aircraft_cmd.cpp

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00001 /* $Id$ */
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 (v->acache.cached_max_range_sqr != 0) {
00140       /* Check if our current destination can be reached from the depot airport. */
00141       const Station *cur_dest = GetTargetAirportIfValid(v);
00142       if (cur_dest != NULL && DistanceSquare(st->airport.tile, cur_dest->airport.tile) > v->acache.cached_max_range_sqr) continue;
00143     }
00144     if (distance < best || index == INVALID_STATION) {
00145       best = distance;
00146       index = st->index;
00147     }
00148   }
00149   return index;
00150 }
00151 
00152 SpriteID Aircraft::GetImage(Direction direction, EngineImageType image_type) const
00153 {
00154   uint8 spritenum = this->spritenum;
00155 
00156   if (is_custom_sprite(spritenum)) {
00157     SpriteID sprite = GetCustomVehicleSprite(this, direction, image_type);
00158     if (sprite != 0) return sprite;
00159 
00160     spritenum = this->GetEngine()->original_image_index;
00161   }
00162 
00163   return direction + _aircraft_sprite[spritenum];
00164 }
00165 
00166 SpriteID GetRotorImage(const Aircraft *v, EngineImageType image_type)
00167 {
00168   assert(v->subtype == AIR_HELICOPTER);
00169 
00170   const Aircraft *w = v->Next()->Next();
00171   if (is_custom_sprite(v->spritenum)) {
00172     SpriteID sprite = GetCustomRotorSprite(v, false, image_type);
00173     if (sprite != 0) return sprite;
00174   }
00175 
00176   /* Return standard rotor sprites if there are no custom sprites for this helicopter */
00177   return SPR_ROTOR_STOPPED + w->state;
00178 }
00179 
00180 static SpriteID GetAircraftIcon(EngineID engine, EngineImageType image_type)
00181 {
00182   const Engine *e = Engine::Get(engine);
00183   uint8 spritenum = e->u.air.image_index;
00184 
00185   if (is_custom_sprite(spritenum)) {
00186     SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W, image_type);
00187     if (sprite != 0) return sprite;
00188 
00189     spritenum = e->original_image_index;
00190   }
00191 
00192   return DIR_W + _aircraft_sprite[spritenum];
00193 }
00194 
00195 void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
00196 {
00197   SpriteID sprite = GetAircraftIcon(engine, image_type);
00198   const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
00199   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));
00200   DrawSprite(sprite, pal, preferred_x, y);
00201 
00202   if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
00203     SpriteID rotor_sprite = GetCustomRotorIcon(engine, image_type);
00204     if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
00205     DrawSprite(rotor_sprite, PAL_NONE, preferred_x, y - 5);
00206   }
00207 }
00208 
00218 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
00219 {
00220   const Sprite *spr = GetSprite(GetAircraftIcon(engine, image_type), ST_NORMAL);
00221 
00222   width  = UnScaleByZoom(spr->width, ZOOM_LVL_GUI);
00223   height = UnScaleByZoom(spr->height, ZOOM_LVL_GUI);
00224   xoffs  = UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI);
00225   yoffs  = UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI);
00226 }
00227 
00237 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
00238 {
00239   const AircraftVehicleInfo *avi = &e->u.air;
00240   const Station *st = Station::GetByTile(tile);
00241 
00242   /* Prevent building aircraft types at places which can't handle them */
00243   if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
00244 
00245   /* Make sure all aircraft end up in the first tile of the hanger. */
00246   tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
00247 
00248   if (flags & DC_EXEC) {
00249     Aircraft *v = new Aircraft(); // aircraft
00250     Aircraft *u = new Aircraft(); // shadow
00251     *ret = v;
00252 
00253     v->direction = DIR_SE;
00254 
00255     v->owner = u->owner = _current_company;
00256 
00257     v->tile = tile;
00258 
00259     uint x = TileX(tile) * TILE_SIZE + 5;
00260     uint y = TileY(tile) * TILE_SIZE + 3;
00261 
00262     v->x_pos = u->x_pos = x;
00263     v->y_pos = u->y_pos = y;
00264 
00265     u->z_pos = GetSlopePixelZ(x, y);
00266     v->z_pos = u->z_pos + 1;
00267 
00268     v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
00269     u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
00270 
00271     v->spritenum = avi->image_index;
00272 
00273     v->cargo_cap = avi->passenger_capacity;
00274     u->cargo_cap = avi->mail_capacity;
00275 
00276     v->cargo_type = e->GetDefaultCargoType();
00277     u->cargo_type = CT_MAIL;
00278 
00279     v->name = NULL;
00280     v->last_station_visited = INVALID_STATION;
00281     v->last_loading_station = INVALID_STATION;
00282 
00283     v->acceleration = avi->acceleration;
00284     v->engine_type = e->index;
00285     u->engine_type = e->index;
00286 
00287     v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
00288     v->UpdateDeltaXY(INVALID_DIR);
00289 
00290     u->subtype = AIR_SHADOW;
00291     u->UpdateDeltaXY(INVALID_DIR);
00292 
00293     v->reliability = e->reliability;
00294     v->reliability_spd_dec = e->reliability_spd_dec;
00295     v->max_age = e->GetLifeLengthInDays();
00296 
00297     _new_vehicle_id = v->index;
00298 
00299     v->pos = GetVehiclePosOnBuild(tile);
00300 
00301     v->state = HANGAR;
00302     v->previous_pos = v->pos;
00303     v->targetairport = GetStationIndex(tile);
00304     v->SetNext(u);
00305 
00306     v->service_interval = Company::Get(_current_company)->settings.vehicle.servint_aircraft;
00307 
00308     v->date_of_last_service = _date;
00309     v->build_year = u->build_year = _cur_year;
00310 
00311     v->cur_image = u->cur_image = SPR_IMG_QUERY;
00312 
00313     v->random_bits = VehicleRandomBits();
00314     u->random_bits = VehicleRandomBits();
00315 
00316     v->vehicle_flags = 0;
00317     if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
00318 
00319     v->InvalidateNewGRFCacheOfChain();
00320 
00321     v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
00322 
00323     v->InvalidateNewGRFCacheOfChain();
00324 
00325     UpdateAircraftCache(v, true);
00326 
00327     VehicleUpdatePosition(v);
00328     VehicleUpdatePosition(u);
00329 
00330     /* Aircraft with 3 vehicles (chopper)? */
00331     if (v->subtype == AIR_HELICOPTER) {
00332       Aircraft *w = new Aircraft();
00333       w->engine_type = e->index;
00334       w->direction = DIR_N;
00335       w->owner = _current_company;
00336       w->x_pos = v->x_pos;
00337       w->y_pos = v->y_pos;
00338       w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
00339       w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
00340       w->spritenum = 0xFF;
00341       w->subtype = AIR_ROTOR;
00342       w->cur_image = SPR_ROTOR_STOPPED;
00343       w->random_bits = VehicleRandomBits();
00344       /* Use rotor's air.state to store the rotor animation frame */
00345       w->state = HRS_ROTOR_STOPPED;
00346       w->UpdateDeltaXY(INVALID_DIR);
00347 
00348       u->SetNext(w);
00349       VehicleUpdatePosition(w);
00350     }
00351   }
00352 
00353   return CommandCost();
00354 }
00355 
00356 
00357 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
00358 {
00359   const Station *st = GetTargetAirportIfValid(this);
00360   /* If the station is not a valid airport or if it has no hangars */
00361   if (st == NULL || !st->airport.HasHangar()) {
00362     /* the aircraft has to search for a hangar on its own */
00363     StationID station = FindNearestHangar(this);
00364 
00365     if (station == INVALID_STATION) return false;
00366 
00367     st = Station::Get(station);
