summaryrefslogtreecommitdiff
path: root/src/vehicle.cpp
blob: 4943e690279fac79eac8b836e80ce5b802b5345a (plain)
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
/* $Id$ */

/** @file vehicle.cpp Base implementations of all vehicles. */

#include "stdafx.h"
#include "gui.h"
#include "openttd.h"
#include "debug.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "landscape.h"
#include "timetable.h"
#include "viewport_func.h"
#include "news_func.h"
#include "command_func.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "group.h"
#include "group_gui.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "functions.h"
#include "date_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "core/smallmap_type.hpp"
#include "depot_func.h"
#include "settings_type.h"
#include "network/network.h"
#include "core/pool_func.hpp"
#include "economy_base.h"

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

#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))

VehicleID _vehicle_id_ctr_day;
const Vehicle *_place_clicked_vehicle;
VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;
byte _age_cargo_skip_counter; ///< Skip aging of cargo?


/* Initialize the vehicle-pool */
VehiclePool _vehicle_pool("Vehicle");
INSTANTIATE_POOL_METHODS(Vehicle)

/** Function to tell if a vehicle needs to be autorenewed
 * @param *c The vehicle owner
 * @return true if the vehicle is old enough for replacement
 */
bool Vehicle::NeedsAutorenewing(const Company *c) const
{
	/* We can always generate the Company pointer when we have the vehicle.
	 * However this takes time and since the Company pointer is often present
	 * when this function is called then it's faster to pass the pointer as an
	 * argument rather than finding it again. */
	assert(c == Company::Get(this->owner));

	if (!c->settings.engine_renew) return false;
	if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
	if (this->age == 0) return false; // rail cars don't age and lacks a max age

	return true;
}

void VehicleServiceInDepot(Vehicle *v)
{
	v->date_of_last_service = _date;
	v->breakdowns_since_last_service = 0;
	v->reliability = Engine::Get(v->engine_type)->reliability;
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
}

bool Vehicle::NeedsServicing() const
{
	if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;

	if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
		/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
		 * Note: If servicing is enabled, we postpone replacement till next service. */
		return EngineHasReplacementForCompany(Company::Get(this->owner), this->engine_type, this->group_id);
	}

	return Company::Get(this->owner)->settings.vehicle.servint_ispercent ?
		(this->reliability < Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
		(this->date_of_last_service + this->service_interval < _date);
}

bool Vehicle::NeedsAutomaticServicing() const
{
	if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
	if (this->current_order.IsType(OT_LOADING))            return false;
	if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
	return NeedsServicing();
}

/**
 * Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
 * @param engine The engine that caused the problem
 * @param part1  Part 1 of the error message, taking the grfname as parameter 1
 * @param part2  Part 2 of the error message, taking the engine as parameter 2
 * @param bug_type Flag to check and set in grfconfig
 * @param critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause?
 */
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
{
	const Engine *e = Engine::Get(engine);
	uint32 grfid = e->grffile->grfid;
	GRFConfig *grfconfig = GetGRFConfig(grfid);

	if (!HasBit(grfconfig->grf_bugs, bug_type)) {
		SetBit(grfconfig->grf_bugs, bug_type);
		SetDParamStr(0, grfconfig->name);
		SetDParam(1, engine);
		ShowErrorMessage(part2, part1, 0, 0, true);
		if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE);
	}

	/* debug output */
	char buffer[512];

	SetDParamStr(0, grfconfig->name);
	GetString(buffer, part1, lastof(buffer));
	DEBUG(grf, 0, "%s", buffer + 3);

	SetDParam(1, engine);
	GetString(buffer, part2, lastof(buffer));
	DEBUG(grf, 0, "%s", buffer + 3);
}

static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
	byte z = *(byte*)data;

	if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
	if (v->z_pos > z) return NULL;

	_error_message = STR_ERROR_TRAIN_IN_THE_WAY + v->type;
	return v;
}

bool EnsureNoVehicleOnGround(TileIndex tile)
{
	byte z = GetTileMaxZ(tile);
	return !HasVehicleOnPos(tile, &z, &EnsureNoVehicleProcZ);
}

/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
{
	if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
	if (v == (const Vehicle *)data) return NULL;

	_error_message = STR_ERROR_TRAIN_IN_THE_WAY + v->type;
	return v;
}

/**
 * Finds vehicle in tunnel / bridge
 * @param tile first end
 * @param endtile second end
 * @param ignore Ignore this vehicle when searching
 * @return true if the bridge has a vehicle
 */
bool HasVehicleOnTunnelBridge(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
{
	return HasVehicleOnPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc) ||
			HasVehicleOnPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc);
}


Vehicle::Vehicle(VehicleType type)
{
	this->type               = type;
	this->coord.left         = INVALID_COORD;
	this->group_id           = DEFAULT_GROUP;
	this->fill_percent_te_id = INVALID_TE_ID;
	this->first              = this;
	this->colourmap          = PAL_NONE;
}

/**
 * Get a value for a vehicle's random_bits.
 * @return A random value from 0 to 255.
 */
byte VehicleRandomBits()
{
	return GB(Random(), 0, 8);
}

/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
 * lookup times at the expense of memory usage. */
const int HASH_BITS = 7;
const int HASH_SIZE = 1 << HASH_BITS;
const int HASH_MASK = HASH_SIZE - 1;
const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;

