aircraft_cmd.cpp

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00001 /* $Id: aircraft_cmd.cpp 23740 2012-01-03 21:32:51Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00015 #include "stdafx.h"
00016 #include "aircraft.h"
00017 #include "landscape.h"
00018 #include "news_func.h"
00019 #include "newgrf_engine.h"
00020 #include "newgrf_sound.h"
00021 #include "spritecache.h"
00022 #include "strings_func.h"
00023 #include "command_func.h"
00024 #include "window_func.h"
00025 #include "date_func.h"
00026 #include "vehicle_func.h"
00027 #include "sound_func.h"
00028 #include "cheat_type.h"
00029 #include "company_base.h"
00030 #include "ai/ai.hpp"
00031 #include "game/game.hpp"
00032 #include "company_func.h"
00033 #include "effectvehicle_func.h"
00034 #include "station_base.h"
00035 #include "engine_base.h"
00036 #include "core/random_func.hpp"
00037 #include "core/backup_type.hpp"
00038 #include "zoom_func.h"
00039 
00040 #include "table/strings.h"
00041 
00042 static const int ROTOR_Z_OFFSET         = 5;    
00043 
00044 static const int PLANE_HOLDING_ALTITUDE = 150;  
00045 static const int HELI_FLIGHT_ALTITUDE   = 184;  
00046 
00047 
00048 void Aircraft::UpdateDeltaXY(Direction direction)
00049 {
00050   this->x_offs = -1;
00051   this->y_offs = -1;
00052   this->x_extent = 2;
00053   this->y_extent = 2;
00054 
00055   switch (this->subtype) {
00056     default: NOT_REACHED();
00057 
00058     case AIR_AIRCRAFT:
00059     case AIR_HELICOPTER:
00060       switch (this->state) {
00061         default: break;
00062         case ENDTAKEOFF:
00063         case LANDING:
00064         case HELILANDING:
00065         case FLYING:
00066           this->x_extent = 24;
00067           this->y_extent = 24;
00068           break;
00069       }
00070       this->z_extent = 5;
00071       break;
00072 
00073     case AIR_SHADOW:
00074       this->z_extent = 1;
00075       this->x_offs = 0;
00076       this->y_offs = 0;
00077       break;
00078 
00079     case AIR_ROTOR:
00080       this->z_extent = 1;
00081       break;
00082   }
00083 }
00084 
00085 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
00086 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00087 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
00088 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
00089 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
00090 static void CrashAirplane(Aircraft *v);
00091 
00092 static const SpriteID _aircraft_sprite[] = {
00093   0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
00094   0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
00095   0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
00096   0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
00097   0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
00098   0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
00099   0x0EBD, 0x0EC5
00100 };
00101 
00103 enum HelicopterRotorStates {
00104   HRS_ROTOR_STOPPED,
00105   HRS_ROTOR_MOVING_1,
00106   HRS_ROTOR_MOVING_2,
00107   HRS_ROTOR_MOVING_3,
00108 };
00109 
00117 static StationID FindNearestHangar(const Aircraft *v)
00118 {
00119   const Station *st;
00120   uint best = 0;
00121   StationID index = INVALID_STATION;
00122   TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
00123   const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
00124 
00125   FOR_ALL_STATIONS(st) {
00126     if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;
00127 
00128     const AirportFTAClass *afc = st->airport.GetFTA();
00129     if (!st->airport.HasHangar() || (
00130           /* don't crash the plane if we know it can't land at the airport */
00131           (afc->flags & AirportFTAClass::SHORT_STRIP) &&
00132           (avi->subtype & AIR_FAST) &&
00133           !_cheats.no_jetcrash.value)) {
00134       continue;
00135     }
00136 
00137     /* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
00138     uint distance = DistanceSquare(vtile, st->airport.tile);
00139     if (distance < best || index == INVALID_STATION) {
00140       best = distance;
00141       index = st->index;
00142     }
00143   }
00144   return index;
00145 }
00146 
00147 SpriteID Aircraft::GetImage(Direction direction, EngineImageType image_type) const
00148 {
00149   uint8 spritenum = this->spritenum;
00150 
00151   if (is_custom_sprite(spritenum)) {
00152     SpriteID sprite = GetCustomVehicleSprite(this, direction, image_type);
00153     if (sprite != 0) return sprite;
00154 
00155     spritenum = this->GetEngine()->original_image_index;
00156   }
00157 
00158   return direction + _aircraft_sprite[spritenum];
00159 }
00160 
00161 SpriteID GetRotorImage(const Aircraft *v, EngineImageType image_type)
00162 {
00163   assert(v->subtype == AIR_HELICOPTER);
00164 
00165   const Aircraft *w = v->Next()->Next();
00166   if (is_custom_sprite(v->spritenum)) {
00167     SpriteID sprite = GetCustomRotorSprite(v, false, image_type);
00168     if (sprite != 0) return sprite;
00169   }
00170 
00171   /* Return standard rotor sprites if there are no custom sprites for this helicopter */
00172   return SPR_ROTOR_STOPPED + w->state;
00173 }
00174 
00175 static SpriteID GetAircraftIcon(EngineID engine, EngineImageType image_type)
00176 {
00177   const Engine *e = Engine::Get(engine);
00178   uint8 spritenum = e->u.air.image_index;
00179 
00180   if (is_custom_sprite(spritenum)) {
00181     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
00182     if (sprite != 0) return sprite;
00183 
00184     spritenum = e->original_image_index;
00185   }
00186 
00187   return DIR_W + _aircraft_sprite[spritenum];
00188 }
00189 
00190 void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
00191 {
00192   SpriteID sprite = GetAircraftIcon(engine, image_type);
00193   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00194   preferred_x = Clamp(preferred_x, left - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI), right - UnScaleByZoom(real_sprite->width, ZOOM_LVL_GUI) - UnScaleByZoom(real_sprite->x_offs, ZOOM_LVL_GUI));
00195   DrawSprite(sprite, pal, preferred_x, y);
00196 
00197   if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
00198     SpriteID rotor_sprite = GetCustomRotorIcon(engine, image_type);
00199     if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
00200     DrawSprite(rotor_sprite, PAL_NONE, preferred_x, y - 5);
00201   }
00202 }
00203 
00210 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, EngineImageType image_type)
00211 {
00212   const Sprite *spr = GetSprite(GetAircraftIcon(engine, image_type), ST_NORMAL);
00213 
00214   width  = UnScaleByZoom(spr->width, ZOOM_LVL_GUI);
00215   height = UnScaleByZoom(spr->height, ZOOM_LVL_GUI);
00216 }
00217 
00227 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00228 {
00229   const AircraftVehicleInfo *avi = &e->u.air;
