aircraft_cmd.c
changeset 0 29654efe3188
child 11 836bc4b37b5b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/aircraft_cmd.c	Mon Aug 09 17:04:08 2004 +0000
@@ -0,0 +1,1890 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "vehicle.h"
+#include "engine.h"
+#include "command.h"
+#include "station.h"
+#include "news.h"
+#include "gfx.h"
+#include "player.h"
+#include "airport.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 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
+};
+
+int GetAircraftImage(Vehicle *v, byte direction)
+{
+	int spritenum = v->spritenum;
+
+#ifdef AIRCRAFT_CUSTOM_SPRITES // TODO --pasky
+	if (is_custom_sprite(spritenum)) {
+		int sprite = GetCustomVehicleSprite(v, direction);
+
+		if (sprite) return sprite;
+		spritenum = _engine_original_sprites[v->engine_type];
+	}
+#endif
+	return direction + _aircraft_sprite[spritenum];
+}
+
+const byte _aircraft_cost_table[NUM_AIRCRAFT_ENGINES] = {
+	14, 15, 16, 75, 15, 18, 17, 18,
+	19, 20, 16, 18, 17, 30, 18, 19,
+	27, 25, 20, 19, 18, 26, 16, 17,
+	16, 16, 17, 18, 20, 21, 19, 24,
+	80, 13, 18, 25, 32, 80, 15, 17,
+	15
+};
+
+const byte _aircraft_speed[NUM_AIRCRAFT_ENGINES] = {
+	37, 37, 74, 181, 37, 74, 74, 74,
+	74, 74, 74, 74, 74, 74, 74, 74,
+	74, 74, 74, 74, 74, 74, 74, 74,
+	74, 74, 74, 74, 74, 74, 181, 74,
+	181, 37, 37, 74, 74, 181, 25, 40,
+	25
+};
+
+const byte _aircraft_running_cost[NUM_AIRCRAFT_ENGINES] = {
+	85, 100, 130, 250, 98, 240, 150, 245,
+	192, 190, 135, 240, 155, 253, 210, 220,
+	230, 225, 235, 220, 170, 210, 125, 145,
+	130, 149, 170, 210, 230, 220, 160, 248,
+	251, 85, 100, 140, 220, 255, 81, 77,
+	80
+};
+
+const byte _aircraft_num_mail[NUM_AIRCRAFT_ENGINES] = {
+	 4,  8, 10, 20,  6, 30, 15, 30,
+	40, 25, 10, 35, 15, 50, 25, 25,
+	40, 35, 30, 25, 20, 20, 10, 10,
+	10, 10, 18, 25, 60, 65, 45, 80,
+	45,  5,  9, 12, 40, 30, 15, 20,
+	10
+};
+
+const uint16 _aircraft_num_pass[NUM_AIRCRAFT_ENGINES] = {
+	 25, 65, 90,100, 30,200,100,150,
+	220,230, 95,170,110,300,200,240,
+	260,240,260,210,160,220, 80, 85,
+	 75, 85, 65,110,180,150, 85,400,
+	130, 25, 60, 90,200,100, 40, 55,
+	 40
+};
+
+const byte _aircraft_sounds[NUM_AIRCRAFT_ENGINES] = {
+	 6,  6,  7, 59,  6,  7,  7,  7,
+	 7,  7,  7,  7,  7, 61,  7,  7,
+	 7,  7,  7,  7,  7,  7,  7,  7,
+	 7,  7,  7,  7,  7,  7,  7, 61,
+	59, 69, 70,  7, 61, 59,  7,  7,
+	 7
+};
+
+const byte _aircraft_table_3[NUM_AIRCRAFT_ENGINES] = {
+	 1,  0,  2,  8,  5,  6,  2,  2,
+	 3,  3,  2,  2,  4,  7,  4,  4,
+	 4,  3,  4,  4,  4,  4,  6,  2,
+	11, 10, 15, 12, 13, 14, 16, 17,
+	18, 20, 21, 22, 23, 24,  9, 19,
+	25
+};
+
+// &1 = regular aircraft
+// &2 = crashes easily on small airports
+const byte _aircraft_subtype[NUM_AIRCRAFT_ENGINES] = {
+	1,  1,  3,  3,  1,  3,  1,  3,
+	3,  3,  3,  3,  3,  3,  3,  3,
+	3,  3,  3,  3,  3,  3,  1,  1,
+	3,  3,  3,  3,  3,  3,  3,  3,
+	3,  1,  1,  1,  3,  3,  0,  0,
+	0
+};
+
+const byte _aircraft_acceleration[NUM_AIRCRAFT_ENGINES] = {
+	18, 20, 35, 50, 20, 40, 35, 40,
+	40, 40, 35, 40, 40, 40, 40, 40,
+	40, 40, 40, 40, 40, 40, 50, 40,
+	40, 40, 40, 40, 40, 40, 40, 40,
+	50, 18, 20, 40, 40, 50, 20, 20,
+	20,
+};
+
+void DrawAircraftEngine(int x, int y, int engine, uint32 image_ormod)
+{