00368   }
00369 
00370   if (location    != NULL) *location    = st->xy;
00371   if (destination != NULL) *destination = st->index;
00372 
00373   return true;
00374 }
00375 
00376 static void CheckIfAircraftNeedsService(Aircraft *v)
00377 {
00378   if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
00379   if (v->IsChainInDepot()) {
00380     VehicleServiceInDepot(v);
00381     return;
00382   }
00383 
00384   /* When we're parsing conditional orders and the like
00385    * we don't want to consider going to a depot too. */
00386   if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
00387 
00388   const Station *st = Station::Get(v->current_order.GetDestination());
00389 
00390   assert(st != NULL);
00391 
00392   /* only goto depot if the target airport has a depot */
00393   if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
00394     v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
00395     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00396   } else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
00397     v->current_order.MakeDummy();
00398     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00399   }
00400 }
00401 
00402 Money Aircraft::GetRunningCost() const
00403 {
00404   const Engine *e = this->GetEngine();
00405   uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
00406   return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
00407 }
00408 
00409 void Aircraft::OnNewDay()
00410 {
00411   if (!this->IsNormalAircraft()) return;
00412 
00413   if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
00414 
00415   CheckOrders(this);
00416 
00417   CheckVehicleBreakdown(this);
00418   AgeVehicle(this);
00419   CheckIfAircraftNeedsService(this);
00420 
00421   if (this->running_ticks == 0) return;
00422 
00423   CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
00424 
00425   this->profit_this_year -= cost.GetCost();
00426   this->running_ticks = 0;
00427 
00428   SubtractMoneyFromCompanyFract(this->owner, cost);
00429 
00430   SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
00431   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
00432 }
00433 
00434 static void HelicopterTickHandler(Aircraft *v)
00435 {
00436   Aircraft *u = v->Next()->Next();
00437 
00438   if (u->vehstatus & VS_HIDDEN) return;
00439 
00440   /* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
00441    * loading/unloading at a terminal or stopped */
00442   if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
00443     if (u->cur_speed != 0) {
00444       u->cur_speed++;
00445       if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
00446         u->cur_speed = 0;
00447       }
00448     }
00449   } else {
00450     if (u->cur_speed == 0) {
00451       u->cur_speed = 0x70;
00452     }
00453     if (u->cur_speed >= 0x50) {
00454       u->cur_speed--;
00455     }
00456   }
00457 
00458   int tick = ++u->tick_counter;
00459   int spd = u->cur_speed >> 4;
00460 
00461   SpriteID img;
00462   if (spd == 0) {
00463     u->state = HRS_ROTOR_STOPPED;
00464     img = GetRotorImage(v, EIT_ON_MAP);
00465     if (u->cur_image == img) return;
00466   } else if (tick >= spd) {
00467     u->tick_counter = 0;
00468     u->state++;
00469     if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
00470     img = GetRotorImage(v, EIT_ON_MAP);
00471   } else {
00472     return;
00473   }
00474 
00475   u->cur_image = img;
00476 
00477   VehicleUpdatePositionAndViewport(u);
00478 }
00479 
00487 void SetAircraftPosition(Aircraft *v, int x, int y, int z)
00488 {
00489   v->x_pos = x;
00490   v->y_pos = y;
00491   v->z_pos = z;
00492 
00493   VehicleUpdatePosition(v);
00494   v->UpdateViewport(true, false);
00495   if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v, EIT_ON_MAP);
00496 
00497   Aircraft *u = v->Next();
00498 
00499   int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
00500   int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
00501   u->x_pos = x;
00502   u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
00503 
00504   safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
00505   u->z_pos = GetSlopePixelZ(safe_x, safe_y);
00506   u->cur_image = v->cur_image;
00507 
00508   VehicleUpdatePositionAndViewport(u);
00509 
00510   u = u->Next();
00511   if (u != NULL) {
00512     u->x_pos = x;
00513     u->y_pos = y;
00514     u->z_pos = z + ROTOR_Z_OFFSET;
00515 
00516     VehicleUpdatePositionAndViewport(u);
00517   }
00518 }
00519 
00524 void HandleAircraftEnterHangar(Aircraft *v)
00525 {
00526   v->subspeed = 0;
00527   v->progress = 0;
00528 
00529   Aircraft *u = v->Next();
00530   u->vehstatus |= VS_HIDDEN;
00531   u = u->Next();
00532   if (u != NULL) {
00533     u->vehstatus |= VS_HIDDEN;
00534     u->cur_speed = 0;
00535   }
00536 
00537   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00538 }
00539 
00540 static void PlayAircraftSound(const Vehicle *v)
00541 {
00542   if (!PlayVehicleSound(v, VSE_START)) {
00543     SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
00544   }
00545 }
00546 
00547 
00554 void UpdateAircraftCache(Aircraft *v, bool update_range)
00555 {
00556   uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
00557   if (max_speed != 0) {
00558     /* Convert from original units to km-ish/h */
00559     max_speed = (max_speed * 128) / 10;
00560 
00561     v->vcache.cached_max_speed = max_speed;
00562   } else {
00563     /* Use the default max speed of the vehicle. */
00564     v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
00565   }
00566 
00567   /* Update cargo aging period. */
00568   v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
00569   Aircraft *u = v->Next(); // Shadow for mail
00570   u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
00571 
00572   /* Update aircraft range. */
00573   if (update_range) {
00574     v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
00575     /* Squared it now so we don't have to do it later all the time. */
00576     v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
00577   }
00578 }
00579 
00580 
00584 enum AircraftSpeedLimits {
00585   SPEED_LIMIT_TAXI     =     50,  
00586   SPEED_LIMIT_APPROACH =    230,  
00587   SPEED_LIMIT_BROKEN   =    320,  
00588   SPEED_LIMIT_HOLD     =    425,  
00589   SPEED_LIMIT_NONE     = 0xFFFF,  
00590 };
00591 
00599 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
00600 {
00601   uint spd = v->acceleration * 16;
00602   byte t;
00603 
00604   /* Adjust speed limits by plane speed factor to prevent taxiing
00605    * and take-off speeds being too low. */
00606   speed_limit *= _settings_game.vehicle.plane_speed;
00607 
00608   if (v->vcache.cached_max_speed < speed_limit) {
00609     if (v->cur_speed < speed_limit) hard_limit = false;
00610     speed_limit = v->vcache.cached_max_speed;
00611   }
00612 
00613   v->subspeed = (t = v->subspeed) + (byte)spd;
00614 
00615   /* Aircraft's current speed is used twice so that very fast planes are
00616    * forced to slow down rapidly in the short distance needed. The magic
00617    * value 16384 was determined to give similar results to the old speed/48
00618    * method at slower speeds. This also results in less reduction at slow
00619    * speeds to that aircraft do not get to taxi speed straight after
00620    * touchdown. */
00621   if (!hard_limit && v->cur_speed > speed_limit) {
00622     speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
00623   }
00624 
00625   spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
00626 
00627   /* adjust speed for broken vehicles */
00628   if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, SPEED_LIMIT_BROKEN);
00629 
