OpenTTD Source 20260512-master-g20b387b91f
aircraft_cmd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
6 */
7
9
10#include "stdafx.h"
11#include "aircraft.h"
12#include "landscape.h"
13#include "news_func.h"
14#include "newgrf_engine.h"
15#include "newgrf_sound.h"
16#include "error_func.h"
17#include "strings_func.h"
18#include "command_func.h"
19#include "window_func.h"
22#include "vehicle_func.h"
23#include "sound_func.h"
24#include "cheat_type.h"
25#include "company_base.h"
26#include "ai/ai.hpp"
27#include "game/game.hpp"
28#include "company_func.h"
29#include "effectvehicle_func.h"
30#include "station_base.h"
31#include "engine_base.h"
32#include "core/random_func.hpp"
33#include "core/backup_type.hpp"
34#include "zoom_func.h"
35#include "disaster_vehicle.h"
36#include "newgrf_airporttiles.h"
37#include "framerate_type.h"
38#include "aircraft_cmd.h"
39#include "vehicle_cmd.h"
40
41#include "table/strings.h"
42
43#include "safeguards.h"
44
46{
47 this->bounds = {{-1, -1, 0}, {2, 2, 0}, {}};
48
49 switch (this->subtype) {
50 default: NOT_REACHED();
51
52 case AIR_AIRCRAFT:
53 case AIR_HELICOPTER:
54 switch (this->state) {
55 default: break;
56 case ENDTAKEOFF:
57 case LANDING:
58 case HELILANDING:
59 case FLYING:
60 /* Bounds are not centred on the aircraft. */
61 this->bounds.extent.x = 24;
62 this->bounds.extent.y = 24;
63 break;
64 }
65 this->bounds.extent.z = 5;
66 break;
67
68 case AIR_SHADOW:
69 this->bounds.extent.z = 1;
70 this->bounds.origin = {};
71 break;
72
73 case AIR_ROTOR:
74 this->bounds.extent.z = 1;
75 break;
76 }
77}
78
79static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
80static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
81static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
82static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
83static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
84static void CrashAirplane(Aircraft *v);
85
86static const SpriteID _aircraft_sprite[] = {
87 0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
88 0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
89 0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
90 0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
91 0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
92 0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
93 0x0EBD, 0x0EC5
94};
95
97template <>
99{
100 return image_index < lengthof(_aircraft_sprite);
101}
102
104enum HelicopterRotorStates : uint8_t {
105 HRS_ROTOR_STOPPED,
106 HRS_ROTOR_MOVING_1,
107 HRS_ROTOR_MOVING_2,
108 HRS_ROTOR_MOVING_3,
109};
110
118static StationID FindNearestHangar(const Aircraft *v)
119{
120 uint best = 0;
121 StationID index = StationID::Invalid();
123 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
124 uint max_range = v->acache.cached_max_range_sqr;
125
126 /* Determine destinations where it's coming from and where it's heading to */
127 const Station *last_dest = nullptr;
128 const Station *next_dest = nullptr;
129 if (max_range != 0) {
130 if (v->current_order.IsType(OT_GOTO_STATION) ||
133 next_dest = Station::GetIfValid(v->current_order.GetDestination().ToStationID());
134 } else {
135 last_dest = GetTargetAirportIfValid(v);
136 std::vector<StationID> next_station;
137 v->GetNextStoppingStation(next_station);
138 if (!next_station.empty()) next_dest = Station::GetIfValid(next_station.back());
139 }
140 }
141
142 for (const Station *st : Station::Iterate()) {
143 if (st->owner != v->owner || !st->facilities.Test(StationFacility::Airport) || !st->airport.HasHangar()) continue;
144
145 const AirportFTAClass *afc = st->airport.GetFTA();
146
147 /* don't crash the plane if we know it can't land at the airport */
148 if (afc->flags.Test(AirportFTAClass::Flag::ShortStrip) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue;
149
150 /* the plane won't land at any helicopter station */
151 if (!afc->flags.Test(AirportFTAClass::Flag::Airplanes) && (avi->subtype & AIR_CTOL)) continue;
152
153 /* Check if our last and next destinations can be reached from the depot airport. */
154 if (max_range != 0) {
155 uint last_dist = (last_dest != nullptr && last_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, last_dest->airport.tile) : 0;
156 uint next_dist = (next_dest != nullptr && next_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, next_dest->airport.tile) : 0;
157 if (last_dist > max_range || next_dist > max_range) continue;
158 }
159
160 /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
161 uint distance = DistanceSquare(vtile, st->airport.tile);
162 if (distance < best || index == StationID::Invalid()) {
163 best = distance;
164 index = st->index;
165 }
166 }
167 return index;
168}
169
171{
172 uint8_t spritenum = this->spritenum;
173
174 if (IsCustomVehicleSpriteNum(spritenum)) {
175 GetCustomVehicleSprite(this, direction, image_type, result);
176 if (result->IsValid()) return;
177
179 }
180
182 result->Set(direction + _aircraft_sprite[spritenum]);
183}
184
185void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
186{
187 assert(v->subtype == AIR_HELICOPTER);
188
189 const Aircraft *w = v->Next()->Next();
190 if (IsCustomVehicleSpriteNum(v->spritenum)) {
191 GetCustomRotorSprite(v, image_type, result);
192 if (result->IsValid()) return;
193 }
194
195 /* Return standard rotor sprites if there are no custom sprites for this helicopter */
196 result->Set(SPR_ROTOR_STOPPED + w->state);
197}
198
199static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
200{
201 const Engine *e = Engine::Get(engine);
202 uint8_t spritenum = e->VehInfo<AircraftVehicleInfo>().image_index;
203
204 if (IsCustomVehicleSpriteNum(spritenum)) {
205 GetCustomVehicleIcon(engine, DIR_W, image_type, result);
206 if (result->IsValid()) return;
207
208 spritenum = e->original_image_index;
209 }
210
212 result->Set(DIR_W + _aircraft_sprite[spritenum]);
213}
214
215void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
216{
218 GetAircraftIcon(engine, image_type, &seq);
219
220 Rect rect;
221 seq.GetBounds(&rect);
222 preferred_x = Clamp(preferred_x,
223 left - UnScaleGUI(rect.left),
224 right - UnScaleGUI(rect.right));
225
226 seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
227
228 if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
229 VehicleSpriteSeq rotor_seq;
230 GetCustomRotorIcon(engine, image_type, &rotor_seq);
231 if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
232 rotor_seq.Draw(preferred_x, y - ScaleSpriteTrad(5), PAL_NONE, false);
233 }
234}
235
245void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
246{
248 GetAircraftIcon(engine, image_type, &seq);
249
250 Rect rect;
251 seq.GetBounds(&rect);
252
253 width = UnScaleGUI(rect.Width());
254 height = UnScaleGUI(rect.Height());
255 xoffs = UnScaleGUI(rect.left);
256 yoffs = UnScaleGUI(rect.top);
257}
258
267CommandCost CmdBuildAircraft(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
268{
269 const AircraftVehicleInfo *avi = &e->VehInfo<AircraftVehicleInfo>();
270 const Station *st = Station::GetByTile(tile);
271
272 /* Prevent building aircraft types at places which can't handle them */
273 if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
274
275 /* Make sure all aircraft end up in the first tile of the hangar. */
276 tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
277
278 if (flags.Test(DoCommandFlag::Execute)) {
279 Aircraft *v = Aircraft::Create(); // aircraft
280 Aircraft *u = Aircraft::Create(); // shadow
281 *ret = v;
282
283 v->direction = DIR_SE;
284
285 v->owner = u->owner = _current_company;
286
287 v->tile = tile;
288
289 uint x = TileX(tile) * TILE_SIZE + 5;
290 uint y = TileY(tile) * TILE_SIZE + 3;
291
292 v->x_pos = u->x_pos = x;
293 v->y_pos = u->y_pos = y;
294
295 u->z_pos = GetSlopePixelZ(x, y);
296 v->z_pos = u->z_pos + 1;
297
300
301 v->spritenum = avi->image_index;
302
304 v->refit_cap = 0;
305 u->refit_cap = 0;
306
308 assert(IsValidCargoType(v->cargo_type));
309
310 CargoType mail = GetCargoTypeByLabel(CT_MAIL);
311 if (IsValidCargoType(mail)) {
312 u->cargo_type = mail;
313 u->cargo_cap = avi->mail_capacity;
314 }
315
316 v->name.clear();
317 v->last_station_visited = StationID::Invalid();
318 v->last_loading_station = StationID::Invalid();
319
320 v->acceleration = avi->acceleration;
321 v->engine_type = e->index;
322 u->engine_type = e->index;
323
325 v->UpdateDeltaXY();
326
327 u->subtype = AIR_SHADOW;
328 u->UpdateDeltaXY();
329
330 v->reliability = e->reliability;
333
334 v->pos = GetVehiclePosOnBuild(tile);
335
336 v->state = HANGAR;
337 v->previous_pos = v->pos;
339 v->SetNext(u);
340
341 v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
342
346
347 v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
348 u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
349
350 v->random_bits = Random();
351 u->random_bits = Random();
352
353 v->vehicle_flags = {};
355 v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
356
358
359 v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
360
362
363 UpdateAircraftCache(v, true);
364
365 v->UpdatePosition();
366 u->UpdatePosition();
367
368 /* Aircraft with 3 vehicles (chopper)? */
369 if (v->subtype == AIR_HELICOPTER) {
371 w->engine_type = e->index;
372 w->direction = DIR_N;
374 w->x_pos = v->x_pos;
375 w->y_pos = v->y_pos;
376 w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
378 w->spritenum = 0xFF;
379 w->subtype = AIR_ROTOR;
380 w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED);
381 w->random_bits = Random();
382 /* Use rotor's air.state to store the rotor animation frame */
383 w->state = HRS_ROTOR_STOPPED;
384 w->UpdateDeltaXY();
385
386 u->SetNext(w);
387 w->UpdatePosition();
388 }
389 }
390
391 return CommandCost();
392}
393
394
396{
397 const Station *st = GetTargetAirportIfValid(this);
398 /* If the station is not a valid airport or if it has no hangars */
399 if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
400 /* the aircraft has to search for a hangar on its own */
401 StationID station = FindNearestHangar(this);
402
403 if (station == StationID::Invalid()) return ClosestDepot();
404
405 st = Station::Get(station);
406 }
407
408 return ClosestDepot(st->xy, st->index);
409}
410
411static void CheckIfAircraftNeedsService(Aircraft *v)
412{
413 if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
414 if (v->IsChainInDepot()) {
416 return;
417 }
418
419 /* When we're parsing conditional orders and the like
420 * we don't want to consider going to a depot too. */
421 if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
422
423 const Station *st = Station::Get(v->current_order.GetDestination().ToStationID());
424
425 assert(st != nullptr);
426
427 /* only goto depot if the target airport has a depot */
428 if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
431 } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
434 }
435}
436
438{
439 const Engine *e = this->GetEngine();
440 uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->VehInfo<AircraftVehicleInfo>().running_cost);
441 return GetPrice(Price::RunningAircraft, cost_factor, e->GetGRF());
442}
443
446{
447 if (!this->IsNormalAircraft()) return;
448 AgeVehicle(this);
449}
450
453{
454 if (!this->IsNormalAircraft()) return;
455 EconomyAgeVehicle(this);
456
457 if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
458
459 CheckOrders(this);
460
462 CheckIfAircraftNeedsService(this);
463
464 if (this->running_ticks == 0) return;
465
467
468 this->profit_this_year -= cost.GetCost();
469 this->running_ticks = 0;
470
472
475}
476
477static void HelicopterTickHandler(Aircraft *v)
478{
479 Aircraft *u = v->Next()->Next();
480
481 if (u->vehstatus.Test(VehState::Hidden)) return;