00230   const Station *st = Station::GetByTile(tile);
00231 
00232   /* Prevent building aircraft types at places which can't handle them */
00233   if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
00234 
00235   /* Make sure all aircraft end up in the first tile of the hanger. */
00236   tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
00237 
00238   if (flags & DC_EXEC) {
00239     Aircraft *v = new Aircraft(); // aircraft
00240     Aircraft *u = new Aircraft(); // shadow
00241     *ret = v;
00242 
00243     v->direction = DIR_SE;
00244 
00245     v->owner = u->owner = _current_company;
00246 
00247     v->tile = tile;
00248 
00249     uint x = TileX(tile) * TILE_SIZE + 5;
00250     uint y = TileY(tile) * TILE_SIZE + 3;
00251 
00252     v->x_pos = u->x_pos = x;
00253     v->y_pos = u->y_pos = y;
00254 
00255     u->z_pos = GetSlopePixelZ(x, y);
00256     v->z_pos = u->z_pos + 1;
00257 
00258     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00259     u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
00260 
00261     v->spritenum = avi->image_index;
00262 
00263     v->cargo_cap = avi->passenger_capacity;
00264     u->cargo_cap = avi->mail_capacity;
00265 
00266     v->cargo_type = e->GetDefaultCargoType();
00267     u->cargo_type = CT_MAIL;
00268 
00269     v->name = NULL;
00270     v->last_station_visited = INVALID_STATION;
00271 
00272     v->acceleration = avi->acceleration;
00273     v->engine_type = e->index;
00274     u->engine_type = e->index;
00275 
00276     v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
00277     v->UpdateDeltaXY(INVALID_DIR);
00278 
00279     u->subtype = AIR_SHADOW;
00280     u->UpdateDeltaXY(INVALID_DIR);
00281 
00282     v->reliability = e->reliability;
00283     v->reliability_spd_dec = e->reliability_spd_dec;
00284     v->max_age = e->GetLifeLengthInDays();
00285 
00286     _new_vehicle_id = v->index;
00287 
00288     v->pos = GetVehiclePosOnBuild(tile);
00289 
00290     v->state = HANGAR;
00291     v->previous_pos = v->pos;
00292     v->targetairport = GetStationIndex(tile);
00293     v->SetNext(u);
00294 
00295     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_aircraft;
00296 
00297     v->date_of_last_service = _date;
00298     v->build_year = u->build_year = _cur_year;
00299 
00300     v->cur_image = u->cur_image = SPR_IMG_QUERY;
00301 
00302     v->random_bits = VehicleRandomBits();
00303     u->random_bits = VehicleRandomBits();
00304 
00305     v->vehicle_flags = 0;
00306     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00307 
00308     v->InvalidateNewGRFCacheOfChain();
00309 
00310     v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
00311 
00312     v->InvalidateNewGRFCacheOfChain();
00313 
00314     UpdateAircraftCache(v, true);
00315 
00316     VehicleUpdatePosition(v);
00317     VehicleUpdatePosition(u);
00318 
00319     /* Aircraft with 3 vehicles (chopper)? */
00320     if (v->subtype == AIR_HELICOPTER) {
00321       Aircraft *w = new Aircraft();
00322       w->engine_type = e->index;
00323       w->direction = DIR_N;
00324       w->owner = _current_company;
00325       w->x_pos = v->x_pos;
00326       w->y_pos = v->y_pos;
00327       w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
00328       w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
00329       w->spritenum = 0xFF;
00330       w->subtype = AIR_ROTOR;
00331       w->cur_image = SPR_ROTOR_STOPPED;
00332       w->random_bits = VehicleRandomBits();
00333       /* Use rotor's air.state to store the rotor animation frame */
00334       w->state = HRS_ROTOR_STOPPED;
00335       w->UpdateDeltaXY(INVALID_DIR);
00336 
00337       u->SetNext(w);
00338       VehicleUpdatePosition(w);
00339     }
00340   }
00341 
00342   return CommandCost();
00343 }
00344 
00345 
00346 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00347 {
00348   const Station *st = GetTargetAirportIfValid(this);
00349   /* If the station is not a valid airport or if it has no hangars */
00350   if (st == NULL || !st->airport.HasHangar()) {
00351     /* the aircraft has to search for a hangar on its own */
00352     StationID station = FindNearestHangar(this);
00353 
00354     if (station == INVALID_STATION) return false;
00355 
00356     st = Station::Get(station);
00357   }
00358 
00359   if (location    != NULL) *location    = st->xy;
00360   if (destination != NULL) *destination = st->index;
00361 
00362   return true;
00363 }
00364 
00365 static void CheckIfAircraftNeedsService(Aircraft *v)
00366 {
00367   if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
00368   if (v->IsInDepot()) {
00369     VehicleServiceInDepot(v);
00370     return;
00371   }
00372 
00373   /* When we're parsing conditional orders and the like
00374    * we don't want to consider going to a depot too. */
00375   if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
00376 
00377   const Station *st = Station::Get(v->current_order.GetDestination());
00378 
00379   assert(st != NULL);
00380 
00381   /* only goto depot if the target airport has a depot */
00382   if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
00383     v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
00384     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00385   } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00386     v->current_order.MakeDummy();
00387     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00388   }
00389 }
00390 
00391 Money Aircraft::GetRunningCost() const
00392 {
00393   const Engine *e = this->GetEngine();
00394   uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
00395   return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
00396 }
00397 
00398 void Aircraft::OnNewDay()
00399 {
00400   if (!this->IsNormalAircraft()) return;
00401 
00402   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
00403 
00404   CheckOrders(this);
00405 
00406   CheckVehicleBreakdown(this);
00407   AgeVehicle(this);
00408   CheckIfAircraftNeedsService(this);
00409 
00410   if (this->running_ticks == 0) return;
00411 
00412   CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
00413 
00414   this->profit_this_year -= cost.GetCost();
00415   this->running_ticks = 0;
00416 
00417   SubtractMoneyFromCompanyFract(this->owner, cost);
00418 
00419   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00420   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
00421 }
00422 
00423 static void HelicopterTickHandler(Aircraft *v)
00424 {
00425   Aircraft *u = v->Next()->Next();
00426 
00427   if (u->vehstatus & VS_HIDDEN) return;
00428 
00429   /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
00430    * loading/unloading at a terminal or stopped */
00431   if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
00432     if (u->cur_speed != 0) {
