aircraft_cmd.cpp

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00001 /* $Id: aircraft_cmd.cpp 21954 2011-02-04 14:37:24Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00015 #include "stdafx.h"
00016 #include "aircraft.h"
00017 #include "landscape.h"
00018 #include "news_func.h"
00019 #include "vehicle_gui.h"
00020 #include "newgrf_engine.h"
00021 #include "newgrf_sound.h"
00022 #include "spritecache.h"
00023 #include "strings_func.h"
00024 #include "command_func.h"
00025 #include "window_func.h"
00026 #include "date_func.h"
00027 #include "vehicle_func.h"
00028 #include "sound_func.h"
00029 #include "functions.h"
00030 #include "cheat_type.h"
00031 #include "company_base.h"
00032 #include "ai/ai.hpp"
00033 #include "company_func.h"
00034 #include "effectvehicle_func.h"
00035 #include "station_base.h"
00036 #include "engine_base.h"
00037 #include "core/random_func.hpp"
00038 #include "core/backup_type.hpp"
00039 
00040 #include "table/strings.h"
00041 
00042 static const uint ROTOR_Z_OFFSET         = 5;    
00043 
00044 static const uint PLANE_HOLDING_ALTITUDE = 150;  
00045 static const uint HELI_FLIGHT_ALTITUDE   = 184;  
00046 
00047 
00048 void Aircraft::UpdateDeltaXY(Direction direction)
00049 {
00050   this->x_offs = -1;
00051   this->y_offs = -1;
00052   this->x_extent = 2;
00053   this->y_extent = 2;
00054 
00055   switch (this->subtype) {
00056     default: NOT_REACHED();
00057 
00058     case AIR_AIRCRAFT:
00059     case AIR_HELICOPTER:
00060       switch (this->state) {
00061         default: break;
00062         case ENDTAKEOFF:
00063         case LANDING:
00064         case HELILANDING:
00065         case FLYING:
00066           this->x_extent = 24;
00067           this->y_extent = 24;
00068           break;
00069       }
00070       this->z_extent = 5;
00071       break;
00072 
00073     case AIR_SHADOW:
00074       this->z_extent = 1;
00075       this->x_offs = 0;
00076       this->y_offs = 0;
00077       break;
00078 
00079     case AIR_ROTOR:
00080       this->z_extent = 1;
00081       break;
00082   }
00083 }
00084 
00085 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
00086 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00087 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00088 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
00089 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
00090 static void CrashAirplane(Aircraft *v);
00091 
00092 static const SpriteID _aircraft_sprite[] = {
00093   0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
00094   0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
00095   0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
00096   0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
00097   0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
00098   0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
00099   0x0EBD, 0x0EC5
00100 };
00101 
00103 enum HelicopterRotorStates {
00104   HRS_ROTOR_STOPPED,
00105   HRS_ROTOR_MOVING_1,
00106   HRS_ROTOR_MOVING_2,
00107   HRS_ROTOR_MOVING_3,
00108 };
00109 
00117 static StationID FindNearestHangar(const Aircraft *v)
00118 {
00119   const Station *st;
00120   uint best = 0;
00121   StationID index = INVALID_STATION;
00122   TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
00123   const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
00124 
00125   FOR_ALL_STATIONS(st) {
00126     if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
00127 
00128     const AirportFTAClass *afc = st->airport.GetFTA();
00129     if (!st->airport.HasHangar() || (
00130           /* don't crash the plane if we know it can't land at the airport */
00131           (afc->flags & AirportFTAClass::SHORT_STRIP) &&
00132           (avi->subtype & AIR_FAST) &&
00133           !_cheats.no_jetcrash.value)) {
00134       continue;
00135     }
00136 
00137     /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
00138     uint distance = DistanceSquare(vtile, st->airport.tile);
00139     if (distance < best || index == INVALID_STATION) {
00140       best = distance;
00141       index = st->index;
00142     }
00143   }
00144   return index;
00145 }
00146 
00147 SpriteID Aircraft::GetImage(Direction direction) const
00148 {
00149   uint8 spritenum = this->spritenum;
00150 
00151   if (is_custom_sprite(spritenum)) {
00152     SpriteID sprite = GetCustomVehicleSprite(this, direction);
00153     if (sprite != 0) return sprite;
00154 
00155     spritenum = Engine::Get(this->engine_type)->original_image_index;
00156   }
00157 
00158   return direction + _aircraft_sprite[spritenum];
00159 }
00160 
00161 SpriteID GetRotorImage(const Aircraft *v)
00162 {
00163   assert(v->subtype == AIR_HELICOPTER);
00164 
00165   const Aircraft *w = v->Next()->Next();
00166   if (is_custom_sprite(v->spritenum)) {
00167     SpriteID sprite = GetCustomRotorSprite(v, false);
00168     if (sprite != 0) return sprite;
00169   }
00170 
00171   /* Return standard rotor sprites if there are no custom sprites for this helicopter */
00172   return SPR_ROTOR_STOPPED + w->state;
00173 }
00174 
00175 static SpriteID GetAircraftIcon(EngineID engine)
00176 {
00177   const Engine *e = Engine::Get(engine);
00178   uint8 spritenum = e->u.air.image_index;
00179 
00180   if (is_custom_sprite(spritenum)) {
00181     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
00182     if (sprite != 0) return sprite;
00183 
00184     spritenum = e->original_image_index;
00185   }
00186 
00187   return DIR_W + _aircraft_sprite[spritenum];
00188 }
00189 
00190 void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
00191 {
00192   SpriteID sprite = GetAircraftIcon(engine);
00193   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00194   preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
00195   DrawSprite(sprite, pal, preferred_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, preferred_x, y - 5);
00201   }
00202 }
00203 
00210 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
00211 {
00212   const Sprite *spr = GetSprite(GetAircraftIcon(engine), ST_NORMAL);
00213 
00214   width  = spr->width;
00215   height = spr->height;
00216 }
00217 
00227 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00228 {
00229   const AircraftVehicleInfo *avi = &e->u.air;
00230   const Station *st = Station::GetByTile(tile);
00231 
00232   /* Prevent building aircraft types at places which can't handle them */
