1900 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1900 lines
		
	
	
		
			57 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * 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.
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 * 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.
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 * 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/>.
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 */
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/**
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 * @file aircraft_cmd.cpp
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 * This file deals with aircraft and airport movements functionalities
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 */
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#include "stdafx.h"
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#include "aircraft.h"
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#include "landscape.h"
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#include "news_func.h"
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#include "vehicle_gui.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "spritecache.h"
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#include "strings_func.h"
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#include "command_func.h"
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#include "window_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "cheat_type.h"
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#include "company_base.h"
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#include "ai/ai.hpp"
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#include "company_func.h"
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#include "effectvehicle_func.h"
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#include "station_base.h"
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#include "engine_base.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "table/strings.h"
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static const uint ROTOR_Z_OFFSET         = 5;    ///< Z Offset between helicopter- and rotorsprite.
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static const uint PLANE_HOLDING_ALTITUDE = 150;  ///< Altitude of planes in holding pattern (= lowest flight altitude).
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static const uint HELI_FLIGHT_ALTITUDE   = 184;  ///< Normal flight altitude of helicopters.
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void Aircraft::UpdateDeltaXY(Direction direction)
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{
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	this->x_offs = -1;
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	this->y_offs = -1;
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	this->x_extent = 2;
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	this->y_extent = 2;
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	switch (this->subtype) {
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		default: NOT_REACHED();
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		case AIR_AIRCRAFT:
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		case AIR_HELICOPTER:
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			switch (this->state) {
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				default: break;
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				case ENDTAKEOFF:
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				case LANDING:
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				case HELILANDING:
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				case FLYING:
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					this->x_extent = 24;
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					this->y_extent = 24;
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					break;
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			}
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			this->z_extent = 5;
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			break;
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		case AIR_SHADOW:
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			this->z_extent = 1;
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			this->x_offs = 0;
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			this->y_offs = 0;
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			break;
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		case AIR_ROTOR:
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			this->z_extent = 1;
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			break;
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	}
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}
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static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
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static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
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static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
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static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
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static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
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static void CrashAirplane(Aircraft *v);
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static const SpriteID _aircraft_sprite[] = {
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	0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
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	0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
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	0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
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	0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
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	0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
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	0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
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	0x0EBD, 0x0EC5
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};
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/** Helicopter rotor animation states */
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enum HelicopterRotorStates {
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	HRS_ROTOR_STOPPED,
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	HRS_ROTOR_MOVING_1,
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	HRS_ROTOR_MOVING_2,
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	HRS_ROTOR_MOVING_3,
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};
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/**
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 * Find the nearest hangar to v
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 * INVALID_STATION is returned, if the company does not have any suitable
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 * airports (like helipads only)
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 * @param v vehicle looking for a hangar
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 * @return the StationID if one is found, otherwise, INVALID_STATION
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 */
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static StationID FindNearestHangar(const Aircraft *v)
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{
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	const Station *st;
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	uint best = 0;
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	StationID index = INVALID_STATION;
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	TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
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	const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
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	FOR_ALL_STATIONS(st) {
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		if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
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		const AirportFTAClass *afc = st->airport.GetFTA();
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		if (!st->airport.HasHangar() || (
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					/* don't crash the plane if we know it can't land at the airport */
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					(afc->flags & AirportFTAClass::SHORT_STRIP) &&
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					(avi->subtype & AIR_FAST) &&
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					!_cheats.no_jetcrash.value)) {
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			continue;
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		}
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		/* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
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		uint distance = DistanceSquare(vtile, st->airport.tile);
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		if (distance < best || index == INVALID_STATION) {
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			best = distance;
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			index = st->index;
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		}
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	}
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	return index;
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}
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SpriteID Aircraft::GetImage(Direction direction) const
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{
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	uint8 spritenum = this->spritenum;
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	if (is_custom_sprite(spritenum)) {
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		SpriteID sprite = GetCustomVehicleSprite(this, direction);
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		if (sprite != 0) return sprite;
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		spritenum = Engine::Get(this->engine_type)->original_image_index;
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	}
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	return direction + _aircraft_sprite[spritenum];
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}
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SpriteID GetRotorImage(const Aircraft *v)
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{
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	assert(v->subtype == AIR_HELICOPTER);
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	const Aircraft *w = v->Next()->Next();
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	if (is_custom_sprite(v->spritenum)) {
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		SpriteID sprite = GetCustomRotorSprite(v, false);
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		if (sprite != 0) return sprite;
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	}
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	/* Return standard rotor sprites if there are no custom sprites for this helicopter */
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	return SPR_ROTOR_STOPPED + w->state;
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}
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static SpriteID GetAircraftIcon(EngineID engine)
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{
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	const Engine *e = Engine::Get(engine);
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	uint8 spritenum = e->u.air.image_index;
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	if (is_custom_sprite(spritenum)) {
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		SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
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		if (sprite != 0) return sprite;
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		spritenum = e->original_image_index;
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	}
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	return DIR_W + _aircraft_sprite[spritenum];
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}
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void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
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{
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	SpriteID sprite = GetAircraftIcon(engine);
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	const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
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	preferred_x = Clamp(preferred_x, left - real_sprite->x_offs, right - real_sprite->width - real_sprite->x_offs);
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	DrawSprite(sprite, pal, preferred_x, y);
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	if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
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		SpriteID rotor_sprite = GetCustomRotorIcon(engine);
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		if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
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		DrawSprite(rotor_sprite, PAL_NONE, preferred_x, y - 5);
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	}
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}
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/**
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 * Get the size of the sprite of an aircraft sprite heading west (used for lists)
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 * @param engine The engine to get the sprite from
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 * @param width The width of the sprite
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 * @param height The height of the sprite
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 */
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void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
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{
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	const Sprite *spr = GetSprite(GetAircraftIcon(engine), ST_NORMAL);
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	width  = spr->width;
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	height = spr->height;
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}
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/**
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 * Build an aircraft.
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 * @param tile     tile of the depot where aircraft is built.
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 * @param flags    type of operation.
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 * @param e        the engine to build.
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 * @param data     unused.
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 * @param ret[out] the vehicle that has been built.
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 * @return the cost of this operation or an error.