+	DrawSprite((6 + _aircraft_sprite[_aircraft_table_3[engine - AIRCRAFT_ENGINES_INDEX]]) | image_ormod, x, y);
+
+	if ((_aircraft_subtype[engine - AIRCRAFT_ENGINES_INDEX]&1) == 0)
+		DrawSprite(0xF3D, x, y-5);
+}
+
+void DrawAircraftEngineInfo(int engine, int x, int y, int maxw)
+{
+	engine -= AIRCRAFT_ENGINES_INDEX;
+
+	SET_DPARAM32(0, ((_price.aircraft_base >> 3) * _aircraft_cost_table[engine]) >> 5);
+	SET_DPARAM16(1, _aircraft_speed[engine] << 3);
+	SET_DPARAM16(2, _aircraft_num_pass[engine]);
+	SET_DPARAM16(3, _aircraft_num_mail[engine]);
+	SET_DPARAM32(4, _aircraft_running_cost[engine] * _price.aircraft_running >> 8);
+
+	DrawStringMultiCenter(x, y, STR_A02E_COST_MAX_SPEED_CAPACITY, maxw);
+}
+
+/* Allocate many vehicles */
+bool AllocateVehicles(Vehicle **vl, int num)
+{
+	int i;
+	Vehicle *v;
+	bool success = true;
+
+	for(i=0; i!=num; i++) {
+		vl[i] = v = AllocateVehicle();
+		if (v == NULL) {
+			success = false;
+			break;
+		}
+		v->type = 1;
+	}
+
+	while (--i >= 0) {
+		vl[i]->type = 0;
+	}
+
+	return success;
+}
+
+static int32 EstimateAircraftCost(uint16 engine_type)
+{
+	return _aircraft_cost_table[engine_type - AIRCRAFT_ENGINES_INDEX] * (_price.aircraft_base>>3)>>5;
+}
+
+
+/* p1 = engine */
+int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	int32 value;
+	Vehicle *vl[3], *v, *u, *w;
+	byte unit_num;
+	uint tile = TILE_FROM_XY(x,y);
+	Engine *e;
+
+	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
+
+	value = EstimateAircraftCost(p1);
+
+	if (flags & DC_QUERY_COST)
+		return value;
+
+	// allocate 2 or 3 vehicle structs, depending on type
+	if (!AllocateVehicles(vl, (_aircraft_subtype[p1 - AIRCRAFT_ENGINES_INDEX]&1) == 0 ? 3 : 2) ||
+			_ptr_to_next_order >= endof(_order_array))
+					return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
+
+	unit_num = GetFreeUnitNumber(VEH_Aircraft);
+	if (unit_num > _patches.max_aircraft)
+		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
+
+	if (flags & DC_EXEC) {
+		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 = GET_TILE_X(tile)*16 + 5;
+		y = GET_TILE_Y(tile)*16 + 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 = _aircraft_table_3[p1 - AIRCRAFT_ENGINES_INDEX];
+//		v->cargo_count = u->number_of_pieces = 0;
+
+		v->cargo_cap = _aircraft_num_pass[p1 - AIRCRAFT_ENGINES_INDEX];
+		u->cargo_cap = _aircraft_num_mail[p1 - AIRCRAFT_ENGINES_INDEX];
+
+		v->cargo_type = CT_PASSENGERS;
+		u->cargo_type = CT_MAIL;
+
+		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 = 0xFF;
+//		v->destination_coords = 0;
+
+		v->max_speed = _aircraft_speed[p1 - AIRCRAFT_ENGINES_INDEX];
+		v->acceleration = _aircraft_acceleration[p1 - AIRCRAFT_ENGINES_INDEX];
+		v->engine_type = (byte)p1;
+
+		v->subtype = (_aircraft_subtype[p1 - AIRCRAFT_ENGINES_INDEX]&1) == 0 ? 0 : 2;
+		v->value = value;
+
+		u->subtype = 4;
+
+		e = &_engines[p1];
+		v->reliability = e->reliability;
+		v->reliability_spd_dec = e->reliability_spd_dec;
+		v->max_age = e->lifelength * 366;
+
+		_new_aircraft_id = v->index;
+
+		*(v->schedule_ptr = _ptr_to_next_order++) = 0;
+		// the AI doesn't click on a tile to build airplanes, so the below code will
+		// never work. Therefore just assume the AI's planes always come from Hangar0
+		v->u.air.pos = (_is_ai_player) ? 0:MAX_ELEMENTS;