00233   if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
00234 
00235   /* Make sure all aircraft end up in the first tile of the hanger. */
00236   tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
00237 
00238   if (flags & DC_EXEC) {
00239     Aircraft *v = new Aircraft(); // aircraft
00240     Aircraft *u = new Aircraft(); // shadow
00241     *ret = v;
00242 
00243     v->direction = DIR_SE;
00244 
00245     v->owner = u->owner = _current_company;
00246 
00247     v->tile = tile;
00248 
00249     uint x = TileX(tile) * TILE_SIZE + 5;
00250     uint y = TileY(tile) * TILE_SIZE + 3;
00251 
00252     v->x_pos = u->x_pos = x;
00253     v->y_pos = u->y_pos = y;
00254 
00255     u->z_pos = GetSlopeZ(x, y);
00256     v->z_pos = u->z_pos + 1;
00257 
00258     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00259     u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
00260 
00261     v->spritenum = avi->image_index;
00262 
00263     v->cargo_cap = avi->passenger_capacity;
00264     u->cargo_cap = avi->mail_capacity;
00265 
00266     v->cargo_type = e->GetDefaultCargoType();
00267     u->cargo_type = CT_MAIL;
00268 
00269     v->name = NULL;
00270     v->last_station_visited = INVALID_STATION;
00271 
00272     v->acceleration = avi->acceleration;
00273     v->engine_type = e->index;
00274     u->engine_type = e->index;
00275 
00276     v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
00277     v->UpdateDeltaXY(INVALID_DIR);
00278 
00279     u->subtype = AIR_SHADOW;
00280     u->UpdateDeltaXY(INVALID_DIR);
00281 
00282     v->reliability = e->reliability;
00283     v->reliability_spd_dec = e->reliability_spd_dec;
00284     v->max_age = e->GetLifeLengthInDays();
00285 
00286     _new_vehicle_id = v->index;
00287 
00288     v->pos = GetVehiclePosOnBuild(tile);
00289 
00290     v->state = HANGAR;
00291     v->previous_pos = v->pos;
00292     v->targetairport = GetStationIndex(tile);
00293     v->SetNext(u);
00294 
00295     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_aircraft;
00296 
00297     v->date_of_last_service = _date;
00298     v->build_year = u->build_year = _cur_year;
00299 
00300     v->cur_image = u->cur_image = SPR_IMG_QUERY;
00301 
00302     v->random_bits = VehicleRandomBits();
00303     u->random_bits = VehicleRandomBits();
00304 
00305     v->vehicle_flags = 0;
00306     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00307 
00308     v->InvalidateNewGRFCacheOfChain();
00309 
00310     v->cargo_cap = GetVehicleCapacity(v, &u->cargo_cap);
00311 
00312     v->InvalidateNewGRFCacheOfChain();
00313 
00314     UpdateAircraftCache(v);
00315 
00316     VehicleMove(v, false);
00317     VehicleMove(u, false);
00318 
00319     /* Aircraft with 3 vehicles (chopper)? */
00320     if (v->subtype == AIR_HELICOPTER) {
00321       Aircraft *w = new Aircraft();
00322       w->engine_type = e->index;
00323       w->direction = DIR_N;
00324       w->owner = _current_company;
00325       w->x_pos = v->x_pos;
00326       w->y_pos = v->y_pos;
00327       w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
00328       w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
00329       w->spritenum = 0xFF;
00330       w->subtype = AIR_ROTOR;
00331       w->cur_image = SPR_ROTOR_STOPPED;
00332       w->random_bits = VehicleRandomBits();
00333       /* Use rotor's air.state to store the rotor animation frame */
00334       w->state = HRS_ROTOR_STOPPED;
00335       w->UpdateDeltaXY(INVALID_DIR);
00336 
00337       u->SetNext(w);
00338       VehicleMove(w, false);
00339     }
00340   }
00341 
00342   return CommandCost();
00343 }
00344 
00345 
00346 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00347 {
00348   const Station *st = GetTargetAirportIfValid(this);
00349   /* If the station is not a valid airport or if it has no hangars */
00350   if (st == NULL || !st->airport.HasHangar()) {
00351     /* the aircraft has to search for a hangar on its own */
00352     StationID station = FindNearestHangar(this);
00353 
00354     if (station == INVALID_STATION) return false;
00355 
00356     st = Station::Get(station);
00357   }
00358 
00359   if (location    != NULL) *location    = st->xy;
00360   if (destination != NULL) *destination = st->index;
00361 
00362   return true;
00363 }
00364 
00365 static void CheckIfAircraftNeedsService(Aircraft *v)
00366 {
00367   if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
00368   if (v->IsInDepot()) {
00369     VehicleServiceInDepot(v);
00370     return;
00371   }
00372 
00373   /* When we're parsing conditional orders and the like
00374    * we don't want to consider going to a depot too. */
00375   if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
00376 
00377   const Station *st = Station::Get(v->current_order.GetDestination());
00378 
00379   assert(st != NULL);
00380 
00381   /* only goto depot if the target airport has a depot */
00382   if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
00383     v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
00384     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00385   } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00386     v->current_order.MakeDummy();
00387     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00388   }
00389 }
00390 
00391 Money Aircraft::GetRunningCost() const
00392 {
00393   const Engine *e = Engine::Get(this->engine_type);
00394   uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
00395   return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->grf_prop.grffile);
00396 }
00397 
00398 void Aircraft::OnNewDay()
00399 {
00400   if (!this->IsNormalAircraft()) return;
00401 
00402   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
00403 
00404   CheckOrders(this);
00405 
00406   CheckVehicleBreakdown(this);
00407   AgeVehicle(this);
00408   CheckIfAircraftNeedsService(this);
00409 
00410   if (this->running_ticks == 0) return;
00411 
00412   CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
00413 
00414   this->profit_this_year -= cost.GetCost();
00415   this->running_ticks = 0;
00416 
00417   SubtractMoneyFromCompanyFract(this->owner, cost);
00418 
00419   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00420   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
00421 }
00422 
00423 static void HelicopterTickHandler(Aircraft *v)
00424 {
00425   Aircraft *u = v->Next()->Next();
00426 
