aircraft_cmd.cpp

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00001 /* $Id: aircraft_cmd.cpp 17598 2009-09-21 15:41:58Z rubidium $ */
00002 
00006 #include "stdafx.h"
00007 #include "aircraft.h"
00008 #include "debug.h"
00009 #include "landscape.h"
00010 #include "news_func.h"
00011 #include "vehicle_gui.h"
00012 #include "newgrf_engine.h"
00013 #include "newgrf_sound.h"
00014 #include "spritecache.h"
00015 #include "strings_func.h"
00016 #include "command_func.h"
00017 #include "window_func.h"
00018 #include "date_func.h"
00019 #include "vehicle_func.h"
00020 #include "sound_func.h"
00021 #include "functions.h"
00022 #include "variables.h"
00023 #include "cheat_type.h"
00024 #include "autoreplace_func.h"
00025 #include "autoreplace_gui.h"
00026 #include "gfx_func.h"
00027 #include "ai/ai.hpp"
00028 #include "company_func.h"
00029 #include "effectvehicle_func.h"
00030 #include "settings_type.h"
00031 
00032 #include "table/strings.h"
00033 #include "table/sprites.h"
00034 
00035 void Aircraft::UpdateDeltaXY(Direction direction)
00036 {
00037   uint32 x;
00038 #define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
00039   switch (this->subtype) {
00040     default: NOT_REACHED();
00041     case AIR_AIRCRAFT:
00042     case AIR_HELICOPTER:
00043       switch (this->u.air.state) {
00044         case ENDTAKEOFF:
00045         case LANDING:
00046         case HELILANDING:
00047         case FLYING:     x = MKIT(24, 24, -1, -1); break;
00048         default:         x = MKIT( 2,  2, -1, -1); break;
00049       }
00050       this->z_extent = 5;
00051       break;
00052     case AIR_SHADOW:     this->z_extent = 1; x = MKIT(2,  2,  0,  0); break;
00053     case AIR_ROTOR:      this->z_extent = 1; x = MKIT(2,  2, -1, -1); break;
00054   }
00055 #undef MKIT
00056 
00057   this->x_offs        = GB(x,  0, 8);
00058   this->y_offs        = GB(x,  8, 8);
00059   this->x_extent      = GB(x, 16, 8);
00060   this->y_extent      = GB(x, 24, 8);
00061 }
00062 
00063 
00066 static const byte _airport_terminal_state[] = {2, 3, 4, 5, 6, 7, 19, 20, 0, 0, 8, 9, 21, 22};
00067 static const byte _airport_terminal_flag[] =  {0, 1, 2, 3, 4, 5, 22, 23, 0, 0, 6, 7, 24, 25};
00068 
00069 static bool AirportMove(Vehicle *v, const AirportFTAClass *apc);
00070 static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00071 static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00072 static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc);
00073 static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc);
00074 static void CrashAirplane(Vehicle *v);
00075 
00076 static const SpriteID _aircraft_sprite[] = {
00077   0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
00078   0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
00079   0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
00080   0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
00081   0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
00082   0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
00083   0x0EBD, 0x0EC5
00084 };
00085 
00087 enum HelicopterRotorStates {
00088   HRS_ROTOR_STOPPED,
00089   HRS_ROTOR_MOVING_1,
00090   HRS_ROTOR_MOVING_2,
00091   HRS_ROTOR_MOVING_3,
00092 };
00093 
00100 static StationID FindNearestHangar(const Vehicle *v)
00101 {
00102   const Station *st;
00103   uint best = 0;
00104   StationID index = INVALID_STATION;
00105   TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
00106 
00107   FOR_ALL_STATIONS(st) {
00108     if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
00109 
00110     const AirportFTAClass *afc = st->Airport();
00111     if (afc->nof_depots == 0 || (
00112           /* don't crash the plane if we know it can't land at the airport */
00113           afc->flags & AirportFTAClass::SHORT_STRIP &&
00114           AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
00115           !_cheats.no_jetcrash.value
00116         )) {
00117       continue;
00118     }
00119 
00120     /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
00121     uint distance = DistanceSquare(vtile, st->airport_tile);
00122     if (distance < best || index == INVALID_STATION) {
00123       best = distance;
00124       index = st->index;
00125     }
00126   }
00127   return index;
00128 }
00129 
00130 #if 0
00131 
00134 static bool HaveHangarInOrderList(Vehicle *v)
00135 {
00136   const Order *order;
00137 
00138   FOR_VEHICLE_ORDERS(v, order) {
00139     const Station *st = GetStation(order->station);
00140     if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
00141       /* If an airport doesn't have a hangar, skip it */
00142       if (st->Airport()->nof_depots != 0)
00143         return true;
00144     }
00145   }
00146 
00147   return false;
00148 }
00149 #endif
00150 
00151 SpriteID Aircraft::GetImage(Direction direction) const
00152 {
00153   uint8 spritenum = this->spritenum;
00154 
00155   if (is_custom_sprite(spritenum)) {
00156     SpriteID sprite = GetCustomVehicleSprite(this, direction);
00157     if (sprite != 0) return sprite;
00158 
00159     spritenum = GetEngine(this->engine_type)->image_index;
00160   }
00161 
00162   return direction + _aircraft_sprite[spritenum];
00163 }
00164 
00165 SpriteID GetRotorImage(const Vehicle *v)
00166 {
00167   assert(v->subtype == AIR_HELICOPTER);
00168 
00169   const Vehicle *w = v->Next()->Next();
00170   if (is_custom_sprite(v->spritenum)) {
00171     SpriteID sprite = GetCustomRotorSprite(v, false);
00172     if (sprite != 0) return sprite;
00173   }
00174 
00175   /* Return standard rotor sprites if there are no custom sprites for this helicopter */
00176   return SPR_ROTOR_STOPPED + w->u.air.state;
00177 }
00178 
00179 static SpriteID GetAircraftIcon(EngineID engine)
00180 {
00181   uint8 spritenum = AircraftVehInfo(engine)->image_index;
00182 
00183   if (is_custom_sprite(spritenum)) {
00184     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
00185     if (sprite != 0) return sprite;
00186 
00187     spritenum = GetEngine(engine)->image_index;
00188   }
00189 
00190   return 6 + _aircraft_sprite[spritenum];
00191 }
00192 
00193 void DrawAircraftEngine(int x, int y, EngineID engine, SpriteID pal)
00194 {
00195   DrawSprite(GetAircraftIcon(engine), pal, x, y);
00196 
00197   if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
00198     SpriteID rotor_sprite = GetCustomRotorIcon(engine);
00199     if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
00200     DrawSprite(rotor_sprite, PAL_NONE, x, y - 5);
00201   }
00202 }
00203 
00209 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
00210 {
00211   const Sprite *spr = GetSprite(GetAircraftIcon(engine), ST_NORMAL);
00212 
00213   width  = spr->width;
00214   height = spr->height;
00215 }
00216 
00224 uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
00225 {
00226   assert(cid != CT_INVALID);
00227 
00228   /* An aircraft can carry twice as much goods as normal cargo,
00229    * and four times as many passengers. */
00230   switch (cid) {
00231     case CT_PASSENGERS:
00232       return avi->passenger_capacity;
00233     case CT_MAIL:
00234       return avi->passenger_capacity + avi->mail_capacity;
00235     case CT_GOODS:
00236       return (avi->passenger_capacity + avi->mail_capacity) / 2;
00237     default:
00238       return (avi->passenger_capacity + avi->mail_capacity) / 4;
00239   }
00240 }
00241 
00249 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00250 {
00251   if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_company)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE);
00252 
00253   const AircraftVehicleInfo *avi = AircraftVehInfo(p1);
00254   const Engine *e = GetEngine(p1);
00255   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
00256 
00257   /* Engines without valid cargo should not be available */
00258   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
00259 
00260   /* to just query the cost, it is not neccessary to have a valid tile (automation/AI) */
00261   if (flags & DC_QUERY_COST) return value;
00262 
00263   if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
00264 
00265   /* Prevent building aircraft types at places which can't handle them */
00266   if (!CanVehicleUseStation(p1, GetStationByTile(tile))) return CMD_ERROR;
00267 
00268   /* Allocate 2 or 3 vehicle structs, depending on type
00269    * vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
00270   Vehicle *vl[3];
00271   if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
00272     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
00273   }
00274 
00275   UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
00276   if (unit_num > _settings_game.vehicle.max_aircraft)
00277     return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
00278 
00279   if (flags & DC_EXEC) {
00280     Vehicle *v = vl[0]; // aircraft
00281     Vehicle *u = vl[1]; // shadow
00282 
00283     v = new (v) Aircraft();
00284     u = new (u) Aircraft();
00285     v->unitnumber = unit_num;
00286     v->direction = DIR_SE;
00287 
00288     v->owner = u->owner = _current_company;