+
+		/* When we click on hangar we know the tile (it is in var '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 depots, it is simple
+		*/
+		{
+			Station *st;
+			const AirportFTAClass *Airport;
+			const uint16 *cur_depot;
+			byte i = 0;
+			st = DEREF_STATION(_map2[tile]);
+			Airport = GetAirport(st->airport_type);
+			// first element of depot array contains #of depots on the airport
+			for (cur_depot=&Airport->airport_depots[1]; i != Airport->airport_depots[0]; cur_depot++) {
+				if ((uint)(st->airport_tile + *cur_depot) == tile) {
+					assert(Airport->layout[i].heading == HANGAR);
+					v->u.air.pos = Airport->layout[i].position;
+					break;
+				}
+				i++;
+			}
+			// 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 = _map2[tile];
+		v->next = u;
+
+		v->service_interval = _patches.servint_aircraft;
+
+		v->date_of_last_service = _date;
+		v->build_year = _cur_year;
+
+		v->cur_image = u->cur_image = 0xEA0;
+
+		VehiclePositionChanged(v);
+		VehiclePositionChanged(u);
+
+		// Aircraft with 3 vehicles?
+		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->subtype = 6;
+			w->cur_image = 0xF3D;
+			VehiclePositionChanged(w);
+		}
+
+		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+		InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+		InvalidateWindow(WC_COMPANY, v->owner);
+	}
+
+	return value;
+}
+
+bool IsAircraftHangarTile(TileIndex tile)
+{
+	// 0x56 - hangar facing other way international airport (86)
+	// 0x20 - hangar large airport (32)
+	// 0x41 - hangar small airport (65)
+	return IS_TILETYPE(tile, MP_STATION) &&
+				(_map5[tile] == 32 || _map5[tile] == 65 || _map5[tile] == 86);
+}
+
+static bool CheckStoppedInHangar(Vehicle *v)
+{
+	if (!(v->vehstatus&VS_STOPPED) ||
+			!IsAircraftHangarTile(v->tile)) {
+		_error_message = STR_A01B_AIRCRAFT_MUST_BE_STOPPED;
+		return false;
+	}
+
+	return true;
+}
+
+
+void DoDeleteAircraft(Vehicle *v)
+{
+	DeleteWindowById(WC_VEHICLE_VIEW, v->index);
+	InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+	InvalidateWindow(WC_COMPANY, v->owner);
+	DeleteVehicleChain(v);
+}
+
+// p1 = vehicle
+int32 CmdSellAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	Vehicle *v;
+
+	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
+
+	v = &_vehicles[p1];
+
+	if (!CheckOwnership(v->owner) || !CheckStoppedInHangar(v))
+		return CMD_ERROR;
+
+	if (flags & DC_EXEC) {
+		// Invalidate depot
+		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+
+		DoDeleteAircraft(v);
+
+	}
+
+	return -(int32)v->value;
+}
+
+// p1 = vehicle
+int32 CmdStartStopAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	Vehicle *v;
+
+	v = &_vehicles[p1];
+
+	if (!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) {
+		v->vehstatus ^= VS_STOPPED;
+		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+	}
+
+	return 0;
+}
+
+// p1 = vehicle
+int32 CmdSendAircraftToHangar(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	Vehicle *v;
+	Station *st;
+
+	v = &_vehicles[p1];
+
+	if (!CheckOwnership(v->owner))
+		return CMD_ERROR;
+
+	if ((v->next_order&OT_MASK) == OT_GOTO_DEPOT) {
+		if (flags & DC_EXEC) {
+ 			if (v->next_order&OF_UNLOAD)
+ 				{ v->cur_order_index++; }
+			v->next_order = OT_DUMMY;