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 */
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CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
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{
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	const AircraftVehicleInfo *avi = &e->u.air;
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	const Station *st = Station::GetByTile(tile);
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	/* Prevent building aircraft types at places which can't handle them */
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	if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
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	/* Make sure all aircraft end up in the first tile of the hanger. */
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	tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
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	if (flags & DC_EXEC) {
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		Aircraft *v = new Aircraft(); // aircraft
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		Aircraft *u = new Aircraft(); // shadow
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		*ret = v;
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		v->direction = DIR_SE;
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		v->owner = u->owner = _current_company;
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		v->tile = tile;
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		uint x = TileX(tile) * TILE_SIZE + 5;
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		uint y = TileY(tile) * TILE_SIZE + 3;
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		v->x_pos = u->x_pos = x;
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		v->y_pos = u->y_pos = y;
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		u->z_pos = GetSlopeZ(x, y);
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		v->z_pos = u->z_pos + 1;
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		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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		u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
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		v->spritenum = avi->image_index;
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		v->cargo_cap = avi->passenger_capacity;
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		u->cargo_cap = avi->mail_capacity;
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		v->cargo_type = e->GetDefaultCargoType();
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		u->cargo_type = CT_MAIL;
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		v->name = NULL;
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		v->last_station_visited = INVALID_STATION;
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		v->acceleration = avi->acceleration;
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		v->engine_type = e->index;
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		u->engine_type = e->index;
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		v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
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		v->UpdateDeltaXY(INVALID_DIR);
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		u->subtype = AIR_SHADOW;
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		u->UpdateDeltaXY(INVALID_DIR);
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		v->reliability = e->reliability;
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		v->reliability_spd_dec = e->reliability_spd_dec;
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		v->max_age = e->GetLifeLengthInDays();
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		_new_vehicle_id = v->index;
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		v->pos = GetVehiclePosOnBuild(tile);
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		v->state = HANGAR;
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		v->previous_pos = v->pos;
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		v->targetairport = GetStationIndex(tile);
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		v->SetNext(u);
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		v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_aircraft;
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		v->date_of_last_service = _date;
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		v->build_year = u->build_year = _cur_year;
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		v->cur_image = u->cur_image = SPR_IMG_QUERY;
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		v->random_bits = VehicleRandomBits();
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		u->random_bits = VehicleRandomBits();
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		v->vehicle_flags = 0;
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		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
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		v->InvalidateNewGRFCacheOfChain();
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		v->cargo_cap = GetVehicleCapacity(v, &u->cargo_cap);
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		v->InvalidateNewGRFCacheOfChain();
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		UpdateAircraftCache(v);
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		VehicleMove(v, false);
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		VehicleMove(u, false);
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		/* Aircraft with 3 vehicles (chopper)? */
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		if (v->subtype == AIR_HELICOPTER) {
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			Aircraft *w = new Aircraft();
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			w->engine_type = e->index;
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			w->direction = DIR_N;
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			w->owner = _current_company;
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			w->x_pos = v->x_pos;
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			w->y_pos = v->y_pos;
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			w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
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			w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
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			w->spritenum = 0xFF;
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			w->subtype = AIR_ROTOR;
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			w->cur_image = SPR_ROTOR_STOPPED;
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			w->random_bits = VehicleRandomBits();
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			/* Use rotor's air.state to store the rotor animation frame */
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			w->state = HRS_ROTOR_STOPPED;
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			w->UpdateDeltaXY(INVALID_DIR);
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			u->SetNext(w);
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			VehicleMove(w, false);
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		}
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	}
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	return CommandCost();
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}
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bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
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{
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	const Station *st = GetTargetAirportIfValid(this);
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	/* If the station is not a valid airport or if it has no hangars */
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	if (st == NULL || !st->airport.HasHangar()) {
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		/* the aircraft has to search for a hangar on its own */
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		StationID station = FindNearestHangar(this);
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		if (station == INVALID_STATION) return false;
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		st = Station::Get(station);
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	}
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	if (location    != NULL) *location    = st->xy;
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	if (destination != NULL) *destination = st->index;
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	return true;
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}
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static void CheckIfAircraftNeedsService(Aircraft *v)
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{
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	if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
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	if (v->IsInDepot()) {
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		VehicleServiceInDepot(v);
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		return;
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	}
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	/* When we're parsing conditional orders and the like
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	 * we don't want to consider going to a depot too. */
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	if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
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	const Station *st = Station::Get(v->current_order.GetDestination());
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	assert(st != NULL);
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	/* only goto depot if the target airport has a depot */
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	if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
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		v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
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		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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	} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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		v->current_order.MakeDummy();
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		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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	}
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}
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Money Aircraft::GetRunningCost() const
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{
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	const Engine *e = Engine::Get(this->engine_type);
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	uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
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	return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->grf_prop.grffile);
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}
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void Aircraft::OnNewDay()
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{
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	if (!this->IsNormalAircraft()) return;
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	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
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	CheckOrders(this);
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	CheckVehicleBreakdown(this);
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	AgeVehicle(this);
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	CheckIfAircraftNeedsService(this);
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	if (this->running_ticks == 0) return;
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						|
	CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
 | 
						|
 | 
						|
	this->profit_this_year -= cost.GetCost();
 | 
						|
	this->running_ticks = 0;
 | 
						|
 | 
						|
	SubtractMoneyFromCompanyFract(this->owner, cost);
 | 
						|
 | 
						|
	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
 | 
						|
	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
 | 
						|
}
 | 
						|
 | 
						|
static void HelicopterTickHandler(Aircraft *v)
 | 
						|
{
 | 
						|
	Aircraft *u = v->Next()->Next();
 | 
						|
 | 
						|
	if (u->vehstatus & VS_HIDDEN) return;
 | 
						|
 | 
						|
	/* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
 | 
						|
	 * loading/unloading at a terminal or stopped */
 | 
						|
	if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
 | 
						|
		if (u->cur_speed != 0) {
 | 
						|
			u->cur_speed++;
 | 
						|
			if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
 | 
						|
				u->cur_speed = 0;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} else {
 | 
						|
		if (u->cur_speed == 0) {
 | 
						|
			u->cur_speed = 0x70;
 | 
						|
		}
 | 
						|
		if (u->cur_speed >= 0x50) {
 | 
						|
			u->cur_speed--;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	int tick = ++u->tick_counter;
 | 
						|
	int spd = u->cur_speed >> 4;
 | 
						|
 | 
						|
	SpriteID img;
 | 
						|
	if (spd == 0) {
 | 
						|
		u->state = HRS_ROTOR_STOPPED;
 | 
						|
		img = GetRotorImage(v);
 | 
						|
		if (u->cur_image == img) return;
 | 
						|
	} else if (tick >= spd) {
 | 
						|
		u->tick_counter = 0;
 | 
						|
		u->state++;
 | 
						|
		if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
 | 
						|
		img = GetRotorImage(v);
 | 
						|
	} else {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	u->cur_image = img;
 | 
						|
 | 
						|
	VehicleMove(u, true);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Set aircraft position.
 | 
						|
 * @param v Aircraft to position.
 | 
						|
 * @param x New X position.
 | 
						|
 * @param y New y position.
 | 
						|
 * @param z New z position.
 | 
						|
 */
 | 
						|
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
 | 
						|
{
 | 
						|
	v->x_pos = x;
 | 
						|
	v->y_pos = y;
 | 
						|
	v->z_pos = z;
 | 
						|
 | 
						|
	v->UpdateViewport(true, false);
 | 
						|
	if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);
 | 
						|
 | 
						|
	Aircraft *u = v->Next();
 | 
						|
 | 
						|
	int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
 | 
						|
	int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
 | 
						|
	u->x_pos = x;
 | 
						|
	u->y_pos = y - ((v->z_pos - GetSlopeZ(safe_x, safe_y)) >> 3);
 | 
						|
 | 
						|
	safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
 | 
						|
	u->z_pos = GetSlopeZ(safe_x, safe_y);
 | 
						|
	u->cur_image = v->cur_image;
 | 
						|
 | 
						|
	VehicleMove(u, true);
 | 
						|
 | 
						|
	u = u->Next();
 | 
						|
	if (u != NULL) {
 | 
						|
		u->x_pos = x;
 | 
						|
		u->y_pos = y;
 | 
						|
		u->z_pos = z + ROTOR_Z_OFFSET;
 | 
						|
 | 
						|
		VehicleMove(u, true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle Aircraft specific tasks when an Aircraft enters a hangar
 | 
						|
 * @param *v Vehicle that enters the hangar
 | 
						|
 */
 | 
						|
void HandleAircraftEnterHangar(Aircraft *v)
 | 
						|
{
 | 
						|
	v->subspeed = 0;
 | 
						|
	v->progress = 0;
 | 
						|
 | 
						|
	Aircraft *u = v->Next();
 | 
						|
	u->vehstatus |= VS_HIDDEN;
 | 
						|
	u = u->Next();
 | 
						|
	if (u != NULL) {
 | 
						|
		u->vehstatus |= VS_HIDDEN;
 | 
						|
		u->cur_speed = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
 | 
						|
}
 | 
						|
 | 
						|
static void PlayAircraftSound(const Vehicle *v)
 | 
						|
{
 | 
						|
	if (!PlayVehicleSound(v, VSE_START)) {
 | 
						|
		SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Update cached values of an aircraft.
 | 
						|
 * Currently caches callback 36 max speed.
 | 
						|
 * @param v Vehicle
 | 
						|
 */
 | 
						|
void UpdateAircraftCache(Aircraft *v)
 | 
						|
{
 | 
						|
	uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
 | 
						|
	if (max_speed != 0) {
 | 
						|
		/* Convert from original units to km-ish/h */
 | 
						|
		max_speed = (max_speed * 128) / 10;
 | 
						|
 | 
						|
		v->vcache.cached_max_speed = max_speed;
 | 
						|
	} else {
 | 
						|
		/* Use the default max speed of the vehicle. */
 | 
						|
		v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Special velocities for aircraft
 | 
						|
 */
 | 
						|
enum AircraftSpeedLimits {
 | 
						|
	SPEED_LIMIT_TAXI     =     50,  ///< Maximum speed of an aircraft while taxiing
 | 
						|
	SPEED_LIMIT_APPROACH =    230,  ///< Maximum speed of an aircraft on finals
 | 
						|
	SPEED_LIMIT_BROKEN   =    320,  ///< Maximum speed of an aircraft that is broken
 | 
						|
	SPEED_LIMIT_HOLD     =    425,  ///< Maximum speed of an aircraft that flies the holding pattern
 | 
						|
	SPEED_LIMIT_NONE     = 0xFFFF   ///< No environmental speed limit. Speed limit is type dependent
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Sets the new speed for an aircraft
 | 
						|
 * @param v The vehicle for which the speed should be obtained
 | 
						|
 * @param speed_limit The maximum speed the vehicle may have.