00289 
00290     v->tile = tile;
00291 //    u->tile = 0;
00292 
00293     uint x = TileX(tile) * TILE_SIZE + 5;
00294     uint y = TileY(tile) * TILE_SIZE + 3;
00295 
00296     v->x_pos = u->x_pos = x;
00297     v->y_pos = u->y_pos = y;
00298 
00299     u->z_pos = GetSlopeZ(x, y);
00300     v->z_pos = u->z_pos + 1;
00301 
00302     v->running_ticks = 0;
00303 
00304 //    u->delta_x = u->delta_y = 0;
00305 
00306     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00307     u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
00308 
00309     v->spritenum = avi->image_index;
00310 //    v->cargo_count = u->number_of_pieces = 0;
00311 
00312     v->cargo_cap = avi->passenger_capacity;
00313     u->cargo_cap = avi->mail_capacity;
00314 
00315     v->cargo_type = e->GetDefaultCargoType();
00316     u->cargo_type = CT_MAIL;
00317 
00318     v->cargo_subtype = 0;
00319 
00320     v->name = NULL;
00321 //    v->next_order_param = v->next_order = 0;
00322 
00323 //    v->load_unload_time_rem = 0;
00324 //    v->progress = 0;
00325     v->last_station_visited = INVALID_STATION;
00326 //    v->destination_coords = 0;
00327 
00328     v->max_speed = avi->max_speed;
00329     v->acceleration = avi->acceleration;
00330     v->engine_type = p1;
00331     u->engine_type = p1;
00332 
00333     v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
00334     v->UpdateDeltaXY(INVALID_DIR);
00335     v->value = value.GetCost();
00336 
00337     u->subtype = AIR_SHADOW;
00338     u->UpdateDeltaXY(INVALID_DIR);
00339 
00340     v->reliability = e->reliability;
00341     v->reliability_spd_dec = e->reliability_spd_dec;
00342     v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
00343 
00344     _new_vehicle_id = v->index;
00345 
00346     /* When we click on hangar we know the tile it is on. By that we know
00347      * its position in the array of depots the airport has.....we can search
00348      * layout for #th position of depot. Since layout must start with a listing
00349      * of all depots, it is simple */
00350     for (uint i = 0;; i++) {
00351       const Station *st = GetStationByTile(tile);
00352       const AirportFTAClass *apc = st->Airport();
00353 
00354       assert(i != apc->nof_depots);
00355       if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
00356         assert(apc->layout[i].heading == HANGAR);
00357         v->u.air.pos = apc->layout[i].position;
00358         break;
00359       }
00360     }
00361 
00362     v->u.air.state = HANGAR;
00363     v->u.air.previous_pos = v->u.air.pos;
00364     v->u.air.targetairport = GetStationIndex(tile);
00365     v->SetNext(u);
00366 
00367     v->service_interval = _settings_game.vehicle.servint_aircraft;
00368 
00369     v->date_of_last_service = _date;
00370     v->build_year = u->build_year = _cur_year;
00371 
00372     v->cur_image = u->cur_image = 0xEA0;
00373 
00374     v->random_bits = VehicleRandomBits();
00375     u->random_bits = VehicleRandomBits();
00376 
00377     v->vehicle_flags = 0;
00378     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00379 
00380     v->InvalidateNewGRFCacheOfChain();
00381 
00382     if (v->cargo_type != CT_PASSENGERS) {
00383       uint16 callback = CALLBACK_FAILED;
00384 
00385       if (HasBit(EngInfo(p1)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
00386         callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
00387       }
00388 
00389       if (callback == CALLBACK_FAILED) {
00390         /* Callback failed, or not executed; use the default cargo capacity */
00391         v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, avi);
00392       } else {
00393         v->cargo_cap = callback;
00394       }
00395 
00396       /* Set the 'second compartent' capacity to none */
00397       u->cargo_cap = 0;
00398     }
00399 
00400     v->InvalidateNewGRFCacheOfChain();
00401 
00402     UpdateAircraftCache(v);
00403 
00404     VehicleMove(v, false);
00405     VehicleMove(u, false);
00406 
00407     /* Aircraft with 3 vehicles (chopper)? */
00408     if (v->subtype == AIR_HELICOPTER) {
00409       Vehicle *w = vl[2];
00410 
00411       w = new (w) Aircraft();
00412       w->engine_type = p1;
00413       w->direction = DIR_N;
00414       w->owner = _current_company;
00415       w->x_pos = v->x_pos;
00416       w->y_pos = v->y_pos;
00417       w->z_pos = v->z_pos + 5;
00418       w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
00419       w->spritenum = 0xFF;
00420       w->subtype = AIR_ROTOR;
00421       w->cur_image = SPR_ROTOR_STOPPED;
00422       w->random_bits = VehicleRandomBits();
00423       /* Use rotor's air.state to store the rotor animation frame */
00424       w->u.air.state = HRS_ROTOR_STOPPED;
00425       w->UpdateDeltaXY(INVALID_DIR);
00426 
00427       u->SetNext(w);
00428       VehicleMove(w, false);
00429     }
00430 
00431     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
00432     InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
00433     InvalidateWindow(WC_COMPANY, v->owner);
00434     if (IsLocalCompany())
00435       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Aircraft window
00436 
00437     GetCompany(_current_company)->num_engines[p1]++;
00438   }
00439 
00440   return value;
00441 }
00442 
00443 
00451 CommandCost CmdSellAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00452 {
00453   if (!IsValidVehicleID(p1)) return CMD_ERROR;
00454 
00455   Vehicle *v = GetVehicle(p1);
00456 
00457   if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
00458   if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
00459 
00460   if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
00461 
00462   CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);
00463 
00464   if (flags & DC_EXEC) {
00465     delete v;
00466   }
00467 
00468   return ret;
00469 }
00470 
00471 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00472 {
00473   const Station *st = GetTargetAirportIfValid(this);
00474   /* If the station is not a valid airport or if it has no hangars */
00475   if (st == NULL || st->Airport()->nof_depots == 0) {
00476     /* the aircraft has to search for a hangar on its own */
00477     StationID station = FindNearestHangar(this);
00478 
00479     if (station == INVALID_STATION) return false;
00480 
00481     st = GetStation(station);
00482   }
00483 
00484   if (location    != NULL) *location    = st->xy;
00485   if (destination != NULL) *destination = st->index;
00486 
00487   return true;
00488 }
00489 
00499 CommandCost CmdSendAircraftToHangar(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00500 {
00501   if (p2 & DEPOT_MASS_SEND) {
00502     /* Mass goto depot requested */
00503     if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
00504     return SendAllVehiclesToDepot(VEH_AIRCRAFT, flags, p2 & DEPOT_SERVICE, _current_company, (p2 & VLW_MASK), p1);
00505   }
00506 
00507   if (!IsValidVehicleID(p1)) return CMD_ERROR;
00508 
00509   Vehicle *v = GetVehicle(p1);
00510 
00511   if (v->type != VEH_AIRCRAFT) return CMD_ERROR;
00512 
00513   return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
00514 }
00515 
00516 
00527 CommandCost CmdRefitAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
00528 {
00529   byte new_subtype = GB(p2, 8, 8);
00530 
00531   if (!IsValidVehicleID(p1)) return CMD_ERROR;
00532 
00533   Vehicle *v = GetVehicle(p1);
00534 
00535   if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
00536   if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
00537   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
00538 
00539   /* Check cargo */
00540   CargoID new_cid = GB(p2, 0, 8);
00541   if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;
00542 
00543   /* Check the refit capacity callback */
00544   uint16 callback = CALLBACK_FAILED;
00545   if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
00546     /* Back up the existing cargo type */
00547     CargoID temp_cid = v->cargo_type;
00548     byte temp_subtype = v->cargo_subtype;
00549     v->cargo_type = new_cid;
00550     v->cargo_subtype = new_subtype;
00551 
00552     callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
00553 
00554     /* Restore the cargo type */
00555     v->cargo_type = temp_cid;
00556     v->cargo_subtype = temp_subtype;
00557   }
00558 
00559   const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
00560 
00561   uint pass;
00562   if (callback == CALLBACK_FAILED) {
00563     /* If the callback failed, or wasn't executed, use the aircraft's
00564      * default cargo capacity */
00565     pass = AircraftDefaultCargoCapacity(new_cid, avi);
00566   } else {
00567     pass = callback;
00568   }
00569   _returned_refit_capacity = pass;
00570 
00571   CommandCost cost;
00572   if (new_cid != v->cargo_type) {
00573     cost = GetRefitCost(v->engine_type);
00574   }
00575 
00576   if (flags & DC_EXEC) {
00577     v->cargo_cap = pass;
00578 
00579     Vehicle *u = v->Next();
00580     uint mail = IsCargoInClass(new_cid, CC_PASSENGERS) ? avi->mail_capacity : 0;
00581     u->cargo_cap = mail;
