src/aircraft_cmd.cpp
author rubidium
Sat, 19 Apr 2008 21:23:42 +0000
changeset 9000 0eee16b3074d
parent 8965 29a591456a2f
child 9009 6684576ef32b
permissions -rw-r--r--
(svn r12795) -Fix [FS#1938]: vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading.
/* $Id$ */

/** @file aircraft_cmd.cpp
 * This file deals with aircraft and airport movements functionalities */

#include "stdafx.h"
#include "openttd.h"
#include "aircraft.h"
#include "debug.h"
#include "landscape.h"
#include "station_map.h"
#include "timetable.h"
#include "depot_func.h"
#include "news_func.h"
#include "aircraft.h"
#include "airport.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
#include "newgrf_callbacks.h"
#include "newgrf_text.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "cargotype.h"
#include "strings_func.h"
#include "command_func.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "functions.h"
#include "variables.h"
#include "cheat_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "player_func.h"
#include "settings_type.h"
#include "order_func.h"

#include "table/strings.h"
#include "table/sprites.h"

void Aircraft::UpdateDeltaXY(Direction direction)
{
	uint32 x;
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
	switch (this->subtype) {
		default: NOT_REACHED();
		case AIR_AIRCRAFT:
		case AIR_HELICOPTER:
			switch (this->u.air.state) {
				case ENDTAKEOFF:
				case LANDING:
				case HELILANDING:
				case FLYING:     x = MKIT(24, 24, -1, -1); break;
				default:         x = MKIT( 2,  2, -1, -1); break;
			}
			this->z_extent = 5;
			break;
		case AIR_SHADOW:     this->z_extent = 1; x = MKIT(2,  2,  0,  0); break;
		case AIR_ROTOR:      this->z_extent = 1; x = MKIT(2,  2, -1, -1); break;
	}
#undef MKIT

	this->x_offs        = GB(x,  0, 8);
	this->y_offs        = GB(x,  8, 8);
	this->x_extent      = GB(x, 16, 8);
	this->y_extent      = GB(x, 24, 8);
}


/** this maps the terminal to its corresponding state and block flag
 *  currently set for 10 terms, 4 helipads */
static const byte _airport_terminal_state[] = {2, 3, 4, 5, 6, 7, 19, 20, 0, 0, 8, 9, 21, 22};
static const byte _airport_terminal_flag[] =  {0, 1, 2, 3, 4, 5, 22, 23, 0, 0, 6, 7, 24, 25};

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

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)
 * @param v vehicle looking for a hangar
 * @return the StationID if one is found, otherwise, INVALID_STATION
 */
static StationID FindNearestHangar(const Vehicle *v)
{
	const Station *st;
	uint best = 0;
	StationID index = INVALID_STATION;
	TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);

	FOR_ALL_STATIONS(st) {
		if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT)) continue;

		const AirportFTAClass *afc = st->Airport();
		if (afc->nof_depots == 0 || (
					/* don't crash the plane if we know it can't land at the airport */
					afc->flags & AirportFTAClass::SHORT_STRIP &&
					AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
					!_cheats.no_jetcrash.value
				)) {
			continue;
		}

		/* v->tile can't be used here, when aircraft is flying v->tile is set to 0 */
		uint distance = DistanceSquare(vtile, st->airport_tile);
		if (distance < best || index == INVALID_STATION) {
			best = distance;
			index = st->index;
		}
	}
	return index;
}

#if 0
/** Check if given vehicle has a goto hangar in his orders
 * @param v vehicle to inquiry
 * @return true if vehicle v has 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 a hangar, skip it */
			if (st->Airport()->nof_depots != 0)
				return true;
		}
	}

	return false;
}
#endif

int Aircraft::GetImage(Direction direction) const
{
	int spritenum = this->spritenum;

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

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

SpriteID GetRotorImage(const Vehicle *v)
{
	assert(v->subtype == AIR_HELICOPTER);

	const Vehicle *w = v->Next()->Next();
	if (is_custom_sprite(v->spritenum)) {
		SpriteID spritenum = GetCustomRotorSprite(v, false);
		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, SpriteID pal)
{
	const AircraftVehicleInfo* avi = AircraftVehInfo(engine);
	int spritenum = avi->image_index;
	SpriteID sprite = (6 + _aircraft_sprite[spritenum]);

	if (is_custom_sprite(spritenum)) {
		sprite = GetCustomVehicleIcon(engine, DIR_W);
		if (sprite == 0) {
			spritenum = _orig_aircraft_vehicle_info[engine - AIRCRAFT_ENGINES_INDEX].image_index;
			sprite = (6 + _aircraft_sprite[spritenum]);
		}
	}

	DrawSprite(sprite, pal, x, y);

	if (!(avi->subtype & AIR_CTOL)) {
		SpriteID rotor_sprite = GetCustomRotorIcon(engine);
		if (rotor_sprite == 0) rotor_sprite = SPR_ROTOR_STOPPED;
		DrawSprite(rotor_sprite, PAL_NONE, x, y - 5);
	}
}

/** Get the size of the sprite of an aircraft sprite heading west (used for lists)
 * @param engine The engine to get the sprite from
 * @param width The width of the sprite
 * @param height The height of the sprite
 */
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
{
	const AircraftVehicleInfo* avi = AircraftVehInfo(engine);
	int spritenum = avi->image_index;
	SpriteID sprite = (6 + _aircraft_sprite[spritenum]);

	if (is_custom_sprite(spritenum)) {
		sprite = GetCustomVehicleIcon(engine, DIR_W);
		if (sprite == 0) {
			spritenum = _orig_aircraft_vehicle_info[engine - AIRCRAFT_ENGINES_INDEX].image_index;
			sprite = (6 + _aircraft_sprite[spritenum]);
		}
	}

	const Sprite *spr = GetSprite(sprite);

	width  = spr->width ;
	height = spr->height;
}

static CommandCost EstimateAircraftCost(EngineID engine, const AircraftVehicleInfo *avi)
{
	return CommandCost(EXPENSES_NEW_VEHICLES, GetEngineProperty(engine, 0x0B, avi->base_cost) * (_price.aircraft_base >> 3) >> 5);
}