00427   if (u->vehstatus & VS_HIDDEN) return;
00428 
00429   /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
00430    * loading/unloading at a terminal or stopped */
00431   if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
00432     if (u->cur_speed != 0) {
00433       u->cur_speed++;
00434       if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
00435         u->cur_speed = 0;
00436       }
00437     }
00438   } else {
00439     if (u->cur_speed == 0) {
00440       u->cur_speed = 0x70;
00441     }
00442     if (u->cur_speed >= 0x50) {
00443       u->cur_speed--;
00444     }
00445   }
00446 
00447   int tick = ++u->tick_counter;
00448   int spd = u->cur_speed >> 4;
00449 
00450   SpriteID img;
00451   if (spd == 0) {
00452     u->state = HRS_ROTOR_STOPPED;
00453     img = GetRotorImage(v);
00454     if (u->cur_image == img) return;
00455   } else if (tick >= spd) {
00456     u->tick_counter = 0;
00457     u->state++;
00458     if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
00459     img = GetRotorImage(v);
00460   } else {
00461     return;
00462   }
00463 
00464   u->cur_image = img;
00465 
00466   VehicleMove(u, true);
00467 }
00468 
00476 void SetAircraftPosition(Aircraft *v, int x, int y, int z)
00477 {
00478   v->x_pos = x;
00479   v->y_pos = y;
00480   v->z_pos = z;
00481 
00482   v->UpdateViewport(true, false);
00483   if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
00484 
00485   Aircraft *u = v->Next();
00486 
00487   int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
00488   int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
00489   u->x_pos = x;
00490   u->y_pos = y - ((v->z_pos - GetSlopeZ(safe_x, safe_y)) >> 3);
00491 
00492   safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
00493   u->z_pos = GetSlopeZ(safe_x, safe_y);
00494   u->cur_image = v->cur_image;
00495 
00496   VehicleMove(u, true);
00497 
00498   u = u->Next();
00499   if (u != NULL) {
00500     u->x_pos = x;
00501     u->y_pos = y;
00502     u->z_pos = z + ROTOR_Z_OFFSET;
00503 
00504     VehicleMove(u, true);
00505   }
00506 }
00507 
00512 void HandleAircraftEnterHangar(Aircraft *v)
00513 {
00514   v->subspeed = 0;
00515   v->progress = 0;
00516 
00517   Aircraft *u = v->Next();
00518   u->vehstatus |= VS_HIDDEN;
00519   u = u->Next();
00520   if (u != NULL) {
00521     u->vehstatus |= VS_HIDDEN;
00522     u->cur_speed = 0;
00523   }
00524 
00525   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00526 }
00527 
00528 static void PlayAircraftSound(const Vehicle *v)
00529 {
00530   if (!PlayVehicleSound(v, VSE_START)) {
00531     SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
00532   }
00533 }
00534 
00535 
00541 void UpdateAircraftCache(Aircraft *v)
00542 {
00543   uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
00544   if (max_speed != 0) {
00545     /* Convert from original units to km-ish/h */
00546     max_speed = (max_speed * 128) / 10;
00547 
00548     v->vcache.cached_max_speed = max_speed;
00549   } else {
00550     /* Use the default max speed of the vehicle. */
00551     v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
00552   }
00553 }
00554 
00555 
00559 enum AircraftSpeedLimits {
00560   SPEED_LIMIT_TAXI     =     50,  
00561   SPEED_LIMIT_APPROACH =    230,  
00562   SPEED_LIMIT_BROKEN   =    320,  
00563   SPEED_LIMIT_HOLD     =    425,  
00564   SPEED_LIMIT_NONE     = 0xFFFF   
00565 };
00566 
00574 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
00575 {
00576   uint spd = v->acceleration * 16;
00577   byte t;
00578 
00579   /* Adjust speed limits by plane speed factor to prevent taxiing
00580    * and take-off speeds being too low. */
00581   speed_limit *= _settings_game.vehicle.plane_speed;
00582 
00583   if (v->vcache.cached_max_speed < speed_limit) {
00584     if (v->cur_speed < speed_limit) hard_limit = false;
00585     speed_limit = v->vcache.cached_max_speed;
00586   }
00587 
00588   v->subspeed = (t = v->subspeed) + (byte)spd;
00589 
00590   /* Aircraft's current speed is used twice so that very fast planes are
00591    * forced to slow down rapidly in the short distance needed. The magic
00592    * value 16384 was determined to give similar results to the old speed/48
00593    * method at slower speeds. This also results in less reduction at slow
00594    * speeds to that aircraft do not get to taxi speed straight after
00595    * touchdown. */
00596   if (!hard_limit && v->cur_speed > speed_limit) {
00597     speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
00598   }
00599 
00600   spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
00601 
00602   /* adjust speed for broken vehicles */
00603   if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
00604 
00605   /* updates statusbar only if speed have changed to save CPU time */
00606   if (spd != v->cur_speed) {
00607     v->cur_speed = spd;
00608     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
00609   }
00610 
00611   /* Adjust distance moved by plane speed setting */
00612   if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
00613 
00614   /* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
00615   spd = v->GetOldAdvanceSpeed(spd);
00616 
00617   spd += v->progress;
00618   v->progress = (byte)spd;
00619   return spd >> 8;
00620 }
00621 
00629 byte GetAircraftFlyingAltitude(const Aircraft *v)
00630 {
00631   if (v->subtype == AIR_HELICOPTER) return HELI_FLIGHT_ALTITUDE;
00632 
00633   /* Make sure Aircraft fly no lower so that they don't conduct
00634    * CFITs (controlled flight into terrain)
00635    */
00636   byte base_altitude = PLANE_HOLDING_ALTITUDE;
00637 
00638   /* Make sure eastbound and westbound planes do not "crash" into each
00639    * other by providing them with vertical seperation
00640    */
00641   switch (v->direction) {
00642     case DIR_N:
00643     case DIR_NE:
00644     case DIR_E:
00645     case DIR_SE:
00646       base_altitude += 10;
00647       break;
00648 
00649     default: break;
00650   }
00651 
00652   /* Make faster planes fly higher so that they can overtake slower ones */
00653   base_altitude += min(20 * (v->vcache.cached_max_speed / 200), 90);
00654 
00655   return base_altitude;
00656 }
00657 
00672 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
00673 {
00674   assert(v != NULL);
00675   assert(apc != NULL);
00676 
00677   /* In the case the station doesn't exit anymore, set target tile 0.
