1 /*
2  * This file is part of OpenTTD.
3  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6  */
7 
8 /**
9  * @file aircraft_cmd.cpp
10  * This file deals with aircraft and airport movements functionalities
11  */
12 
13 #include "stdafx.h"
14 #include "aircraft.h"
15 #include "landscape.h"
16 #include "news_func.h"
17 #include "newgrf_engine.h"
18 #include "newgrf_sound.h"
19 #include "spritecache.h"
20 #include "strings_func.h"
21 #include "command_func.h"
22 #include "window_func.h"
23 #include "date_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
26 #include "cheat_type.h"
27 #include "company_base.h"
28 #include "ai/ai.hpp"
29 #include "game/game.hpp"
30 #include "company_func.h"
31 #include "effectvehicle_func.h"
32 #include "station_base.h"
33 #include "engine_base.h"
34 #include "core/random_func.hpp"
35 #include "core/backup_type.hpp"
36 #include "zoom_func.h"
37 #include "disaster_vehicle.h"
38 #include "newgrf_airporttiles.h"
39 #include "framerate_type.h"
40 
41 #include "table/strings.h"
42 
43 #include "safeguards.h"
44 
UpdateDeltaXY()45 void Aircraft::UpdateDeltaXY()
46 {
47 	this->x_offs = -1;
48 	this->y_offs = -1;
49 	this->x_extent = 2;
50 	this->y_extent = 2;
51 
52 	switch (this->subtype) {
53 		default: NOT_REACHED();
54 
55 		case AIR_AIRCRAFT:
56 		case AIR_HELICOPTER:
57 			switch (this->state) {
58 				default: break;
59 				case ENDTAKEOFF:
60 				case LANDING:
61 				case HELILANDING:
62 				case FLYING:
63 					this->x_extent = 24;
64 					this->y_extent = 24;
65 					break;
66 			}
67 			this->z_extent = 5;
68 			break;
69 
70 		case AIR_SHADOW:
71 			this->z_extent = 1;
72 			this->x_offs = 0;
73 			this->y_offs = 0;
74 			break;
75 
76 		case AIR_ROTOR:
77 			this->z_extent = 1;
78 			break;
79 	}
80 }
81 
82 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc);
83 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
84 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc);
85 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc);
86 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc);
87 static void CrashAirplane(Aircraft *v);
88 
89 static const SpriteID _aircraft_sprite[] = {
90 	0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
91 	0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
92 	0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
93 	0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
94 	0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
95 	0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
96 	0x0EBD, 0x0EC5
97 };
98 
99 template <>
IsValidImageIndex(uint8 image_index)100 bool IsValidImageIndex<VEH_AIRCRAFT>(uint8 image_index)
101 {
102 	return image_index < lengthof(_aircraft_sprite);
103 }
104 
105 /** Helicopter rotor animation states */
106 enum HelicopterRotorStates {
107 	HRS_ROTOR_STOPPED,
108 	HRS_ROTOR_MOVING_1,
109 	HRS_ROTOR_MOVING_2,
110 	HRS_ROTOR_MOVING_3,
111 };
112 
113 /**
114  * Find the nearest hangar to v
115  * INVALID_STATION is returned, if the company does not have any suitable
116  * airports (like helipads only)
117  * @param v vehicle looking for a hangar
118  * @return the StationID if one is found, otherwise, INVALID_STATION
119  */
FindNearestHangar(const Aircraft * v)120 static StationID FindNearestHangar(const Aircraft *v)
121 {
122 	uint best = 0;
123 	StationID index = INVALID_STATION;
124 	TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
125 	const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
126 	uint max_range = v->acache.cached_max_range_sqr;
127 
128 	/* Determine destinations where it's coming from and where it's heading to */
129 	const Station *last_dest = nullptr;
130 	const Station *next_dest = nullptr;
131 	if (max_range != 0) {
132 		if (v->current_order.IsType(OT_GOTO_STATION) ||
133 				(v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() != ODATFB_NEAREST_DEPOT)) {
134 			last_dest = Station::GetIfValid(v->last_station_visited);
135 			next_dest = Station::GetIfValid(v->current_order.GetDestination());
136 		} else {
137 			last_dest = GetTargetAirportIfValid(v);
138 			next_dest = Station::GetIfValid(v->GetNextStoppingStation().value);
139 		}
140 	}
141 
142 	for (const Station *st : Station::Iterate()) {
143 		if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT) || !st->airport.HasHangar()) continue;
144 
145 		const AirportFTAClass *afc = st->airport.GetFTA();
146 
147 		/* don't crash the plane if we know it can't land at the airport */
148 		if ((afc->flags & AirportFTAClass::SHORT_STRIP) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue;
149 
150 		/* the plane won't land at any helicopter station */
151 		if (!(afc->flags & AirportFTAClass::AIRPLANES) && (avi->subtype & AIR_CTOL)) continue;
152 
153 		/* Check if our last and next destinations can be reached from the depot airport. */
154 		if (max_range != 0) {
155 			uint last_dist = (last_dest != nullptr && last_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, last_dest->airport.tile) : 0;
156 			uint next_dist = (next_dest != nullptr && next_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, next_dest->airport.tile) : 0;
157 			if (last_dist > max_range || next_dist > max_range) continue;
158 		}
159 
160 		/* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
161 		uint distance = DistanceSquare(vtile, st->airport.tile);
162 		if (distance < best || index == INVALID_STATION) {
163 			best = distance;
164 			index = st->index;
165 		}
166 	}
167 	return index;
168 }
169 
GetImage(Direction direction,EngineImageType image_type,VehicleSpriteSeq * result) const170 void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
171 {
172 	uint8 spritenum = this->spritenum;
173 
174 	if (is_custom_sprite(spritenum)) {
175 		GetCustomVehicleSprite(this, direction, image_type, result);
176 		if (result->IsValid()) return;
177 
178 		spritenum = this->GetEngine()->original_image_index;
179 	}
180 
181 	assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
182 	result->Set(direction + _aircraft_sprite[spritenum]);
183 }
184 
GetRotorImage(const Aircraft * v,EngineImageType image_type,VehicleSpriteSeq * result)185 void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
186 {
187 	assert(v->subtype == AIR_HELICOPTER);
188 
189 	const Aircraft *w = v->Next()->Next();
190 	if (is_custom_sprite(v->spritenum)) {
191 		GetCustomRotorSprite(v, false, image_type, result);
192 		if (result->IsValid()) return;
193 	}
194 
195 	/* Return standard rotor sprites if there are no custom sprites for this helicopter */
196 	result->Set(SPR_ROTOR_STOPPED + w->state);
197 }
198 
GetAircraftIcon(EngineID engine,EngineImageType image_type,VehicleSpriteSeq * result)199 static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
200 {
201 	const Engine *e = Engine::Get(engine);
202 	uint8 spritenum = e->u.air.image_index;
203 
204 	if (is_custom_sprite(spritenum)) {
205 		GetCustomVehicleIcon(engine, DIR_W, image_type, result);
206 		if (result->IsValid()) return;
207 
208 		spritenum = e->original_image_index;
209 	}
210 
211 	assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
212 	result->Set(DIR_W + _aircraft_sprite[spritenum]);
213 }
214 
DrawAircraftEngine(int left,int right,int preferred_x,int y,EngineID engine,PaletteID pal,EngineImageType image_type)215 void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
216 {
217 	VehicleSpriteSeq seq;
218 	GetAircraftIcon(engine, image_type, &seq);
219 
220 	Rect rect;
221 	seq.GetBounds(&rect);
222 	preferred_x = Clamp(preferred_x,
223 			left - UnScaleGUI(rect.left),
224 			right - UnScaleGUI(rect.right));
225 
226 	seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
227 
228 	if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
229 		VehicleSpriteSeq rotor_seq;
230 		GetCustomRotorIcon(engine, image_type, &rotor_seq);
231 		if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
232 		rotor_seq.Draw(preferred_x, y - ScaleGUITrad(5), PAL_NONE, false);
233 	}
234 }
235 
236 /**
237  * Get the size of the sprite of an aircraft sprite heading west (used for lists).
238  * @param engine The engine to get the sprite from.
239  * @param[out] width The width of the sprite.
240  * @param[out] height The height of the sprite.
241  * @param[out] xoffs Number of pixels to shift the sprite to the right.
242  * @param[out] yoffs Number of pixels to shift the sprite downwards.
243  * @param image_type Context the sprite is used in.
244  */
GetAircraftSpriteSize(EngineID engine,uint & width,uint & height,int & xoffs,int & yoffs,EngineImageType image_type)245 void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
246 {
247 	VehicleSpriteSeq seq;
248 	GetAircraftIcon(engine, image_type, &seq);
249 
250 	Rect rect;
251 	seq.GetBounds(&rect);
252 
253 	width  = UnScaleGUI(rect.right - rect.left + 1);
254 	height = UnScaleGUI(rect.bottom - rect.top + 1);
255 	xoffs  = UnScaleGUI(rect.left);
256 	yoffs  = UnScaleGUI(rect.top);
257 }
258 
259 /**
260  * Build an aircraft.
261  * @param tile     tile of the depot where aircraft is built.
262  * @param flags    type of operation.
263  * @param e        the engine to build.
264  * @param data     unused.
265  * @param[out] ret the vehicle that has been built.
266  * @return the cost of this operation or an error.