/**
 * Calculates cargo capacity based on an aircraft's passenger
 * and mail capacities.
 * @param cid Which cargo type to calculate a capacity for.
 * @param avi Which engine to find a cargo capacity for.
 * @return New cargo capacity value.
 */
uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
{
	assert(cid != CT_INVALID);

	/* An aircraft can carry twice as much goods as normal cargo,
	 * and four times as many passengers. */
	switch (cid) {
		case CT_PASSENGERS:
			return avi->passenger_capacity;
		case CT_MAIL:
			return avi->passenger_capacity + avi->mail_capacity;
		case CT_GOODS:
			return (avi->passenger_capacity + avi->mail_capacity) / 2;
		default:
			return (avi->passenger_capacity + avi->mail_capacity) / 4;
	}
}

/** Build an aircraft.
 * @param tile tile of depot where aircraft is built
 * @param flags for command
 * @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
 * return result of operation.  Could be cost, error
 */
CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_player)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE);

	const AircraftVehicleInfo *avi = AircraftVehInfo(p1);
	CommandCost value = EstimateAircraftCost(p1, avi);

	/* 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;

	/* Prevent building aircraft types at places which can't handle them */
	if (!CanAircraftUseStation(p1, tile)) return CMD_ERROR;

	/* Allocate 2 or 3 vehicle structs, depending on type
	 * vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
	Vehicle *vl[3];
	if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
	}

	UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
	if (unit_num > _patches.max_aircraft)
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

	if (flags & DC_EXEC) {
		Vehicle *v = vl[0]; // aircraft
		Vehicle *u = vl[1]; // shadow

		v = new (v) Aircraft();
		u = new (u) Aircraft();
		v->unitnumber = unit_num;
		v->direction = DIR_SE;

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

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

		uint x = TileX(tile) * TILE_SIZE + 5;
		uint 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->running_ticks = 0;

//		u->delta_x = u->delta_y = 0;

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

		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->name = NULL;
//		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 & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
		v->UpdateDeltaXY(INVALID_DIR);
		v->value = value.GetCost();

		u->subtype = AIR_SHADOW;
		u->UpdateDeltaXY(INVALID_DIR);

		/* Danger, Will Robinson!
		 * If the aircraft is refittable, but cannot be refitted to
		 * passengers, we select the cargo type from the refit mask.
		 * This is a fairly nasty hack to get around the fact that TTD
		 * has no default cargo type specifier for planes... */
		CargoID cargo = FindFirstRefittableCargo(p1);
		if (cargo != CT_INVALID && cargo != CT_PASSENGERS) {
			uint16 callback = CALLBACK_FAILED;

			v->cargo_type = cargo;

			if (HasBit(EngInfo(p1)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
				callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
			}

			if (callback == CALLBACK_FAILED) {
				/* Callback failed, or not executed; use the default cargo capacity */
				v->cargo_cap = AircraftDefaultCargoCapacity(v->cargo_type, avi);
			} else {
				v->cargo_cap = callback;
			}

			/* Set the 'second compartent' capacity to none */
			u->cargo_cap = 0;
		}

		const Engine *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;

		/* 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 */
		for (uint i = 0;; i++) {
			const Station *st = GetStationByTile(tile);
			const AirportFTAClass *apc = st->Airport();

			assert(i != apc->nof_depots);
			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;
			}
		}

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

		v->vehicle_flags = 0;
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);

		UpdateAircraftCache(v);

		VehiclePositionChanged(v);
		VehiclePositionChanged(u);

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

			w = new (w) Aircraft();
			w->direction = DIR_N;
			w->owner = _current_player;
			w->x_pos = v->x_pos;
			w->y_pos = v->y_pos;
			w->z_pos = v->z_pos + 5;
			w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
			w->spritenum = 0xFF;
			w->subtype = AIR_ROTOR;
			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;
			w->UpdateDeltaXY(INVALID_DIR);

			u->SetNext(w);
			VehiclePositionChanged(w);
		}

		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
		RebuildVehicleLists();
		InvalidateWindow(WC_COMPANY, v->owner);
		if (IsLocalPlayer())
			InvalidateAutoreplaceWindow(v->engine_type, v->group_id); //updates the replace Aircraft window

		GetPlayer(_current_player)->num_engines[p1]++;
	}

	return value;
}


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

/** Sell an aircraft.
 * @param tile unused
 * @param flags for command type
 * @param p1 vehicle ID to be sold
 * @param p2 unused
 * @return result of operation.  Error or sold value
 */
CommandCost CmdSellAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *v = GetVehicle(p1);

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

	if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);

	CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);

	if (flags & DC_EXEC) {
		// Invalidate depot
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		DoDeleteAircraft(v);
	}

	return ret;
}

/** Start/Stop an aircraft.
 * @param tile unused
 * @param flags for command type
 * @param p1 aircraft ID to start/stop
 * @param p2 unused
 * @return result of operation.  Nothing if everything went well
 */
CommandCost CmdStartStopAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *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 && v->u.air.state < TERM7)
		return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);