00630   /* updates statusbar only if speed have changed to save CPU time */
00631   if (spd != v->cur_speed) {
00632     v->cur_speed = spd;
00633     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
00634   }
00635 
00636   /* Adjust distance moved by plane speed setting */
00637   if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
00638 
00639   /* Convert direction-indepenent speed into direction-dependent speed. (old movement method) */
00640   spd = v->GetOldAdvanceSpeed(spd);
00641 
00642   spd += v->progress;
00643   v->progress = (byte)spd;
00644   return spd >> 8;
00645 }
00646 
00654 int GetAircraftFlyingAltitude(const Aircraft *v)
00655 {
00656   if (v->subtype == AIR_HELICOPTER) return HELI_FLIGHT_ALTITUDE;
00657 
00658   /* Make sure Aircraft fly no lower so that they don't conduct
00659    * CFITs (controlled flight into terrain)
00660    */
00661   int base_altitude = PLANE_HOLDING_ALTITUDE;
00662 
00663   /* Make sure eastbound and westbound planes do not "crash" into each
00664    * other by providing them with vertical seperation
00665    */
00666   switch (v->direction) {
00667     case DIR_N:
00668     case DIR_NE:
00669     case DIR_E:
00670     case DIR_SE:
00671       base_altitude += 10;
00672       break;
00673 
00674     default: break;
00675   }
00676 
00677   /* Make faster planes fly higher so that they can overtake slower ones */
00678   base_altitude += min(20 * (v->vcache.cached_max_speed / 200), 90);
00679 
00680   return base_altitude;
00681 }
00682 
00697 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
00698 {
00699   assert(v != NULL);
00700   assert(apc != NULL);
00701 
00702   /* In the case the station doesn't exit anymore, set target tile 0.
00703    * It doesn't hurt much, aircraft will go to next order, nearest hangar
00704    * or it will simply crash in next tick */
00705   TileIndex tile = 0;
00706 
00707   const Station *st = Station::GetIfValid(v->targetairport);
00708   if (st != NULL) {
00709     /* Make sure we don't go to INVALID_TILE if the airport has been removed. */
00710     tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
00711   }
00712 
00713   int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
00714   int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
00715 
00716   DiagDirection dir;
00717   if (abs(delta_y) < abs(delta_x)) {
00718     /* We are northeast or southwest of the airport */
00719     dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
00720   } else {
00721     /* We are northwest or southeast of the airport */
00722     dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
00723   }
00724   dir = ChangeDiagDir(dir, (DiagDirDiff)ReverseDiagDir(DirToDiagDir(rotation)));
00725   return apc->entry_points[dir];
00726 }
00727 
00728 
00729 static void MaybeCrashAirplane(Aircraft *v);
00730 
00738 static bool AircraftController(Aircraft *v)
00739 {
00740   int count;
00741 
00742   /* NULL if station is invalid */
00743   const Station *st = Station::GetIfValid(v->targetairport);
00744   /* INVALID_TILE if there is no station */
00745   TileIndex tile = INVALID_TILE;
00746   Direction rotation = DIR_N;
00747   uint size_x = 1, size_y = 1;
00748   if (st != NULL) {
00749     if (st->airport.tile != INVALID_TILE) {
00750       tile = st->airport.tile;
00751       rotation = st->airport.rotation;
00752       size_x = st->airport.w;
00753       size_y = st->airport.h;
00754     } else {
00755       tile = st->xy;
00756     }
00757   }
00758   /* DUMMY if there is no station or no airport */
00759   const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
00760 
00761   /* prevent going to INVALID_TILE if airport is deleted. */
00762   if (st == NULL || st->airport.tile == INVALID_TILE) {
00763     /* Jump into our "holding pattern" state machine if possible */
00764     if (v->pos >= afc->nofelements) {
00765       v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
00766     } else if (v->targetairport != v->current_order.GetDestination()) {
00767       /* If not possible, just get out of here fast */
00768       v->state = FLYING;
00769       UpdateAircraftCache(v);
00770       AircraftNextAirportPos_and_Order(v);
00771       /* get aircraft back on running altitude */
00772       SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
00773       return false;
00774     }
00775   }
00776 
00777   /*  get airport moving data */
00778   const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
00779 
00780   int x = TileX(tile) * TILE_SIZE;
00781   int y = TileY(tile) * TILE_SIZE;
00782 
00783   /* Helicopter raise */
00784   if (amd.flag & AMED_HELI_RAISE) {
00785     Aircraft *u = v->Next()->Next();
00786 
00787     /* Make sure the rotors don't rotate too fast */
00788     if (u->cur_speed > 32) {
00789       v->cur_speed = 0;
00790       if (--u->cur_speed == 32) {
00791         if (!PlayVehicleSound(v, VSE_START)) {
00792           SndPlayVehicleFx(SND_18_HELICOPTER, v);
00793         }
00794       }
00795     } else {
00796       u->cur_speed = 32;
00797       count = UpdateAircraftSpeed(v);
00798       if (count > 0) {
00799         v->tile = 0;
00800         int z_dest = GetAircraftFlyingAltitude(v);
00801 
00802         /* Reached altitude? */
00803         if (v->z_pos >= z_dest) {
00804           v->cur_speed = 0;
00805           return true;
00806         }
00807         SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z_dest));
00808       }
00809     }
00810     return false;
00811   }
00812 
00813   /* Helicopter landing. */
00814   if (amd.flag & AMED_HELI_LOWER) {
00815     if (st == NULL) {
00816       /* FIXME - AircraftController -> if station no longer exists, do not land
00817        * helicopter will circle until sign disappears, then go to next order
00818        * what to do when it is the only order left, right now it just stays in 1 place */
00819       v->state = FLYING;
00820       UpdateAircraftCache(v);
00821       AircraftNextAirportPos_and_Order(v);
00822       return false;
00823     }
00824 
00825     /* Vehicle is now at the airport. */
00826     v->tile = tile;
00827 
00828     /* Find altitude of landing position. */
00829     int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
00830 
00831     if (z == v->z_pos) {
00832       Vehicle *u = v->Next()->Next();
00833 
00834       /*  Increase speed of rotors. When speed is 80, we've landed. */
00835       if (u->cur_speed >= 80) return true;
00836       u->cur_speed += 4;
00837     } else {
00838       count = UpdateAircraftSpeed(v);
00839       if (count > 0) {
00840         if (v->z_pos > z) {
00841           SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
00842         } else {
00843           SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
00844         }
00845       }
00846     }
00847     return false;
00848   }
00849 
00850   /* Get distance from destination pos to current pos. */
00851   uint dist = abs(x + amd.x - v->x_pos) +  abs(y + amd.y - v->y_pos);
00852 
00853   /* Need exact position? */
00854   if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
00855 
00856   /* At final pos? */
00857   if (dist == 0) {
00858     /* Change direction smoothly to final direction. */
00859     DirDiff dirdiff = DirDifference(amd.direction, v->direction);
00860     /* if distance is 0, and plane points in right direction, no point in calling
00861      * UpdateAircraftSpeed(). So do it only afterwards */
00862     if (dirdiff == DIRDIFF_SAME) {
00863       v->cur_speed = 0;
00864       return true;
00865     }
00866 
00867     if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
00868 
00869     v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