/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
 * Profiling results show that 0 is fastest. */
const int HASH_RES = 0;

static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];

static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
{
	for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
		for (int x = xl; ; x = (x + 1) & HASH_MASK) {
			Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
			for (; v != NULL; v = v->next_new_hash) {
				Vehicle *a = proc(v, data);
				if (find_first && a != NULL) return a;
			}
			if (x == xu) break;
		}
		if (y == yu) break;
	}

	return NULL;
}


/**
 * Helper function for FindVehicleOnPos/HasVehicleOnPos.
 * @note Do not call this function directly!
 * @param x    The X location on the map
 * @param y    The Y location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 * @param find_first Whether to return on the first found or iterate over
 *                   all vehicles
 * @return the best matching or first vehicle (depending on find_first).
 */
static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
{
	const int COLL_DIST = 6;

	/* Hash area to scan is from xl,yl to xu,yu */
	int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
	int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
	int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
	int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;

	return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first);
}

/**
 * Find a vehicle from a specific location. It will call proc for ALL vehicles
 * on the tile and YOU must make SURE that the "best one" is stored in the
 * data value and is ALWAYS the same regardless of the order of the vehicles
 * where proc was called on!
 * When you fail to do this properly you create an almost untraceable DESYNC!
 * @note The return value of proc will be ignored.
 * @note Use this when you have the intention that all vehicles
 *       should be iterated over.
 * @param x    The X location on the map
 * @param y    The Y location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 */
void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
	VehicleFromPosXY(x, y, data, proc, false);
}

/**
 * Checks whether a vehicle in on a specific location. It will call proc for
 * vehicles until it returns non-NULL.
 * @note Use FindVehicleOnPosXY when you have the intention that all vehicles
 *       should be iterated over.
 * @param x    The X location on the map
 * @param y    The Y location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 * @return True if proc returned non-NULL.
 */
bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
	return VehicleFromPosXY(x, y, data, proc, true) != NULL;
}

/**
 * Helper function for FindVehicleOnPos/HasVehicleOnPos.
 * @note Do not call this function directly!
 * @param tile The location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 * @param find_first Whether to return on the first found or iterate over
 *                   all vehicles
 * @return the best matching or first vehicle (depending on find_first).
 */
static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
{
	int x = GB(TileX(tile), HASH_RES, HASH_BITS);
	int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;

	Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
	for (; v != NULL; v = v->next_new_hash) {
		if (v->tile != tile) continue;

		Vehicle *a = proc(v, data);
		if (find_first && a != NULL) return a;
	}

	return NULL;
}

/**
 * Find a vehicle from a specific location. It will call proc for ALL vehicles
 * on the tile and YOU must make SURE that the "best one" is stored in the
 * data value and is ALWAYS the same regardless of the order of the vehicles
 * where proc was called on!
 * When you fail to do this properly you create an almost untraceable DESYNC!
 * @note The return value of proc will be ignored.
 * @note Use this when you have the intention that all vehicles
 *       should be iterated over.
 * @param tile The location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 */
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
	VehicleFromPos(tile, data, proc, false);
}

/**
 * Checks whether a vehicle in on a specific location. It will call proc for
 * vehicles until it returns non-NULL.
 * @note Use FindVehicleOnPos when you have the intention that all vehicles
 *       should be iterated over.
 * @param tile The location on the map
 * @param data Arbitrary data passed to proc
 * @param proc The proc that determines whether a vehicle will be "found".
 * @return True if proc returned non-NULL.
 */
bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
	return VehicleFromPos(tile, data, proc, true) != NULL;
}


static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
{
	Vehicle **old_hash = v->old_new_hash;
	Vehicle **new_hash;

	if (remove) {
		new_hash = NULL;
	} else {
		int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
		int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
		new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
	}

	if (old_hash == new_hash) return;

	/* Remove from the old position in the hash table */
	if (old_hash != NULL) {
		if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = v->prev_new_hash;
		*v->prev_new_hash = v->next_new_hash;
	}

	/* Insert vehicle at beginning of the new position in the hash table */
	if (new_hash != NULL) {
		v->next_new_hash = *new_hash;
		if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = &v->next_new_hash;
		v->prev_new_hash = new_hash;
		*new_hash = v;
	}

	/* Remember current hash position */
	v->old_new_hash = new_hash;
}

static Vehicle *_vehicle_position_hash[0x1000];

static void UpdateVehiclePosHash(Vehicle *v, int x, int y)
{
	UpdateNewVehiclePosHash(v, x == INVALID_COORD);

	Vehicle **old_hash, **new_hash;
	int old_x = v->coord.left;
	int old_y = v->coord.top;

	new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)];
	old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];

	if (old_hash == new_hash) return;

	/* remove from hash table? */
	if (old_hash != NULL) {
		if (v->next_hash != NULL) v->next_hash->prev_hash = v->prev_hash;
		*v->prev_hash = v->next_hash;
	}

	/* insert into hash table? */
	if (new_hash != NULL) {
		v->next_hash = *new_hash;
		if (v->next_hash != NULL) v->next_hash->prev_hash = &v->next_hash;
		v->prev_hash = new_hash;
		*new_hash = v;
	}
}

void ResetVehiclePosHash()
{
	Vehicle *v;
	FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; }
	memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
	memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
}

void ResetVehicleColourMap()
{
	Vehicle *v;
	FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
}

/**
 * List of vehicles that should check for autoreplace this tick.
 * Mapping of vehicle -> leave depot immediatelly after autoreplace.
 */
typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
static AutoreplaceMap _vehicles_to_autoreplace;

void InitializeVehicles()
{
	_vehicle_pool.CleanPool();
	_cargo_payment_pool.CleanPool();

	_age_cargo_skip_counter = 1;

	_vehicles_to_autoreplace.Reset();
	ResetVehiclePosHash();
}

uint CountVehiclesInChain(const Vehicle *v)
{
	uint count = 0;
	do count++; while ((v = v->Next()) != NULL);
	return count;
}