267  */
CmdBuildAircraft(TileIndex tile,DoCommandFlag flags,const Engine * e,uint16 data,Vehicle ** ret)268 CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
269 {
270 	const AircraftVehicleInfo *avi = &e->u.air;
271 	const Station *st = Station::GetByTile(tile);
272 
273 	/* Prevent building aircraft types at places which can't handle them */
274 	if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;
275 
276 	/* Make sure all aircraft end up in the first tile of the hangar. */
277 	tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));
278 
279 	if (flags & DC_EXEC) {
280 		Aircraft *v = new Aircraft(); // aircraft
281 		Aircraft *u = new Aircraft(); // shadow
282 		*ret = v;
283 
284 		v->direction = DIR_SE;
285 
286 		v->owner = u->owner = _current_company;
287 
288 		v->tile = tile;
289 
290 		uint x = TileX(tile) * TILE_SIZE + 5;
291 		uint y = TileY(tile) * TILE_SIZE + 3;
292 
293 		v->x_pos = u->x_pos = x;
294 		v->y_pos = u->y_pos = y;
295 
296 		u->z_pos = GetSlopePixelZ(x, y);
297 		v->z_pos = u->z_pos + 1;
298 
299 		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
300 		u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
301 
302 		v->spritenum = avi->image_index;
303 
304 		v->cargo_cap = avi->passenger_capacity;
305 		v->refit_cap = 0;
306 		u->cargo_cap = avi->mail_capacity;
307 		u->refit_cap = 0;
308 
309 		v->cargo_type = e->GetDefaultCargoType();
310 		u->cargo_type = CT_MAIL;
311 
312 		v->name.clear();
313 		v->last_station_visited = INVALID_STATION;
314 		v->last_loading_station = INVALID_STATION;
315 
316 		v->acceleration = avi->acceleration;
317 		v->engine_type = e->index;
318 		u->engine_type = e->index;
319 
320 		v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
321 		v->UpdateDeltaXY();
322 
323 		u->subtype = AIR_SHADOW;
324 		u->UpdateDeltaXY();
325 
326 		v->reliability = e->reliability;
327 		v->reliability_spd_dec = e->reliability_spd_dec;
328 		v->max_age = e->GetLifeLengthInDays();
329 
330 		_new_vehicle_id = v->index;
331 
332 		v->pos = GetVehiclePosOnBuild(tile);
333 
334 		v->state = HANGAR;
335 		v->previous_pos = v->pos;
336 		v->targetairport = GetStationIndex(tile);
337 		v->SetNext(u);
338 
339 		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);
340 
341 		v->date_of_last_service = _date;
342 		v->build_year = u->build_year = _cur_year;
343 
344 		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
345 		u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
346 
347 		v->random_bits = VehicleRandomBits();
348 		u->random_bits = VehicleRandomBits();
349 
350 		v->vehicle_flags = 0;
351 		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
352 		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
353 
354 		v->InvalidateNewGRFCacheOfChain();
355 
356 		v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);
357 
358 		v->InvalidateNewGRFCacheOfChain();
359 
360 		UpdateAircraftCache(v, true);
361 
362 		v->UpdatePosition();
363 		u->UpdatePosition();
364 
365 		/* Aircraft with 3 vehicles (chopper)? */
366 		if (v->subtype == AIR_HELICOPTER) {
367 			Aircraft *w = new Aircraft();
368 			w->engine_type = e->index;
369 			w->direction = DIR_N;
370 			w->owner = _current_company;
371 			w->x_pos = v->x_pos;
372 			w->y_pos = v->y_pos;
373 			w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
374 			w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
375 			w->spritenum = 0xFF;
376 			w->subtype = AIR_ROTOR;
377 			w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED);
378 			w->random_bits = VehicleRandomBits();
379 			/* Use rotor's air.state to store the rotor animation frame */
380 			w->state = HRS_ROTOR_STOPPED;
381 			w->UpdateDeltaXY();
382 
383 			u->SetNext(w);
384 			w->UpdatePosition();
385 		}
386 	}
387 
388 	return CommandCost();
389 }
390 
391 
FindClosestDepot(TileIndex * location,DestinationID * destination,bool * reverse)392 bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
393 {
394 	const Station *st = GetTargetAirportIfValid(this);
395 	/* If the station is not a valid airport or if it has no hangars */
396 	if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
397 		/* the aircraft has to search for a hangar on its own */
398 		StationID station = FindNearestHangar(this);
399 
400 		if (station == INVALID_STATION) return false;
401 
402 		st = Station::Get(station);
403 	}
404 
405 	if (location    != nullptr) *location    = st->xy;
406 	if (destination != nullptr) *destination = st->index;
407 
408 	return true;
409 }
410 
CheckIfAircraftNeedsService(Aircraft * v)411 static void CheckIfAircraftNeedsService(Aircraft *v)
412 {
413 	if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
414 	if (v->IsChainInDepot()) {
415 		VehicleServiceInDepot(v);
416 		return;
417 	}
418 
419 	/* When we're parsing conditional orders and the like
420 	 * we don't want to consider going to a depot too. */
421 	if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;
422 
423 	const Station *st = Station::Get(v->current_order.GetDestination());
424 
425 	assert(st != nullptr);
426 
427 	/* only goto depot if the target airport has a depot */
428 	if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
429 		v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
430 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
431 	} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
432 		v->current_order.MakeDummy();
433 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
434 	}
435 }
436 
GetRunningCost() const437 Money Aircraft::GetRunningCost() const
438 {
439 	const Engine *e = this->GetEngine();
440 	uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
441 	return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
442 }
443 
OnNewDay()444 void Aircraft::OnNewDay()
445 {
446 	if (!this->IsNormalAircraft()) return;
447 
448 	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
449 
450 	CheckOrders(this);
451 
452 	CheckVehicleBreakdown(this);
453 	AgeVehicle(this);
454 	CheckIfAircraftNeedsService(this);
455 
456 	if (this->running_ticks == 0) return;
457 
458 	CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS));
459 
460 	this->profit_this_year -= cost.GetCost();
461 	this->running_ticks = 0;
462 
463 	SubtractMoneyFromCompanyFract(this->owner, cost);
464 
465 	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
466 	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
467 }
468 
HelicopterTickHandler(Aircraft * v)469 static void HelicopterTickHandler(Aircraft *v)
470 {
471 	Aircraft *u = v->Next()->Next();
472 
473 	if (u->vehstatus & VS_HIDDEN) return;
474 
475 	/* if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
476 	 * loading/unloading at a terminal or stopped */
477 	if (v->current_order.IsType(OT_LOADING) || (v->vehstatus & VS_STOPPED)) {
478 		if (u->cur_speed != 0) {
479 			u->cur_speed++;
480 			if (u->cur_speed >= 0x80 && u->state == HRS_ROTOR_MOVING_3) {
481 				u->cur_speed = 0;
482 			}
483 		}
484 	} else {
485 		if (u->cur_speed == 0) {
486 			u->cur_speed = 0x70;
487 		}
488 		if (u->cur_speed >= 0x50) {
489 			u->cur_speed--;
490 		}
491 	}
492 
493 	int tick = ++u->tick_counter;
494 	int spd = u->cur_speed >> 4;
495 
496 	VehicleSpriteSeq seq;
497 	if (spd == 0) {
498 		u->state = HRS_ROTOR_STOPPED;
499 		GetRotorImage(v, EIT_ON_MAP, &seq);
500 		if (u->sprite_cache.sprite_seq == seq) return;
501 	} else if (tick >= spd) {
502 		u->tick_counter = 0;
503 		u->state++;
504 		if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
505 		GetRotorImage(v, EIT_ON_MAP, &seq);
506 	} else {
507 		return;
508 	}
509 
510 	u->sprite_cache.sprite_seq = seq;
511 
512 	u->UpdatePositionAndViewport();
513 }
514 
515 /**
516  * Set aircraft position.
517  * @param v Aircraft to position.
518  * @param x New X position.
519  * @param y New y position.
520  * @param z New z position.
521  */
SetAircraftPosition(Aircraft * v,int x,int y,int z)522 void SetAircraftPosition(Aircraft *v, int x, int y, int z)
523 {
524 	v->x_pos = x;
525 	v->y_pos = y;
526 	v->z_pos = z;
527 
528 	v->UpdatePosition();
529 	v->UpdateViewport(true, false);
530 	if (v->subtype == AIR_HELICOPTER) {
531 		GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_cache.sprite_seq);
532 	}
533 
534 	Aircraft *u = v->Next();
535 
536 	int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
537 	int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
538 	u->x_pos = x;
539 	u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);
540 
541 	safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
542 	u->z_pos = GetSlopePixelZ(safe_x, safe_y);
543 	u->sprite_cache.sprite_seq.CopyWithoutPalette(v->sprite_cache.sprite_seq); // the shadow is never coloured
544 
545 	u->UpdatePositionAndViewport();
546 
547 	u = u->Next();
548 	if (u != nullptr) {
549 		u->x_pos = x;
550 		u->y_pos = y;
551 		u->z_pos = z + ROTOR_Z_OFFSET;
552 
553 		u->UpdatePositionAndViewport();
554 	}
555 }
556 
557 /**
558  * Handle Aircraft specific tasks when an Aircraft enters a hangar
559  * @param *v Vehicle that enters the hangar
560  */
HandleAircraftEnterHangar(Aircraft * v)561 void HandleAircraftEnterHangar(Aircraft *v)
562 {
563 	v->subspeed = 0;
564 	v->progress = 0;
565 
566 	Aircraft *u = v->Next();
567 	u->vehstatus |= VS_HIDDEN;
568 	u = u->Next();
569 	if (u != nullptr) {
570 		u->vehstatus |= VS_HIDDEN;
571 		u->cur_speed = 0;
572 	}
573 
574 	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
575 }
576 
PlayAircraftSound(const Vehicle * v)577 static void PlayAircraftSound(const Vehicle *v)
578 {
579 	if (!PlayVehicleSound(v, VSE_START)) {
580 		SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
581 	}
582 }
583 
584 
585 /**
586  * Update cached values of an aircraft.
587  * Currently caches callback 36 max speed.
588  * @param v Vehicle
589  * @param update_range Update the aircraft range.