00870     v->cur_speed >>= 1;
00871 
00872     SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
00873     return false;
00874   }
00875 
00876   if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
00877     MaybeCrashAirplane(v);
00878     if ((v->vehstatus & VS_CRASHED) != 0) return false;
00879   }
00880 
00881   uint speed_limit = SPEED_LIMIT_TAXI;
00882   bool hard_limit = true;
00883 
00884   if (amd.flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
00885   if (amd.flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
00886   if (amd.flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
00887   if (amd.flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
00888 
00889   count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
00890   if (count == 0) return false;
00891 
00892   if (v->turn_counter != 0) v->turn_counter--;
00893 
00894   do {
00895 
00896     GetNewVehiclePosResult gp;
00897 
00898     if (dist < 4 || (amd.flag & AMED_LAND)) {
00899       /* move vehicle one pixel towards target */
00900       gp.x = (v->x_pos != (x + amd.x)) ?
00901           v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
00902           v->x_pos;
00903       gp.y = (v->y_pos != (y + amd.y)) ?
00904           v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
00905           v->y_pos;
00906 
00907       /* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
00908       gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
00909 
00910     } else {
00911 
00912       /* Turn. Do it slowly if in the air. */
00913       Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
00914       if (newdir != v->direction) {
00915         if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
00916           if (v->turn_counter == 0 || newdir == v->last_direction) {
00917             if (newdir == v->last_direction) {
00918               v->number_consecutive_turns = 0;
00919             } else {
00920               v->number_consecutive_turns++;
00921             }
00922             v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
00923             v->last_direction = v->direction;
00924             v->direction = newdir;
00925           }
00926 
00927           /* Move vehicle. */
00928           gp = GetNewVehiclePos(v);
00929         } else {
00930           v->cur_speed >>= 1;
00931           v->direction = newdir;
00932 
00933           /* When leaving a terminal an aircraft often goes to a position
00934            * directly in front of it. If it would move while turning it
00935            * would need an two extra turns to end up at the correct position.
00936            * To make it easier just disallow all moving while turning as
00937            * long as an aircraft is on the ground. */
00938           gp.x = v->x_pos;
00939           gp.y = v->y_pos;
00940           gp.new_tile = gp.old_tile = v->tile;
00941         }
00942       } else {
00943         v->number_consecutive_turns = 0;
00944         /* Move vehicle. */
00945         gp = GetNewVehiclePos(v);
00946       }
00947     }
00948 
00949     v->tile = gp.new_tile;
00950     /* If vehicle is in the air, use tile coordinate 0. */
00951     if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
00952 
00953     /* Adjust Z for land or takeoff? */
00954     int z = v->z_pos;
00955 
00956     if (amd.flag & AMED_TAKEOFF) {
00957       z = min(z + 2, GetAircraftFlyingAltitude(v));
00958     }
00959 
00960     /* Let the plane drop from normal flight altitude to holding pattern altitude */
00961     if ((amd.flag & AMED_HOLD) && (z > PLANE_HOLDING_ALTITUDE)) z--;
00962 
00963     if (amd.flag & AMED_LAND) {
00964       if (st->airport.tile == INVALID_TILE) {
00965         /* Airport has been removed, abort the landing procedure */
00966         v->state = FLYING;
00967         UpdateAircraftCache(v);
00968         AircraftNextAirportPos_and_Order(v);
00969         /* get aircraft back on running altitude */
00970         SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
00971         continue;
00972       }
00973 
00974       int curz = GetSlopePixelZ(x + amd.x, y + amd.y) + 1;
00975 
00976       /* We're not flying below our destination, right? */
00977       assert(curz <= z);
00978       int t = max(1U, dist - 4);
00979       int delta = z - curz;
00980 
00981       /* Only start lowering when we're sufficiently close for a 1:1 glide */
00982       if (delta >= t) {
00983         z -= CeilDiv(z - curz, t);
00984       }
00985       if (z < curz) z = curz;
00986     }
00987 
00988     /* We've landed. Decrease speed when we're reaching end of runway. */
00989     if (amd.flag & AMED_BRAKE) {
00990       int curz = GetSlopePixelZ(x, y) + 1;
00991 
00992       if (z > curz) {
00993         z--;
00994       } else if (z < curz) {
00995         z++;
00996       }
00997 
00998     }
00999 
01000     SetAircraftPosition(v, gp.x, gp.y, z);
01001   } while (--count != 0);
01002   return false;
01003 }
01004 
01009 static bool HandleCrashedAircraft(Aircraft *v)
01010 {
01011   v->crashed_counter += 3;
01012 
01013   Station *st = GetTargetAirportIfValid(v);
01014 
01015   /* make aircraft crash down to the ground */
01016   if (v->crashed_counter < 500 && st == NULL && ((v->crashed_counter % 3) == 0) ) {
01017     int z = GetSlopePixelZ(v->x_pos, v->y_pos);
01018     v->z_pos -= 1;
01019     if (v->z_pos == z) {
01020       v->crashed_counter = 500;
01021       v->z_pos++;
01022     }
01023   }
01024 
01025   if (v->crashed_counter < 650) {
01026     uint32 r;
01027     if (Chance16R(1, 32, r)) {
01028       static const DirDiff delta[] = {
01029         DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
01030       };
01031 
01032       v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
01033       SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01034       r = Random();
01035       CreateEffectVehicleRel(v,
01036         GB(r, 0, 4) - 4,
01037         GB(r, 4, 4) - 4,
01038         GB(r, 8, 4),
01039         EV_EXPLOSION_SMALL);
01040     }
01041   } else if (v->crashed_counter >= 10000) {
01042     /*  remove rubble of crashed airplane */
01043 
01044     /* clear runway-in on all airports, set by crashing plane
01045      * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
01046      * but they all share the same number */
01047     if (st != NULL) {
01048       CLRBITS(st->airport.flags, RUNWAY_IN_block);
01049       CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
01050       CLRBITS(st->airport.flags, RUNWAY_IN2_block);    // intercontinental
01051     }
01052 
01053     delete v;
01054 
01055     return false;
01056   }
01057 
01058   return true;
01059 }
01060 
01061 
01062 static void HandleAircraftSmoke(Aircraft *v)
01063 {
01064   static const struct {
01065     int8 x;
01066     int8 y;
01067   } smoke_pos[] = {
01068     {  5,  5 },
01069     {  6,  0 },
01070     {  5, -5 },
01071     {  0, -6 },
01072     { -5, -5 },
01073     { -6,  0 },
01074     { -5,  5 },
01075     {  0,  6 }
01076   };
01077 
01078   if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
01079 
01080   if (v->cur_speed < 10) {
01081     v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
01082     v->breakdown_ctr = 0;
01083     return;
01084   }
01085 
01086   if ((v->tick_counter & 0x1F) == 0) {
01087     CreateEffectVehicleRel(v,
01088       smoke_pos[v->direction].x,
01089       smoke_pos[v->direction].y,
01090       2,
01091       EV_BREAKDOWN_SMOKE_AIRCRAFT
01092     );
01093   }
01094 }
01095 
01096 void HandleMissingAircraftOrders(Aircraft *v)
01097 {
01098   /*
01099    * We do not have an order. This can be divided into two cases:
01100    * 1) we are heading to an invalid station. In this case we must
01101    *    find another airport to go to. If there is nowhere to go,
01102    *    we will destroy the aircraft as it otherwise will enter
01103    *    the holding pattern for the first airport, which can cause
01104    *    the plane to go into an undefined state when building an
01105    *    airport with the same StationID.
01106    * 2) we are (still) heading to a (still) valid airport, then we
01107    *    can continue going there. This can happen when you are
01108    *    changing the aircraft's orders while in-flight or in for
01109    *    example a depot. However, when we have a current order to
01110    *    go to a depot, we have to keep that order so the aircraft
01111    *    actually stops.
01112    */
01113   const Station *st = GetTargetAirportIfValid(v);
01114   if (st == NULL) {
01115     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01116     CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01117     cur_company.Restore();
01118 
01119     if (ret.Failed()) CrashAirplane(v);
01120   } else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
01121     v->current_order.Free();
01122   }
01123 }
01124 
01125 
01126 TileIndex Aircraft::GetOrderStationLocation(StationID station)
01127 {
01128   /* Orders are changed in flight, ensure going to the right station. */
01129   if (this->state == FLYING) {
01130     AircraftNextAirportPos_and_Order(this);
01131   }
01132 
01133   /* Aircraft do not use dest-tile */
01134   return 0;
01135 }
01136 
01137 void Aircraft::MarkDirty()
01138 {
01139   this->UpdateViewport(false, false);
01140   if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this, EIT_ON_MAP);
01141 }
01142 
01143 
01144 uint Aircraft::Crash(bool flooded)
01145 {
01146   uint pass = Vehicle::Crash(flooded) + 2; // pilots
01147   this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
01148 
01149   return pass;
01150 }
01151 
01156 static void CrashAirplane(Aircraft *v)
01157 {
01158   CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
01159 
01160   uint pass = v->Crash();
01161   SetDParam(0, pass);
01162 
01163   v->cargo.Truncate(0);
01164   v->Next()->cargo.Truncate(0);
01165   const Station *st = GetTargetAirportIfValid(v);
01166   StringID newsitem;
01167   if (st == NULL) {
01168     newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
01169   } else {
01170     SetDParam(1, st->index);
01171     newsitem = STR_NEWS_AIRCRAFT_CRASH;
01172   }
01173 
01174   AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
01175   Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, st == NULL ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
01176 
01177   AddVehicleNewsItem(newsitem, NT_ACCIDENT, v->index, st != NULL ? st->index : INVALID_STATION);
01178 
01179   ModifyStationRatingAround(v->tile, v->owner, -160, 30);
01180   if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
01181 }
01182 
01187 static void MaybeCrashAirplane(Aircraft *v)
01188 {
01189   if (_settings_game.vehicle.plane_crashes == 0) return;
01190 
01191   Station *st = Station::Get(v->targetairport);
01192 
01193   /* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
01194   uint32 prob = (0x4000 << _settings_game.vehicle.plane_crashes);
01195   if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
01196       (AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
01197       !_cheats.no_jetcrash.value) {
01198     prob /= 20;
01199   } else {
01200     prob /= 1500;
01201   }
01202 
01203   if (GB(Random(), 0, 22) > prob) return;
01204 
01205   /* Crash the airplane. Remove all goods stored at the station. */
01206   for (CargoID i = 0; i < NUM_CARGO; i++) {
01207     st->goods[i].rating = 1;
01208     st->goods[i].cargo.Truncate(0);
01209   }
01210 
01211   CrashAirplane(v);
01212 }
01213 
01219 static void AircraftEntersTerminal(Aircraft *v)
01220 {
01221   if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
01222 
01223   Station *st = Station::Get(v->targetairport);
01224   v->last_station_visited = v->targetairport;
01225 
01226   /* Check if station was ever visited before */
01227   if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
01228     st->had_vehicle_of_type |= HVOT_AIRCRAFT;
01229     SetDParam(0, st->index);
01230     /* show newsitem of celebrating citizens */
01231     AddVehicleNewsItem(
01232       STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
01233       (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
01234       v->index,
01235       st->index
01236     );
01237     AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
01238     Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
01239   }
01240 
01241   v->BeginLoading();
01242 }
01243 
01248 static void AircraftLandAirplane(Aircraft *v)
01249 {
01250   v->UpdateDeltaXY(INVALID_DIR);
01251 
01252   if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
01253     SndPlayVehicleFx(SND_17_SKID_PLANE, v);
01254   }
01255 }
01256 
01257 
01259 void AircraftNextAirportPos_and_Order(Aircraft *v)
01260 {
01261   if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
01262     v->targetairport = v->current_order.GetDestination();
01263   }
01264 
01265   const Station *st = GetTargetAirportIfValid(v);
01266   const AirportFTAClass *apc = st == NULL ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
01267   Direction rotation = st == NULL ? DIR_N : st->airport.rotation;
01268   v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
01269 }
01270 
01279 void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
01280 {
01281   v->cur_speed = 0;
01282   v->subspeed = 0;
01283   v->progress = 0;
01284   v->direction = exit_dir;
01285   v->vehstatus &= ~VS_HIDDEN;
01286   {
01287     Vehicle *u = v->Next();
01288     u->vehstatus &= ~VS_HIDDEN;
01289 
01290     /* Rotor blades */
01291     u = u->Next();
01292     if (u != NULL) {
01293       u->vehstatus &= ~VS_HIDDEN;
01294       u->cur_speed = 80;
01295     }
01296   }
01297 
01298   VehicleServiceInDepot(v);
01299   SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
01300   InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
01301   SetWindowClassesDirty(WC_AIRCRAFT_LIST);
01302 }
01303 
01307 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
01308 {
01309   AircraftEntersTerminal(v);
01310   v->state = apc->layout[v->pos].heading;
01311 }
01312 
01318 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
01319 {
01320   VehicleEnterDepot(v);
01321   v->state = apc->layout[v->pos].heading;
01322 }
01323 
01329 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
01330 {
01331   /* if we just arrived, execute EnterHangar first */
01332   if (v->previous_pos != v->pos) {
01333     AircraftEventHandler_EnterHangar(v, apc);
01334     return;
01335   }
01336 
01337   /* if we were sent to the depot, stay there */
01338   if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
01339     v->current_order.Free();
01340     return;
01341   }
01342 
01343   if (!v->current_order.IsType(OT_GOTO_STATION) &&
01344       !v->current_order.IsType(OT_GOTO_DEPOT))
01345     return;
01346 
01347   /* We are leaving a hangar, but have to go to the exact same one; re-enter */
01348   if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
01349     VehicleEnterDepot(v);
01350     return;
01351   }
01352 
01353   /* if the block of the next position is busy, stay put */
01354   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01355 
01356   /* We are already at the target airport, we need to find a terminal */
01357   if (v->current_order.GetDestination() == v->targetairport) {
01358     /* FindFreeTerminal:
01359      * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
01360     if (v->subtype == AIR_HELICOPTER) {
01361       if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
01362     } else {
01363       if (!AirportFindFreeTerminal(v, apc)) return; // airplane
01364     }
01365   } else { // Else prepare for launch.
01366     /* airplane goto state takeoff, helicopter to helitakeoff */
01367     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01368   }
01369   const Station *st = Station::GetByTile(v->tile);
01370   AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
01371   AirportMove(v, apc);
01372 }
01373 
01375 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
01376 {
01377   /* if we just arrived, execute EnterTerminal first */
01378   if (v->previous_pos != v->pos) {
01379     AircraftEventHandler_EnterTerminal(v, apc);
01380     /* on an airport with helipads, a helicopter will always land there
01381      * and get serviced at the same time - setting */
01382     if (_settings_game.order.serviceathelipad) {
01383       if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
01384         /* an exerpt of ServiceAircraft, without the invisibility stuff */
01385         v->date_of_last_service = _date;
01386         v->breakdowns_since_last_service = 0;
01387         v->reliability = v->GetEngine()->reliability;
01388         SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01389       }
01390     }
01391     return;
01392   }
01393 
01394   if (v->current_order.IsType(OT_NOTHING)) return;
01395 
01396   /* if the block of the next position is busy, stay put */
01397   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01398 
01399   /* airport-road is free. We either have to go to another airport, or to the hangar
01400    * ---> start moving */
01401 
01402   bool go_to_hangar = false;
01403   switch (v->current_order.GetType()) {
01404     case OT_GOTO_STATION: // ready to fly to another airport
01405       break;
01406     case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
01407       go_to_hangar = v->current_order.GetDestination() == v->targetairport;
01408       break;
01409     case OT_CONDITIONAL:
01410       /* In case of a conditional order we just have to wait a tick
01411        * longer, so the conditional order can actually be processed;
01412        * we should not clear the order as that makes us go nowhere. */
01413       return;
01414     default:  // orders have been deleted (no orders), goto depot and don't bother us
01415       v->current_order.Free();
01416       go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
01417   }
01418 
01419   if (go_to_hangar) {
01420     v->state = HANGAR;
01421   } else {
01422     /* airplane goto state takeoff, helicopter to helitakeoff */
01423     v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
01424   }
01425   AirportMove(v, apc);
01426 }
01427 
01428 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
01429 {
01430   error("OK, you shouldn't be here, check your Airport Scheme!");
01431 }
01432 
01433 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
01434 {
01435   PlayAircraftSound(v); // play takeoffsound for airplanes
01436   v->state = STARTTAKEOFF;
01437 }
01438 
01439 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
01440 {
01441   v->state = ENDTAKEOFF;
01442   v->UpdateDeltaXY(INVALID_DIR);
01443 }
01444 
01445 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
01446 {
01447   v->state = FLYING;
01448   /* get the next position to go to, differs per airport */
01449   AircraftNextAirportPos_and_Order(v);
01450 }
01451 
01452 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
01453 {
01454   v->state = FLYING;
01455   v->UpdateDeltaXY(INVALID_DIR);
01456 
01457   /* get the next position to go to, differs per airport */
01458   AircraftNextAirportPos_and_Order(v);
01459 
01460   /* Send the helicopter to a hangar if needed for replacement */
01461   if (v->NeedsAutomaticServicing()) {
01462     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01463     DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01464     cur_company.Restore();
01465   }
01466 }
01467 
01468 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
01469 {
01470   Station *st = Station::Get(v->targetairport);
01471 
01472   /* Runway busy, not allowed to use this airstation or closed, circle. */
01473   if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
01474     /* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
01475      * if it is an airplane, look for LANDING, for helicopter HELILANDING
01476      * it is possible to choose from multiple landing runways, so loop until a free one is found */
01477     byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
01478     const AirportFTA *current = apc->layout[v->pos].next;
01479     while (current != NULL) {
01480       if (current->heading == landingtype) {
01481         /* save speed before, since if AirportHasBlock is false, it resets them to 0
01482          * we don't want that for plane in air
01483          * hack for speed thingie */
01484         uint16 tcur_speed = v->cur_speed;
01485         uint16 tsubspeed = v->subspeed;
01486         if (!AirportHasBlock(v, current, apc)) {
01487           v->state = landingtype; // LANDING / HELILANDING
01488           /* it's a bit dirty, but I need to set position to next position, otherwise
01489            * if there are multiple runways, plane won't know which one it took (because
01490            * they all have heading LANDING). And also occupy that block! */
01491           v->pos = current->next_position;
01492           SETBITS(st->airport.flags, apc->layout[v->pos].block);
01493           return;
01494         }
01495         v->cur_speed = tcur_speed;
01496         v->subspeed = tsubspeed;
01497       }
01498       current = current->next;
01499     }
01500   }
01501   v->state = FLYING;
01502   v->pos = apc->layout[v->pos].next_position;
01503 }
01504 
01505 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
01506 {
01507   v->state = ENDLANDING;
01508   AircraftLandAirplane(v);  // maybe crash airplane
01509 
01510   /* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
01511   if (v->NeedsAutomaticServicing()) {
01512     Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01513     DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
01514     cur_company.Restore();
01515   }
01516 }
01517 
01518 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
01519 {
01520   v->state = HELIENDLANDING;
01521   v->UpdateDeltaXY(INVALID_DIR);
01522 }
01523 
01524 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
01525 {
01526   /* next block busy, don't do a thing, just wait */
01527   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01528 
01529   /* if going to terminal (OT_GOTO_STATION) choose one
01530    * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
01531    * 2. not going for terminal (but depot, no order),
01532    * --> get out of the way to the hangar. */
01533   if (v->current_order.IsType(OT_GOTO_STATION)) {
01534     if (AirportFindFreeTerminal(v, apc)) return;
01535   }
01536   v->state = HANGAR;
01537 
01538 }
01539 
01540 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
01541 {
01542   /*  next block busy, don't do a thing, just wait */
01543   if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
01544 
01545   /* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
01546    * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
01547    * 2. not going for terminal (but depot, no order),
01548    * --> get out of the way to the hangar IF there are terminals on the airport.