00582     v->cargo.Truncate(v->cargo_type == new_cid ? pass : 0);
00583     u->cargo.Truncate(v->cargo_type == new_cid ? mail : 0);
00584     v->cargo_type = new_cid;
00585     v->cargo_subtype = new_subtype;
00586     v->colourmap = PAL_NONE; // invalidate vehicle colour map
00587     v->InvalidateNewGRFCacheOfChain();
00588     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
00589     InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
00590     InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
00591   }
00592 
00593   return cost;
00594 }
00595 
00596 
00597 static void CheckIfAircraftNeedsService(Vehicle *v)
00598 {
00599   if (_settings_game.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
00600   if (v->IsInDepot()) {
00601     VehicleServiceInDepot(v);
00602     return;
00603   }
00604 
00605   const Station *st = GetStation(v->current_order.GetDestination());
00606   /* only goto depot if the target airport has terminals (eg. it is airport) */
00607   if (st->IsValid() && st->airport_tile != INVALID_TILE && st->Airport()->terminals != NULL) {
00608 //    printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
00609 //    v->u.air.targetairport = st->index;
00610     v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
00611     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00612   } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00613     v->current_order.MakeDummy();
00614     InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00615   }
00616 }
00617 
00618 Money Aircraft::GetRunningCost() const
00619 {
00620   return GetVehicleProperty(this, 0x0E, AircraftVehInfo(this->engine_type)->running_cost) * _price.aircraft_running;
00621 }
00622 
00623 void Aircraft::OnNewDay()
00624 {
00625   if (!IsNormalAircraft(this)) return;
00626 
00627   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
00628 
00629   CheckOrders(this);
00630 
00631   CheckVehicleBreakdown(this);
00632   AgeVehicle(this);
00633   CheckIfAircraftNeedsService(this);
00634 
00635   if (this->running_ticks == 0) return;
00636 
00637   CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
00638 
00639   this->profit_this_year -= cost.GetCost();
00640   this->running_ticks = 0;
00641 
00642   SubtractMoneyFromCompanyFract(this->owner, cost);
00643 
00644   InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
00645   InvalidateWindowClasses(WC_AIRCRAFT_LIST);
00646 }
00647 
00648 static void AgeAircraftCargo(Vehicle *v)
00649 {
00650   if (_age_cargo_skip_counter != 0) return;
00651 
00652   do {
00653     v->cargo.AgeCargo();
00654     v = v->Next();
00655   } while (v != NULL);
00656 }
00657 
00658 static void HelicopterTickHandler(Vehicle *v)
00659 {
00660   Vehicle *u = v->Next()->Next();
00661 
00662   if (u->vehstatus & VS_HIDDEN) return;
00663 
00664   /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
00665    * loading/unloading at a terminal or stopped */
00666   if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
00667     if (u->cur_speed != 0) {
00668       u->cur_speed++;
00669       if (u->cur_speed >= 0x80 && u->u.air.state == HRS_ROTOR_MOVING_3) {
00670         u->cur_speed = 0;
00671       }
00672     }
00673   } else {
00674     if (u->cur_speed == 0)
00675       u->cur_speed = 0x70;
00676 
00677     if (u->cur_speed >= 0x50)
00678       u->cur_speed--;
00679   }
00680 
00681   int tick = ++u->tick_counter;
00682   int spd = u->cur_speed >> 4;
00683 
00684   SpriteID img;
00685   if (spd == 0) {
00686     u->u.air.state = HRS_ROTOR_STOPPED;
00687     img = GetRotorImage(v);
00688     if (u->cur_image == img) return;
00689   } else if (tick >= spd) {
00690     u->tick_counter = 0;
00691     u->u.air.state++;
00692     if (u->u.air.state > HRS_ROTOR_MOVING_3) u->u.air.state = HRS_ROTOR_MOVING_1;
00693     img = GetRotorImage(v);
00694   } else {
00695     return;
00696   }
00697 
00698   u->cur_image = img;
00699 
00700   VehicleMove(u, true);
00701 }
00702 
00703 void SetAircraftPosition(Vehicle *v, int x, int y, int z)
00704 {
00705   v->x_pos = x;
00706   v->y_pos = y;
00707   v->z_pos = z;
00708 
00709   v->UpdateViewport(true, false);
00710   if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
00711 
00712   Vehicle *u = v->Next();
00713 
00714   int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
00715   int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
00716   u->x_pos = x;
00717   u->y_pos = y - ((v->z_pos-GetSlopeZ(safe_x, safe_y)) >> 3);;
00718 
00719   safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
00720   u->z_pos = GetSlopeZ(safe_x, safe_y);
00721   u->cur_image = v->cur_image;
00722 
00723   VehicleMove(u, true);
00724 
00725   u = u->Next();
00726   if (u != NULL) {
00727     u->x_pos = x;
00728     u->y_pos = y;
00729     u->z_pos = z + 5;
00730 
00731     VehicleMove(u, true);
00732   }
00733 }
00734 
00738 void HandleAircraftEnterHangar(Vehicle *v)
00739 {
00740   v->subspeed = 0;
00741   v->progress = 0;
00742 
00743   Vehicle *u = v->Next();
00744   u->vehstatus |= VS_HIDDEN;
00745   u = u->Next();
00746   if (u != NULL) {
00747     u->vehstatus |= VS_HIDDEN;
00748     u->cur_speed = 0;
00749   }
00750 
00751   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00752 }
00753 
00754 static void PlayAircraftSound(const Vehicle *v)
00755 {
00756   if (!PlayVehicleSound(v, VSE_START)) {
00757     SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
00758   }
00759 }
00760 
00761 
00762 void UpdateAircraftCache(Vehicle *v)
00763 {
00764   uint max_speed = GetVehicleProperty(v, 0x0C, 0);
00765   if (max_speed != 0) {
00766     /* Convert from original units to (approx) km/h */
00767     max_speed = (max_speed * 129) / 10;
00768 
00769     v->u.air.cached_max_speed = max_speed;
00770   } else {
00771     v->u.air.cached_max_speed = 0xFFFF;
00772   }
00773 }
00774 
00775 
00779 enum AircraftSpeedLimits {
00780   SPEED_LIMIT_TAXI     =     50,  
00781   SPEED_LIMIT_APPROACH =    230,  
00782   SPEED_LIMIT_BROKEN   =    320,  
00783   SPEED_LIMIT_HOLD     =    425,  
00784   SPEED_LIMIT_NONE     = 0xFFFF   
00785 };
00786 
00794 static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
00795 {
00796   uint spd = v->acceleration * 16;
00797   byte t;
00798 
00799   /* Adjust speed limits by plane speed factor to prevent taxiing
00800    * and take-off speeds being too low. */
00801   speed_limit *= _settings_game.vehicle.plane_speed;
00802 
00803   if (v->u.air.cached_max_speed < speed_limit) {
00804     if (v->cur_speed < speed_limit) hard_limit = false;
00805     speed_limit = v->u.air.cached_max_speed;
00806   }
00807 
00808   speed_limit = min(speed_limit, v->max_speed);
00809 
00810   v->subspeed = (t=v->subspeed) + (byte)spd;
00811 
00812   /* Aircraft's current speed is used twice so that very fast planes are
00813    * forced to slow down rapidly in the short distance needed. The magic
00814    * value 16384 was determined to give similar results to the old speed/48
00815    * method at slower speeds. This also results in less reduction at slow
00816    * speeds to that aircraft do not get to taxi speed straight after
00817    * touchdown. */
00818   if (!hard_limit && v->cur_speed > speed_limit) {
00819     speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
00820   }
00821 
00822   spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
00823 
00824   /* adjust speed for broken vehicles */
00825   if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
00826 
00827   /* updates statusbar only if speed have changed to save CPU time */
00828   if (spd != v->cur_speed) {
00829     v->cur_speed = spd;
00830     if (_settings_client.gui.vehicle_speed)
00831       InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00832   }
00833 
00834   /* Adjust distance moved by plane speed setting */
00835   if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
00836 
00837   if (!(v->direction & 1)) spd = spd * 3 / 4;
00838 
00839   spd += v->progress;
00840   v->progress = (byte)spd;
00841   return spd >> 8;
00842 }
00843 
00851 byte GetAircraftFlyingAltitude(const Vehicle *v)
00852 {
00853   /* Make sure Aircraft fly no lower so that they don't conduct
00854    * CFITs (controlled flight into terrain)
00855    */
00856   byte base_altitude = 150;
00857 
00858   /* Make sure eastbound and westbound planes do not "crash" into each
00859    * other by providing them with vertical seperation
00860    */
00861   switch (v->direction) {
00862     case DIR_N:
00863     case DIR_NE:
00864     case DIR_E:
00865     case DIR_SE:
00866       base_altitude += 10;
00867       break;
00868 
00869     default: break;
00870   }
00871 
00872   /* Make faster planes fly higher so that they can overtake slower ones */
00873   base_altitude += min(20 * (v->max_speed / 200), 90);
00874 
00875   return base_altitude;
00876 }
00877 
00891 static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
00892 {
00893   assert(v != NULL);
00894   assert(apc != NULL);
00895 
00896   /* In the case the station doesn't exit anymore, set target tile 0.