590  */
UpdateAircraftCache(Aircraft * v,bool update_range)591 void UpdateAircraftCache(Aircraft *v, bool update_range)
592 {
593 	uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
594 	if (max_speed != 0) {
595 		/* Convert from original units to km-ish/h */
596 		max_speed = (max_speed * 128) / 10;
597 
598 		v->vcache.cached_max_speed = max_speed;
599 	} else {
600 		/* Use the default max speed of the vehicle. */
601 		v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
602 	}
603 
604 	/* Update cargo aging period. */
605 	v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
606 	Aircraft *u = v->Next(); // Shadow for mail
607 	u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);
608 
609 	/* Update aircraft range. */
610 	if (update_range) {
611 		v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
612 		/* Squared it now so we don't have to do it later all the time. */
613 		v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
614 	}
615 }
616 
617 
618 /**
619  * Special velocities for aircraft
620  */
621 enum AircraftSpeedLimits {
622 	SPEED_LIMIT_TAXI     =     50,  ///< Maximum speed of an aircraft while taxiing
623 	SPEED_LIMIT_APPROACH =    230,  ///< Maximum speed of an aircraft on finals
624 	SPEED_LIMIT_BROKEN   =    320,  ///< Maximum speed of an aircraft that is broken
625 	SPEED_LIMIT_HOLD     =    425,  ///< Maximum speed of an aircraft that flies the holding pattern
626 	SPEED_LIMIT_NONE     = 0xFFFF,  ///< No environmental speed limit. Speed limit is type dependent
627 };
628 
629 /**
630  * Sets the new speed for an aircraft
631  * @param v The vehicle for which the speed should be obtained
632  * @param speed_limit The maximum speed the vehicle may have.
633  * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
634  * @return The number of position updates needed within the tick
635  */
UpdateAircraftSpeed(Aircraft * v,uint speed_limit=SPEED_LIMIT_NONE,bool hard_limit=true)636 static int UpdateAircraftSpeed(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
637 {
638 	/**
639 	 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
640 	 * So the speed amount we need to accelerate is:
641 	 *     acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
642 	 *                               = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
643 	 *                               ~ acceleration * 77 (km-ish/h / 256)
644 	 */
645 	uint spd = v->acceleration * 77;
646 	byte t;
647 
648 	/* Adjust speed limits by plane speed factor to prevent taxiing
649 	 * and take-off speeds being too low. */
650 	speed_limit *= _settings_game.vehicle.plane_speed;
651 
652 	/* adjust speed for broken vehicles */
653 	if (v->vehstatus & VS_AIRCRAFT_BROKEN) {
654 		if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false;
655 		speed_limit = std::min<uint>(speed_limit, SPEED_LIMIT_BROKEN);
656 	}
657 
658 	if (v->vcache.cached_max_speed < speed_limit) {
659 		if (v->cur_speed < speed_limit) hard_limit = false;
660 		speed_limit = v->vcache.cached_max_speed;
661 	}
662 
663 	v->subspeed = (t = v->subspeed) + (byte)spd;
664 
665 	/* Aircraft's current speed is used twice so that very fast planes are
666 	 * forced to slow down rapidly in the short distance needed. The magic
667 	 * value 16384 was determined to give similar results to the old speed/48
668 	 * method at slower speeds. This also results in less reduction at slow
669 	 * speeds to that aircraft do not get to taxi speed straight after
670 	 * touchdown. */
671 	if (!hard_limit && v->cur_speed > speed_limit) {
672 		speed_limit = v->cur_speed - std::max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
673 	}
674 
675 	spd = std::min(v->cur_speed + (spd >> 8) + (v->subspeed < t), speed_limit);
676 
677 	/* updates statusbar only if speed have changed to save CPU time */
678 	if (spd != v->cur_speed) {
679 		v->cur_speed = spd;
680 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
681 	}
682 
683 	/* Adjust distance moved by plane speed setting */
684 	if (_settings_game.vehicle.plane_speed > 1) spd /= _settings_game.vehicle.plane_speed;
685 
686 	/* Convert direction-independent speed into direction-dependent speed. (old movement method) */
687 	spd = v->GetOldAdvanceSpeed(spd);
688 
689 	spd += v->progress;
690 	v->progress = (byte)spd;
691 	return spd >> 8;
692 }
693 
694 /**
695  * Get the tile height below the aircraft.
696  * This function is needed because aircraft can leave the mapborders.
697  *
698  * @param v The vehicle to get the height for.
699  * @return The height in pixels from 'z_pos' 0.
700  */
GetTileHeightBelowAircraft(const Vehicle * v)701 int GetTileHeightBelowAircraft(const Vehicle *v)
702 {
703 	int safe_x = Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE);
704 	int safe_y = Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE);
705 	return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
706 }
707 
708 /**
709  * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
710  * vehicle for normal flight situation.
711  * When the maximum is reached the vehicle should consider descending.
712  * When the minimum is reached the vehicle should consider ascending.
713  *
714  * @param v              The vehicle to get the flight levels for.
715  * @param[out] min_level The minimum bounds for flight level.
716  * @param[out] max_level The maximum bounds for flight level.
717  */
GetAircraftFlightLevelBounds(const Vehicle * v,int * min_level,int * max_level)718 void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
719 {
720 	int base_altitude = GetTileHeightBelowAircraft(v);
721 	if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
722 		base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE;
723 	}
724 
725 	/* Make sure eastbound and westbound planes do not "crash" into each
726 	 * other by providing them with vertical separation
727 	 */
728 	switch (v->direction) {
729 		case DIR_N:
730 		case DIR_NE:
731 		case DIR_E:
732 		case DIR_SE:
733 			base_altitude += 10;
734 			break;
735 
736 		default: break;
737 	}
738 
739 	/* Make faster planes fly higher so that they can overtake slower ones */
740 	base_altitude += std::min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);
741 
742 	if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
743 	if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
744 }
745 
746 /**
747  * Gets the maximum 'flight level' for the holding pattern of the aircraft,
748  * in pixels 'z_pos' 0, depending on terrain below.
749  *
750  * @param v The aircraft that may or may not need to decrease its altitude.
751  * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
752  */
GetAircraftHoldMaxAltitude(const Aircraft * v)753 int GetAircraftHoldMaxAltitude(const Aircraft *v)
754 {
755 	int tile_height = GetTileHeightBelowAircraft(v);
756 
757 	return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE);
758 }
759 
760 template <class T>
GetAircraftFlightLevel(T * v,bool takeoff)761 int GetAircraftFlightLevel(T *v, bool takeoff)
762 {
763 	/* Aircraft is in flight. We want to enforce it being somewhere
764 	 * between the minimum and the maximum allowed altitude. */
765 	int aircraft_min_altitude;
766 	int aircraft_max_altitude;
767 	GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
768 	int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;
769 
770 	/* If those assumptions would be violated, aircraft would behave fairly strange. */
771 	assert(aircraft_min_altitude < aircraft_middle_altitude);
772 	assert(aircraft_middle_altitude < aircraft_max_altitude);
773 
774 	int z = v->z_pos;
775 	if (z < aircraft_min_altitude ||
776 			(HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
777 		/* Ascend. And don't fly into that mountain right ahead.
778 		 * And avoid our aircraft become a stairclimber, so if we start
779 		 * correcting altitude, then we stop correction not too early. */
780 		SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
781 		z += takeoff ? 2 : 1;
782 	} else if (!takeoff && (z > aircraft_max_altitude ||
783 			(HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
784 		/* Descend lower. You are an aircraft, not an space ship.
785 		 * And again, don't stop correcting altitude too early. */
786 		SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
787 		z--;
788 	} else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
789 		/* Now, we have corrected altitude enough. */
790 		ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
791 	} else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
792 		/* Now, we have corrected altitude enough. */
793 		ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
794 	}
795 
796 	return z;
797 }
798 
799 template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
800 template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);
801 
802 /**
803  * Find the entry point to an airport depending on direction which
804  * the airport is being approached from. Each airport can have up to
805  * four entry points for its approach system so that approaching
806  * aircraft do not fly through each other or are forced to do 180
807  * degree turns during the approach. The arrivals are grouped into
808  * four sectors dependent on the DiagDirection from which the airport
809  * is approached.
810  *
811  * @param v   The vehicle that is approaching the airport
812  * @param apc The Airport Class being approached.
813  * @param rotation The rotation of the airport.
814  * @return   The index of the entry point
815  */
AircraftGetEntryPoint(const Aircraft * v,const AirportFTAClass * apc,Direction rotation)816 static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
817 {
818 	assert(v != nullptr);
819 	assert(apc != nullptr);
820 
821 	/* In the case the station doesn't exit anymore, set target tile 0.
822 	 * It doesn't hurt much, aircraft will go to next order, nearest hangar
823 	 * or it will simply crash in next tick */
824 	TileIndex tile = 0;
825 
826 	const Station *st = Station::GetIfValid(v->targetairport);
827 	if (st != nullptr) {
828 		/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
829 		tile = (st->airport.tile != INVALID_TILE) ? st->airport.tile : st->xy;
830 	}
831 
832 	int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
833 	int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;
834 
835 	DiagDirection dir;
836 	if (abs(delta_y) < abs(delta_x)) {
837 		/* We are northeast or southwest of the airport */
838 		dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
839 	} else {
840 		/* We are northwest or southeast of the airport */
841 		dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
842 	}
843 	dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
844 	return apc->entry_points[dir];
845 }
846 
847 
848 static void MaybeCrashAirplane(Aircraft *v);
849 
850 /**
851  * Controls the movement of an aircraft. This function actually moves the vehicle
852  * on the map and takes care of minor things like sound playback.
853  * @todo    De-mystify the cur_speed values for helicopter rotors.