00433       u->cur_speed++;
00434       if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
00435         u->cur_speed = 0;
00436       }
00437     }
00438   } else {
00439     if (u->cur_speed == 0) {
00440       u->cur_speed = 0x70;
00441     }
00442     if (u->cur_speed >= 0x50) {
00443       u->cur_speed--;
00444     }
00445   }
00446 
00447   int tick = ++u->tick_counter;
00448   int spd = u->cur_speed >> 4;
00449 
00450   SpriteID img;
00451   if (spd == 0) {
00452     u->state = HRS_ROTOR_STOPPED;
00453     img = GetRotorImage(v, EIT_ON_MAP);
00454     if (u->cur_image == img) return;
00455   } else if (tick >= spd) {
00456     u->tick_counter = 0;
00457     u->state++;
00458     if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
00459     img = GetRotorImage(v, EIT_ON_MAP);
00460   } else {
00461     return;
00462   }
00463 
00464   u->cur_image = img;
00465 
00466   VehicleUpdatePositionAndViewport(u);
00467 }
00468 
00476 void SetAircraftPosition(Aircraft *v, int x, int y, int z)
00477 {
00478   v->x_pos = x;
00479   v->y_pos = y;
00480   v->z_pos = z;
00481 
00482   VehicleUpdatePosition(v);
00483   v->UpdateViewport(true, false);
00484   if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v, EIT_ON_MAP);
00485 
00486   Aircraft *u = v->Next();
00487 
00488   int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
00489   int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
00490   u->x_pos = x;
00491   u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
00492 
00493   safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
00494   u->z_pos = GetSlopePixelZ(safe_x, safe_y);
00495   u->cur_image = v->cur_image;
00496 
00497   VehicleUpdatePositionAndViewport(u);
00498 
00499   u = u->Next();
00500   if (u != NULL) {
00501     u->x_pos = x;
00502     u->y_pos = y;
00503     u->z_pos = z + ROTOR_Z_OFFSET;
00504 
00505     VehicleUpdatePositionAndViewport(u);
00506   }
00507 }
00508 
00513 void HandleAircraftEnterHangar(Aircraft *v)
00514 {
00515   v->subspeed = 0;
00516   v->progress = 0;
00517 
00518   Aircraft *u = v->Next();
00519   u->vehstatus |= VS_HIDDEN;
00520   u = u->Next();
00521   if (u != NULL) {
00522     u->vehstatus |= VS_HIDDEN;
00523     u->cur_speed = 0;
00524   }
00525 
00526   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00527 }
00528 
00529 static void PlayAircraftSound(const Vehicle *v)
00530 {
00531   if (!PlayVehicleSound(v, VSE_START)) {
00532     SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
00533   }
00534 }
00535 
00536 
00543 void UpdateAircraftCache(Aircraft *v, bool update_range)
00544 {
00545   uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
00546   if (max_speed != 0) {
00547     /* Convert from original units to km-ish/h */
00548     max_speed = (max_speed * 128) / 10;
00549 
00550     v->vcache.cached_max_speed = max_speed;
00551   } else {
00552     /* Use the default max speed of the vehicle. */
00553     v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
00554   }
00555 
00556   /* Update cargo aging period. */
00557   v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
00558   Aircraft *u = v->Next(); // Shadow for mail
00559   u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
00560 
00561   /* Update aircraft range. */
00562   if (update_range) {
00563     v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
00564     /* Squared it now so we don't have to do it later all the time. */
00565     v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
00566   }
00567 }
00568 
00569 
00573 enum AircraftSpeedLimits {
00574   SPEED_LIMIT_TAXI     =     50,  
00575   SPEED_LIMIT_APPROACH =    230,  
00576   SPEED_LIMIT_BROKEN   =    320,  
00577   SPEED_LIMIT_HOLD     =    425,  
00578   SPEED_LIMIT_NONE     = 0xFFFF,  
00579 };
00580 
00588 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
00589 {
00590   uint spd = v->acceleration * 16;
00591   byte t;
00592 
00593   /* Adjust speed limits by plane speed factor to prevent taxiing
00594    * and take-off speeds being too low. */
00595   speed_limit *= _settings_game.vehicle.plane_speed;
00596 
00597   if (v->vcache.cached_max_speed < speed_limit) {
00598     if (v->cur_speed < speed_limit) hard_limit = false;
00599     speed_limit = v->vcache.cached_max_speed;
00600   }
00601 
00602   v->subspeed = (t = v->subspeed) + (byte)spd;
00603 
00604   /* Aircraft's current speed is used twice so that very fast planes are
00605    * forced to slow down rapidly in the short distance needed. The magic
00606    * value 16384 was determined to give similar results to the old speed/48
00607    * method at slower speeds. This also results in less reduction at slow
00608    * speeds to that aircraft do not get to taxi speed straight after
00609    * touchdown. */
00610   if (!hard_limit && v->cur_speed > speed_limit) {
00611     speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
00612   }
00613 
00614   spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
00615 
00616   /* adjust speed for broken vehicles */
00617   if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
00618 
00619   /* updates statusbar only if speed have changed to save CPU time */
00620   if (spd != v->cur_speed) {
00621     v->cur_speed = spd;
00622     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00623   }
00624 
00625   /* Adjust distance moved by plane speed setting */
00626   if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
00627 
00628   /* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
00629   spd = v->GetOldAdvanceSpeed(spd);
00630 
00631   spd += v->progress;
00632   v->progress = (byte)spd;
00633   return spd >> 8;
00634 }
00635 
00643 int GetAircraftFlyingAltitude(const Aircraft *v)
00644 {
00645   if (v->subtype == AIR_HELICOPTER) return HELI_FLIGHT_ALTITUDE;
00646 
00647   /* Make sure Aircraft fly no lower so that they don't conduct
00648    * CFITs (controlled flight into terrain)
00649    */
00650   int base_altitude = PLANE_HOLDING_ALTITUDE;
00651 
00652   /* Make sure eastbound and westbound planes do not "crash" into each
00653    * other by providing them with vertical seperation
00654    */
00655   switch (v->direction) {
00656     case DIR_N:
00657     case DIR_NE:
00658     case DIR_E:
00659     case DIR_SE:
00660       base_altitude += 10;
00661       break;
00662 
00663     default: break;
00664   }
00665 
00666   /* Make faster planes fly higher so that they can overtake slower ones */
00667   base_altitude += min(20 * (v->vcache.cached_max_speed / 200), 90);
00668 
00669   return base_altitude;
00670 }
00671 
00686 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
00687 {
00688   assert(v != NULL);
00689   assert(apc != NULL);
00690 
00691   /* In the case the station doesn't exit anymore, set target tile 0.