	/* Check if this aircraft can be started/stopped. The callback will fail or
	 * return 0xFF if it can. */
	uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
	if (callback != CALLBACK_FAILED && callback != 0xFF) {
		StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
		return_cmd_error(error);
	}

	if (flags & DC_EXEC) {
		if (v->IsStoppedInDepot()) {
			DeleteVehicleNews(p1, STR_A014_AIRCRAFT_IS_WAITING_IN);
		}

		v->vehstatus ^= VS_STOPPED;
		v->cur_speed = 0;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		InvalidateWindowClasses(WC_AIRCRAFT_LIST);
	}

	return CommandCost();
}

bool Aircraft::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
	const Station *st = GetStation(this->u.air.targetairport);
	/* If the station is not a valid airport or if it has no hangars */
	if (!st->IsValid() || st->airport_tile == 0 || st->Airport()->nof_depots == 0) {
		/* the aircraft has to search for a hangar on its own */
		StationID station = FindNearestHangar(this);

		if (station == INVALID_STATION) return false;

		st = GetStation(station);
	}

	if (location    != NULL) *location    = st->xy;
	if (destination != NULL) *destination = st->index;

	return true;
}

/** Send an aircraft to the hangar.
 * @param tile unused
 * @param flags for command type
 * @param p1 vehicle ID to send to the hangar
 * @param p2 various bitmasked elements
 * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
 * - p2 bit 8-10 - VLW flag (for mass goto depot)
 * @return o if everything went well
 */
CommandCost CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (p2 & DEPOT_MASS_SEND) {
		/* Mass goto depot requested */
		if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
		return SendAllVehiclesToDepot(VEH_AIRCRAFT, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
	}

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *v = GetVehicle(p1);

	if (v->type != VEH_AIRCRAFT) return CMD_ERROR;

	return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}


/** Refits an aircraft to the specified cargo type.
 * @param tile unused
 * @param flags for command type
 * @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
 * - p2 = (bit 16) - refit only this vehicle (ignored)
 * @return cost of refit or error
 */
CommandCost CmdRefitAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	byte new_subtype = GB(p2, 8, 8);

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *v = GetVehicle(p1);

	if (v->type != VEH_AIRCRAFT || !CheckOwnership(v->owner)) return CMD_ERROR;
	if (!v->IsStoppedInDepot()) return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);
	if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);

	/* Check cargo */
	CargoID new_cid = GB(p2, 0, 8);
	if (new_cid >= NUM_CARGO || !CanRefitTo(v->engine_type, new_cid)) return CMD_ERROR;

	/* Check the refit capacity callback */
	uint16 callback = CALLBACK_FAILED;
	if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
		/* Back up the existing cargo type */
		CargoID temp_cid = v->cargo_type;
		byte temp_subtype = v->cargo_subtype;
		v->cargo_type = new_cid;
		v->cargo_subtype = new_subtype;

		callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);

		/* Restore the cargo type */
		v->cargo_type = temp_cid;
		v->cargo_subtype = temp_subtype;
	}

	const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);

	uint pass;
	if (callback == CALLBACK_FAILED) {
		/* If the callback failed, or wasn't executed, use the aircraft's
		 * default cargo capacity */
		pass = AircraftDefaultCargoCapacity(new_cid, avi);
	} else {
		pass = callback;
	}
	_returned_refit_capacity = pass;

	CommandCost cost;
	if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
		cost = GetRefitCost(v->engine_type);
	}

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

		Vehicle *u = v->Next();
		uint mail = IsCargoInClass(new_cid, CC_PASSENGERS) ? avi->mail_capacity : 0;
		u->cargo_cap = mail;
		v->cargo.Truncate(v->cargo_type == new_cid ? pass : 0);
		u->cargo.Truncate(v->cargo_type == new_cid ? mail : 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)
{
	if (_patches.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
	if (v->IsInDepot()) {
		VehicleServiceInDepot(v);
		return;
	}

	const Station *st = GetStation(v->current_order.GetDestination());
	/* only goto depot if the target airport has terminals (eg. it is airport) */
	if (st->IsValid() && st->airport_tile != 0 && st->Airport()->terminals != NULL) {
//		printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
//		v->u.air.targetairport = st->index;
		v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
	} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
		v->current_order.MakeDummy();
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
	}
}

void Aircraft::OnNewDay()
{
	if (!IsNormalAircraft(this)) return;

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

	CheckOrders(this);

	CheckVehicleBreakdown(this);
	AgeVehicle(this);
	CheckIfAircraftNeedsService(this);

	if (this->running_ticks == 0) return;

	CommandCost cost(EXPENSES_AIRCRAFT_RUN, GetVehicleProperty(this, 0x0E, AircraftVehInfo(this->engine_type)->running_cost) * _price.aircraft_running * this->running_ticks / (364 * DAY_TICKS));

	this->profit_this_year -= cost.GetCost();
	this->running_ticks = 0;

	SubtractMoneyFromPlayerFract(this->owner, cost);

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

void AircraftYearlyLoop()
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
			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 {
		v->cargo.AgeCargo();
		v = v->Next();
	} while (v != NULL);
}

static void HelicopterTickHandler(Vehicle *v)
{
	Vehicle *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.IsType(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--;
	}

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

	SpriteID img;
	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)
{
	v->x_pos = x;
	v->y_pos = y;
	v->z_pos = z;

	v->cur_image = v->GetImage(v->direction);
	if (v->subtype == AIR_HELICOPTER) v->Next()->Next()->cur_image = GetRotorImage(v);

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

	Vehicle *u = v->Next();

	int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
	int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
	u->x_pos = x;
	u->y_pos = y - ((v->z_pos-GetSlopeZ(safe_x, safe_y)) >> 3);;

	safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
	u->z_pos = GetSlopeZ(safe_x, safe_y);
	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);
	}
}

