Files @ r28828:76c6b8ce3c7c
Branch filter:

Location: cpp/openttd-patchpack/source/src/aircraft_cmd.cpp

Loïc Guilloux
Fix f6dd505: Missing savegame conversion for current_order (#12188)
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

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

#include "stdafx.h"
#include "aircraft.h"
#include "landscape.h"
#include "news_func.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "spritecache.h"
#include "error_func.h"
#include "strings_func.h"
#include "command_func.h"
#include "window_func.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "cheat_type.h"
#include "company_base.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_func.h"
#include "effectvehicle_func.h"
#include "station_base.h"
#include "engine_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "zoom_func.h"
#include "disaster_vehicle.h"
#include "newgrf_airporttiles.h"
#include "framerate_type.h"
#include "aircraft_cmd.h"
#include "vehicle_cmd.h"

#include "table/strings.h"

#include "safeguards.h"

void Aircraft::UpdateDeltaXY()
{
	this->x_offs = -1;
	this->y_offs = -1;
	this->x_extent = 2;
	this->y_extent = 2;

	switch (this->subtype) {
		default: NOT_REACHED();

		case AIR_AIRCRAFT:
		case AIR_HELICOPTER:
			switch (this->state) {
				default: break;
				case ENDTAKEOFF:
				case LANDING:
				case HELILANDING:
				case FLYING:
					this->x_extent = 24;
					this->y_extent = 24;
					break;
			}
			this->z_extent = 5;
			break;

		case AIR_SHADOW:
			this->z_extent = 1;
			this->x_offs = 0;
			this->y_offs = 0;
			break;

		case AIR_ROTOR:
			this->z_extent = 1;
			break;
	}
}

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

template <>
bool IsValidImageIndex<VEH_AIRCRAFT>(uint8_t image_index)
{
	return image_index < lengthof(_aircraft_sprite);
}

/** 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 company 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 Aircraft *v)
{
	uint best = 0;
	StationID index = INVALID_STATION;
	TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
	const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
	uint max_range = v->acache.cached_max_range_sqr;

	/* Determine destinations where it's coming from and where it's heading to */
	const Station *last_dest = nullptr;
	const Station *next_dest = nullptr;
	if (max_range != 0) {
		if (v->current_order.IsType(OT_GOTO_STATION) ||
				(v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDepotActionType() != ODATFB_NEAREST_DEPOT)) {
			last_dest = Station::GetIfValid(v->last_station_visited);
			next_dest = Station::GetIfValid(v->current_order.GetDestination());
		} else {
			last_dest = GetTargetAirportIfValid(v);
			next_dest = Station::GetIfValid(v->GetNextStoppingStation().value);
		}
	}

	for (const Station *st : Station::Iterate()) {
		if (st->owner != v->owner || !(st->facilities & FACIL_AIRPORT) || !st->airport.HasHangar()) continue;

		const AirportFTAClass *afc = st->airport.GetFTA();

		/* don't crash the plane if we know it can't land at the airport */
		if ((afc->flags & AirportFTAClass::SHORT_STRIP) && (avi->subtype & AIR_FAST) && !_cheats.no_jetcrash.value) continue;

		/* the plane won't land at any helicopter station */
		if (!(afc->flags & AirportFTAClass::AIRPLANES) && (avi->subtype & AIR_CTOL)) continue;

		/* Check if our last and next destinations can be reached from the depot airport. */
		if (max_range != 0) {
			uint last_dist = (last_dest != nullptr && last_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, last_dest->airport.tile) : 0;
			uint next_dist = (next_dest != nullptr && next_dest->airport.tile != INVALID_TILE) ? DistanceSquare(st->airport.tile, next_dest->airport.tile) : 0;
			if (last_dist > max_range || next_dist > max_range) 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;
}

void Aircraft::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
	uint8_t spritenum = this->spritenum;

	if (is_custom_sprite(spritenum)) {
		GetCustomVehicleSprite(this, direction, image_type, result);
		if (result->IsValid()) return;

		spritenum = this->GetEngine()->original_image_index;
	}

	assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
	result->Set(direction + _aircraft_sprite[spritenum]);
}

void GetRotorImage(const Aircraft *v, EngineImageType image_type, VehicleSpriteSeq *result)
{
	assert(v->subtype == AIR_HELICOPTER);

	const Aircraft *w = v->Next()->Next();
	if (is_custom_sprite(v->spritenum)) {
		GetCustomRotorSprite(v, image_type, result);
		if (result->IsValid()) return;
	}

	/* Return standard rotor sprites if there are no custom sprites for this helicopter */
	result->Set(SPR_ROTOR_STOPPED + w->state);
}

static void GetAircraftIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result)
{
	const Engine *e = Engine::Get(engine);
	uint8_t spritenum = e->u.air.image_index;

	if (is_custom_sprite(spritenum)) {
		GetCustomVehicleIcon(engine, DIR_W, image_type, result);
		if (result->IsValid()) return;

		spritenum = e->original_image_index;
	}

	assert(IsValidImageIndex<VEH_AIRCRAFT>(spritenum));
	result->Set(DIR_W + _aircraft_sprite[spritenum]);
}

void DrawAircraftEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
	VehicleSpriteSeq seq;
	GetAircraftIcon(engine, image_type, &seq);

	Rect rect;
	seq.GetBounds(&rect);
	preferred_x = Clamp(preferred_x,
			left - UnScaleGUI(rect.left),
			right - UnScaleGUI(rect.right));

	seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);

	if (!(AircraftVehInfo(engine)->subtype & AIR_CTOL)) {
		VehicleSpriteSeq rotor_seq;
		GetCustomRotorIcon(engine, image_type, &rotor_seq);
		if (!rotor_seq.IsValid()) rotor_seq.Set(SPR_ROTOR_STOPPED);
		rotor_seq.Draw(preferred_x, y - ScaleSpriteTrad(5), PAL_NONE, false);
	}
}

/**
 * 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[out] width The width of the sprite.
 * @param[out] height The height of the sprite.
 * @param[out] xoffs Number of pixels to shift the sprite to the right.
 * @param[out] yoffs Number of pixels to shift the sprite downwards.
 * @param image_type Context the sprite is used in.
 */
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
	VehicleSpriteSeq seq;
	GetAircraftIcon(engine, image_type, &seq);

	Rect rect;
	seq.GetBounds(&rect);

	width  = UnScaleGUI(rect.Width());
	height = UnScaleGUI(rect.Height());
	xoffs  = UnScaleGUI(rect.left);
	yoffs  = UnScaleGUI(rect.top);
}