482
483 /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
484 * loading/unloading at a terminal or stopped */
485 if (v->current_order.IsType(OT_LOADING) || v->vehstatus.Test(VehState::Stopped)) {
486 if (u->cur_speed != 0) {
487 u->cur_speed++;
488 if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
489 u->cur_speed = 0;
490 }
491 }
492 } else {
493 if (u->cur_speed == 0) {
494 u->cur_speed = 0x70;
495 }
496 if (u->cur_speed >= 0x50) {
497 u->cur_speed--;
498 }
499 }
500
501 int tick = ++u->tick_counter;
502 int spd = u->cur_speed >> 4;
503
505 if (spd == 0) {
506 u->state = HRS_ROTOR_STOPPED;
507 GetRotorImage(v, EIT_ON_MAP, &seq);
508 if (u->sprite_cache.sprite_seq == seq) return;
509 } else if (tick >= spd) {
510 u->tick_counter = 0;
511 u->state++;
512 if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
513 GetRotorImage(v, EIT_ON_MAP, &seq);
514 } else {
515 return;
516 }
517
518 u->sprite_cache.sprite_seq = seq;
519
521}
522
530void SetAircraftPosition(Aircraft *v, int x, int y, int z)
531{
532 v->x_pos = x;
533 v->y_pos = y;
534 v->z_pos = z;
535
536 v->UpdatePosition();
537 v->UpdateViewport(true, false);
538 if (v->subtype == AIR_HELICOPTER) {
539 GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_cache.sprite_seq);
540 }
541
542 Aircraft *u = v->Next();
543
544 int safe_x = Clamp(x, 0, Map::MaxX() * TILE_SIZE);
545 int safe_y = Clamp(y - 1, 0, Map::MaxY() * TILE_SIZE);
546 u->x_pos = x;
547 u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
548
549 safe_y = Clamp(u->y_pos, 0, Map::MaxY() * TILE_SIZE);
550 u->z_pos = GetSlopePixelZ(safe_x, safe_y);
551 u->sprite_cache.sprite_seq.CopyWithoutPalette(v->sprite_cache.sprite_seq); // the shadow is never coloured
552
554
555 u = u->Next();
556 if (u != nullptr) {
557 u->x_pos = x;
558 u->y_pos = y;
559 u->z_pos = z + ROTOR_Z_OFFSET;
560
562 }
563}
564
570{
571 v->subspeed = 0;
572 v->progress = 0;
573
574 Aircraft *u = v->Next();
576 u = u->Next();
577 if (u != nullptr) {
579 u->cur_speed = 0;
580 }
581
582 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
583}
584
585static void PlayAircraftSound(const Vehicle *v)
586{
587 if (!PlayVehicleSound(v, VSE_START)) {
588 SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
589 }
590}
591
592
599void UpdateAircraftCache(Aircraft *v, bool update_range)
600{
601 uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
602 if (max_speed != 0) {
603 /* Convert from original units to km-ish/h */
604 max_speed = (max_speed * 128) / 10;
605
606 v->vcache.cached_max_speed = max_speed;
607 } else {
608 /* Use the default max speed of the vehicle. */
609 v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
610 }
611
612 /* Update cargo aging period. */
613 v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
614 Aircraft *u = v->Next(); // Shadow for mail
615 u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
616
617 /* Update aircraft range. */
618 if (update_range) {
619 v->acache.cached_max_range = Engine::Get(v->engine_type)->GetRange();
620 /* Squared it now so we don't have to do it later all the time. */
621 v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
622 }
623}
624
625
629static constexpr uint16_t SPEED_LIMIT_TAXI = 50;
630static constexpr uint16_t SPEED_LIMIT_APPROACH = 230;
631static constexpr uint16_t SPEED_LIMIT_BROKEN = 320;
632static constexpr uint16_t SPEED_LIMIT_HOLD = 425;
633static constexpr uint16_t SPEED_LIMIT_NONE = UINT16_MAX;
634
642static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
643{
651 uint spd = v->acceleration * 77;
652 uint8_t t;
653
654 /* Adjust speed limits by plane speed factor to prevent taxiing
655 * and take-off speeds being too low. */
656 speed_limit *= _settings_game.vehicle.plane_speed;
657
658 /* adjust speed for broken vehicles */
660 if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false;
661 speed_limit = std::min<uint>(speed_limit, SPEED_LIMIT_BROKEN);
662 }
663
664 if (v->vcache.cached_max_speed < speed_limit) {
665 if (v->cur_speed < speed_limit) hard_limit = false;
666 speed_limit = v->vcache.cached_max_speed;
667 }
668
669 v->subspeed = (t = v->subspeed) + (uint8_t)spd;
670
671 /* Aircraft's current speed is used twice so that very fast planes are
672 * forced to slow down rapidly in the short distance needed. The magic
673 * value 16384 was determined to give similar results to the old speed/48
674 * method at slower speeds. This also results in less reduction at slow
675 * speeds to that aircraft do not get to taxi speed straight after
676 * touchdown. */
677 if (!hard_limit && v->cur_speed > speed_limit) {
678 speed_limit = v->cur_speed - std::max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
679 }
680
681 spd = std::min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
682
683 /* updates statusbar only if speed have changed to save CPU time */
684 if (spd != v->cur_speed) {
685 v->cur_speed = spd;
687 }
688
689 /* Adjust distance moved by plane speed setting */
690 if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
691
692 /* Convert direction-independent speed into direction-dependent speed. (old movement method) */
693 spd = v->GetOldAdvanceSpeed(spd);
694
695 spd += v->progress;
696 v->progress = (uint8_t)spd;
697 return spd >> 8;
698}
699
708{
709 int safe_x = Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE);
710 int safe_y = Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE);
711 return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
712}
713
724void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
725{
726 int base_altitude = GetTileHeightBelowAircraft(v);
727 if (v->type == VehicleType::Aircraft && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
729 }
730
731 /* Make sure eastbound and westbound planes do not "crash" into each
732 * other by providing them with vertical separation
733 */
734 switch (v->direction) {
735 case DIR_N:
736 case DIR_NE:
737 case DIR_E:
738 case DIR_SE:
739 base_altitude += 10;
740 break;
741
742 default: break;
743 }
744
745 /* Make faster planes fly higher so that they can overtake slower ones */
746 base_altitude += std::min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
747
748 if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
749 if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
750}
751
760{
761 int tile_height = GetTileHeightBelowAircraft(v);
762
764}
765
766template <class T>
767int GetAircraftFlightLevel(T *v, bool takeoff)
768{
769 /* Aircraft is in flight. We want to enforce it being somewhere
770 * between the minimum and the maximum allowed altitude. */
771 int aircraft_min_altitude;
772 int aircraft_max_altitude;
773 GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
774 int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
775
776 /* If those assumptions would be violated, aircraft would behave fairly strange. */
777 assert(aircraft_min_altitude < aircraft_middle_altitude);
778 assert(aircraft_middle_altitude < aircraft_max_altitude);
779
780 int z = v->z_pos;
781 if (z < aircraft_min_altitude ||
782 (v->flags.Test(VehicleAirFlag::InMinimumHeightCorrection) && z < aircraft_middle_altitude)) {
783 /* Ascend. And don't fly into that mountain right ahead.
784 * And avoid our aircraft become a stairclimber, so if we start
785 * correcting altitude, then we stop correction not too early. */
787 z += takeoff ? 2 : 1;
788 } else if (!takeoff && (z > aircraft_max_altitude ||
789 (v->flags.Test(VehicleAirFlag::InMaximumHeightCorrection) && z > aircraft_middle_altitude))) {
790 /* Descend lower. You are an aircraft, not an space ship.
791 * And again, don't stop correcting altitude too early. */
793 z--;
794 } else if (v->flags.Test(VehicleAirFlag::InMinimumHeightCorrection) && z >= aircraft_middle_altitude) {
795 /* Now, we have corrected altitude enough. */
797 } else if (v->flags.Test(VehicleAirFlag::InMaximumHeightCorrection) && z <= aircraft_middle_altitude) {
798 /* Now, we have corrected altitude enough. */
800 }
801
802 return z;
803}
804
805template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
806template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);
807
822static uint8_t AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
823{
824 assert(v != nullptr);
825 assert(apc != nullptr);
826
827 /* In the case the station doesn't exit anymore, set target tile 0.
828 * It doesn't hurt much, aircraft will go to next order, nearest hangar
829 * or it will simply crash in next tick */
830 TileIndex tile{};
831
833 if (st != nullptr) {
834 /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
835 tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
836 }
837
838 int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
839 int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
840
841 DiagDirection dir;
842 if (abs(delta_y) < abs(delta_x)) {
843 /* We are northeast or southwest of the airport */
844 dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
845 } else {
846 /* We are northwest or southeast of the airport */
847 dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
848 }
850 return apc->entry_points[dir];
851}
852
853
854static void MaybeCrashAirplane(Aircraft *v);
855
864{
865 /* nullptr if station is invalid */
867 /* INVALID_TILE if there is no station */
868 TileIndex tile = INVALID_TILE;
869 Direction rotation = DIR_N;
870 uint size_x = 1, size_y = 1;
871 if (st != nullptr) {
872 if (st->airport.tile != INVALID_TILE) {
873 tile = st->airport.tile;
874 rotation = st->airport.rotation;
875 size_x = st->airport.w;
876 size_y = st->airport.h;
877 } else {
878 tile = st->xy;
879 }
880 }
881 /* DUMMY if there is no station or no airport */
882 const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
883
884 /* prevent going to INVALID_TILE if airport is deleted. */
885 if (st == nullptr || st->airport.tile == INVALID_TILE) {
886 /* Jump into our "holding pattern" state machine if possible */
887 if (v->pos >= afc->nofelements) {
888 v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
889 } else if (v->targetairport != v->current_order.GetDestination()) {
890 /* If not possible, just get out of here fast */
891 v->state = FLYING;
894 /* get aircraft back on running altitude */
895 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
896 return false;
897 }
898 }
899
900 /* get airport moving data */
901 const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
902
903 int x = TileX(tile) * TILE_SIZE;
904 int y = TileY(tile) * TILE_SIZE;
905
906 /* Helicopter raise */
908 Aircraft *u = v->Next()->Next();
909
910 /* Make sure the rotors don't rotate too fast */
911 if (u->cur_speed > 32) {
912 v->cur_speed = 0;
913 if (--u->cur_speed == 32) {
914 if (!PlayVehicleSound(v, VSE_START)) {
915 SoundID sfx = AircraftVehInfo(v->engine_type)->sfx;
916 /* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
917 * The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
919 SndPlayVehicleFx(sfx, v);
920 }
921 }
922 } else {
923 u->cur_speed = 32;
924 int count = UpdateAircraftSpeed(v);
925 if (count > 0) {
926 v->tile = TileIndex{};
927
928 int z_dest;
929 GetAircraftFlightLevelBounds(v, &z_dest, nullptr);
930
931 /* Reached altitude? */
932 if (v->z_pos >= z_dest) {
933 v->cur_speed = 0;
934 return true;
935 }
936 SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z_dest));
937 }
938 }
939 return false;
940 }
941
942 /* Helicopter landing. */
945
946 if (st == nullptr) {
947 v->state = FLYING;
950 return false;
951 }
952
953 /* Vehicle is now at the airport.
954 * Helicopter has arrived at the target landing pad, so the current position is also where it should land.