/** Handle Aircraft specific tasks when a an Aircraft enters a hangar
 * @param *v Vehicle that enters the hangar
 */
void HandleAircraftEnterHangar(Vehicle *v)
{
	v->subspeed = 0;
	v->progress = 0;

	Vehicle *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);
}

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


void UpdateAircraftCache(Vehicle *v)
{
	uint max_speed = GetVehicleProperty(v, 0x0C, 0);
	if (max_speed != 0) {
		/* Convert from original units to (approx) km/h */
		max_speed = (max_speed * 129) / 10;

		v->u.air.cached_max_speed = max_speed;
	} else {
		v->u.air.cached_max_speed = 0xFFFF;
	}
}


/**
 * Special velocities for aircraft
 */
enum AircraftSpeedLimits {
	SPEED_LIMIT_TAXI     =     50,  ///< Maximum speed of an aircraft while taxiing
	SPEED_LIMIT_APPROACH =    230,  ///< Maximum speed of an aircraft on finals
	SPEED_LIMIT_BROKEN   =    320,  ///< Maximum speed of an aircraft that is broken
	SPEED_LIMIT_HOLD     =    425,  ///< Maximum speed of an aircraft that flies the holding pattern
	SPEED_LIMIT_NONE     = 0xFFFF   ///< No environmental speed limit. Speed limit is type dependent
};

/**
 * Sets the new speed for an aircraft
 * @param v The vehicle for which the speed should be obtained
 * @param speed_limit The maximum speed the vehicle may have.
 * @param hard_limit If true, the limit is directly enforced, otherwise the plane is slowed down gradually
 * @return The number of position updates needed within the tick
 */
static int UpdateAircraftSpeed(Vehicle *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
	uint spd = v->acceleration * 16;
	byte t;

	/* Adjust speed limits by plane speed factor to prevent taxiing
	 * and take-off speeds being too low. */
	speed_limit *= _patches.plane_speed;

	if (v->u.air.cached_max_speed < speed_limit) {
		if (v->cur_speed < speed_limit) hard_limit = false;
		speed_limit = v->u.air.cached_max_speed;
	}

	speed_limit = min(speed_limit, v->max_speed);

	v->subspeed = (t=v->subspeed) + (byte)spd;

	/* Aircraft's current speed is used twice so that very fast planes are
	 * forced to slow down rapidly in the short distance needed. The magic
	 * value 16384 was determined to give similar results to the old speed/48
	 * method at slower speeds. This also results in less reduction at slow
	 * speeds to that aircraft do not get to taxi speed straight after
	 * touchdown. */
	if (!hard_limit && v->cur_speed > speed_limit) {
		speed_limit = v->cur_speed - max(1, ((v->cur_speed * v->cur_speed) / 16384) / _patches.plane_speed);
	}

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

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

	/* 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, VVW_WIDGET_START_STOP_VEH);
	}

	/* Adjust distance moved by plane speed setting */
	if (_patches.plane_speed > 1) spd /= _patches.plane_speed;

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

	spd += v->progress;
	v->progress = (byte)spd;
	return spd >> 8;
}

/**
 * Gets the cruise altitude of an aircraft.
 * The cruise altitude is determined by the velocity of the vehicle
 * and the direction it is moving
 * @param v The vehicle. Should be an aircraft
 * @returns Altitude in pixel units
 */
static byte GetAircraftFlyingAltitude(const Vehicle *v)
{
	/* Make sure Aircraft fly no lower so that they don't conduct
	 * CFITs (controlled flight into terrain)
	 */
	byte base_altitude = 150;

	/* Make sure eastbound and westbound planes do not "crash" into each
	 * other by providing them with vertical seperation
	 */
	switch (v->direction) {
		case DIR_N:
		case DIR_NE:
		case DIR_E:
		case DIR_SE:
			base_altitude += 10;
			break;

		default: break;
	}

	/* Make faster planes fly higher so that they can overtake slower ones */
	base_altitude += min(20 * (v->max_speed / 200), 90);

	return base_altitude;
}

/**
 * Find the entry point to an airport depending on direction which
 * the airport is being approached from. Each airport can have up to
 * four entry points for its approach system so that approaching
 * aircraft do not fly through each other or are forced to do 180
 * degree turns during the approach. The arrivals are grouped into
 * four sectors dependent on the DiagDirection from which the airport
 * is approached.
 *
 * @param v   The vehicle that is approaching the airport
 * @param apc The Airport Class being approached.
 * @returns   The index of the entry point
 */
static byte AircraftGetEntryPoint(const Vehicle *v, const AirportFTAClass *apc)
{
	assert(v != NULL);
	assert(apc != NULL);

	const Station *st = GetStation(v->u.air.targetairport);
	/* Make sure we don't go to 0,0 if the airport has been removed. */
	TileIndex tile = (st->airport_tile != 0) ? st->airport_tile : st->xy;

	int delta_x = v->x_pos - TileX(tile) * TILE_SIZE;
	int delta_y = v->y_pos - TileY(tile) * TILE_SIZE;

	DiagDirection dir;
	if (abs(delta_y) < abs(delta_x)) {
		/* We are northeast or southwest of the airport */
		dir = delta_x < 0 ? DIAGDIR_NE : DIAGDIR_SW;
	} else {
		/* We are northwest or southeast of the airport */
		dir = delta_y < 0 ? DIAGDIR_NW : DIAGDIR_SE;
	}
	return apc->entry_points[dir];
}