00897    * It doesn't hurt much, aircraft will go to next order, nearest hangar
00898    * or it will simply crash in next tick */
00899   TileIndex tile = 0;
00900 
00901   if (IsValidStationID(v->u.air.targetairport)) {
00902     const Station *st = GetStation(v->u.air.targetairport);
00903     /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
00904     tile = (st->airport_tile != INVALID_TILE) ? st->airport_tile : st->xy;
00905   }
00906 
00907   int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
00908   int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
00909 
00910   DiagDirection dir;
00911   if (abs(delta_y) < abs(delta_x)) {
00912     /* We are northeast or southwest of the airport */
00913     dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
00914   } else {
00915     /* We are northwest or southeast of the airport */
00916     dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
00917   }
00918   return apc->entry_points[dir];
00919 }
00920 
00928 static bool AircraftController(Vehicle *v)
00929 {
00930   int count;
00931 
00932   /* NULL if station is invalid */
00933   const Station *st = IsValidStationID(v->u.air.targetairport) ? GetStation(v->u.air.targetairport) : NULL;
00934   /* INVALID_TILE if there is no station */
00935   TileIndex tile = INVALID_TILE;
00936   if (st != NULL) {
00937     tile = (st->airport_tile != INVALID_TILE) ? st->airport_tile : st->xy;
00938   }
00939   /* DUMMY if there is no station or no airport */
00940   const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->Airport();
00941 
00942   /* prevent going to INVALID_TILE if airport is deleted. */
00943   if (st == NULL || st->airport_tile == INVALID_TILE) {
00944     /* Jump into our "holding pattern" state machine if possible */
00945     if (v->u.air.pos >= afc->nofelements) {
00946       v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, afc);
00947     } else if (v->u.air.targetairport != v->current_order.GetDestination()) {
00948       /* If not possible, just get out of here fast */
00949       v->u.air.state = FLYING;
00950       UpdateAircraftCache(v);
00951       AircraftNextAirportPos_and_Order(v);
00952       /* get aircraft back on running altitude */
00953       SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
00954       return false;
00955     }
00956   }
00957 
00958   /*  get airport moving data */
00959   const AirportMovingData *amd = afc->MovingData(v->u.air.pos);
00960 
00961   int x = TileX(tile) * TILE_SIZE;
00962   int y = TileY(tile) * TILE_SIZE;
00963 
00964   /* Helicopter raise */
00965   if (amd->flag & AMED_HELI_RAISE) {
00966     Vehicle *u = v->Next()->Next();
00967 
00968     /* Make sure the rotors don't rotate too fast */
00969     if (u->cur_speed > 32) {
00970       v->cur_speed = 0;
00971       if (--u->cur_speed == 32) SndPlayVehicleFx(SND_18_HELICOPTER, v);
00972     } else {
00973       u->cur_speed = 32;
00974       count = UpdateAircraftSpeed(v);
00975       if (count > 0) {
00976         v->tile = 0;
00977 
00978         /* Reached altitude? */
00979         if (v->z_pos >= 184) {
00980           v->cur_speed = 0;
00981           return true;
00982         }
00983         SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, 184));
00984       }
00985     }
00986     return false;
00987   }
00988 
00989   /* Helicopter landing. */
00990   if (amd->flag & AMED_HELI_LOWER) {
00991     if (st == NULL) {
00992       /* FIXME - AircraftController -> if station no longer exists, do not land
00993        * helicopter will circle until sign disappears, then go to next order
00994        * what to do when it is the only order left, right now it just stays in 1 place */
00995       v->u.air.state = FLYING;
00996       UpdateAircraftCache(v);
00997       AircraftNextAirportPos_and_Order(v);
00998       return false;
00999     }
01000 
01001     /* Vehicle is now at the airport. */
01002     v->tile = tile;
01003 
01004     /* Find altitude of landing position. */
01005     int z = GetSlopeZ(x, y) + 1 + afc->delta_z;
01006 
01007     if (z == v->z_pos) {
01008       Vehicle *u = v->Next()->Next();
01009 
01010       /*  Increase speed of rotors. When speed is 80, we've landed. */
01011       if (u->cur_speed >= 80) return true;
01012       u->cur_speed += 4;
01013     } else {
01014       count = UpdateAircraftSpeed(v);
01015       if (count > 0) {
01016         if (v->z_pos > z) {
01017           SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
01018         } else {
01019           SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
01020         }
01021       }
01022     }
01023     return false;
01024   }
01025 
01026   /* Get distance from destination pos to current pos. */
01027   uint dist = abs(x + amd->x - v->x_pos) +  abs(y + amd->y - v->y_pos);
01028 
01029   /* Need exact position? */
01030   if (!(amd->flag & AMED_EXACTPOS) && dist <= (amd->flag & AMED_SLOWTURN ? 8U : 4U)) return true;
01031 
01032   /* At final pos? */
01033   if (dist == 0) {
01034     /* Change direction smoothly to final direction. */
01035     DirDiff dirdiff = DirDifference(amd->direction, v->direction);
01036     /* if distance is 0, and plane points in right direction, no point in calling
01037      * UpdateAircraftSpeed(). So do it only afterwards */
01038     if (dirdiff == DIRDIFF_SAME) {
01039       v->cur_speed = 0;
01040       return true;
01041     }
01042 
01043     if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
01044 
01045     v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
01046     v->cur_speed >>= 1;
01047 
01048     SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01049     return false;
01050   }
01051 
01052   uint speed_limit = SPEED_LIMIT_TAXI;
01053   bool hard_limit = true;
01054 
01055   if (amd->flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
01056   if (amd->flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
01057   if (amd->flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
01058   if (amd->flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
01059 
01060   count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
01061   if (count == 0) return false;
01062 
01063   if (v->load_unload_time_rem != 0) v->load_unload_time_rem--;
01064 
01065   do {
01066 
01067     GetNewVehiclePosResult gp;
01068 
01069     if (dist < 4 || amd->flag & AMED_LAND) {
01070       /* move vehicle one pixel towards target */
01071       gp.x = (v->x_pos != (x + amd->x)) ?
01072           v->x_pos + ((x + amd->x > v->x_pos) ? 1 : -1) :
01073           v->x_pos;
01074       gp.y = (v->y_pos != (y + amd->y)) ?