01549    * --> else TAKEOFF
01550    * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
01551    * must go to a hangar. */
01552   if (v->current_order.IsType(OT_GOTO_STATION)) {
01553     if (AirportFindFreeHelipad(v, apc)) return;
01554   }
01555   v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
01556 }
01557 
01563 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
01565 static AircraftStateHandler * const _aircraft_state_handlers[] = {
01566   AircraftEventHandler_General,        // TO_ALL         =  0
01567   AircraftEventHandler_InHangar,       // HANGAR         =  1
01568   AircraftEventHandler_AtTerminal,     // TERM1          =  2
01569   AircraftEventHandler_AtTerminal,     // TERM2          =  3
01570   AircraftEventHandler_AtTerminal,     // TERM3          =  4
01571   AircraftEventHandler_AtTerminal,     // TERM4          =  5
01572   AircraftEventHandler_AtTerminal,     // TERM5          =  6
01573   AircraftEventHandler_AtTerminal,     // TERM6          =  7
01574   AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
01575   AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
01576   AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
01577   AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
01578   AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
01579   AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
01580   AircraftEventHandler_Flying,         // FLYING         = 14
01581   AircraftEventHandler_Landing,        // LANDING        = 15
01582   AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
01583   AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
01584   AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
01585   AircraftEventHandler_AtTerminal,     // TERM7          = 19
01586   AircraftEventHandler_AtTerminal,     // TERM8          = 20
01587   AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
01588 };
01589 
01590 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
01591 {
01592   /* we have left the previous block, and entered the new one. Free the previous block */
01593   if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
01594     Station *st = Station::Get(v->targetairport);
01595 
01596     CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
01597   }
01598 }
01599 
01600 static void AirportGoToNextPosition(Aircraft *v)
01601 {
01602   /* if aircraft is not in position, wait until it is */
01603   if (!AircraftController(v)) return;
01604 
01605   const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
01606 
01607   AirportClearBlock(v, apc);
01608   AirportMove(v, apc); // move aircraft to next position
01609 }
01610 
01611 /* gets pos from vehicle and next orders */
01612 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
01613 {
01614   /* error handling */
01615   if (v->pos >= apc->nofelements) {
01616     DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->pos, apc->nofelements-1);
01617     assert(v->pos < apc->nofelements);
01618   }
01619 
01620   const AirportFTA *current = &apc->layout[v->pos];
01621   /* we have arrived in an important state (eg terminal, hangar, etc.) */
01622   if (current->heading == v->state) {
01623     byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
01624     byte prev_state = v->state;
01625     _aircraft_state_handlers[v->state](v, apc);
01626     if (v->state != FLYING) v->previous_pos = prev_pos;
01627     if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
01628     return true;
01629   }
01630 
01631   v->previous_pos = v->pos; // save previous location
01632 
01633   /* there is only one choice to move to */
01634   if (current->next == NULL) {
01635     if (AirportSetBlocks(v, current, apc)) {
01636       v->pos = current->next_position;
01637       UpdateAircraftCache(v);
01638     } // move to next position
01639     return false;
01640   }
01641 
01642   /* there are more choices to choose from, choose the one that
01643    * matches our heading */
01644   do {
01645     if (v->state == current->heading || current->heading == TO_ALL) {
01646       if (AirportSetBlocks(v, current, apc)) {
01647         v->pos = current->next_position;
01648         UpdateAircraftCache(v);
01649       } // move to next position
01650       return false;
01651     }
01652     current = current->next;
01653   } while (current != NULL);
01654 
01655   DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->pos, v->state, v->index);
01656   NOT_REACHED();
01657 }
01658 
01660 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01661 {
01662   const AirportFTA *reference = &apc->layout[v->pos];
01663   const AirportFTA *next = &apc->layout[current_pos->next_position];
01664 
01665   /* same block, then of course we can move */
01666   if (apc->layout[current_pos->position].block != next->block) {
01667     const Station *st = Station::Get(v->targetairport);
01668     uint64 airport_flags = next->block;
01669 
01670     /* check additional possible extra blocks */
01671     if (current_pos != reference && current_pos->block != NOTHING_block) {
01672       airport_flags |= current_pos->block;
01673     }
01674 
01675     if (st->airport.flags & airport_flags) {
01676       v->cur_speed = 0;
01677       v->subspeed = 0;
01678       return true;
01679     }
01680   }
01681   return false;
01682 }
01683 
01691 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
01692 {
01693   const AirportFTA *next = &apc->layout[current_pos->next_position];
01694   const AirportFTA *reference = &apc->layout[v->pos];
01695 
01696   /* if the next position is in another block, check it and wait until it is free */
01697   if ((apc->layout[current_pos->position].block & next->block) != next->block) {
01698     uint64 airport_flags = next->block;
01699     /* search for all all elements in the list with the same state, and blocks != N
01700      * this means more blocks should be checked/set */
01701     const AirportFTA *current = current_pos;
01702     if (current == reference) current = current->next;
01703     while (current != NULL) {
01704       if (current->heading == current_pos->heading && current->block != 0) {
01705         airport_flags |= current->block;
01706         break;
01707       }
01708       current = current->next;
01709     }
01710 
01711     /* if the block to be checked is in the next position, then exclude that from
01712      * checking, because it has been set by the airplane before */
01713     if (current_pos->block == next->block) airport_flags ^= next->block;
01714 
01715     Station *st = Station::Get(v->targetairport);
01716     if (st->airport.flags & airport_flags) {
01717       v->cur_speed = 0;
01718       v->subspeed = 0;
01719       return false;
01720     }
01721 
01722     if (next->block != NOTHING_block) {
01723       SETBITS(st->airport.flags, airport_flags); // occupy next block
01724     }
01725   }
01726   return true;
01727 }
01728 
01733 struct MovementTerminalMapping {
01734   AirportMovementStates state; 
01735   uint64 airport_flag;         
01736 };
01737 
01739 static const MovementTerminalMapping _airport_terminal_mapping[] = {
01740   {TERM1, TERM1_block},
01741   {TERM2, TERM2_block},