+			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+		}
+	} else {
+		st = DEREF_STATION(v->u.air.targetairport);
+		// If an airport doesn't have terminals (so no landing space for airports),
+		// it surely doesn't have any hangars
+		if (st->xy == 0 || st->airport_tile == 0 || GetAirport(st->airport_type)->nofterminals == 0)
+					return CMD_ERROR;
+
+		if (flags & DC_EXEC) {
+			v->next_order = OF_NON_STOP | OF_FULL_LOAD | OT_GOTO_DEPOT;
+			v->next_order_param = v->u.air.targetairport;
+			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+		}
+	}
+
+	return 0;
+}
+
+// p1 = vehicle
+// p2 = new service int
+int32 CmdChangeAircraftServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	Vehicle *v;
+
+	v = &_vehicles[p1];
+
+	if (!CheckOwnership(v->owner))
+		return CMD_ERROR;
+
+	if (flags & DC_EXEC) {
+		v->service_interval = (uint16)p2;
+		InvalidateWindowWidget(WC_VEHICLE_DETAILS, v->index, 7);
+	}
+
+	return 0;
+}
+
+// p1 = vehicle
+// p2 = new cargo type
+int32 CmdRefitAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+{
+	Vehicle *v,*u;
+	int pass, mail;
+	int32 cost;
+
+	SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_RUN);
+
+	v = &_vehicles[p1];
+	if (!CheckOwnership(v->owner) || !CheckStoppedInHangar(v))
+		return CMD_ERROR;
+
+	pass = _aircraft_num_pass[v->engine_type - AIRCRAFT_ENGINES_INDEX];
+	if (p2 != 0) {
+		pass >>= 1;
+		if (p2 != 5)
+			pass >>= 1;
+	}
+	_aircraft_refit_capacity = pass;
+
+	cost = 0;
+	if (IS_HUMAN_PLAYER(v->owner) && (byte)p2 != v->cargo_type) {
+		cost = _price.aircraft_base >> 7;
+	}
+
+	if (flags & DC_EXEC) {
+		v->cargo_cap = pass;
+
+		u = v->next;
+		mail = _aircraft_num_mail[v->engine_type - AIRCRAFT_ENGINES_INDEX];
+		if (p2 != 0) {
+			mail = 0;
+		}
+		u->cargo_cap = mail;
+		v->cargo_count = u->cargo_count = 0;
+		v->cargo_type = (byte)p2;
+		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+	}
+
+	return cost;
+}
+
+void HandleClickOnAircraft(Vehicle *v)
+{
+	ShowAircraftViewWindow(v);
+}
+
+static void CheckIfAircraftNeedsService(Vehicle *v)
+{
+	Station *st;
+
+	if (v->date_of_last_service + v->service_interval > _date)
+		return;
+
+	if (v->vehstatus & VS_STOPPED)
+		return;
+
+	if ((v->next_order & (OT_MASK | OF_FULL_LOAD)) == (OT_GOTO_DEPOT | OF_FULL_LOAD))
+		return;
+
+ 	if (_patches.gotodepot && IS_HUMAN_PLAYER(v->owner) && ScheduleHasDepotOrders(v->schedule_ptr))
+ 		return;
+ 
+	st = DEREF_STATION(v->next_order_param);
+	// 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)->nofterminals != 0) {
+//		printf("targetairport = %d, st->index = %d\n", v->u.air.targetairport, st->index);
+//		v->u.air.targetairport = st->index;
+		v->next_order = OF_NON_STOP | OT_GOTO_DEPOT;
+		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+	} else if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT) {
+		v->next_order = OT_DUMMY;
+		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+	}
+}
+
+void OnNewDay_Aircraft(Vehicle *v)
+{
+	int32 cost;
+
+	if (v->subtype > 2)
+		return;
+
+	if ((++v->day_counter & 7) == 0)
+		DecreaseVehicleValue(v);
+
+	CheckVehicleBreakdown(v);
+	AgeVehicle(v);
+	CheckIfAircraftNeedsService(v);
+
+	if (v->vehstatus & VS_STOPPED)
+		return;
+