 | 
						|
 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
 | 
						|
 * @return The number of position updates needed within the tick
 | 
						|
 */
 | 
						|
static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
 | 
						|
{
 | 
						|
	uint spd = v->acceleration * 16;
 | 
						|
	byte t;
 | 
						|
 | 
						|
	/* Adjust speed limits by plane speed factor to prevent taxiing
 | 
						|
	 * and take-off speeds being too low. */
 | 
						|
	speed_limit *= _settings_game.vehicle.plane_speed;
 | 
						|
 | 
						|
	if (v->vcache.cached_max_speed < speed_limit) {
 | 
						|
		if (v->cur_speed < speed_limit) hard_limit = false;
 | 
						|
		speed_limit = v->vcache.cached_max_speed;
 | 
						|
	}
 | 
						|
 | 
						|
	v->subspeed = (t = v->subspeed) + (byte)spd;
 | 
						|
 | 
						|
	/* Aircraft's current speed is used twice so that very fast planes are
 | 
						|
	 * forced to slow down rapidly in the short distance needed. The magic
 | 
						|
	 * value 16384 was determined to give similar results to the old speed/48
 | 
						|
	 * method at slower speeds. This also results in less reduction at slow
 | 
						|
	 * speeds to that aircraft do not get to taxi speed straight after
 | 
						|
	 * touchdown. */
 | 
						|
	if (!hard_limit && v->cur_speed > speed_limit) {
 | 
						|
		speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
 | 
						|
	}
 | 
						|
 | 
						|
	spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
 | 
						|
 | 
						|
	/* adjust speed for broken vehicles */
 | 
						|
	if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
 | 
						|
 | 
						|
	/* updates statusbar only if speed have changed to save CPU time */
 | 
						|
	if (spd != v->cur_speed) {
 | 
						|
		v->cur_speed = spd;
 | 
						|
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Adjust distance moved by plane speed setting */
 | 
						|
	if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
 | 
						|
 | 
						|
	/* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
 | 
						|
	spd = v->GetOldAdvanceSpeed(spd);
 | 
						|
 | 
						|
	spd += v->progress;
 | 
						|
	v->progress = (byte)spd;
 | 
						|
	return spd >> 8;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Gets the cruise altitude of an aircraft.
 | 
						|
 * The cruise altitude is determined by the velocity of the vehicle
 | 
						|
 * and the direction it is moving
 | 
						|
 * @param v The vehicle. Should be an aircraft
 | 
						|
 * @returns Altitude in pixel units
 | 
						|
 */
 | 
						|
byte GetAircraftFlyingAltitude(const Aircraft *v)
 | 
						|
{
 | 
						|
	if (v->subtype == AIR_HELICOPTER) return HELI_FLIGHT_ALTITUDE;
 | 
						|
 | 
						|
	/* Make sure Aircraft fly no lower so that they don't conduct
 | 
						|
	 * CFITs (controlled flight into terrain)
 | 
						|
	 */
 | 
						|
	byte base_altitude = PLANE_HOLDING_ALTITUDE;
 | 
						|
 | 
						|
	/* Make sure eastbound and westbound planes do not "crash" into each
 | 
						|
	 * other by providing them with vertical seperation
 | 
						|
	 */
 | 
						|
	switch (v->direction) {
 | 
						|
		case DIR_N:
 | 
						|
		case DIR_NE:
 | 
						|
		case DIR_E:
 | 
						|
		case DIR_SE:
 | 
						|
			base_altitude += 10;
 | 
						|
			break;
 | 
						|
 | 
						|
		default: break;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Make faster planes fly higher so that they can overtake slower ones */
 | 
						|
	base_altitude += min(20 * (v->vcache.cached_max_speed / 200), 90);
 | 
						|
 | 
						|
	return base_altitude;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Find the entry point to an airport depending on direction which
 | 
						|
 * the airport is being approached from. Each airport can have up to
 | 
						|
 * four entry points for its approach system so that approaching
 | 
						|
 * aircraft do not fly through each other or are forced to do 180
 | 
						|
 * degree turns during the approach. The arrivals are grouped into
 | 
						|
 * four sectors dependent on the DiagDirection from which the airport
 | 
						|
 * is approached.
 | 
						|
 *
 | 
						|
 * @param v   The vehicle that is approaching the airport
 | 
						|
 * @param apc The Airport Class being approached.
 | 
						|
 * @param rotation The rotation of the airport.
 | 
						|
 * @returns   The index of the entry point
 | 
						|
 */
 | 
						|
static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
 | 
						|
{
 | 
						|
	assert(v != NULL);
 | 
						|
	assert(apc != NULL);
 | 
						|
 | 
						|
	/* In the case the station doesn't exit anymore, set target tile 0.
 | 
						|
	 * It doesn't hurt much, aircraft will go to next order, nearest hangar
 | 
						|
	 * or it will simply crash in next tick */
 | 
						|
	TileIndex tile = 0;
 | 
						|
 | 
						|
	const Station *st = Station::GetIfValid(v->targetairport);
 | 
						|
	if (st != NULL) {
 | 
						|
		/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
 | 
						|
		tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
 | 
						|
	}
 | 
						|
 | 
						|
	int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
 | 
						|
	int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
 | 
						|
 | 
						|
	DiagDirection dir;
 | 
						|
	if (abs(delta_y) < abs(delta_x)) {
 | 
						|
		/* We are northeast or southwest of the airport */
 | 
						|
		dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
 | 
						|
	} else {
 | 
						|
		/* We are northwest or southeast of the airport */
 | 
						|
		dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
 | 
						|
	}
 | 
						|
	dir = ChangeDiagDir(dir, (DiagDirDiff)ReverseDiagDir(DirToDiagDir(rotation)));
 | 
						|
	return apc->entry_points[dir];
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void MaybeCrashAirplane(Aircraft *v);
 | 
						|
 | 
						|
/**
 | 
						|
 * Controls the movement of an aircraft. This function actually moves the vehicle
 | 
						|
 * on the map and takes care of minor things like sound playback.
 | 
						|
 * @todo    De-mystify the cur_speed values for helicopter rotors.
