEventHandler_AtTerminal, // TERM7 = 19 AircraftEventHandler_AtTerminal, // TERM8 = 20 AircraftEventHandler_AtTerminal, // HELIPAD3 = 21 AircraftEventHandler_AtTerminal, // HELIPAD4 = 22 }; static void AirportClearBlock(const Vehicle *v, const AirportFTAClass *Airport) { // we have left the previous block, and entered the new one. Free the previous block if (Airport->layout[v->u.air.previous_pos].block != Airport->layout[v->u.air.pos].block) { Station *st = GetStation(v->u.air.targetairport); CLRBITS(st->airport_flags, Airport->layout[v->u.air.previous_pos].block); } } static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport) { // if aircraft is not in position, wait until it is if (!AircraftController(v)) return; AirportClearBlock(v, Airport); AirportMove(v, Airport); // move aircraft to next position } // gets pos from vehicle and next orders static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport) { AirportFTA *current; byte prev_pos; // error handling if (v->u.air.pos >= Airport->nofelements) { DEBUG(misc, 0) ("position %d is not valid for current airport. Max position is %d", v->u.air.pos, Airport->nofelements-1); assert(v->u.air.pos < Airport->nofelements); } current = &Airport->layout[v->u.air.pos]; // we have arrived in an important state (eg terminal, hangar, etc.) if (current->heading == v->u.air.state) { prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand _aircraft_state_handlers[v->u.air.state](v, Airport); if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos; return true; } v->u.air.previous_pos = v->u.air.pos; // save previous location // there is only one choice to move to if (current->next_in_chain == NULL) { if (AirportSetBlocks(v, current, Airport)) { v->u.air.pos = current->next_position; } // move to next position return 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, Airport)) { v->u.air.pos = current->next_position; } // move to next position return false; } current = current->next_in_chain; } while (current != NULL); DEBUG(misc, 0) ("Cannot move further on Airport...! pos:%d state:%d", v->u.air.pos, v->u.air.state); DEBUG(misc, 0) ("Airport entry point: %d, Vehicle: %d", Airport->entry_point, v->index); assert(0); return false; } // returns true if the road ahead is busy, eg. you must wait before proceeding static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport) { const AirportFTA* reference = &Airport->layout[v->u.air.pos]; const AirportFTA* next = &Airport->layout[current_pos->next_position]; // same block, then of course we can move if (Airport->layout[current_pos->position].block != next->block) { const Station* st = GetStation(v->u.air.targetairport); uint32 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; } // returns true on success. Eg, next block was free and we have occupied it static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport) { AirportFTA* next = &Airport->layout[current_pos->next_position]; AirportFTA* reference = &Airport->layout[v->u.air.pos]; AirportFTA* current; // if the next position is in another block, check it and wait until it is free if ((Airport->layout[current_pos->position].block & next->block) != next->block) { uint32 airport_flags = next->block; Station* st = GetStation(v->u.air.targetairport); //search for all all elements in the list with the same state, and blocks != N // this means more blocks should be checked/set current = current_pos; if (current == reference) current = current->next_in_chain; while (current != NULL) { if (current->heading == current_pos->heading && current->block != 0) { airport_flags |= current->block; break; } current = current->next_in_chain; }; // if the block to be checked is in the next position, then exclude that from // checking, because it has been set by the airplane before if (current_pos->block == next->block) airport_flags ^= next->block; if (HASBITS(st->airport_flags, airport_flags)) { v->cur_speed = 0; v->subspeed = 0; return false; } if (next->block != NOTHING_block) { SETBITS(st->airport_flags, airport_flags); // occupy next block } } return true; } static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal) { Station *st = 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 *Airport) { uint num = 0; uint i; for (i = Airport->terminals[0]; i > 0; i--) num += Airport->terminals[i]; return num; } static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport) { AirportFTA *temp; Station *st; /* example of more terminalgroups * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1}, * Heading 255 denotes a group. We see 2 groups here: * 1. group 0 -- TERM_GROUP1_block (check block) * 2. group 1 -- TERM_GROUP2_ENTER_block (check block) * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it * looks at the corresponding terminals of that group. If no free ones are found, other * possible groups are checked (in this case group 1, since that is after group 0). If that * fails, then attempt fails and plane waits */ if (Airport->terminals[0] > 1) { st = GetStation(v->u.air.targetairport); temp = Airport->layout[v->u.air.pos].next_in_chain; while (temp != NULL) { if (temp->heading == 255) { if (!HASBITS(st->airport_flags, temp->block)) { int target_group; int i; int group_start = 0; int