854  * @param v The vehicle that is moved. Must be the first vehicle of the chain
855  * @return  Whether the position requested by the State Machine has been reached
856  */
AircraftController(Aircraft * v)857 static bool AircraftController(Aircraft *v)
858 {
859 	/* nullptr if station is invalid */
860 	const Station *st = Station::GetIfValid(v->targetairport);
861 	/* INVALID_TILE if there is no station */
862 	TileIndex tile = INVALID_TILE;
863 	Direction rotation = DIR_N;
864 	uint size_x = 1, size_y = 1;
865 	if (st != nullptr) {
866 		if (st->airport.tile != INVALID_TILE) {
867 			tile = st->airport.tile;
868 			rotation = st->airport.rotation;
869 			size_x = st->airport.w;
870 			size_y = st->airport.h;
871 		} else {
872 			tile = st->xy;
873 		}
874 	}
875 	/* DUMMY if there is no station or no airport */
876 	const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
877 
878 	/* prevent going to INVALID_TILE if airport is deleted. */
879 	if (st == nullptr || st->airport.tile == INVALID_TILE) {
880 		/* Jump into our "holding pattern" state machine if possible */
881 		if (v->pos >= afc->nofelements) {
882 			v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
883 		} else if (v->targetairport != v->current_order.GetDestination()) {
884 			/* If not possible, just get out of here fast */
885 			v->state = FLYING;
886 			UpdateAircraftCache(v);
887 			AircraftNextAirportPos_and_Order(v);
888 			/* get aircraft back on running altitude */
889 			SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
890 			return false;
891 		}
892 	}
893 
894 	/*  get airport moving data */
895 	const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);
896 
897 	int x = TileX(tile) * TILE_SIZE;
898 	int y = TileY(tile) * TILE_SIZE;
899 
900 	/* Helicopter raise */
901 	if (amd.flag & AMED_HELI_RAISE) {
902 		Aircraft *u = v->Next()->Next();
903 
904 		/* Make sure the rotors don't rotate too fast */
905 		if (u->cur_speed > 32) {
906 			v->cur_speed = 0;
907 			if (--u->cur_speed == 32) {
908 				if (!PlayVehicleSound(v, VSE_START)) {
909 					SoundID sfx = AircraftVehInfo(v->engine_type)->sfx;
910 					/* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
911 					 * The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
912 					if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_TAKEOFF_HELICOPTER;
913 					SndPlayVehicleFx(sfx, v);
914 				}
915 			}
916 		} else {
917 			u->cur_speed = 32;
918 			int count = UpdateAircraftSpeed(v);
919 			if (count > 0) {
920 				v->tile = 0;
921 
922 				int z_dest;
923 				GetAircraftFlightLevelBounds(v, &z_dest, nullptr);
924 
925 				/* Reached altitude? */
926 				if (v->z_pos >= z_dest) {
927 					v->cur_speed = 0;
928 					return true;
929 				}
930 				SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z_dest));
931 			}
932 		}
933 		return false;
934 	}
935 
936 	/* Helicopter landing. */
937 	if (amd.flag & AMED_HELI_LOWER) {
938 		SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
939 
940 		if (st == nullptr) {
941 			/* FIXME - AircraftController -> if station no longer exists, do not land
942 			 * helicopter will circle until sign disappears, then go to next order
943 			 * what to do when it is the only order left, right now it just stays in 1 place */
944 			v->state = FLYING;
945 			UpdateAircraftCache(v);
946 			AircraftNextAirportPos_and_Order(v);
947 			return false;
948 		}
949 
950 		/* Vehicle is now at the airport.
951 		 * Helicopter has arrived at the target landing pad, so the current position is also where it should land.
952 		 * Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */
953 		if (st->airport.type != AT_OILRIG) {
954 			x = v->x_pos;
955 			y = v->y_pos;
956 			tile = TileVirtXY(x, y);
957 		}
958 		v->tile = tile;
959 
960 		/* Find altitude of landing position. */
961 		int z = GetSlopePixelZ(x, y) + 1 + afc->delta_z;
962 
963 		if (z == v->z_pos) {
964 			Vehicle *u = v->Next()->Next();
965 
966 			/*  Increase speed of rotors. When speed is 80, we've landed. */
967 			if (u->cur_speed >= 80) {
968 				ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT);
969 				return true;
970 			}
971 			u->cur_speed += 4;
972 		} else {
973 			int count = UpdateAircraftSpeed(v);
974 			if (count > 0) {
975 				if (v->z_pos > z) {
976 					SetAircraftPosition(v, v->x_pos, v->y_pos, std::max(v->z_pos - count, z));
977 				} else {
978 					SetAircraftPosition(v, v->x_pos, v->y_pos, std::min(v->z_pos + count, z));
979 				}
980 			}
981 		}
982 		return false;
983 	}
984 
985 	/* Get distance from destination pos to current pos. */
986 	uint dist = abs(x + amd.x - v->x_pos) +  abs(y + amd.y - v->y_pos);
987 
988 	/* Need exact position? */
989 	if (!(amd.flag & AMED_EXACTPOS) && dist <= (amd.flag & AMED_SLOWTURN ? 8U : 4U)) return true;
990 
991 	/* At final pos? */
992 	if (dist == 0) {
993 		/* Change direction smoothly to final direction. */
994 		DirDiff dirdiff = DirDifference(amd.direction, v->direction);
995 		/* if distance is 0, and plane points in right direction, no point in calling
996 		 * UpdateAircraftSpeed(). So do it only afterwards */
997 		if (dirdiff == DIRDIFF_SAME) {
998 			v->cur_speed = 0;
999 			return true;
1000 		}
1001 
1002 		if (!UpdateAircraftSpeed(v, SPEED_LIMIT_TAXI)) return false;
1003 
1004 		v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
1005 		v->cur_speed >>= 1;
1006 
1007 		SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1008 		return false;
1009 	}
1010 
1011 	if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
1012 		MaybeCrashAirplane(v);
1013 		if ((v->vehstatus & VS_CRASHED) != 0) return false;
1014 	}
1015 
1016 	uint speed_limit = SPEED_LIMIT_TAXI;
1017 	bool hard_limit = true;
1018 
1019 	if (amd.flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
1020 	if (amd.flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
1021 	if (amd.flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
1022 	if (amd.flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }
1023 
1024 	int count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
1025 	if (count == 0) return false;
1026 
1027 	/* If the plane will be a few subpixels away from the destination after
1028 	 * this movement loop, start nudging it towards the exact position for
1029 	 * the whole loop. Otherwise, heavily depending on the speed of the plane,
1030 	 * it is possible we totally overshoot the target, causing the plane to
1031 	 * make a loop, and trying again, and again, and again .. */
1032 	bool nudge_towards_target = static_cast<uint>(count) + 3 > dist;
1033 
1034 	if (v->turn_counter != 0) v->turn_counter--;
1035 
1036 	do {
1037 
1038 		GetNewVehiclePosResult gp;
1039 
1040 		if (nudge_towards_target || (amd.flag & AMED_LAND)) {
1041 			/* move vehicle one pixel towards target */
1042 			gp.x = (v->x_pos != (x + amd.x)) ?
1043 					v->x_pos + ((x + amd.x > v->x_pos) ? 1 : -1) :
1044 					v->x_pos;
1045 			gp.y = (v->y_pos != (y + amd.y)) ?
1046 					v->y_pos + ((y + amd.y > v->y_pos) ? 1 : -1) :
1047 					v->y_pos;
1048 
1049 			/* Oilrigs must keep v->tile as st->airport.tile, since the landing pad is in a non-airport tile */
1050 			gp.new_tile = (st->airport.type == AT_OILRIG) ? st->airport.tile : TileVirtXY(gp.x, gp.y);
1051 
1052 		} else {
1053 
1054 			/* Turn. Do it slowly if in the air. */
1055 			Direction newdir = GetDirectionTowards(v, x + amd.x, y + amd.y);
1056 			if (newdir != v->direction) {
1057 				if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
1058 					if (v->turn_counter == 0 || newdir == v->last_direction) {
1059 						if (newdir == v->last_direction) {
1060 							v->number_consecutive_turns = 0;
1061 						} else {
1062 							v->number_consecutive_turns++;
1063 						}
1064 						v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
1065 						v->last_direction = v->direction;
1066 						v->direction = newdir;
1067 					}
1068 
1069 					/* Move vehicle. */
1070 					gp = GetNewVehiclePos(v);
1071 				} else {
1072 					v->cur_speed >>= 1;
1073 					v->direction = newdir;
1074 
1075 					/* When leaving a terminal an aircraft often goes to a position
1076 					 * directly in front of it. If it would move while turning it
1077 					 * would need an two extra turns to end up at the correct position.
1078 					 * To make it easier just disallow all moving while turning as
1079 					 * long as an aircraft is on the ground. */
1080 					gp.x = v->x_pos;
1081 					gp.y = v->y_pos;
1082 					gp.new_tile = gp.old_tile = v->tile;
1083 				}
1084 			} else {
1085 				v->number_consecutive_turns = 0;
1086 				/* Move vehicle. */
1087 				gp = GetNewVehiclePos(v);
1088 			}
1089 		}
1090 
1091 		v->tile = gp.new_tile;
1092 		/* If vehicle is in the air, use tile coordinate 0. */
1093 		if (amd.flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;
1094 
1095 		/* Adjust Z for land or takeoff? */
1096 		int z = v->z_pos;
1097 
1098 		if (amd.flag & AMED_TAKEOFF) {
1099 			z = GetAircraftFlightLevel(v, true);
1100 		} else if (amd.flag & AMED_HOLD) {
1101 			/* Let the plane drop from normal flight altitude to holding pattern altitude */
1102 			if (z > GetAircraftHoldMaxAltitude(v)) z--;
1103 		} else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
1104 			z = GetAircraftFlightLevel(v);
1105 		}
1106 
1107 		/* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular
1108 		 * and their primary (north-most) tile does not have to be part of the airport.
1109 		 * As such, the height of the primary tile can be different from the rest of the airport.
1110 		 * Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar.
1111 		 * We also know that the airport itself has to be completely flat (otherwise it is not a valid airport).