00678    * It doesn't hurt much, aircraft will go to next order, nearest hangar
00679    * or it will simply crash in next tick */
00680   TileIndex tile = 0;
00681 
00682   const Station *st = Station::GetIfValid(v->targetairport);
00683   if (st != NULL) {
00684     /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
00685     tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
00686   }
00687 
00688   int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
00689   int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
00690 
00691   DiagDirection dir;
00692   if (abs(delta_y) < abs(delta_x)) {
00693     /* We are northeast or southwest of the airport */
00694     dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
00695   } else {
00696     /* We are northwest or southeast of the airport */
00697     dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
00698   }
00699   dir = ChangeDiagDir(dir, (DiagDirDiff)ReverseDiagDir(DirToDiagDir(rotation)));
00700   return apc->entry_points[dir];
00701 }
00702 
00703 
00704 static void MaybeCrashAirplane(Aircraft *v);
00705 
00713 static bool AircraftController(Aircraft *v)
00714 {
00715   int count;
00716 
00717   /* NULL if station is invalid */
00718   const Station *st = Station::GetIfValid(v->targetairport);
00719   /* INVALID_TILE if there is no station */
00720   TileIndex tile = INVALID_TILE;
00721   Direction rotation = DIR_N;
00722   uint size_x = 1, size_y = 1;
00723   if (st != NULL) {
00724     if (st->airport.tile != INVALID_TILE) {
00725       tile = st->airport.tile;
00726       rotation = st->airport.rotation;
00727       size_x = st->airport.w;
00728       size_y = st->airport.h;
00729     } else {
00730       tile = st->xy;
00731     }
00732   }
00733   /* DUMMY if there is no station or no airport */
00734   const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
00735 
00736   /* prevent going to INVALID_TILE if airport is deleted. */
00737   if (st == NULL || st->airport.tile == INVALID_TILE) {
00738     /* Jump into our "holding pattern" state machine if possible */
00739     if (v->pos >= afc->nofelements) {
00740       v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
00741     } else if (v->targetairport != v->current_order.GetDestination()) {
00742       /* If not possible, just get out of here fast */
00743       v->state = FLYING;
00744       UpdateAircraftCache(v);
00745       AircraftNextAirportPos_and_Order(v);
00746       /* get aircraft back on running altitude */
00747       SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
00748       return false;
00749     }
00750   }
00751 
00752   /*  get airport moving data */
00753   const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
00754 
00755   int x = TileX(tile) * TILE_SIZE;
00756   int y = TileY(tile) * TILE_SIZE;
00757 
00758   /* Helicopter raise */
00759   if (amd.flag & AMED_HELI_RAISE) {
00760     Aircraft *u = v->Next()->Next();
00761 
00762     /* Make sure the rotors don't rotate too fast */
00763     if (u->cur_speed > 32) {
00764       v->cur_speed = 0;
00765       if (--u->cur_speed == 32) {
00766         if (!PlayVehicleSound(v, VSE_START)) {
00767           SndPlayVehicleFx(SND_18_HELICOPTER, v);
00768         }
00769       }
00770     } else {
00771       u->cur_speed = 32;
00772       count = UpdateAircraftSpeed(v);
00773       if (count > 0) {
00774         v->tile = 0;
00775         byte z_dest = GetAircraftFlyingAltitude(v);
00776 
00777         /* Reached altitude? */
00778         if (v->z_pos >= z_dest) {
00779           v->cur_speed = 0;
00780           return true;
00781         }
00782         SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
00783       }
00784     }
00785     return false;
00786   }
00787 
00788   /* Helicopter landing. */
00789   if (amd.flag & AMED_HELI_LOWER) {
00790     if (st == NULL) {
00791       /* FIXME - AircraftController -> if station no longer exists, do not land
00792        * helicopter will circle until sign disappears, then go to next order
00793        * what to do when it is the only order left, right now it just stays in 1 place */
00794       v->state = FLYING;
00795       UpdateAircraftCache(v);
00796       AircraftNextAirportPos_and_Order(v);
00797       return false;
00798     }
00799 
00800     /* Vehicle is now at the airport. */
00801     v->tile = tile;
00802 
00803     /* Find altitude of landing position. */
00804     int z = GetSlopeZ(x, y) + 1 + afc->delta_z;
00805 
00806     if (z == v->z_pos) {
00807       Vehicle *u = v->Next()->Next();
00808 
00809       /*  Increase speed of rotors. When speed is 80, we've landed. */
00810       if (u->cur_speed >= 80) return true;
00811       u->cur_speed += 4;
00812     } else {
00813       count = UpdateAircraftSpeed(v);
00814       if (count > 0) {
00815         if (v->z_pos > z) {
00816           SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
00817         } else {
00818           SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
00819         }
00820       }
00821     }
00822     return false;
00823   }
00824 
00825   /* Get distance from destination pos to current pos. */
00826   uint dist = abs(x + amd.x - v->x_pos) +  abs(y + amd.y - v->y_pos);
00827 
00828   /* Need exact position? */
00829   if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
00830 
00831   /* At final pos? */
00832   if (dist == 0) {
00833     /* Change direction smoothly to final direction. */
00834     DirDiff dirdiff = DirDifference(amd.direction, v->direction);
00835     /* if distance is 0, and plane points in right direction, no point in calling
00836      * UpdateAircraftSpeed(). So do it only afterwards */
00837     if (dirdiff == DIRDIFF_SAME) {
00838       v->cur_speed = 0;
00839       return true;
00840     }
00841 
00842     if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
00843 
00844     v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00845     v->cur_speed >>= 1;
00846 
00847     SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00848     return false;
00849   }
00850 
00851   if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
00852     MaybeCrashAirplane(v);
00853     if ((v->vehstatus & VS_CRASHED) != 0) return false;
00854   }
00855 
00856   uint speed_limit = SPEED_LIMIT_TAXI;
00857   bool hard_limit = true;
00858 
00859   if (amd.flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
00860   if (amd.flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
00861   if (amd.flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
00862   if (amd.flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
00863 
00864   count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
00865   if (count == 0) return false;
00866 
00867   if (v->turn_counter != 0) v->turn_counter--;
00868 
00869   do {
00870 
00871     GetNewVehiclePosResult gp;
00872 
00873     if (dist < 4 || (amd.flag & AMED_LAND)) {
00874       /* move vehicle one pixel towards target */
00875       gp.x = (v->x_pos != (x + amd.x)) ?
00876           v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
00877           v->x_pos;
00878       gp.y = (v->y_pos != (y + amd.y)) ?
00879           v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
00880           v->y_pos;
00881 
00882       /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
00883       gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
00884 
00885     } else {
00886 
00887       /* Turn. Do it slowly if in the air. */
00888       Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
00889       if (newdir != v->direction) {
00890         if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
00891           if (v->turn_counter == 0 || newdir == v->last_direction) {
00892             if (newdir == v->last_direction) {
00893               v->number_consecutive_turns = 0;
00894             } else {
00895               v->number_consecutive_turns++;
00896             }
00897             v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
00898             v->last_direction = v->direction;
00899             v->direction = newdir;
00900           }
00901 
00902           /* Move vehicle. */
00903           gp = GetNewVehiclePos(v);
00904         } else {
00905           v->cur_speed >>= 1;
00906           v->direction = newdir;
00907 
00908           /* When leaving a terminal an aircraft often goes to a position
00909            * directly in front of it. If it would move while turning it
00910            * would need an two extra turns to end up at the correct position.