00692    * It doesn't hurt much, aircraft will go to next order, nearest hangar
00693    * or it will simply crash in next tick */
00694   TileIndex tile = 0;
00695 
00696   const Station *st = Station::GetIfValid(v->targetairport);
00697   if (st != NULL) {
00698     /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
00699     tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
00700   }
00701 
00702   int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
00703   int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
00704 
00705   DiagDirection dir;
00706   if (abs(delta_y) < abs(delta_x)) {
00707     /* We are northeast or southwest of the airport */
00708     dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
00709   } else {
00710     /* We are northwest or southeast of the airport */
00711     dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
00712   }
00713   dir = ChangeDiagDir(dir, (DiagDirDiff)ReverseDiagDir(DirToDiagDir(rotation)));
00714   return apc->entry_points[dir];
00715 }
00716 
00717 
00718 static void MaybeCrashAirplane(Aircraft *v);
00719 
00727 static bool AircraftController(Aircraft *v)
00728 {
00729   int count;
00730 
00731   /* NULL if station is invalid */
00732   const Station *st = Station::GetIfValid(v->targetairport);
00733   /* INVALID_TILE if there is no station */
00734   TileIndex tile = INVALID_TILE;
00735   Direction rotation = DIR_N;
00736   uint size_x = 1, size_y = 1;
00737   if (st != NULL) {
00738     if (st->airport.tile != INVALID_TILE) {
00739       tile = st->airport.tile;
00740       rotation = st->airport.rotation;
00741       size_x = st->airport.w;
00742       size_y = st->airport.h;
00743     } else {
00744       tile = st->xy;
00745     }
00746   }
00747   /* DUMMY if there is no station or no airport */
00748   const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
00749 
00750   /* prevent going to INVALID_TILE if airport is deleted. */
00751   if (st == NULL || st->airport.tile == INVALID_TILE) {
00752     /* Jump into our "holding pattern" state machine if possible */
00753     if (v->pos >= afc->nofelements) {
00754       v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
00755     } else if (v->targetairport != v->current_order.GetDestination()) {
00756       /* If not possible, just get out of here fast */
00757       v->state = FLYING;
00758       UpdateAircraftCache(v);
00759       AircraftNextAirportPos_and_Order(v);
00760       /* get aircraft back on running altitude */
00761       SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
00762       return false;
00763     }
00764   }
00765 
00766   /*  get airport moving data */
00767   const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
00768 
00769   int x = TileX(tile) * TILE_SIZE;
00770   int y = TileY(tile) * TILE_SIZE;
00771 
00772   /* Helicopter raise */
00773   if (amd.flag & AMED_HELI_RAISE) {
00774     Aircraft *u = v->Next()->Next();
00775 
00776     /* Make sure the rotors don't rotate too fast */
00777     if (u->cur_speed > 32) {
00778       v->cur_speed = 0;
00779       if (--u->cur_speed == 32) {
00780         if (!PlayVehicleSound(v, VSE_START)) {
00781           SndPlayVehicleFx(SND_18_HELICOPTER, v);
00782         }
00783       }
00784     } else {
00785       u->cur_speed = 32;
00786       count = UpdateAircraftSpeed(v);
00787       if (count > 0) {
00788         v->tile = 0;
00789         int z_dest = GetAircraftFlyingAltitude(v);
00790 
00791         /* Reached altitude? */
00792         if (v->z_pos >= z_dest) {
00793           v->cur_speed = 0;
00794           return true;
00795         }
00796         SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
00797       }
00798     }
00799     return false;
00800   }
00801 
00802   /* Helicopter landing. */
00803   if (amd.flag & AMED_HELI_LOWER) {
00804     if (st == NULL) {
00805       /* FIXME - AircraftController -> if station no longer exists, do not land
00806        * helicopter will circle until sign disappears, then go to next order
00807        * what to do when it is the only order left, right now it just stays in 1 place */
00808       v->state = FLYING;
00809       UpdateAircraftCache(v);
00810       AircraftNextAirportPos_and_Order(v);
00811       return false;
00812     }
00813 
00814     /* Vehicle is now at the airport. */
00815     v->tile = tile;
00816 
00817     /* Find altitude of landing position. */
00818     int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
00819 
00820     if (z == v->z_pos) {
00821       Vehicle *u = v->Next()->Next();
00822 
00823       /*  Increase speed of rotors. When speed is 80, we've landed. */
00824       if (u->cur_speed >= 80) return true;
00825       u->cur_speed += 4;
00826     } else {
00827       count = UpdateAircraftSpeed(v);
00828       if (count > 0) {
00829         if (v->z_pos > z) {
00830           SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
00831         } else {
00832           SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
00833         }
00834       }
00835     }
00836     return false;
00837   }
00838 
00839   /* Get distance from destination pos to current pos. */
00840   uint dist = abs(x + amd.x - v->x_pos) +  abs(y + amd.y - v->y_pos);
00841 
00842   /* Need exact position? */
00843   if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
00844 
00845   /* At final pos? */
00846   if (dist == 0) {
00847     /* Change direction smoothly to final direction. */
00848     DirDiff dirdiff = DirDifference(amd.direction, v->direction);
00849     /* if distance is 0, and plane points in right direction, no point in calling
00850      * UpdateAircraftSpeed(). So do it only afterwards */
00851     if (dirdiff == DIRDIFF_SAME) {
00852       v->cur_speed = 0;
00853       return true;
00854     }
00855 
00856     if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
00857 
00858     v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00859     v->cur_speed >>= 1;
00860 
00861     SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00862     return false;
00863   }
00864 
00865   if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
00866     MaybeCrashAirplane(v);
00867     if ((v->vehstatus & VS_CRASHED) != 0) return false;
00868   }
00869 
00870   uint speed_limit = SPEED_LIMIT_TAXI;
00871   bool hard_limit = true;
00872 
00873   if (amd.flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
00874   if (amd.flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
00875   if (amd.flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
00876   if (amd.flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
00877 
00878   count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
00879   if (count == 0) return false;
00880 
00881   if (v->turn_counter != 0) v->turn_counter--;
00882 
00883   do {
00884 
00885     GetNewVehiclePosResult gp;
00886 
00887     if (dist < 4 || (amd.flag & AMED_LAND)) {
00888       /* move vehicle one pixel towards target */
00889       gp.x = (v->x_pos != (x + amd.x)) ?
00890           v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
00891           v->x_pos;
00892       gp.y = (v->y_pos != (y + amd.y)) ?
00893           v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
00894           v->y_pos;
00895 
00896       /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
00897       gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
00898 
00899     } else {
00900 
00901       /* Turn. Do it slowly if in the air. */
00902       Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
00903       if (newdir != v->direction) {
00904         if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
00905           if (v->turn_counter == 0 || newdir == v->last_direction) {
00906             if (newdir == v->last_direction) {
00907               v->number_consecutive_turns = 0;
00908             } else {
00909               v->number_consecutive_turns++;
00910             }
00911             v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
00912             v->last_direction = v->direction;
00913             v->direction = newdir;
00914           }
00915 
00916           /* Move vehicle. */
00917           gp = GetNewVehiclePos(v);
00918         } else {
00919           v->cur_speed >>= 1;
00920           v->direction = newdir;
00921 
00922           /* When leaving a terminal an aircraft often goes to a position
00923            * directly in front of it. If it would move while turning it
00924            * would need an two extra turns to end up at the correct position.