01075           v->y_pos + ((y + amd->y > v->y_pos) ? 1 : -1) :
01076           v->y_pos;
01077 
01078       /* Oilrigs must keep v->tile as st->airport_tile, since the landing pad is in a non-airport tile */
01079       gp.new_tile = (st->airport_type == AT_OILRIG) ? st->airport_tile : TileVirtXY(gp.x, gp.y);
01080 
01081     } else {
01082 
01083       /* Turn. Do it slowly if in the air. */
01084       Direction newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
01085       if (newdir != v->direction) {
01086         v->direction = newdir;
01087         if (amd->flag & AMED_SLOWTURN) {
01088           if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8;
01089         } else {
01090           v->cur_speed >>= 1;
01091         }
01092       }
01093 
01094       /* Move vehicle. */
01095       gp = GetNewVehiclePos(v);
01096     }
01097 
01098     v->tile = gp.new_tile;
01099     /* If vehicle is in the air, use tile coordinate 0. */
01100     if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
01101 
01102     /* Adjust Z for land or takeoff? */
01103     uint z = v->z_pos;
01104 
01105     if (amd->flag & AMED_TAKEOFF) {
01106       z = min(z + 2, GetAircraftFlyingAltitude(v));
01107     }
01108 
01109     if ((amd->flag & AMED_HOLD) && (z > 150)) z--;
01110 
01111     if (amd->flag & AMED_LAND) {
01112       if (st->airport_tile == INVALID_TILE) {
01113         /* Airport has been removed, abort the landing procedure */
01114         v->u.air.state = FLYING;
01115         UpdateAircraftCache(v);
01116         AircraftNextAirportPos_and_Order(v);
01117         /* get aircraft back on running altitude */
01118         SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
01119         continue;
01120       }
01121 
01122       uint curz = GetSlopeZ(x, y) + 1;
01123 
01124       if (curz > z) {
01125         z++;
01126       } else {
01127         int t = max(1U, dist - 4);
01128 
01129         z -= ((z - curz) + t - 1) / t;
01130         if (z < curz) z = curz;
01131       }
01132     }
01133 
01134     /* We've landed. Decrase speed when we're reaching end of runway. */
01135     if (amd->flag & AMED_BRAKE) {
01136       uint curz = GetSlopeZ(x, y) + 1;
01137 
01138       if (z > curz) {
01139         z--;
01140       } else if (z < curz) {
01141         z++;
01142       }
01143 
01144     }
01145 
01146     SetAircraftPosition(v, gp.x, gp.y, z);
01147   } while (--count != 0);
01148   return false;
01149 }
01150 
01151 
01152 static void HandleCrashedAircraft(Vehicle *v)
01153 {
01154   v->u.air.crashed_counter += 3;
01155 
01156   Station *st = GetTargetAirportIfValid(v);
01157 
01158   /* make aircraft crash down to the ground */
01159   if (v->u.air.crashed_counter < 500 && st == NULL && ((v->u.air.crashed_counter % 3) == 0) ) {
01160     uint z = GetSlopeZ(v->x_pos, v->y_pos);
01161     v->z_pos -= 1;
01162     if (v->z_pos == z) {
01163       v->u.air.crashed_counter = 500;
01164       v->z_pos++;
01165     }
01166   }
01167 
01168   if (v->u.air.crashed_counter < 650) {
01169     uint32 r;
01170     if (Chance16R(1,32,r)) {
01171       static const DirDiff delta[] = {
01172         DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
01173       };
01174 
01175       v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
01176       SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01177       r = Random();
01178       CreateEffectVehicleRel(v,
01179         GB(r, 0, 4) - 4,
01180         GB(r, 4, 4) - 4,
01181         GB(r, 8, 4),
01182         EV_EXPLOSION_SMALL);
01183     }
01184   } else if (v->u.air.crashed_counter >= 10000) {
01185     /*  remove rubble of crashed airplane */
01186 
01187     /* clear runway-in on all airports, set by crashing plane
01188      * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
01189      * but they all share the same number */
01190     if (st != NULL) {
01191       CLRBITS(st->airport_flags, RUNWAY_IN_block);
01192       CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
01193       CLRBITS(st->airport_flags, RUNWAY_IN2_block);    // intercontinental
01194     }
01195 
01196     delete v;
01197   }
01198 }
01199 
01200 static void HandleBrokenAircraft(Vehicle *v)
01201 {
01202   if (v->breakdown_ctr != 1) {
01203     v->breakdown_ctr = 1;
01204     v->vehstatus |= VS_AIRCRAFT_BROKEN;
01205 
01206     if (v->breakdowns_since_last_service != 255)
01207       v->breakdowns_since_last_service++;
01208     InvalidateWindow(WC_VEHICLE_VIEW, v->index);
01209     InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
01210   }
01211 }
01212 
01213 
01214 static void HandleAircraftSmoke(Vehicle *v)
01215 {
01216   static const struct {
01217     int8 x;
01218     int8 y;
01219   } smoke_pos[] = {
01220     {  5,  5 },
01221     {  6,  0 },
01222     {  5, -5 },
01223     {  0, -6 },
01224     { -5, -5 },
01225     { -6,  0 },
01226     { -5,  5 },
01227     {  0,  6 }
01228   };
01229 
01230   if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
01231 
01232   if (v->cur_speed < 10) {
01233     v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
01234     v->breakdown_ctr = 0;
01235     return;
01236   }
01237 
01238   if ((v->tick_counter & 0x1F) == 0) {
01239     CreateEffectVehicleRel(v,
01240       smoke_pos[v->direction].x,
01241       smoke_pos[v->direction].y,
01242       2,
01243       EV_SMOKE
01244     );
01245   }
01246 }
01247 
01248 void HandleMissingAircraftOrders(Vehicle *v)
01249 {
01250   /*
01251    * We do not have an order. This can be divided into two cases:
01252    * 1) we are heading to an invalid station. In this case we must
01253    *    find another airport to go to. If there is nowhere to go,
01254    *    we will destroy the aircraft as it otherwise will enter
01255    *    the holding pattern for the first airport, which can cause
01256    *    the plane to go into an undefined state when building an
01257    *    airport with the same StationID.
01258    * 2) we are (still) heading to a (still) valid airport, then we
01259    *    can continue going there. This can happen when you are
01260    *    changing the aircraft's orders while in-flight or in for
01261    *    example a depot. However, when we have a current order to
01262    *    go to a depot, we have to keep that order so the aircraft
01263    *    actually stops.
01264    */
01265   const Station *st = GetTargetAirportIfValid(v);
01266   if (st == NULL) {
01267     CommandCost ret;
01268     CompanyID old_company = _current_company;
01269 
01270     _current_company = v->owner;
01271     ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
01272     _current_company = old_company;
01273 
01274     if (CmdFailed(ret)) CrashAirplane(v);
01275   } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
01276     v->current_order.Free();
01277   }
01278 }
01279 
01280 
01281 TileIndex Aircraft::GetOrderStationLocation(StationID station)
01282 {
01283   /* Orders are changed in flight, ensure going to the right station. */
01284   if (this->u.air.state == FLYING) {
01285     AircraftNextAirportPos_and_Order(this);
01286   }
01287 
01288   /* Aircraft do not use dest-tile */
01289   return 0;
01290 }
01291 
01292 void Aircraft::MarkDirty()
01293 {
01294   this->UpdateViewport(false, false);
01295   if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
01296 }
01297 
01298 static void CrashAirplane(Vehicle *v)
01299 {
01300   v->vehstatus |= VS_CRASHED;
01301   v->u.air.crashed_counter = 0;
01302 
01303   CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
01304 
01305   InvalidateWindow(WC_VEHICLE_VIEW, v->index);
01306   v->MarkDirty();
01307 
01308   uint amt = 2;
01309   if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) amt += v->cargo.Count();
01310   SetDParam(0, amt);
01311 
01312   v->cargo.Truncate(0);
01313   v->Next()->cargo.Truncate(0);
01314   const Station *st = GetTargetAirportIfValid(v);
01315   StringID newsitem;
01316   AIEventVehicleCrashed::CrashReason crash_reason;
01317   if (st == NULL) {
01318     newsitem = STR_PLANE_CRASH_OUT_OF_FUEL;
01319     crash_reason = AIEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT;
01320   } else {
01321     SetDParam(1, st->index);
01322     newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL;
01323     crash_reason = AIEventVehicleCrashed::CRASH_PLANE_LANDING;
01324   }
01325 
01326   AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, crash_reason));
01327 
01328   AddNewsItem(newsitem,
01329     NS_ACCIDENT_VEHICLE,
01330     v->index,
01331     0);
01332 
01333   SndPlayVehicleFx(SND_12_EXPLOSION, v);
01334 }
01335 
01336 static void MaybeCrashAirplane(Vehicle *v)
01337 {
01338   Station *st = GetStation(v->u.air.targetairport);
01339 
01340   /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
01341   uint16 prob = 0x10000 / 1500;
01342   if (st->Airport()->flags & AirportFTAClass::SHORT_STRIP &&
01343       AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
01344       !_cheats.no_jetcrash.value) {
01345     prob = 0x10000 / 20;
01346   }
01347 
01348   if (GB(Random(), 0, 16) > prob) return;
01349 
01350   /* Crash the airplane. Remove all goods stored at the station. */
01351   for (CargoID i = 0; i < NUM_CARGO; i++) {
01352     st->goods[i].rating = 1;
01353     st->goods[i].cargo.Truncate(0);
01354   }
01355 
01356   CrashAirplane(v);
01357 }
01358 
01360 static void AircraftEntersTerminal(Vehicle *v)
01361 {
01362   if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
01363 
01364   Station *st = GetStation(v->u.air.targetairport);