 | 
						|
 * @param v The vehicle that is moved. Must be the first vehicle of the chain
 | 
						|
 * @return  Whether the position requested by the State Machine has been reached
 | 
						|
 */
 | 
						|
static bool AircraftController(Aircraft *v)
 | 
						|
{
 | 
						|
	int count;
 | 
						|
 | 
						|
	/* NULL if station is invalid */
 | 
						|
	const Station *st = Station::GetIfValid(v->targetairport);
 | 
						|
	/* INVALID_TILE if there is no station */
 | 
						|
	TileIndex tile = INVALID_TILE;
 | 
						|
	Direction rotation = DIR_N;
 | 
						|
	uint size_x = 1, size_y = 1;
 | 
						|
	if (st != NULL) {
 | 
						|
		if (st->airport.tile != INVALID_TILE) {
 | 
						|
			tile = st->airport.tile;
 | 
						|
			rotation = st->airport.rotation;
 | 
						|
			size_x = st->airport.w;
 | 
						|
			size_y = st->airport.h;
 | 
						|
		} else {
 | 
						|
			tile = st->xy;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	/* DUMMY if there is no station or no airport */
 | 
						|
	const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
 | 
						|
 | 
						|
	/* prevent going to INVALID_TILE if airport is deleted. */
 | 
						|
	if (st == NULL || st->airport.tile == INVALID_TILE) {
 | 
						|
		/* Jump into our "holding pattern" state machine if possible */
 | 
						|
		if (v->pos >= afc->nofelements) {
 | 
						|
			v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
 | 
						|
		} else if (v->targetairport != v->current_order.GetDestination()) {
 | 
						|
			/* If not possible, just get out of here fast */
 | 
						|
			v->state = FLYING;
 | 
						|
			UpdateAircraftCache(v);
 | 
						|
			AircraftNextAirportPos_and_Order(v);
 | 
						|
			/* get aircraft back on running altitude */
 | 
						|
			SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/*  get airport moving data */
 | 
						|
	const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
 | 
						|
 | 
						|
	int x = TileX(tile) * TILE_SIZE;
 | 
						|
	int y = TileY(tile) * TILE_SIZE;
 | 
						|
 | 
						|
	/* Helicopter raise */
 | 
						|
	if (amd.flag & AMED_HELI_RAISE) {
 | 
						|
		Aircraft *u = v->Next()->Next();
 | 
						|
 | 
						|
		/* Make sure the rotors don't rotate too fast */
 | 
						|
		if (u->cur_speed > 32) {
 | 
						|
			v->cur_speed = 0;
 | 
						|
			if (--u->cur_speed == 32) {
 | 
						|
				if (!PlayVehicleSound(v, VSE_START)) {
 | 
						|
					SndPlayVehicleFx(SND_18_HELICOPTER, v);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			u->cur_speed = 32;
 | 
						|
			count = UpdateAircraftSpeed(v);
 | 
						|
			if (count > 0) {
 | 
						|
				v->tile = 0;
 | 
						|
				byte z_dest = GetAircraftFlyingAltitude(v);
 | 
						|
 | 
						|
				/* Reached altitude? */
 | 
						|
				if (v->z_pos >= z_dest) {
 | 
						|
					v->cur_speed = 0;
 | 
						|
					return true;
 | 
						|
				}
 | 
						|
				SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Helicopter landing. */
 | 
						|
	if (amd.flag & AMED_HELI_LOWER) {
 | 
						|
		if (st == NULL) {
 | 
						|
			/* FIXME - AircraftController -> if station no longer exists, do not land
 | 
						|
			 * helicopter will circle until sign disappears, then go to next order
 | 
						|
			 * what to do when it is the only order left, right now it just stays in 1 place */
 | 
						|
			v->state = FLYING;
 | 
						|
			UpdateAircraftCache(v);
 | 
						|
			AircraftNextAirportPos_and_Order(v);
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		/* Vehicle is now at the airport. */
 | 
						|
		v->tile = tile;
 | 
						|
 | 
						|
		/* Find altitude of landing position. */
 | 
						|
		int z = GetSlopeZ(x, y) + 1 + afc->delta_z;
 | 
						|
 | 
						|
		if (z == v->z_pos) {
 | 
						|
			Vehicle *u = v->Next()->Next();
 | 
						|
 | 
						|
			/*  Increase speed of rotors. When speed is 80, we've landed. */
 | 
						|
			if (u->cur_speed >= 80) return true;
 | 
						|
			u->cur_speed += 4;
 | 
						|
		} else {
 | 
						|
			count = UpdateAircraftSpeed(v);
 | 
						|
			if (count > 0) {
 | 
						|
				if (v->z_pos > z) {
 | 
						|
					SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
 | 
						|
				} else {
 | 
						|
					SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Get distance from destination pos to current pos. */
 | 
						|
	uint dist = abs(x + amd.x - v->x_pos) +  abs(y + amd.y - v->y_pos);
 | 
						|
 | 
						|
	/* Need exact position? */
 | 
						|
	if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
 | 
						|
 | 
						|
	/* At final pos? */
 | 
						|
	if (dist == 0) {
 | 
						|
		/* Change direction smoothly to final direction. */
 | 
						|
		DirDiff dirdiff = DirDifference(amd.direction, v->direction);
 | 
						|
		/* if distance is 0, and plane points in right direction, no point in calling
 | 
						|
		 * UpdateAircraftSpeed(). So do it only afterwards */
 | 
						|
		if (dirdiff == DIRDIFF_SAME) {
 | 
						|
			v->cur_speed = 0;
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
 | 
						|
		if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
 | 
						|
 | 
						|
		v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
 | 
						|
		v->cur_speed >>= 1;
 | 
						|
 | 
						|
		SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
 | 
						|
		MaybeCrashAirplane(v);
 | 
						|
		if ((v->vehstatus & VS_CRASHED) != 0) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	uint speed_limit = SPEED_LIMIT_TAXI;
 | 
						|
	bool hard_limit = true;
 | 
						|
 | 
						|
	if (amd.flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
 | 
						|
	if (amd.flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
 | 
						|
	if (amd.flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
 | 
						|
	if (amd.flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
 | 
						|
 | 
						|
	count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
 | 
						|
	if (count == 0) return false;
 | 
						|
 | 
						|
	if (v->turn_counter != 0) v->turn_counter--;
 | 
						|
 | 
						|
	do {
 | 
						|
 | 
						|
		GetNewVehiclePosResult gp;
 | 
						|
 | 
						|
		if (dist < 4 || (amd.flag & AMED_LAND)) {
 | 
						|
			/* move vehicle one pixel towards target */
 | 
						|
			gp.x = (v->x_pos != (x + amd.x)) ?
 | 
						|
					v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
 | 
						|
					v->x_pos;
 | 
						|
			gp.y = (v->y_pos != (y + amd.y)) ?
 | 
						|
					v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
 | 
						|
					v->y_pos;
 | 
						|
 | 
						|
			/* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
 | 
						|
			gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
 | 
						|
 | 
						|
		} else {
 | 
						|
 | 
						|
			/* Turn. Do it slowly if in the air. */
 | 
						|
			Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
 | 
						|
			if (newdir != v->direction) {
 | 
						|
				if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
 | 
						|
					if (v->turn_counter == 0 || newdir == v->last_direction) {
 | 
						|
						if (newdir == v->last_direction) {
 | 
						|
							v->number_consecutive_turns = 0;
 | 
						|
						} else {
 | 
						|
							v->number_consecutive_turns++;
 | 
						|
						}
 | 
						|
						v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
 | 
						|
						v->last_direction = v->direction;
 | 
						|
						v->direction = newdir;
 | 
						|
					}
 | 
						|
 | 
						|
					/* Move vehicle. */
 | 
						|
					gp = GetNewVehiclePos(v);
 | 
						|
				} else {
 | 
						|
					v->cur_speed >>= 1;
 | 
						|
					v->direction = newdir;
 | 
						|
 | 
						|
					/* When leaving a terminal an aircraft often goes to a position
 | 
						|
					 * directly in front of it. If it would move while turning it
 | 
						|
					 * would need an two extra turns to end up at the correct position.
 | 
						|
					 * To make it easier just disallow all moving while turning as
 | 
						|
					 * long as an aircraft is on the ground. */
 | 
						|
					gp.x = v->x_pos;
 | 
						|
					gp.y = v->y_pos;
 | 
						|
					gp.new_tile = gp.old_tile = v->tile;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				v->number_consecutive_turns = 0;
 | 
						|
				/* Move vehicle. */
 | 
						|
				gp = GetNewVehiclePos(v);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		v->tile = gp.new_tile;
 | 
						|
		/* If vehicle is in the air, use tile coordinate 0. */
 | 
						|
		if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
 | 
						|
 | 
						|
		/* Adjust Z for land or takeoff? */
 | 
						|
		uint z = v->z_pos;
 | 
						|
 | 
						|
		if (amd.flag & AMED_TAKEOFF) {
 | 
						|
			z = min(z + 2, GetAircraftFlyingAltitude(v));
 | 
						|
		}
 | 
						|
 | 
						|
		/* Let the plane drop from normal flight altitude to holding pattern altitude */
 | 
						|
		if ((amd.flag & AMED_HOLD) && (z > PLANE_HOLDING_ALTITUDE)) z--;
 | 
						|
 | 
						|
		if (amd.flag & AMED_LAND) {
 | 
						|
			if (st->airport.tile == INVALID_TILE) {
 | 
						|
				/* Airport has been removed, abort the landing procedure */
 | 
						|
				v->state = FLYING;
 | 
						|
				UpdateAircraftCache(v);
 | 
						|
				AircraftNextAirportPos_and_Order(v);
 | 
						|
				/* get aircraft back on running altitude */
 | 
						|
				SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
 | 
						|
				continue;
 | 
						|
			}
 | 
						|
 | 
						|
			uint curz = GetSlopeZ(x + amd.x, y + amd.y) + 1;
 | 
						|
 | 
						|
			/* We're not flying below our destination, right? */
 | 
						|
			assert(curz <= z);
 | 
						|
			int t = max(1U, dist - 4);
 | 
						|
			int delta = z - curz;
 | 
						|
 | 
						|
			/* Only start lowering when we're sufficiently close for a 1:1 glide */
 | 
						|
			if (delta >= t) {
 | 
						|
				z -= CeilDiv(z - curz, t);
 | 
						|
			}
 | 
						|
			if (z < curz) z = curz;
 | 
						|
		}
 | 
						|
 | 
						|
		/* We've landed. Decrease speed when we're reaching end of runway. */
 | 
						|
		if (amd.flag & AMED_BRAKE) {
 | 
						|
			uint curz = GetSlopeZ(x, y) + 1;
 | 
						|
 | 
						|
			if (z > curz) {
 | 
						|
				z--;
 | 
						|
			} else if (z < curz) {
 | 
						|
				z++;
 | 
						|
			}
 | 
						|
 | 
						|
		}
 | 
						|
 | 
						|
		SetAircraftPosition(v, gp.x, gp.y, z);
 | 
						|
	} while (--count != 0);
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle crashed aircraft \a v.