00925            * To make it easier just disallow all moving while turning as
00926            * long as an aircraft is on the ground. */
00927           gp.x = v->x_pos;
00928           gp.y = v->y_pos;
00929           gp.new_tile = gp.old_tile = v->tile;
00930         }
00931       } else {
00932         v->number_consecutive_turns = 0;
00933         /* Move vehicle. */
00934         gp = GetNewVehiclePos(v);
00935       }
00936     }
00937 
00938     v->tile = gp.new_tile;
00939     /* If vehicle is in the air, use tile coordinate 0. */
00940     if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
00941 
00942     /* Adjust Z for land or takeoff? */
00943     int z = v->z_pos;
00944 
00945     if (amd.flag & AMED_TAKEOFF) {
00946       z = min(z + 2, GetAircraftFlyingAltitude(v));
00947     }
00948 
00949     /* Let the plane drop from normal flight altitude to holding pattern altitude */
00950     if ((amd.flag & AMED_HOLD) && (z > PLANE_HOLDING_ALTITUDE)) z--;
00951 
00952     if (amd.flag & AMED_LAND) {
00953       if (st->airport.tile == INVALID_TILE) {
00954         /* Airport has been removed, abort the landing procedure */
00955         v->state = FLYING;
00956         UpdateAircraftCache(v);
00957         AircraftNextAirportPos_and_Order(v);
00958         /* get aircraft back on running altitude */
00959         SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
00960         continue;
00961       }
00962 
00963       int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
00964 
00965       /* We're not flying below our destination, right? */
00966       assert(curz <= z);
00967       int t = max(1U, dist - 4);
00968       int delta = z - curz;
00969 
00970       /* Only start lowering when we're sufficiently close for a 1:1 glide */
00971       if (delta >= t) {
00972         z -= CeilDiv(z - curz, t);
00973       }
00974       if (z < curz) z = curz;
00975     }
00976 
00977     /* We've landed. Decrease speed when we're reaching end of runway. */
00978     if (amd.flag & AMED_BRAKE) {
00979       int curz = GetSlopePixelZ(x, y) + 1;
00980 
00981       if (z > curz) {
00982         z--;
00983       } else if (z < curz) {
00984         z++;
00985       }
00986 
00987     }
00988 
00989     SetAircraftPosition(v, gp.x, gp.y, z);
00990   } while (--count != 0);
00991   return false;
00992 }
00993 
00998 static bool HandleCrashedAircraft(Aircraft *v)
00999 {
01000   v->crashed_counter += 3;
01001 
01002   Station *st = GetTargetAirportIfValid(v);
01003 
01004   /* make aircraft crash down to the ground */
01005   if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
01006     int z = GetSlopePixelZ(v->x_pos, v->y_pos);
01007     v->z_pos -= 1;
01008     if (v->z_pos == z) {
01009       v->crashed_counter = 500;
01010       v->z_pos++;
01011     }
01012   }
01013 
01014   if (v->crashed_counter < 650) {
01015     uint32 r;
01016     if (Chance16R(1, 32, r)) {
01017       static const DirDiff delta[] = {
01018         DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
01019       };
01020 
01021       v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
01022       SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01023       r = Random();
01024       CreateEffectVehicleRel(v,
01025         GB(r, 0, 4) - 4,
01026         GB(r, 4, 4) - 4,
01027         GB(r, 8, 4),
01028         EV_EXPLOSION_SMALL);
01029     }
01030   } else if (v->crashed_counter >= 10000) {
01031     /*  remove rubble of crashed airplane */
01032 
01033     /* clear runway-in on all airports, set by crashing plane
01034      * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
01035      * but they all share the same number */
01036     if (st != NULL) {
01037       CLRBITS(st->airport.flags, RUNWAY_IN_block);
01038       CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
01039       CLRBITS(st->airport.flags, RUNWAY_IN2_block);    // intercontinental
01040     }
01041 
01042     delete v;
01043 
01044     return false;
01045   }
01046 
01047   return true;
01048 }
01049 
01050 
01051 static void HandleAircraftSmoke(Aircraft *v)
01052 {
01053   static const struct {
01054     int8 x;
01055     int8 y;
01056   } smoke_pos[] = {
01057     {  5,  5 },
01058     {  6,  0 },
01059     {  5, -5 },
01060     {  0, -6 },
01061     { -5, -5 },
01062     { -6,  0 },
01063     { -5,  5 },
01064     {  0,  6 }
01065   };
01066 
01067   if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
01068 
01069   if (v->cur_speed < 10) {
01070     v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
01071     v->breakdown_ctr = 0;
01072     return;
01073   }
01074 
01075   if ((v->tick_counter & 0x1F) == 0) {
01076     CreateEffectVehicleRel(v,
01077       smoke_pos[v->direction].x,
01078       smoke_pos[v->direction].y,
01079       2,
01080       EV_BREAKDOWN_SMOKE_AIRCRAFT
01081     );
01082   }
01083 }
01084 
01085 void HandleMissingAircraftOrders(Aircraft *v)
01086 {
01087   /*
01088    * We do not have an order. This can be divided into two cases:
01089    * 1) we are heading to an invalid station. In this case we must
01090    *    find another airport to go to. If there is nowhere to go,
01091    *    we will destroy the aircraft as it otherwise will enter
01092    *    the holding pattern for the first airport, which can cause
01093    *    the plane to go into an undefined state when building an
01094    *    airport with the same StationID.
01095    * 2) we are (still) heading to a (still) valid airport, then we
01096    *    can continue going there. This can happen when you are
01097    *    changing the aircraft's orders while in-flight or in for
01098    *    example a depot. However, when we have a current order to
01099    *    go to a depot, we have to keep that order so the aircraft
01100    *    actually stops.
01101    */
01102   const Station *st = GetTargetAirportIfValid(v);
01103   if (st == NULL) {
01104     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01105     CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01106     cur_company.Restore();
01107 
01108     if (ret.Failed()) CrashAirplane(v);
01109   } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
01110     v->current_order.Free();
01111   }
01112 }
01113 
01114 
01115 TileIndex Aircraft::GetOrderStationLocation(StationID station)
01116 {
01117   /* Orders are changed in flight, ensure going to the right station. */
01118   if (this->state == FLYING) {
01119     AircraftNextAirportPos_and_Order(this);
01120   }
01121 
01122   /* Aircraft do not use dest-tile */
01123   return 0;
01124 }
01125 
01126 void Aircraft::MarkDirty()
01127 {
01128   this->UpdateViewport(false, false);
01129   if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this, EIT_ON_MAP);
01130 }
01131 
01132 
01133 uint Aircraft::Crash(bool flooded)
01134 {
01135   uint pass = Vehicle::Crash(flooded) + 2; // pilots
01136   this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
01137 
01138   return pass;
01139 }
01140 
01145 static void CrashAirplane(Aircraft *v)
01146 {
01147   CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
01148 
01149   uint pass = v->Crash();
01150   SetDParam(0, pass);
01151 
01152   v->cargo.Truncate(0);
01153   v->Next()->cargo.Truncate(0);
01154   const Station *st = GetTargetAirportIfValid(v);
01155   StringID newsitem;
01156   if (st == NULL) {
01157     newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
01158   } else {
01159     SetDParam(1, st->index);
01160     newsitem = STR_NEWS_AIRCRAFT_CRASH;
01161   }
01162 
01163   AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
01164   Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
01165 
01166   AddVehicleNewsItem(newsitem,
01167     NS_ACCIDENT,
01168     v->index,
01169     st != NULL ? st->index : INVALID_STATION);
01170 
01171   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
01172   SndPlayVehicleFx(SND_12_EXPLOSION, v);
01173 }
01174 
01179 static void MaybeCrashAirplane(Aircraft *v)
01180 {
01181   if (_settings_game.vehicle.plane_crashes == 0) return;
01182 
01183   Station *st = Station::Get(v->targetairport);
01184 
01185   /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
01186   uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
01187   if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
01188       (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
01189       !_cheats.no_jetcrash.value) {
01190     prob /= 20;
01191   } else {
01192     prob /= 1500;
01193   }
01194 
01195   if (GB(Random(), 0, 22) > prob) return;
01196 
01197   /* Crash the airplane. Remove all goods stored at the station. */