01365   v->last_station_visited = v->u.air.targetairport;
01366 
01367   /* Check if station was ever visited before */
01368   if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
01369     st->had_vehicle_of_type |= HVOT_AIRCRAFT;
01370     SetDParam(0, st->index);
01371     /* show newsitem of celebrating citizens */
01372     AddNewsItem(
01373       STR_A033_CITIZENS_CELEBRATE_FIRST,
01374       (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
01375       v->index,
01376       st->index
01377     );
01378     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
01379   }
01380 
01381   v->BeginLoading();
01382 }
01383 
01384 static void AircraftLandAirplane(Vehicle *v)
01385 {
01386   v->UpdateDeltaXY(INVALID_DIR);
01387 
01388   if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
01389     SndPlayVehicleFx(SND_17_SKID_PLANE, v);
01390   }
01391   MaybeCrashAirplane(v);
01392 }
01393 
01394 
01396 void AircraftNextAirportPos_and_Order(Vehicle *v)
01397 {
01398   if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
01399     v->u.air.targetairport = v->current_order.GetDestination();
01400   }
01401 
01402   const Station *st = GetTargetAirportIfValid(v);
01403   const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->Airport();
01404   v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, apc);
01405 }
01406 
01407 void AircraftLeaveHangar(Vehicle *v)
01408 {
01409   v->cur_speed = 0;
01410   v->subspeed = 0;
01411   v->progress = 0;
01412   v->direction = DIR_SE;
01413   v->vehstatus &= ~VS_HIDDEN;
01414   {
01415     Vehicle *u = v->Next();
01416     u->vehstatus &= ~VS_HIDDEN;
01417 
01418     /* Rotor blades */
01419     u = u->Next();
01420     if (u != NULL) {
01421       u->vehstatus &= ~VS_HIDDEN;
01422       u->cur_speed = 80;
01423     }
01424   }
01425 
01426   VehicleServiceInDepot(v);
01427   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01428   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01429   InvalidateWindowClasses(WC_AIRCRAFT_LIST);
01430 }
01431 
01436 static inline bool CheckSendAircraftToHangarForReplacement(const Vehicle *v)
01437 {
01438   EngineID new_engine;
01439   Company *c = GetCompany(v->owner);
01440 
01441   if (VehicleHasDepotOrders(v)) return false; // The aircraft will end up in the hangar eventually on it's own
01442 
01443   new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id);
01444 
01445   if (new_engine == INVALID_ENGINE) {
01446     /* There is no autoreplace assigned to this EngineID so we will set it to renew to the same type if needed */
01447     new_engine = v->engine_type;
01448 
01449     if (!v->NeedsAutorenewing(c)) {
01450       /* No need to replace the aircraft */
01451       return false;
01452     }
01453   }
01454 
01455   if (!HasBit(GetEngine(new_engine)->company_avail, v->owner)) {
01456     /* Engine is not buildable anymore */
01457     return false;
01458   }
01459 
01460   if (c->money < (c->engine_renew_money + (2 * DoCommand(0, new_engine, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT).GetCost()))) {
01461     /* We lack enough money to request the replacement right away.
01462      * We want 2*(the price of the new vehicle) and not looking at the value of the vehicle we are going to sell.
01463      * The reason is that we don't want to send a whole lot of vehicles to the hangars when we only have enough money to replace a single one.
01464      * Remember this happens in the background so the user can't stop this. */
01465     return false;
01466   }
01467 
01468   /* We found no reason NOT to send the aircraft to a hangar so we will send it there at once */
01469   return true;
01470 }
01471 
01475 static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *apc)
01476 {
01477   AircraftEntersTerminal(v);
01478   v->u.air.state = apc->layout[v->u.air.pos].heading;
01479 }
01480 
01481 static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *apc)
01482 {
01483   VehicleEnterDepot(v);
01484   v->u.air.state = apc->layout[v->u.air.pos].heading;
01485 }
01486 
01488 static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *apc)
01489 {
01490   /* if we just arrived, execute EnterHangar first */
01491   if (v->u.air.previous_pos != v->u.air.pos) {
01492     AircraftEventHandler_EnterHangar(v, apc);
01493     return;
01494   }
01495 
01496   /* if we were sent to the depot, stay there */
01497   if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
01498     v->current_order.Free();
01499     return;
01500   }
01501 
01502   if (!v->current_order.IsType(OT_GOTO_STATION) &&
01503       !v->current_order.IsType(OT_GOTO_DEPOT))
01504     return;
01505 
01506   /* if the block of the next position is busy, stay put */
01507   if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
01508 
01509   /* We are already at the target airport, we need to find a terminal */
01510   if (v->current_order.GetDestination() == v->u.air.targetairport) {
01511     /* FindFreeTerminal:
01512      * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
01513     if (v->subtype == AIR_HELICOPTER) {
01514       if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
01515     } else {
01516       if (!AirportFindFreeTerminal(v, apc)) return; // airplane
01517     }
01518   } else { // Else prepare for launch.
01519     /* airplane goto state takeoff, helicopter to helitakeoff */
01520     v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01521   }
01522   AircraftLeaveHangar(v);
01523   AirportMove(v, apc);
01524 }
01525 
01527 static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *apc)
01528 {
01529   /* if we just arrived, execute EnterTerminal first */
01530   if (v->u.air.previous_pos != v->u.air.pos) {
01531     AircraftEventHandler_EnterTerminal(v, apc);
01532     /* on an airport with helipads, a helicopter will always land there
01533      * and get serviced at the same time - setting */
01534     if (_settings_game.order.serviceathelipad) {
01535       if (v->subtype == AIR_HELICOPTER && apc->helipads != NULL) {
01536         /* an exerpt of ServiceAircraft, without the invisibility stuff */
01537         v->date_of_last_service = _date;
01538         v->breakdowns_since_last_service = 0;
01539         v->reliability = GetEngine(v->engine_type)->reliability;
01540         InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
01541       }
01542     }
01543     return;
01544   }
01545 
01546   if (!v->current_order.IsValid()) return;
01547 
01548   /* if the block of the next position is busy, stay put */
01549   if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
01550 
01551   /* airport-road is free. We either have to go to another airport, or to the hangar
01552    * ---> start moving */
01553 
01554   bool go_to_hangar = false;
01555   switch (v->current_order.GetType()) {
01556     case OT_GOTO_STATION: // ready to fly to another airport
01557       break;
01558     case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
01559       go_to_hangar = v->current_order.GetDestination() == v->u.air.targetairport;
01560       break;
01561     case OT_CONDITIONAL:
01562       /* In case of a conditional order we just have to wait a tick
01563        * longer, so the conditional order can actually be processed;
01564        * we should not clear the order as that makes us go nowhere. */
01565       return;
01566     default:  // orders have been deleted (no orders), goto depot and don't bother us
01567       v->current_order.Free();
01568       go_to_hangar = GetStation(v->u.air.targetairport)->Airport()->nof_depots != 0;
01569   }
01570 
01571   if (go_to_hangar) {
01572     v->u.air.state = HANGAR;
01573   } else {
01574     /* airplane goto state takeoff, helicopter to helitakeoff */
01575     v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01576   }
01577   AirportMove(v, apc);
01578 }
01579 
01580 static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *apc)
01581 {
01582   assert("OK, you shouldn't be here, check your Airport Scheme!" && 0);
01583 }
01584 
01585 static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *apc)
01586 {
01587   PlayAircraftSound(v); // play takeoffsound for airplanes
01588   v->u.air.state = STARTTAKEOFF;
01589 }
01590 
01591 static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc)
01592 {
01593   v->u.air.state = ENDTAKEOFF;
01594   v->UpdateDeltaXY(INVALID_DIR);
01595 }
01596 
01597 static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc)
01598 {
01599   v->u.air.state = FLYING;
01600   /* get the next position to go to, differs per airport */
01601   AircraftNextAirportPos_and_Order(v);
01602 }
01603 
01604 static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *apc)
01605 {
01606   v->u.air.state = FLYING;
01607   v->UpdateDeltaXY(INVALID_DIR);
01608 
01609   /* get the next position to go to, differs per airport */
01610   AircraftNextAirportPos_and_Order(v);
01611 
01612   /* Send the helicopter to a hangar if needed for replacement */
01613   if (CheckSendAircraftToHangarForReplacement(v)) {
01614     _current_company = v->owner;
01615     DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
01616     _current_company = OWNER_NONE;
01617   }
01618 }
01619 
01620 static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
01621 {
01622   Station *st = GetStation(v->u.air.targetairport);
01623 
01624   /* runway busy or not allowed to use this airstation, circle */
01625   if (apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES) &&
01626       st->airport_tile != INVALID_TILE &&
01627       (st->owner == OWNER_NONE || st->owner == v->owner)) {