/**
 * Build an aircraft.
 * @param flags    type of operation.
 * @param tile     tile of the depot where aircraft is built.
 * @param e        the engine to build.
 * @param[out] ret the vehicle that has been built.
 * @return the cost of this operation or an error.
 */
CommandCost CmdBuildAircraft(DoCommandFlag flags, TileIndex tile, const Engine *e, Vehicle **ret)
{
	const AircraftVehicleInfo *avi = &e->u.air;
	const Station *st = Station::GetByTile(tile);

	/* Prevent building aircraft types at places which can't handle them */
	if (!CanVehicleUseStation(e->index, st)) return CMD_ERROR;

	/* Make sure all aircraft end up in the first tile of the hangar. */
	tile = st->airport.GetHangarTile(st->airport.GetHangarNum(tile));

	if (flags & DC_EXEC) {
		Aircraft *v = new Aircraft(); // aircraft
		Aircraft *u = new Aircraft(); // shadow
		*ret = v;

		v->direction = DIR_SE;

		v->owner = u->owner = _current_company;

		v->tile = tile;

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

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

		v->spritenum = avi->image_index;

		v->cargo_cap = avi->passenger_capacity;
		v->refit_cap = 0;
		u->refit_cap = 0;

		v->cargo_type = e->GetDefaultCargoType();
		assert(IsValidCargoID(v->cargo_type));

		CargoID mail = GetCargoIDByLabel(CT_MAIL);
		if (IsValidCargoID(mail)) {
			u->cargo_type = mail;
			u->cargo_cap = avi->mail_capacity;
		}

		v->name.clear();
		v->last_station_visited = INVALID_STATION;
		v->last_loading_station = INVALID_STATION;

		v->acceleration = avi->acceleration;
		v->engine_type = e->index;
		u->engine_type = e->index;

		v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
		v->UpdateDeltaXY();

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

		v->reliability = e->reliability;
		v->reliability_spd_dec = e->reliability_spd_dec;
		v->max_age = e->GetLifeLengthInDays();

		v->pos = GetVehiclePosOnBuild(tile);

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

		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_aircraft);

		v->date_of_last_service = TimerGameEconomy::date;
		v->date_of_last_service_newgrf = TimerGameCalendar::date;
		v->build_year = u->build_year = TimerGameCalendar::year;

		v->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);
		u->sprite_cache.sprite_seq.Set(SPR_IMG_QUERY);

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

		v->vehicle_flags = 0;
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);

		v->InvalidateNewGRFCacheOfChain();

		v->cargo_cap = e->DetermineCapacity(v, &u->cargo_cap);

		v->InvalidateNewGRFCacheOfChain();

		UpdateAircraftCache(v, true);

		v->UpdatePosition();
		u->UpdatePosition();

		/* Aircraft with 3 vehicles (chopper)? */
		if (v->subtype == AIR_HELICOPTER) {
			Aircraft *w = new Aircraft();
			w->engine_type = e->index;
			w->direction = DIR_N;
			w->owner = _current_company;
			w->x_pos = v->x_pos;
			w->y_pos = v->y_pos;
			w->z_pos = v->z_pos + ROTOR_Z_OFFSET;
			w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
			w->spritenum = 0xFF;
			w->subtype = AIR_ROTOR;
			w->sprite_cache.sprite_seq.Set(SPR_ROTOR_STOPPED);
			w->random_bits = Random();
			/* Use rotor's air.state to store the rotor animation frame */
			w->state = HRS_ROTOR_STOPPED;
			w->UpdateDeltaXY();

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

	return CommandCost();
}


ClosestDepot Aircraft::FindClosestDepot()
{
	const Station *st = GetTargetAirportIfValid(this);
	/* If the station is not a valid airport or if it has no hangars */
	if (st == nullptr || !CanVehicleUseStation(this, st) || !st->airport.HasHangar()) {
		/* the aircraft has to search for a hangar on its own */
		StationID station = FindNearestHangar(this);

		if (station == INVALID_STATION) return ClosestDepot();

		st = Station::Get(station);
	}

	return ClosestDepot(st->xy, st->index);
}

static void CheckIfAircraftNeedsService(Aircraft *v)
{
	if (Company::Get(v->owner)->settings.vehicle.servint_aircraft == 0 || !v->NeedsAutomaticServicing()) return;
	if (v->IsChainInDepot()) {
		VehicleServiceInDepot(v);
		return;
	}

	/* When we're parsing conditional orders and the like
	 * we don't want to consider going to a depot too. */
	if (!v->current_order.IsType(OT_GOTO_DEPOT) && !v->current_order.IsType(OT_GOTO_STATION)) return;

	const Station *st = Station::Get(v->current_order.GetDestination());

	assert(st != nullptr);

	/* only goto depot if the target airport has a depot */
	if (st->airport.HasHangar() && CanVehicleUseStation(v, st)) {
		v->current_order.MakeGoToDepot(st->index, ODTFB_SERVICE);
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	} else if (v->current_order.IsType(OT_GOTO_DEPOT)) {
		v->current_order.MakeDummy();
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	}
}

Money Aircraft::GetRunningCost() const
{
	const Engine *e = this->GetEngine();
	uint cost_factor = GetVehicleProperty(this, PROP_AIRCRAFT_RUNNING_COST_FACTOR, e->u.air.running_cost);
	return GetPrice(PR_RUNNING_AIRCRAFT, cost_factor, e->GetGRF());
}

/** Calendar day handler */
void Aircraft::OnNewCalendarDay()
{
	if (!this->IsNormalAircraft()) return;
	AgeVehicle(this);
}

/** Economy day handler */
void Aircraft::OnNewEconomyDay()
{
	if (!this->IsNormalAircraft()) return;

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

	CheckOrders(this);

	CheckVehicleBreakdown(this);
	CheckIfAircraftNeedsService(this);

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

	CommandCost cost(EXPENSES_AIRCRAFT_RUN, this->GetRunningCost() * this->running_ticks / (CalendarTime::DAYS_IN_YEAR * Ticks::DAY_TICKS));

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

	SubtractMoneyFromCompanyFract(this->owner, cost);

	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}

static void HelicopterTickHandler(Aircraft *v)
{
	Aircraft *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->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;

	VehicleSpriteSeq seq;
	if (spd == 0) {
		u->state = HRS_ROTOR_STOPPED;
		GetRotorImage(v, EIT_ON_MAP, &seq);
		if (u->sprite_cache.sprite_seq == seq) return;
	} else if (tick >= spd) {
		u->tick_counter = 0;
		u->state++;
		if (u->state > HRS_ROTOR_MOVING_3) u->state = HRS_ROTOR_MOVING_1;
		GetRotorImage(v, EIT_ON_MAP, &seq);
	} else {
		return;
	}

	u->sprite_cache.sprite_seq = seq;

	u->UpdatePositionAndViewport();
}

/**
 * Set aircraft position.
 * @param v Aircraft to position.
 * @param x New X position.
 * @param y New y position.
 * @param z New z position.
 */
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
{
	v->x_pos = x;
	v->y_pos = y;
	v->z_pos = z;

	v->UpdatePosition();
	v->UpdateViewport(true, false);
	if (v->subtype == AIR_HELICOPTER) {
		GetRotorImage(v, EIT_ON_MAP, &v->Next()->Next()->sprite_cache.sprite_seq);
	}