/** Check if a vehicle is counted in num_engines in each company struct
 * @return true if the vehicle is counted in num_engines
 */
bool Vehicle::IsEngineCountable() const
{
	switch (this->type) {
		case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
		case VEH_TRAIN:
			return !Train::From(this)->IsArticulatedPart() && // tenders and other articulated parts
					!Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
		case VEH_ROAD: return RoadVehicle::From(this)->IsRoadVehFront();
		case VEH_SHIP: return true;
		default: return false; // Only count company buildable vehicles
	}
}

void Vehicle::PreDestructor()
{
	if (CleaningPool()) return;

	if (Station::IsValidID(this->last_station_visited)) {
		Station::Get(this->last_station_visited)->loading_vehicles.remove(this);

		HideFillingPercent(&this->fill_percent_te_id);

		delete this->cargo_payment;
	}

	if (this->IsEngineCountable()) {
		Company::Get(this->owner)->num_engines[this->engine_type]--;
		if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);

		DeleteGroupHighlightOfVehicle(this);
		if (Group::IsValidID(this->group_id)) Group::Get(this->group_id)->num_engines[this->engine_type]--;
		if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
	}

	if (this->type == VEH_ROAD) ClearSlot(RoadVehicle::From(this));
	if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
		Aircraft *a = Aircraft::From(this);
		Station *st = GetTargetAirportIfValid(a);
		if (st != NULL) {
			const AirportFTA *layout = st->Airport()->layout;
			CLRBITS(st->airport_flags, layout[a->previous_pos].block | layout[a->pos].block);
		}
	}

	if (this->Previous() == NULL) {
		InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
	}

	if (this->IsPrimaryVehicle()) {
		DeleteWindowById(WC_VEHICLE_VIEW, this->index);
		DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
		DeleteWindowById(WC_VEHICLE_REFIT, this->index);
		DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
		DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
		InvalidateWindow(WC_COMPANY, this->owner);
	}
	InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);

	this->cargo.Truncate(0);
	DeleteVehicleOrders(this);
	DeleteDepotHighlightOfVehicle(this);

	extern void StopGlobalFollowVehicle(const Vehicle *v);
	StopGlobalFollowVehicle(this);

	ReleaseDisastersTargetingVehicle(this->index);
}

Vehicle::~Vehicle()
{
	free(this->name);

	if (CleaningPool()) return;

	/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
	 * it may happen that vehicle chain is deleted when visible */
	if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);

	Vehicle *v = this->Next();
	this->SetNext(NULL);

	delete v;

	UpdateVehiclePosHash(this, INVALID_COORD, 0);
	DeleteVehicleNews(this->index, INVALID_STRING_ID);
}

/** Adds a vehicle to the list of vehicles, that visited a depot this tick
 * @param *v vehicle to add
 */
void VehicleEnteredDepotThisTick(Vehicle *v)
{
	/* Vehicle should stop in the depot if it was in 'stopping' state */
	_vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);

	/* We ALWAYS set the stopped state. Even when the vehicle does not plan on
	 * stopping in the depot, so we stop it to ensure that it will not reserve
	 * the path out of the depot before we might autoreplace it to a different
	 * engine. The new engine would not own the reserved path we store that we
	 * stopped the vehicle, so autoreplace can start it again */
	v->vehstatus |= VS_STOPPED;
}

/**
 * Increases the day counter for all vehicles and calls 1-day and 32-day handlers.
 * Each tick, it processes vehicles with "index % DAY_TICKS == _date_fract",
 * so each day, all vehicles are processes in DAY_TICKS steps.
 */
static void RunVehicleDayProc()
{
	if (_game_mode != GM_NORMAL) return;

	/* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
	for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
		Vehicle *v = Vehicle::Get(i);
		if (v == NULL) continue;

		/* Call the 32-day callback if needed */
		if ((v->day_counter & 0x1F) == 0) {
			uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
			if (callback != CALLBACK_FAILED) {
				if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
				if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
			}
		}

		/* This is called once per day for each vehicle, but not in the first tick of the day */
		v->OnNewDay();
	}
}

void CallVehicleTicks()
{
	_vehicles_to_autoreplace.Clear();

	_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);

	RunVehicleDayProc();

	Station *st;
	FOR_ALL_STATIONS(st) LoadUnloadStation(st);

	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		/* Vehicle could be deleted in this tick */
		if (!v->Tick()) {
			assert(Vehicle::Get(vehicle_index) == NULL);
			continue;
		}

		assert(Vehicle::Get(vehicle_index) == v);

		switch (v->type) {
			default: break;

			case VEH_TRAIN:
			case VEH_ROAD:
			case VEH_AIRCRAFT:
			case VEH_SHIP:
				if (_age_cargo_skip_counter == 0) v->cargo.AgeCargo();

				if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
				if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
				if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsRoadVehFront()) continue;

				v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed;
				/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
				if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);

				/* Play an alterate running sound every 16 ticks */
				if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
		}
	}

	for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
		v = it->first;
		/* Autoreplace needs the current company set as the vehicle owner */
		_current_company = v->owner;

		/* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
		 * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
		 * they are already leaving the depot again before being replaced. */
		if (it->second) v->vehstatus &= ~VS_STOPPED;

		/* Store the position of the effect as the vehicle pointer will become invalid later */
		int x = v->x_pos;
		int y = v->y_pos;
		int z = v->z_pos;

		const Company *c = Company::Get(_current_company);
		SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
		CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
		SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));

		if (!IsLocalCompany()) continue;

		if (res.Succeeded()) {
			ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
			continue;
		}

		StringID error_message = res.GetErrorMessage();
		if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;

		if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;

		StringID message;
		if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
			message = error_message;
		} else {
			message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
		}