 | 
						|
 * @param v Crashed aircraft.
 | 
						|
 */
 | 
						|
static bool HandleCrashedAircraft(Aircraft *v)
 | 
						|
{
 | 
						|
	v->crashed_counter += 3;
 | 
						|
 | 
						|
	Station *st = GetTargetAirportIfValid(v);
 | 
						|
 | 
						|
	/* make aircraft crash down to the ground */
 | 
						|
	if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
 | 
						|
		uint z = GetSlopeZ(v->x_pos, v->y_pos);
 | 
						|
		v->z_pos -= 1;
 | 
						|
		if (v->z_pos == z) {
 | 
						|
			v->crashed_counter = 500;
 | 
						|
			v->z_pos++;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->crashed_counter < 650) {
 | 
						|
		uint32 r;
 | 
						|
		if (Chance16R(1, 32, r)) {
 | 
						|
			static const DirDiff delta[] = {
 | 
						|
				DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
 | 
						|
			};
 | 
						|
 | 
						|
			v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
 | 
						|
			SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
 | 
						|
			r = Random();
 | 
						|
			CreateEffectVehicleRel(v,
 | 
						|
				GB(r, 0, 4) - 4,
 | 
						|
				GB(r, 4, 4) - 4,
 | 
						|
				GB(r, 8, 4),
 | 
						|
				EV_EXPLOSION_SMALL);
 | 
						|
		}
 | 
						|
	} else if (v->crashed_counter >= 10000) {
 | 
						|
		/*  remove rubble of crashed airplane */
 | 
						|
 | 
						|
		/* clear runway-in on all airports, set by crashing plane
 | 
						|
		 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
 | 
						|
		 * but they all share the same number */
 | 
						|
		if (st != NULL) {
 | 
						|
			CLRBITS(st->airport.flags, RUNWAY_IN_block);
 | 
						|
			CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
 | 
						|
			CLRBITS(st->airport.flags, RUNWAY_IN2_block);    // intercontinental
 | 
						|
		}
 | 
						|
 | 
						|
		delete v;
 | 
						|
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void HandleAircraftSmoke(Aircraft *v)
 | 
						|
{
 | 
						|
	static const struct {
 | 
						|
		int8 x;
 | 
						|
		int8 y;
 | 
						|
	} smoke_pos[] = {
 | 
						|
		{  5,  5 },
 | 
						|
		{  6,  0 },
 | 
						|
		{  5, -5 },
 | 
						|
		{  0, -6 },
 | 
						|
		{ -5, -5 },
 | 
						|
		{ -6,  0 },
 | 
						|
		{ -5,  5 },
 | 
						|
		{  0,  6 }
 | 
						|
	};
 | 
						|
 | 
						|
	if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
 | 
						|
 | 
						|
	if (v->cur_speed < 10) {
 | 
						|
		v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
 | 
						|
		v->breakdown_ctr = 0;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if ((v->tick_counter & 0x1F) == 0) {
 | 
						|
		CreateEffectVehicleRel(v,
 | 
						|
			smoke_pos[v->direction].x,
 | 
						|
			smoke_pos[v->direction].y,
 | 
						|
			2,
 | 
						|
			EV_SMOKE
 | 
						|
		);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void HandleMissingAircraftOrders(Aircraft *v)
 | 
						|
{
 | 
						|
	/*
 | 
						|
	 * We do not have an order. This can be divided into two cases:
 | 
						|
	 * 1) we are heading to an invalid station. In this case we must
 | 
						|
	 *    find another airport to go to. If there is nowhere to go,
 | 
						|
	 *    we will destroy the aircraft as it otherwise will enter
 | 
						|
	 *    the holding pattern for the first airport, which can cause
 | 
						|
	 *    the plane to go into an undefined state when building an
 | 
						|
	 *    airport with the same StationID.
 | 
						|
	 * 2) we are (still) heading to a (still) valid airport, then we
 | 
						|
	 *    can continue going there. This can happen when you are
 | 
						|
	 *    changing the aircraft's orders while in-flight or in for
 | 
						|
	 *    example a depot. However, when we have a current order to
 | 
						|
	 *    go to a depot, we have to keep that order so the aircraft
 | 
						|
	 *    actually stops.
 | 
						|
	 */
 | 
						|
	const Station *st = GetTargetAirportIfValid(v);
 | 
						|
	if (st == NULL) {
 | 
						|
		Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
 | 
						|
		CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
 | 
						|
		cur_company.Restore();
 | 
						|
 | 
						|
		if (ret.Failed()) CrashAirplane(v);
 | 
						|
	} else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
 | 
						|
		v->current_order.Free();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
TileIndex Aircraft::GetOrderStationLocation(StationID station)
 | 
						|
{
 | 
						|
	/* Orders are changed in flight, ensure going to the right station. */
 | 
						|
	if (this->state == FLYING) {
 | 
						|
		AircraftNextAirportPos_and_Order(this);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Aircraft do not use dest-tile */
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
void Aircraft::MarkDirty()
 | 
						|
{
 | 
						|
	this->UpdateViewport(false, false);
 | 
						|
	if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
uint Aircraft::Crash(bool flooded)
 | 
						|
{
 | 
						|
	uint pass = Vehicle::Crash(flooded) + 2; // pilots
 | 
						|
	this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
 | 
						|
 | 
						|
	return pass;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
 | 
						|
 * @param v Aircraft that crashed.
 | 
						|
 */
 | 
						|
static void CrashAirplane(Aircraft *v)
 | 
						|
{
 | 
						|
	CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
 | 
						|
 | 
						|
	uint pass = v->Crash();
 | 
						|
	SetDParam(0, pass);
 | 
						|
 | 
						|
	v->cargo.Truncate(0);
 | 
						|
	v->Next()->cargo.Truncate(0);
 | 
						|
	const Station *st = GetTargetAirportIfValid(v);
 | 
						|
	StringID newsitem;
 | 
						|
	if (st == NULL) {
 | 
						|
		newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
 | 
						|
	} else {
 | 
						|
		SetDParam(1, st->index);
 | 
						|
		newsitem = STR_NEWS_AIRCRAFT_CRASH;
 | 
						|
	}
 | 
						|
 | 
						|
	AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, st == NULL ? AIEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : AIEventVehicleCrashed::CRASH_PLANE_LANDING));
 | 
						|
 | 
						|
	AddVehicleNewsItem(newsitem,
 | 
						|
		NS_ACCIDENT,
 | 
						|
		v->index,
 | 
						|
		st != NULL ? st->index : INVALID_STATION);
 | 
						|
 | 
						|
	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
 | 
						|
	SndPlayVehicleFx(SND_12_EXPLOSION, v);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Decide whether aircraft \a v should crash.
 | 
						|
 * @param v Aircraft to test.
 | 
						|
 */
 | 
						|
static void MaybeCrashAirplane(Aircraft *v)
 | 
						|
{
 | 
						|
	if (_settings_game.vehicle.plane_crashes == 0) return;
 | 
						|
 | 
						|
	Station *st = Station::Get(v->targetairport);
 | 
						|
 | 
						|
	/* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
 | 
						|
	uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
 | 
						|
	if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
 | 
						|
			(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
 | 
						|
			!_cheats.no_jetcrash.value) {
 | 
						|
		prob /= 20;
 | 
						|
	} else {
 | 
						|
		prob /= 1500;
 | 
						|
	}
 | 
						|
 | 
						|
	if (GB(Random(), 0, 22) > prob) return;
 | 
						|
 | 
						|
	/* Crash the airplane. Remove all goods stored at the station. */
 | 
						|
	for (CargoID i = 0; i < NUM_CARGO; i++) {
 | 
						|
		st->goods[i].rating = 1;
 | 
						|
		st->goods[i].cargo.Truncate(0);
 | 
						|
	}
 | 
						|
 | 
						|
	CrashAirplane(v);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
 | 
						|
 * Start loading cargo.
 | 
						|
 * @param v Aircraft that arrived.