00911            * To make it easier just disallow all moving while turning as
00912            * long as an aircraft is on the ground. */
00913           gp.x = v->x_pos;
00914           gp.y = v->y_pos;
00915           gp.new_tile = gp.old_tile = v->tile;
00916         }
00917       } else {
00918         v->number_consecutive_turns = 0;
00919         /* Move vehicle. */
00920         gp = GetNewVehiclePos(v);
00921       }
00922     }
00923 
00924     v->tile = gp.new_tile;
00925     /* If vehicle is in the air, use tile coordinate 0. */
00926     if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
00927 
00928     /* Adjust Z for land or takeoff? */
00929     uint z = v->z_pos;
00930 
00931     if (amd.flag & AMED_TAKEOFF) {
00932       z = min(z + 2, GetAircraftFlyingAltitude(v));
00933     }
00934 
00935     /* Let the plane drop from normal flight altitude to holding pattern altitude */
00936     if ((amd.flag & AMED_HOLD) && (z > PLANE_HOLDING_ALTITUDE)) z--;
00937 
00938     if (amd.flag & AMED_LAND) {
00939       if (st->airport.tile == INVALID_TILE) {
00940         /* Airport has been removed, abort the landing procedure */
00941         v->state = FLYING;
00942         UpdateAircraftCache(v);
00943         AircraftNextAirportPos_and_Order(v);
00944         /* get aircraft back on running altitude */
00945         SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
00946         continue;
00947       }
00948 
00949       uint curz = GetSlopeZ(x + amd.x, y + amd.y) + 1;
00950 
00951       /* We're not flying below our destination, right? */
00952       assert(curz <= z);
00953       int t = max(1U, dist - 4);
00954       int delta = z - curz;
00955 
00956       /* Only start lowering when we're sufficiently close for a 1:1 glide */
00957       if (delta >= t) {
00958         z -= CeilDiv(z - curz, t);
00959       }
00960       if (z < curz) z = curz;
00961     }
00962 
00963     /* We've landed. Decrease speed when we're reaching end of runway. */
00964     if (amd.flag & AMED_BRAKE) {
00965       uint curz = GetSlopeZ(x, y) + 1;
00966 
00967       if (z > curz) {
00968         z--;
00969       } else if (z < curz) {
00970         z++;
00971       }
00972 
00973     }
00974 
00975     SetAircraftPosition(v, gp.x, gp.y, z);
00976   } while (--count != 0);
00977   return false;
00978 }
00979 
00984 static bool HandleCrashedAircraft(Aircraft *v)
00985 {
00986   v->crashed_counter += 3;
00987 
00988   Station *st = GetTargetAirportIfValid(v);
00989 
00990   /* make aircraft crash down to the ground */
00991   if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
00992     uint z = GetSlopeZ(v->x_pos, v->y_pos);
00993     v->z_pos -= 1;
00994     if (v->z_pos == z) {
00995       v->crashed_counter = 500;
00996       v->z_pos++;
00997     }
00998   }
00999 
01000   if (v->crashed_counter < 650) {
01001     uint32 r;
01002     if (Chance16R(1, 32, r)) {
01003       static const DirDiff delta[] = {
01004         DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
01005       };
01006 
01007       v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
01008       SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01009       r = Random();
01010       CreateEffectVehicleRel(v,
01011         GB(r, 0, 4) - 4,
01012         GB(r, 4, 4) - 4,
01013         GB(r, 8, 4),
01014         EV_EXPLOSION_SMALL);
01015     }
01016   } else if (v->crashed_counter >= 10000) {
01017     /*  remove rubble of crashed airplane */
01018 
01019     /* clear runway-in on all airports, set by crashing plane
01020      * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
01021      * but they all share the same number */
01022     if (st != NULL) {
01023       CLRBITS(st->airport.flags, RUNWAY_IN_block);
01024       CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
01025       CLRBITS(st->airport.flags, RUNWAY_IN2_block);    // intercontinental
01026     }
01027 
01028     delete v;
01029 
01030     return false;
01031   }
01032 
01033   return true;
01034 }
01035 
01036 
01037 static void HandleAircraftSmoke(Aircraft *v)
01038 {
01039   static const struct {
01040     int8 x;
01041     int8 y;
01042   } smoke_pos[] = {
01043     {  5,  5 },
01044     {  6,  0 },
01045     {  5, -5 },
01046     {  0, -6 },
01047     { -5, -5 },
01048     { -6,  0 },
01049     { -5,  5 },
01050     {  0,  6 }
01051   };
01052 
01053   if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
01054 
01055   if (v->cur_speed < 10) {
01056     v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
01057     v->breakdown_ctr = 0;
01058     return;
01059   }
01060 
01061   if ((v->tick_counter & 0x1F) == 0) {
01062     CreateEffectVehicleRel(v,
01063       smoke_pos[v->direction].x,
01064       smoke_pos[v->direction].y,
01065       2,
01066       EV_SMOKE
01067     );
01068   }
01069 }
01070 
01071 void HandleMissingAircraftOrders(Aircraft *v)
01072 {
01073   /*
01074    * We do not have an order. This can be divided into two cases:
01075    * 1) we are heading to an invalid station. In this case we must
01076    *    find another airport to go to. If there is nowhere to go,
01077    *    we will destroy the aircraft as it otherwise will enter
01078    *    the holding pattern for the first airport, which can cause
01079    *    the plane to go into an undefined state when building an
01080    *    airport with the same StationID.
01081    * 2) we are (still) heading to a (still) valid airport, then we
01082    *    can continue going there. This can happen when you are
01083    *    changing the aircraft's orders while in-flight or in for
01084    *    example a depot. However, when we have a current order to
01085    *    go to a depot, we have to keep that order so the aircraft
01086    *    actually stops.
01087    */
01088   const Station *st = GetTargetAirportIfValid(v);
01089   if (st == NULL) {
01090     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01091     CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01092     cur_company.Restore();
01093 
01094     if (ret.Failed()) CrashAirplane(v);
01095   } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
01096     v->current_order.Free();
01097   }
01098 }
01099 
01100 
01101 TileIndex Aircraft::GetOrderStationLocation(StationID station)
01102 {
01103   /* Orders are changed in flight, ensure going to the right station. */
01104   if (this->state == FLYING) {
01105     AircraftNextAirportPos_and_Order(this);
01106   }
01107 
01108   /* Aircraft do not use dest-tile */
01109   return 0;
01110 }
01111 
01112 void Aircraft::MarkDirty()
01113 {
01114   this->UpdateViewport(false, false);
01115   if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
01116 }
01117 
01118 
01119 uint Aircraft::Crash(bool flooded)
01120 {
01121   uint pass = Vehicle::Crash(flooded) + 2; // pilots
01122   this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
01123 
01124   return pass;
01125 }
01126 
01131 static void CrashAirplane(Aircraft *v)
01132 {
01133   CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
01134 
01135   uint pass = v->Crash();
01136   SetDParam(0, pass);
01137 
01138   v->cargo.Truncate(0);
01139   v->Next()->cargo.Truncate(0);
01140   const Station *st = GetTargetAirportIfValid(v);
01141   StringID newsitem;
01142   if (st == NULL) {
01143     newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
01144   } else {
01145     SetDParam(1, st->index);
01146     newsitem = STR_NEWS_AIRCRAFT_CRASH;
01147   }
01148 
01149   AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, st == NULL ? AIEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : AIEventVehicleCrashed::CRASH_PLANE_LANDING));
01150 
01151   AddVehicleNewsItem(newsitem,
01152     NS_ACCIDENT,
01153     v->index,
01154     st != NULL ? st->index : INVALID_STATION);
01155 
01156   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
01157   SndPlayVehicleFx(SND_12_EXPLOSION, v);
01158 }
01159 
01164 static void MaybeCrashAirplane(Aircraft *v)
01165 {
01166   if (_settings_game.vehicle.plane_crashes == 0) return;
01167 
01168   Station *st = Station::Get(v->targetairport);