1112 		 * Therefore, use the height of this hangar to calculate our z-value. */
1113 		int airport_z = v->z_pos;
1114 		if ((amd.flag & (AMED_LAND | AMED_BRAKE)) && st != nullptr) {
1115 			assert(st->airport.HasHangar());
1116 			TileIndex hangar_tile = st->airport.GetHangarTile(0);
1117 			airport_z = GetTileMaxPixelZ(hangar_tile) + 1; // To avoid clashing with the shadow
1118 		}
1119 
1120 		if (amd.flag & AMED_LAND) {
1121 			if (st->airport.tile == INVALID_TILE) {
1122 				/* Airport has been removed, abort the landing procedure */
1123 				v->state = FLYING;
1124 				UpdateAircraftCache(v);
1125 				AircraftNextAirportPos_and_Order(v);
1126 				/* get aircraft back on running altitude */
1127 				SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlightLevel(v));
1128 				continue;
1129 			}
1130 
1131 			/* We're not flying below our destination, right? */
1132 			assert(airport_z <= z);
1133 			int t = std::max(1U, dist - 4);
1134 			int delta = z - airport_z;
1135 
1136 			/* Only start lowering when we're sufficiently close for a 1:1 glide */
1137 			if (delta >= t) {
1138 				z -= CeilDiv(z - airport_z, t);
1139 			}
1140 			if (z < airport_z) z = airport_z;
1141 		}
1142 
1143 		/* We've landed. Decrease speed when we're reaching end of runway. */
1144 		if (amd.flag & AMED_BRAKE) {
1145 
1146 			if (z > airport_z) {
1147 				z--;
1148 			} else if (z < airport_z) {
1149 				z++;
1150 			}
1151 
1152 		}
1153 
1154 		SetAircraftPosition(v, gp.x, gp.y, z);
1155 	} while (--count != 0);
1156 	return false;
1157 }
1158 
1159 /**
1160  * Handle crashed aircraft \a v.
1161  * @param v Crashed aircraft.
1162  */
HandleCrashedAircraft(Aircraft * v)1163 static bool HandleCrashedAircraft(Aircraft *v)
1164 {
1165 	v->crashed_counter += 3;
1166 
1167 	Station *st = GetTargetAirportIfValid(v);
1168 
1169 	/* make aircraft crash down to the ground */
1170 	if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0) ) {
1171 		int z = GetSlopePixelZ(Clamp(v->x_pos, 0, MapMaxX() * TILE_SIZE), Clamp(v->y_pos, 0, MapMaxY() * TILE_SIZE));
1172 		v->z_pos -= 1;
1173 		if (v->z_pos == z) {
1174 			v->crashed_counter = 500;
1175 			v->z_pos++;
1176 		}
1177 	}
1178 
1179 	if (v->crashed_counter < 650) {
1180 		uint32 r;
1181 		if (Chance16R(1, 32, r)) {
1182 			static const DirDiff delta[] = {
1183 				DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
1184 			};
1185 
1186 			v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
1187 			SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1188 			r = Random();
1189 			CreateEffectVehicleRel(v,
1190 				GB(r, 0, 4) - 4,
1191 				GB(r, 4, 4) - 4,
1192 				GB(r, 8, 4),
1193 				EV_EXPLOSION_SMALL);
1194 		}
1195 	} else if (v->crashed_counter >= 10000) {
1196 		/*  remove rubble of crashed airplane */
1197 
1198 		/* clear runway-in on all airports, set by crashing plane
1199 		 * small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
1200 		 * but they all share the same number */
1201 		if (st != nullptr) {
1202 			CLRBITS(st->airport.flags, RUNWAY_IN_block);
1203 			CLRBITS(st->airport.flags, RUNWAY_IN_OUT_block); // commuter airport
1204 			CLRBITS(st->airport.flags, RUNWAY_IN2_block);    // intercontinental
1205 		}
1206 
1207 		delete v;
1208 
1209 		return false;
1210 	}
1211 
1212 	return true;
1213 }
1214 
1215 
1216 /**
1217  * Handle smoke of broken aircraft.
1218  * @param v Aircraft
1219  * @param mode Is this the non-first call for this vehicle in this tick?
1220  */
HandleAircraftSmoke(Aircraft * v,bool mode)1221 static void HandleAircraftSmoke(Aircraft *v, bool mode)
1222 {
1223 	static const struct {
1224 		int8 x;
1225 		int8 y;
1226 	} smoke_pos[] = {
1227 		{  5,  5 },
1228 		{  6,  0 },
1229 		{  5, -5 },
1230 		{  0, -6 },
1231 		{ -5, -5 },
1232 		{ -6,  0 },
1233 		{ -5,  5 },
1234 		{  0,  6 }
1235 	};
1236 
1237 	if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;
1238 
1239 	/* Stop smoking when landed */
1240 	if (v->cur_speed < 10) {
1241 		v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
1242 		v->breakdown_ctr = 0;
1243 		return;
1244 	}
1245 
1246 	/* Spawn effect et most once per Tick, i.e. !mode */
1247 	if (!mode && (v->tick_counter & 0x0F) == 0) {
1248 		CreateEffectVehicleRel(v,
1249 			smoke_pos[v->direction].x,
1250 			smoke_pos[v->direction].y,
1251 			2,
1252 			EV_BREAKDOWN_SMOKE_AIRCRAFT
1253 		);
1254 	}
1255 }
1256 
HandleMissingAircraftOrders(Aircraft * v)1257 void HandleMissingAircraftOrders(Aircraft *v)
1258 {
1259 	/*
1260 	 * We do not have an order. This can be divided into two cases:
1261 	 * 1) we are heading to an invalid station. In this case we must
1262 	 *    find another airport to go to. If there is nowhere to go,
1263 	 *    we will destroy the aircraft as it otherwise will enter
1264 	 *    the holding pattern for the first airport, which can cause
1265 	 *    the plane to go into an undefined state when building an
1266 	 *    airport with the same StationID.
1267 	 * 2) we are (still) heading to a (still) valid airport, then we
1268 	 *    can continue going there. This can happen when you are
1269 	 *    changing the aircraft's orders while in-flight or in for
1270 	 *    example a depot. However, when we have a current order to
1271 	 *    go to a depot, we have to keep that order so the aircraft
1272 	 *    actually stops.
1273 	 */
1274 	const Station *st = GetTargetAirportIfValid(v);
1275 	if (st == nullptr) {
1276 		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1277 		CommandCost ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1278 		cur_company.Restore();
1279 
1280 		if (ret.Failed()) CrashAirplane(v);
1281 	} else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
1282 		v->current_order.Free();
1283 	}
1284 }
1285 
1286 
GetOrderStationLocation(StationID station)1287 TileIndex Aircraft::GetOrderStationLocation(StationID station)
1288 {
1289 	/* Orders are changed in flight, ensure going to the right station. */
1290 	if (this->state == FLYING) {
1291 		AircraftNextAirportPos_and_Order(this);
1292 	}
1293 
1294 	/* Aircraft do not use dest-tile */
1295 	return 0;
1296 }
1297 
MarkDirty()1298 void Aircraft::MarkDirty()
1299 {
1300 	this->colourmap = PAL_NONE;
1301 	this->UpdateViewport(true, false);
1302 	if (this->subtype == AIR_HELICOPTER) {
1303 		GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_cache.sprite_seq);
1304 	}
1305 }
1306 
1307 
Crash(bool flooded)1308 uint Aircraft::Crash(bool flooded)
1309 {
1310 	uint pass = Vehicle::Crash(flooded) + 2; // pilots
1311 	this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded
1312 
1313 	return pass;
1314 }
1315 
1316 /**
1317  * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
1318  * @param v Aircraft that crashed.
1319  */
CrashAirplane(Aircraft * v)1320 static void CrashAirplane(Aircraft *v)
1321 {
1322 	CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
1323 
1324 	uint pass = v->Crash();
1325 	SetDParam(0, pass);
1326 
1327 	v->cargo.Truncate();
1328 	v->Next()->cargo.Truncate();
1329 	const Station *st = GetTargetAirportIfValid(v);
1330 	StringID newsitem;
1331 	TileIndex vt;
1332 	if (st == nullptr) {
1333 		newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
1334 		vt = TileVirtXY(v->x_pos, v->y_pos);
1335 	} else {
1336 		SetDParam(1, st->index);
1337 		newsitem = STR_NEWS_AIRCRAFT_CRASH;
1338 		vt = v->tile;
1339 	}
1340 
1341 	AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1342 	Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
1343 
1344 	AddTileNewsItem(newsitem, NT_ACCIDENT, vt, nullptr, st != nullptr ? st->index : INVALID_STATION);
1345 
1346 	ModifyStationRatingAround(vt, v->owner, -160, 30);
1347 	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
1348 }
1349 
1350 /**
1351  * Decide whether aircraft \a v should crash.
1352  * @param v Aircraft to test.
1353  */
MaybeCrashAirplane(Aircraft * v)1354 static void MaybeCrashAirplane(Aircraft *v)
1355 {
1356 
1357 	Station *st = Station::Get(v->targetairport);
1358 
1359 	uint32 prob;
1360 	if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
1361 			(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
1362 			!_cheats.no_jetcrash.value) {
1363 		prob = 3276;
1364 	} else {
1365 		if (_settings_game.vehicle.plane_crashes == 0) return;
1366 		prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500;
1367 	}
1368 
1369 	if (GB(Random(), 0, 22) > prob) return;
1370 
1371 	/* Crash the airplane. Remove all goods stored at the station. */
1372 	for (CargoID i = 0; i < NUM_CARGO; i++) {
1373 		st->goods[i].rating = 1;
1374 		st->goods[i].cargo.Truncate();
1375 	}
1376 
1377 	CrashAirplane(v);
1378 }
1379 
1380 /**
1381  * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
1382  * Start loading cargo.
1383  * @param v Aircraft that arrived.
1384  */
AircraftEntersTerminal(Aircraft * v)1385 static void AircraftEntersTerminal(Aircraft *v)
1386 {
1387 	if (v->current_order.IsType(OT_GOTO_DEPOT)) return;
1388 
1389 	Station *st = Station::Get(v->targetairport);
1390 	v->last_station_visited = v->targetairport;
1391 
1392 	/* Check if station was ever visited before */
1393 	if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
1394 		st->had_vehicle_of_type |= HVOT_AIRCRAFT;
1395 		SetDParam(0, st->index);
1396 		/* show newsitem of celebrating citizens */
1397 		AddVehicleNewsItem(
1398 			STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
1399 			(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
1400 			v->index,
1401 			st->index
1402 		);
1403 		AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
1404 		Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
1405 	}
1406 
1407 	v->BeginLoading();
1408 }
1409 
1410 /**
1411  * Aircraft touched down at the landing strip.
1412  * @param v Aircraft that landed.