		SetDParam(0, v->index);
		SetDParam(1, error_message);
		AddVehicleNewsItem(message, NS_ADVICE, v->index);
	}

	_current_company = OWNER_NONE;
}

/** Check if a given engine type can be refitted to a given cargo
 * @param engine_type Engine type to check
 * @param cid_to check refit to this cargo-type
 * @return true if it is possible, false otherwise
 */
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
{
	return HasBit(EngInfo(engine_type)->refit_mask, cid_to);
}

/** Find the first cargo type that an engine can be refitted to.
 * @param engine_type Which engine to find cargo for.
 * @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
 */
CargoID FindFirstRefittableCargo(EngineID engine_type)
{
	uint32 refit_mask = EngInfo(engine_type)->refit_mask;

	if (refit_mask != 0) {
		for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
			if (HasBit(refit_mask, cid)) return cid;
		}
	}

	return CT_INVALID;
}

/** Learn the price of refitting a certain engine
 * @param engine_type Which engine to refit
 * @return Price for refitting
 */
CommandCost GetRefitCost(EngineID engine_type)
{
	Money base_cost;
	ExpensesType expense_type;
	switch (Engine::Get(engine_type)->type) {
		case VEH_SHIP:
			base_cost = _price.ship_base;
			expense_type = EXPENSES_SHIP_RUN;
			break;

		case VEH_ROAD:
			base_cost = _price.roadveh_base;
			expense_type = EXPENSES_ROADVEH_RUN;
			break;

		case VEH_AIRCRAFT:
			base_cost = _price.aircraft_base;
			expense_type = EXPENSES_AIRCRAFT_RUN;
			break;

		case VEH_TRAIN:
			base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
							 _price.build_railwagon : _price.build_railvehicle);
			expense_type = EXPENSES_TRAIN_RUN;
			break;

		default: NOT_REACHED();
	}
	return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10);
}

static void DoDrawVehicle(const Vehicle *v)
{
	SpriteID image = v->cur_image;
	SpriteID pal = PAL_NONE;

	if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);

	AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
		v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
}

void ViewportAddVehicles(DrawPixelInfo *dpi)
{
	/* The bounding rectangle */
	const int l = dpi->left;
	const int r = dpi->left + dpi->width;
	const int t = dpi->top;
	const int b = dpi->top + dpi->height;

	/* The hash area to scan */
	int xl, xu, yl, yu;

	if (dpi->width + 70 < (1 << (7 + 6))) {
		xl = GB(l - 70, 7, 6);
		xu = GB(r,      7, 6);
	} else {
		/* scan whole hash row */
		xl = 0;
		xu = 0x3F;
	}

	if (dpi->height + 70 < (1 << (6 + 6))) {
		yl = GB(t - 70, 6, 6) << 6;
		yu = GB(b,      6, 6) << 6;
	} else {
		/* scan whole column */
		yl = 0;
		yu = 0x3F << 6;
	}

	for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
		for (int x = xl;; x = (x + 1) & 0x3F) {
			const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF

			while (v != NULL) {
				if (!(v->vehstatus & VS_HIDDEN) &&
						l <= v->coord.right &&
						t <= v->coord.bottom &&
						r >= v->coord.left &&
						b >= v->coord.top) {
					DoDrawVehicle(v);
				}
				v = v->next_hash;
			}

			if (x == xu) break;
		}

		if (y == yu) break;
	}
}

Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
	Vehicle *found = NULL, *v;
	uint dist, best_dist = UINT_MAX;

	if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;

	x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
	y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;

	FOR_ALL_VEHICLES(v) {
		if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
				x >= v->coord.left && x <= v->coord.right &&
				y >= v->coord.top && y <= v->coord.bottom) {

			dist = max(
				abs(((v->coord.left + v->coord.right) >> 1) - x),
				abs(((v->coord.top + v->coord.bottom) >> 1) - y)
			);

			if (dist < best_dist) {
				found = v;
				best_dist = dist;
			}
		}
	}

	return found;
}

void DecreaseVehicleValue(Vehicle *v)
{
	v->value -= v->value >> 8;
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}

static const byte _breakdown_chance[64] = {
	  3,   3,   3,   3,   3,   3,   3,   3,
	  4,   4,   5,   5,   6,   6,   7,   7,
	  8,   8,   9,   9,  10,  10,  11,  11,
	 12,  13,  13,  13,  13,  14,  15,  16,
	 17,  19,  21,  25,  28,  31,  34,  37,
	 40,  44,  48,  52,  56,  60,  64,  68,
	 72,  80,  90, 100, 110, 120, 130, 140,
	150, 170, 190, 210, 230, 250, 250, 250,
};

void CheckVehicleBreakdown(Vehicle *v)
{
	int rel, rel_old;

	/* decrease reliability */
	v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
	if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
			_settings_game.difficulty.vehicle_breakdowns < 1 ||
			v->cur_speed < 5 || _game_mode == GM_MENU) {
		return;
	}

	uint32 r = Random();

	/* increase chance of failure */
	int chance = v->breakdown_chance + 1;
	if (Chance16I(1, 25, r)) chance += 25;
	v->breakdown_chance = min(255, chance);

	/* calculate reliability value to use in comparison */
	rel = v->reliability;
	if (v->type == VEH_SHIP) rel += 0x6666;

	/* reduced breakdowns? */
	if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;

	/* check if to break down */
	if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
		v->breakdown_ctr    = GB(r, 16, 6) + 0x3F;
		v->breakdown_delay  = GB(r, 24, 7) + 0x80;
		v->breakdown_chance = 0;
	}
}

void AgeVehicle(Vehicle *v)
{
	if (v->age < 65535) v->age++;

	int age = v->age - v->max_age;
	if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
			age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
		v->reliability_spd_dec <<= 1;
	}