955 * Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */
956 if (st->airport.type != AT_OILRIG) {
957 x = v->x_pos;
958 y = v->y_pos;
959 tile = TileVirtXY(x, y);
960 }
961 v->tile = tile;
962
963 /* Find altitude of landing position. */
964 int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
965
966 if (z == v->z_pos) {
967 Vehicle *u = v->Next()->Next();
968
969 /* Increase speed of rotors. When speed is 80, we've landed. */
970 if (u->cur_speed >= 80) {
972 return true;
973 }
974 u->cur_speed += 4;
975 } else {
976 int count = UpdateAircraftSpeed(v);
977 if (count > 0) {
978 if (v->z_pos > z) {
979 SetAircraftPosition(v, v->x_pos, v->y_pos, std::max(v->z_pos - count, z));
980 } else {
981 SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z));
982 }
983 }
984 }
985 return false;
986 }
987
988 /* Get distance from destination pos to current pos. */
989 uint dist = abs(x + amd.x - v->x_pos) + abs(y + amd.y - v->y_pos);
990
991 /* Need exact position? */
992 if (!amd.flags.Test(AirportMovingDataFlag::ExactPosition) && dist <= (amd.flags.Test(AirportMovingDataFlag::SlowTurn) ? 8U : 4U)) return true;
993
994 /* At final pos? */
995 if (dist == 0) {
996 /* Change direction smoothly to final direction. */
997 DirDiff dirdiff = DirDifference(amd.direction, v->direction);
998 /* if distance is 0, and plane points in right direction, no point in calling
999 * UpdateAircraftSpeed(). So do it only afterwards */
1000 if (dirdiff == DIRDIFF_SAME) {
1001 v->cur_speed = 0;
1002 return true;
1003 }
1004
1005 if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
1006
1008 v->cur_speed >>= 1;
1009
1010 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1011 return false;
1012 }
1013
1014 if (amd.flags.Test(AirportMovingDataFlag::Brake) && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
1016 if (v->vehstatus.Test(VehState::Crashed)) return false;
1017 }
1018
1019 uint speed_limit = SPEED_LIMIT_TAXI;
1020 bool hard_limit = true;
1021
1023 speed_limit = SPEED_LIMIT_NONE;
1024 }
1026 speed_limit = SPEED_LIMIT_HOLD;
1027 hard_limit = false;
1028 }
1030 speed_limit = SPEED_LIMIT_APPROACH;
1031 hard_limit = false;
1032 }
1034 speed_limit = SPEED_LIMIT_TAXI;
1035 hard_limit = false;
1036 }
1037
1038 int count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
1039 if (count == 0) return false;
1040
1041 /* If the plane will be a few subpixels away from the destination after
1042 * this movement loop, start nudging it towards the exact position for
1043 * the whole loop. Otherwise, heavily depending on the speed of the plane,
1044 * it is possible we totally overshoot the target, causing the plane to
1045 * make a loop, and trying again, and again, and again .. */
1046 bool nudge_towards_target = static_cast<uint>(count) + 3 > dist;
1047
1048 if (v->turn_counter != 0) v->turn_counter--;
1049
1050 do {
1051
1053
1054 if (nudge_towards_target || amd.flags.Test(AirportMovingDataFlag::Land)) {
1055 /* move vehicle one pixel towards target */
1056 gp.x = (v->x_pos != (x + amd.x)) ?
1057 v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
1058 v->x_pos;
1059 gp.y = (v->y_pos != (y + amd.y)) ?
1060 v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
1061 v->y_pos;
1062
1063 /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
1064 gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
1065
1066 } else {
1067
1068 /* Turn. Do it slowly if in the air. */
1069 Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
1070 if (newdir != v->direction) {
1072 if (v->turn_counter == 0 || newdir == v->last_direction) {
1073 if (newdir == v->last_direction) {
1075 } else {
1077 }
1078 v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
1079 v->last_direction = v->direction;
1080 v->direction = newdir;
1081 }
1082
1083 /* Move vehicle. */
1084 gp = GetNewVehiclePos(v);
1085 } else {
1086 v->cur_speed >>= 1;
1087 v->direction = newdir;
1088
1089 /* When leaving a terminal an aircraft often goes to a position
1090 * directly in front of it. If it would move while turning it
1091 * would need an two extra turns to end up at the correct position.
1092 * To make it easier just disallow all moving while turning as
1093 * long as an aircraft is on the ground. */
1094 gp.x = v->x_pos;
1095 gp.y = v->y_pos;
1096 gp.new_tile = gp.old_tile = v->tile;
1097 }
1098 } else {
1100 /* Move vehicle. */
1101 gp = GetNewVehiclePos(v);
1102 }
1103 }
1104
1105 v->tile = gp.new_tile;
1106 /* If vehicle is in the air, use tile coordinate 0. */
1107 if (amd.flags.Any({AirportMovingDataFlag::Takeoff, AirportMovingDataFlag::SlowTurn, AirportMovingDataFlag::Land})) v->tile = TileIndex{};
1108
1109 /* Adjust Z for land or takeoff? */
1110 int z = v->z_pos;
1111
1113 z = GetAircraftFlightLevel(v, true);
1114 } else if (amd.flags.Test(AirportMovingDataFlag::Hold)) {
1115 /* Let the plane drop from normal flight altitude to holding pattern altitude */
1116 if (z > GetAircraftHoldMaxAltitude(v)) z--;
1117 } else if (amd.flags.All({AirportMovingDataFlag::SlowTurn, AirportMovingDataFlag::NoSpeedClamp})) {
1118 z = GetAircraftFlightLevel(v);
1119 }
1120
1121 /* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular
1122 * and their primary (north-most) tile does not have to be part of the airport.
1123 * As such, the height of the primary tile can be different from the rest of the airport.
1124 * Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar.
1125 * We also know that the airport itself has to be completely flat (otherwise it is not a valid airport).
1126 * Therefore, use the height of this hangar to calculate our z-value. */
1127 int airport_z = v->z_pos;
1128 if (amd.flags.Any({AirportMovingDataFlag::Land, AirportMovingDataFlag::Brake}) && st != nullptr) {
1129 assert(st->airport.HasHangar());
1130 TileIndex hangar_tile = st->airport.GetHangarTile(0);
1131 airport_z = GetTileMaxPixelZ(hangar_tile) + 1; // To avoid clashing with the shadow
1132 }
1133
1136 /* Zeppeliner blocked the runway, abort landing */
1137 v->state = FLYING;
1139 SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
1140 v->pos = v->previous_pos;
1141 continue;
1142 }
1143
1144 if (st->airport.tile == INVALID_TILE) {
1145 /* Airport has been removed, abort the landing procedure */
1146 v->state = FLYING;
1149 /* get aircraft back on running altitude */
1150 SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
1151 continue;
1152 }
1153
1154 /* We're not flying below our destination, right? */
1155 assert(airport_z <= z);
1156 int t = std::max(1U, dist - 4);
1157 int delta = z - airport_z;
1158
1159 /* Only start lowering when we're sufficiently close for a 1:1 glide */
1160 if (delta >= t) {
1161 z -= CeilDiv(z - airport_z, t);
1162 }
1163 if (z < airport_z) z = airport_z;
1164 }
1165
1166 /* We've landed. Decrease speed when we're reaching end of runway. */
1168
1169 if (z > airport_z) {
1170 z--;
1171 } else if (z < airport_z) {
1172 z++;
1173 }
1174
1175 }
1176
1177 SetAircraftPosition(v, gp.x, gp.y, z);
1178 } while (--count != 0);
1179 return false;
1180}
1181
1188{
1189 v->crashed_counter += 3;
1190
1192
1193 /* make aircraft crash down to the ground */
1194 if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0)) {
1195 int z = GetSlopePixelZ(Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE), Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE));
1196 v->z_pos -= 1;
1197 if (v->z_pos <= z) {
1198 v->crashed_counter = 500;
1199 v->z_pos = z + 1;
1200 } else {
1201 v->crashed_counter = 0;
1202 }
1203 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1204 }
1205
1206 if (v->crashed_counter < 650) {
1207 uint32_t r;
1208 if (Chance16R(1, 32, r)) {
1209 static const DirDiff delta[] = {
1211 };
1212
1213 v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
1214 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1215 r = Random();
1217 GB(r, 0, 4) - 4,
1218 GB(r, 4, 4) - 4,
1219 GB(r, 8, 4),
1221 }
1222 } else if (v->crashed_counter >= 10000) {
1223 /* remove rubble of crashed airplane */
1224
1225 /* clear runway-in on all airports, set by crashing plane
1226 * small airports use AirportBlock::AirportBusy, city airports use AirportBlock::RunwayInOut, etc.
1227 * but they all share the same number */
1228 if (st != nullptr) {
1230 st->airport.blocks.Reset(AirportBlock::RunwayInOut); // commuter airport
1231 st->airport.blocks.Reset(AirportBlock::RunwayIn2); // intercontinental
1232 }
1233
1234 delete v;
1235
1236 return false;
1237 }
1238
1239 return true;
1240}
1241
1242
1248static void HandleAircraftSmoke(Aircraft *v, bool mode)
1249{
1250 static const Coord2D<int8_t> smoke_pos[] = {
1251 { 5, 5 },
1252 { 6, 0 },
1253 { 5, -5 },
1254 { 0, -6 },
1255 { -5, -5 },
1256 { -6, 0 },
1257 { -5, 5 },
1258 { 0, 6 }
1259 };
1260
1261 if (!v->vehstatus.Test(VehState::AircraftBroken)) return;
1262
1263 /* Stop smoking when landed */
1264 if (v->cur_speed < 10) {
1266 v->breakdown_ctr = 0;
1267 return;
1268 }
1269
1270 /* Spawn effect et most once per Tick, i.e. !mode */
1271 if (!mode && (v->tick_counter & 0x0F) == 0) {
1273 smoke_pos[v->direction].x,
1274 smoke_pos[v->direction].y,
1275 2,
1277 );
1278 }
1279}
1280
1281void HandleMissingAircraftOrders(Aircraft *v)
1282{
1283 /*
1284 * We do not have an order. This can be divided into two cases:
1285 * 1) we are heading to an invalid station. In this case we must
1286 * find another airport to go to. If there is nowhere to go,
1287 * we will destroy the aircraft as it otherwise will enter
1288 * the holding pattern for the first airport, which can cause
1289 * the plane to go into an undefined state when building an
1290 * airport with the same StationID.
1291 * 2) we are (still) heading to a (still) valid airport, then we
1292 * can continue going there. This can happen when you are
1293 * changing the aircraft's orders while in-flight or in for
1294 * example a depot. However, when we have a current order to
1295 * go to a depot, we have to keep that order so the aircraft
1296 * actually stops.