01628     /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
01629      * if it is an airplane, look for LANDING, for helicopter HELILANDING
01630      * it is possible to choose from multiple landing runways, so loop until a free one is found */
01631     byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
01632     const AirportFTA *current = apc->layout[v->u.air.pos].next;
01633     while (current != NULL) {
01634       if (current->heading == landingtype) {
01635         /* save speed before, since if AirportHasBlock is false, it resets them to 0
01636          * we don't want that for plane in air
01637          * hack for speed thingie */
01638         uint16 tcur_speed = v->cur_speed;
01639         uint16 tsubspeed = v->subspeed;
01640         if (!AirportHasBlock(v, current, apc)) {
01641           v->u.air.state = landingtype; // LANDING / HELILANDING
01642           /* it's a bit dirty, but I need to set position to next position, otherwise
01643            * if there are multiple runways, plane won't know which one it took (because
01644            * they all have heading LANDING). And also occupy that block! */
01645           v->u.air.pos = current->next_position;
01646           SETBITS(st->airport_flags, apc->layout[v->u.air.pos].block);
01647           return;
01648         }
01649         v->cur_speed = tcur_speed;
01650         v->subspeed = tsubspeed;
01651       }
01652       current = current->next;
01653     }
01654   }
01655   v->u.air.state = FLYING;
01656   v->u.air.pos = apc->layout[v->u.air.pos].next_position;
01657 }
01658 
01659 static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
01660 {
01661   v->u.air.state = ENDLANDING;
01662   AircraftLandAirplane(v);  // maybe crash airplane
01663 
01664   /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
01665   if (CheckSendAircraftToHangarForReplacement(v)) {
01666     _current_company = v->owner;
01667     DoCommand(v->tile, v->index, DEPOT_SERVICE, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
01668     _current_company = OWNER_NONE;
01669   }
01670 }
01671 
01672 static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc)
01673 {
01674   v->u.air.state = HELIENDLANDING;
01675   v->UpdateDeltaXY(INVALID_DIR);
01676 }
01677 
01678 static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *apc)
01679 {
01680   /* next block busy, don't do a thing, just wait */
01681   if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
01682 
01683   /* if going to terminal (OT_GOTO_STATION) choose one
01684    * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
01685    * 2. not going for terminal (but depot, no order),
01686    * --> get out of the way to the hangar. */
01687   if (v->current_order.IsType(OT_GOTO_STATION)) {
01688     if (AirportFindFreeTerminal(v, apc)) return;
01689   }
01690   v->u.air.state = HANGAR;
01691 
01692 }
01693 
01694 static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *apc)
01695 {
01696   /*  next block busy, don't do a thing, just wait */
01697   if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) return;
01698 
01699   /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
01700    * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
01701    * 2. not going for terminal (but depot, no order),
01702    * --> get out of the way to the hangar IF there are terminals on the airport.
01703    * --> else TAKEOFF
01704    * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
01705    * must go to a hangar. */
01706   if (v->current_order.IsType(OT_GOTO_STATION)) {
01707     if (AirportFindFreeHelipad(v, apc)) return;
01708   }
01709   v->u.air.state = (apc->nof_depots != 0) ? HANGAR : HELITAKEOFF;
01710 }
01711 
01712 typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *apc);
01713 static AircraftStateHandler * const _aircraft_state_handlers[] = {
01714   AircraftEventHandler_General,        // TO_ALL         =  0
01715   AircraftEventHandler_InHangar,       // HANGAR         =  1
01716   AircraftEventHandler_AtTerminal,     // TERM1          =  2
01717   AircraftEventHandler_AtTerminal,     // TERM2          =  3
01718   AircraftEventHandler_AtTerminal,     // TERM3          =  4
01719   AircraftEventHandler_AtTerminal,     // TERM4          =  5
01720   AircraftEventHandler_AtTerminal,     // TERM5          =  6
01721   AircraftEventHandler_AtTerminal,     // TERM6          =  7
01722   AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
01723   AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
01724   AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
01725   AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
01726   AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
01727   AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
01728   AircraftEventHandler_Flying,         // FLYING         = 14
01729   AircraftEventHandler_Landing,        // LANDING        = 15
01730   AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
01731   AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
01732   AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
01733   AircraftEventHandler_AtTerminal,     // TERM7          = 19
01734   AircraftEventHandler_AtTerminal,     // TERM8          = 20
01735   AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
01736   AircraftEventHandler_AtTerminal,     // HELIPAD4       = 22
01737 };
01738 
01739 static void AirportClearBlock(const Vehicle *v, const AirportFTAClass *apc)
01740 {
01741   /* we have left the previous block, and entered the new one. Free the previous block */
01742   if (apc->layout[v->u.air.previous_pos].block != apc->layout[v->u.air.pos].block) {
01743     Station *st = GetStation(v->u.air.targetairport);
01744 
01745     CLRBITS(st->airport_flags, apc->layout[v->u.air.previous_pos].block);
01746   }
01747 }
01748 
01749 static void AirportGoToNextPosition(Vehicle *v)
01750 {
01751   /* if aircraft is not in position, wait until it is */
01752   if (!AircraftController(v)) return;
01753 
01754   const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();
01755 
01756   AirportClearBlock(v, apc);
01757   AirportMove(v, apc); // move aircraft to next position
01758 }
01759 
01760 /* gets pos from vehicle and next orders */
01761 static bool AirportMove(Vehicle *v, const AirportFTAClass *apc)
01762 {
01763   /* error handling */
01764   if (v->u.air.pos >= apc->nofelements) {
01765     DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->u.air.pos, apc->nofelements-1);
01766     assert(v->u.air.pos < apc->nofelements);
01767   }
01768 
01769   const AirportFTA *current = &apc->layout[v->u.air.pos];
01770   /* we have arrived in an important state (eg terminal, hangar, etc.) */
01771   if (current->heading == v->u.air.state) {
01772     byte prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
01773     byte prev_state = v->u.air.state;
01774     _aircraft_state_handlers[v->u.air.state](v, apc);
01775     if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos;
01776     if (v->u.air.state != prev_state || v->u.air.pos != prev_pos) UpdateAircraftCache(v);
01777     return true;
01778   }
01779 
01780   v->u.air.previous_pos = v->u.air.pos; // save previous location
01781 
01782   /* there is only one choice to move to */
01783   if (current->next == NULL) {
01784     if (AirportSetBlocks(v, current, apc)) {
01785       v->u.air.pos = current->next_position;
01786       UpdateAircraftCache(v);
01787     } // move to next position
01788     return false;
01789   }
01790 
01791   /* there are more choices to choose from, choose the one that
01792    * matches our heading */
01793   do {
01794     if (v->u.air.state == current->heading || current->heading == TO_ALL) {
01795       if (AirportSetBlocks(v, current, apc)) {
01796         v->u.air.pos = current->next_position;
01797         UpdateAircraftCache(v);
01798       } // move to next position
01799       return false;
01800     }
01801     current = current->next;
01802   } while (current != NULL);
01803 
01804   DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->u.air.pos, v->u.air.state, v->index);
01805   assert(0);
01806   return false;
01807 }
01808 
01809 /*  returns true if the road ahead is busy, eg. you must wait before proceeding */
01810 static bool AirportHasBlock(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01811 {
01812   const AirportFTA *reference = &apc->layout[v->u.air.pos];
01813   const AirportFTA *next = &apc->layout[current_pos->next_position];
01814 
01815   /* same block, then of course we can move */
01816   if (apc->layout[current_pos->position].block != next->block) {
01817     const Station *st = GetStation(v->u.air.targetairport);
01818     uint64 airport_flags = next->block;
01819 
01820     /* check additional possible extra blocks */
01821     if (current_pos != reference && current_pos->block != NOTHING_block) {
01822       airport_flags |= current_pos->block;
01823     }
01824 
01825     if (HASBITS(st->airport_flags, airport_flags)) {
01826       v->cur_speed = 0;
01827       v->subspeed = 0;
01828       return true;
01829     }
01830   }
01831   return false;
01832 }
01833 
01841 static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01842 {
01843   const AirportFTA *next = &apc->layout[current_pos->next_position];
01844   const AirportFTA *reference = &apc->layout[v->u.air.pos];
01845 
01846   /* if the next position is in another block, check it and wait until it is free */
01847   if ((apc->layout[current_pos->position].block & next->block) != next->block) {
01848     uint64 airport_flags = next->block;