01198   for (CargoID i = 0; i < NUM_CARGO; i++) {
01199     st->goods[i].rating = 1;
01200     st->goods[i].cargo.Truncate(0);
01201   }
01202 
01203   CrashAirplane(v);
01204 }
01205 
01211 static void AircraftEntersTerminal(Aircraft *v)
01212 {
01213   if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
01214 
01215   Station *st = Station::Get(v->targetairport);
01216   v->last_station_visited = v->targetairport;
01217 
01218   /* Check if station was ever visited before */
01219   if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
01220     st->had_vehicle_of_type |= HVOT_AIRCRAFT;
01221     SetDParam(0, st->index);
01222     /* show newsitem of celebrating citizens */
01223     AddVehicleNewsItem(
01224       STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
01225       (v->owner == _local_company) ? NS_ARRIVAL_COMPANY : NS_ARRIVAL_OTHER,
01226       v->index,
01227       st->index
01228     );
01229     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
01230     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
01231   }
01232 
01233   v->BeginLoading();
01234 }
01235 
01240 static void AircraftLandAirplane(Aircraft *v)
01241 {
01242   v->UpdateDeltaXY(INVALID_DIR);
01243 
01244   if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
01245     SndPlayVehicleFx(SND_17_SKID_PLANE, v);
01246   }
01247 }
01248 
01249 
01251 void AircraftNextAirportPos_and_Order(Aircraft *v)
01252 {
01253   if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
01254     v->targetairport = v->current_order.GetDestination();
01255   }
01256 
01257   const Station *st = GetTargetAirportIfValid(v);
01258   const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
01259   Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
01260   v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
01261 }
01262 
01271 void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
01272 {
01273   v->cur_speed = 0;
01274   v->subspeed = 0;
01275   v->progress = 0;
01276   v->direction = exit_dir;
01277   v->vehstatus &= ~VS_HIDDEN;
01278   {
01279     Vehicle *u = v->Next();
01280     u->vehstatus &= ~VS_HIDDEN;
01281 
01282     /* Rotor blades */
01283     u = u->Next();
01284     if (u != NULL) {
01285       u->vehstatus &= ~VS_HIDDEN;
01286       u->cur_speed = 80;
01287     }
01288   }
01289 
01290   VehicleServiceInDepot(v);
01291   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01292   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01293   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01294 }
01295 
01299 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
01300 {
01301   AircraftEntersTerminal(v);
01302   v->state = apc->layout[v->pos].heading;
01303 }
01304 
01310 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
01311 {
01312   VehicleEnterDepot(v);
01313   v->state = apc->layout[v->pos].heading;
01314 }
01315 
01321 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
01322 {
01323   /* if we just arrived, execute EnterHangar first */
01324   if (v->previous_pos != v->pos) {
01325     AircraftEventHandler_EnterHangar(v, apc);
01326     return;
01327   }
01328 
01329   /* if we were sent to the depot, stay there */
01330   if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
01331     v->current_order.Free();
01332     return;
01333   }
01334 
01335   if (!v->current_order.IsType(OT_GOTO_STATION) &&
01336       !v->current_order.IsType(OT_GOTO_DEPOT))
01337     return;
01338 
01339   /* We are leaving a hangar, but have to go to the exact same one; re-enter */
01340   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
01341     VehicleEnterDepot(v);
01342     return;
01343   }
01344 
01345   /* if the block of the next position is busy, stay put */
01346   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01347 
01348   /* We are already at the target airport, we need to find a terminal */
01349   if (v->current_order.GetDestination() == v->targetairport) {
01350     /* FindFreeTerminal:
01351      * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
01352     if (v->subtype == AIR_HELICOPTER) {
01353       if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
01354     } else {
01355       if (!AirportFindFreeTerminal(v, apc)) return; // airplane
01356     }
01357   } else { // Else prepare for launch.
01358     /* airplane goto state takeoff, helicopter to helitakeoff */
01359     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01360   }
01361   const Station *st = Station::GetByTile(v->tile);
01362   AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
01363   AirportMove(v, apc);
01364 }
01365 
01367 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
01368 {
01369   /* if we just arrived, execute EnterTerminal first */
01370   if (v->previous_pos != v->pos) {
01371     AircraftEventHandler_EnterTerminal(v, apc);
01372     /* on an airport with helipads, a helicopter will always land there
01373      * and get serviced at the same time - setting */
01374     if (_settings_game.order.serviceathelipad) {
01375       if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
01376         /* an exerpt of ServiceAircraft, without the invisibility stuff */
01377         v->date_of_last_service = _date;
01378         v->breakdowns_since_last_service = 0;
01379         v->reliability = v->GetEngine()->reliability;
01380         SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01381       }
01382     }
01383     return;
01384   }
01385 
01386   if (v->current_order.IsType(OT_NOTHING)) return;
01387 
01388   /* if the block of the next position is busy, stay put */
01389   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01390 
01391   /* airport-road is free. We either have to go to another airport, or to the hangar
01392    * ---> start moving */
01393 
01394   bool go_to_hangar = false;
01395   switch (v->current_order.GetType()) {
01396     case OT_GOTO_STATION: // ready to fly to another airport
01397       break;
01398     case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
01399       go_to_hangar = v->current_order.GetDestination() == v->targetairport;
01400       break;
01401     case OT_CONDITIONAL:
01402       /* In case of a conditional order we just have to wait a tick
01403        * longer, so the conditional order can actually be processed;
01404        * we should not clear the order as that makes us go nowhere. */
01405       return;
01406     default:  // orders have been deleted (no orders), goto depot and don't bother us
01407       v->current_order.Free();
01408       go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
01409   }
01410 
01411   if (go_to_hangar) {
01412     v->state = HANGAR;
01413   } else {
01414     /* airplane goto state takeoff, helicopter to helitakeoff */
01415     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01416   }
01417   AirportMove(v, apc);
01418 }
01419 
01420 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
01421 {
01422   error("OK, you shouldn't be here, check your Airport Scheme!");
01423 }
01424 
01425 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
01426 {
01427   PlayAircraftSound(v); // play takeoffsound for airplanes
01428   v->state = STARTTAKEOFF;
01429 }
01430 
01431 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
01432 {
01433   v->state = ENDTAKEOFF;
01434   v->UpdateDeltaXY(INVALID_DIR);
01435 }
01436 
01437 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
01438 {
01439   v->state = FLYING;
01440   /* get the next position to go to, differs per airport */
01441   AircraftNextAirportPos_and_Order(v);
01442 }
01443 
01444 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
01445 {
01446   v->state = FLYING;
01447   v->UpdateDeltaXY(INVALID_DIR);
01448 
01449   /* get the next position to go to, differs per airport */
01450   AircraftNextAirportPos_and_Order(v);
01451 
01452   /* Send the helicopter to a hangar if needed for replacement */
01453   if (v->NeedsAutomaticServicing()) {
01454     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01455     DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01456     cur_company.Restore();
01457   }
01458 }
01459 
01460 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
01461 {
01462   Station *st = Station::Get(v->targetairport);
01463 
01464   /* runway busy or not allowed to use this airstation, circle */
01465   if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner)) {
01466     /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
01467      * if it is an airplane, look for LANDING, for helicopter HELILANDING
01468      * it is possible to choose from multiple landing runways, so loop until a free one is found */