1297 */
1298 const Station *st = GetTargetAirportIfValid(v);
1299 if (st == nullptr) {
1300 AutoRestoreBackup cur_company(_current_company, v->owner);
1301 CommandCost ret = Command<Commands::SendVehicleToDepot>::Do(DoCommandFlag::Execute, v->index, DepotCommandFlag{}, {});
1302
1303 if (ret.Failed()) CrashAirplane(v);
1304 } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
1305 v->current_order.Free();
1306 }
1307}
1308
1309
1311{
1312 /* Orders are changed in flight, ensure going to the right station. */
1313 if (this->state == FLYING) {
1315 }
1316
1317 /* Aircraft do not use dest-tile */
1318 return TileIndex{};
1319}
1320
1322{
1323 this->colourmap = PAL_NONE;
1324 this->UpdateViewport(true, false);
1325 if (this->subtype == AIR_HELICOPTER) {
1326 GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_cache.sprite_seq);
1327 }
1328}
1329
1330
1331uint Aircraft::Crash(bool flooded)
1332{
1333 uint victims = Vehicle::Crash(flooded) + 2; // pilots
1334 this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
1335
1336 return victims;
1337}
1338
1344{
1346
1347 uint victims = v->Crash();
1348
1349 v->cargo.Truncate();
1350 v->Next()->cargo.Truncate();
1351 const Station *st = GetTargetAirportIfValid(v);
1353
1354 EncodedString headline;
1355 if (st == nullptr) {
1356 headline = GetEncodedString(STR_NEWS_PLANE_CRASH_OUT_OF_FUEL, victims);
1357 } else {
1358 headline = GetEncodedString(STR_NEWS_AIRCRAFT_CRASH, victims, st->index);
1359 }
1360
1361 AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING, victims, v->owner));
1362 Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING, victims, v->owner));
1363
1364 NewsType newstype = NewsType::Accident;
1365 if (v->owner != _local_company) {
1366 newstype = NewsType::AccidentOther;
1367 }
1368
1369 AddTileNewsItem(std::move(headline), newstype, vt, st != nullptr ? st->index : StationID::Invalid());
1370
1371 ModifyStationRatingAround(vt, v->owner, -160, 30);
1372 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1373}
1374
1380{
1381
1383
1384 uint32_t prob;
1386 (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
1387 !_cheats.no_jetcrash.value) {
1388 prob = 3276;
1389 } else {
1390 if (_settings_game.vehicle.plane_crashes == 0) return;
1391 prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500;
1392 }
1393
1394 if (GB(Random(), 0, 22) > prob) return;
1395
1396 /* Crash the airplane. Remove all goods stored at the station. */
1397 for (GoodsEntry &ge : st->goods) {
1398 ge.rating = 1;
1399 if (ge.HasData()) ge.GetData().cargo.Truncate();
1400 }
1401
1402 CrashAirplane(v);
1403}
1404
1411{
1412 if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
1413
1416
1417 /* Check if station was ever visited before */
1418 if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
1419 st->had_vehicle_of_type |= HVOT_AIRCRAFT;
1420 /* show newsitem of celebrating citizens */
1422 GetEncodedString(STR_NEWS_FIRST_AIRCRAFT_ARRIVAL, st->index),
1424 v->index,
1425 st->index
1426 );
1427 AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
1428 Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
1429 }
1430
1431 v->BeginLoading();
1432}
1433
1439{
1441
1442 TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1443
1444 v->UpdateDeltaXY();
1445
1446 TriggerAirportTileAnimation(st, vt, AirportAnimationTrigger::AirplaneTouchdown);
1447
1449 SndPlayVehicleFx(SND_17_SKID_PLANE, v);
1450 }
1451}
1452
1453
1459{
1460 if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
1461 v->targetairport = v->current_order.GetDestination().ToStationID();
1462 }
1463
1464 const Station *st = GetTargetAirportIfValid(v);
1465 const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
1466 Direction rotation = st == nullptr ? DIR_N : st->airport.rotation;
1467 v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
1468}
1469
1479{
1480 v->cur_speed = 0;
1481 v->subspeed = 0;
1482 v->progress = 0;
1483 v->direction = exit_dir;
1485 {
1486 Vehicle *u = v->Next();
1488
1489 /* Rotor blades */
1490 u = u->Next();
1491 if (u != nullptr) {
1493 u->cur_speed = 80;
1494 }
1495 }
1496
1499 SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1502}
1503
1507
1510{
1512 v->state = apc->layout[v->pos].heading;
1513}
1514
1517{
1519 v->state = apc->layout[v->pos].heading;
1520}
1521
1524{
1525 /* if we just arrived, execute EnterHangar first */
1526 if (v->previous_pos != v->pos) {
1528 return;
1529 }
1530
1531 /* if we were sent to the depot, stay there */
1532 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->vehstatus.Test(VehState::Stopped)) {
1533 v->current_order.Free();
1534 return;
1535 }
1536
1537 /* Check if we should wait here for unbunching. */
1538 if (v->IsWaitingForUnbunching()) return;
1539
1540 if (!v->current_order.IsType(OT_GOTO_STATION) &&
1541 !v->current_order.IsType(OT_GOTO_DEPOT))
1542 return;
1543
1544 /* We are leaving a hangar, but have to go to the exact same one; re-enter */
1545 if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
1547 return;
1548 }
1549
1550 /* if the block of the next position is busy, stay put */
1551 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1552
1553 /* We are already at the target airport, we need to find a terminal */
1555 /* FindFreeTerminal:
1556 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1557 if (v->subtype == AIR_HELICOPTER) {
1558 if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
1559 } else {
1560 if (!AirportFindFreeTerminal(v, apc)) return; // airplane
1561 }
1562 } else { // Else prepare for launch.
1563 /* airplane goto state takeoff, helicopter to helitakeoff */
1565 }
1566 const Station *st = Station::GetByTile(v->tile);
1568 AirportMove(v, apc);
1569}
1570
1573{
1574 /* if we just arrived, execute EnterTerminal first */
1575 if (v->previous_pos != v->pos) {
1577 /* on an airport with helipads, a helicopter will always land there
1578 * and get serviced at the same time - setting */
1579 if (_settings_game.order.serviceathelipad) {
1580 if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
1581 /* an excerpt of ServiceAircraft, without the invisibility stuff */
1587 }
1588 }
1589 return;
1590 }
1591
1592 if (v->current_order.IsType(OT_NOTHING)) return;
1593
1594 /* if the block of the next position is busy, stay put */
1595 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1596
1597 /* airport-road is free. We either have to go to another airport, or to the hangar
1598 * ---> start moving */
1599
1600 bool go_to_hangar = false;
1601 switch (v->current_order.GetType()) {
1602 case OT_GOTO_STATION: // ready to fly to another airport
1603 break;
1604 case OT_GOTO_DEPOT: // visit hangar for servicing, sale, etc.
1605 go_to_hangar = v->current_order.GetDestination() == v->targetairport;
1606 break;
1607 case OT_CONDITIONAL:
1608 /* In case of a conditional order we just have to wait a tick
1609 * longer, so the conditional order can actually be processed;
1610 * we should not clear the order as that makes us go nowhere. */
1611 return;
1612 default: // orders have been deleted (no orders), goto depot and don't bother us
1613 v->current_order.Free();
1614 go_to_hangar = true;
1615 }
1616
1617 if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) {
1618 v->state = HANGAR;
1619 } else {
1620 /* airplane goto state takeoff, helicopter to helitakeoff */
1622 }
1623 AirportMove(v, apc);
1624}
1625
1627static void AircraftEventHandler_TakeOff(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1628{
1629 PlayAircraftSound(v); // play takeoffsound for airplanes
1630 v->state = STARTTAKEOFF;
1631}
1632
1634static void AircraftEventHandler_StartTakeOff(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1635{
1636 v->state = ENDTAKEOFF;
1637 v->UpdateDeltaXY();
1638}
1639
1641static void AircraftEventHandler_EndTakeOff(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1642{
1643 v->state = FLYING;
1644 /* get the next position to go to, differs per airport */
1646}
1647
1649static void AircraftEventHandler_HeliTakeOff(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1650{
1651 v->state = FLYING;
1652 v->UpdateDeltaXY();
1653
1654 /* get the next position to go to, differs per airport */
1656
1657 /* Send the helicopter to a hangar if needed for replacement */
1658 if (v->NeedsAutomaticServicing()) {
1659 AutoRestoreBackup cur_company(_current_company, v->owner);
1660 Command<Commands::SendVehicleToDepot>::Do(DoCommandFlag::Execute, v->index, DepotCommandFlag::Service, {});
1661 }
1662}
1663
1666{
1668
1669 /* Runway busy, not allowed to use this airstation or closed, circle. */
1670 if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !st->airport.blocks.Test(AirportBlock::AirportClosed)) {
1671 /* {32,FLYING,AirportBlock::Nothing,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1672 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1673 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1674 uint8_t landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
1675 const AirportFTA *current = apc->layout[v->pos].next.get();
1676 while (current != nullptr) {
1677 if (current->heading == landingtype) {
1678 /* save speed before, since if AirportHasBlock is false, it resets them to 0
1679 * we don't want that for plane in air
1680 * hack for speed thingy */
1681 uint16_t tcur_speed = v->cur_speed;
1682 uint16_t tsubspeed = v->subspeed;
1683 if (!AirportHasBlock(v, current, apc)) {
1684 v->state = landingtype; // LANDING / HELILANDING
1686 /* it's a bit dirty, but I need to set position to next position, otherwise
1687 * if there are multiple runways, plane won't know which one it took (because
1688 * they all have heading LANDING). And also occupy that block! */
1689 v->pos = current->next_position;
1690 st->airport.blocks.Set(apc->layout[v->pos].blocks);
1691 return;
1692 }
1693 v->cur_speed = tcur_speed;
1694 v->subspeed = tsubspeed;
1695 }
1696 current = current->next.get();
1697 }
1698 }
1699 v->state = FLYING;
1700 v->pos = apc->layout[v->pos].next_position;
1701}
1702
1704static void AircraftEventHandler_Landing(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1705{
1706 v->state = ENDLANDING;
1707 AircraftLandAirplane(v); // maybe crash airplane
1708
1709 /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1710 if (v->NeedsAutomaticServicing()) {
1711 AutoRestoreBackup cur_company(_current_company, v->owner);
1712 Command<Commands::SendVehicleToDepot>::Do(DoCommandFlag::Execute, v->index, DepotCommandFlag::Service, {});
1713 }
1714}
1715
1717static void AircraftEventHandler_HeliLanding(Aircraft *v, [[maybe_unused]] const AirportFTAClass *apc)
1718{
1719 v->state = HELIENDLANDING;
1720 v->UpdateDeltaXY();
1721}
1722
1725{
1726 /* next block busy, don't do a thing, just wait */
1727 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1728
1729 /* if going to terminal (OT_GOTO_STATION) choose one
1730 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1731 * 2. not going for terminal (but depot, no order),
1732 * --> get out of the way to the hangar. */
1733 if (v->current_order.IsType(OT_GOTO_STATION)) {
1734 if (AirportFindFreeTerminal(v, apc)) return;
1735 }
1736 v->state = HANGAR;
1737}
1738
1741{
1742 /* next block busy, don't do a thing, just wait */
1743 if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1744
1745 /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1746 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1747 * 2. not going for terminal (but depot, no order),
1748 * --> get out of the way to the hangar IF there are terminals on the airport.