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	/* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
	if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;

	/* Don't warn if a renew is active */
	if (Company::Get(v->owner)->settings.engine_renew && Engine::Get(v->engine_type)->company_avail != 0) return;

	StringID str;
	if (age == -DAYS_IN_LEAP_YEAR) {
		str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
	} else if (age == 0) {
		str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
	} else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
		str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
	} else {
		return;
	}

	SetDParam(0, v->index);
	AddVehicleNewsItem(str, NS_ADVICE, v->index);
}

/**
 * Calculates how full a vehicle is.
 * @param v The Vehicle to check. For trains, use the first engine.
 * @param colour The string to show depending on if we are unloading or loading
 * @return A percentage of how full the Vehicle is.
 */
uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
{
	int count = 0;
	int max = 0;
	int cars = 0;
	int unloading = 0;
	bool loading = false;

	const Vehicle *u = v;
	const Station *st = v->last_station_visited != INVALID_STATION ? Station::Get(v->last_station_visited) : NULL;

	/* Count up max and used */
	for (; v != NULL; v = v->Next()) {
		count += v->cargo.Count();
		max += v->cargo_cap;
		if (v->cargo_cap != 0 && colour != NULL) {
			unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
			loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
			cars++;
		}
	}

	if (colour != NULL) {
		if (unloading == 0 && loading) {
			*colour = STR_PERCENT_UP;
		} else if (cars == unloading || !loading) {
			*colour = STR_PERCENT_DOWN;
		} else {
			*colour = STR_PERCENT_UP_DOWN;
		}
	}

	/* Train without capacity */
	if (max == 0) return 100;

	/* Return the percentage */
	return (count * 100) / max;
}

void VehicleEnterDepot(Vehicle *v)
{
	switch (v->type) {
		case VEH_TRAIN: {
			Train *t = Train::From(v);
			InvalidateWindowClasses(WC_TRAINS_LIST);
			/* Clear path reservation */
			SetDepotReservation(t->tile, false);
			if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);

			if (!t->IsFrontEngine()) t = t->First();
			UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
			t->load_unload_time_rem = 0;
			ClrBit(t->flags, VRF_TOGGLE_REVERSE);
			TrainConsistChanged(t, true);
			break;
		}

		case VEH_ROAD:
			InvalidateWindowClasses(WC_ROADVEH_LIST);
			if (!RoadVehicle::From(v)->IsRoadVehFront()) v = v->First();
			break;

		case VEH_SHIP:
			InvalidateWindowClasses(WC_SHIPS_LIST);
			Ship::From(v)->state = TRACK_BIT_DEPOT;
			RecalcShipStuff(v);
			break;

		case VEH_AIRCRAFT:
			InvalidateWindowClasses(WC_AIRCRAFT_LIST);
			HandleAircraftEnterHangar(Aircraft::From(v));
			break;
		default: NOT_REACHED();
	}

	if (v->type != VEH_TRAIN) {
		/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
		 * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	}
	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

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

	VehicleServiceInDepot(v);

	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);

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

		const Order *real_order = v->GetOrder(v->cur_order_index);
		Order t = v->current_order;
		v->current_order.MakeDummy();

		/* Test whether we are heading for this depot. If not, do nothing.
		 * Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
		if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
				real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
				(v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
			/* We are heading for another depot, keep driving. */
			return;
		}

		if (t.IsRefit()) {
			_current_company = v->owner;
			CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));

			if (CmdFailed(cost)) {
				_vehicles_to_autoreplace[v] = false;
				if (v->owner == _local_company) {
					/* Notify the user that we stopped the vehicle */
					SetDParam(0, v->index);
					AddVehicleNewsItem(STR_NEWS_ORDER_REFIT_FAILED, NS_ADVICE, v->index);
				}
			} else if (v->owner == _local_company && cost.GetCost() != 0) {
				ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
			}
		}

		if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
			/* Part of orders */
			UpdateVehicleTimetable(v, true);
			v->IncrementOrderIndex();
		}
		if (t.GetDepotActionType() & ODATFB_HALT) {
			/* Vehicles are always stopped on entering depots. Do not restart this one. */
			_vehicles_to_autoreplace[v] = false;
			if (v->owner == _local_company) {
				SetDParam(0, v->index);
				AddVehicleNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, NS_ADVICE, v->index);
			}
			AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index));
		}
	}
}


/**
 * Move a vehicle in the game state; that is moving it's position in
 * the position hashes and marking it's location in the viewport dirty
 * if requested.
 * @param v vehicle to move
 * @param update_viewport whether to dirty the viewport
 */
void VehicleMove(Vehicle *v, bool update_viewport)
{
	int img = v->cur_image;
	Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
	const Sprite *spr = GetSprite(img, ST_NORMAL);

	pt.x += spr->x_offs;
	pt.y += spr->y_offs;

	UpdateVehiclePosHash(v, pt.x, pt.y);

	Rect old_coord = v->coord;
	v->coord.left   = pt.x;
	v->coord.top    = pt.y;
	v->coord.right  = pt.x + spr->width + 2;
	v->coord.bottom = pt.y + spr->height + 2;

	if (update_viewport) {
		MarkAllViewportsDirty(
			min(old_coord.left,   v->coord.left),
			min(old_coord.top,    v->coord.top),
			max(old_coord.right,  v->coord.right) + 1,
			max(old_coord.bottom, v->coord.bottom) + 1
		);
	}
}

