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path: root/aircraft_cmd.c
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/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "aircraft.h"
#include "debug.h"
#include "functions.h"
#include "station_map.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "depot.h"
#include "engine.h"
#include "command.h"
#include "station.h"
#include "news.h"
#include "sound.h"
#include "player.h"
#include "airport.h"
#include "vehicle_gui.h"
#include "table/sprites.h"
#include "newgrf_engine.h"

static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport);
static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport);
static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport);
static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport);
static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport);
static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport);
static void CrashAirplane(Vehicle *v);

static void AircraftNextAirportPos_and_Order(Vehicle *v);
static byte GetAircraftFlyingAltitude(const Vehicle *v);

static const SpriteID _aircraft_sprite[] = {
	0x0EB5, 0x0EBD, 0x0EC5, 0x0ECD,
	0x0ED5, 0x0EDD, 0x0E9D, 0x0EA5,
	0x0EAD, 0x0EE5, 0x0F05, 0x0F0D,
	0x0F15, 0x0F1D, 0x0F25, 0x0F2D,
	0x0EED, 0x0EF5, 0x0EFD, 0x0F35,
	0x0E9D, 0x0EA5, 0x0EAD, 0x0EB5,
	0x0EBD, 0x0EC5
};

/* Helicopter rotor animation states */
enum HelicopterRotorStates {
	HRS_ROTOR_STOPPED,
	HRS_ROTOR_MOVING_1,
	HRS_ROTOR_MOVING_2,
	HRS_ROTOR_MOVING_3,
};

/* Find the nearest hangar to v
 * INVALID_STATION is returned, if the player does not have any suitable
 * airports (like helipads only)
 */
static StationID FindNearestHangar(const Vehicle *v)
{
	const Station *st;
	uint best = 0;
	StationID index = INVALID_STATION;

	FOR_ALL_STATIONS(st) {
		if (st->owner == v->owner && st->facilities & FACIL_AIRPORT &&
				GetAirport(st->airport_type)->nof_depots > 0) {
			uint distance;

			// don't crash the plane if we know it can't land at the airport
			if (HASBIT(v->subtype, 1) && st->airport_type == AT_SMALL &&
					!_cheats.no_jetcrash.value)
				continue;

			distance = DistanceSquare(v->tile, st->airport_tile);
			if (distance < best || index == INVALID_STATION) {
				best = distance;
				index = st->index;
			}
		}
	}
	return index;
}

#if 0
// returns true if vehicle v have an airport in the schedule, that has a hangar
static bool HaveHangarInOrderList(Vehicle *v)
{
	const Order *order;

	FOR_VEHICLE_ORDERS(v, order) {
		const Station *st = GetStation(order->station);
		if (st->owner == v->owner && st->facilities & FACIL_AIRPORT) {
			// If an airport doesn't have terminals (so no landing space for airports),
			// it surely doesn't have any hangars
			if (GetAirport(st->airport_type)->terminals != NULL)
				return true;
		}
	}

	return false;
}
#endif

int GetAircraftImage(const Vehicle* v, Direction direction)
{
	int spritenum = v->spritenum;

	if (is_custom_sprite(spritenum)) {
		int sprite = GetCustomVehicleSprite(v, direction);

		if (sprite != 0) return sprite;
		spritenum = orig_aircraft_vehicle_info[v->engine_type - AIRCRAFT_ENGINES_INDEX].image_index;
	}
	return direction + _aircraft_sprite[spritenum];
}

SpriteID GetRotorImage(const Vehicle *v)
{
	const Vehicle *w;

	assert((v->subtype & 1) == 0);

	w = v->next->next;
	if (is_custom_sprite(v->spritenum)) {
		SpriteID spritenum = GetCustomRotorSprite(v);
		if (spritenum != 0) return spritenum;
	}

	/* Return standard rotor sprites if there are no custom sprites for this helicopter */
	return SPR_ROTOR_STOPPED + w->u.air.state;
}

void DrawAircraftEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
	int spritenum = AircraftVehInfo(engine)->image_index;
	int sprite = (6 + _aircraft_sprite[spritenum]);

	if (is_custom_sprite(spritenum)) {
		sprite = GetCustomVehicleIcon(engine, DIR_W);
		if (!sprite)
			spritenum = orig_aircraft_vehicle_info[engine - AIRCRAFT_ENGINES_INDEX].image_index;
	}

	DrawSprite(sprite | image_ormod, x, y);

	if ((AircraftVehInfo(engine)->subtype & 1) == 0) {
		SpriteID rotor_sprite = GetCustomRotorIcon(engine);
		if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
		DrawSprite(rotor_sprite, x, y - 5);
	}
}

static int32 EstimateAircraftCost(EngineID engine_type)
{
	return AircraftVehInfo(engine_type)->base_cost * (_price.aircraft_base>>3)>>5;
}


/** Build an aircraft.
 * @param tile tile of depot where aircraft is built
 * @param p1 aircraft type being built (engine)
 * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
 */
int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	int32 value;
	Vehicle *vl[3], *v, *u, *w;
	UnitID unit_num;
	const AircraftVehicleInfo *avi;
	Engine *e;

	if (!IsEngineBuildable(p1, VEH_Aircraft)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);

	value = EstimateAircraftCost(p1);

	// to just query the cost, it is not neccessary to have a valid tile (automation/AI)
	if (flags & DC_QUERY_COST) return value;

	if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	avi = AircraftVehInfo(p1);
	// allocate 2 or 3 vehicle structs, depending on type
	if (!AllocateVehicles(vl, (avi->subtype & 1) == 0 ? 3 : 2) ||
			IsOrderPoolFull()) {
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
	}

	unit_num = (HASBIT(p2, 0) == true) ? 0 : GetFreeUnitNumber(VEH_Aircraft);
	if (unit_num > _patches.max_aircraft)
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

	if (flags & DC_EXEC) {
		uint x;
		uint y;

		v = vl[0];
		u = vl[1];

		v->unitnumber = unit_num;
		v->type = u->type = VEH_Aircraft;
		v->direction = 3;

		v->owner = u->owner = _current_player;

		v->tile = tile;
//		u->tile = 0;

		x = TileX(tile) * TILE_SIZE + 5;
		y = TileY(tile) * TILE_SIZE + 3;

		v->x_pos = u->x_pos = x;
		v->y_pos = u->y_pos = y;

		u->z_pos = GetSlopeZ(x, y);
		v->z_pos = u->z_pos + 1;

		v->x_offs = v->y_offs = -1;
//		u->delta_x = u->delta_y = 0;

		v->sprite_width = v->sprite_height = 2;
		v->z_height = 5;

		u->sprite_width = u->sprite_height = 2;
		u->z_height = 1;

		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
		u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_DISASTER;

		v->spritenum = avi->image_index;
//		v->cargo_count = u->number_of_pieces = 0;

		v->cargo_cap = avi->passenger_capacity;
		u->cargo_cap = avi->mail_capacity;

		v->cargo_type = CT_PASSENGERS;
		u->cargo_type = CT_MAIL;

		v->cargo_subtype = 0;

		v->string_id = STR_SV_AIRCRAFT_NAME;
//		v->next_order_param = v->next_order = 0;

//		v->load_unload_time_rem = 0;
//		v->progress = 0;
		v->last_station_visited = INVALID_STATION;
//		v->destination_coords = 0;

		v->max_speed = avi->max_speed;
		v->acceleration = avi->acceleration;
		v->engine_type = p1;

		v->subtype = (avi->subtype & 1) == 0 ? 0 : 2;
		v->value = value;

		u->subtype = 4;

		e = GetEngine(p1);
		v->reliability = e->reliability;
		v->reliability_spd_dec = e->reliability_spd_dec;
		v->max_age = e->lifelength * 366;