+	cost = _aircraft_running_cost[v->engine_type - AIRCRAFT_ENGINES_INDEX] * _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);
+	InvalidateWindow(WC_AIRCRAFT_LIST, v->owner);
+}
+
+void AircraftYearlyLoop()
+{
+	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++;
+	} while ( (v=v->next) != NULL );
+}
+
+static void HelicopterTickHandler(Vehicle *v)
+{
+	Vehicle *u;
+	int tick,spd;
+	uint16 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->next_order&OT_MASK) == OT_LOADING || (v->vehstatus&VS_STOPPED)) {
+		if (u->cur_speed != 0) {
+			u->cur_speed++;
+			if (u->cur_speed >= 0x80 && u->cur_image == 0xF40) {
+				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) {
+		img = 0xF3D;
+		if (u->cur_image == img)
+			return;
+	} else if (tick >= spd) {
+		u->tick_counter = 0;
+		img = u->cur_image + 1;
+		if (img > 0xF40)
+			img = 0xF3E;
+	} 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);
+
+	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);
+
+	if ((u=u->next) != 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;
+	if ((u=u->next) != 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);
+
+	v->date_of_last_service = _date;
+	v->breakdowns_since_last_service = 0;
+	v->reliability = _engines[v->engine_type].reliability;
+	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+}
+
+static void PlayAircraftSound(Vehicle *v)
+{
+	SndPlayVehicleFx(_aircraft_sounds[v->engine_type - AIRCRAFT_ENGINES_INDEX], 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, 4);
+	}
+
+	if (!(v->direction & 1)) {
+		spd = spd * 3 >> 2;
+	}
+
+	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)
+{
+	byte maxz = 162;
+	if (v->max_speed != 37) {
+		maxz = 171;
+		if (v->max_speed != 74) {maxz = 180;}
+	}
+	return maxz;
+}
+
+static bool Aircraft_5(Vehicle *v)
+{
+	Station *st;
+	const AirportMovingData *amd;
+	Vehicle *u;
+	byte z,dirdiff,newdir,maxz,curz;
+	GetNewVehiclePosResult gp;
+	uint dist;
+	int x,y;
+
+	st = DEREF_STATION(v->u.air.targetairport);
+
+	// prevent going to 0,0 if airport is deleted.
+	{
+		uint tile = st->airport_tile;
+		if (tile == 0) tile = st->xy;
+		// xy of destination
+		x = GET_TILE_X(tile)*16;
+		y = GET_TILE_Y(tile)*16;
+	}
+
+	// get airport moving data
+	assert(v->u.air.pos < GetAirport(st->airport_type)->nofelements);
+	amd = &_airport_moving_datas[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(0x16, 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 - Aircraft_5 -> 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 <= (uint)((amd->flag&AMED_SLOWTURN)?8:4))
+		return true;
+
+	// At final pos?
+	if (dist == 0) {
+
+		// Clamp speed to 12.
+		if (v->cur_speed > 12)
+			v->cur_speed = 12;
+
+		// Change direction smoothly to final direction.
+		dirdiff = 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 == 0) {
+			v->cur_speed = 0;
+			return true;
+		}
+
+		if (!UpdateAircraftSpeed(v))
+			return false;
+
+		v->direction = (v->direction+((dirdiff&7)<5?1:-1)) & 7;
+		v->cur_speed >>= 1;
+
+		SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+		return false;
+	}
+
+	// Clamp speed?
+	if (!(amd->flag & AMED_NOSPDCLAMP) && v->cur_speed > 12)
+		v->cur_speed = 12;
+
+	if (!UpdateAircraftSpeed(v))
+		return false;
+
+	// Decrease animation counter.