/**
 * Marks viewports dirty where the vehicle's image is
 * In fact, it equals
 *   BeginVehicleMove(v); EndVehicleMove(v);
 * @param v vehicle to mark dirty
 * @see BeginVehicleMove()
 * @see EndVehicleMove()
 */
void MarkSingleVehicleDirty(const Vehicle *v)
{
	MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1, v->coord.bottom + 1);
}

/**
 * Get position information of a vehicle when moving one pixel in the direction it is facing
 * @param v Vehicle to move
 * @return Position information after the move */
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
{
	static const int8 _delta_coord[16] = {
		-1,-1,-1, 0, 1, 1, 1, 0, /* x */
		-1, 0, 1, 1, 1, 0,-1,-1, /* y */
	};

	int x = v->x_pos + _delta_coord[v->direction];
	int y = v->y_pos + _delta_coord[v->direction + 8];

	GetNewVehiclePosResult gp;
	gp.x = x;
	gp.y = y;
	gp.old_tile = v->tile;
	gp.new_tile = TileVirtXY(x, y);
	return gp;
}

static const Direction _new_direction_table[] = {
	DIR_N , DIR_NW, DIR_W ,
	DIR_NE, DIR_SE, DIR_SW,
	DIR_E , DIR_SE, DIR_S
};

Direction GetDirectionTowards(const Vehicle *v, int x, int y)
{
	int i = 0;

	if (y >= v->y_pos) {
		if (y != v->y_pos) i += 3;
		i += 3;
	}

	if (x >= v->x_pos) {
		if (x != v->x_pos) i++;
		i++;
	}

	Direction dir = v->direction;

	DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
	if (dirdiff == DIRDIFF_SAME) return dir;
	return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
}

/**
 * Call the tile callback function for a vehicle entering a tile
 * @param v    Vehicle entering the tile
 * @param tile Tile entered
 * @param x    X position
 * @param y    Y position
 * @return Some meta-data over the to be entered tile.
 * @see VehicleEnterTileStatus to see what the bits in the return value mean.
 */
VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
	return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}

FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
{
	/* Find maximum */
	const Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->type == type && v->owner == owner) {
			this->maxid = max<UnitID>(this->maxid, v->unitnumber);
		}
	}

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

	this->maxid++; // so there is space for last item (with v->unitnumber == maxid)
	this->maxid++; // this one will always be free (well, it will fail when there are 65535 units, so this overflows)

	this->cache = CallocT<bool>(this->maxid);

	/* Fill the cache */
	FOR_ALL_VEHICLES(v) {
		if (v->type == type && v->owner == owner) {
			this->cache[v->unitnumber] = true;
		}
	}
}

UnitID FreeUnitIDGenerator::NextID()
{
	if (this->maxid <= this->curid) return ++this->curid;

	while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed

	return this->curid;
}

UnitID GetFreeUnitNumber(VehicleType type)
{
	FreeUnitIDGenerator gen(type, _current_company);

	return gen.NextID();
}


/**
 * Check whether we can build infrastructure for the given
 * vehicle type. This to disable building stations etc. when
 * you are not allowed/able to have the vehicle type yet.
 * @param type the vehicle type to check this for
 * @return true if there is any reason why you may build
 *         the infrastructure for the given vehicle type
 */
bool CanBuildVehicleInfrastructure(VehicleType type)
{
	assert(IsCompanyBuildableVehicleType(type));

	if (!Company::IsValidID(_local_company)) return false;
	if (_settings_client.gui.always_build_infrastructure) return true;

	UnitID max;
	switch (type) {
		case VEH_TRAIN:    max = _settings_game.vehicle.max_trains; break;
		case VEH_ROAD:     max = _settings_game.vehicle.max_roadveh; break;
		case VEH_SHIP:     max = _settings_game.vehicle.max_ships; break;
		case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
		default: NOT_REACHED();
	}

	/* We can build vehicle infrastructure when we may build the vehicle type */
	if (max > 0) {
		/* Can we actually build the vehicle type? */
		const Engine *e;
		FOR_ALL_ENGINES_OF_TYPE(e, type) {
			if (HasBit(e->company_avail, _local_company)) return true;
		}
		return false;
	}

	/* We should be able to build infrastructure when we have the actual vehicle type */
	const Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->owner == _local_company && v->type == type) return true;
	}

	return false;
}


const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
{
	const Company *c = Company::Get(company);
	LiveryScheme scheme = LS_DEFAULT;
	CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;

	/* The default livery is always available for use, but its in_use flag determines
	 * whether any _other_ liveries are in use. */
	if (c->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && company == _local_company))) {
		/* Determine the livery scheme to use */
		const Engine *e = Engine::Get(engine_type);
		switch (e->type) {
			default: NOT_REACHED();
			case VEH_TRAIN: {
				const RailVehicleInfo *rvi = RailVehInfo(engine_type);
				if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (Train::From(v)->IsArticulatedPart() && rvi->railveh_type != RAILVEH_WAGON))) {
					/* Wagonoverrides use the coloir scheme of the front engine.
					 * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
					engine_type = parent_engine_type;
					e = Engine::Get(engine_type);
					rvi = RailVehInfo(engine_type);
					/* Note: Luckily cargo_type is not needed for engines */
				}

				if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
				if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
				if (rvi->railveh_type == RAILVEH_WAGON) {
					if (!CargoSpec::Get(cargo_type)->is_freight) {
						if (parent_engine_type == INVALID_ENGINE) {
							scheme = LS_PASSENGER_WAGON_STEAM;
						} else {
							switch (RailVehInfo(parent_engine_type)->engclass) {
								default: NOT_REACHED();
								case EC_STEAM:    scheme = LS_PASSENGER_WAGON_STEAM;    break;
								case EC_DIESEL:   scheme = LS_PASSENGER_WAGON_DIESEL;   break;
								case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
								case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break;
								case EC_MAGLEV:   scheme = LS_PASSENGER_WAGON_MAGLEV;   break;
							}
						}
					} else {
						scheme = LS_FREIGHT_WAGON;
					}
				} else {
					bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU);