		_new_vehicle_id = v->index;

		v->u.air.pos = MAX_ELEMENTS;

		/* When we click on hangar we know the tile it is on. By that we know
		 * its position in the array of depots the airport has.....we can search
		 * layout for #th position of depot. Since layout must start with a listing
		 * of all depots, it is simple */
		{
			const Station* st = GetStationByTile(tile);
			const AirportFTAClass* apc = GetAirport(st->airport_type);
			uint i;

			for (i = 0; i < apc->nof_depots; i++) {
				if (st->airport_tile + ToTileIndexDiff(apc->airport_depots[i]) == tile) {
					assert(apc->layout[i].heading == HANGAR);
					v->u.air.pos = apc->layout[i].position;
					break;
				}
			}
			// to ensure v->u.air.pos has been given a value
			assert(v->u.air.pos != MAX_ELEMENTS);
		}

		v->u.air.state = HANGAR;
		v->u.air.previous_pos = v->u.air.pos;
		v->u.air.targetairport = GetStationIndex(tile);
		v->next = u;

		v->service_interval = _patches.servint_aircraft;

		v->date_of_last_service = _date;
		v->build_year = u->build_year = _cur_year;

		v->cur_image = u->cur_image = 0xEA0;

		v->random_bits = VehicleRandomBits();
		u->random_bits = VehicleRandomBits();

		VehiclePositionChanged(v);
		VehiclePositionChanged(u);

		// Aircraft with 3 vehicles (chopper)?
		if (v->subtype == 0) {
			w = vl[2];

			u->next = w;

			w->type = VEH_Aircraft;
			w->direction = 0;
			w->owner = _current_player;
			w->x_pos = v->x_pos;
			w->y_pos = v->y_pos;
			w->z_pos = v->z_pos + 5;
			w->x_offs = w->y_offs = -1;
			w->sprite_width = w->sprite_height = 2;
			w->z_height = 1;
			w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
			w->spritenum = 0xFF;
			w->subtype = 6;
			w->cur_image = SPR_ROTOR_STOPPED;
			w->random_bits = VehicleRandomBits();
			/* Use rotor's air.state to store the rotor animation frame */
			w->u.air.state = HRS_ROTOR_STOPPED;
			VehiclePositionChanged(w);
		}

		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		RebuildVehicleLists();
		InvalidateWindow(WC_COMPANY, v->owner);
		if (IsLocalPlayer())
			InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); //updates the replace Aircraft window
	}

	return value;
}


static void DoDeleteAircraft(Vehicle *v)
{
	DeleteWindowById(WC_VEHICLE_VIEW, v->index);
	RebuildVehicleLists();
	InvalidateWindow(WC_COMPANY, v->owner);
	DeleteVehicleChain(v);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}

/** Sell an aircraft.
 * @param tile unused
 * @param p1 vehicle ID to be sold
 * @param p2 unused
 */
int32 CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;
	if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	if (flags & DC_EXEC) {
		// Invalidate depot
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		DoDeleteAircraft(v);
		if (IsLocalPlayer())
			InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Aircraft); // updates the replace Aircraft window
	}

	return -(int32)v->value;
}

/** Start/Stop an aircraft.
 * @param tile unused
 * @param p1 aircraft ID to start/stop
 * @param p2 unused
 */
int32 CmdStartStopAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;

	// cannot stop airplane when in flight, or when taking off / landing
	if (v->u.air.state >= STARTTAKEOFF)
		return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);

	if (flags & DC_EXEC) {
		if (IsAircraftInHangarStopped(v)) {
			DeleteVehicleNews(p1, STR_A014_AIRCRAFT_IS_WAITING_IN);
		}

		v->vehstatus ^= VS_STOPPED;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		InvalidateWindowClasses(WC_AIRCRAFT_LIST);
	}

	return 0;
}

/** Send an aircraft to the hangar.
 * @param tile unused
 * @param p1 vehicle ID to send to the hangar
 * @param p2 various bitmasked elements
 * - p2 = 0      - aircraft goes to the depot and stays there (user command)
 * - p2 non-zero - aircraft will try to goto a depot, but not stop there (eg forced servicing)
 * - p2 (bit 17) - aircraft will try to goto a depot at the next airport
 */
int32 CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;

	if (v->current_order.type == OT_GOTO_DEPOT && p2 == 0) {
		if (flags & DC_EXEC) {
			if (v->current_order.flags & OF_UNLOAD) v->cur_order_index++;
			v->current_order.type = OT_DUMMY;
			v->current_order.flags = 0;
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		}
	} else {
		bool next_airport_has_hangar = true;
		/* XXX - I don't think p2 is any valid station cause all calls use either 0, 1, or 1<<16!!!!!!!!! */
		StationID next_airport_index = (HASBIT(p2, 17)) ? (StationID)p2 : v->u.air.targetairport;
		const Station *st = GetStation(next_airport_index);
		// If an airport doesn't have terminals (so no landing space for airports),
		// it surely doesn't have any hangars
		if (!IsValidStation(st) || st->airport_tile == 0 || GetAirport(st->airport_type)->nof_depots == 0) {
			StationID station;

			if (p2 != 0) return CMD_ERROR;
			// the aircraft has to search for a hangar on its own
			station = FindNearestHangar(v);

			next_airport_has_hangar = false;
			if (station == INVALID_STATION) return CMD_ERROR;
			st = GetStation(station);
			next_airport_index = station;

		}

		if (flags & DC_EXEC) {
			v->current_order.type = OT_GOTO_DEPOT;
			v->current_order.flags = HASBIT(p2, 16) ? 0 : OF_NON_STOP | OF_FULL_LOAD;
			v->current_order.station = next_airport_index;
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
			if (HASBIT(p2, 17) || (p2 == 0 && v->u.air.state == FLYING && !next_airport_has_hangar)) {
			// the aircraft is now heading for a different hangar than the next in the orders
				AircraftNextAirportPos_and_Order(v);
				v->u.air.targetairport = next_airport_index;
			}
		}
	}

	return 0;
}


/** Refits an aircraft to the specified cargo type.
 * @param tile unused
 * @param p1 vehicle ID of the aircraft to refit
 * @param p2 various bitstuffed elements
 * - p2 = (bit 0-7) - the new cargo type to refit to
 * - p2 = (bit 8-15) - the new cargo subtype to refit to
 */
int32 CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	int pass, mail;
	int32 cost;
	CargoID new_cid = GB(p2, 0, 8);
	byte new_subtype = GB(p2, 8, 8);
	const AircraftVehicleInfo *avi;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_Aircraft || !CheckOwnership(v->owner)) return CMD_ERROR;
	if (!IsAircraftInHangarStopped(v)) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);

	avi = AircraftVehInfo(v->engine_type);

	/* Check cargo */
	if (new_cid > NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;

	SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);

	switch (new_cid) {
		case CT_PASSENGERS:
			pass = avi->passenger_capacity;
			break;
		case CT_MAIL:
			pass = avi->passenger_capacity + avi->mail_capacity;
			break;
		case CT_GOODS:
			pass = avi->passenger_capacity + avi->mail_capacity;
			pass /= 2;
			break;
		default:
			pass = avi->passenger_capacity + avi->mail_capacity;
			pass /= 4;
			break;
	}
	_returned_refit_capacity = pass;

	cost = 0;
	if (IS_HUMAN_PLAYER(v->owner) && new_cid != v->cargo_type) {
		cost = _price.aircraft_base >> 7;
	}

	if (flags & DC_EXEC) {
		Vehicle *u;
		v->cargo_cap = pass;

		u = v->next;
		mail = (new_cid != CT_PASSENGERS) ? 0 : avi->mail_capacity;
		u->cargo_cap = mail;
		if (v->cargo_type == new_cid) {
			v->cargo_count = min(pass, v->cargo_count);
			u->cargo_count = min(mail, u->cargo_count);
		} else {
			v->cargo_count = 0;
			u->cargo_count = 0;
		}
		v->cargo_type = new_cid;
		v->cargo_subtype = new_subtype;
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		RebuildVehicleLists();
	}

	return cost;
}


static void CheckIfAircraftNeedsService(Vehicle *v)
{
	const Station* st;

	if (_patches.servint_aircraft == 0) return;
	if (!VehicleNeedsService(v)) return;
	if (v->vehstatus & VS_STOPPED) return;

	if (v->current_order.type == OT_GOTO_DEPOT &&
			v->current_order.flags & OF_HALT_IN_DEPOT)
		return;

	if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;

	st = GetStation(v->current_order.station);
	// only goto depot if the target airport has terminals (eg. it is airport)
	if (st->xy != 0 && st->airport_tile != 0 && GetAirport(st->airport_type)->terminals != NULL) {
//		printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
//		v->u.air.targetairport = st->index;
		v->current_order.type = OT_GOTO_DEPOT;
		v->current_order.flags = OF_NON_STOP;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	} else if (v->current_order.type == OT_GOTO_DEPOT) {
		v->current_order.type = OT_DUMMY;
		v->current_order.flags = 0;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	}
}

void OnNewDay_Aircraft(Vehicle *v)
{
	int32 cost;

	if (v->subtype > 2) return;

	if ((++v->day_counter & 7) == 0) DecreaseVehicleValue(v);

	CheckOrders(v);

	CheckVehicleBreakdown(v);
	AgeVehicle(v);
	CheckIfAircraftNeedsService(v);

	if (v->vehstatus & VS_STOPPED) return;

	cost = AircraftVehInfo(v->engine_type)->running_cost * _price.aircraft_running / 364;

	v->profit_this_year -= cost >> 8;

	SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
	SubtractMoneyFromPlayerFract(v->owner, cost);

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}

void AircraftYearlyLoop(void)
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_Aircraft && v->subtype <= 2) {
			v->profit_last_year = v->profit_this_year;
			v->profit_this_year = 0;
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
		}
	}
}

static void AgeAircraftCargo(Vehicle *v)
{
	if (_age_cargo_skip_counter != 0) return;

	do {
		if (v->cargo_days != 0xFF) v->cargo_days++;
		v = v->next;
	} while (v != NULL);
}

static void HelicopterTickHandler(Vehicle *v)
{
	Vehicle *u;
	int tick,spd;
	SpriteID img;

	u = v->next->next;

	if (u->vehstatus & VS_HIDDEN) return;

	// if true, helicopter rotors do not rotate. This should only be the case if a helicopter is
	// loading/unloading at a terminal or stopped
	if (v->current_order.type == OT_LOADING || (v->vehstatus & VS_STOPPED)) {
		if (u->cur_speed != 0) {
			u->cur_speed++;
			if (u->cur_speed >= 0x80 && u->u.air.state == HRS_ROTOR_MOVING_3) {
				u->cur_speed = 0;
			}
		}
	} else {
		if (u->cur_speed == 0)
			u->cur_speed = 0x70;

		if (u->cur_speed >= 0x50)
			u->cur_speed--;
	}

	tick = ++u->tick_counter;
	spd = u->cur_speed >> 4;

	if (spd == 0) {
		u->u.air.state = HRS_ROTOR_STOPPED;
		img = GetRotorImage(v);
		if (u->cur_image == img) return;
	} else if (tick >= spd) {
		u->tick_counter = 0;
		u->u.air.state++;
		if (u->u.air.state > HRS_ROTOR_MOVING_3) u->u.air.state = HRS_ROTOR_MOVING_1;
		img = GetRotorImage(v);
	} else {
		return;
	}

	u->cur_image = img;

	BeginVehicleMove(u);
	VehiclePositionChanged(u);
	EndVehicleMove(u);
}

static void SetAircraftPosition(Vehicle *v, int x, int y, int z)
{
	Vehicle *u;
	int yt;

	v->x_pos = x;
	v->y_pos = y;
	v->z_pos = z;

	v->cur_image = GetAircraftImage(v, v->direction);
	if (v->subtype == 0) v->next->next->cur_image = GetRotorImage(v);

	BeginVehicleMove(v);
	VehiclePositionChanged(v);
	EndVehicleMove(v);

	u = v->next;

	yt = y - ((v->z_pos-GetSlopeZ(x, y-1)) >> 3);
	u->x_pos = x;
	u->y_pos = yt;
	u->z_pos = GetSlopeZ(x,yt);
	u->cur_image = v->cur_image;

	BeginVehicleMove(u);
	VehiclePositionChanged(u);
	EndVehicleMove(u);

	u = u->next;
	if (u != NULL) {
		u->x_pos = x;
		u->y_pos = y;
		u->z_pos = z + 5;

		BeginVehicleMove(u);
		VehiclePositionChanged(u);
		EndVehicleMove(u);
	}
}

static void ServiceAircraft(Vehicle *v)
{
	Vehicle *u;

	v->cur_speed = 0;
	v->subspeed = 0;
	v->progress = 0;
	v->vehstatus |= VS_HIDDEN;

	u = v->next;
	u->vehstatus |= VS_HIDDEN;
	u = u->next;
	if (u != NULL) {
		u->vehstatus |= VS_HIDDEN;
		u->cur_speed = 0;
	}

	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

	VehicleServiceInDepot(v);
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}

static void PlayAircraftSound(const Vehicle* v)
{
	SndPlayVehicleFx(AircraftVehInfo(v->engine_type)->sfx, v);
}

static bool UpdateAircraftSpeed(Vehicle *v)
{
	uint spd = v->acceleration * 2;
	byte t;

	v->subspeed = (t=v->subspeed) + (byte)spd;
	spd = min(v->cur_speed + (spd >> 8) + (v->subspeed < t), v->max_speed);

	// adjust speed for broken vehicles
	if (v->vehstatus & VS_AIRCRAFT_BROKEN) spd = min(spd, 27);

	//updates statusbar only if speed have changed to save CPU time
	if (spd != v->cur_speed) {
		v->cur_speed = spd;
		if (_patches.vehicle_speed)
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	}

	if (!(v->direction & 1)) spd = spd * 3 / 4;

	if (spd == 0) return false;

	if ((byte)++spd == 0) return true;

	v->progress = (t = v->progress) - (byte)spd;

	return t < v->progress;
}

// get Aircraft running altitude
static byte GetAircraftFlyingAltitude(const Vehicle *v)
{
	switch (v->max_speed) {
		case 37: return 162;
		case 74: return 171;
		default: return 180;
	}
}

static bool AircraftController(Vehicle *v)
{
	Station *st;
	const AirportMovingData *amd;
	Vehicle *u;
	byte z,newdir,maxz,curz;
	GetNewVehiclePosResult gp;
	uint dist;
	int x,y;

	st = GetStation(v->u.air.targetairport);

	// prevent going to 0,0 if airport is deleted.
	{
		TileIndex tile = st->airport_tile;

		if (tile == 0) tile = st->xy;
		// xy of destination
		x = TileX(tile) * TILE_SIZE;
		y = TileY(tile) * TILE_SIZE;
	}

	// get airport moving data
	amd = GetAirportMovingData(st->airport_type, v->u.air.pos);