	Aircraft *u = v->Next();

	int safe_x = Clamp(x, 0, Map::MaxX() * TILE_SIZE);
	int safe_y = Clamp(y - 1, 0, Map::MaxY() * TILE_SIZE);
	u->x_pos = x;
	u->y_pos = y - ((v->z_pos - GetSlopePixelZ(safe_x, safe_y)) >> 3);

	safe_y = Clamp(u->y_pos, 0, Map::MaxY() * TILE_SIZE);
	u->z_pos = GetSlopePixelZ(safe_x, safe_y);
	u->sprite_cache.sprite_seq.CopyWithoutPalette(v->sprite_cache.sprite_seq); // the shadow is never coloured

	u->UpdatePositionAndViewport();

	u = u->Next();
	if (u != nullptr) {
		u->x_pos = x;
		u->y_pos = y;
		u->z_pos = z + ROTOR_Z_OFFSET;

		u->UpdatePositionAndViewport();
	}
}

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

	Aircraft *u = v->Next();
	u->vehstatus |= VS_HIDDEN;
	u = u->Next();
	if (u != nullptr) {
		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);
	}
}


/**
 * Update cached values of an aircraft.
 * Currently caches callback 36 max speed.
 * @param v Vehicle
 * @param update_range Update the aircraft range.
 */
void UpdateAircraftCache(Aircraft *v, bool update_range)
{
	uint max_speed = GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, 0);
	if (max_speed != 0) {
		/* Convert from original units to km-ish/h */
		max_speed = (max_speed * 128) / 10;

		v->vcache.cached_max_speed = max_speed;
	} else {
		/* Use the default max speed of the vehicle. */
		v->vcache.cached_max_speed = AircraftVehInfo(v->engine_type)->max_speed;
	}

	/* Update cargo aging period. */
	v->vcache.cached_cargo_age_period = GetVehicleProperty(v, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(v->engine_type)->cargo_age_period);
	Aircraft *u = v->Next(); // Shadow for mail
	u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_AIRCRAFT_CARGO_AGE_PERIOD, EngInfo(u->engine_type)->cargo_age_period);

	/* Update aircraft range. */
	if (update_range) {
		v->acache.cached_max_range = GetVehicleProperty(v, PROP_AIRCRAFT_RANGE, AircraftVehInfo(v->engine_type)->max_range);
		/* Squared it now so we don't have to do it later all the time. */
		v->acache.cached_max_range_sqr = v->acache.cached_max_range * v->acache.cached_max_range;
	}
}


/**
 * 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(Aircraft *v, uint speed_limit = SPEED_LIMIT_NONE, bool hard_limit = true)
{
	/**
	 * 'acceleration' has the unit 3/8 mph/tick. This function is called twice per tick.
	 * So the speed amount we need to accelerate is:
	 *     acceleration * 3 / 16 mph = acceleration * 3 / 16 * 16 / 10 km-ish/h
	 *                               = acceleration * 3 / 10 * 256 * (km-ish/h / 256)
	 *                               ~ acceleration * 77 (km-ish/h / 256)
	 */
	uint spd = v->acceleration * 77;
	byte t;

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

	/* adjust speed for broken vehicles */
	if (v->vehstatus & VS_AIRCRAFT_BROKEN) {
		if (SPEED_LIMIT_BROKEN < speed_limit) hard_limit = false;
		speed_limit = std::min<uint>(speed_limit, SPEED_LIMIT_BROKEN);
	}

	if (v->vcache.cached_max_speed < speed_limit) {
		if (v->cur_speed < speed_limit) hard_limit = false;
		speed_limit = v->vcache.cached_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 - std::max(1, ((v->cur_speed * v->cur_speed) / 16384) / _settings_game.vehicle.plane_speed);
	}

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

	/* updates statusbar only if speed have changed to save CPU time */
	if (spd != v->cur_speed) {
		v->cur_speed = spd;
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	}

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

	/* Convert direction-independent speed into direction-dependent speed. (old movement method) */
	spd = v->GetOldAdvanceSpeed(spd);

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

/**
 * Get the tile height below the aircraft.
 * This function is needed because aircraft can leave the mapborders.
 *
 * @param v The vehicle to get the height for.
 * @return The height in pixels from 'z_pos' 0.
 */
int GetTileHeightBelowAircraft(const Vehicle *v)
{
	int safe_x = Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE);
	int safe_y = Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE);
	return TileHeight(TileVirtXY(safe_x, safe_y)) * TILE_HEIGHT;
}

/**
 * Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular
 * vehicle for normal flight situation.
 * When the maximum is reached the vehicle should consider descending.
 * When the minimum is reached the vehicle should consider ascending.
 *
 * @param v              The vehicle to get the flight levels for.
 * @param[out] min_level The minimum bounds for flight level.
 * @param[out] max_level The maximum bounds for flight level.
 */
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min_level, int *max_level)
{
	int base_altitude = GetTileHeightBelowAircraft(v);
	if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->subtype == AIR_HELICOPTER) {
		base_altitude += HELICOPTER_HOLD_MAX_FLYING_ALTITUDE - PLANE_HOLD_MAX_FLYING_ALTITUDE;
	}

	/* Make sure eastbound and westbound planes do not "crash" into each
	 * other by providing them with vertical separation
	 */
	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 += std::min(20 * (v->vcache.cached_max_speed / 200) - 90, 0);

	if (min_level != nullptr) *min_level = base_altitude + AIRCRAFT_MIN_FLYING_ALTITUDE;
	if (max_level != nullptr) *max_level = base_altitude + AIRCRAFT_MAX_FLYING_ALTITUDE;
}