					switch (rvi->engclass) {
						default: NOT_REACHED();
						case EC_STEAM:    scheme = LS_STEAM; break;
						case EC_DIESEL:   scheme = is_mu ? LS_DMU : LS_DIESEL;   break;
						case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
						case EC_MONORAIL: scheme = LS_MONORAIL; break;
						case EC_MAGLEV:   scheme = LS_MAGLEV; break;
					}
				}
				break;
			}

			case VEH_ROAD: {
				/* Always use the livery of the front */
				if (v != NULL && parent_engine_type != INVALID_ENGINE) {
					engine_type = parent_engine_type;
					e = Engine::Get(engine_type);
					cargo_type = v->First()->cargo_type;
				}
				if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
				if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo

				/* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
				if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) {
					/* Tram */
					scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
				} else {
					/* Bus or truck */
					scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
				}
				break;
			}

			case VEH_SHIP: {
				if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
				if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
				scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
				break;
			}

			case VEH_AIRCRAFT: {
				switch (e->u.air.subtype) {
					case AIR_HELI: scheme = LS_HELICOPTER; break;
					case AIR_CTOL: scheme = LS_SMALL_PLANE; break;
					case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break;
				}
				break;
			}
		}

		/* Switch back to the default scheme if the resolved scheme is not in use */
		if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
	}

	return &c->livery[scheme];
}


static SpriteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
{
	SpriteID map = (v != NULL) ? v->colourmap : PAL_NONE;

	/* Return cached value if any */
	if (map != PAL_NONE) return map;

	/* Check if we should use the colour map callback */
	if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) {
		uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
		/* A return value of 0xC000 is stated to "use the default two-colour
		 * maps" which happens to be the failure action too... */
		if (callback != CALLBACK_FAILED && callback != 0xC000) {
			map = GB(callback, 0, 14);
			/* If bit 14 is set, then the company colours are applied to the
			 * map else it's returned as-is. */
			if (!HasBit(callback, 14)) {
				/* Update cache */
				if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
				return map;
			}
		}
	}

	bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC);

	if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOUR_START;

	/* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
	if (!Company::IsValidID(company)) return map;

	const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v);

	map += livery->colour1;
	if (twocc) map += livery->colour2 * 16;

	/* Update cache */
	if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
	return map;
}

SpriteID GetEnginePalette(EngineID engine_type, CompanyID company)
{
	return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
}

SpriteID GetVehiclePalette(const Vehicle *v)
{
	if (v->type == VEH_TRAIN) {
		return GetEngineColourMap(v->engine_type, v->owner, Train::From(v)->tcache.first_engine, v);
	} else if (v->type == VEH_ROAD) {
		return GetEngineColourMap(v->engine_type, v->owner, RoadVehicle::From(v)->rcache.first_engine, v);
	}

	return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}


void Vehicle::BeginLoading()
{
	assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);

	if (this->current_order.IsType(OT_GOTO_STATION) &&
			this->current_order.GetDestination() == this->last_station_visited) {
		current_order.MakeLoading(true);
		UpdateVehicleTimetable(this, true);

		/* Furthermore add the Non Stop flag to mark that this station
		 * is the actual destination of the vehicle, which is (for example)
		 * necessary to be known for HandleTrainLoading to determine
		 * whether the train is lost or not; not marking a train lost
		 * that arrives at random stations is bad. */
		this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);

	} else {
		current_order.MakeLoading(false);
	}

	Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);

	PrepareUnload(this);

	InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner);
	InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
	InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
	InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);

	Station::Get(this->last_station_visited)->MarkTilesDirty(true);
	this->cur_speed = 0;
	this->MarkDirty();
}

void Vehicle::LeaveStation()
{
	assert(current_order.IsType(OT_LOADING));

	delete this->cargo_payment;

	/* Only update the timetable if the vehicle was supposed to stop here. */
	if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);

	current_order.MakeLeaveStation();
	Station *st = Station::Get(this->last_station_visited);
	st->loading_vehicles.remove(this);

	HideFillingPercent(&this->fill_percent_te_id);

	if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
		/* Trigger station animation (trains only) */
		if (IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS);

		/* Try to reserve a path when leaving the station as we
		 * might not be marked as wanting a reservation, e.g.
		 * when an overlength train gets turned around in a station. */
		if (UpdateSignalsOnSegment(this->tile, TrackdirToExitdir(this->GetVehicleTrackdir()), this->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
			TryPathReserve(Train::From(this), true, true);
		}
	}
}


void Vehicle::HandleLoading(bool mode)
{
	switch (this->current_order.GetType()) {
		case OT_LOADING: {
			uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);

			/* Not the first call for this tick, or still loading */
			if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
					(_settings_game.order.timetabling && this->current_order_time < wait_time)) return;

			this->PlayLeaveStationSound();

			bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE;
			this->LeaveStation();

			/* If this was not the final order, don't remove it from the list. */
			if (!at_destination_station) return;
			break;
		}

		case OT_DUMMY: break;

		default: return;
	}

	this->IncrementOrderIndex();
}

CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
{
	if (!CheckOwnership(this->owner)) return CMD_ERROR;
	if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
	if (this->IsStoppedInDepot()) return CMD_ERROR;

	if (this->current_order.IsType(OT_GOTO_DEPOT)) {
		bool halt_in_depot = this->current_order.GetDepotActionType() & ODATFB_HALT;
		if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
			/* We called with a different DEPOT_SERVICE setting.
			 * Now we change the setting to apply the new one and let the vehicle head for the same depot.
			 * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
			if (flags & DC_EXEC) {
				this->current_order.SetDepotOrderType(ODTF_MANUAL);
				this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
				InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
			}
			return CommandCost();
		}

		if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
		if (flags & DC_EXEC) {
			/* If the orders to 'goto depot' are in the orders list (forced servicing),
			 * then skip to the next order; effectively cancelling this forced service */
			if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementOrderIndex();

			this->current_order.MakeDummy();
			InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
		}
		return CommandCost();
	}