	// Helicopter raise
	if (amd->flag & AMED_HELI_RAISE) {
		u = v->next->next;

		// Make sure the rotors don't rotate too fast
		if (u->cur_speed > 32) {
			v->cur_speed = 0;
			if (--u->cur_speed == 32) SndPlayVehicleFx(SND_18_HELICOPTER, v);
		} else {
			u->cur_speed = 32;
			if (UpdateAircraftSpeed(v)) {
				v->tile = 0;

				// Reached altitude?
				if (v->z_pos >= 184) {
					v->cur_speed = 0;
					return true;
				}
				SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
			}
		}
		return false;
	}

	// Helicopter landing.
	if (amd->flag & AMED_HELI_LOWER) {
		if (UpdateAircraftSpeed(v)) {
			if (st->airport_tile == 0) {
				// FIXME - AircraftController -> if station no longer exists, do not land
				// helicopter will circle until sign disappears, then go to next order
				// * what to do when it is the only order left, right now it just stays in 1 place
				v->u.air.state = FLYING;
				AircraftNextAirportPos_and_Order(v);
				return false;
			}

			// Vehicle is now at the airport.
			v->tile = st->airport_tile;

			// Find altitude of landing position.
			z = GetSlopeZ(x, y) + 1;
			if (st->airport_type == AT_OILRIG) z += 54;
			if (st->airport_type == AT_HELIPORT) z += 60;

			if (z == v->z_pos) {
				u = v->next->next;

				// Increase speed of rotors. When speed is 80, we've landed.
				if (u->cur_speed >= 80) return true;
				u->cur_speed += 4;
			} else if (v->z_pos > z) {
				SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos-1);
			} else {
				SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos+1);
			}
		}
		return false;
	}

	// Get distance from destination pos to current pos.
	dist = myabs(x + amd->x - v->x_pos) +  myabs(y + amd->y - v->y_pos);

	// Need exact position?
	if (!(amd->flag & AMED_EXACTPOS) && dist <= (amd->flag & AMED_SLOWTURN ? 8U : 4U))
		return true;

	// At final pos?
	if (dist == 0) {
		DirDiff dirdiff;

		if (v->cur_speed > 12) v->cur_speed = 12;

		// Change direction smoothly to final direction.
		dirdiff = DirDifference(amd->direction, v->direction);
		// if distance is 0, and plane points in right direction, no point in calling
		// UpdateAircraftSpeed(). So do it only afterwards
		if (dirdiff == DIRDIFF_SAME) {
			v->cur_speed = 0;
			return true;
		}

		if (!UpdateAircraftSpeed(v)) return false;

		v->direction = ChangeDir(v->direction, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
		v->cur_speed >>= 1;

		SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
		return false;
	}

	if (!(amd->flag & AMED_NOSPDCLAMP) && v->cur_speed > 12) v->cur_speed = 12;

	if (!UpdateAircraftSpeed(v)) return false;

	if (v->load_unload_time_rem != 0) v->load_unload_time_rem--;

	// Turn. Do it slowly if in the air.
	newdir = GetDirectionTowards(v, x + amd->x, y + amd->y);
	if (newdir != v->direction) {
		if (amd->flag & AMED_SLOWTURN) {
			if (v->load_unload_time_rem == 0) v->load_unload_time_rem = 8;
			v->direction = newdir;
		} else {
			v->cur_speed >>= 1;
			v->direction = newdir;
		}
	}

	// Move vehicle.
	GetNewVehiclePos(v, &gp);
	v->tile = gp.new_tile;

	// If vehicle is in the air, use tile coordinate 0.
	if (amd->flag & (AMED_TAKEOFF | AMED_SLOWTURN | AMED_LAND)) v->tile = 0;

	// Adjust Z for land or takeoff?
	z = v->z_pos;

	if (amd->flag & AMED_TAKEOFF) {
		z += 2;
		maxz = GetAircraftFlyingAltitude(v);
		if (z > maxz) z = maxz;
	}

	if (amd->flag & AMED_LAND) {
		if (st->airport_tile == 0) {
			v->u.air.state = FLYING;
			AircraftNextAirportPos_and_Order(v);
			// get aircraft back on running altitude
			SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
			return false;
		}

		curz = GetSlopeZ(x, y) + 1;

		if (curz > z) {
			z++;
		} else {
			int t = max(1, dist - 4);

			z -= ((z - curz) + t - 1) / t;
			if (z < curz) z = curz;
		}
	}

	// We've landed. Decrase speed when we're reaching end of runway.
	if (amd->flag & AMED_BRAKE) {
		curz = GetSlopeZ(x, y) + 1;

		if (z > curz) {
			z--;
		} else if (z < curz) {
			z++;
		}

		if (dist < 64 && v->cur_speed > 12) v->cur_speed -= 4;
	}

	SetAircraftPosition(v, gp.x, gp.y, z);
	return false;
}


static void HandleCrashedAircraft(Vehicle *v)
{
	uint32 r;
	Station *st;
	int z;

	v->u.air.crashed_counter++;

	st = GetStation(v->u.air.targetairport);

	// make aircraft crash down to the ground
	if (v->u.air.crashed_counter < 500 && st->airport_tile==0 && ((v->u.air.crashed_counter % 3) == 0) ) {
		z = GetSlopeZ(v->x_pos, v->y_pos);
		v->z_pos -= 1;
		if (v->z_pos == z) {
			v->u.air.crashed_counter = 500;
			v->z_pos++;
		}
	}

	if (v->u.air.crashed_counter < 650) {
		if (CHANCE16R(1,32,r)) {
			static const DirDiff delta[] = {
				DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
			};

			v->direction = ChangeDir(v->direction, delta[GB(r, 16, 2)]);
			SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
			r = Random();
			CreateEffectVehicleRel(v,
				GB(r, 0, 4) + 4,
				GB(r, 4, 4) + 4,
				GB(r, 8, 4),
				EV_EXPLOSION_SMALL);
		}
	} else if (v->u.air.crashed_counter >= 10000) {
		// remove rubble of crashed airplane

		// clear runway-in on all airports, set by crashing plane
		// small airports use AIRPORT_BUSY, city airports use RUNWAY_IN_OUT_block, etc.
		// but they all share the same number
		CLRBITS(st->airport_flags, RUNWAY_IN_block);

		BeginVehicleMove(v);
		EndVehicleMove(v);

		DoDeleteAircraft(v);
	}
}

static void HandleBrokenAircraft(Vehicle *v)
{
	if (v->breakdown_ctr != 1) {
		v->breakdown_ctr = 1;
		v->vehstatus |= VS_AIRCRAFT_BROKEN;

		if (v->breakdowns_since_last_service != 255)
			v->breakdowns_since_last_service++;
		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
	}
}


static void HandleAircraftSmoke(Vehicle *v)
{
	static const struct {
		int8 x;
		int8 y;
	} smoke_pos[] = {
		{  5,  5 },
		{  6,  0 },
		{  5, -5 },
		{  0, -6 },
		{ -5, -5 },
		{ -6,  0 },
		{ -5,  5 },
		{  0,  6 }
	};

	if (!(v->vehstatus & VS_AIRCRAFT_BROKEN)) return;

	if (v->cur_speed < 10) {
		v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
		v->breakdown_ctr = 0;
		return;
	}

	if ((v->tick_counter & 0x1F) == 0) {
		CreateEffectVehicleRel(v,
			smoke_pos[v->direction].x,
			smoke_pos[v->direction].y,
			2,
			EV_SMOKE
		);
	}
}

static void ProcessAircraftOrder(Vehicle *v)
{
	const Order *order;

	switch (v->current_order.type) {
		case OT_GOTO_DEPOT:
			if (!(v->current_order.flags & OF_PART_OF_ORDERS)) return;
			if (v->current_order.flags & OF_SERVICE_IF_NEEDED &&
					!VehicleNeedsService(v)) {
				v->cur_order_index++;
			}
			break;

		case OT_LOADING: return;
	}

	if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;

	order = GetVehicleOrder(v, v->cur_order_index);

	if (order == NULL) {
		v->current_order.type = OT_NOTHING;
		v->current_order.flags = 0;
		return;
	}

	if (order->type == OT_DUMMY && !CheckForValidOrders(v)) CrashAirplane(v);

	if (order->type    == v->current_order.type   &&
			order->flags   == v->current_order.flags  &&
			order->station == v->current_order.station)
		return;

	v->current_order = *order;