01169 
01170   /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
01171   uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
01172   if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
01173       (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
01174       !_cheats.no_jetcrash.value) {
01175     prob /= 20;
01176   } else {
01177     prob /= 1500;
01178   }
01179 
01180   if (GB(Random(), 0, 22) > prob) return;
01181 
01182   /* Crash the airplane. Remove all goods stored at the station. */
01183   for (CargoID i = 0; i < NUM_CARGO; i++) {
01184     st->goods[i].rating = 1;
01185     st->goods[i].cargo.Truncate(0);
01186   }
01187 
01188   CrashAirplane(v);
01189 }
01190 
01196 static void AircraftEntersTerminal(Aircraft *v)
01197 {
01198   if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
01199 
01200   Station *st = Station::Get(v->targetairport);
01201   v->last_station_visited = v->targetairport;
01202 
01203   /* Check if station was ever visited before */
01204   if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
01205     st->had_vehicle_of_type |= HVOT_AIRCRAFT;
01206     SetDParam(0, st->index);
01207     /* show newsitem of celebrating citizens */
01208     AddVehicleNewsItem(
01209       STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
01210       (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
01211       v->index,
01212       st->index
01213     );
01214     AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
01215   }
01216 
01217   v->BeginLoading();
01218 }
01219 
01224 static void AircraftLandAirplane(Aircraft *v)
01225 {
01226   v->UpdateDeltaXY(INVALID_DIR);
01227 
01228   if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
01229     SndPlayVehicleFx(SND_17_SKID_PLANE, v);
01230   }
01231 }
01232 
01233 
01235 void AircraftNextAirportPos_and_Order(Aircraft *v)
01236 {
01237   if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
01238     v->targetairport = v->current_order.GetDestination();
01239   }
01240 
01241   const Station *st = GetTargetAirportIfValid(v);
01242   const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
01243   Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
01244   v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
01245 }
01246 
01247 void AircraftLeaveHangar(Aircraft *v)
01248 {
01249   v->cur_speed = 0;
01250   v->subspeed = 0;
01251   v->progress = 0;
01252   v->direction = DIR_SE;
01253   v->vehstatus &= ~VS_HIDDEN;
01254   {
01255     Vehicle *u = v->Next();
01256     u->vehstatus &= ~VS_HIDDEN;
01257 
01258     /* Rotor blades */
01259     u = u->Next();
01260     if (u != NULL) {
01261       u->vehstatus &= ~VS_HIDDEN;
01262       u->cur_speed = 80;
01263     }
01264   }
01265 
01266   VehicleServiceInDepot(v);
01267   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01268   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01269   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01270 }
01271 
01275 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
01276 {
01277   AircraftEntersTerminal(v);
01278   v->state = apc->layout[v->pos].heading;
01279 }
01280 
01286 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
01287 {
01288   VehicleEnterDepot(v);
01289   v->state = apc->layout[v->pos].heading;
01290 }
01291 
01297 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
01298 {
01299   /* if we just arrived, execute EnterHangar first */
01300   if (v->previous_pos != v->pos) {
01301     AircraftEventHandler_EnterHangar(v, apc);
01302     return;
01303   }
01304 
01305   /* if we were sent to the depot, stay there */
01306   if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
01307     v->current_order.Free();
01308     return;
01309   }
01310 
01311   if (!v->current_order.IsType(OT_GOTO_STATION) &&
01312       !v->current_order.IsType(OT_GOTO_DEPOT))
01313     return;
01314 
01315   /* if the block of the next position is busy, stay put */
01316   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01317 
01318   /* We are already at the target airport, we need to find a terminal */
01319   if (v->current_order.GetDestination() == v->targetairport) {
01320     /* FindFreeTerminal:
01321      * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
01322     if (v->subtype == AIR_HELICOPTER) {
01323       if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
01324     } else {
01325       if (!AirportFindFreeTerminal(v, apc)) return; // airplane
01326     }
01327   } else { // Else prepare for launch.
01328     /* airplane goto state takeoff, helicopter to helitakeoff */
01329     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01330   }
01331   AircraftLeaveHangar(v);
01332   AirportMove(v, apc);
01333 }
01334 
01336 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
01337 {
01338   /* if we just arrived, execute EnterTerminal first */
01339   if (v->previous_pos != v->pos) {
01340     AircraftEventHandler_EnterTerminal(v, apc);
01341     /* on an airport with helipads, a helicopter will always land there
01342      * and get serviced at the same time - setting */
01343     if (_settings_game.order.serviceathelipad) {
01344       if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
01345         /* an exerpt of ServiceAircraft, without the invisibility stuff */
01346         v->date_of_last_service = _date;
01347         v->breakdowns_since_last_service = 0;
01348         v->reliability = Engine::Get(v->engine_type)->reliability;
01349         SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01350       }
01351     }
01352     return;
01353   }
01354 
01355   if (v->current_order.IsType(OT_NOTHING)) return;
01356 
01357   /* if the block of the next position is busy, stay put */
01358   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01359 
01360   /* airport-road is free. We either have to go to another airport, or to the hangar
01361    * ---> start moving */
01362 
01363   bool go_to_hangar = false;
01364   switch (v->current_order.GetType()) {
01365     case OT_GOTO_STATION: // ready to fly to another airport
01366       break;
01367     case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
01368       go_to_hangar = v->current_order.GetDestination() == v->targetairport;
01369       break;
01370     case OT_CONDITIONAL:
01371       /* In case of a conditional order we just have to wait a tick
01372        * longer, so the conditional order can actually be processed;
01373        * we should not clear the order as that makes us go nowhere. */
01374       return;
01375     default:  // orders have been deleted (no orders), goto depot and don't bother us
01376       v->current_order.Free();
01377       go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
01378   }
01379 
01380   if (go_to_hangar) {
01381     v->state = HANGAR;
01382   } else {
01383     /* airplane goto state takeoff, helicopter to helitakeoff */
01384     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01385   }
01386   AirportMove(v, apc);
01387 }
01388 
01389 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
01390 {
01391   error("OK, you shouldn't be here, check your Airport Scheme!");
01392 }
01393 
01394 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
01395 {
01396   PlayAircraftSound(v); // play takeoffsound for airplanes
01397   v->state = STARTTAKEOFF;
01398 }
01399 
01400 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
01401 {
01402   v->state = ENDTAKEOFF;
01403   v->UpdateDeltaXY(INVALID_DIR);
01404 }
01405 
01406 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
01407 {
01408   v->state = FLYING;
01409   /* get the next position to go to, differs per airport */
01410   AircraftNextAirportPos_and_Order(v);
01411 }
01412 
01413 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
01414 {
01415   v->state = FLYING;
01416   v->UpdateDeltaXY(INVALID_DIR);
01417 
01418   /* get the next position to go to, differs per airport */
01419   AircraftNextAirportPos_and_Order(v);
01420 
01421   /* Send the helicopter to a hangar if needed for replacement */
01422   if (v->NeedsAutomaticServicing()) {