01742   {TERM3, TERM3_block},
01743   {TERM4, TERM4_block},
01744   {TERM5, TERM5_block},
01745   {TERM6, TERM6_block},
01746   {TERM7, TERM7_block},
01747   {TERM8, TERM8_block},
01748   {HELIPAD1, HELIPAD1_block},
01749   {HELIPAD2, HELIPAD2_block},
01750   {HELIPAD3, HELIPAD3_block},
01751 };
01752 
01760 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
01761 {
01762   assert(last_terminal <= lengthof(_airport_terminal_mapping));
01763   Station *st = Station::Get(v->targetairport);
01764   for (; i < last_terminal; i++) {
01765     if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
01766       /* TERMINAL# HELIPAD# */
01767       v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
01768       SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
01769       return true;
01770     }
01771   }
01772   return false;
01773 }
01774 
01780 static uint GetNumTerminals(const AirportFTAClass *apc)
01781 {
01782   uint num = 0;
01783 
01784   for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
01785 
01786   return num;
01787 }
01788 
01795 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
01796 {
01797   /* example of more terminalgroups
01798    * {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
01799    * Heading 255 denotes a group. We see 2 groups here:
01800    * 1. group 0 -- TERM_GROUP1_block (check block)
01801    * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
01802    * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
01803    * looks at the corresponding terminals of that group. If no free ones are found, other
01804    * possible groups are checked (in this case group 1, since that is after group 0). If that
01805    * fails, then attempt fails and plane waits
01806    */
01807   if (apc->terminals[0] > 1) {
01808     const Station *st = Station::Get(v->targetairport);
01809     const AirportFTA *temp = apc->layout[v->pos].next;
01810 
01811     while (temp != NULL) {
01812       if (temp->heading == 255) {
01813         if (!(st->airport.flags & temp->block)) {
01814           /* read which group do we want to go to?
01815            * (the first free group) */
01816           uint target_group = temp->next_position + 1;
01817 
01818           /* at what terminal does the group start?
01819            * that means, sum up all terminals of
01820            * groups with lower number */
01821           uint group_start = 0;
01822           for (uint i = 1; i < target_group; i++) {
01823             group_start += apc->terminals[i];
01824           }
01825 
01826           uint group_end = group_start + apc->terminals[target_group];
01827           if (FreeTerminal(v, group_start, group_end)) return true;
01828         }
01829       } else {
01830         /* once the heading isn't 255, we've exhausted the possible blocks.
01831          * So we cannot move */
01832         return false;
01833       }
01834       temp = temp->next;
01835     }
01836   }
01837 
01838   /* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
01839   return FreeTerminal(v, 0, GetNumTerminals(apc));
01840 }
01841 
01848 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
01849 {
01850   /* if an airport doesn't have helipads, use terminals */
01851   if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
01852 
01853   /* only 1 helicoptergroup, check all helipads
01854    * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
01855   return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
01856 }
01857 
01863 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
01864 {
01865   if (too_far) {
01866     if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
01867       SetBit(v->flags, VAF_DEST_TOO_FAR);
01868       SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01869       AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
01870       if (v->owner == _local_company) {
01871         /* Post a news message. */
01872         SetDParam(0, v->index);
01873         AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
01874       }
01875     }
01876     return;
01877   }
01878 
01879   if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
01880     /* Not too far anymore, clear flag and message. */
01881     ClrBit(v->flags, VAF_DEST_TOO_FAR);
01882     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
01883     DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
01884   }
01885 }
01886 
01887 static bool AircraftEventHandler(Aircraft *v, int loop)
01888 {
01889   v->tick_counter++;
01890 
01891   if (v->vehstatus & VS_CRASHED) {
01892     return HandleCrashedAircraft(v);
01893   }
01894 
01895   if (v->vehstatus & VS_STOPPED) return true;
01896 
01897   v->HandleBreakdown();
01898 
01899   HandleAircraftSmoke(v);
01900   ProcessOrders(v);
01901   v->HandleLoading(loop != 0);
01902 
01903   if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
01904 
01905   if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
01906     /* If we are flying, unconditionally clear the 'dest too far' state. */
01907     AircraftHandleDestTooFar(v, false);
01908   } else if (v->acache.cached_max_range_sqr != 0) {
01909     /* Check the distance to the next destination. This code works because the target
01910      * airport is only updated after take off and not on the ground. */
01911     Station *cur_st = Station::GetIfValid(v->targetairport);
01912     Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : NULL;
01913 
01914     if (cur_st != NULL && cur_st->airport.tile != INVALID_TILE && next_st != NULL && next_st->airport.tile != INVALID_TILE) {
01915       uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
01916       AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
01917     }
01918   }
01919 
01920   if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
01921 
01922   return true;
01923 }
01924 
01925 bool Aircraft::Tick()
01926 {
01927   if (!this->IsNormalAircraft()) return true;
01928 
01929   if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
01930 
01931   if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
01932 
01933   this->current_order_time++;
01934 
01935   for (uint i = 0; i != 2; i++) {
01936     /* stop if the aircraft was deleted */
01937     if (!AircraftEventHandler(this, i)) return false;
01938   }
01939 
01940   return true;
01941 }
01942 
01943 
01950 Station *GetTargetAirportIfValid(const Aircraft *v)
01951 {
01952   assert(v->type == VEH_AIRCRAFT);
01953 
01954   Station *st = Station::GetIfValid(v->targetairport);
01955   if (st == NULL) return NULL;
01956 
01957   return st->airport.tile == INVALID_TILE ? NULL : st;
01958 }
01959 
01964 void UpdateAirplanesOnNewStation(const Station *st)
01965 {
01966   /* only 1 station is updated per function call, so it is enough to get entry_point once */
01967   const AirportFTAClass *ap = st->airport.GetFTA();
01968   Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
01969 
01970   Aircraft *v;
01971   FOR_ALL_AIRCRAFT(v) {
01972     if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
01973     assert(v->state == FLYING);
01974     v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
01975     UpdateAircraftCache(v);
01976   }
01977 }