	// orders are changed in flight, ensure going to the right station
	if (order->type == OT_GOTO_STATION && v->u.air.state == FLYING) {
		AircraftNextAirportPos_and_Order(v);
		v->u.air.targetairport = order->station;
	}

	InvalidateVehicleOrder(v);

	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}

/** Mark all views dirty for an aircraft.
 * @param v vehicle to be redrawn.
 */
static void MarkAircraftDirty(Vehicle *v)
{
		v->cur_image = GetAircraftImage(v, v->direction);
		if (v->subtype == 0) {
			v->next->next->cur_image = GetRotorImage(v);
		}
		MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}

static void HandleAircraftLoading(Vehicle *v, int mode)
{
	if (v->current_order.type == OT_NOTHING) return;

	if (v->current_order.type != OT_DUMMY) {
		if (v->current_order.type != OT_LOADING) return;
		if (mode != 0) return;
		if (--v->load_unload_time_rem != 0) return;

		if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
			SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
			if (LoadUnloadVehicle(v)) {
				InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
				MarkAircraftDirty(v);
			}
			return;
		}

		{
			Order b = v->current_order;
			v->current_order.type = OT_NOTHING;
			v->current_order.flags = 0;
			MarkAircraftDirty(v);
			if (!(b.flags & OF_NON_STOP)) return;
		}
	}
	v->cur_order_index++;
	InvalidateVehicleOrder(v);
}

static void CrashAirplane(Vehicle *v)
{
	uint16 amt;
	Station *st;
	StringID newsitem;

	v->vehstatus |= VS_CRASHED;
	v->u.air.crashed_counter = 0;

	CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);

	InvalidateWindow(WC_VEHICLE_VIEW, v->index);

	amt = 2;
	if (v->cargo_type == CT_PASSENGERS) amt += v->cargo_count;
	SetDParam(0, amt);

	v->cargo_count = 0;
	v->next->cargo_count = 0,
	st = GetStation(v->u.air.targetairport);
	if (st->airport_tile == 0) {
		newsitem = STR_PLANE_CRASH_OUT_OF_FUEL;
	} else {
		SetDParam(1, st->index);
		newsitem = STR_A034_PLANE_CRASH_DIE_IN_FIREBALL;
	}

	SetDParam(1, st->index);
	AddNewsItem(newsitem,
		NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
		v->index,
		0);

	SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

static void MaybeCrashAirplane(Vehicle *v)
{
	Station *st;
	uint16 prob;
	uint i;

	st = GetStation(v->u.air.targetairport);

	//FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports
	prob = 0x10000 / 1500;
	if (st->airport_type == AT_SMALL && (AircraftVehInfo(v->engine_type)->subtype & 2) && !_cheats.no_jetcrash.value) {
		prob = 0x10000 / 20;
	}

	if (GB(Random(), 0, 16) > prob) return;

	// Crash the airplane. Remove all goods stored at the station.
	for (i = 0; i != NUM_CARGO; i++) {
		st->goods[i].rating = 1;
		SB(st->goods[i].waiting_acceptance, 0, 12, 0);
	}

	CrashAirplane(v);
}

// we've landed and just arrived at a terminal
static void AircraftEntersTerminal(Vehicle *v)
{
	Station *st;
	Order old_order;

	if (v->current_order.type == OT_GOTO_DEPOT) return;

	st = GetStation(v->u.air.targetairport);
	v->last_station_visited = v->u.air.targetairport;

	/* Check if station was ever visited before */
	if (!(st->had_vehicle_of_type & HVOT_AIRCRAFT)) {
		uint32 flags;

		st->had_vehicle_of_type |= HVOT_AIRCRAFT;
		SetDParam(0, st->index);
		// show newsitem of celebrating citizens
		flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
		AddNewsItem(
			STR_A033_CITIZENS_CELEBRATE_FIRST,
			flags,
			v->index,
			0);
	}

	old_order = v->current_order;
	v->current_order.type = OT_LOADING;
	v->current_order.flags = 0;

	if (old_order.type == OT_GOTO_STATION &&
			v->current_order.station == v->last_station_visited) {
		v->current_order.flags =
			(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
	}

	SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
	LoadUnloadVehicle(v);
	MarkAircraftDirty(v);
	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}


static void AircraftEnterHangar(Vehicle *v)
{
	Order old_order;

	ServiceAircraft(v);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);

	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);

	if (v->current_order.type == OT_GOTO_DEPOT) {
		InvalidateWindow(WC_VEHICLE_VIEW, v->index);

		old_order = v->current_order;
		v->current_order.type = OT_NOTHING;
		v->current_order.flags = 0;

		if (HASBIT(old_order.flags, OFB_PART_OF_ORDERS)) {
			v->cur_order_index++;
		} else if (HASBIT(old_order.flags, OFB_HALT_IN_DEPOT)) { // force depot visit
			v->vehstatus |= VS_STOPPED;
			InvalidateWindowClasses(WC_AIRCRAFT_LIST);

			if (v->owner == _local_player) {
				SetDParam(0, v->unitnumber);
				AddNewsItem(
					STR_A014_AIRCRAFT_IS_WAITING_IN,
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
					v->index,
					0
				);
			}
		}
	}
}

static void AircraftLand(Vehicle *v)
{
	v->sprite_width = v->sprite_height = 2;
}

static void AircraftLandAirplane(Vehicle *v)
{
	AircraftLand(v);
	SndPlayVehicleFx(SND_17_SKID_PLANE, v);
	MaybeCrashAirplane(v);
}

// set the right pos when heading to other airports after takeoff
static void AircraftNextAirportPos_and_Order(Vehicle *v)
{
	const Station* st;
	const AirportFTAClass *Airport;

	if (v->current_order.type == OT_GOTO_STATION ||
			v->current_order.type == OT_GOTO_DEPOT)
		v->u.air.targetairport = v->current_order.station;

	st = GetStation(v->u.air.targetairport);
	Airport = GetAirport(st->airport_type);
	v->u.air.pos = v->u.air.previous_pos = Airport->entry_point;
}

static void AircraftLeaveHangar(Vehicle *v)
{
	v->cur_speed = 0;
	v->subspeed = 0;
	v->progress = 0;
	v->direction = 3;
	v->vehstatus &= ~VS_HIDDEN;
	{
		Vehicle *u = v->next;
		u->vehstatus &= ~VS_HIDDEN;

		// Rotor blades
		u = u->next;
		if (u != NULL) {
			u->vehstatus &= ~VS_HIDDEN;
			u->cur_speed = 80;
		}
	}

	VehicleServiceInDepot(v);
	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}