1749 * --> else TAKEOFF
1750 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1751 * must go to a hangar. */
1752 if (v->current_order.IsType(OT_GOTO_STATION)) {
1753 if (AirportFindFreeHelipad(v, apc)) return;
1754 }
1756}
1757
1763using AircraftStateHandler = void(Aircraft *v, const AirportFTAClass *apc);
1764
1767 [](Aircraft *, const AirportFTAClass *) { NOT_REACHED(); }, // TO_ALL = 0
1768 AircraftEventHandler_InHangar, // HANGAR = 1
1775 AircraftEventHandler_AtTerminal, // HELIPAD1 = 8
1776 AircraftEventHandler_AtTerminal, // HELIPAD2 = 9
1777 AircraftEventHandler_TakeOff, // TAKEOFF = 10
1778 AircraftEventHandler_StartTakeOff, // STARTTAKEOFF = 11
1779 AircraftEventHandler_EndTakeOff, // ENDTAKEOFF = 12
1780 AircraftEventHandler_HeliTakeOff, // HELITAKEOFF = 13
1781 AircraftEventHandler_Flying, // FLYING = 14
1782 AircraftEventHandler_Landing, // LANDING = 15
1783 AircraftEventHandler_EndLanding, // ENDLANDING = 16
1784 AircraftEventHandler_HeliLanding, // HELILANDING = 17
1785 AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
1786 AircraftEventHandler_AtTerminal, // TERM7 = 19
1787 AircraftEventHandler_AtTerminal, // TERM8 = 20
1788 AircraftEventHandler_AtTerminal, // HELIPAD3 = 21
1789};
1790
1791static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
1792{
1793 /* we have left the previous block, and entered the new one. Free the previous block */
1794 if (apc->layout[v->previous_pos].blocks != apc->layout[v->pos].blocks) {
1796
1798 apc->layout[v->previous_pos].blocks == AirportBlock::RunwayIn) {
1799 return;
1800 }
1801
1802 st->airport.blocks.Reset(apc->layout[v->previous_pos].blocks);
1803 }
1804}
1805
1806static void AirportGoToNextPosition(Aircraft *v)
1807{
1808 /* if aircraft is not in position, wait until it is */
1809 if (!AircraftController(v)) return;
1810
1812
1813 AirportClearBlock(v, apc);
1814 AirportMove(v, apc); // move aircraft to next position
1815}
1816
1817/* gets pos from vehicle and next orders */
1818static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
1819{
1820 /* error handling */
1821 if (v->pos >= apc->nofelements) {
1822 Debug(misc, 0, "[Ap] position {} is not valid for current airport. Max position is {}", v->pos, apc->nofelements - 1);
1823 assert(v->pos < apc->nofelements);
1824 }
1825
1826 const AirportFTA *current = &apc->layout[v->pos];
1827 /* we have arrived in an important state (eg terminal, hangar, etc.) */
1828 if (current->heading == v->state) {
1829 uint8_t prev_pos = v->pos; // location could be changed in state, so save it before-hand
1830 uint8_t prev_state = v->state;
1831 _aircraft_state_handlers[v->state](v, apc);
1832 if (v->state != FLYING) v->previous_pos = prev_pos;
1833 if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
1834 return true;
1835 }
1836
1837 v->previous_pos = v->pos; // save previous location
1838
1839 /* there is only one choice to move to */
1840 if (current->next == nullptr) {
1841 if (AirportSetBlocks(v, current, apc)) {
1842 v->pos = current->next_position;
1844 } // move to next position
1845 return false;
1846 }
1847
1848 /* there are more choices to choose from, choose the one that
1849 * matches our heading */
1850 do {
1851 if (v->state == current->heading || current->heading == TO_ALL) {
1852 if (AirportSetBlocks(v, current, apc)) {
1853 v->pos = current->next_position;
1855 } // move to next position
1856 return false;
1857 }
1858 current = current->next.get();
1859 } while (current != nullptr);
1860
1861 Debug(misc, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v->pos, v->state, v->index);
1862 NOT_REACHED();
1863}
1864
1872static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1873{
1874 const AirportFTA *reference = &apc->layout[v->pos];
1875 const AirportFTA *next = &apc->layout[current_pos->next_position];
1876
1877 /* same block, then of course we can move */
1878 if (apc->layout[current_pos->position].blocks != next->blocks) {
1879 const Station *st = Station::Get(v->targetairport);
1880 AirportBlocks blocks = next->blocks;
1881
1882 /* check additional possible extra blocks */
1883 if (current_pos != reference && current_pos->blocks != AirportBlock::Nothing) {
1884 blocks.Set(current_pos->blocks);
1885 }
1886
1887 if (st->airport.blocks.Any(blocks)) {
1888 v->cur_speed = 0;
1889 v->subspeed = 0;
1890 return true;
1891 }
1892 }
1893 return false;
1894}
1895
1903static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1904{
1905 const AirportFTA *next = &apc->layout[current_pos->next_position];
1906 const AirportFTA *reference = &apc->layout[v->pos];
1907
1908 /* if the next position is in another block, check it and wait until it is free */
1909 if (!apc->layout[current_pos->position].blocks.All(next->blocks)) {
1910 AirportBlocks blocks = next->blocks;
1911 /* search for all all elements in the list with the same state, and blocks != N
1912 * this means more blocks should be checked/set */
1913 const AirportFTA *current = current_pos;
1914 if (current == reference) current = current->next.get();
1915 while (current != nullptr) {
1916 if (current->heading == current_pos->heading && current->blocks.Any()) {
1917 blocks.Set(current->blocks);
1918 break;
1919 }
1920 current = current->next.get();
1921 }
1922
1923 /* if the block to be checked is in the next position, then exclude that from
1924 * checking, because it has been set by the airplane before */
1925 if (current_pos->blocks == next->blocks) blocks.Flip(next->blocks);
1926
1928 if (st->airport.blocks.Any(blocks)) {
1929 v->cur_speed = 0;
1930 v->subspeed = 0;
1931 return false;
1932 }
1933
1934 if (next->blocks != AirportBlock::Nothing) {
1935 st->airport.blocks.Set(blocks); // occupy next block
1936 }
1937 }
1938 return true;
1939}
1940
1949
1964
1972static bool FreeTerminal(Aircraft *v, uint8_t i, uint8_t last_terminal)
1973{
1974 assert(last_terminal <= lengthof(_airport_terminal_mapping));
1976 for (; i < last_terminal; i++) {
1977 if (!st->airport.blocks.Any(_airport_terminal_mapping[i].blocks)) {
1978 /* TERMINAL# HELIPAD# */
1979 v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
1980 st->airport.blocks.Set(_airport_terminal_mapping[i].blocks); // occupy terminal/helipad
1981 return true;
1982 }
1983 }
1984 return false;
1985}
1986
1992static uint GetNumTerminals(const AirportFTAClass *apc)
1993{
1994 uint num = 0;
1995
1996 for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
1997
1998 return num;
1999}
2000
2008{
2009 /* example of more terminalgroups
2010 * {0,HANGAR,AirportBlock::Nothing,1}, {0,TERMGROUP,AirportBlock::TermGroup1,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
2011 * Heading TERMGROUP denotes a group. We see 2 groups here:
2012 * 1. group 0 -- AirportBlock::TermGroup1 (check block)
2013 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
2014 * First in line is checked first, group 0. If the block (AirportBlock::TermGroup1) is free, it
2015 * looks at the corresponding terminals of that group. If no free ones are found, other
2016 * possible groups are checked (in this case group 1, since that is after group 0). If that
2017 * fails, then attempt fails and plane waits
2018 */
2019 if (apc->terminals[0] > 1) {
2020 const Station *st = Station::Get(v->targetairport);
2021 const AirportFTA *temp = apc->layout[v->pos].next.get();
2022
2023 while (temp != nullptr) {
2024 if (temp->heading == TERMGROUP) {
2025 if (!st->airport.blocks.Any(temp->blocks)) {
2026 /* read which group do we want to go to?
2027 * (the first free group) */
2028 uint target_group = temp->next_position + 1;
2029
2030 /* at what terminal does the group start?
2031 * that means, sum up all terminals of
2032 * groups with lower number */
2033 uint group_start = 0;
2034 for (uint i = 1; i < target_group; i++) {
2035 group_start += apc->terminals[i];
2036 }
2037
2038 uint group_end = group_start + apc->terminals[target_group];
2039 if (FreeTerminal(v, group_start, group_end)) return true;
2040 }
2041 } else {
2042 /* once the heading isn't 255, we've exhausted the possible blocks.
2043 * So we cannot move */
2044 return false;
2045 }
2046 temp = temp->next.get();
2047 }
2048 }
2049
2050 /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
2051 return FreeTerminal(v, 0, GetNumTerminals(apc));
2052}
2053
2061{
2062 /* if an airport doesn't have helipads, use terminals */
2063 if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
2064
2065 /* only 1 helicoptergroup, check all helipads
2066 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
2068}
2069
2075static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
2076{
2077 if (too_far) {
2081 AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
2082 if (v->owner == _local_company) {
2083 /* Post a news message. */
2084 AddVehicleAdviceNewsItem(AdviceType::AircraftDestinationTooFar, GetEncodedString(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index), v->index);
2085 }
2086 }
2087 return;
2088 }
2089
2091 /* Not too far anymore, clear flag and message. */
2095 }
2096}
2097
2104static bool AircraftEventHandler(Aircraft *v, int loop)
2105{
2107 return HandleCrashedAircraft(v);
2108 }
2109
2110 if (v->vehstatus.Test(VehState::Stopped)) return true;
2111
2112 v->HandleBreakdown();
2113
2114 HandleAircraftSmoke(v, loop != 0);
2115 ProcessOrders(v);
2116 v->HandleLoading(loop != 0);
2117
2118 if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
2119
2120 if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
2121 /* If we are flying, unconditionally clear the 'dest too far' state. */
2122 AircraftHandleDestTooFar(v, false);
2123 } else if (v->acache.cached_max_range_sqr != 0) {
2124 /* Check the distance to the next destination. This code works because the target
2125 * airport is only updated after take off and not on the ground. */
2127 Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination().ToStationID()) : nullptr;
2128
2129 if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) {
2130 uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
2132 }
2133 }
2134
2135 if (!v->flags.Test(VehicleAirFlag::DestinationTooFar)) AirportGoToNextPosition(v);
2136
2137 return true;
2138}
2139
2141{
2142 if (!this->IsNormalAircraft()) return true;
2143
2145
2146 this->tick_counter++;
2147
2148 if (!this->vehstatus.Test(VehState::Stopped)) this->running_ticks++;
2149
2150 if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
2151
2152 this->current_order_time++;
2153
2154 for (uint i = 0; i != 2; i++) {
2155 /* stop if the aircraft was deleted */
2156 if (!AircraftEventHandler(this, i)) return false;
2157 }
2158
2159 return true;
2160}
2161
2162
2170{
2171 assert(v->type == VehicleType::Aircraft);
2172
2174 if (st == nullptr) return nullptr;
2175
2176 return st->airport.tile == INVALID_TILE ? nullptr : st;
2177}
2178
2184{
2185 /* only 1 station is updated per function call, so it is enough to get entry_point once */
2186 const AirportFTAClass *ap = st->airport.GetFTA();
2187 Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
2188
2189 for (Aircraft *v : Aircraft::Iterate()) {
2190 if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
2191 assert(v->state == FLYING);
2192
2193 Order *o = &v->current_order;
2194 /* The aircraft is heading to a hangar, but the new station doesn't have one,
2195 * or the aircraft can't land on the new station. Cancel current order. */
2196 if (o->IsType(OT_GOTO_DEPOT) && !o->GetDepotOrderType().Test(OrderDepotTypeFlag::PartOfOrders) && o->GetDestination() == st->index &&
2197 (!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) {
2198 o->MakeDummy();
2200 }
2201 v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
2203 }
2204
2205 /* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
2206 if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true);
2207}
Base functions for all AIs.
Base for aircraft.
static constexpr int AIRCRAFT_MIN_FLYING_ALTITUDE
Base values for flight levels above ground level for 'normal' flight and holding patterns.
Definition aircraft.h:20
static constexpr int HELICOPTER_HOLD_MAX_FLYING_ALTITUDE
holding flying altitude above tile of helicopters.
Definition aircraft.h:23
static const int ROTOR_Z_OFFSET
Z Offset between helicopter- and rotorsprite.
Definition aircraft.h:49
static constexpr int PLANE_HOLD_MAX_FLYING_ALTITUDE
holding flying altitude above tile of planes.
Definition aircraft.h:22
void AircraftNextAirportPos_and_Order(Aircraft *v)
Set the right pos when heading to other airports after takeoff.
@ HelicopterDirectDescent
The helicopter is descending directly at its destination (helipad or in front of hangar).