 | 
						|
 */
 | 
						|
static void AircraftEntersTerminal(Aircraft *v)
 | 
						|
{
 | 
						|
	if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
 | 
						|
 | 
						|
	Station *st = Station::Get(v->targetairport);
 | 
						|
	v->last_station_visited = v->targetairport;
 | 
						|
 | 
						|
	/* Check if station was ever visited before */
 | 
						|
	if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
 | 
						|
		st->had_vehicle_of_type |= HVOT_AIRCRAFT;
 | 
						|
		SetDParam(0, st->index);
 | 
						|
		/* show newsitem of celebrating citizens */
 | 
						|
		AddVehicleNewsItem(
 | 
						|
			STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
 | 
						|
			(v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
 | 
						|
			v->index,
 | 
						|
			st->index
 | 
						|
		);
 | 
						|
		AI::NewEvent(v->owner, new AIEventStationFirstVehicle(st->index, v->index));
 | 
						|
	}
 | 
						|
 | 
						|
	v->BeginLoading();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Aircraft touched down at the landing strip.
 | 
						|
 * @param v Aircraft that landed.
 | 
						|
 */
 | 
						|
static void AircraftLandAirplane(Aircraft *v)
 | 
						|
{
 | 
						|
	v->UpdateDeltaXY(INVALID_DIR);
 | 
						|
 | 
						|
	if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
 | 
						|
		SndPlayVehicleFx(SND_17_SKID_PLANE, v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/** set the right pos when heading to other airports after takeoff */
 | 
						|
void AircraftNextAirportPos_and_Order(Aircraft *v)
 | 
						|
{
 | 
						|
	if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
 | 
						|
		v->targetairport = v->current_order.GetDestination();
 | 
						|
	}
 | 
						|
 | 
						|
	const Station *st = GetTargetAirportIfValid(v);
 | 
						|
	const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
 | 
						|
	Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
 | 
						|
	v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
 | 
						|
}
 | 
						|
 | 
						|
void AircraftLeaveHangar(Aircraft *v)
 | 
						|
{
 | 
						|
	v->cur_speed = 0;
 | 
						|
	v->subspeed = 0;
 | 
						|
	v->progress = 0;
 | 
						|
	v->direction = DIR_SE;
 | 
						|
	v->vehstatus &= ~VS_HIDDEN;
 | 
						|
	{
 | 
						|
		Vehicle *u = v->Next();
 | 
						|
		u->vehstatus &= ~VS_HIDDEN;
 | 
						|
 | 
						|
		/* Rotor blades */
 | 
						|
		u = u->Next();
 | 
						|
		if (u != NULL) {
 | 
						|
			u->vehstatus &= ~VS_HIDDEN;
 | 
						|
			u->cur_speed = 80;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	VehicleServiceInDepot(v);
 | 
						|
	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
 | 
						|
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
 | 
						|
}
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////////////////////////
 | 
						|
///////////////////   AIRCRAFT MOVEMENT SCHEME  ////////////////////////////////
 | 
						|
////////////////////////////////////////////////////////////////////////////////
 | 
						|
static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	AircraftEntersTerminal(v);
 | 
						|
	v->state = apc->layout[v->pos].heading;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Aircraft arrived in an airport hangar.
 | 
						|
 * @param v Aircraft in the hangar.
 | 
						|
 * @param apc Airport description containing the hangar.
 | 
						|
 */
 | 
						|
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	VehicleEnterDepot(v);
 | 
						|
	v->state = apc->layout[v->pos].heading;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Handle aircraft movement/decision making in an airport hangar.
 | 
						|
 * @param v Aircraft in the hangar.
 | 
						|
 * @param apc Airport description containing the hangar.
 | 
						|
 */
 | 
						|
static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* if we just arrived, execute EnterHangar first */
 | 
						|
	if (v->previous_pos != v->pos) {
 | 
						|
		AircraftEventHandler_EnterHangar(v, apc);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if we were sent to the depot, stay there */
 | 
						|
	if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
 | 
						|
		v->current_order.Free();
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!v->current_order.IsType(OT_GOTO_STATION) &&
 | 
						|
			!v->current_order.IsType(OT_GOTO_DEPOT))
 | 
						|
		return;
 | 
						|
 | 
						|
	/* We are leaving a hangar, but have to go to the exact same one; re-enter */
 | 
						|
	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
 | 
						|
		VehicleEnterDepot(v);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* if the block of the next position is busy, stay put */
 | 
						|
	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
 | 
						|
 | 
						|
	/* We are already at the target airport, we need to find a terminal */
 | 
						|
	if (v->current_order.GetDestination() == v->targetairport) {
 | 
						|
		/* FindFreeTerminal:
 | 
						|
		 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
 | 
						|
		if (v->subtype == AIR_HELICOPTER) {
 | 
						|
			if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
 | 
						|
		} else {
 | 
						|
			if (!AirportFindFreeTerminal(v, apc)) return; // airplane
 | 
						|
		}
 | 
						|
	} else { // Else prepare for launch.
 | 
						|
		/* airplane goto state takeoff, helicopter to helitakeoff */
 | 
						|
		v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
 | 
						|
	}
 | 
						|
	AircraftLeaveHangar(v);
 | 
						|
	AirportMove(v, apc);
 | 
						|
}
 | 
						|
 | 
						|
/** At one of the Airport's Terminals */
 | 
						|
static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* if we just arrived, execute EnterTerminal first */
 | 
						|
	if (v->previous_pos != v->pos) {
 | 
						|
		AircraftEventHandler_EnterTerminal(v, apc);
 | 
						|
		/* on an airport with helipads, a helicopter will always land there
 | 
						|
		 * and get serviced at the same time - setting */
 | 
						|
		if (_settings_game.order.serviceathelipad) {
 | 
						|
			if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
 | 
						|
				/* an exerpt of ServiceAircraft, without the invisibility stuff */
 | 
						|
				v->date_of_last_service = _date;
 | 
						|
				v->breakdowns_since_last_service = 0;
 | 
						|
				v->reliability = Engine::Get(v->engine_type)->reliability;
 | 
						|
				SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->current_order.IsType(OT_NOTHING)) return;
 | 
						|
 | 
						|
	/* if the block of the next position is busy, stay put */
 | 
						|
	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
 | 
						|
 | 
						|
	/* airport-road is free. We either have to go to another airport, or to the hangar
 | 
						|
	 * ---> start moving */
 | 
						|
 | 
						|
	bool go_to_hangar = false;
 | 
						|
	switch (v->current_order.GetType()) {
 | 
						|
		case OT_GOTO_STATION: // ready to fly to another airport
 | 
						|
			break;
 | 
						|
		case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
 | 
						|
			go_to_hangar = v->current_order.GetDestination() == v->targetairport;
 | 
						|
			break;
 | 
						|
		case OT_CONDITIONAL:
 | 
						|
			/* In case of a conditional order we just have to wait a tick
 | 
						|
			 * longer, so the conditional order can actually be processed;
 | 
						|
			 * we should not clear the order as that makes us go nowhere. */
 | 
						|
			return;
 | 
						|
		default:  // orders have been deleted (no orders), goto depot and don't bother us
 | 
						|
			v->current_order.Free();
 | 
						|
			go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
 | 
						|
	}
 | 
						|
 | 
						|
	if (go_to_hangar) {
 | 
						|
		v->state = HANGAR;
 | 
						|
	} else {
 | 
						|
		/* airplane goto state takeoff, helicopter to helitakeoff */
 | 
						|
		v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
 | 
						|
	}
 | 
						|
	AirportMove(v, apc);
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	error("OK, you shouldn't be here, check your Airport Scheme!");
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	PlayAircraftSound(v); // play takeoffsound for airplanes
 | 
						|
	v->state = STARTTAKEOFF;
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	v->state = ENDTAKEOFF;
 | 
						|
	v->UpdateDeltaXY(INVALID_DIR);
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	v->state = FLYING;
 | 
						|
	/* get the next position to go to, differs per airport */
 | 
						|
	AircraftNextAirportPos_and_Order(v);
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	v->state = FLYING;
 | 
						|
	v->UpdateDeltaXY(INVALID_DIR);
 | 
						|
 | 
						|
	/* get the next position to go to, differs per airport */
 | 
						|
	AircraftNextAirportPos_and_Order(v);
 | 
						|
 | 
						|
	/* Send the helicopter to a hangar if needed for replacement */
 | 
						|
	if (v->NeedsAutomaticServicing()) {
 | 
						|
		Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
 | 
						|
		DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
 | 
						|
		cur_company.Restore();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	Station *st = Station::Get(v->targetairport);
 | 
						|
 | 
						|
	/* runway busy or not allowed to use this airstation, circle */
 | 
						|
	if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner)) {
 | 
						|
		/* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
 | 
						|
		 * if it is an airplane, look for LANDING, for helicopter HELILANDING
 | 
						|
		 * it is possible to choose from multiple landing runways, so loop until a free one is found */
 | 
						|
		byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
 | 
						|
		const AirportFTA *current = apc->layout[v->pos].next;
 | 
						|
		while (current != NULL) {
 | 
						|
			if (current->heading == landingtype) {
 | 
						|
				/* save speed before, since if AirportHasBlock is false, it resets them to 0
 | 
						|
				 * we don't want that for plane in air
 | 
						|
				 * hack for speed thingie */
 | 
						|
				uint16 tcur_speed = v->cur_speed;
 | 
						|
				uint16 tsubspeed = v->subspeed;
 | 
						|
				if (!AirportHasBlock(v, current, apc)) {
 | 
						|
					v->state = landingtype; // LANDING / HELILANDING
 | 
						|