01849     /* search for all all elements in the list with the same state, and blocks != N
01850      * this means more blocks should be checked/set */
01851     const AirportFTA *current = current_pos;
01852     if (current == reference) current = current->next;
01853     while (current != NULL) {
01854       if (current->heading == current_pos->heading && current->block != 0) {
01855         airport_flags |= current->block;
01856         break;
01857       }
01858       current = current->next;
01859     };
01860 
01861     /* if the block to be checked is in the next position, then exclude that from
01862      * checking, because it has been set by the airplane before */
01863     if (current_pos->block == next->block) airport_flags ^= next->block;
01864 
01865     Station *st = GetStation(v->u.air.targetairport);
01866     if (HASBITS(st->airport_flags, airport_flags)) {
01867       v->cur_speed = 0;
01868       v->subspeed = 0;
01869       return false;
01870     }
01871 
01872     if (next->block != NOTHING_block) {
01873       SETBITS(st->airport_flags, airport_flags); // occupy next block
01874     }
01875   }
01876   return true;
01877 }
01878 
01879 static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal)
01880 {
01881   Station *st = GetStation(v->u.air.targetairport);
01882   for (; i < last_terminal; i++) {
01883     if (!HasBit(st->airport_flags, _airport_terminal_flag[i])) {
01884       /* TERMINAL# HELIPAD# */
01885       v->u.air.state = _airport_terminal_state[i]; // start moving to that terminal/helipad
01886       SetBit(st->airport_flags, _airport_terminal_flag[i]); // occupy terminal/helipad
01887       return true;
01888     }
01889   }
01890   return false;
01891 }
01892 
01893 static uint GetNumTerminals(const AirportFTAClass *apc)
01894 {
01895   uint num = 0;
01896 
01897   for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
01898 
01899   return num;
01900 }
01901 
01902 static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc)
01903 {
01904   /* example of more terminalgroups
01905    * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
01906    * Heading 255 denotes a group. We see 2 groups here:
01907    * 1. group 0 -- TERM_GROUP1_block (check block)
01908    * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
01909    * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
01910    * looks at the corresponding terminals of that group. If no free ones are found, other
01911    * possible groups are checked (in this case group 1, since that is after group 0). If that
01912    * fails, then attempt fails and plane waits
01913    */
01914   if (apc->terminals[0] > 1) {
01915     const Station *st = GetStation(v->u.air.targetairport);
01916     const AirportFTA *temp = apc->layout[v->u.air.pos].next;
01917 
01918     while (temp != NULL) {
01919       if (temp->heading == 255) {
01920         if (!HASBITS(st->airport_flags, temp->block)) {
01921           /* read which group do we want to go to?
01922            * (the first free group) */
01923           uint target_group = temp->next_position + 1;
01924 
01925           /* at what terminal does the group start?
01926            * that means, sum up all terminals of
01927            * groups with lower number */
01928           uint group_start = 0;
01929           for (uint i = 1; i < target_group; i++) {
01930             group_start += apc->terminals[i];
01931           }
01932 
01933           uint group_end = group_start + apc->terminals[target_group];
01934           if (FreeTerminal(v, group_start, group_end)) return true;
01935         }
01936       } else {
01937         /* once the heading isn't 255, we've exhausted the possible blocks.
01938          * So we cannot move */
01939         return false;
01940       }
01941       temp = temp->next;
01942     }
01943   }
01944 
01945   /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
01946   return FreeTerminal(v, 0, GetNumTerminals(apc));
01947 }
01948 
01949 static uint GetNumHelipads(const AirportFTAClass *apc)
01950 {
01951   uint num = 0;
01952 
01953   for (uint i = apc->helipads[0]; i > 0; i--) num += apc->helipads[i];
01954 
01955   return num;
01956 }
01957 
01958 
01959 static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc)
01960 {
01961   /* if an airport doesn't have helipads, use terminals */
01962   if (apc->helipads == NULL) return AirportFindFreeTerminal(v, apc);
01963 
01964   /* if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal() */
01965   if (apc->helipads[0] > 1) {
01966     const Station *st = GetStation(v->u.air.targetairport);
01967     const AirportFTA *temp = apc->layout[v->u.air.pos].next;
01968 
01969     while (temp != NULL) {
01970       if (temp->heading == 255) {
01971         if (!HASBITS(st->airport_flags, temp->block)) {
01972 
01973           /* read which group do we want to go to?
01974            * (the first free group) */
01975           uint target_group = temp->next_position + 1;
01976 
01977           /* at what terminal does the group start?
01978            * that means, sum up all terminals of
01979            * groups with lower number */
01980           uint group_start = 0;
01981           for (uint i = 1; i < target_group; i++) {
01982             group_start += apc->helipads[i];
01983           }
01984 
01985           uint group_end = group_start + apc->helipads[target_group];
01986           if (FreeTerminal(v, group_start, group_end)) return true;
01987         }
01988       } else {
01989         /* once the heading isn't 255, we've exhausted the possible blocks.
01990          * So we cannot move */
01991         return false;
01992       }
01993       temp = temp->next;
01994     }
01995   } else {
01996     /* only 1 helicoptergroup, check all helipads
01997      * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
01998     return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(apc) + MAX_TERMINALS);
01999   }
02000   return false; // it shouldn't get here anytime, but just to be sure
02001 }
02002 
02003 static void AircraftEventHandler(Vehicle *v, int loop)
02004 {
02005   v->tick_counter++;
02006 
02007   if (v->vehstatus & VS_CRASHED) {
02008     HandleCrashedAircraft(v);
02009     return;
02010   }
02011 
02012   if (v->vehstatus & VS_STOPPED) return;
02013 
02014   /* aircraft is broken down? */
02015   if (v->breakdown_ctr != 0) {
02016     if (v->breakdown_ctr <= 2) {
02017       HandleBrokenAircraft(v);
02018     } else {
02019       if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
02020     }
02021   }
02022 
02023   HandleAircraftSmoke(v);
02024   ProcessOrders(v);
02025   v->HandleLoading(loop != 0);
02026 
02027   if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return;
02028 
02029   AirportGoToNextPosition(v);
02030 }
02031 
02032 void Aircraft::Tick()
02033 {
02034   if (!IsNormalAircraft(this)) return;
02035 
02036   if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
02037 
02038   if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
02039 
02040   AgeAircraftCargo(this);
02041 
02042   this->current_order_time++;
02043 
02044   for (uint i = 0; i != 2; i++) {
02045     AircraftEventHandler(this, i);
02046     if (this->type != VEH_AIRCRAFT) // In case it was deleted
02047       break;
02048   }
02049 }
02050 
02051 
02057 Station *GetTargetAirportIfValid(const Vehicle *v)
02058 {
02059   assert(v->type == VEH_AIRCRAFT);
02060 
02061   StationID sid = v->u.air.targetairport;
02062 
02063   if (!IsValidStationID(sid)) return NULL;
02064 
02065   Station *st = GetStation(sid);
02066 
02067   return st->airport_tile == INVALID_TILE ? NULL : st;
02068 }
02069 
02074 void UpdateAirplanesOnNewStation(const Station *st)
02075 {
02076   /* only 1 station is updated per function call, so it is enough to get entry_point once */
02077   const AirportFTAClass *ap = st->Airport();
02078 
02079   Vehicle *v;
02080   FOR_ALL_VEHICLES(v) {
02081     if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
02082       if (v->u.air.targetairport == st->index) { // if heading to this airport
02083         /* update position of airplane. If plane is not flying, landing, or taking off
02084          * you cannot delete airport, so it doesn't matter */
02085         if (v->u.air.state >= FLYING) { // circle around
02086           v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, ap);
02087           v->u.air.state = FLYING;
02088           UpdateAircraftCache(v);
02089           /* landing plane needs to be reset to flying height (only if in pause mode upgrade,
02090            * in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING */
02091           GetNewVehiclePosResult gp = GetNewVehiclePos(v);
02092           /* set new position x,y,z */
02093           SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
02094         } else {
02095           assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF);
02096           byte takeofftype = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : ENDTAKEOFF;
02097           /* search in airportdata for that heading
02098            * easiest to do, since this doesn't happen a lot */
02099           for (uint cnt = 0; cnt < ap->nofelements; cnt++) {
02100             if (ap->layout[cnt].heading == takeofftype) {
02101               v->u.air.pos = ap->layout[cnt].position;
02102               UpdateAircraftCache(v);
02103               break;
02104             }
02105           }
02106         }
02107       }
02108     }
02109   }
02110 }

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