/**
 * Gets the maximum 'flight level' for the holding pattern of the aircraft,
 * in pixels 'z_pos' 0, depending on terrain below.
 *
 * @param v The aircraft that may or may not need to decrease its altitude.
 * @return Maximal aircraft holding altitude, while in normal flight, in pixels.
 */
int GetAircraftHoldMaxAltitude(const Aircraft *v)
{
	int tile_height = GetTileHeightBelowAircraft(v);

	return tile_height + ((v->subtype == AIR_HELICOPTER) ? HELICOPTER_HOLD_MAX_FLYING_ALTITUDE : PLANE_HOLD_MAX_FLYING_ALTITUDE);
}

template <class T>
int GetAircraftFlightLevel(T *v, bool takeoff)
{
	/* Aircraft is in flight. We want to enforce it being somewhere
	 * between the minimum and the maximum allowed altitude. */
	int aircraft_min_altitude;
	int aircraft_max_altitude;
	GetAircraftFlightLevelBounds(v, &aircraft_min_altitude, &aircraft_max_altitude);
	int aircraft_middle_altitude = (aircraft_min_altitude + aircraft_max_altitude) / 2;

	/* If those assumptions would be violated, aircraft would behave fairly strange. */
	assert(aircraft_min_altitude < aircraft_middle_altitude);
	assert(aircraft_middle_altitude < aircraft_max_altitude);

	int z = v->z_pos;
	if (z < aircraft_min_altitude ||
			(HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z < aircraft_middle_altitude)) {
		/* Ascend. And don't fly into that mountain right ahead.
		 * And avoid our aircraft become a stairclimber, so if we start
		 * correcting altitude, then we stop correction not too early. */
		SetBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
		z += takeoff ? 2 : 1;
	} else if (!takeoff && (z > aircraft_max_altitude ||
			(HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z > aircraft_middle_altitude))) {
		/* Descend lower. You are an aircraft, not an space ship.
		 * And again, don't stop correcting altitude too early. */
		SetBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
		z--;
	} else if (HasBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION) && z >= aircraft_middle_altitude) {
		/* Now, we have corrected altitude enough. */
		ClrBit(v->flags, VAF_IN_MIN_HEIGHT_CORRECTION);
	} else if (HasBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION) && z <= aircraft_middle_altitude) {
		/* Now, we have corrected altitude enough. */
		ClrBit(v->flags, VAF_IN_MAX_HEIGHT_CORRECTION);
	}

	return z;
}

template int GetAircraftFlightLevel(DisasterVehicle *v, bool takeoff);
template int GetAircraftFlightLevel(Aircraft *v, bool takeoff);

/**
 * 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.
 * @param rotation The rotation of the airport.
 * @return   The index of the entry point
 */
static byte AircraftGetEntryPoint(const Aircraft *v, const AirportFTAClass *apc, Direction rotation)
{
	assert(v != nullptr);
	assert(apc != nullptr);

	/* In the case the station doesn't exit anymore, set target tile 0.
	 * It doesn't hurt much, aircraft will go to next order, nearest hangar
	 * or it will simply crash in next tick */
	TileIndex tile = 0;

	const Station *st = Station::GetIfValid(v->targetairport);
	if (st != nullptr) {
		/* Make sure we don't go to INVALID_TILE if the airport has been removed. */
		tile = (st->airport.tile != INVALID_TILE) ? 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;
	}
	dir = ChangeDiagDir(dir, DiagDirDifference(DIAGDIR_NE, DirToDiagDir(rotation)));
	return apc->entry_points[dir];
}


static void MaybeCrashAirplane(Aircraft *v);

/**
 * 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(Aircraft *v)
{
	/* nullptr if station is invalid */
	const Station *st = Station::GetIfValid(v->targetairport);
	/* INVALID_TILE if there is no station */
	TileIndex tile = INVALID_TILE;
	Direction rotation = DIR_N;
	uint size_x = 1, size_y = 1;
	if (st != nullptr) {
		if (st->airport.tile != INVALID_TILE) {
			tile = st->airport.tile;
			rotation = st->airport.rotation;
			size_x = st->airport.w;
			size_y = st->airport.h;
		} else {
			tile = st->xy;
		}
	}
	/* DUMMY if there is no station or no airport */
	const AirportFTAClass *afc = tile == INVALID_TILE ? GetAirport(AT_DUMMY) : st->airport.GetFTA();

	/* prevent going to INVALID_TILE if airport is deleted. */
	if (st == nullptr || st->airport.tile == INVALID_TILE) {
		/* Jump into our "holding pattern" state machine if possible */
		if (v->pos >= afc->nofelements) {
			v->pos = v->previous_pos = AircraftGetEntryPoint(v, afc, DIR_N);
		} else if (v->targetairport != v->current_order.GetDestination()) {
			/* If not possible, just get out of here fast */
			v->state = FLYING;
			UpdateAircraftCache(v);
			AircraftNextAirportPos_and_Order(v);
			/* get aircraft back on running altitude */
			SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
			return false;
		}
	}

	/*  get airport moving data */
	const AirportMovingData amd = RotateAirportMovingData(afc->MovingData(v->pos), rotation, size_x, size_y);

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

	/* Helicopter raise */
	if (amd.flag & AMED_HELI_RAISE) {
		Aircraft *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) {
				if (!PlayVehicleSound(v, VSE_START)) {
					SoundID sfx = AircraftVehInfo(v->engine_type)->sfx;
					/* For compatibility with old NewGRF we ignore the sfx property, unless a NewGRF-defined sound is used.
					 * The baseset has only one helicopter sound, so this only limits using plane or cow sounds. */
					if (sfx < ORIGINAL_SAMPLE_COUNT) sfx = SND_18_TAKEOFF_HELICOPTER;
					SndPlayVehicleFx(sfx, v);
				}
			}
		} else {
			u->cur_speed = 32;
			int count = UpdateAircraftSpeed(v);
			if (count > 0) {
				v->tile = 0;

				int z_dest;
				GetAircraftFlightLevelBounds(v, &z_dest, nullptr);

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

	/* Helicopter landing. */
	if (amd.flag & AMED_HELI_LOWER) {
		SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);

		if (st == nullptr) {
			/* 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->state = FLYING;
			UpdateAircraftCache(v);
			AircraftNextAirportPos_and_Order(v);
			return false;
		}

		/* Vehicle is now at the airport.
		 * Helicopter has arrived at the target landing pad, so the current position is also where it should land.
		 * Except for Oilrigs which are special due to being a 1x1 station, and helicopters land outside it. */
		if (st->airport.type != AT_OILRIG) {
			x = v->x_pos;
			y = v->y_pos;
			tile = TileVirtXY(x, y);
		}
		v->tile = tile;

		/* Find altitude of landing position. */
		int z = GetSlopePixelZ(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) {
				ClrBit(v->flags, VAF_HELI_DIRECT_DESCENT);
				return true;
			}
			u->cur_speed += 4;
		} else {
			int count = UpdateAircraftSpeed(v);
			if (count > 0) {
				if (v->z_pos > z) {
					SetAircraftPosition(v, v->x_pos, v->y_pos, std::max(v->z_pos - count, z));
				} else {
					SetAircraftPosition(v, v->x_pos, v->y_pos, std::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;
	}

	if (amd.flag & AMED_BRAKE && v->cur_speed > SPEED_LIMIT_TAXI * _settings_game.vehicle.plane_speed) {
		MaybeCrashAirplane(v);
		if ((v->vehstatus & VS_CRASHED) != 0) 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; }