					/* it's a bit dirty, but I need to set position to next position, otherwise
 | 
						|
					 * if there are multiple runways, plane won't know which one it took (because
 | 
						|
					 * they all have heading LANDING). And also occupy that block! */
 | 
						|
					v->pos = current->next_position;
 | 
						|
					SETBITS(st->airport.flags, apc->layout[v->pos].block);
 | 
						|
					return;
 | 
						|
				}
 | 
						|
				v->cur_speed = tcur_speed;
 | 
						|
				v->subspeed = tsubspeed;
 | 
						|
			}
 | 
						|
			current = current->next;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	v->state = FLYING;
 | 
						|
	v->pos = apc->layout[v->pos].next_position;
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	v->state = ENDLANDING;
 | 
						|
	AircraftLandAirplane(v);  // maybe crash airplane
 | 
						|
 | 
						|
	/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
 | 
						|
	if (v->NeedsAutomaticServicing()) {
 | 
						|
		Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
 | 
						|
		DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
 | 
						|
		cur_company.Restore();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	v->state = HELIENDLANDING;
 | 
						|
	v->UpdateDeltaXY(INVALID_DIR);
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* next block busy, don't do a thing, just wait */
 | 
						|
	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
 | 
						|
 | 
						|
	/* if going to terminal (OT_GOTO_STATION) choose one
 | 
						|
	 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
 | 
						|
	 * 2. not going for terminal (but depot, no order),
 | 
						|
	 * --> get out of the way to the hangar. */
 | 
						|
	if (v->current_order.IsType(OT_GOTO_STATION)) {
 | 
						|
		if (AirportFindFreeTerminal(v, apc)) return;
 | 
						|
	}
 | 
						|
	v->state = HANGAR;
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/*  next block busy, don't do a thing, just wait */
 | 
						|
	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
 | 
						|
 | 
						|
	/* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
 | 
						|
	 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
 | 
						|
	 * 2. not going for terminal (but depot, no order),
 | 
						|
	 * --> get out of the way to the hangar IF there are terminals on the airport.
 | 
						|
	 * --> else TAKEOFF
 | 
						|
	 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
 | 
						|
	 * must go to a hangar. */
 | 
						|
	if (v->current_order.IsType(OT_GOTO_STATION)) {
 | 
						|
		if (AirportFindFreeHelipad(v, apc)) return;
 | 
						|
	}
 | 
						|
	v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Signature of the aircraft handler function.
 | 
						|
 * @param v Aircraft to handle.
 | 
						|
 * @param apc Airport state machine.
 | 
						|
 */
 | 
						|
typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
 | 
						|
/** Array of handler functions for each target of the aircraft. */
 | 
						|
static AircraftStateHandler * const _aircraft_state_handlers[] = {
 | 
						|
	AircraftEventHandler_General,        // TO_ALL         =  0
 | 
						|
	AircraftEventHandler_InHangar,       // HANGAR         =  1
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM1          =  2
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM2          =  3
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM3          =  4
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM4          =  5
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM5          =  6
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM6          =  7
 | 
						|
	AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
 | 
						|
	AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
 | 
						|
	AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
 | 
						|
	AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
 | 
						|
	AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
 | 
						|
	AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
 | 
						|
	AircraftEventHandler_Flying,         // FLYING         = 14
 | 
						|
	AircraftEventHandler_Landing,        // LANDING        = 15
 | 
						|
	AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
 | 
						|
	AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
 | 
						|
	AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM7          = 19
 | 
						|
	AircraftEventHandler_AtTerminal,     // TERM8          = 20
 | 
						|
	AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
 | 
						|
};
 | 
						|
 | 
						|
static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* we have left the previous block, and entered the new one. Free the previous block */
 | 
						|
	if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
 | 
						|
		Station *st = Station::Get(v->targetairport);
 | 
						|
 | 
						|
		CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void AirportGoToNextPosition(Aircraft *v)
 | 
						|
{
 | 
						|
	/* if aircraft is not in position, wait until it is */
 | 
						|
	if (!AircraftController(v)) return;
 | 
						|
 | 
						|
	const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
 | 
						|
 | 
						|
	AirportClearBlock(v, apc);
 | 
						|
	AirportMove(v, apc); // move aircraft to next position
 | 
						|
}
 | 
						|
 | 
						|
/* gets pos from vehicle and next orders */
 | 
						|
static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* error handling */
 | 
						|
	if (v->pos >= apc->nofelements) {
 | 
						|
		DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
 | 
						|
		assert(v->pos < apc->nofelements);
 | 
						|
	}
 | 
						|
 | 
						|
	const AirportFTA *current = &apc->layout[v->pos];
 | 
						|
	/* we have arrived in an important state (eg terminal, hangar, etc.) */
 | 
						|
	if (current->heading == v->state) {
 | 
						|
		byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
 | 
						|
		byte prev_state = v->state;
 | 
						|
		_aircraft_state_handlers[v->state](v, apc);
 | 
						|
		if (v->state != FLYING) v->previous_pos = prev_pos;
 | 
						|
		if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	v->previous_pos = v->pos; // save previous location
 | 
						|
 | 
						|
	/* there is only one choice to move to */
 | 
						|
	if (current->next == NULL) {
 | 
						|
		if (AirportSetBlocks(v, current, apc)) {
 | 
						|
			v->pos = current->next_position;
 | 
						|
			UpdateAircraftCache(v);
 | 
						|
		} // move to next position
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	/* there are more choices to choose from, choose the one that
 | 
						|
	 * matches our heading */
 | 
						|
	do {
 | 
						|
		if (v->state == current->heading || current->heading == TO_ALL) {
 | 
						|
			if (AirportSetBlocks(v, current, apc)) {
 | 
						|
				v->pos = current->next_position;
 | 
						|
				UpdateAircraftCache(v);
 | 
						|
			} // move to next position
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
		current = current->next;
 | 
						|
	} while (current != NULL);
 | 
						|
 | 
						|
	DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
 | 
						|
	NOT_REACHED();
 | 
						|
}
 | 
						|
 | 
						|
/** returns true if the road ahead is busy, eg. you must wait before proceeding. */
 | 
						|
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	const AirportFTA *reference = &apc->layout[v->pos];
 | 
						|
	const AirportFTA *next = &apc->layout[current_pos->next_position];
 | 
						|
 | 
						|
	/* same block, then of course we can move */
 | 
						|
	if (apc->layout[current_pos->position].block != next->block) {
 | 
						|
		const Station *st = Station::Get(v->targetairport);
 | 
						|
		uint64 airport_flags = next->block;
 | 
						|
 | 
						|
		/* check additional possible extra blocks */
 | 
						|
		if (current_pos != reference && current_pos->block != NOTHING_block) {
 | 
						|
			airport_flags |= current_pos->block;
 | 
						|
		}
 | 
						|
 | 
						|
		if (st->airport.flags & airport_flags) {
 | 
						|
			v->cur_speed = 0;
 | 
						|
			v->subspeed = 0;
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * "reserve" a block for the plane
 | 
						|
 * @param v airplane that requires the operation
 | 
						|
 * @param current_pos of the vehicle in the list of blocks
 | 
						|
 * @param apc airport on which block is requsted to be set
 | 
						|
 * @returns true on success. Eg, next block was free and we have occupied it
 | 
						|
 */
 | 
						|
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	const AirportFTA *next = &apc->layout[current_pos->next_position];
 | 
						|
	const AirportFTA *reference = &apc->layout[v->pos];
 | 
						|
 | 
						|
	/* if the next position is in another block, check it and wait until it is free */
 | 
						|
	if ((apc->layout[current_pos->position].block & next->block) != next->block) {
 | 
						|
		uint64 airport_flags = next->block;
 | 
						|
		/* search for all all elements in the list with the same state, and blocks != N
 | 
						|
		 * this means more blocks should be checked/set */
 | 
						|
		const AirportFTA *current = current_pos;
 | 
						|
		if (current == reference) current = current->next;
 | 
						|
		while (current != NULL) {
 | 
						|
			if (current->heading == current_pos->heading && current->block != 0) {
 | 
						|
				airport_flags |= current->block;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
			current = current->next;
 | 
						|
		}
 | 
						|
 | 
						|
		/* if the block to be checked is in the next position, then exclude that from
 | 
						|
		 * checking, because it has been set by the airplane before */
 | 
						|
		if (current_pos->block == next->block) airport_flags ^= next->block;
 | 
						|
 | 
						|
		Station *st = Station::Get(v->targetairport);
 | 
						|
		if (st->airport.flags & airport_flags) {
 | 
						|
			v->cur_speed = 0;
 | 
						|
			v->subspeed = 0;
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
 | 
						|
		if (next->block != NOTHING_block) {
 | 
						|
			SETBITS(st->airport.flags, airport_flags); // occupy next block
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Combination of aircraft state for going to a certain terminal and the
 | 
						|
 * airport flag for that terminal block.