1413  */
AircraftLandAirplane(Aircraft * v)1414 static void AircraftLandAirplane(Aircraft *v)
1415 {
1416 	Station *st = Station::Get(v->targetairport);
1417 
1418 	TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1419 
1420 	v->UpdateDeltaXY();
1421 
1422 	AirportTileAnimationTrigger(st, vt, AAT_STATION_AIRPLANE_LAND);
1423 
1424 	if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
1425 		SndPlayVehicleFx(SND_17_SKID_PLANE, v);
1426 	}
1427 }
1428 
1429 
1430 /** set the right pos when heading to other airports after takeoff */
AircraftNextAirportPos_and_Order(Aircraft * v)1431 void AircraftNextAirportPos_and_Order(Aircraft *v)
1432 {
1433 	if (v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT)) {
1434 		v->targetairport = v->current_order.GetDestination();
1435 	}
1436 
1437 	const Station *st = GetTargetAirportIfValid(v);
1438 	const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
1439 	Direction rotation = st == nullptr ? DIR_N : st->airport.rotation;
1440 	v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
1441 }
1442 
1443 /**
1444  * Aircraft is about to leave the hangar.
1445  * @param v Aircraft leaving.
1446  * @param exit_dir The direction the vehicle leaves the hangar.
1447  * @note This function is called in AfterLoadGame for old savegames, so don't rely
1448  *       on any data to be valid, especially don't rely on the fact that the vehicle
1449  *       is actually on the ground inside a depot.
1450  */
AircraftLeaveHangar(Aircraft * v,Direction exit_dir)1451 void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
1452 {
1453 	v->cur_speed = 0;
1454 	v->subspeed = 0;
1455 	v->progress = 0;
1456 	v->direction = exit_dir;
1457 	v->vehstatus &= ~VS_HIDDEN;
1458 	{
1459 		Vehicle *u = v->Next();
1460 		u->vehstatus &= ~VS_HIDDEN;
1461 
1462 		/* Rotor blades */
1463 		u = u->Next();
1464 		if (u != nullptr) {
1465 			u->vehstatus &= ~VS_HIDDEN;
1466 			u->cur_speed = 80;
1467 		}
1468 	}
1469 
1470 	VehicleServiceInDepot(v);
1471 	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
1472 	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
1473 	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
1474 }
1475 
1476 ////////////////////////////////////////////////////////////////////////////////
1477 ///////////////////   AIRCRAFT MOVEMENT SCHEME  ////////////////////////////////
1478 ////////////////////////////////////////////////////////////////////////////////
AircraftEventHandler_EnterTerminal(Aircraft * v,const AirportFTAClass * apc)1479 static void AircraftEventHandler_EnterTerminal(Aircraft *v, const AirportFTAClass *apc)
1480 {
1481 	AircraftEntersTerminal(v);
1482 	v->state = apc->layout[v->pos].heading;
1483 }
1484 
1485 /**
1486  * Aircraft arrived in an airport hangar.
1487  * @param v Aircraft in the hangar.
1488  * @param apc Airport description containing the hangar.
1489  */
AircraftEventHandler_EnterHangar(Aircraft * v,const AirportFTAClass * apc)1490 static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
1491 {
1492 	VehicleEnterDepot(v);
1493 	v->state = apc->layout[v->pos].heading;
1494 }
1495 
1496 /**
1497  * Handle aircraft movement/decision making in an airport hangar.
1498  * @param v Aircraft in the hangar.
1499  * @param apc Airport description containing the hangar.
1500  */
AircraftEventHandler_InHangar(Aircraft * v,const AirportFTAClass * apc)1501 static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
1502 {
1503 	/* if we just arrived, execute EnterHangar first */
1504 	if (v->previous_pos != v->pos) {
1505 		AircraftEventHandler_EnterHangar(v, apc);
1506 		return;
1507 	}
1508 
1509 	/* if we were sent to the depot, stay there */
1510 	if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
1511 		v->current_order.Free();
1512 		return;
1513 	}
1514 
1515 	if (!v->current_order.IsType(OT_GOTO_STATION) &&
1516 			!v->current_order.IsType(OT_GOTO_DEPOT))
1517 		return;
1518 
1519 	/* We are leaving a hangar, but have to go to the exact same one; re-enter */
1520 	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
1521 		VehicleEnterDepot(v);
1522 		return;
1523 	}
1524 
1525 	/* if the block of the next position is busy, stay put */
1526 	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1527 
1528 	/* We are already at the target airport, we need to find a terminal */
1529 	if (v->current_order.GetDestination() == v->targetairport) {
1530 		/* FindFreeTerminal:
1531 		 * 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal */
1532 		if (v->subtype == AIR_HELICOPTER) {
1533 			if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
1534 		} else {
1535 			if (!AirportFindFreeTerminal(v, apc)) return; // airplane
1536 		}
1537 	} else { // Else prepare for launch.
1538 		/* airplane goto state takeoff, helicopter to helitakeoff */
1539 		v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1540 	}
1541 	const Station *st = Station::GetByTile(v->tile);
1542 	AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
1543 	AirportMove(v, apc);
1544 }
1545 
1546 /** At one of the Airport's Terminals */
AircraftEventHandler_AtTerminal(Aircraft * v,const AirportFTAClass * apc)1547 static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
1548 {
1549 	/* if we just arrived, execute EnterTerminal first */
1550 	if (v->previous_pos != v->pos) {
1551 		AircraftEventHandler_EnterTerminal(v, apc);
1552 		/* on an airport with helipads, a helicopter will always land there
1553 		 * and get serviced at the same time - setting */
1554 		if (_settings_game.order.serviceathelipad) {
1555 			if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
1556 				/* an excerpt of ServiceAircraft, without the invisibility stuff */
1557 				v->date_of_last_service = _date;
1558 				v->breakdowns_since_last_service = 0;
1559 				v->reliability = v->GetEngine()->reliability;
1560 				SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
1561 			}
1562 		}
1563 		return;
1564 	}
1565 
1566 	if (v->current_order.IsType(OT_NOTHING)) return;
1567 
1568 	/* if the block of the next position is busy, stay put */
1569 	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1570 
1571 	/* airport-road is free. We either have to go to another airport, or to the hangar
1572 	 * ---> start moving */
1573 
1574 	bool go_to_hangar = false;
1575 	switch (v->current_order.GetType()) {
1576 		case OT_GOTO_STATION: // ready to fly to another airport
1577 			break;
1578 		case OT_GOTO_DEPOT:   // visit hangar for servicing, sale, etc.
1579 			go_to_hangar = v->current_order.GetDestination() == v->targetairport;
1580 			break;
1581 		case OT_CONDITIONAL:
1582 			/* In case of a conditional order we just have to wait a tick
1583 			 * longer, so the conditional order can actually be processed;
1584 			 * we should not clear the order as that makes us go nowhere. */
1585 			return;
1586 		default:  // orders have been deleted (no orders), goto depot and don't bother us
1587 			v->current_order.Free();
1588 			go_to_hangar = Station::Get(v->targetairport)->airport.HasHangar();
1589 	}
1590 
1591 	if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) {
1592 		v->state = HANGAR;
1593 	} else {
1594 		/* airplane goto state takeoff, helicopter to helitakeoff */
1595 		v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
1596 	}
1597 	AirportMove(v, apc);
1598 }
1599 
AircraftEventHandler_General(Aircraft * v,const AirportFTAClass * apc)1600 static void AircraftEventHandler_General(Aircraft *v, const AirportFTAClass *apc)
1601 {
1602 	error("OK, you shouldn't be here, check your Airport Scheme!");
1603 }
1604 
AircraftEventHandler_TakeOff(Aircraft * v,const AirportFTAClass * apc)1605 static void AircraftEventHandler_TakeOff(Aircraft *v, const AirportFTAClass *apc)
1606 {
1607 	PlayAircraftSound(v); // play takeoffsound for airplanes
1608 	v->state = STARTTAKEOFF;
1609 }
1610 
AircraftEventHandler_StartTakeOff(Aircraft * v,const AirportFTAClass * apc)1611 static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *apc)
1612 {
1613 	v->state = ENDTAKEOFF;
1614 	v->UpdateDeltaXY();
1615 }
1616 
AircraftEventHandler_EndTakeOff(Aircraft * v,const AirportFTAClass * apc)1617 static void AircraftEventHandler_EndTakeOff(Aircraft *v, const AirportFTAClass *apc)
1618 {
1619 	v->state = FLYING;
1620 	/* get the next position to go to, differs per airport */
1621 	AircraftNextAirportPos_and_Order(v);
1622 }
1623 
AircraftEventHandler_HeliTakeOff(Aircraft * v,const AirportFTAClass * apc)1624 static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *apc)
1625 {
1626 	v->state = FLYING;
1627 	v->UpdateDeltaXY();
1628 
1629 	/* get the next position to go to, differs per airport */
1630 	AircraftNextAirportPos_and_Order(v);
1631 
1632 	/* Send the helicopter to a hangar if needed for replacement */
1633 	if (v->NeedsAutomaticServicing()) {
1634 		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1635 		DoCommand(v->tile, v->index | DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1636 		cur_company.Restore();
1637 	}
1638 }
1639 
AircraftEventHandler_Flying(Aircraft * v,const AirportFTAClass * apc)1640 static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
1641 {
1642 	Station *st = Station::Get(v->targetairport);
1643 
1644 	/* Runway busy, not allowed to use this airstation or closed, circle. */
1645 	if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
1646 		/* {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
1647 		 * if it is an airplane, look for LANDING, for helicopter HELILANDING
1648 		 * it is possible to choose from multiple landing runways, so loop until a free one is found */
1649 		byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
1650 		const AirportFTA *current = apc->layout[v->pos].next;
1651 		while (current != nullptr) {
1652 			if (current->heading == landingtype) {
1653 				/* save speed before, since if AirportHasBlock is false, it resets them to 0
1654 				 * we don't want that for plane in air
1655 				 * hack for speed thingie */
1656 				uint16 tcur_speed = v->cur_speed;
1657 				uint16 tsubspeed = v->subspeed;
1658 				if (!AirportHasBlock(v, current, apc)) {
1659 					v->state = landingtype; // LANDING / HELILANDING
1660 					if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
1661 					/* it's a bit dirty, but I need to set position to next position, otherwise
1662 					 * if there are multiple runways, plane won't know which one it took (because
1663 					 * they all have heading LANDING). And also occupy that block! */
1664 					v->pos = current->next_position;
1665 					SETBITS(st->airport.flags, apc->layout[v->pos].block);
1666 					return;
1667 				}
1668 				v->cur_speed = tcur_speed;
1669 				v->subspeed = tsubspeed;
1670 			}
1671 			current = current->next;
1672 		}
1673 	}
1674 	v->state = FLYING;
1675 	v->pos = apc->layout[v->pos].next_position;
1676 }
1677 
AircraftEventHandler_Landing(Aircraft * v,const AirportFTAClass * apc)1678 static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *apc)
1679 {
1680 	v->state = ENDLANDING;
1681 	AircraftLandAirplane(v);  // maybe crash airplane
1682 
1683 	/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
1684 	if (v->NeedsAutomaticServicing()) {
1685 		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1686 		DoCommand(v->tile, v->index | DEPOT_SERVICE, 0, DC_EXEC, CMD_SEND_VEHICLE_TO_DEPOT);
1687 		cur_company.Restore();
1688 	}
1689 }
1690 
AircraftEventHandler_HeliLanding(Aircraft * v,const AirportFTAClass * apc)1691 static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *apc)
1692 {
1693 	v->state = HELIENDLANDING;
1694 	v->UpdateDeltaXY();
1695 }
1696 
AircraftEventHandler_EndLanding(Aircraft * v,const AirportFTAClass * apc)1697 static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
1698 {
1699 	/* next block busy, don't do a thing, just wait */
1700 	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1701 
1702 	/* if going to terminal (OT_GOTO_STATION) choose one
1703 	 * 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
1704 	 * 2. not going for terminal (but depot, no order),
1705 	 * --> get out of the way to the hangar. */
1706 	if (v->current_order.IsType(OT_GOTO_STATION)) {
1707 		if (AirportFindFreeTerminal(v, apc)) return;
1708 	}
1709 	v->state = HANGAR;
1710 
1711 }
1712 
AircraftEventHandler_HeliEndLanding(Aircraft * v,const AirportFTAClass * apc)1713 static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
1714 {
1715 	/*  next block busy, don't do a thing, just wait */
1716 	if (AirportHasBlock(v, &apc->layout[v->pos], apc)) return;
1717 
1718 	/* if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
1719 	 * 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
1720 	 * 2. not going for terminal (but depot, no order),
1721 	 * --> get out of the way to the hangar IF there are terminals on the airport.