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

	/* If the plane will be a few subpixels away from the destination after
	 * this movement loop, start nudging it towards the exact position for
	 * the whole loop. Otherwise, heavily depending on the speed of the plane,
	 * it is possible we totally overshoot the target, causing the plane to
	 * make a loop, and trying again, and again, and again .. */
	bool nudge_towards_target = static_cast<uint>(count) + 3 > dist;

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

	do {

		GetNewVehiclePosResult gp;

		if (nudge_towards_target || (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) {
				if (amd.flag & AMED_SLOWTURN && v->number_consecutive_turns < 8 && v->subtype == AIR_AIRCRAFT) {
					if (v->turn_counter == 0 || newdir == v->last_direction) {
						if (newdir == v->last_direction) {
							v->number_consecutive_turns = 0;
						} else {
							v->number_consecutive_turns++;
						}
						v->turn_counter = 2 * _settings_game.vehicle.plane_speed;
						v->last_direction = v->direction;
						v->direction = newdir;
					}

					/* Move vehicle. */
					gp = GetNewVehiclePos(v);
				} else {
					v->cur_speed >>= 1;
					v->direction = newdir;

					/* When leaving a terminal an aircraft often goes to a position
					 * directly in front of it. If it would move while turning it
					 * would need an two extra turns to end up at the correct position.
					 * To make it easier just disallow all moving while turning as
					 * long as an aircraft is on the ground. */
					gp.x = v->x_pos;
					gp.y = v->y_pos;
					gp.new_tile = gp.old_tile = v->tile;
				}
			} else {
				v->number_consecutive_turns = 0;
				/* 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? */
		int z = v->z_pos;

		if (amd.flag & AMED_TAKEOFF) {
			z = GetAircraftFlightLevel(v, true);
		} else if (amd.flag & AMED_HOLD) {
			/* Let the plane drop from normal flight altitude to holding pattern altitude */
			if (z > GetAircraftHoldMaxAltitude(v)) z--;
		} else if ((amd.flag & AMED_SLOWTURN) && (amd.flag & AMED_NOSPDCLAMP)) {
			z = GetAircraftFlightLevel(v);
		}

		/* NewGRF airports (like a rotated intercontinental from OpenGFX+Airports) can be non-rectangular
		 * and their primary (north-most) tile does not have to be part of the airport.
		 * As such, the height of the primary tile can be different from the rest of the airport.
		 * Given we are landing/breaking, and as such are not a helicopter, we know that there has to be a hangar.
		 * We also know that the airport itself has to be completely flat (otherwise it is not a valid airport).
		 * Therefore, use the height of this hangar to calculate our z-value. */
		int airport_z = v->z_pos;
		if ((amd.flag & (AMED_LAND | AMED_BRAKE)) && st != nullptr) {
			assert(st->airport.HasHangar());
			TileIndex hangar_tile = st->airport.GetHangarTile(0);
			airport_z = GetTileMaxPixelZ(hangar_tile) + 1; // To avoid clashing with the shadow
		}

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

			/* We're not flying below our destination, right? */
			assert(airport_z <= z);
			int t = std::max(1U, dist - 4);
			int delta = z - airport_z;

			/* Only start lowering when we're sufficiently close for a 1:1 glide */
			if (delta >= t) {
				z -= CeilDiv(z - airport_z, t);
			}
			if (z < airport_z) z = airport_z;
		}

		/* We've landed. Decrease speed when we're reaching end of runway. */
		if (amd.flag & AMED_BRAKE) {

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

		}

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

/**
 * Handle crashed aircraft \a v.
 * @param v Crashed aircraft.
 */
static bool HandleCrashedAircraft(Aircraft *v)
{
	v->crashed_counter += 3;

	Station *st = GetTargetAirportIfValid(v);

	/* make aircraft crash down to the ground */
	if (v->crashed_counter < 500 && st == nullptr && ((v->crashed_counter % 3) == 0) ) {
		int z = GetSlopePixelZ(Clamp(v->x_pos, 0, Map::MaxX() * TILE_SIZE), Clamp(v->y_pos, 0, Map::MaxY() * TILE_SIZE));
		v->z_pos -= 1;
		if (v->z_pos == z) {
			v->crashed_counter = 500;
			v->z_pos++;
		}
	}

	if (v->crashed_counter < 650) {
		uint32_t 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->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 */
		if (st != nullptr) {
			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
		}

		delete v;

		return false;
	}

	return true;
}


/**
 * Handle smoke of broken aircraft.
 * @param v Aircraft
 * @param mode Is this the non-first call for this vehicle in this tick?
 */
static void HandleAircraftSmoke(Aircraft *v, bool mode)
{
	static const struct {
		int8_t x;
		int8_t 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;

	/* Stop smoking when landed */
	if (v->cur_speed < 10) {
		v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
		v->breakdown_ctr = 0;
		return;
	}

	/* Spawn effect et most once per Tick, i.e. !mode */
	if (!mode && (v->tick_counter & 0x0F) == 0) {
		CreateEffectVehicleRel(v,
			smoke_pos[v->direction].x,
			smoke_pos[v->direction].y,
			2,
			EV_BREAKDOWN_SMOKE_AIRCRAFT
		);
	}
}

void HandleMissingAircraftOrders(Aircraft *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 = GetTargetAirportIfValid(v);
	if (st == nullptr) {
		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
		CommandCost ret = Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::None, {});
		cur_company.Restore();

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


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

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

void Aircraft::MarkDirty()
{
	this->colourmap = PAL_NONE;
	this->UpdateViewport(true, false);
	if (this->subtype == AIR_HELICOPTER) {
		GetRotorImage(this, EIT_ON_MAP, &this->Next()->Next()->sprite_cache.sprite_seq);
	}
}


uint Aircraft::Crash(bool flooded)
{
	uint pass = Vehicle::Crash(flooded) + 2; // pilots
	this->crashed_counter = flooded ? 9000 : 0; // max 10000, disappear pretty fast when flooded

	return pass;
}

/**
 * Bring the aircraft in a crashed state, create the explosion animation, and create a news item about the crash.
 * @param v Aircraft that crashed.
 */
static void CrashAirplane(Aircraft *v)
{
	CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);

	uint pass = v->Crash();
	SetDParam(0, pass);

	v->cargo.Truncate();
	v->Next()->cargo.Truncate();
	const Station *st = GetTargetAirportIfValid(v);
	StringID newsitem;
	TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
	if (st == nullptr) {
		newsitem = STR_NEWS_PLANE_CRASH_OUT_OF_FUEL;
	} else {
		SetDParam(1, st->index);
		newsitem = STR_NEWS_AIRCRAFT_CRASH;
	}

	AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));
	Game::NewEvent(new ScriptEventVehicleCrashed(v->index, vt, st == nullptr ? ScriptEventVehicleCrashed::CRASH_AIRCRAFT_NO_AIRPORT : ScriptEventVehicleCrashed::CRASH_PLANE_LANDING));

	NewsType newstype = NT_ACCIDENT;
	if (v->owner != _local_company) {
		newstype = NT_ACCIDENT_OTHER;
	}

	AddTileNewsItem(newsitem, newstype, vt, nullptr, st != nullptr ? st->index : INVALID_STATION);

	ModifyStationRatingAround(vt, v->owner, -160, 30);
	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

/**
 * Decide whether aircraft \a v should crash.
 * @param v Aircraft to test.
 */
static void MaybeCrashAirplane(Aircraft *v)
{

	Station *st = Station::Get(v->targetairport);

	uint32_t prob;
	if ((st->airport.GetFTA()->flags & AirportFTAClass::SHORT_STRIP) &&
			(AircraftVehInfo(v->engine_type)->subtype & AIR_FAST) &&
			!_cheats.no_jetcrash.value) {
		prob = 3276;
	} else {
		if (_settings_game.vehicle.plane_crashes == 0) return;
		prob = (0x4000 << _settings_game.vehicle.plane_crashes) / 1500;
	}

	if (GB(Random(), 0, 22) > prob) return;

	/* Crash the airplane. Remove all goods stored at the station. */
	for (GoodsEntry &ge : st->goods) {
		ge.rating = 1;
		ge.cargo.Truncate();
	}

	CrashAirplane(v);
}

/**
 * Aircraft arrives at a terminal. If it is the first aircraft, throw a party.
 * Start loading cargo.
 * @param v Aircraft that arrived.
 */
static void AircraftEntersTerminal(Aircraft *v)
{
	if (v->current_order.IsType(OT_GOTO_DEPOT)) return;

	Station *st = Station::Get(v->targetairport);
	v->last_station_visited = v->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 */
		AddVehicleNewsItem(
			STR_NEWS_FIRST_AIRCRAFT_ARRIVAL,
			(v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
			v->index,
			st->index
		);
		AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
		Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
	}

	v->BeginLoading();
}

/**
 * Aircraft touched down at the landing strip.
 * @param v Aircraft that landed.
 */
static void AircraftLandAirplane(Aircraft *v)
{
	Station *st = Station::Get(v->targetairport);

	TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);

	v->UpdateDeltaXY();

	AirportTileAnimationTrigger(st, vt, AAT_STATION_AIRPLANE_LAND);

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


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

	const Station *st = GetTargetAirportIfValid(v);
	const AirportFTAClass *apc = st == nullptr ? GetAirport(AT_DUMMY) : st->airport.GetFTA();
	Direction rotation = st == nullptr ? DIR_N : st->airport.rotation;
	v->pos = v->previous_pos = AircraftGetEntryPoint(v, apc, rotation);
}

/**
 * Aircraft is about to leave the hangar.
 * @param v Aircraft leaving.
 * @param exit_dir The direction the vehicle leaves the hangar.
 * @note This function is called in AfterLoadGame for old savegames, so don't rely
 *       on any data to be valid, especially don't rely on the fact that the vehicle
 *       is actually on the ground inside a depot.
 */
void AircraftLeaveHangar(Aircraft *v, Direction exit_dir)
{
	v->cur_speed = 0;
	v->subspeed = 0;
	v->progress = 0;
	v->direction = exit_dir;
	v->vehstatus &= ~VS_HIDDEN;
	{
		Vehicle *u = v->Next();
		u->vehstatus &= ~VS_HIDDEN;

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

	VehicleServiceInDepot(v);
	v->LeaveUnbunchingDepot();
	SetAircraftPosition(v, v->x_pos, v->y_pos, v->z_pos);
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}

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

/**
 * Aircraft arrived in an airport hangar.
 * @param v Aircraft in the hangar.
 * @param apc Airport description containing the hangar.
 */
static void AircraftEventHandler_EnterHangar(Aircraft *v, const AirportFTAClass *apc)
{
	VehicleEnterDepot(v);
	v->state = apc->layout[v->pos].heading;
}

/**
 * Handle aircraft movement/decision making in an airport hangar.
 * @param v Aircraft in the hangar.
 * @param apc Airport description containing the hangar.
 */
static void AircraftEventHandler_InHangar(Aircraft *v, const AirportFTAClass *apc)
{
	/* if we just arrived, execute EnterHangar first */
	if (v->previous_pos != v->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;
	}

	/* Check if we should wait here for unbunching. */
	if (v->IsWaitingForUnbunching()) return;

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

	/* We are leaving a hangar, but have to go to the exact same one; re-enter */
	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->current_order.GetDestination() == v->targetairport) {
		VehicleEnterDepot(v);
		return;
	}

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

	/* We are already at the target airport, we need to find a terminal */
	if (v->current_order.GetDestination() == v->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->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
	}
	const Station *st = Station::GetByTile(v->tile);
	AircraftLeaveHangar(v, st->airport.GetHangarExitDirection(v->tile));
	AirportMove(v, apc);
}

/** At one of the Airport's Terminals */
static void AircraftEventHandler_AtTerminal(Aircraft *v, const AirportFTAClass *apc)
{
	/* if we just arrived, execute EnterTerminal first */
	if (v->previous_pos != v->pos) {
		AircraftEventHandler_EnterTerminal(v, apc);
		/* on an airport with helipads, a helicopter will always land there
		 * and get serviced at the same time - setting */
		if (_settings_game.order.serviceathelipad) {
			if (v->subtype == AIR_HELICOPTER && apc->num_helipads > 0) {
				/* an excerpt of ServiceAircraft, without the invisibility stuff */
				v->date_of_last_service = TimerGameEconomy::date;
				v->date_of_last_service_newgrf = TimerGameCalendar::date;
				v->breakdowns_since_last_service = 0;
				v->reliability = v->GetEngine()->reliability;
				SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
			}
		}
		return;
	}

	if (v->current_order.IsType(OT_NOTHING)) return;