/**
 * Controls the movement of an aircraft. This function actually moves the vehicle
 * on the map and takes care of minor things like sound playback.
 * @todo    De-mystify the cur_speed values for helicopter rotors.
 * @param v The vehicle that is moved. Must be the first vehicle of the chain
 * @return  Whether the position requested by the State Machine has been reached
 */
static bool AircraftController(Vehicle *v)
{
	int count;
	const Station *st = GetStation(v->u.air.targetairport);
	const AirportFTAClass *afc = st->Airport();
	const AirportMovingData *amd;

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

		/* Jump into our "holding pattern" state machine if possible */
		if (v->u.air.pos >= afc->nofelements) {
			v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, afc);
		} else if (v->u.air.targetairport != v->current_order.GetDestination()) {
			/* If not possible, just get out of here fast */
			v->u.air.state = FLYING;
			UpdateAircraftCache(v);
			AircraftNextAirportPos_and_Order(v);
			/* get aircraft back on running altitude */
			SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlyingAltitude(v));
			return false;
		}
	}

	/*  get airport moving data */
	amd = afc->MovingData(v->u.air.pos);

	int x = TileX(tile) * TILE_SIZE;
	int y = TileY(tile) * TILE_SIZE;

	/* Helicopter raise */
	if (amd->flag & AMED_HELI_RAISE) {
		Vehicle *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;
			count = UpdateAircraftSpeed(v);
			if (count > 0) {
				v->tile = 0;

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

	/* Helicopter landing. */
	if (amd->flag & AMED_HELI_LOWER) {
		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;
			UpdateAircraftCache(v);
			AircraftNextAirportPos_and_Order(v);
			return false;
		}

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

		/* Find altitude of landing position. */
		int z = GetSlopeZ(x, y) + 1 + afc->delta_z;

		if (z == v->z_pos) {
			Vehicle *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 {
			count = UpdateAircraftSpeed(v);
			if (count > 0) {
				if (v->z_pos > z) {
					SetAircraftPosition(v, v->x_pos, v->y_pos, max(v->z_pos - count, z));
				} else {
					SetAircraftPosition(v, v->x_pos, v->y_pos, min(v->z_pos + count, z));
				}
			}
		}
		return false;
	}

	/* Get distance from destination pos to current pos. */
	uint dist = abs(x + amd->x - v->x_pos) +  abs(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) {
		/* Change direction smoothly to final direction. */
		DirDiff 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, SPEED_LIMIT_TAXI)) 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;
	}

	uint speed_limit = SPEED_LIMIT_TAXI;
	bool hard_limit = true;

	if (amd->flag & AMED_NOSPDCLAMP)   speed_limit = SPEED_LIMIT_NONE;
	if (amd->flag & AMED_HOLD)       { speed_limit = SPEED_LIMIT_HOLD;     hard_limit = false; }
	if (amd->flag & AMED_LAND)       { speed_limit = SPEED_LIMIT_APPROACH; hard_limit = false; }
	if (amd->flag & AMED_BRAKE)      { speed_limit = SPEED_LIMIT_TAXI;     hard_limit = false; }

	count = UpdateAircraftSpeed(v, speed_limit, hard_limit);
	if (count == 0) return false;

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

	do {

		GetNewVehiclePosResult gp;

		if (dist < 4 || amd->flag & AMED_LAND) {
			/* move vehicle one pixel towards target */
			gp.x = (v->x_pos != (x + amd->x)) ?
					v->x_pos + ((x + amd->x > v->x_pos) ? 1 : -1) :
					v->x_pos;
			gp.y = (v->y_pos != (y + amd->y)) ?
					v->y_pos + ((y + amd->y > v->y_pos) ? 1 : -1) :
					v->y_pos;

			/* Oilrigs must keep v->tile as st->airport_tile, since the landing pad is in a non-airport tile */
			gp.new_tile = (st->airport_type == AT_OILRIG) ? st->airport_tile : TileVirtXY(gp.x, gp.y);

		} else {

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

			/* Move vehicle. */
			gp = GetNewVehiclePos(v);
		}

		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? */
		uint z = v->z_pos;

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

		if ((amd->flag & AMED_HOLD) && (z > 150)) z--;

		if (amd->flag & AMED_LAND) {
			if (st->airport_tile == 0) {
				/* Airport has been removed, abort the landing procedure */
				v->u.air.state = FLYING;
				UpdateAircraftCache(v);
				AircraftNextAirportPos_and_Order(v);
				/* get aircraft back on running altitude */
				SetAircraftPosition(v, gp.x, gp.y, GetAircraftFlyingAltitude(v));
				continue;
			}

			uint curz = GetSlopeZ(x, y) + 1;

			if (curz > z) {
				z++;
			} else {
				int t = max(1U, 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) {
			uint curz = GetSlopeZ(x, y) + 1;

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

		}

		SetAircraftPosition(v, gp.x, gp.y, z);
	} while (--count != 0);
	return false;
}


static void HandleCrashedAircraft(Vehicle *v)
{
	v->u.air.crashed_counter++;

	Station *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) ) {
		uint 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) {
		uint32 r;
		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);
		CLRBITS(st->airport_flags, RUNWAY_IN_OUT_block); // commuter airport
		CLRBITS(st->airport_flags, RUNWAY_IN2_block);    // intercontinental

		MarkSingleVehicleDirty(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
		);
	}
}

void HandleMissingAircraftOrders(Vehicle *v)
{
	/*
	 * We do not have an order. This can be divided into two cases:
	 * 1) we are heading to an invalid station. In this case we must
	 *    find another airport to go to. If there is nowhere to go,
	 *    we will destroy the aircraft as it otherwise will enter
	 *    the holding pattern for the first airport, which can cause
	 *    the plane to go into an undefined state when building an
	 *    airport with the same StationID.
	 * 2) we are (still) heading to a (still) valid airport, then we
	 *    can continue going there. This can happen when you are
	 *    changing the aircraft's orders while in-flight or in for
	 *    example a depot. However, when we have a current order to
	 *    go to a depot, we have to keep that order so the aircraft
	 *    actually stops.
	 */
	const Station *st = GetStation(v->u.air.targetairport);
	if (!st->IsValid() || st->airport_tile == 0) {
		CommandCost ret;
		PlayerID old_player = _current_player;