1722 	 * --> else TAKEOFF
1723 	 * the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
1724 	 * must go to a hangar. */
1725 	if (v->current_order.IsType(OT_GOTO_STATION)) {
1726 		if (AirportFindFreeHelipad(v, apc)) return;
1727 	}
1728 	v->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
1729 }
1730 
1731 /**
1732  * Signature of the aircraft handler function.
1733  * @param v Aircraft to handle.
1734  * @param apc Airport state machine.
1735  */
1736 typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
1737 /** Array of handler functions for each target of the aircraft. */
1738 static AircraftStateHandler * const _aircraft_state_handlers[] = {
1739 	AircraftEventHandler_General,        // TO_ALL         =  0
1740 	AircraftEventHandler_InHangar,       // HANGAR         =  1
1741 	AircraftEventHandler_AtTerminal,     // TERM1          =  2
1742 	AircraftEventHandler_AtTerminal,     // TERM2          =  3
1743 	AircraftEventHandler_AtTerminal,     // TERM3          =  4
1744 	AircraftEventHandler_AtTerminal,     // TERM4          =  5
1745 	AircraftEventHandler_AtTerminal,     // TERM5          =  6
1746 	AircraftEventHandler_AtTerminal,     // TERM6          =  7
1747 	AircraftEventHandler_AtTerminal,     // HELIPAD1       =  8
1748 	AircraftEventHandler_AtTerminal,     // HELIPAD2       =  9
1749 	AircraftEventHandler_TakeOff,        // TAKEOFF        = 10
1750 	AircraftEventHandler_StartTakeOff,   // STARTTAKEOFF   = 11
1751 	AircraftEventHandler_EndTakeOff,     // ENDTAKEOFF     = 12
1752 	AircraftEventHandler_HeliTakeOff,    // HELITAKEOFF    = 13
1753 	AircraftEventHandler_Flying,         // FLYING         = 14
1754 	AircraftEventHandler_Landing,        // LANDING        = 15
1755 	AircraftEventHandler_EndLanding,     // ENDLANDING     = 16
1756 	AircraftEventHandler_HeliLanding,    // HELILANDING    = 17
1757 	AircraftEventHandler_HeliEndLanding, // HELIENDLANDING = 18
1758 	AircraftEventHandler_AtTerminal,     // TERM7          = 19
1759 	AircraftEventHandler_AtTerminal,     // TERM8          = 20
1760 	AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
1761 };
1762 
AirportClearBlock(const Aircraft * v,const AirportFTAClass * apc)1763 static void AirportClearBlock(const Aircraft *v, const AirportFTAClass *apc)
1764 {
1765 	/* we have left the previous block, and entered the new one. Free the previous block */
1766 	if (apc->layout[v->previous_pos].block != apc->layout[v->pos].block) {
1767 		Station *st = Station::Get(v->targetairport);
1768 
1769 		CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
1770 	}
1771 }
1772 
AirportGoToNextPosition(Aircraft * v)1773 static void AirportGoToNextPosition(Aircraft *v)
1774 {
1775 	/* if aircraft is not in position, wait until it is */
1776 	if (!AircraftController(v)) return;
1777 
1778 	const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();
1779 
1780 	AirportClearBlock(v, apc);
1781 	AirportMove(v, apc); // move aircraft to next position
1782 }
1783 
1784 /* gets pos from vehicle and next orders */
AirportMove(Aircraft * v,const AirportFTAClass * apc)1785 static bool AirportMove(Aircraft *v, const AirportFTAClass *apc)
1786 {
1787 	/* error handling */
1788 	if (v->pos >= apc->nofelements) {
1789 		Debug(misc, 0, "[Ap] position {} is not valid for current airport. Max position is {}", v->pos, apc->nofelements-1);
1790 		assert(v->pos < apc->nofelements);
1791 	}
1792 
1793 	const AirportFTA *current = &apc->layout[v->pos];
1794 	/* we have arrived in an important state (eg terminal, hangar, etc.) */
1795 	if (current->heading == v->state) {
1796 		byte prev_pos = v->pos; // location could be changed in state, so save it before-hand
1797 		byte prev_state = v->state;
1798 		_aircraft_state_handlers[v->state](v, apc);
1799 		if (v->state != FLYING) v->previous_pos = prev_pos;
1800 		if (v->state != prev_state || v->pos != prev_pos) UpdateAircraftCache(v);
1801 		return true;
1802 	}
1803 
1804 	v->previous_pos = v->pos; // save previous location
1805 
1806 	/* there is only one choice to move to */
1807 	if (current->next == nullptr) {
1808 		if (AirportSetBlocks(v, current, apc)) {
1809 			v->pos = current->next_position;
1810 			UpdateAircraftCache(v);
1811 		} // move to next position
1812 		return false;
1813 	}
1814 
1815 	/* there are more choices to choose from, choose the one that
1816 	 * matches our heading */
1817 	do {
1818 		if (v->state == current->heading || current->heading == TO_ALL) {
1819 			if (AirportSetBlocks(v, current, apc)) {
1820 				v->pos = current->next_position;
1821 				UpdateAircraftCache(v);
1822 			} // move to next position
1823 			return false;
1824 		}
1825 		current = current->next;
1826 	} while (current != nullptr);
1827 
1828 	Debug(misc, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v->pos, v->state, v->index);
1829 	NOT_REACHED();
1830 }
1831 
1832 /** returns true if the road ahead is busy, eg. you must wait before proceeding. */
AirportHasBlock(Aircraft * v,const AirportFTA * current_pos,const AirportFTAClass * apc)1833 static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1834 {
1835 	const AirportFTA *reference = &apc->layout[v->pos];
1836 	const AirportFTA *next = &apc->layout[current_pos->next_position];
1837 
1838 	/* same block, then of course we can move */
1839 	if (apc->layout[current_pos->position].block != next->block) {
1840 		const Station *st = Station::Get(v->targetairport);
1841 		uint64 airport_flags = next->block;
1842 
1843 		/* check additional possible extra blocks */
1844 		if (current_pos != reference && current_pos->block != NOTHING_block) {
1845 			airport_flags |= current_pos->block;
1846 		}
1847 
1848 		if (st->airport.flags & airport_flags) {
1849 			v->cur_speed = 0;
1850 			v->subspeed = 0;
1851 			return true;
1852 		}
1853 	}
1854 	return false;
1855 }
1856 
1857 /**
1858  * "reserve" a block for the plane
1859  * @param v airplane that requires the operation
1860  * @param current_pos of the vehicle in the list of blocks
1861  * @param apc airport on which block is requested to be set
1862  * @returns true on success. Eg, next block was free and we have occupied it
1863  */
AirportSetBlocks(Aircraft * v,const AirportFTA * current_pos,const AirportFTAClass * apc)1864 static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
1865 {
1866 	const AirportFTA *next = &apc->layout[current_pos->next_position];
1867 	const AirportFTA *reference = &apc->layout[v->pos];
1868 
1869 	/* if the next position is in another block, check it and wait until it is free */
1870 	if ((apc->layout[current_pos->position].block & next->block) != next->block) {
1871 		uint64 airport_flags = next->block;
1872 		/* search for all all elements in the list with the same state, and blocks != N
1873 		 * this means more blocks should be checked/set */
1874 		const AirportFTA *current = current_pos;
1875 		if (current == reference) current = current->next;
1876 		while (current != nullptr) {
1877 			if (current->heading == current_pos->heading && current->block != 0) {
1878 				airport_flags |= current->block;
1879 				break;
1880 			}
1881 			current = current->next;
1882 		}
1883 
1884 		/* if the block to be checked is in the next position, then exclude that from
1885 		 * checking, because it has been set by the airplane before */
1886 		if (current_pos->block == next->block) airport_flags ^= next->block;
1887 
1888 		Station *st = Station::Get(v->targetairport);
1889 		if (st->airport.flags & airport_flags) {
1890 			v->cur_speed = 0;
1891 			v->subspeed = 0;
1892 			return false;
1893 		}
1894 
1895 		if (next->block != NOTHING_block) {
1896 			SETBITS(st->airport.flags, airport_flags); // occupy next block
1897 		}
1898 	}
1899 	return true;
1900 }
1901 
1902 /**
1903  * Combination of aircraft state for going to a certain terminal and the
1904  * airport flag for that terminal block.