01469     byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
01470     const AirportFTA *current = apc->layout[v->pos].next;
01471     while (current != NULL) {
01472       if (current->heading == landingtype) {
01473         /* save speed before, since if AirportHasBlock is false, it resets them to 0
01474          * we don't want that for plane in air
01475          * hack for speed thingie */
01476         uint16 tcur_speed = v->cur_speed;
01477         uint16 tsubspeed = v->subspeed;
01478         if (!AirportHasBlock(v, current, apc)) {
01479           v->state = landingtype; // LANDING / HELILANDING
01480           /* it's a bit dirty, but I need to set position to next position, otherwise
01481            * if there are multiple runways, plane won't know which one it took (because
01482            * they all have heading LANDING). And also occupy that block! */
01483           v->pos = current->next_position;
01484           SETBITS(st->airport.flags, apc->layout[v->pos].block);
01485           return;
01486         }
01487         v->cur_speed = tcur_speed;
01488         v->subspeed = tsubspeed;
01489       }
01490       current = current->next;
01491     }
01492   }
01493   v->state = FLYING;
01494   v->pos = apc->layout[v->pos].next_position;
01495 }
01496 
01497 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
01498 {
01499   v->state = ENDLANDING;
01500   AircraftLandAirplane(v);  // maybe crash airplane
01501 
01502   /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
01503   if (v->NeedsAutomaticServicing()) {
01504     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01505     DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01506     cur_company.Restore();
01507   }
01508 }
01509 
01510 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
01511 {
01512   v->state = HELIENDLANDING;
01513   v->UpdateDeltaXY(INVALID_DIR);
01514 }
01515 
01516 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
01517 {
01518   /* next block busy, don't do a thing, just wait */
01519   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01520 
01521   /* if going to terminal (OT_GOTO_STATION) choose one
01522    * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
01523    * 2. not going for terminal (but depot, no order),
01524    * --> get out of the way to the hangar. */
01525   if (v->current_order.IsType(OT_GOTO_STATION)) {
01526     if (AirportFindFreeTerminal(v, apc)) return;
01527   }
01528   v->state = HANGAR;
01529 
01530 }
01531 
01532 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
01533 {
01534   /*  next block busy, don't do a thing, just wait */
01535   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01536 
01537   /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
01538    * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
01539    * 2. not going for terminal (but depot, no order),
01540    * --> get out of the way to the hangar IF there are terminals on the airport.
01541    * --> else TAKEOFF
01542    * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
01543    * must go to a hangar. */
01544   if (v->current_order.IsType(OT_GOTO_STATION)) {
01545     if (AirportFindFreeHelipad(v, apc)) return;
01546   }
01547   v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
01548 }
01549 
01555 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
01557 static AircraftStateHandler * const _aircraft_state_handlers[] = {
01558   AircraftEventHandler_General,        // TO_ALL         =  0
01559   AircraftEventHandler_InHangar,       // HANGAR         =  1
01560   AircraftEventHandler_AtTerminal,     // TERM1          =  2
01561   AircraftEventHandler_AtTerminal,     // TERM2          =  3
01562   AircraftEventHandler_AtTerminal,     // TERM3          =  4
01563   AircraftEventHandler_AtTerminal,     // TERM4          =  5
01564   AircraftEventHandler_AtTerminal,     // TERM5          =  6
01565   AircraftEventHandler_AtTerminal,     // TERM6          =  7
01566   AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
01567   AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
01568   AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
01569   AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
01570   AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
01571   AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
01572   AircraftEventHandler_Flying,         // FLYING         = 14
01573   AircraftEventHandler_Landing,        // LANDING        = 15
01574   AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
01575   AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
01576   AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
01577   AircraftEventHandler_AtTerminal,     // TERM7          = 19
01578   AircraftEventHandler_AtTerminal,     // TERM8          = 20
01579   AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
01580 };
01581 
01582 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
01583 {
01584   /* we have left the previous block, and entered the new one. Free the previous block */
01585   if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
01586     Station *st = Station::Get(v->targetairport);
01587 
01588     CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
01589   }
01590 }
01591 
01592 static void AirportGoToNextPosition(Aircraft *v)
01593 {
01594   /* if aircraft is not in position, wait until it is */
01595   if (!AircraftController(v)) return;
01596 
01597   const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
01598 
01599   AirportClearBlock(v, apc);
01600   AirportMove(v, apc); // move aircraft to next position
01601 }
01602 
01603 /* gets pos from vehicle and next orders */
01604 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
01605 {
01606   /* error handling */
01607   if (v->pos >= apc->nofelements) {
01608     DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
01609     assert(v->pos < apc->nofelements);
01610   }
01611 
01612   const AirportFTA *current = &apc->layout[v->pos];
01613   /* we have arrived in an important state (eg terminal, hangar, etc.) */
01614   if (current->heading == v->state) {
01615     byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
01616     byte prev_state = v->state;
01617     _aircraft_state_handlers[v->state](v, apc);
01618     if (v->state != FLYING) v->previous_pos = prev_pos;
01619     if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
01620     return true;
01621   }
01622 
01623   v->previous_pos = v->pos; // save previous location
01624 
01625   /* there is only one choice to move to */
01626   if (current->next == NULL) {
01627     if (AirportSetBlocks(v, current, apc)) {
01628       v->pos = current->next_position;
01629       UpdateAircraftCache(v);
01630     } // move to next position
01631     return false;
01632   }
01633 
01634   /* there are more choices to choose from, choose the one that
01635    * matches our heading */
01636   do {
01637     if (v->state == current->heading || current->heading == TO_ALL) {
01638       if (AirportSetBlocks(v, current, apc)) {
01639         v->pos = current->next_position;
01640         UpdateAircraftCache(v);
01641       } // move to next position
01642       return false;
01643     }
01644     current = current->next;
01645   } while (current != NULL);
01646 
01647   DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
01648   NOT_REACHED();
01649 }
01650 
01652 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01653 {
01654   const AirportFTA *reference = &apc->layout[v->pos];
01655   const AirportFTA *next = &apc->layout[current_pos->next_position];
01656 
01657   /* same block, then of course we can move */
01658   if (apc->layout[current_pos->position].block != next->block) {
01659     const Station *st = Station::Get(v->targetairport);
01660     uint64 airport_flags = next->block;
01661 
01662     /* check additional possible extra blocks */
01663     if (current_pos != reference && current_pos->block != NOTHING_block) {
01664       airport_flags |= current_pos->block;
01665     }
01666 
01667     if (st->airport.flags & airport_flags) {
01668       v->cur_speed = 0;
01669       v->subspeed = 0;
01670       return true;
01671     }
01672   }
01673   return false;
01674 }
01675 
01683 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01684 {
01685   const AirportFTA *next = &apc->layout[current_pos->next_position];
01686   const AirportFTA *reference = &apc->layout[v->pos];
01687 
01688   /* if the next position is in another block, check it and wait until it is free */