		_current_player = v->owner;
		ret = DoCommand(v->tile, v->index, 0, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
		_current_player = old_player;

		if (CmdFailed(ret)) CrashAirplane(v);
	} else if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
		v->current_order.Free();
	}
}


TileIndex Aircraft::GetOrderStationLocation(StationID station)
{
	/* Orders are changed in flight, ensure going to the right station. */
	if (this->u.air.state == FLYING) {
		AircraftNextAirportPos_and_Order(this);
	}

	/* Aircraft do not use dest-tile */
	return 0;
}

void Aircraft::MarkDirty()
{
		this->cur_image = this->GetImage(this->direction);
		if (this->subtype == AIR_HELICOPTER) this->Next()->Next()->cur_image = GetRotorImage(this);
		MarkSingleVehicleDirty(this);
}

static void CrashAirplane(Vehicle *v)
{
	v->vehstatus |= VS_CRASHED;
	v->u.air.crashed_counter = 0;

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

	InvalidateWindow(WC_VEHICLE_VIEW, v->index);

	uint amt = 2;
	if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) amt += v->cargo.Count();
	SetDParam(0, amt);

	v->cargo.Truncate(0);
	v->Next()->cargo.Truncate(0);
	const Station *st = GetStation(v->u.air.targetairport);
	StringID newsitem;
	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,
		NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, DNC_NONE,
		v->index,
		0);

	SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

static void MaybeCrashAirplane(Vehicle *v)
{
	Station *st = GetStation(v->u.air.targetairport);

	/* FIXME -- MaybeCrashAirplane -> increase crashing chances of very modern airplanes on smaller than AT_METROPOLITAN airports */
	uint16 prob = 0x10000 / 1500;
	if (st->Airport()->flags & AirportFTAClass::SHORT_STRIP &&
			AircraftVehInfo(v->engine_type)->subtype & AIR_FAST &&
			!_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 (CargoID i = 0; i < NUM_CARGO; i++) {
		st->goods[i].rating = 1;
		st->goods[i].cargo.Truncate(0);
	}

	CrashAirplane(v);
}

/** we've landed and just arrived at a terminal */
static void AircraftEntersTerminal(Vehicle *v)
{
	if (v->current_order.IsType(OT_GOTO_DEPOT)) return;

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

	v->BeginLoading();
}

static void AircraftLandAirplane(Vehicle *v)
{
	v->UpdateDeltaXY(INVALID_DIR);

	if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
		SndPlayVehicleFx(SND_17_SKID_PLANE, v);
	}
	MaybeCrashAirplane(v);
}


/** set the right pos when heading to other airports after takeoff */
void AircraftNextAirportPos_and_Order(Vehicle *v)
{
	if (v->current_order.IsType(OT_GOTO_STATION) ||
			v->current_order.IsType(OT_GOTO_DEPOT))
		v->u.air.targetairport = v->current_order.GetDestination();

	const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();
	v->u.air.pos = v->u.air.previous_pos = AircraftGetEntryPoint(v, apc);
}

static void AircraftLeaveHangar(Vehicle *v)
{
	v->cur_speed = 0;
	v->subspeed = 0;
	v->progress = 0;
	v->direction = DIR_SE;
	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);
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
}

/** Checks if an aircraft should head towards a hangar because it needs replacement
 * @param *v the vehicle to test
 * @return true if the aircraft should head towards a hangar
 */
static inline bool CheckSendAircraftToHangarForReplacement(const Vehicle *v)
{
	EngineID new_engine;
	Player *p = GetPlayer(v->owner);

	if (VehicleHasDepotOrders(v)) return false; // The aircraft will end up in the hangar eventually on it's own

	new_engine = EngineReplacementForPlayer(p, v->engine_type, v->group_id);

	if (new_engine == INVALID_ENGINE) {
		/* There is no autoreplace assigned to this EngineID so we will set it to renew to the same type if needed */
		new_engine = v->engine_type;

		if (!v->NeedsAutorenewing(p)) {
			/* No need to replace the aircraft */
			return false;
		}
	}

	if (!HasBit(GetEngine(new_engine)->player_avail, v->owner)) {
		/* Engine is not buildable anymore */
		return false;
	}

	if (p->player_money < (p->engine_renew_money + (2 * DoCommand(0, new_engine, 0, DC_QUERY_COST, CMD_BUILD_AIRCRAFT).GetCost()))) {
		/* We lack enough money to request the replacement right away.
		 * We want 2*(the price of the new vehicle) and not looking at the value of the vehicle we are going to sell.
		 * The reason is that we don't want to send a whole lot of vehicles to the hangars when we only have enough money to replace a single one.
		 * Remember this happens in the background so the user can't stop this. */
		return false;
	}

	/* We found no reason NOT to send the aircraft to a hangar so we will send it there at once */
	return true;
}

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

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

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

	/* if we were sent to the depot, stay there */
	if (v->current_order.IsType(OT_GOTO_DEPOT) && (v->vehstatus & VS_STOPPED)) {
		v->current_order.Free();
		return;
	}