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

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

	bool go_to_hangar = false;
	switch (v->current_order.GetType()) {
		case OT_GOTO_STATION: // ready to fly to another airport
			break;
		case OT_GOTO_DEPOT:   // visit hangar for servicing, sale, etc.
			go_to_hangar = v->current_order.GetDestination() == v->targetairport;
			break;
		case OT_CONDITIONAL:
			/* In case of a conditional order we just have to wait a tick
			 * longer, so the conditional order can actually be processed;
			 * we should not clear the order as that makes us go nowhere. */
			return;
		default:  // orders have been deleted (no orders), goto depot and don't bother us
			v->current_order.Free();
			go_to_hangar = true;
	}

	if (go_to_hangar && Station::Get(v->targetairport)->airport.HasHangar()) {
		v->state = HANGAR;
	} else {
		/* airplane goto state takeoff, helicopter to helitakeoff */
		v->state = (v->subtype == AIR_HELICOPTER) ? HELITAKEOFF : TAKEOFF;
	}
	AirportMove(v, apc);
}

static void AircraftEventHandler_General(Aircraft *, const AirportFTAClass *)
{
	FatalError("OK, you shouldn't be here, check your Airport Scheme!");
}

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

static void AircraftEventHandler_StartTakeOff(Aircraft *v, const AirportFTAClass *)
{
	v->state = ENDTAKEOFF;
	v->UpdateDeltaXY();
}

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

static void AircraftEventHandler_HeliTakeOff(Aircraft *v, const AirportFTAClass *)
{
	v->state = FLYING;
	v->UpdateDeltaXY();

	/* 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 (v->NeedsAutomaticServicing()) {
		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
		Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::Service | DepotCommand::LocateHangar, {});
		cur_company.Restore();
	}
}

static void AircraftEventHandler_Flying(Aircraft *v, const AirportFTAClass *apc)
{
	Station *st = Station::Get(v->targetairport);

	/* Runway busy, not allowed to use this airstation or closed, circle. */
	if (CanVehicleUseStation(v, st) && (st->owner == OWNER_NONE || st->owner == v->owner) && !(st->airport.flags & AIRPORT_CLOSED_block)) {
		/* {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->pos].next;
		while (current != nullptr) {
			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_t tcur_speed = v->cur_speed;
				uint16_t tsubspeed = v->subspeed;
				if (!AirportHasBlock(v, current, apc)) {
					v->state = landingtype; // LANDING / HELILANDING
					if (v->state == HELILANDING) SetBit(v->flags, VAF_HELI_DIRECT_DESCENT);
					/* 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->pos = current->next_position;
					SETBITS(st->airport.flags, apc->layout[v->pos].block);
					return;
				}
				v->cur_speed = tcur_speed;
				v->subspeed = tsubspeed;
			}
			current = current->next;
		}
	}
	v->state = FLYING;
	v->pos = apc->layout[v->pos].next_position;
}

static void AircraftEventHandler_Landing(Aircraft *v, const AirportFTAClass *)
{
	v->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 (v->NeedsAutomaticServicing()) {
		Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
		Command<CMD_SEND_VEHICLE_TO_DEPOT>::Do(DC_EXEC, v->index, DepotCommand::Service, {});
		cur_company.Restore();
	}
}

static void AircraftEventHandler_HeliLanding(Aircraft *v, const AirportFTAClass *)
{
	v->state = HELIENDLANDING;
	v->UpdateDeltaXY();
}

static void AircraftEventHandler_EndLanding(Aircraft *v, const AirportFTAClass *apc)
{
	/* next block busy, don't do a thing, just wait */
	if (AirportHasBlock(v, &apc->layout[v->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->state = HANGAR;

}

static void AircraftEventHandler_HeliEndLanding(Aircraft *v, const AirportFTAClass *apc)
{
	/*  next block busy, don't do a thing, just wait */
	if (AirportHasBlock(v, &apc->layout[v->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->state = Station::Get(v->targetairport)->airport.HasHangar() ? HANGAR : HELITAKEOFF;
}

/**
 * Signature of the aircraft handler function.
 * @param v Aircraft to handle.
 * @param apc Airport state machine.
 */
typedef void AircraftStateHandler(Aircraft *v, const AirportFTAClass *apc);
/** Array of handler functions for each target of the aircraft. */
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
};

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

		CLRBITS(st->airport.flags, apc->layout[v->previous_pos].block);
	}
}

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

	const AirportFTAClass *apc = Station::Get(v->targetairport)->airport.GetFTA();

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

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

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

	v->previous_pos = v->pos; // save previous location

	/* there is only one choice to move to */
	if (current->next == nullptr) {
		if (AirportSetBlocks(v, current, apc)) {
			v->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->state == current->heading || current->heading == TO_ALL) {
			if (AirportSetBlocks(v, current, apc)) {
				v->pos = current->next_position;
				UpdateAircraftCache(v);
			} // move to next position
			return false;
		}
		current = current->next;
	} while (current != nullptr);

	Debug(misc, 0, "[Ap] cannot move further on Airport! (pos {} state {}) for vehicle {}", v->pos, v->state, v->index);
	NOT_REACHED();
}

/** returns true if the road ahead is busy, eg. you must wait before proceeding. */
static bool AirportHasBlock(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
	const AirportFTA *reference = &apc->layout[v->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 = Station::Get(v->targetairport);
		uint64_t airport_flags = next->block;

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

		if (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 requested to be set
 * @returns true on success. Eg, next block was free and we have occupied it
 */
static bool AirportSetBlocks(Aircraft *v, const AirportFTA *current_pos, const AirportFTAClass *apc)
{
	const AirportFTA *next = &apc->layout[current_pos->next_position];
	const AirportFTA *reference = &apc->layout[v->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_t 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 != nullptr) {
			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 = Station::Get(v->targetairport);
		if (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;
}

/**
 * Combination of aircraft state for going to a certain terminal and the
 * airport flag for that terminal block.
 */
struct MovementTerminalMapping {
	AirportMovementStates state; ///< Aircraft movement state when going to this terminal.
	uint64_t airport_flag;         ///< Bitmask in the airport flags that need to be free for this terminal.
};

/** A list of all valid terminals and their associated blocks. */
static const MovementTerminalMapping _airport_terminal_mapping[] = {
	{TERM1, TERM1_block},
	{TERM2, TERM2_block},
	{TERM3, TERM3_block},
	{TERM4, TERM4_block},
	{TERM5, TERM5_block},
	{TERM6, TERM6_block},
	{TERM7, TERM7_block},
	{TERM8, TERM8_block},
	{HELIPAD1, HELIPAD1_block},
	{HELIPAD2, HELIPAD2_block},
	{HELIPAD3, HELIPAD3_block},
};