01423     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01424     DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01425     cur_company.Restore();
01426   }
01427 }
01428 
01429 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
01430 {
01431   Station *st = Station::Get(v->targetairport);
01432 
01433   /* runway busy or not allowed to use this airstation, circle */
01434   if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner)) {
01435     /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
01436      * if it is an airplane, look for LANDING, for helicopter HELILANDING
01437      * it is possible to choose from multiple landing runways, so loop until a free one is found */
01438     byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
01439     const AirportFTA *current = apc->layout[v->pos].next;
01440     while (current != NULL) {
01441       if (current->heading == landingtype) {
01442         /* save speed before, since if AirportHasBlock is false, it resets them to 0
01443          * we don't want that for plane in air
01444          * hack for speed thingie */
01445         uint16 tcur_speed = v->cur_speed;
01446         uint16 tsubspeed = v->subspeed;
01447         if (!AirportHasBlock(v, current, apc)) {
01448           v->state = landingtype; // LANDING / HELILANDING
01449           /* it's a bit dirty, but I need to set position to next position, otherwise
01450            * if there are multiple runways, plane won't know which one it took (because
01451            * they all have heading LANDING). And also occupy that block! */
01452           v->pos = current->next_position;
01453           SETBITS(st->airport.flags, apc->layout[v->pos].block);
01454           return;
01455         }
01456         v->cur_speed = tcur_speed;
01457         v->subspeed = tsubspeed;
01458       }
01459       current = current->next;
01460     }
01461   }
01462   v->state = FLYING;
01463   v->pos = apc->layout[v->pos].next_position;
01464 }
01465 
01466 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
01467 {
01468   v->state = ENDLANDING;
01469   AircraftLandAirplane(v);  // maybe crash airplane
01470 
01471   /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
01472   if (v->NeedsAutomaticServicing()) {
01473     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01474     DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01475     cur_company.Restore();
01476   }
01477 }
01478 
01479 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
01480 {
01481   v->state = HELIENDLANDING;
01482   v->UpdateDeltaXY(INVALID_DIR);
01483 }
01484 
01485 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
01486 {
01487   /* next block busy, don't do a thing, just wait */
01488   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01489 
01490   /* if going to terminal (OT_GOTO_STATION) choose one
01491    * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
01492    * 2. not going for terminal (but depot, no order),
01493    * --> get out of the way to the hangar. */
01494   if (v->current_order.IsType(OT_GOTO_STATION)) {
01495     if (AirportFindFreeTerminal(v, apc)) return;
01496   }
01497   v->state = HANGAR;
01498 
01499 }
01500 
01501 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
01502 {
01503   /*  next block busy, don't do a thing, just wait */
01504   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01505 
01506   /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
01507    * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
01508    * 2. not going for terminal (but depot, no order),
01509    * --> get out of the way to the hangar IF there are terminals on the airport.
01510    * --> else TAKEOFF
01511    * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
01512    * must go to a hangar. */
01513   if (v->current_order.IsType(OT_GOTO_STATION)) {
01514     if (AirportFindFreeHelipad(v, apc)) return;
01515   }
01516   v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
01517 }
01518 
01524 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
01526 static AircraftStateHandler * const _aircraft_state_handlers[] = {
01527   AircraftEventHandler_General,        // TO_ALL         =  0
01528   AircraftEventHandler_InHangar,       // HANGAR         =  1
01529   AircraftEventHandler_AtTerminal,     // TERM1          =  2
01530   AircraftEventHandler_AtTerminal,     // TERM2          =  3
01531   AircraftEventHandler_AtTerminal,     // TERM3          =  4
01532   AircraftEventHandler_AtTerminal,     // TERM4          =  5
01533   AircraftEventHandler_AtTerminal,     // TERM5          =  6
01534   AircraftEventHandler_AtTerminal,     // TERM6          =  7
01535   AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
01536   AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
01537   AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
01538   AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
01539   AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
01540   AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
01541   AircraftEventHandler_Flying,         // FLYING         = 14
01542   AircraftEventHandler_Landing,        // LANDING        = 15
01543   AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
01544   AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
01545   AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
01546   AircraftEventHandler_AtTerminal,     // TERM7          = 19
01547   AircraftEventHandler_AtTerminal,     // TERM8          = 20
01548   AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
01549 };
01550 
01551 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
01552 {
01553   /* we have left the previous block, and entered the new one. Free the previous block */
01554   if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
01555     Station *st = Station::Get(v->targetairport);
01556 
01557     CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
01558   }
01559 }
01560 
01561 static void AirportGoToNextPosition(Aircraft *v)
01562 {
01563   /* if aircraft is not in position, wait until it is */
01564   if (!AircraftController(v)) return;
01565 
01566   const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
01567 
01568   AirportClearBlock(v, apc);
01569   AirportMove(v, apc); // move aircraft to next position
01570 }
01571 
01572 /* gets pos from vehicle and next orders */
01573 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
01574 {
01575   /* error handling */
01576   if (v->pos >= apc->nofelements) {
01577     DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
01578     assert(v->pos < apc->nofelements);
01579   }
01580 
01581   const AirportFTA *current = &apc->layout[v->pos];
01582   /* we have arrived in an important state (eg terminal, hangar, etc.) */
01583   if (current->heading == v->state) {
01584     byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
01585     byte prev_state = v->state;
01586     _aircraft_state_handlers[v->state](v, apc);
01587     if (v->state != FLYING) v->previous_pos = prev_pos;
01588     if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
01589     return true;
01590   }
01591 
01592   v->previous_pos = v->pos; // save previous location
01593 
01594   /* there is only one choice to move to */
01595   if (current->next == NULL) {
01596     if (AirportSetBlocks(v, current, apc)) {
01597       v->pos = current->next_position;
01598       UpdateAircraftCache(v);
01599     } // move to next position
01600     return false;
01601   }
01602 
01603   /* there are more choices to choose from, choose the one that
01604    * matches our heading */
01605   do {
01606     if (v->state == current->heading || current->heading == TO_ALL) {
01607       if (AirportSetBlocks(v, current, apc)) {
01608         v->pos = current->next_position;
01609         UpdateAircraftCache(v);
01610       } // move to next position
01611       return false;
01612     }
01613     current = current->next;
01614   } while (current != NULL);
01615 
01616   DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
01617   NOT_REACHED();
01618 }
01619 