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

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

	/* We are already at the target airport, we need to find a terminal */
	if (v->current_order.GetDestination() == 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 == AIR_HELICOPTER) {
			if (!AirportFindFreeHelipad(v, apc)) return; // helicopter
		} else {
			if (!AirportFindFreeTerminal(v, apc)) return; // airplane
		}
	} else { // Else prepare for launch.
		/* airplane goto state takeoff, helicopter to helitakeoff */
		v->u.air.state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
	}
	AircraftLeaveHangar(v);
	AirportMove(v, apc);
}

/** At one of the Airport's Terminals */
static void AircraftEventHandler_AtTerminal(Vehicle *v, const AirportFTAClass *apc)
{
	/* if we just arrived, execute EnterTerminal first */
	if (v->u.air.previous_pos != v->u.air.pos) {
		AircraftEventHandler_EnterTerminal(v, apc);
		/* 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 == AIR_HELICOPTER && apc->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.IsValid()) return;

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

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

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

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

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

static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
	v->u.air.state = ENDTAKEOFF;
	v->UpdateDeltaXY(INVALID_DIR);
}

static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
	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 *apc)
{
	v->u.air.state = FLYING;
	v->UpdateDeltaXY(INVALID_DIR);

	/* get the next position to go to, differs per airport */
	AircraftNextAirportPos_and_Order(v);

	/* Send the helicopter to a hangar if needed for replacement */
	if (CheckSendAircraftToHangarForReplacement(v)) {
		_current_player = v->owner;
		DoCommand(v->tile, v->index, DEPOT_SERVICE | DEPOT_LOCATE_HANGAR, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
		_current_player = OWNER_NONE;
	}
}

static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
{
	Station *st = GetStation(v->u.air.targetairport);

	/* runway busy or not allowed to use this airstation, circle */
	if (apc->flags & (v->subtype == AIR_HELICOPTER ? AirportFTAClass::HELICOPTERS : AirportFTAClass::AIRPLANES) &&
			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
		byte landingtype = (v->subtype == AIR_HELICOPTER) ? HELILANDING : LANDING;
		const AirportFTA *current = apc->layout[v->u.air.pos].next;
		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 */
				uint16 tcur_speed = v->cur_speed;
				uint16 tsubspeed = v->subspeed;
				if (!AirportHasBlock(v, current, apc)) {
					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, apc->layout[v->u.air.pos].block);
					return;
				}
				v->cur_speed = tcur_speed;
				v->subspeed = tsubspeed;
			}
			current = current->next;
		}
	}
	v->u.air.state = FLYING;
	v->u.air.pos = apc->layout[v->u.air.pos].next_position;
}

static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
{
	v->u.air.state = ENDLANDING;
	AircraftLandAirplane(v);  // maybe crash airplane

	/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
	if (CheckSendAircraftToHangarForReplacement(v)) {
		_current_player = v->owner;
		DoCommand(v->tile, v->index, DEPOT_SERVICE, DC_EXEC, CMD_SEND_AIRCRAFT_TO_HANGAR);
		_current_player = OWNER_NONE;
	}
}

static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc)
{
	v->u.air.state = HELIENDLANDING;
	v->UpdateDeltaXY(INVALID_DIR);
}

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

}

static void AircraftEventHandler_HeliEndLanding(Vehicle *v, const AirportFTAClass *apc)
{
	/*  next block busy, don't do a thing, just wait */
	if (AirportHasBlock(v, &apc->layout[v->u.air.pos], apc)) 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.IsType(OT_GOTO_STATION)) {
		if (AirportFindFreeHelipad(v, apc)) return;
	}
	v->u.air.state = (apc->nof_depots != 0) ? HANGAR : HELITAKEOFF;
}

typedef void AircraftStateHandler(Vehicle *v, const AirportFTAClass *apc);
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
	AircraftEventHandler_AtTerminal,     // TERM7          = 19
	AircraftEventHandler_AtTerminal,     // TERM8          = 20
	AircraftEventHandler_AtTerminal,     // HELIPAD3       = 21
	AircraftEventHandler_AtTerminal,     // HELIPAD4       = 22
};

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

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

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

	const AirportFTAClass *apc = GetStation(v->u.air.targetairport)->Airport();

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

/* gets pos from vehicle and next orders */
static bool AirportMove(Vehicle *v, const AirportFTAClass *apc)
{
	/* error handling */
	if (v->u.air.pos >= apc->nofelements) {
		DEBUG(misc, 0, "[Ap] position %d is not valid for current airport. Max position is %d", v->u.air.pos, apc->nofelements-1);
		assert(v->u.air.pos < apc->nofelements);
	}

	const AirportFTA *current = &apc->layout[v->u.air.pos];
	/* we have arrived in an important state (eg terminal, hangar, etc.) */
	if (current->heading == v->u.air.state) {
		byte prev_pos = v->u.air.pos; // location could be changed in state, so save it before-hand
		byte prev_state = v->u.air.state;
		_aircraft_state_handlers[v->u.air.state](v, apc);
		if (v->u.air.state != FLYING) v->u.air.previous_pos = prev_pos;
		if (v->u.air.state != prev_state || v->u.air.pos != prev_pos) UpdateAircraftCache(v);
		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 == NULL) {
		if (AirportSetBlocks(v, current, apc)) {
			v->u.air.pos = current->next_position;
			UpdateAircraftCache(v);
		} // 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, apc)) {
				v->u.air.pos = current->next_position;
				UpdateAircraftCache(v);
			} // move to next position
			return false;
		}
		current = current->next;
	} while (current != NULL);

	DEBUG(misc, 0, "[Ap] cannot move further on Airport! (pos %d state %d) for vehicle %d", v->u.air.pos, v->u.air.state, 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, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
	const AirportFTA *reference = &apc->layout[v->u.air.pos];
	const AirportFTA *next = &apc->layout[current_pos->next_position];