////////////////////////////////////////////////////////////////////////////////
///////////////////   AIRCRAFT MOVEMENT SCHEME  ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
static void AircraftEventHandler_EnterTerminal(Vehicle *v, const AirportFTAClass *Airport)
{
	AircraftEntersTerminal(v);
	v->u.air.state = Airport->layout[v->u.air.pos].heading;
}

static void AircraftEventHandler_EnterHangar(Vehicle *v, const AirportFTAClass *Airport)
{
	AircraftEnterHangar(v);
	v->u.air.state = Airport->layout[v->u.air.pos].heading;
}

// In an Airport Hangar
static void AircraftEventHandler_InHangar(Vehicle *v, const AirportFTAClass *Airport)
{
	// if we just arrived, execute EnterHangar first
	if (v->u.air.previous_pos != v->u.air.pos) {
		AircraftEventHandler_EnterHangar(v, Airport);
		return;
	}

	// if we were sent to the depot, stay there
	if (v->current_order.type == OT_GOTO_DEPOT && (v->vehstatus & VS_STOPPED)) {
		v->current_order.type = OT_NOTHING;
		v->current_order.flags = 0;
		return;
	}

	if (v->current_order.type != OT_GOTO_STATION &&
			v->current_order.type != OT_GOTO_DEPOT)
		return;

	// if the block of the next position is busy, stay put
	if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return;

	// We are already at the target airport, we need to find a terminal
	if (v->current_order.station == v->u.air.targetairport) {
		// FindFreeTerminal:
		// 1. Find a free terminal, 2. Occupy it, 3. Set the vehicle's state to that terminal
		if (v->subtype != 0) {
			if (!AirportFindFreeTerminal(v, Airport)) return; // airplane
		} else {
			if (!AirportFindFreeHelipad(v, Airport)) return; // helicopter
		}
	} else { // Else prepare for launch.
		// airplane goto state takeoff, helicopter to helitakeoff
		v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
	}
	AircraftLeaveHangar(v);
	AirportMove(v, Airport);
}

// At one of the Airport's Terminals
static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *Airport)
{
	// if we just arrived, execute EnterTerminal first
	if (v->u.air.previous_pos != v->u.air.pos) {
		AircraftEventHandler_EnterTerminal(v, Airport);
		// on an airport with helipads, a helicopter will always land there
		// and get serviced at the same time - patch setting
		if (_patches.serviceathelipad) {
			if (v->subtype == 0 && Airport->helipads != NULL) {
				// an exerpt of ServiceAircraft, without the invisibility stuff
				v->date_of_last_service = _date;
				v->breakdowns_since_last_service = 0;
				v->reliability = GetEngine(v->engine_type)->reliability;
				InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
			}
		}
		return;
	}

	if (v->current_order.type == OT_NOTHING) return;

	// if the block of the next position is busy, stay put
	if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) {
		return;
	}

	// airport-road is free. We either have to go to another airport, or to the hangar
	// ---> start moving

	switch (v->current_order.type) {
		case OT_GOTO_STATION: // ready to fly to another airport
			// airplane goto state takeoff, helicopter to helitakeoff
			v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
			break;
		case OT_GOTO_DEPOT:   // visit hangar for serivicing, sale, etc.
			if (v->current_order.station == v->u.air.targetairport) {
				v->u.air.state = HANGAR;
			} else {
				v->u.air.state = (v->subtype != 0) ? TAKEOFF : HELITAKEOFF;
			}
			break;
		default:  // orders have been deleted (no orders), goto depot and don't bother us
			v->current_order.type = OT_NOTHING;
			v->current_order.flags = 0;
			v->u.air.state = HANGAR;
	}
	AirportMove(v, Airport);
}

static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *Airport)
{
	DEBUG(misc, 0) ("OK, you shouldn't be here, check your Airport Scheme!");
	assert(0);
}

static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *Airport) {
	PlayAircraftSound(v); // play takeoffsound for airplanes
	v->u.air.state = STARTTAKEOFF;
}

static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *Airport)
{
	v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
	v->u.air.state = ENDTAKEOFF;
}

static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *Airport)
{
	v->u.air.state = FLYING;
	// get the next position to go to, differs per airport
	AircraftNextAirportPos_and_Order(v);
}

static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *Airport)
{
	const Player* p = GetPlayer(v->owner);
	v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
	v->u.air.state = FLYING;
	// get the next position to go to, differs per airport
	AircraftNextAirportPos_and_Order(v);

	// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
	if (v->owner == _local_player && (
				EngineHasReplacementForPlayer(p, v->engine_type) ||
				(p->engine_renew && v->age - v->max_age > p->engine_renew_months * 30)
			)) {
		_current_player = _local_player;
		DoCommandP(v->tile, v->index, 1, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
		_current_player = OWNER_NONE;
	}
}

static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *Airport)
{
	Station *st;
	byte landingtype;
	AirportFTA *current;
	uint16 tcur_speed, tsubspeed;

	st = GetStation(v->u.air.targetairport);
	// flying device is accepted at this station
	// small airport --> no helicopters (AIRCRAFT_ONLY)
	// all other airports --> all types of flying devices (ALL)
	// heliport/oilrig, etc --> no airplanes (HELICOPTERS_ONLY)
	// runway busy or not allowed to use this airstation, circle
	if (v->subtype != Airport->acc_planes &&
			st->airport_tile != 0 &&
			(st->owner == OWNER_NONE || st->owner == v->owner)) {
		// {32,FLYING,NOTHING_block,37}, {32,LANDING,N,33}, {32,HELILANDING,N,41},
		// if it is an airplane, look for LANDING, for helicopter HELILANDING
		// it is possible to choose from multiple landing runways, so loop until a free one is found
		landingtype = (v->subtype != 0) ? LANDING : HELILANDING;
		current = Airport->layout[v->u.air.pos].next_in_chain;
		while (current != NULL) {
			if (current->heading == landingtype) {
				// save speed before, since if AirportHasBlock is false, it resets them to 0
				// we don't want that for plane in air
				// hack for speed thingie
				tcur_speed = v->cur_speed;
				tsubspeed = v->subspeed;
				if (!AirportHasBlock(v, current, Airport)) {
					v->u.air.state = landingtype; // LANDING / HELILANDING
					// it's a bit dirty, but I need to set position to next position, otherwise
					// if there are multiple runways, plane won't know which one it took (because
					// they all have heading LANDING). And also occupy that block!
					v->u.air.pos = current->next_position;
					SETBITS(st->airport_flags, Airport->layout[v->u.air.pos].block);
					return;
				}
				v->cur_speed = tcur_speed;
				v->subspeed = tsubspeed;
			}
			current = current->next_in_chain;
		}
	}
	v->u.air.state = FLYING;
	v->u.air.pos = Airport->layout[v->u.air.pos].next_position;
}

static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *Airport)
{
	const Player* p = GetPlayer(v->owner);
	AircraftLandAirplane(v);  // maybe crash airplane
	v->u.air.state = ENDLANDING;
	// check if the aircraft needs to be replaced or renewed and send it to a hangar if needed
	if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) {
		// only the vehicle owner needs to calculate the rest (locally)
		if (EngineHasReplacementForPlayer(p, v->engine_type) ||
			(p->engine_renew && v->age - v->max_age > (p->engine_renew_months * 30))) {
			// send the aircraft to the hangar at next airport (bit 17 set)
			_current_player = _local_player;
			DoCommandP(v->tile, v->index, 1 << 16, NULL, CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_SHOW_NO_ERROR);
			_current_player = OWNER_NONE;
		}
	}
}

static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *Airport)
{
	AircraftLand(v); // helicopters don't crash
	v->u.air.state = HELIENDLANDING;
}

static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *Airport)
{
	// next block busy, don't do a thing, just wait
	if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return;