+	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;
+		// Determine running altitude
+		maxz = GetAircraftFlyingAltitude(v);
+		if (z > maxz)
+			z = maxz;
+	}
+
+	if (amd->flag & AMED_LAND) {
+		if (st->airport_tile == 0) {
+			//FIXME -- FIXED - Aircraft_5 -> if station no longer exists, do not land
+			// * 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);
+			// 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 const int8 _crashed_aircraft_moddir[4] = {
+	-1,0,0,1
+};
+
+static void HandleCrashedAircraft(Vehicle *v)
+{
+	uint32 r;
+	Station *st;
+
+	v->u.air.crashed_counter++;
+
+	if (v->u.air.crashed_counter < 650) {
+		if (CHANCE16R(1,32,r)) {
+			v->direction = (v->direction+_crashed_aircraft_moddir[(r >> 16)&3]) & 7;
+			SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+			r = Random();
+			CreateEffectVehicleRel(v,
+				4 + (r&0xF),
+				4 + ((r>>4)&0xF),
+				((r>>8)&0xF),
+				EV_DEMOLISH);
+		}
+	} else if (v->u.air.crashed_counter >= 10000) {
+		st = DEREF_STATION(v->u.air.targetairport);
+		// 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 const int8 _aircraft_smoke_xy[16] = {
+	5,6,5,0,-5,-6,-5,0, /* x coordinates */
+	5,0,-5,-6,-5,0,5,6, /* y coordinate */
+};
+
+static void HandleAircraftSmoke(Vehicle *v)
+{
+	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,
+			_aircraft_smoke_xy[v->direction],
+			_aircraft_smoke_xy[v->direction + 8],
+			2,
+			EV_SMOKE_3
+		);
+	}
+}
+
+static void ProcessAircraftOrder(Vehicle *v)
+{
+	uint order;
+
+	// OT_GOTO_DEPOT, OT_LOADING
+ 	if ((v->next_order & OT_MASK) >= OT_GOTO_DEPOT && (v->next_order & OT_MASK) <= OT_LOADING) {
+ 		if ((v->next_order & (OT_MASK|OF_UNLOAD)) != (OT_GOTO_DEPOT|OF_UNLOAD))
+ 			return;
+ 	}
+ 
+ 	if ((v->next_order & (OT_MASK|OF_UNLOAD|OF_FULL_LOAD)) == (OT_GOTO_DEPOT|OF_UNLOAD|OF_FULL_LOAD) &&
+ 		v->date_of_last_service+v->service_interval > _date) {
+ 		v->cur_order_index++;
+ 	}
+
+	if (v->cur_order_index >= v->num_orders)
+		v->cur_order_index = 0;
+
+	order = v->schedule_ptr[v->cur_order_index];
+
+	if (order == 0) {
+		v->next_order = OT_NOTHING;
+		return;
+	}
+
+	if (order == (uint)((v->next_order | (v->next_order_param<<8))))
+		return;
+
+	v->next_order = (byte)order;
+	v->next_order_param = (byte)(order >> 8);
+
+	// orders are changed in flight, ensure going to the right station
+	if ((order & OT_MASK) == OT_GOTO_STATION && v->u.air.state == FLYING) {
+		AircraftNextAirportPos_and_Order(v);
+		v->u.air.targetairport = order >> 8;
+	}
+
+	InvalidateVehicleOrderWidget(v);
+}
+
+static void HandleAircraftLoading(Vehicle *v, int mode)
+{
+	if (v->next_order == OT_NOTHING)
+		return;
+
+	if (v->next_order != OT_DUMMY) {
+		if ((v->next_order&OT_MASK) != OT_LOADING)
+			return;
+
+		if (mode != 0)
+			return;
+
+		if (--v->load_unload_time_rem)
+			return;
+
+		if (v->next_order&OF_FULL_LOAD && CanFillVehicle(v)) {
+			SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
+			LoadUnloadVehicle(v);
+			return;
+		}
+
+		{
+			byte b = v->next_order;
+			v->next_order = OT_NOTHING;
+			if (!(b & OF_NON_STOP))
+				return;
+		}
+	}
+	v->cur_order_index++;
+	InvalidateVehicleOrderWidget(v);
+}
+
+static void MaybeCrashAirplane(Vehicle *v)
+{
+	Station *st;
+	uint16 prob;
+	int i;
+	uint16 amt;
+
+	st = DEREF_STATION(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 && (_aircraft_subtype[v->engine_type - AIRCRAFT_ENGINES_INDEX]&2)) {
+		prob = 0x10000 / 20;
+	}
+
+	if ((uint16)Random() > prob)
+		return;
+
+	// Crash the airplane. Remove all goods stored at the station.