Definition aircraft.h:45
@ InMinimumHeightCorrection
The vehicle is currently raising its altitude because it hit the lower bound.
Definition aircraft.h:43
@ DestinationTooFar
Next destination is too far away.
Definition aircraft.h:37
@ InMaximumHeightCorrection
The vehicle is currently lowering its altitude because it hit the upper bound.
Definition aircraft.h:42
Station * GetTargetAirportIfValid(const Aircraft *v)
Returns aircraft's target station if v->target_airport is a valid station with airport.
@ AIR_AIRCRAFT
an airplane
Definition aircraft.h:30
@ AIR_ROTOR
rotor of an helicopter
Definition aircraft.h:32
@ AIR_SHADOW
shadow of the aircraft
Definition aircraft.h:31
@ AIR_HELICOPTER
an helicopter
Definition aircraft.h:29
static constexpr int AIRCRAFT_MAX_FLYING_ALTITUDE
Maximum flying altitude above tile.
Definition aircraft.h:21
static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
Aircraft has taken off.
static void HandleAircraftSmoke(Aircraft *v, bool mode)
Handle smoke of broken aircraft.
static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
Helicopter is starting to land.
static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
Handle aircraft movement/decision making in an airport hangar.
static StationID FindNearestHangar(const Aircraft *v)
Find the nearest hangar to v StationID::Invalid() is returned, if the company does not have any suita...
static uint GetNumTerminals(const AirportFTAClass *apc)
Get the number of terminals at the airport.
void UpdateAirplanesOnNewStation(const Station *st)
Updates the status of the Aircraft heading or in the station.
void AircraftNextAirportPos_and_Order(Aircraft *v)
Set the right pos when heading to other airports after takeoff.
int GetTileHeightBelowAircraft(const Vehicle *v)
Get the tile height below the aircraft.
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
Get the size of the sprite of an aircraft sprite heading west (used for lists).
static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
Aircraft is has landed.
static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
Aircraft is landing (touchdown).
static uint8_t AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
Find the entry point to an airport depending on direction which the airport is being approached from.
void(Aircraft *v, const AirportFTAClass *apc) AircraftStateHandler
Signature of the aircraft handler function.
static const MovementTerminalMapping _airport_terminal_mapping[]
A list of all valid terminals and their associated blocks.
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
Checks whether the next block the aircraft wants to travel on is busy.
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
"reserve" a block for the plane
Station * GetTargetAirportIfValid(const Aircraft *v)
Returns aircraft's target station if v->target_airport is a valid station with airport.
static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
Helicopter has landed.
static void AircraftLandAirplane(Aircraft *v)
Aircraft touched down at the landing strip.
bool IsValidImageIndex< VehicleType::Aircraft >(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
int GetAircraftHoldMaxAltitude(const Aircraft *v)
Gets the maximum 'flight level' for the holding pattern of the aircraft, in pixels 'z_pos' 0,...
static bool FreeTerminal(Aircraft *v, uint8_t i, uint8_t last_terminal)
Find a free terminal or helipad, and if available, assign it.
static constexpr uint16_t SPEED_LIMIT_BROKEN
Maximum speed of an aircraft that is broken.
static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
Handle the 'dest too far' flag and the corresponding news message for aircraft.
static bool AircraftController(Aircraft *v)
Controls the movement of an aircraft.
void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
Aircraft is about to leave the hangar.
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
Find a free helipad, and assign it if available.
static constexpr uint16_t SPEED_LIMIT_NONE
No environmental speed limit. Speed limit is type dependent.
static void AircraftEntersTerminal(Aircraft *v)
Aircraft arrives at a terminal.
HelicopterRotorStates
Helicopter rotor animation states.
static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
At one of the Airport's Terminals.
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
Set aircraft position.
static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit=SPEED_LIMIT_NONE, bool hard_limit=true)
Sets the new speed for an aircraft.
static bool AircraftEventHandler(Aircraft *v, int loop)
Event handler loop for a single aircraft.
static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
Aircraft is taking off (rolling).
static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
Helicopter takes off.
static void MaybeCrashAirplane(Aircraft *v)
Decide whether aircraft v should crash.
static constexpr uint16_t SPEED_LIMIT_HOLD
Maximum speed of an aircraft that flies the holding pattern.
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular vehicle for normal flight si...
static bool HandleCrashedAircraft(Aircraft *v)
Handle crashed aircraft v.
static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
Aircraft is flying around.
void UpdateAircraftCache(Aircraft *v, bool update_range)
Update cached values of an aircraft.
static AircraftStateHandler *const _aircraft_state_handlers[]
Array of handler functions for each target of the aircraft.
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
Aircraft arrived in an airport hangar.
CommandCost CmdBuildAircraft(DoCommandFlags flags, TileIndex tile, const Engine *e, Vehicle **ret)
Build an aircraft.
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
Find a free terminal, and assign it if available.
void HandleAircraftEnterHangar(Aircraft *v)
Handle Aircraft specific tasks when an Aircraft enters a hangar.
static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
Aircraft is taking off (rotation).
static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
Aircraft arrives at the terminal.
static constexpr uint16_t SPEED_LIMIT_APPROACH
Maximum speed of an aircraft on finals.
static void CrashAirplane(Aircraft *v)
Bring the aircraft in a crashed state, create the explosion animation, and create a news item about t...
static constexpr uint16_t SPEED_LIMIT_TAXI
Special velocities for aircraft.
Command definitions related to aircraft.
uint8_t GetVehiclePosOnBuild(TileIndex hangar_tile)
Get the vehicle position when an aircraft is build at the given tile.
Definition airport.cpp:199
const AirportFTAClass * GetAirport(const uint8_t airport_type)
Get the finite state machine of an airport type.
Definition airport.cpp:188
AirportMovingData RotateAirportMovingData(const AirportMovingData *orig, Direction rotation, uint num_tiles_x, uint num_tiles_y)
Rotate the airport moving data to another rotation.
Definition airport.cpp:81
static const uint MAX_TERMINALS
Some airport-related constants.
Definition airport.h:17
AirportBlock
Movement Blocks on Airports blocks (eg_airport_flags).
Definition airport.h:90
@ Zeppeliner
Block for the zeppeliner disaster vehicle.
Definition airport.h:129
@ Term2
Block belonging to terminal 2.
Definition airport.h:92
@ RunwayIn
Runway used for landing (metropolitan / international / intercontinental airports).
Definition airport.h:100
@ AirportClosed
Dummy block for indicating a closed airport.
Definition airport.h:130
@ Term5
Block belonging to terminal 5.
Definition airport.h:95
@ Term6
Block belonging to terminal 6.
Definition airport.h:96
@ Term4
Block belonging to terminal 4.
Definition airport.h:94
@ Helipad3
Block belonging to helipad 3.
Definition airport.h:119
@ Term7
Block belonging to terminal 7.
Definition airport.h:117
@ Helipad1
Block belonging to helipad 1.
Definition airport.h:97
@ Term3
Block belonging to terminal 3.
Definition airport.h:93
@ RunwayInOut
Runway used for landing and take-off (commuter / city airports).
Definition airport.h:99
@ Term1
Block belonging to terminal 1.
Definition airport.h:91
@ RunwayIn2
Second runway for landing.
Definition airport.h:123
@ Helipad2
Block belonging to helipad 2.
Definition airport.h:98
@ Term8
Block belonging to terminal 8.
Definition airport.h:118
@ Nothing
Nothing is blocked, for example being in the hanger.
Definition airport.h:128
@ HeliRaise
Helicopter take-off.
Definition airport.h:54
@ HeliLower
Helicopter landing.
Definition airport.h:55
@ Land
Landing onto landing strip.
Definition airport.h:51
@ Takeoff
Takeoff movement.
Definition airport.h:49
@ SlowTurn
Turn slowly (mostly used in the air).
Definition airport.h:50
@ Brake
Taxiing at the airport.
Definition airport.h:53
@ NoSpeedClamp
No speed restrictions.
Definition airport.h:48
@ Hold
Holding pattern movement (above the airport).
Definition airport.h:56
@ ExactPosition
Go exactly to the destination coordinates.
Definition airport.h:52
AirportMovementStates
Movement States on Airports (headings target).
Definition airport.h:62
@ HELITAKEOFF
Helicopter wants to leave the airport.
Definition airport.h:76
@ TERM4
Heading for terminal 4.
Definition airport.h:68
@ STARTTAKEOFF
Airplane has arrived at a runway for take-off.
Definition airport.h:74
@ HELIPAD2
Heading for helipad 2.
Definition airport.h:72
@ ENDTAKEOFF
Airplane has reached end-point of the take-off runway.
Definition airport.h:75
@ TERM5
Heading for terminal 5.
Definition airport.h:69
@ TERM6
Heading for terminal 6.
Definition airport.h:70
@ TERM3
Heading for terminal 3.
Definition airport.h:67
@ TERM8
Heading for terminal 8.
Definition airport.h:83
@ HELIPAD3
Heading for helipad 3.
Definition airport.h:84
@ HELIPAD1
Heading for helipad 1.
Definition airport.h:71
@ TERM2
Heading for terminal 2.
Definition airport.h:66
@ HANGAR
Heading for hangar.
Definition airport.h:64
@ FLYING
Vehicle is flying in the air.
Definition airport.h:77
@ TAKEOFF
Airplane wants to leave the airport.
Definition airport.h:73
@ HELILANDING
Helicopter wants to land.
Definition airport.h:80
@ TO_ALL
Go in this direction for every target.
Definition airport.h:63
@ ENDLANDING
Airplane wants to finish landing.
Definition airport.h:79
@ HELIENDLANDING
Helicopter wants to finish landing.
Definition airport.h:81
@ TERM1
Heading for terminal 1.
Definition airport.h:65
@ LANDING
Airplane wants to land.
Definition airport.h:78
@ TERM7
Heading for terminal 7.
Definition airport.h:82
@ TERMGROUP
Aircraft is looking for a free terminal in a terminalgroup.
Definition airport.h:86
@ AT_DUMMY
Dummy airport.
Definition airport.h:43
@ AT_OILRIG
Oilrig airport.
Definition airport.h:38
Class for backupping variables and making sure they are restored later.
@ BuiltAsPrototype
Vehicle is a prototype (accepted as exclusive preview).
static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:110
CargoType
Cargo slots to indicate a cargo type within a game.
Definition cargo_type.h:22
Cheats _cheats
All the cheats.
Definition cheat.cpp:16
Types related to cheating.
static void NewEvent(CompanyID company, ScriptEvent *event)
Queue a new event for an AI.
Definition ai_core.cpp:221
constexpr bool All(const Timpl &other) const
Test if all of the values are set.
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Timpl & Flip()
Flip all bits.
constexpr Timpl & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
Common return value for all commands.
Money GetCost() const
The costs as made up to this moment.
bool Failed() const
Did this command fail?
Container for an encoded string, created by GetEncodedString.
uint16_t reliability_spd_dec
Speed of reliability decay between services (per day).
Definition engine_base.h:50
const GRFFile * GetGRF() const
Retrieve the NewGRF the engine is tied to.
uint DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity=nullptr) const
Determines capacity of a given vehicle from scratch.
Definition engine.cpp:226
EngineFlags flags
Flags of the engine.
Definition engine_base.h:57
uint8_t original_image_index
Original vehicle image index, thus the image index of the overridden vehicle.
Definition engine_base.h:61
TimerGameCalendar::Date GetLifeLengthInDays() const
Returns the vehicle's (not model's!) life length in days.
Definition engine.cpp:468
CargoType GetDefaultCargoType() const
Determines the default cargo type of an engine.