	// if going to terminal (OT_GOTO_STATION) choose one
	// 1. in case all terminals are busy AirportFindFreeTerminal() returns false or
	// 2. not going for terminal (but depot, no order),
	// --> get out of the way to the hangar.
	if (v->current_order.type == OT_GOTO_STATION) {
		if (AirportFindFreeTerminal(v, Airport)) return;
	}
	v->u.air.state = HANGAR;

}

static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *Airport)
{
	// next block busy, don't do a thing, just wait
	if (AirportHasBlock(v, &Airport->layout[v->u.air.pos], Airport)) return;

	// if going to helipad (OT_GOTO_STATION) choose one. If airport doesn't have helipads, choose terminal
	// 1. in case all terminals/helipads are busy (AirportFindFreeHelipad() returns false) or
	// 2. not going for terminal (but depot, no order),
	// --> get out of the way to the hangar IF there are terminals on the airport.
	// --> else TAKEOFF
	// the reason behind this is that if an airport has a terminal, it also has a hangar. Airplanes
	// must go to a hangar.
	if (v->current_order.type == OT_GOTO_STATION) {
		if (AirportFindFreeHelipad(v, Airport)) return;
	}
	v->u.air.state = (Airport->terminals != NULL) ? HANGAR : HELITAKEOFF;
}

typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *Airport);
static AircraftStateHandler * const _aircraft_state_handlers[] = {
	AircraftEventHandler_General,				// TO_ALL         =  0
	AircraftEventHandler_InHangar,			// HANGAR         =  1
	AircraftEventHandler_AtTerminal,		// TERM1          =  2
	AircraftEventHandler_AtTerminal,		// TERM2          =  3
	AircraftEventHandler_AtTerminal,		// TERM3          =  4
	AircraftEventHandler_AtTerminal,		// TERM4          =  5
	AircraftEventHandler_AtTerminal,		// TERM5          =  6
	AircraftEventHandler_AtTerminal,		// TERM6          =  7
	AircraftEventHandler_AtTerminal,		// HELIPAD1       =  8
	AircraftEventHandler_AtTerminal,		// HELIPAD2       =  9
	AircraftEventHandler_TakeOff,				// TAKEOFF        = 10
	AircraftEventHandler_StartTakeOff,	// STARTTAKEOFF   = 11
	AircraftEventHandler_EndTakeOff,		// ENDTAKEOFF     = 12
	AircraftEventHandler_HeliTakeOff,		// HELITAKEOFF    = 13
	AircraftEventHandler_Flying,				// FLYING         = 14
	AircraftEventHandler_Landing,				// LANDING        = 15
	AircraftEventHandler_EndLanding,		// ENDLANDING     = 16
	AircraftEventHandler_HeliLanding,		// HELILANDING    = 17
	AircraftEventHandler_HeliEndLanding,// HELIENDLANDING = 18
};

static void AirportClearBlock(const Vehicle* v, const AirportFTAClass* Airport)
{
	// we have left the previous block, and entered the new one. Free the previous block
	if (Airport->layout[v->u.air.previous_pos].block != Airport->layout[v->u.air.pos].block) {
		Station* st = GetStation(v->u.air.targetairport);

		CLRBITS(st->airport_flags, Airport->layout[v->u.air.previous_pos].block);
	}
}

static void AirportGoToNextPosition(Vehicle *v, const AirportFTAClass *Airport)
{
	// if aircraft is not in position, wait until it is
	if (!AircraftController(v)) return;

	AirportClearBlock(v, Airport);
	AirportMove(v, Airport); // move aircraft to next position
}

// gets pos from vehicle and next orders
static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport)
{
	AirportFTA *current;
	byte prev_pos;

	// error handling
	if (v->u.air.pos >= Airport->nofelements) {
		DEBUG(misc, 0) ("position %d is not valid for current airport. Max position is %d", v->u.air.pos, Airport->nofelements-1);
		assert(v->u.air.pos < Airport->nofelements);
	}

	current = &Airport->layout[v->u.air.pos];
	// we have arrived in an important state (eg terminal, hangar, etc.)
	if (current->heading == v->u.air.state) {
		prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
		_aircraft_state_handlers[v->u.air.state](v, Airport);
		if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos;
		return true;
	}

	v->u.air.previous_pos = v->u.air.pos; // save previous location

	// there is only one choice to move to
	if (current->next_in_chain == NULL) {
		if (AirportSetBlocks(v, current, Airport)) {
			v->u.air.pos = current->next_position;
		} // move to next position
		return false;
	}

	// there are more choices to choose from, choose the one that
	// matches our heading
	do {
		if (v->u.air.state == current->heading || current->heading == TO_ALL) {
			if (AirportSetBlocks(v, current, Airport)) {
				v->u.air.pos = current->next_position;
			} // move to next position
			return false;
		}
		current = current->next_in_chain;
	} while (current != NULL);

	DEBUG(misc, 0) ("Cannot move further on Airport...! pos:%d state:%d", v->u.air.pos, v->u.air.state);
	DEBUG(misc, 0) ("Airport entry point: %d, Vehicle: %d", Airport->entry_point, v->index);
	assert(0);
	return false;
}

// returns true if the road ahead is busy, eg. you must wait before proceeding
static bool AirportHasBlock(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport)
{
	const AirportFTA* reference = &Airport->layout[v->u.air.pos];
	const AirportFTA* next = &Airport->layout[current_pos->next_position];

	// same block, then of course we can move
	if (Airport->layout[current_pos->position].block != next->block) {
		const Station* st = GetStation(v->u.air.targetairport);
		uint32 airport_flags = next->block;

		// check additional possible extra blocks
		if (current_pos != reference && current_pos->block != NOTHING_block) {
			airport_flags |= current_pos->block;
		}

		if (HASBITS(st->airport_flags, airport_flags)) {
			v->cur_speed = 0;
			v->subspeed = 0;
			return true;
		}
	}
	return false;
}

// returns true on success. Eg, next block was free and we have occupied it
static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport)
{
	AirportFTA* next = &Airport->layout[current_pos->next_position];
	AirportFTA* reference = &Airport->layout[v->u.air.pos];
	AirportFTA* current;

	// if the next position is in another block, check it and wait until it is free
	if (Airport->layout[current_pos->position].block != next->block) {
		uint32 airport_flags = next->block;
		Station* st = GetStation(v->u.air.targetairport);

		//search for all all elements in the list with the same state, and blocks != N
		// this means more blocks should be checked/set
		current = current_pos;
		if (current == reference) current = current->next_in_chain;
		while (current != NULL) {
			if (current->heading == current_pos->heading && current->block != 0) {
				airport_flags |= current->block;
				break;
			}
			current = current->next_in_chain;
		};

		// if the block to be checked is in the next position, then exclude that from
		// checking, because it has been set by the airplane before
		if (current_pos->block == next->block) airport_flags ^= next->block;

		if (HASBITS(st->airport_flags, airport_flags)) {
			v->cur_speed = 0;
			v->subspeed = 0;
			return false;
		}

		if (next->block != NOTHING_block) {
			SETBITS(st->airport_flags, airport_flags); // occupy next block
		}
	}
	return true;
}

static bool FreeTerminal(Vehicle *v, byte i, byte last_terminal)
{
	Station *st = GetStation(v->u.air.targetairport);
	for (; i < last_terminal; i++) {
		if (!HASBIT(st->airport_flags, i)) {
			// TERMINAL# HELIPAD#
			v->u.air.state = i + TERM1; // start moving to that terminal/helipad
			SETBIT(st->airport_flags, i); // occupy terminal/helipad
			return true;
		}
	}
	return false;
}

static uint GetNumTerminals(const AirportFTAClass *Airport)
{
	uint num = 0;
	uint i;

	for (i = Airport->terminals[0]; i > 0; i--) num += Airport->terminals[i];

	return num;
}

static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport)
{
	AirportFTA *temp;
	Station *st;