+	for(i=0; i!=NUM_CARGO; i++) {
+		st->goods[i].rating = 1;
+		st->goods[i].waiting_acceptance &= ~0xFFF;
+	}
+
+	v->vehstatus |= VS_CRASHED;
+	v->u.air.crashed_counter = 0;
+
+	CreateEffectVehicleRel(v, 4, 4, 8, EV_CRASHED_SMOKE);
+
+	InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+
+	amt = 2;
+	if (v->cargo_type == CT_PASSENGERS) amt += v->cargo_count;
+	SET_DPARAM16(0, amt);
+
+	v->cargo_count = 0;
+	v->next->cargo_count = 0,
+
+	SET_DPARAM16(1, st->index);
+	AddNewsItem(STR_A034_PLANE_CRASH_DIE_IN_FIREBALL,
+		NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
+		v->index,
+		0);
+
+	ModifyStationRatingAround(TILE_FROM_XY(v->x_pos, v->y_pos), v->owner, -160, 30);
+	SndPlayVehicleFx(16, v);
+}
+
+// we've landed and just arrived at a terminal
+static void AircraftEntersTerminal(Vehicle *v)
+{
+	Station *st;
+	byte old_order;
+
+	if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT)
+		return;
+
+	st = DEREF_STATION(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;
+		SET_DPARAM16(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->next_order;
+	v->next_order = OT_LOADING;
+
+	if ((old_order & OT_MASK) == OT_GOTO_STATION &&
+			v->next_order_param == v->last_station_visited) {
+		v->next_order = OT_LOADING | (old_order & (OF_UNLOAD|OF_FULL_LOAD)) | OF_NON_STOP;
+	}
+
+	SET_EXPENSES_TYPE(EXPENSES_AIRCRAFT_INC);
+	LoadUnloadVehicle(v);
+	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, 4);
+}
+
+static void AircraftEnterHangar(Vehicle *v)
+{
+	byte old_order;
+
+	ServiceAircraft(v);
+	
+	MaybeRenewVehicle(v, EstimateAircraftCost(v->engine_type));
+
+	if ((v->next_order & OT_MASK) == OT_GOTO_DEPOT) {
+		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
+
+		old_order = v->next_order;
+		v->next_order = OT_NOTHING;
+
+ 			if (old_order & OF_UNLOAD) { v->cur_order_index++; }
+ 
+ 			else if (old_order & OF_FULL_LOAD) { // force depot visit
+			v->vehstatus |= VS_STOPPED;
+
+			if (v->owner == _local_player) {
+				SET_DPARAM16(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(0x15, v);
+	MaybeCrashAirplane(v);
+}
+
+// set the right pos when heading to other airports after takeoff
+static void AircraftNextAirportPos_and_Order(Vehicle *v)
+{
+	Station *st;
+	const AirportFTAClass *Airport;
+
+	if ((v->next_order&OT_MASK) == OT_GOTO_STATION ||
+			(v->next_order&OT_MASK) == OT_GOTO_DEPOT)
+			v->u.air.targetairport = v->next_order_param;
+
+	st = DEREF_STATION(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
+		if ((u=u->next) != NULL) {
+			u->vehstatus &= ~VS_HIDDEN;
+			u->cur_speed = 80;
+		}
+	}
+
+	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
+	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
+///////////////////   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 ((v->next_order&OT_MASK) == OT_GOTO_DEPOT && (v->vehstatus&VS_STOPPED)) { // if we were sent to the depot, stay there
+		v->next_order = OT_NOTHING;
+		return;
+	}
+
+	if ((v->next_order&OT_MASK) != OT_GOTO_STATION && (v->next_order&OT_MASK) != 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->next_order_param == 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->nofhelipads > 0) {
+				// an exerpt of ServiceAircraft, without the invisibility stuff
+				v->date_of_last_service = _date;
+				v->breakdowns_since_last_service = 0;
+				v->reliability = _engines[v->engine_type].reliability;
+				InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+			}
+		}
+		return;
+	}
+
+	// removed &0x1F
+	if (v->next_order == 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->next_order&OT_MASK) {
+		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->next_order_param == 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->next_order  = OT_NOTHING;
+			v->u.air.state = HANGAR;
+	}
+	AirportMove(v, Airport);
+}
+
+static void AircraftEventHandler_General(Vehicle *v, const AirportFTAClass *Airport)
+{
+	printf("OK, you shouldn't be here, check your Airport Scheme!\n");
+	assert(1 == v->u.air.state); // when here state is 0, so this always fails
+}
+
+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)
+{
+	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);
+}
+
+static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *Airport)
+{
+	Station *st;
+	byte landingtype;
+	AirportFTA *current;
+	uint16 tcur_speed, tsubspeed;
+
+	st = DEREF_STATION(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)
+{
+	AircraftLandAirplane(v);  // maybe crash airplane
+	v->u.air.state = ENDLANDING;
+}
+
+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->next_order&OT_MASK) == 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->next_order&OT_MASK) == OT_GOTO_STATION) {
+		if (AirportFindFreeHelipad(v, Airport)) {return;}
+	}