01689   if ((apc->layout[current_pos->position].block & next->block) != next->block) {
01690     uint64 airport_flags = next->block;
01691     /* search for all all elements in the list with the same state, and blocks != N
01692      * this means more blocks should be checked/set */
01693     const AirportFTA *current = current_pos;
01694     if (current == reference) current = current->next;
01695     while (current != NULL) {
01696       if (current->heading == current_pos->heading && current->block != 0) {
01697         airport_flags |= current->block;
01698         break;
01699       }
01700       current = current->next;
01701     }
01702 
01703     /* if the block to be checked is in the next position, then exclude that from
01704      * checking, because it has been set by the airplane before */
01705     if (current_pos->block == next->block) airport_flags ^= next->block;
01706 
01707     Station *st = Station::Get(v->targetairport);
01708     if (st->airport.flags & airport_flags) {
01709       v->cur_speed = 0;
01710       v->subspeed = 0;
01711       return false;
01712     }
01713 
01714     if (next->block != NOTHING_block) {
01715       SETBITS(st->airport.flags, airport_flags); // occupy next block
01716     }
01717   }
01718   return true;
01719 }
01720 
01725 struct MovementTerminalMapping {
01726   AirportMovementStates state; 
01727   uint64 airport_flag;         
01728 };
01729 
01731 static const MovementTerminalMapping _airport_terminal_mapping[] = {
01732   {TERM1, TERM1_block},
01733   {TERM2, TERM2_block},
01734   {TERM3, TERM3_block},
01735   {TERM4, TERM4_block},
01736   {TERM5, TERM5_block},
01737   {TERM6, TERM6_block},
01738   {TERM7, TERM7_block},
01739   {TERM8, TERM8_block},
01740   {HELIPAD1, HELIPAD1_block},
01741   {HELIPAD2, HELIPAD2_block},
01742   {HELIPAD3, HELIPAD3_block},
01743 };
01744 
01752 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
01753 {
01754   assert(last_terminal <= lengthof(_airport_terminal_mapping));
01755   Station *st = Station::Get(v->targetairport);
01756   for (; i < last_terminal; i++) {
01757     if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
01758       /* TERMINAL# HELIPAD# */
01759       v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
01760       SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
01761       return true;
01762     }
01763   }
01764   return false;
01765 }
01766 
01772 static uint GetNumTerminals(const AirportFTAClass *apc)
01773 {
01774   uint num = 0;
01775 
01776   for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
01777 
01778   return num;
01779 }
01780 
01787 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
01788 {
01789   /* example of more terminalgroups
01790    * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
01791    * Heading 255 denotes a group. We see 2 groups here:
01792    * 1. group 0 -- TERM_GROUP1_block (check block)
01793    * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
01794    * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
01795    * looks at the corresponding terminals of that group. If no free ones are found, other
01796    * possible groups are checked (in this case group 1, since that is after group 0). If that
01797    * fails, then attempt fails and plane waits
01798    */
01799   if (apc->terminals[0] > 1) {
01800     const Station *st = Station::Get(v->targetairport);
01801     const AirportFTA *temp = apc->layout[v->pos].next;
01802 
01803     while (temp != NULL) {
01804       if (temp->heading == 255) {
01805         if (!(st->airport.flags & temp->block)) {
01806           /* read which group do we want to go to?
01807            * (the first free group) */
01808           uint target_group = temp->next_position + 1;
01809 
01810           /* at what terminal does the group start?
01811            * that means, sum up all terminals of
01812            * groups with lower number */
01813           uint group_start = 0;
01814           for (uint i = 1; i < target_group; i++) {
01815             group_start += apc->terminals[i];
01816           }
01817 
01818           uint group_end = group_start + apc->terminals[target_group];
01819           if (FreeTerminal(v, group_start, group_end)) return true;
01820         }
01821       } else {
01822         /* once the heading isn't 255, we've exhausted the possible blocks.
01823          * So we cannot move */
01824         return false;
01825       }
01826       temp = temp->next;
01827     }
01828   }
01829 
01830   /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
01831   return FreeTerminal(v, 0, GetNumTerminals(apc));
01832 }
01833 
01840 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
01841 {
01842   /* if an airport doesn't have helipads, use terminals */
01843   if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
01844 
01845   /* only 1 helicoptergroup, check all helipads
01846    * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
01847   return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
01848 }
01849 
01855 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
01856 {
01857   if (too_far) {
01858     if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
01859       SetBit(v->flags, VAF_DEST_TOO_FAR);
01860       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01861       AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
01862       if (v->owner == _local_company) {
01863         /* Post a news message. */
01864         SetDParam(0, v->index);
01865         AddVehicleNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, NS_ADVICE, v->index);
01866       }
01867     }
01868     return;
01869   }
01870 
01871   if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
01872     /* Not too far anymore, clear flag and message. */
01873     ClrBit(v->flags, VAF_DEST_TOO_FAR);
01874     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01875     DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
01876   }
01877 }
01878 
01879 static bool AircraftEventHandler(Aircraft *v, int loop)
01880 {
01881   v->tick_counter++;
01882 
01883   if (v->vehstatus & VS_CRASHED) {
01884     return HandleCrashedAircraft(v);
01885   }
01886 
01887   if (v->vehstatus & VS_STOPPED) return true;
01888 
01889   v->HandleBreakdown();
01890 
01891   HandleAircraftSmoke(v);
01892   ProcessOrders(v);
01893   v->HandleLoading(loop != 0);
01894 
01895   if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
01896 
01897   if (v->state == FLYING) {
01898     /* If we are flying, unconditionally clear the 'dest too far' state. */
01899     AircraftHandleDestTooFar(v, false);
01900   } else if (v->acache.cached_max_range_sqr != 0) {
01901     /* Check the distance to the next destination. This code works because the target
01902      * airport is only updated after take off and not on the ground. */
01903     Station *cur_st = Station::GetIfValid(v->targetairport);
01904     Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
01905 
01906     if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
01907       uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
01908       AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
01909     }
01910   }
01911 
01912   if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
01913 
01914   return true;
01915 }
01916 
01917 bool Aircraft::Tick()
01918 {
01919   if (!this->IsNormalAircraft()) return true;
01920 
01921   if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01922 
01923   if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
01924 
01925   this->current_order_time++;
01926 
01927   for (uint i = 0; i != 2; i++) {
01928     /* stop if the aircraft was deleted */
01929     if (!AircraftEventHandler(this, i)) return false;
01930   }
01931 
01932   return true;
01933 }
01934 
01935 
01942 Station *GetTargetAirportIfValid(const Aircraft *v)
01943 {
01944   assert(v->type == VEH_AIRCRAFT);
01945 
01946   Station *st = Station::GetIfValid(v->targetairport);
01947   if (st == NULL) return NULL;
01948 
01949   return st->airport.tile == INVALID_TILE ? NULL : st;
01950 }
01951 
01956 void UpdateAirplanesOnNewStation(const Station *st)
01957 {
01958   /* only 1 station is updated per function call, so it is enough to get entry_point once */
01959   const AirportFTAClass *ap = st->airport.GetFTA();
01960   Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
01961 
01962   Aircraft *v;
01963   FOR_ALL_AIRCRAFT(v) {
01964     if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
01965     assert(v->state == FLYING);
01966     v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
01967     UpdateAircraftCache(v);
01968   }
01969 }