Definition engine_base.h:94
uint16_t reliability
Current reliability of the engine.
Definition engine_base.h:49
static void NewEvent(class ScriptEvent *event)
Queue a new event for the game script.
RAII class for measuring multi-step elements of performance.
uint Truncate(uint max_move=UINT_MAX, StationCargoAmountMap *cargo_per_source=nullptr)
Truncates where each destination loses roughly the same percentage of its cargo.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static Date date
Current date in days (day counter).
uint Truncate(uint max_move=UINT_MAX)
Truncates the cargo in this list to the given amount.
Functions related to commands.
static const CommandCost CMD_ERROR
Define a default return value for a failed command.
@ Execute
execute the given command
Definition of stuff that is very close to a company, like the company struct itself.
CompanyID _local_company
Company controlled by the human player at this client. Can also be COMPANY_SPECTATOR.
CompanyID _current_company
Company currently doing an action.
void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst)
Subtract money from a company, including the money fraction.
Functions related to companies.
static constexpr Owner OWNER_NONE
The tile has no ownership.
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
DirDiff DirDifference(Direction d0, Direction d1)
Calculate the difference between two directions.
Direction ChangeDir(Direction d, DirDiff delta)
Change a direction by a given difference.
DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta)
Applies a difference on a DiagDirection.
DiagDirDiff DiagDirDifference(DiagDirection d0, DiagDirection d1)
Calculate the difference between two DiagDirection values.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
DirDiff
Enumeration for the difference between two directions.
@ DIRDIFF_45LEFT
Angle of 45 degrees left.
@ DIRDIFF_REVERSE
One direction is the opposite of the other one.
@ DIRDIFF_45RIGHT
Angle of 45 degrees right.
@ DIRDIFF_SAME
Both directions faces to the same direction.
Direction
Defines the 8 directions on the map.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_NE
Northeast.
@ DIR_W
West.
@ DIR_E
East.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_SW
Southwest.
All disaster vehicles.
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
Determine a certain price.
Definition economy.cpp:938
@ AircraftRun
Running costs aircraft.
@ RunningAircraft
Running cost of aircrafts.
EffectVehicle * CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
Create an effect vehicle above a particular vehicle.
Functions related to effect vehicles.
@ EV_EXPLOSION_SMALL
Various explosions.
@ EV_EXPLOSION_LARGE
Various explosions.
@ EV_BREAKDOWN_SMOKE_AIRCRAFT
Smoke of broken aircraft.
Base class for engines.
@ AIR_CTOL
Conventional Take Off and Landing, i.e. planes.
PoolID< uint16_t, struct EngineIDTag, 64000, 0xFFFF > EngineID
Unique identification number of an engine.
Definition engine_type.h:26
@ ExclusivePreview
This vehicle is in the exclusive preview stage, either being used or being offered to a company.
#define T
Climate temperate.
Definition engines.h:91
Error reporting related functions.
fluid_settings_t * settings
FluidSynth settings handle.
Types for recording game performance data.
@ PFE_GL_AIRCRAFT
Time spent processing aircraft.
Base functions for all Games.
uint32_t SpriteID
The number of a sprite, without mapping bits and colourtables.
Definition gfx_type.h:17
uint32_t PaletteID
The number of the palette.
Definition gfx_type.h:18
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
Functions related to OTTD's landscape.
#define Rect
Macro that prevents name conflicts between included headers.
uint DistanceSquare(TileIndex t0, TileIndex t1)
Gets the 'Square' distance between the two given tiles.
Definition map.cpp:186
TileIndex TileVirtXYClampedToMap(int x, int y)
Get a tile from the virtual XY-coordinate.
Definition map.cpp:84
static TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:407
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:429
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:419
constexpr T abs(const T a)
Returns the absolute value of (scalar) variable.
Definition math_func.hpp:23
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
NewGRF handling of airport tiles.
Functions for NewGRF engines.
@ PROP_AIRCRAFT_RUNNING_COST_FACTOR
Yearly runningcost.
@ PROP_AIRCRAFT_SPEED
Max. speed: 1 unit = 8 mph = 12.8 km-ish/h.
@ PROP_AIRCRAFT_CARGO_AGE_PERIOD
Number of ticks before carried cargo is aged.
bool PlayVehicleSound(const Vehicle *v, VehicleSoundEvent event, bool force)
Checks whether a NewGRF wants to play a different vehicle sound effect.
Functions related to NewGRF provided sounds.
@ VSE_TOUCHDOWN
Whenever a plane touches down.
@ VSE_START
Vehicle starting, i.e. leaving, the station.
Functions related to news.
void AddVehicleNewsItem(EncodedString &&headline, NewsType type, VehicleID vehicle, StationID station=StationID::Invalid())
Adds a newsitem referencing a vehicle.
Definition news_func.h:32
void AddVehicleAdviceNewsItem(AdviceType advice_type, EncodedString &&headline, VehicleID vehicle)
Adds a vehicle-advice news item.
Definition news_func.h:43
void DeleteVehicleNews(VehicleID vid, AdviceType advice_type=AdviceType::Invalid)
Delete news with a given advice type about a vehicle.
NewsType
Type of news.
Definition news_type.h:29
@ ArrivalCompany
First vehicle arrived for company.
Definition news_type.h:30
@ AccidentOther
An accident or disaster has occurred.
Definition news_type.h:33
@ ArrivalOther
First vehicle arrived for competitor.
Definition news_type.h:31
@ Accident
An accident or disaster has occurred.
Definition news_type.h:32
@ AircraftDestinationTooFar
Next (order) destination is too far for the aircraft type.
Definition news_type.h:52
bool ProcessOrders(Vehicle *v)
Handle the orders of a vehicle and determine the next place to go to if needed.
void CheckOrders(const Vehicle *v)
Check the orders of a vehicle, to see if there are invalid orders and stuff.
void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination, bool hangar)
Removes an order from all vehicles.
@ NearestDepot
Send the vehicle to the nearest depot.
Definition order_type.h:119
@ PartOfOrders
This depot order is because of a regular order.
Definition order_type.h:109
@ Service
This depot order is because of the servicing limit.
Definition order_type.h:108
Pseudo random number generator.
bool Chance16R(const uint32_t a, const uint32_t b, uint32_t &r, const std::source_location location=std::source_location::current())
Flips a coin with a given probability and saves the randomize-number in a variable.
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
Functions related to sound.
static const uint ORIGINAL_SAMPLE_COUNT
The number of sounds in the original sample.cat.
Definition sound_type.h:125
@ SND_18_TAKEOFF_HELICOPTER
22 == 0x16 Takeoff: helicopter
Definition sound_type.h:70
@ SND_17_SKID_PLANE
21 == 0x15 Plane landing / touching ground
Definition sound_type.h:69
@ SND_12_EXPLOSION
16 == 0x10 Destruction, crashes, disasters, ...
Definition sound_type.h:64
static const PaletteID PALETTE_CRASH
Recolour sprite greying of crashed vehicles.
Definition sprites.h:1619
Base classes/functions for stations.
void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius)
Forcibly modify station ratings near a given tile.
StationID GetStationIndex(Tile t)
Get StationID from a tile.
Definition station_map.h:28
@ HVOT_AIRCRAFT
Station has seen an aircraft.
@ Airport
Station with an airport.
@ AirplaneTouchdown
Triggered when an airplane (not a helicopter) touches down at the airport (for single tile).
Definition of base types and functions in a cross-platform compatible way.
#define lengthof(array)
Return the length of an fixed size array.
Definition stdafx.h:271
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
Functions related to OTTD's strings.
uint32_t cached_max_range_sqr
Cached squared maximum range.
Definition aircraft.h:66
uint16_t cached_max_range
Cached maximum range.
Definition aircraft.h:67
Information about a aircraft vehicle.
uint8_t mail_capacity
Mail capacity (bags).
uint8_t subtype
Type of aircraft.
uint16_t passenger_capacity
Passenger capacity (persons).
Aircraft, helicopters, rotors and their shadows belong to this class.
Definition aircraft.h:73
bool Tick() override
Calls the tick handler of the vehicle.
uint8_t pos
Next desired position of the aircraft.
Definition aircraft.h:75
uint8_t state
State of the airport.
Definition aircraft.h:78
Money GetRunningCost() const override
Gets the running cost of a vehicle.
void UpdateDeltaXY() override
Updates the x and y offsets and the size of the sprite used for this vehicle.
uint8_t number_consecutive_turns
Protection to prevent the aircraft of making a lot of turns in order to reach a specific point.
Definition aircraft.h:80
void OnNewEconomyDay() override
Economy day handler.
uint Crash(bool flooded=false) override
Crash the (whole) vehicle chain.
void GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const override
Gets the sprite to show for the given direction.
void OnNewCalendarDay() override
Calendar day handler.
uint8_t turn_counter
Ticks between each turn to prevent > 45 degree turns.
Definition aircraft.h:81
TileIndex GetOrderStationLocation(StationID station) override
Determine the location for the station where the vehicle goes to next.
VehicleAirFlags flags
Aircraft flags.
Definition aircraft.h:82
bool IsNormalAircraft() const
Check if the aircraft type is a normal flying device; eg not a rotor or a shadow.
Definition aircraft.h:121
void MarkDirty() override
Marks the vehicles to be redrawn and updates cached variables.
uint8_t previous_pos
Previous desired position of the aircraft.
Definition aircraft.h:76
StationID targetairport
Airport to go to next.
Definition aircraft.h:77
ClosestDepot FindClosestDepot() override
Find the closest depot for this vehicle and tell us the location, DestinationID and whether we should...
uint16_t crashed_counter
Timer for handling crash animations.
Definition aircraft.h:74
Finite sTate mAchine (FTA) of an airport.
Definition airport.h:158
const uint8_t num_helipads
Number of helipads on this airport. When 0 helicopters will go to normal terminals.
Definition airport.h:192
const AirportMovingData * MovingData(uint8_t position) const
Get movement data at a position.
Definition airport.h:183
@ Airplanes
Can planes land on this airport type?
Definition airport.h:162
@ ShortStrip
This airport has a short landing strip, dangerous for fast aircraft.
Definition airport.h:164
uint8_t delta_z
Z adjustment for helicopter pads.
Definition airport.h:196
std::vector< AirportFTA > layout
state machine for airport
Definition airport.h:190
const uint8_t * terminals
Array with the number of terminal groups, followed by the number of terminals in each group.
Definition airport.h:191
const uint8_t * entry_points
when an airplane arrives at this airport, enter it at position entry_point, index depends on directio...
Definition airport.h:195
uint8_t nofelements
number of positions the airport consists of
Definition airport.h:194
Flags flags
Flags for this airport type.
Definition airport.h:193
Internal structure used in openttd - Finite sTate mAchine --> FTA.
Definition airport.h:147
std::unique_ptr< AirportFTA > next
possible extra movement choices from this position
Definition airport.h:150
uint8_t heading
heading (current orders), guiding an airplane to its target on an airport
Definition airport.h:154
AirportBlocks blocks
bitmap of blocks that could be reserved
Definition airport.h:151
uint8_t position
the position that an airplane is at
Definition airport.h:152
uint8_t next_position
next position from this position
Definition airport.h:153
A single location on an airport where aircraft can move to.
Definition airport.h:135
int16_t x
x-coordinate of the destination.
Definition airport.h:136
AirportMovingDataFlags flags
special flags when moving towards the destination.
Definition airport.h:138
int16_t y
y-coordinate of the destination.
Definition airport.h:137
Direction direction
Direction to turn the aircraft after reaching the destination.
Definition airport.h:139
AirportBlocks blocks
stores which blocks on the airport are taken. was 16 bit earlier on, then 32
bool HasHangar() const
Check if this airport has at least one hangar.