	TileIndex location;
	DestinationID destination;
	bool reverse;
	static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR};
	if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);

	if (flags & DC_EXEC) {
		if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();

		this->dest_tile = location;
		this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
		if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
		InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);

		/* If there is no depot in front, reverse automatically (trains only) */
		if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);

		if (this->type == VEH_AIRCRAFT) {
			Aircraft *a = Aircraft::From(this);
			if (a->state == FLYING && a->targetairport != destination) {
				/* The aircraft is now heading for a different hangar than the next in the orders */
				extern void AircraftNextAirportPos_and_Order(Aircraft *a);
				AircraftNextAirportPos_and_Order(a);
			}
		}
	}

	return CommandCost();

}

void Vehicle::SetNext(Vehicle *next)
{
	if (this->next != NULL) {
		/* We had an old next vehicle. Update the first and previous pointers */
		for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
			v->first = this->next;
		}
		this->next->previous = NULL;
	}

	this->next = next;

	if (this->next != NULL) {
		/* A new next vehicle. Update the first and previous pointers */
		if (this->next->previous != NULL) this->next->previous->next = NULL;
		this->next->previous = this;
		for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
			v->first = this->first;
		}
	}
}

void Vehicle::AddToShared(Vehicle *shared_chain)
{
	assert(this->previous_shared == NULL && this->next_shared == NULL);

	if (!shared_chain->orders.list) {
		assert(shared_chain->previous_shared == NULL);
		assert(shared_chain->next_shared == NULL);
		this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
	}

	this->next_shared     = shared_chain->next_shared;
	this->previous_shared = shared_chain;

	shared_chain->next_shared = this;

	if (this->next_shared != NULL) this->next_shared->previous_shared = this;

	shared_chain->orders.list->AddVehicle(this);
}

void Vehicle::RemoveFromShared()
{
	/* Remember if we were first and the old window number before RemoveVehicle()
	 * as this changes first if needed. */
	bool were_first = (this->FirstShared() == this);
	uint32 old_window_number = (this->FirstShared()->index << 16) | (this->type << 11) | VLW_SHARED_ORDERS | this->owner;

	this->orders.list->RemoveVehicle(this);

	if (!were_first) {
		/* We are not the first shared one, so only relink our previous one. */
		this->previous_shared->next_shared = this->NextShared();
	}

	if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;


	if (this->orders.list->GetNumVehicles() == 1) {
		/* When there is only one vehicle, remove the shared order list window. */
		DeleteWindowById(GetWindowClassForVehicleType(this->type), old_window_number);
		InvalidateVehicleOrder(this->FirstShared(), 0);
	} else if (were_first) {
		/* If we were the first one, update to the new first one.
		 * Note: FirstShared() is already the new first */
		InvalidateWindowData(GetWindowClassForVehicleType(this->type), old_window_number, (this->FirstShared()->index << 16) | (1 << 15));
	}

	this->next_shared     = NULL;
	this->previous_shared = NULL;
}

void StopAllVehicles()
{
	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		/* Code ripped from CmdStartStopTrain. Can't call it, because of
		 * ownership problems, so we'll duplicate some code, for now */
		v->vehstatus |= VS_STOPPED;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	}
}

void VehiclesYearlyLoop()
{
	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->IsPrimaryVehicle()) {
			/* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
			Money profit = v->GetDisplayProfitThisYear();
			if (v->age >= 730 && profit < 0) {
				if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
					SetDParam(0, v->index);
					SetDParam(1, profit);
					AddVehicleNewsItem(
						STR_NEWS_VEHICLE_IS_UNPROFITABLE,
						NS_ADVICE,
						v->index
					);
				}
				AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index));
			}

			v->profit_last_year = v->profit_this_year;
			v->profit_this_year = 0;
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
		}
	}
}


/**
 * Can this station be used by the given engine type?
 * @param engine_type the type of vehicles to test
 * @param st the station to test for
 * @return true if and only if the vehicle of the type can use this station.
 * @note For road vehicles the Vehicle is needed to determine whether it can
 *       use the station. This function will return true for road vehicles
 *       when at least one of the facilities is available.
 */
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
{
	const Engine *e = Engine::GetIfValid(engine_type);
	assert(e != NULL);

	switch (e->type) {
		case VEH_TRAIN:
			return (st->facilities & FACIL_TRAIN) != 0;

		case VEH_ROAD:
			/* For road vehicles we need the vehicle to know whether it can actually
			 * use the station, but if it doesn't have facilities for RVs it is
			 * certainly not possible that the station can be used. */
			return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;

		case VEH_SHIP:
			return (st->facilities & FACIL_DOCK) != 0;

		case VEH_AIRCRAFT:
			return (st->facilities & FACIL_AIRPORT) != 0 &&
					(st->Airport()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;

		default:
			return false;
	}
}

/**
 * Can this station be used by the given vehicle?
 * @param v the vehicle to test
 * @param st the station to test for
 * @return true if and only if the vehicle can use this station.
 */
bool CanVehicleUseStation(const Vehicle *v, const Station *st)
{
	if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;

	return CanVehicleUseStation(v->engine_type, st);
}