01621 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01622 {
01623   const AirportFTA *reference = &apc->layout[v->pos];
01624   const AirportFTA *next = &apc->layout[current_pos->next_position];
01625 
01626   /* same block, then of course we can move */
01627   if (apc->layout[current_pos->position].block != next->block) {
01628     const Station *st = Station::Get(v->targetairport);
01629     uint64 airport_flags = next->block;
01630 
01631     /* check additional possible extra blocks */
01632     if (current_pos != reference && current_pos->block != NOTHING_block) {
01633       airport_flags |= current_pos->block;
01634     }
01635 
01636     if (st->airport.flags & airport_flags) {
01637       v->cur_speed = 0;
01638       v->subspeed = 0;
01639       return true;
01640     }
01641   }
01642   return false;
01643 }
01644 
01652 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01653 {
01654   const AirportFTA *next = &apc->layout[current_pos->next_position];
01655   const AirportFTA *reference = &apc->layout[v->pos];
01656 
01657   /* if the next position is in another block, check it and wait until it is free */
01658   if ((apc->layout[current_pos->position].block & next->block) != next->block) {
01659     uint64 airport_flags = next->block;
01660     /* search for all all elements in the list with the same state, and blocks != N
01661      * this means more blocks should be checked/set */
01662     const AirportFTA *current = current_pos;
01663     if (current == reference) current = current->next;
01664     while (current != NULL) {
01665       if (current->heading == current_pos->heading && current->block != 0) {
01666         airport_flags |= current->block;
01667         break;
01668       }
01669       current = current->next;
01670     }
01671 
01672     /* if the block to be checked is in the next position, then exclude that from
01673      * checking, because it has been set by the airplane before */
01674     if (current_pos->block == next->block) airport_flags ^= next->block;
01675 
01676     Station *st = Station::Get(v->targetairport);
01677     if (st->airport.flags & airport_flags) {
01678       v->cur_speed = 0;
01679       v->subspeed = 0;
01680       return false;
01681     }
01682 
01683     if (next->block != NOTHING_block) {
01684       SETBITS(st->airport.flags, airport_flags); // occupy next block
01685     }
01686   }
01687   return true;
01688 }
01689 
01694 struct MovementTerminalMapping {
01695   AirportMovementStates state; 
01696   uint64 airport_flag;         
01697 };
01698 
01700 static const MovementTerminalMapping _airport_terminal_mapping[] = {
01701   {TERM1, TERM1_block},
01702   {TERM2, TERM2_block},
01703   {TERM3, TERM3_block},
01704   {TERM4, TERM4_block},
01705   {TERM5, TERM5_block},
01706   {TERM6, TERM6_block},
01707   {TERM7, TERM7_block},
01708   {TERM8, TERM8_block},
01709   {HELIPAD1, HELIPAD1_block},
01710   {HELIPAD2, HELIPAD2_block},
01711   {HELIPAD3, HELIPAD3_block},
01712 };
01713 
01721 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
01722 {
01723   assert(last_terminal <= lengthof(_airport_terminal_mapping));
01724   Station *st = Station::Get(v->targetairport);
01725   for (; i < last_terminal; i++) {
01726     if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
01727       /* TERMINAL# HELIPAD# */
01728       v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
01729       SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
01730       return true;
01731     }
01732   }
01733   return false;
01734 }
01735 
01741 static uint GetNumTerminals(const AirportFTAClass *apc)
01742 {
01743   uint num = 0;
01744 
01745   for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
01746 
01747   return num;
01748 }
01749 
01756 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
01757 {
01758   /* example of more terminalgroups
01759    * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
01760    * Heading 255 denotes a group. We see 2 groups here:
01761    * 1. group 0 -- TERM_GROUP1_block (check block)
01762    * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
01763    * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
01764    * looks at the corresponding terminals of that group. If no free ones are found, other
01765    * possible groups are checked (in this case group 1, since that is after group 0). If that
01766    * fails, then attempt fails and plane waits
01767    */
01768   if (apc->terminals[0] > 1) {
01769     const Station *st = Station::Get(v->targetairport);
01770     const AirportFTA *temp = apc->layout[v->pos].next;
01771 
01772     while (temp != NULL) {
01773       if (temp->heading == 255) {
01774         if (!(st->airport.flags & temp->block)) {
01775           /* read which group do we want to go to?
01776            * (the first free group) */
01777           uint target_group = temp->next_position + 1;
01778 
01779           /* at what terminal does the group start?
01780            * that means, sum up all terminals of
01781            * groups with lower number */
01782           uint group_start = 0;
01783           for (uint i = 1; i < target_group; i++) {
01784             group_start += apc->terminals[i];
01785           }
01786 
01787           uint group_end = group_start + apc->terminals[target_group];
01788           if (FreeTerminal(v, group_start, group_end)) return true;
01789         }
01790       } else {
01791         /* once the heading isn't 255, we've exhausted the possible blocks.
01792          * So we cannot move */
01793         return false;
01794       }
01795       temp = temp->next;
01796     }
01797   }
01798 
01799   /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
01800   return FreeTerminal(v, 0, GetNumTerminals(apc));
01801 }
01802 
01809 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
01810 {
01811   /* if an airport doesn't have helipads, use terminals */
01812   if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
01813 
01814   /* only 1 helicoptergroup, check all helipads
01815    * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
01816   return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
01817 }
01818 
01819 static bool AircraftEventHandler(Aircraft *v, int loop)
01820 {
01821   v->tick_counter++;
01822 
01823   if (v->vehstatus & VS_CRASHED) {
01824     return HandleCrashedAircraft(v);
01825   }
01826 
01827   if (v->vehstatus & VS_STOPPED) return true;
01828 
01829   v->HandleBreakdown();
01830 
01831   HandleAircraftSmoke(v);
01832   ProcessOrders(v);
01833   v->HandleLoading(loop != 0);
01834 
01835   if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
01836 
01837   AirportGoToNextPosition(v);
01838 
01839   return true;
01840 }
01841 
01842 bool Aircraft::Tick()
01843 {
01844   if (!this->IsNormalAircraft()) return true;
01845 
01846   if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01847 
01848   if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
01849 
01850   this->current_order_time++;
01851 
01852   for (uint i = 0; i != 2; i++) {
01853     /* stop if the aircraft was deleted */
01854     if (!AircraftEventHandler(this, i)) return false;
01855   }
01856 
01857   return true;
01858 }
01859 
01860 
01867 Station *GetTargetAirportIfValid(const Aircraft *v)
01868 {
01869   assert(v->type == VEH_AIRCRAFT);
01870 
01871   Station *st = Station::GetIfValid(v->targetairport);
01872   if (st == NULL) return NULL;
01873 
01874   return st->airport.tile == INVALID_TILE ? NULL : st;
01875 }
01876 
01881 void UpdateAirplanesOnNewStation(const Station *st)
01882 {
01883   /* only 1 station is updated per function call, so it is enough to get entry_point once */
01884   const AirportFTAClass *ap = st->airport.GetFTA();
01885   Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
01886 
01887   Aircraft *v;
01888   FOR_ALL_AIRCRAFT(v) {
01889     if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
01890     assert(v->state == FLYING);
01891     v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
01892     UpdateAircraftCache(v);
01893   }
01894 }

Generated on Fri Feb 4 20:53:38 2011 for OpenTTD by  doxygen 1.6.1