Direction rotation
How this airport is rotated.
uint8_t type
Type of this airport,.
Direction GetHangarExitDirection(TileIndex tile) const
Get the exit direction of the hangar at a specific tile.
const AirportFTAClass * GetFTA() const
Get the finite-state machine for this airport or the finite-state machine for the dummy airport in ca...
TileIndex GetHangarTile(uint hangar_num) const
Get the first tile of the given hangar.
Class to backup a specific variable and restore it upon destruction of this object to prevent stack v...
std::string name
Name of vehicle.
TimerGameTick::Ticks current_order_time
How many ticks have passed since this order started.
VehicleFlags vehicle_flags
Used for gradual loading and other miscellaneous things (.
TileIndex xy
Base tile of the station.
Owner owner
The owner of this station.
static BaseStation * GetByTile(TileIndex tile)
Get the base station belonging to a specific tile.
VehicleType type
Type of vehicle.
Structure to return information about the closest depot location, and whether it could be found.
A coordinate with two dimensions.
T y
Y coordinate.
T x
X coordinate.
Disasters, like submarines, skyrangers and their shadows, belong to this class.
Position information of a vehicle after it moved.
TileIndex new_tile
Tile of the vehicle after moving.
int y
x and y position of the vehicle after moving
TileIndex old_tile
Current tile of the vehicle.
StationCargoList cargo
The cargo packets of cargo waiting in this station.
Stores station stats for a single cargo.
const GoodsEntryData & GetData() const
Get optional cargo packet/flow data.
uint8_t rating
Station rating for this cargo.
bool HasData() const
Test if this goods entry has optional cargo packet/flow data.
static uint MaxY()
Gets the maximum Y coordinate within the map, including TileType::Void.
Definition map_func.h:298
static uint MaxX()
Gets the maximum X coordinate within the map, including TileType::Void.
Definition map_func.h:289
Combination of aircraft state for going to a certain terminal and the airport flag for that terminal ...
AirportBlock blocks
Bitmask in the airport flags that need to be free for this terminal.
AirportMovementStates state
Aircraft movement state when going to this terminal.
VehicleSpriteSeq sprite_seq
Vehicle appearance.
If you change this, keep in mind that it is also saved in 2 other places:
Definition order_base.h:34
OrderDepotTypeFlags GetDepotOrderType() const
What caused us going to the depot?
Definition order_base.h:170
DestinationID GetDestination() const
Gets the destination of this order.
Definition order_base.h:100
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:67
OrderType GetType() const
Get the type of order of this order.
Definition order_base.h:73
void MakeDummy()
Makes this order a Dummy order.
OrderDepotActionFlags GetDepotActionType() const
What are we going to do when in the depot.
Definition order_base.h:176
void Free()
'Free' the order
Definition order_cmd.cpp:47
void MakeGoToDepot(DestinationID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type=OrderNonStopFlag::NonStop, OrderDepotActionFlags action={}, CargoType cargo=CARGO_NO_REFIT)
Makes this order a Go To Depot order.
Definition order_cmd.cpp:73
uint16_t w
The width of the area.
TileIndex tile
The base tile of the area.
uint16_t h
The height of the area.
static Pool::IterateWrapper< Vehicle > Iterate(size_t from=0)
static Engine * Get(auto index)
static T * Create(Targs &&... args)
int Width() const
Get width of Rect.
int Height() const
Get height of Rect.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
static Station * Get(auto index)
static Station * GetIfValid(auto index)
T * Next() const
Get next vehicle in the chain.
void UpdateViewport(bool force_update, bool update_delta)
Update vehicle sprite- and position caches.
Station data structure.
std::array< GoodsEntry, NUM_CARGO > goods
Goods at this station.
Airport airport
Tile area the airport covers.
uint16_t cached_cargo_age_period
Number of ticks before carried cargo is aged.
uint16_t cached_max_speed
Maximum speed of the consist (minimum of the max speed of all vehicles in the consist).
Sprite sequence for a vehicle part.
bool IsValid() const
Check whether the sequence contains any sprites.
void GetBounds(Rect *bounds) const
Determine shared bounds of all sprites.
Definition vehicle.cpp:123
void Set(SpriteID sprite)
Assign a single sprite to the sequence.
void CopyWithoutPalette(const VehicleSpriteSeq &src)
Copy data from another sprite sequence, while dropping all recolouring information.
void Draw(int x, int y, PaletteID default_pal, bool force_pal) const
Draw the sprite sequence.
Definition vehicle.cpp:151
Vehicle data structure.
EngineID engine_type
The type of engine used for this vehicle.
int32_t z_pos
z coordinate.
Direction direction
facing
const Engine * GetEngine() const
Retrieves the engine of the vehicle.
Definition vehicle.cpp:748
virtual uint Crash(bool flooded=false)
Crash the (whole) vehicle chain.
Definition vehicle.cpp:300
virtual bool IsChainInDepot() const
Check whether the whole vehicle chain is in the depot.
VehicleCargoList cargo
The cargo this vehicle is carrying.
TimerGameEconomy::Date date_of_last_service
Last economy date the vehicle had a service at a depot.
uint16_t cargo_cap
total capacity
StationID last_loading_station
Last station the vehicle has stopped at and could possibly leave from with any cargo loaded.
uint8_t subtype
subtype (Filled with values from AircraftSubType/DisasterSubType/EffectVehicleType/GroundVehicleSubty...
uint16_t random_bits
Bits used for randomized variational spritegroups.
uint8_t day_counter
Increased by one for each day.
void HandleLoading(bool mode=false)
Handle the loading of the vehicle; when not it skips through dummy orders and does nothing in all oth...
Definition vehicle.cpp:2446
Money profit_this_year
Profit this year << 8, low 8 bits are fract.
SpriteID colourmap
NOSAVE: cached colour mapping.
uint8_t breakdown_ctr
Counter for managing breakdown events.
uint GetOldAdvanceSpeed(uint speed)
Determines the effective direction-specific vehicle movement speed.
VehStates vehstatus
Status.
TimerGameCalendar::Date date_of_last_service_newgrf
Last calendar date the vehicle had a service at a depot, unchanged by the date cheat to protect again...
uint8_t subspeed
fractional speed
void LeaveUnbunchingDepot()
Leave an unbunching depot and calculate the next departure time for shared order vehicles.
Definition vehicle.cpp:2526
void GetNextStoppingStation(std::vector< StationID > &next_station) const
Get the next station the vehicle will stop at.
CargoType cargo_type
type of cargo this vehicle is carrying
uint8_t acceleration
used by train & aircraft
Order current_order
The current order (+ status, like: loading).
Vehicle * Next() const
Get the next vehicle of this vehicle.
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
uint16_t refit_cap
Capacity left over from before last refit.
VehicleCache vcache
Cache of often used vehicle values.
SpriteBounds bounds
Bounding box of vehicle.
void BeginLoading()
Prepare everything to begin the loading when arriving at a station.
Definition vehicle.cpp:2220
uint8_t spritenum
currently displayed sprite index 0xfd == custom sprite, 0xfe == custom second head sprite 0xff == res...
uint16_t cur_speed
current speed
bool IsWaitingForUnbunching() const
Check whether a vehicle inside a depot is waiting for unbunching.
Definition vehicle.cpp:2573
void SetNext(Vehicle *next)
Set the next vehicle of this vehicle.
Definition vehicle.cpp:2968
uint8_t breakdowns_since_last_service
Counter for the amount of breakdowns.
TimerGameCalendar::Date max_age
Maximum age.
MutableSpriteCache sprite_cache
Cache of sprites and values related to recalculating them, see MutableSpriteCache.
uint16_t reliability
Reliability.
bool HandleBreakdown()
Handle all of the aspects of a vehicle breakdown This includes adding smoke and sounds,...
Definition vehicle.cpp:1374
uint8_t progress
The percentage (if divided by 256) this vehicle already crossed the tile unit.
void UpdatePositionAndViewport()
Update the position of the vehicle, and update the viewport.
Definition vehicle.cpp:1782
uint16_t reliability_spd_dec
Reliability decrease speed.
uint8_t tick_counter
Increased by one for each tick.
TileIndex tile
Current tile index.
void UpdatePosition()
Update the position of the vehicle.
Definition vehicle.cpp:1699
StationID last_station_visited
The last station we stopped at.
void InvalidateNewGRFCacheOfChain()
Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle).
TimerGameCalendar::Year build_year
Year the vehicle has been built.
Owner owner
Which company owns the vehicle?
bool NeedsAutomaticServicing() const
Checks if the current order should be interrupted for a service-in-depot order.
Definition vehicle.cpp:292
uint8_t running_ticks
Number of ticks this vehicle was not stopped this day.
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:92
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:100
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static constexpr uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
void VehicleEnterDepot(Vehicle *v)
Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it,...
Definition vehicle.cpp:1562
void VehicleServiceInDepot(Vehicle *v)
Service a vehicle and all subsequent vehicles in the consist.
Definition vehicle.cpp:187
void CheckVehicleBreakdown(Vehicle *v)
Periodic check for a vehicle to maybe break down.
Definition vehicle.cpp:1318
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
Get position information of a vehicle when moving one pixel in the direction it is facing.
Definition vehicle.cpp:1802
void DecreaseVehicleValue(Vehicle *v)
Decrease the value of a vehicle.
Definition vehicle.cpp:1297
void EconomyAgeVehicle(Vehicle *v)
Update economy age of a vehicle.
Definition vehicle.cpp:1440
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
Can this station be used by the given engine type?
Definition vehicle.cpp:3094
void AgeVehicle(Vehicle *v)
Update age of a vehicle.
Definition vehicle.cpp:1452
@ Unclickable
Vehicle is not clickable by the user (shadow vehicles).
@ Crashed
Vehicle is crashed.
@ Shadow
Vehicle is a shadow vehicle.
@ AircraftBroken
Aircraft is broken down.
@ Hidden
Vehicle is not visible.
@ DefaultPalette
Use default vehicle palette.
@ Stopped
Vehicle is stopped by the player.
Command definitions for vehicles.
Functions related to vehicles.
bool IsValidImageIndex(uint8_t image_index)
Helper to check whether an image index is valid for a particular vehicle.
EngineImageType
Visualisation contexts of vehicles and engines.
@ EIT_ON_MAP
Vehicle drawn in viewport.
@ Aircraft
Aircraft vehicle type.
DepotCommandFlag
Flags for goto depot commands.
@ Service
The vehicle will leave the depot right after arrival (service only).
@ WID_VV_START_STOP
Start or stop this vehicle, and show information about the current state.
void SetWindowClassesDirty(WindowClass cls)
Mark all windows of a particular class as dirty (in need of repainting).
Definition window.cpp:3230
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3322
void SetWindowWidgetDirty(WindowClass cls, WindowNumber number, WidgetID widget_index)
Mark a particular widget in a particular window as dirty (in need of repainting).
Definition window.cpp:3216
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting).
Definition window.cpp:3200
Window functions not directly related to making/drawing windows.
@ WC_VEHICLE_DEPOT
Depot view; Window numbers:
@ WC_VEHICLE_DETAILS
Vehicle details; Window numbers:
@ WC_VEHICLE_VIEW
Vehicle view; Window numbers:
@ WC_AIRCRAFT_LIST
Aircraft list; Window numbers:
Functions related to zooming.
int ScaleSpriteTrad(int value)
Scale traditional pixel dimensions to GUI zoom level, for drawing sprites.
Definition zoom_func.h:107
int UnScaleGUI(int value)
Short-hand to apply GUI zoom level.
Definition zoom_func.h:77