/**
 * Find a free terminal or helipad, and if available, assign it.
 * @param v Aircraft looking for a free terminal or helipad.
 * @param i First terminal to examine.
 * @param last_terminal Terminal number to stop examining.
 * @return A terminal or helipad has been found, and has been assigned to the aircraft.
 */
static bool FreeTerminal(Aircraft *v, byte i, byte last_terminal)
{
	assert(last_terminal <= lengthof(_airport_terminal_mapping));
	Station *st = Station::Get(v->targetairport);
	for (; i < last_terminal; i++) {
		if ((st->airport.flags & _airport_terminal_mapping[i].airport_flag) == 0) {
			/* TERMINAL# HELIPAD# */
			v->state = _airport_terminal_mapping[i].state; // start moving to that terminal/helipad
			SETBITS(st->airport.flags, _airport_terminal_mapping[i].airport_flag); // occupy terminal/helipad
			return true;
		}
	}
	return false;
}

/**
 * Get the number of terminals at the airport.
 * @param apc Airport description.
 * @return Number of terminals.
 */
static uint GetNumTerminals(const AirportFTAClass *apc)
{
	uint num = 0;

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

	return num;
}

/**
 * Find a free terminal, and assign it if available.
 * @param v Aircraft to handle.
 * @param apc Airport state machine.
 * @return Found a free terminal and assigned it.
 */
static bool AirportFindFreeTerminal(Aircraft *v, const AirportFTAClass *apc)
{
	/* example of more terminalgroups
	 * {0,HANGAR,NOTHING_block,1}, {0,TERMGROUP,TERM_GROUP1_block,0}, {0,TERMGROUP,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
	 * Heading TERMGROUP 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 = Station::Get(v->targetairport);
		const AirportFTA *temp = apc->layout[v->pos].next;

		while (temp != nullptr) {
			if (temp->heading == TERMGROUP) {
				if (!(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));
}

/**
 * Find a free helipad, and assign it if available.
 * @param v Aircraft to handle.
 * @param apc Airport state machine.
 * @return Found a free helipad and assigned it.
 */
static bool AirportFindFreeHelipad(Aircraft *v, const AirportFTAClass *apc)
{
	/* if an airport doesn't have helipads, use terminals */
	if (apc->num_helipads == 0) return AirportFindFreeTerminal(v, apc);

	/* only 1 helicoptergroup, check all helipads
	 * The blocks for helipads start after the last terminal (MAX_TERMINALS) */
	return FreeTerminal(v, MAX_TERMINALS, apc->num_helipads + MAX_TERMINALS);
}

/**
 * Handle the 'dest too far' flag and the corresponding news message for aircraft.
 * @param v The aircraft.
 * @param too_far True if the current destination is too far away.
 */
static void AircraftHandleDestTooFar(Aircraft *v, bool too_far)
{
	if (too_far) {
		if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) {
			SetBit(v->flags, VAF_DEST_TOO_FAR);
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
			AI::NewEvent(v->owner, new ScriptEventAircraftDestTooFar(v->index));
			if (v->owner == _local_company) {
				/* Post a news message. */
				SetDParam(0, v->index);
				AddVehicleAdviceNewsItem(STR_NEWS_AIRCRAFT_DEST_TOO_FAR, v->index);
			}
		}
		return;
	}

	if (HasBit(v->flags, VAF_DEST_TOO_FAR)) {
		/* Not too far anymore, clear flag and message. */
		ClrBit(v->flags, VAF_DEST_TOO_FAR);
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		DeleteVehicleNews(v->index, STR_NEWS_AIRCRAFT_DEST_TOO_FAR);
	}
}

static bool AircraftEventHandler(Aircraft *v, int loop)
{
	if (v->vehstatus & VS_CRASHED) {
		return HandleCrashedAircraft(v);
	}

	if (v->vehstatus & VS_STOPPED) return true;

	v->HandleBreakdown();

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

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

	if (v->state >= ENDTAKEOFF && v->state <= HELIENDLANDING) {
		/* If we are flying, unconditionally clear the 'dest too far' state. */
		AircraftHandleDestTooFar(v, false);
	} else if (v->acache.cached_max_range_sqr != 0) {
		/* Check the distance to the next destination. This code works because the target
		 * airport is only updated after take off and not on the ground. */
		Station *cur_st = Station::GetIfValid(v->targetairport);
		Station *next_st = v->current_order.IsType(OT_GOTO_STATION) || v->current_order.IsType(OT_GOTO_DEPOT) ? Station::GetIfValid(v->current_order.GetDestination()) : nullptr;

		if (cur_st != nullptr && cur_st->airport.tile != INVALID_TILE && next_st != nullptr && next_st->airport.tile != INVALID_TILE) {
			uint dist = DistanceSquare(cur_st->airport.tile, next_st->airport.tile);
			AircraftHandleDestTooFar(v, dist > v->acache.cached_max_range_sqr);
		}
	}

	if (!HasBit(v->flags, VAF_DEST_TOO_FAR)) AirportGoToNextPosition(v);

	return true;
}

bool Aircraft::Tick()
{
	if (!this->IsNormalAircraft()) return true;

	PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);

	this->tick_counter++;

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

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

	this->current_order_time++;

	for (uint i = 0; i != 2; i++) {
		/* stop if the aircraft was deleted */
		if (!AircraftEventHandler(this, i)) return false;
	}

	return true;
}


/**
 * Returns aircraft's target station if v->target_airport
 * is a valid station with airport.
 * @param v vehicle to get target airport for
 * @return pointer to target station, nullptr if invalid
 */
Station *GetTargetAirportIfValid(const Aircraft *v)
{
	assert(v->type == VEH_AIRCRAFT);

	Station *st = Station::GetIfValid(v->targetairport);
	if (st == nullptr) return nullptr;

	return st->airport.tile == INVALID_TILE ? nullptr : st;
}

/**
 * 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.GetFTA();
	Direction rotation = st->airport.tile == INVALID_TILE ? DIR_N : st->airport.rotation;

	for (Aircraft *v : Aircraft::Iterate()) {
		if (!v->IsNormalAircraft() || v->targetairport != st->index) continue;
		assert(v->state == FLYING);

		Order *o = &v->current_order;
		/* The aircraft is heading to a hangar, but the new station doesn't have one,
		 * or the aircraft can't land on the new station. Cancel current order. */
		if (o->IsType(OT_GOTO_DEPOT) && !(o->GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && o->GetDestination() == st->index &&
				(!st->airport.HasHangar() || !CanVehicleUseStation(v, st))) {
			o->MakeDummy();
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		}
		v->pos = v->previous_pos = AircraftGetEntryPoint(v, ap, rotation);
		UpdateAircraftCache(v);
	}

	/* Heliports don't have a hangar. Invalidate all go to hangar orders from all aircraft. */
	if (!st->airport.HasHangar()) RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, st->index, true);
}