 | 
						|
 */
 | 
						|
struct MovementTerminalMapping {
 | 
						|
	AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
 | 
						|
	uint64 airport_flag;         ///< Bitmask in the airport flags that need to be free for this terminal.
 | 
						|
};
 | 
						|
 | 
						|
/** A list of all valid terminals and their associated blocks. */
 | 
						|
static const MovementTerminalMapping _airport_terminal_mapping[] = {
 | 
						|
	{TERM1, TERM1_block},
 | 
						|
	{TERM2, TERM2_block},
 | 
						|
	{TERM3, TERM3_block},
 | 
						|
	{TERM4, TERM4_block},
 | 
						|
	{TERM5, TERM5_block},
 | 
						|
	{TERM6, TERM6_block},
 | 
						|
	{TERM7, TERM7_block},
 | 
						|
	{TERM8, TERM8_block},
 | 
						|
	{HELIPAD1, HELIPAD1_block},
 | 
						|
	{HELIPAD2, HELIPAD2_block},
 | 
						|
	{HELIPAD3, HELIPAD3_block},
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Find a free terminal or helipad, and if available, assign it.
 | 
						|
 * @param v Aircraft looking for a free terminal or helipad.
 | 
						|
 * @param i First terminal to examine.
 | 
						|
 * @param last_terminal Terminal number to stop examining.
 | 
						|
 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
 | 
						|
 */
 | 
						|
static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
 | 
						|
{
 | 
						|
	assert(last_terminal <= lengthof(_airport_terminal_mapping));
 | 
						|
	Station *st = Station::Get(v->targetairport);
 | 
						|
	for (; i < last_terminal; i++) {
 | 
						|
		if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
 | 
						|
			/* TERMINAL# HELIPAD# */
 | 
						|
			v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
 | 
						|
			SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the number of terminals at the airport.
 | 
						|
 * @param afc Airport description.
 | 
						|
 * @return Number of terminals.
 | 
						|
 */
 | 
						|
static uint GetNumTerminals(const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	uint num = 0;
 | 
						|
 | 
						|
	for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
 | 
						|
 | 
						|
	return num;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Find a free terminal, and assign it if available.
 | 
						|
 * @param v Aircraft to handle.
 | 
						|
 * @param apc Airport state machine.
 | 
						|
 * @return Found a free terminal and assigned it.
 | 
						|
 */
 | 
						|
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* example of more terminalgroups
 | 
						|
	 * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
 | 
						|
	 * Heading 255 denotes a group. We see 2 groups here:
 | 
						|
	 * 1. group 0 -- TERM_GROUP1_block (check block)
 | 
						|
	 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
 | 
						|
	 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
 | 
						|
	 * looks at the corresponding terminals of that group. If no free ones are found, other
 | 
						|
	 * possible groups are checked (in this case group 1, since that is after group 0). If that
 | 
						|
	 * fails, then attempt fails and plane waits
 | 
						|
	 */
 | 
						|
	if (apc->terminals[0] > 1) {
 | 
						|
		const Station *st = Station::Get(v->targetairport);
 | 
						|
		const AirportFTA *temp = apc->layout[v->pos].next;
 | 
						|
 | 
						|
		while (temp != NULL) {
 | 
						|
			if (temp->heading == 255) {
 | 
						|
				if (!(st->airport.flags & temp->block)) {
 | 
						|
					/* read which group do we want to go to?
 | 
						|
					 * (the first free group) */
 | 
						|
					uint target_group = temp->next_position + 1;
 | 
						|
 | 
						|
					/* at what terminal does the group start?
 | 
						|
					 * that means, sum up all terminals of
 | 
						|
					 * groups with lower number */
 | 
						|
					uint group_start = 0;
 | 
						|
					for (uint i = 1; i < target_group; i++) {
 | 
						|
						group_start += apc->terminals[i];
 | 
						|
					}
 | 
						|
 | 
						|
					uint group_end = group_start + apc->terminals[target_group];
 | 
						|
					if (FreeTerminal(v, group_start, group_end)) return true;
 | 
						|
				}
 | 
						|
			} else {
 | 
						|
				/* once the heading isn't 255, we've exhausted the possible blocks.
 | 
						|
				 * So we cannot move */
 | 
						|
				return false;
 | 
						|
			}
 | 
						|
			temp = temp->next;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
 | 
						|
	return FreeTerminal(v, 0, GetNumTerminals(apc));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Find a free helipad, and assign it if available.
 | 
						|
 * @param v Aircraft to handle.
 | 
						|
 * @param apc Airport state machine.
 | 
						|
 * @return Found a free helipad and assigned it.
 | 
						|
 */
 | 
						|
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
 | 
						|
{
 | 
						|
	/* if an airport doesn't have helipads, use terminals */
 | 
						|
	if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
 | 
						|
 | 
						|
	/* only 1 helicoptergroup, check all helipads
 | 
						|
	 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
 | 
						|
	return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
 | 
						|
}
 | 
						|
 | 
						|
static bool AircraftEventHandler(Aircraft *v, int loop)
 | 
						|
{
 | 
						|
	v->tick_counter++;
 | 
						|
 | 
						|
	if (v->vehstatus & VS_CRASHED) {
 | 
						|
		return HandleCrashedAircraft(v);
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->vehstatus & VS_STOPPED) return true;
 | 
						|
 | 
						|
	v->HandleBreakdown();
 | 
						|
 | 
						|
	HandleAircraftSmoke(v);
 | 
						|
	ProcessOrders(v);
 | 
						|
	v->HandleLoading(loop != 0);
 | 
						|
 | 
						|
	if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
 | 
						|
 | 
						|
	AirportGoToNextPosition(v);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
bool Aircraft::Tick()
 | 
						|
{
 | 
						|
	if (!this->IsNormalAircraft()) return true;
 | 
						|
 | 
						|
	if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
 | 
						|
 | 
						|
	if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
 | 
						|
 | 
						|
	this->current_order_time++;
 | 
						|
 | 
						|
	for (uint i = 0; i != 2; i++) {
 | 
						|
		/* stop if the aircraft was deleted */
 | 
						|
		if (!AircraftEventHandler(this, i)) return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns aircraft's target station if v->target_airport
 | 
						|
 * is a valid station with airport.
 | 
						|
 * @param v vehicle to get target airport for
 | 
						|
 * @return pointer to target station, NULL if invalid
 | 
						|
 */
 | 
						|
Station *GetTargetAirportIfValid(const Aircraft *v)
 | 
						|
{
 | 
						|
	assert(v->type == VEH_AIRCRAFT);
 | 
						|
 | 
						|
	Station *st = Station::GetIfValid(v->targetairport);
 | 
						|
	if (st == NULL) return NULL;
 | 
						|
 | 
						|
	return st->airport.tile == INVALID_TILE ? NULL : st;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Updates the status of the Aircraft heading or in the station
 | 
						|
 * @param st Station been updated
 | 
						|
 */
 | 
						|
void UpdateAirplanesOnNewStation(const Station *st)
 | 
						|
{
 | 
						|
	/* only 1 station is updated per function call, so it is enough to get entry_point once */
 | 
						|
	const AirportFTAClass *ap = st->airport.GetFTA();
 | 
						|
	Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
 | 
						|
 | 
						|
	Aircraft *v;
 | 
						|
	FOR_ALL_AIRCRAFT(v) {
 | 
						|
		if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
 | 
						|
		assert(v->state == FLYING);
 | 
						|
		v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
 | 
						|
		UpdateAircraftCache(v);
 | 
						|
	}
 | 
						|
}
 |