1905  */
1906 struct MovementTerminalMapping {
1907 	AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
1908 	uint64 airport_flag;         ///< Bitmask in the airport flags that need to be free for this terminal.
1909 };
1910 
1911 /** A list of all valid terminals and their associated blocks. */
1912 static const MovementTerminalMapping _airport_terminal_mapping[] = {
1913 	{TERM1, TERM1_block},
1914 	{TERM2, TERM2_block},
1915 	{TERM3, TERM3_block},
1916 	{TERM4, TERM4_block},
1917 	{TERM5, TERM5_block},
1918 	{TERM6, TERM6_block},
1919 	{TERM7, TERM7_block},
1920 	{TERM8, TERM8_block},
1921 	{HELIPAD1, HELIPAD1_block},
1922 	{HELIPAD2, HELIPAD2_block},
1923 	{HELIPAD3, HELIPAD3_block},
1924 };
1925 
1926 /**
1927  * Find a free terminal or helipad, and if available, assign it.
1928  * @param v Aircraft looking for a free terminal or helipad.
1929  * @param i First terminal to examine.
1930  * @param last_terminal Terminal number to stop examining.
1931  * @return A terminal or helipad has been found, and has been assigned to the aircraft.
1932  */
FreeTerminal(Aircraft * v,byte i,byte last_terminal)1933 static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
1934 {
1935 	assert(last_terminal <= lengthof(_airport_terminal_mapping));
1936 	Station *st = Station::Get(v->targetairport);
1937 	for (; i < last_terminal; i++) {
1938 		if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
1939 			/* TERMINAL# HELIPAD# */
1940 			v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
1941 			SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
1942 			return true;
1943 		}
1944 	}
1945 	return false;
1946 }
1947 
1948 /**
1949  * Get the number of terminals at the airport.
1950  * @param apc Airport description.
1951  * @return Number of terminals.
1952  */
GetNumTerminals(const AirportFTAClass * apc)1953 static uint GetNumTerminals(const AirportFTAClass *apc)
1954 {
1955 	uint num = 0;
1956 
1957 	for (uint i = apc->terminals[0]; i > 0; i--) num += apc->terminals[i];
1958 
1959 	return num;
1960 }
1961 
1962 /**
1963  * Find a free terminal, and assign it if available.
1964  * @param v Aircraft to handle.
1965  * @param apc Airport state machine.
1966  * @return Found a free terminal and assigned it.
1967  */
AirportFindFreeTerminal(Aircraft * v,const AirportFTAClass * apc)1968 static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
1969 {
1970 	/* example of more terminalgroups
1971 	 * {0,HANGAR,NOTHING_block,1}, {0,TERMGROUP,TERM_GROUP1_block,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
1972 	 * Heading TERMGROUP denotes a group. We see 2 groups here:
1973 	 * 1. group 0 -- TERM_GROUP1_block (check block)
1974 	 * 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
1975 	 * First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
1976 	 * looks at the corresponding terminals of that group. If no free ones are found, other
1977 	 * possible groups are checked (in this case group 1, since that is after group 0). If that
1978 	 * fails, then attempt fails and plane waits
1979 	 */
1980 	if (apc->terminals[0] > 1) {
1981 		const Station *st = Station::Get(v->targetairport);
1982 		const AirportFTA *temp = apc->layout[v->pos].next;
1983 
1984 		while (temp != nullptr) {
1985 			if (temp->heading == TERMGROUP) {
1986 				if (!(st->airport.flags & temp->block)) {
1987 					/* read which group do we want to go to?
1988 					 * (the first free group) */
1989 					uint target_group = temp->next_position + 1;
1990 
1991 					/* at what terminal does the group start?
1992 					 * that means, sum up all terminals of
1993 					 * groups with lower number */
1994 					uint group_start = 0;
1995 					for (uint i = 1; i < target_group; i++) {
1996 						group_start += apc->terminals[i];
1997 					}
1998 
1999 					uint group_end = group_start + apc->terminals[target_group];
2000 					if (FreeTerminal(v, group_start, group_end)) return true;
2001 				}
2002 			} else {
2003 				/* once the heading isn't 255, we've exhausted the possible blocks.
2004 				 * So we cannot move */
2005 				return false;
2006 			}
2007 			temp = temp->next;
2008 		}
2009 	}
2010 
2011 	/* if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max) */
2012 	return FreeTerminal(v, 0, GetNumTerminals(apc));
2013 }
2014 
2015 /**
2016  * Find a free helipad, and assign it if available.
2017  * @param v Aircraft to handle.
2018  * @param apc Airport state machine.
2019  * @return Found a free helipad and assigned it.
2020  */
AirportFindFreeHelipad(Aircraft * v,const AirportFTAClass * apc)2021 static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
2022 {
2023 	/* if an airport doesn't have helipads, use terminals */
2024 	if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);
2025 
2026 	/* only 1 helicoptergroup, check all helipads
2027 	 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
2028 	return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
2029 }
2030 
2031 /**
2032  * Handle the 'dest too far' flag and the corresponding news message for aircraft.
2033  * @param v The aircraft.
2034  * @param too_far True if the current destination is too far away.
2035  */
AircraftHandleDestTooFar(Aircraft * v,bool too_far)2036 static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
2037 {
2038 	if (too_far) {
2039 		if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
2040 			SetBit(v->flags, VAF_DEST_TOO_FAR);
2041 			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2042 			AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
2043 			if (v->owner == _local_company) {
2044 				/* Post a news message. */
2045 				SetDParam(0, v->index);
2046 				AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
2047 			}
2048 		}
2049 		return;
2050 	}
2051 
2052 	if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
2053 		/* Not too far anymore, clear flag and message. */
2054 		ClrBit(v->flags, VAF_DEST_TOO_FAR);
2055 		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2056 		DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
2057 	}
2058 }
2059 
AircraftEventHandler(Aircraft * v,int loop)2060 static bool AircraftEventHandler(Aircraft *v, int loop)
2061 {
2062 	if (v->vehstatus & VS_CRASHED) {
2063 		return HandleCrashedAircraft(v);
2064 	}
2065 
2066 	if (v->vehstatus & VS_STOPPED) return true;
2067 
2068 	v->HandleBreakdown();
2069 
2070 	HandleAircraftSmoke(v, loop != 0);
2071 	ProcessOrders(v);
2072 	v->HandleLoading(loop != 0);
2073 
2074 	if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return true;
2075 
2076 	if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
2077 		/* If we are flying, unconditionally clear the 'dest too far' state. */
2078 		AircraftHandleDestTooFar(v, false);
2079 	} else if (v->acache.cached_max_range_sqr != 0) {
2080 		/* Check the distance to the next destination. This code works because the target
2081 		 * airport is only updated after take off and not on the ground. */
2082 		Station *cur_st = Station::GetIfValid(v->targetairport);
2083 		Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : nullptr;
2084 
2085 		if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) {
2086 			uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
2087 			AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
2088 		}
2089 	}
2090 
2091 	if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);
2092 
2093 	return true;
2094 }
2095 
Tick()2096 bool Aircraft::Tick()
2097 {
2098 	if (!this->IsNormalAircraft()) return true;
2099 
2100 	PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);
2101 
2102 	this->tick_counter++;
2103 
2104 	if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
2105 
2106 	if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);
2107 
2108 	this->current_order_time++;
2109 
2110 	for (uint i = 0; i != 2; i++) {
2111 		/* stop if the aircraft was deleted */
2112 		if (!AircraftEventHandler(this, i)) return false;
2113 	}
2114 
2115 	return true;
2116 }
2117 
2118 
2119 /**
2120  * Returns aircraft's target station if v->target_airport
2121  * is a valid station with airport.
2122  * @param v vehicle to get target airport for
2123  * @return pointer to target station, nullptr if invalid
2124  */
GetTargetAirportIfValid(const Aircraft * v)2125 Station *GetTargetAirportIfValid(const Aircraft *v)
2126 {
2127 	assert(v->type == VEH_AIRCRAFT);
2128 
2129 	Station *st = Station::GetIfValid(v->targetairport);
2130 	if (st == nullptr) return nullptr;
2131 
2132 	return st->airport.tile == INVALID_TILE ? nullptr : st;
2133 }
2134 
2135 /**
2136  * Updates the status of the Aircraft heading or in the station
2137  * @param st Station been updated
2138  */
UpdateAirplanesOnNewStation(const Station * st)2139 void UpdateAirplanesOnNewStation(const Station *st)
2140 {
2141 	/* only 1 station is updated per function call, so it is enough to get entry_point once */
2142 	const AirportFTAClass *ap = st->airport.GetFTA();
2143 	Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;
2144 
2145 	for (Aircraft *v : Aircraft::Iterate()) {
2146 		if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
2147 		assert(v->state == FLYING);
2148 
2149 		Order *o = &v->current_order;
2150 		/* The aircraft is heading to a hangar, but the new station doesn't have one,
2151 		 * or the aircraft can't land on the new station. Cancel current order. */
2152 		if (o->IsType(OT_GOTO_DEPOT) && !(o->GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && o->GetDestination() == st->index &&
2153 				(!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) {
2154 			o->MakeDummy();
2155 			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
2156 		}
2157 		v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
2158 		UpdateAircraftCache(v);
2159 	}
2160 
2161 	/* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
2162 	if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true);
2163 }
2164