	/* example of more terminalgroups
		{0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
		Heading 255 denotes a group. We see 2 groups here:
		1. group 0 -- TERM_GROUP1_block (check block)
		2. group 1 -- TERM_GROUP2_ENTER_block (check block)
		First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
		looks	at the corresponding terminals of that group. If no free ones are found, other
		possible groups are checked	(in this case group 1, since that is after group 0). If that
		fails, then attempt fails and plane waits
	*/
	if (Airport->terminals[0] > 1) {
		st = GetStation(v->u.air.targetairport);
		temp = Airport->layout[v->u.air.pos].next_in_chain;
		while (temp != NULL) {
			if (temp->heading == 255) {
				if (!HASBITS(st->airport_flags, temp->block)) {
					int target_group;
					int i;
					int group_start = 0;
					int group_end;

					//read which group do we want to go to?
					//(the first free group)
					target_group = temp->next_position + 1;

					//at what terminal does the group start?
					//that means, sum up all terminals of
					//groups with lower number
					for (i = 1; i < target_group; i++)
						group_start += Airport->terminals[i];

					group_end = group_start + Airport->terminals[target_group];
					if (FreeTerminal(v, group_start, group_end)) return true;
				}
			} else {
				/* once the heading isn't 255, we've exhausted the possible blocks.
				 * So we cannot move */
				return false;
			}
			temp = temp->next_in_chain;
		}
	}

	// if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max)
	return FreeTerminal(v, 0, GetNumTerminals(Airport));
}

static uint GetNumHelipads(const AirportFTAClass *Airport)
{
	uint num = 0;
	uint i;

	for (i = Airport->helipads[0]; i > 0; i--) num += Airport->helipads[i];

	return num;
}


static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport)
{
  Station *st;
  AirportFTA *temp;

	// if an airport doesn't have helipads, use terminals
	if (Airport->helipads == NULL) return AirportFindFreeTerminal(v, Airport);

	// if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal()
	if (Airport->helipads[0] > 1) {
		st = GetStation(v->u.air.targetairport);
		temp = Airport->layout[v->u.air.pos].next_in_chain;
		while (temp != NULL) {
			if (temp->heading == 255) {
				if (!HASBITS(st->airport_flags, temp->block)) {
					int target_group;
					int i;
					int group_start = 0;
					int group_end;

					//read which group do we want to go to?
					//(the first free group)
					target_group = temp->next_position + 1;

					//at what terminal does the group start?
					//that means, sum up all terminals of
					//groups with lower number
					for (i = 1; i < target_group; i++)
						group_start += Airport->helipads[i];

					group_end = group_start + Airport->helipads[target_group];
					if (FreeTerminal(v, group_start, group_end)) return true;
				}
			} else {
				/* once the heading isn't 255, we've exhausted the possible blocks.
				 * So we cannot move */
				return false;
			}
			temp = temp->next_in_chain;
		}
	} else {
		// only 1 helicoptergroup, check all helipads
		// The blocks for helipads start after the last terminal (MAX_TERMINALS)
		return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(Airport) + MAX_TERMINALS);
	}
	return false;	// it shouldn't get here anytime, but just to be sure
}

static void AircraftEventHandler(Vehicle *v, int loop)
{
	v->tick_counter++;

	if (v->vehstatus & VS_CRASHED) {
		HandleCrashedAircraft(v);
		return;
	}

	if (v->vehstatus & VS_STOPPED) return;

	/* aircraft is broken down? */
	if (v->breakdown_ctr != 0) {
		if (v->breakdown_ctr <= 2) {
			HandleBrokenAircraft(v);
		} else {
			v->breakdown_ctr--;
		}
	}

	HandleAircraftSmoke(v);
	ProcessAircraftOrder(v);
	HandleAircraftLoading(v, loop);

	if (v->current_order.type >= OT_LOADING) return;

	// pass the right airport structure to the functions
	// DEREF_STATION gets target airport (Station *st), its type is passed to GetAirport
	// that returns the correct layout depending on type
	AirportGoToNextPosition(v, GetAirport(GetStation(v->u.air.targetairport)->airport_type));
}

void Aircraft_Tick(Vehicle *v)
{
	int i;

	if (v->subtype > 2) return;

	if (v->subtype == 0) HelicopterTickHandler(v);

	AgeAircraftCargo(v);

	for (i = 0; i != 6; i++) {
		AircraftEventHandler(v, i);
		if (v->type != VEH_Aircraft) // In case it was deleted
			break;
	}
}

void UpdateOilRig(void)
{
	Station* st;

	FOR_ALL_STATIONS(st) {
		if (st->airport_type == 5) st->airport_type = AT_OILRIG;
	}
}

// need to be called to load aircraft from old version
void UpdateOldAircraft(void)
{
	Station *st;
	Vehicle *v_oldstyle;
	GetNewVehiclePosResult gp;

	// set airport_flags to 0 for all airports just to be sure
	FOR_ALL_STATIONS(st) {
		st->airport_flags = 0; // reset airport
		// type of oilrig has been moved, update it (3-5)
		if (st->airport_type == 3) st->airport_type = AT_OILRIG;
	}

	FOR_ALL_VEHICLES(v_oldstyle) {
	// airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
	// skip those
		if (v_oldstyle->type == VEH_Aircraft && v_oldstyle->subtype <= 2) {
			// airplane in terminal stopped doesn't hurt anyone, so goto next
			if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) {
				v_oldstyle->u.air.state = HANGAR;
				continue;
			}

			AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example
			v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving
			v_oldstyle->u.air.state = FLYING;
			AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport
			GetNewVehiclePos(v_oldstyle, &gp); // get the position of the plane (to be used for setting)
			v_oldstyle->tile = 0; // aircraft in air is tile=0

			// correct speed of helicopter-rotors
			if (v_oldstyle->subtype == 0) v_oldstyle->next->next->cur_speed = 32;

			// set new position x,y,z
			SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle));
		}
	}
}

void UpdateAirplanesOnNewStation(Station *st)
{
	GetNewVehiclePosResult gp;
	Vehicle *v;
	byte takeofftype;
	uint16 cnt;
	// only 1 station is updated per function call, so it is enough to get entry_point once
	const AirportFTAClass *ap = GetAirport(st->airport_type);
	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_Aircraft && v->subtype <= 2) {
			if (v->u.air.targetairport == st->index) {	// if heading to this airport
				/*	update position of airplane. If plane is not flying, landing, or taking off
						you cannot delete airport, so it doesn't matter
				*/
				if (v->u.air.state >= FLYING) {	// circle around
					v->u.air.pos = v->u.air.previous_pos = ap->entry_point;
					v->u.air.state = FLYING;
					// landing plane needs to be reset to flying height (only if in pause mode upgrade,
					// in normal mode, plane is reset in AircraftController. It doesn't hurt for FLYING
					GetNewVehiclePos(v, &gp);
					// set new position x,y,z
					SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
				} else {
					assert(v->u.air.state == ENDTAKEOFF || v->u.air.state == HELITAKEOFF);
					takeofftype = (v->subtype == 0) ? HELITAKEOFF : ENDTAKEOFF;
					// search in airportdata for that heading
					// easiest to do, since this doesn't happen a lot
					for (cnt = 0; cnt < ap->nofelements; cnt++) {
						if (ap->layout[cnt].heading == takeofftype) {
							v->u.air.pos = ap->layout[cnt].position;
							break;
						}
					}
				}
			}
		}
	}
}