group_end; //read which group do we want to go to? //(the first free group) target_group = temp->next_position + 1; //at what terminal does the group start? //that means, sum up all terminals of //groups with lower number for (i = 1; i < target_group; i++) group_start += Airport->terminals[i]; group_end = group_start + Airport->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_in_chain; } } // if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) return FreeTerminal(v, 0, GetNumTerminals(Airport)); } static uint GetNumHelipads(const AirportFTAClass *Airport) { uint num = 0; uint i; for (i = Airport->helipads[0]; i > 0; i--) num += Airport->helipads[i]; return num; } static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport) { // if an airport doesn't have helipads, use terminals if (Airport->helipads == NULL) return AirportFindFreeTerminal(v, Airport); // if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal() if (Airport->helipads[0] > 1) { const Station* st = GetStation(v->u.air.targetairport); const AirportFTA* temp = Airport->layout[v->u.air.pos].next_in_chain; while (temp != NULL) { if (temp->heading == 255) { if (!HASBITS(st->airport_flags, temp->block)) { int target_group; int i; int group_start = 0; int group_end; //read which group do we want to go to? //(the first free group) target_group = temp->next_position + 1; //at what terminal does the group start? //that means, sum up all terminals of //groups with lower number for (i = 1; i < target_group; i++) group_start += Airport->helipads[i]; group_end = group_start + Airport->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_in_chain; } } else { // only 1 helicoptergroup, check all helipads // The blocks for helipads start after the last terminal (MAX_TERMINALS) return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(Airport) + 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 { v->breakdown_ctr--; } } HandleAircraftSmoke(v); ProcessAircraftOrder(v); HandleAircraftLoading(v, loop); if (v->current_order.type >= OT_LOADING) return; // pass the right airport structure to the functions // DEREF_STATION gets target airport (Station *st), its type is passed to GetAirport // that returns the correct layout depending on type AirportGoToNextPosition(v, GetAirport(GetStation(v->u.air.targetairport)->airport_type)); } void Aircraft_Tick(Vehicle *v) { int i; if (v->subtype > 2) return; if (v->subtype == 0) HelicopterTickHandler(v); AgeAircraftCargo(v); for (i = 0; i != 6; i++) { AircraftEventHandler(v, i); if (v->type != VEH_Aircraft) // In case it was deleted break; } } void UpdateOilRig(void) { Station* st; FOR_ALL_STATIONS(st) { if (st->airport_type == 5) st->airport_type = AT_OILRIG; } } // need to be called to load aircraft from old version void UpdateOldAircraft(void) { Station *st; Vehicle *v_oldstyle; GetNewVehiclePosResult gp; // set airport_flags to 0 for all airports just to be sure FOR_ALL_STATIONS(st) { st->airport_flags = 0; // reset airport // type of oilrig has been moved, update it (3-5) if (st->airport_type == 3) st->airport_type = AT_OILRIG; } FOR_ALL_VEHICLES(v_oldstyle) { // airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor) // skip those if (v_oldstyle->type == VEH_Aircraft && v_oldstyle->subtype <= 2) { // airplane in terminal stopped doesn't hurt anyone, so goto next if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) { v_oldstyle->u.air.state = HANGAR; continue; } AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving v_oldstyle->u.air.state = FLYING; AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport GetNewVehiclePos(v_oldstyle, &gp); // get the position of the plane (to be used for setting) v_oldstyle->tile = 0; // aircraft in air is tile=0 // correct speed of helicopter-rotors if (v_oldstyle->subtype == 0) v_oldstyle->next->next->cur_speed = 32; // set new position x,y,z SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle)); } } } void UpdateAirplanesOnNewStation(Station *st) { GetNewVehiclePosResult gp; Vehicle *v; byte takeofftype; uint16 cnt; // only 1 station is updated per function call, so it is enough to get entry_point once const AirportFTAClass *ap = GetAirport(st->airport_type); FOR_ALL_VEHICLES(v) { if (v->type == VEH_Aircraft && v->subtype <= 2) { if (v->u.air.targetairport == st->index) { // if heading to this airport /* update position of airplane. If plane is not flying, landing, or taking off *you cannot delete airport, so it doesn't matter */ if (v->u.air.state >= FLYING) { // circle around v->u.air.pos = v->u.air.previous_pos = ap->entry_point; v->u.air.state = FLYING; // landing plane needs to be reset to flying height (only if in pause mode upgrade, // in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING GetNewVehiclePos(v, &gp); // set new position x,y,z SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v)); } else { assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF); takeofftype = (v->subtype == 0) ? HELITAKEOFF : ENDTAKEOFF; // search in airportdata for that heading // easiest to do, since this doesn't happen a lot for (cnt = 0; cnt < ap->nofelements; cnt++) { if (ap->layout[cnt].heading == takeofftype) { v->u.air.pos = ap->layout[cnt].position; break; } } } } } } }