+	v->u.air.state = (Airport->nofterminals != 0) ? 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(Vehicle *v, const AirportFTAClass *Airport)
+{
+	Station *st;
+	// 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) {
+		st = DEREF_STATION(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 (!Aircraft_5(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;
+	bool retval = false;
+
+	// error handling
+	if (v->u.air.pos >= Airport->nofelements) {
+		printf("position %d is not valid for current airport. Max position is %d\n", 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 retval;
+	}
+
+	// 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 retval;
+		}
+		current = current->next_in_chain;
+	} while (current != NULL);
+
+	printf("Cannot move further on Airport...! pos:%d state:%d\n", v->u.air.pos, v->u.air.state);
+	printf("Airport entry point: %d, Vehicle: %d\n", 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)
+{
+	Station *st;
+	uint32 airport_flags;
+	AirportFTA *next, *reference;
+	reference = &Airport->layout[v->u.air.pos];
+	next = &Airport->layout[current_pos->next_position];
+
+	// same block, then of course we can move
+	if (Airport->layout[current_pos->position].block != next->block) {
+		airport_flags = next->block;
+		st = DEREF_STATION(v->u.air.targetairport);
+		// 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)
+{
+	Station *st;
+	uint32 airport_flags;
+	AirportFTA *current, *reference, *next;
+	next = &Airport->layout[current_pos->next_position];
+	reference = &Airport->layout[v->u.air.pos];
+
+	// 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) {
+		airport_flags = next->block;
+		st = DEREF_STATION(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 = DEREF_STATION(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 bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport) 
+{
+	byte nofterminalspergroup, i;
+	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->nofterminalgroups > 1) {
+		st = DEREF_STATION(v->u.air.targetairport);
+		nofterminalspergroup = Airport->nofterminals / Airport->nofterminalgroups;
+		temp = Airport->layout[v->u.air.pos].next_in_chain;
+		while (temp != NULL) {
+			if (temp->heading == 255) {
+				if (!HASBITS(st->airport_flags, temp->block)) {
+					i = temp->next_position * nofterminalspergroup; // next_position denotes the group to check
+					// only that group will be checked (eg 6 terms, 2 groups)
+					// with i = 0 terms 1 - 3 and
+					// with i = 1 terms 4 - 6
+					if (FreeTerminal(v, i, i + nofterminalspergroup)) {return true;}
+				}
+			}
+			else {return false;} // once the heading isn't 255, we've exhausted the possible blocks. So we cannot move
+			temp = temp->next_in_chain;
+		}
+	}
+
+	// if there is only 1 terminalgroup, all terminals are checked (starting from 0 to max)
+	return FreeTerminal(v, 0, Airport->nofterminals);
+}
+
+static bool AirportFindFreeHelipad(Vehicle *v, const AirportFTAClass *Airport) 
+{
+  Station *st;
+  byte nofhelipadspergroup,  i;
+  AirportFTA *temp;
+
+	// if an airport doesn't have helipads, use terminals
+	if (Airport->nofhelipads == 0) {return AirportFindFreeTerminal(v, Airport);}
+
+	// if there are more helicoptergroups, pick one, just as in AirportFindFreeTerminal()
+	if (Airport->nofhelipadgroups > 1) {
+		st = DEREF_STATION(v->u.air.targetairport);
+		nofhelipadspergroup = Airport->nofhelipads / Airport->nofhelipadgroups;
+		temp = Airport->layout[v->u.air.pos].next_in_chain;
+		while (temp != NULL) {
+			if (temp->heading == 255) {
+				if (!HASBITS(st->airport_flags, temp->block)) {
+					i = temp->next_position * nofhelipadspergroup; // next position is the group to check
+					// heliports start from after TERMINALS, so MAX_TERMINALS needs to be added
+					if (FreeTerminal(v, i + MAX_TERMINALS, i + MAX_TERMINALS + nofhelipadspergroup)) {return true;}
+				}
+			}
+			else {return false;} // once the heading isn't 255, we've exhausted the possible blocks. So we cannot move
+			temp = temp->next_in_chain;
+		}
+	}
+	// only 1 helicoptergroup, check all helipads
+	// The blocks for helipads start after the last terminal (MAX_TERMINALS)
+	else {return FreeTerminal(v, MAX_TERMINALS, Airport->nofhelipads + 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;
+	}
+
+	/* exit if aircraft is stopped */
+	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->next_order&OT_MASK) >= 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(DEREF_STATION(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;
+	}
+}
+
+// need to be called to load aircraft from old version
+void UpdateOldAircraft()
+{
+	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 Aircraft_5. 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;
+						}
+					}
+				}
+			}
+		}
+	}
+}