	/* same block, then of course we can move */
	if (apc->layout[current_pos->position].block != next->block) {
		const Station *st = GetStation(v->u.air.targetairport);
		uint64 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;
}

/**
 * "reserve" a block for the plane
 * @param v airplane that requires the operation
 * @param current_pos of the vehicle in the list of blocks
 * @param apc airport on which block is requsted to be set
 * @returns true on success. Eg, next block was free and we have occupied it
 */
static bool AirportSetBlocks(Vehicle *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
	const AirportFTA *next = &apc->layout[current_pos->next_position];
	const AirportFTA *reference = &apc->layout[v->u.air.pos];

	/* if the next position is in another block, check it and wait until it is free */
	if ((apc->layout[current_pos->position].block & next->block) != next->block) {
		uint64 airport_flags = next->block;
		/* search for all all elements in the list with the same state, and blocks != N
		 * this means more blocks should be checked/set */
		const AirportFTA *current = current_pos;
		if (current == reference) current = current->next;
		while (current != NULL) {
			if (current->heading == current_pos->heading && current->block != 0) {
				airport_flags |= current->block;
				break;
			}
			current = current->next;
		};

		/* 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;

		Station* st = GetStation(v->u.air.targetairport);
		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, _airport_terminal_flag[i])) {
			/* TERMINAL# HELIPAD# */
			v->u.air.state = _airport_terminal_state[i]; // start moving to that terminal/helipad
			SetBit(st->airport_flags, _airport_terminal_flag[i]); // occupy terminal/helipad
			return true;
		}
	}
	return false;
}

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

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

	return num;
}

static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *apc)
{
	/* 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 (apc->terminals[0] > 1) {
		const Station *st = GetStation(v->u.air.targetairport);
		const AirportFTA *temp = apc->layout[v->u.air.pos].next;

		while (temp != NULL) {
			if (temp->heading == 255) {
				if (!HASBITS(st->airport_flags, temp->block)) {
					/* read which group do we want to go to?
					 * (the first free group) */
					uint target_group = temp->next_position + 1;

					/* at what terminal does the group start?
					 * that means, sum up all terminals of
					 * groups with lower number */
					uint group_start = 0;
					for (uint i = 1; i < target_group; i++) {
						group_start += apc->terminals[i];
					}

					uint group_end = group_start + apc->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;
		}
	}

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

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

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

	return num;
}


static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *apc)
{
	/* if an airport doesn't have helipads, use terminals */
	if (apc->helipads == NULL) return AirportFindFreeTerminal(v, apc);

	/* if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal() */
	if (apc->helipads[0] > 1) {
		const Station* st = GetStation(v->u.air.targetairport);
		const AirportFTA* temp = apc->layout[v->u.air.pos].next;

		while (temp != NULL) {
			if (temp->heading == 255) {
				if (!HASBITS(st->airport_flags, temp->block)) {

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

					/* at what terminal does the group start?
					 * that means, sum up all terminals of
					 * groups with lower number */
					uint group_start = 0;
					for (uint i = 1; i < target_group; i++) {
						group_start += apc->helipads[i];
					}

					uint group_end = group_start + apc->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;
		}
	} else {
		/* only 1 helicoptergroup, check all helipads
		 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
		return FreeTerminal(v, MAX_TERMINALS, GetNumHelipads(apc) + 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 {
			if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
		}
	}

	HandleAircraftSmoke(v);
	ProcessOrders(v);
	v->HandleLoading(loop != 0);

	if (v->current_order.IsType(OT_LOADING) || v->current_order.IsType(OT_LEAVESTATION)) return;

	AirportGoToNextPosition(v);
}

void Aircraft::Tick()
{
	if (!IsNormalAircraft(this)) return;

	if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;

	if (this->subtype == AIR_HELICOPTER) HelicopterTickHandler(this);

	AgeAircraftCargo(this);

	this->current_order_time++;

	for (uint i = 0; i != 2; i++) {
		AircraftEventHandler(this, i);
		if (this->type != VEH_AIRCRAFT) // In case it was deleted
			break;
	}
}


/** need to be called to load aircraft from old version */
void UpdateOldAircraft()
{
	/* set airport_flags to 0 for all airports just to be sure */
	Station *st;
	FOR_ALL_STATIONS(st) {
		st->airport_flags = 0; // reset airport
	}

	Vehicle *v_oldstyle;
	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 && IsNormalAircraft(v_oldstyle)) {
			/* 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
			GetNewVehiclePosResult gp = GetNewVehiclePos(v_oldstyle);
			v_oldstyle->tile = 0; // aircraft in air is tile=0

			/* correct speed of helicopter-rotors */
			if (v_oldstyle->subtype == AIR_HELICOPTER) v_oldstyle->Next()->Next()->cur_speed = 32;

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

/**
 * Updates the status of the Aircraft heading or in the station
 * @param st Station been updated
 */
void UpdateAirplanesOnNewStation(const Station *st)
{
	/* only 1 station is updated per function call, so it is enough to get entry_point once */
	const AirportFTAClass *ap = st->Airport();

	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
			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 = AircraftGetEntryPoint(v, ap);
					v->u.air.state = FLYING;
					UpdateAircraftCache(v);
					/* 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 */
					GetNewVehiclePosResult gp = GetNewVehiclePos(v);
					/* 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);
					byte takeofftype = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : ENDTAKEOFF;
					/* search in airportdata for that heading
					 * easiest to do, since this doesn't happen a lot */
					for (uint cnt = 0; cnt < ap->nofelements; cnt++) {
						if (ap->layout[cnt].heading == takeofftype) {
							v->u.air.pos = ap->layout[cnt].position;
							UpdateAircraftCache(v);
							break;
						}
					}
				}
			}
		}
	}
}