summaryrefslogtreecommitdiff
path: root/vehicle.c
blob: 38fae976e3814d60d773b2d14869e3a5a69aeab7 (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
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
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "gfx.h"
#include "viewport.h"
#include "news.h"
#include "command.h"
#include "saveload.h"
#include "player.h"
#include "engine.h"
#include "sound.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "station.h"
#include "rail.h"
#include "train.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network.h"
#include "yapf/yapf.h"
#include "date.h"

#define INVALID_COORD (-0x8000)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))

/*
 * These command macros are used to call vehicle type specific commands with non type specific commands
 * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type))
 * that line will start/stop a vehicle nomatter what type it is
 * VEH_Train is used as an offset because the vehicle type values doesn't start with 0
 */

#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train]
#define CMD_SELL_VEH(x)  _veh_sell_proc_table [ x - VEH_Train]
#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train]

static const uint32 _veh_build_proc_table[] = {
	CMD_BUILD_RAIL_VEHICLE,
	CMD_BUILD_ROAD_VEH,
	CMD_BUILD_SHIP,
	CMD_BUILD_AIRCRAFT,
};
static const uint32 _veh_sell_proc_table[] = {
	CMD_SELL_RAIL_WAGON,
	CMD_SELL_ROAD_VEH,
	CMD_SELL_SHIP,
	CMD_SELL_AIRCRAFT,
};

static const uint32 _veh_refit_proc_table[] = {
	CMD_REFIT_RAIL_VEHICLE,
	CMD_REFIT_ROAD_VEH,
	CMD_REFIT_SHIP,
	CMD_REFIT_AIRCRAFT,
};

const uint32 _send_to_depot_proc_table[] = {
	CMD_TRAIN_GOTO_DEPOT,
	CMD_SEND_ROADVEH_TO_DEPOT,
	CMD_SEND_SHIP_TO_DEPOT,
	CMD_SEND_AIRCRAFT_TO_HANGAR,
};


enum {
	/* Max vehicles: 64000 (512 * 125) */
	VEHICLES_POOL_BLOCK_SIZE_BITS = 9,       /* In bits, so (1 << 9) == 512 */
	VEHICLES_POOL_MAX_BLOCKS      = 125,

	BLOCKS_FOR_SPECIAL_VEHICLES   = 2, ///< Blocks needed for special vehicles
};

/**
 * Called if a new block is added to the vehicle-pool
 */
static void VehiclePoolNewBlock(uint start_item)
{
	Vehicle *v;

	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
	 * TODO - This is just a temporary stage, this will be removed. */
	for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++;
}

/* Initialize the vehicle-pool */
MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, NULL, 0, 0, NULL };

void VehicleServiceInDepot(Vehicle *v)
{
	v->date_of_last_service = _date;
	v->breakdowns_since_last_service = 0;
	v->reliability = GetEngine(v->engine_type)->reliability;
}

bool VehicleNeedsService(const Vehicle *v)
{
	if (v->vehstatus & VS_CRASHED)
		return false; /* Crashed vehicles don't need service anymore */

	if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
		return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type);  /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
	}

	return _patches.servint_ispercent ?
		(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
		(v->date_of_last_service + v->service_interval < _date);
}

StringID VehicleInTheWayErrMsg(const Vehicle* v)
{
	switch (v->type) {
		case VEH_Train:    return STR_8803_TRAIN_IN_THE_WAY;
		case VEH_Road:     return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
		case VEH_Aircraft: return STR_A015_AIRCRAFT_IN_THE_WAY;
		default:           return STR_980E_SHIP_IN_THE_WAY;
	}
}

static void *EnsureNoVehicleProc(Vehicle *v, void *data)
{
	if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster)
		return NULL;

	_error_message = VehicleInTheWayErrMsg(v);
	return v;
}

bool EnsureNoVehicle(TileIndex tile)
{
	return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
}

static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
	const TileInfo *ti = data;

	if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL;
	if (v->z_pos > ti->z) return NULL;

	_error_message = VehicleInTheWayErrMsg(v);
	return v;
}


bool EnsureNoVehicleOnGround(TileIndex tile)
{
	TileInfo ti;

	ti.tile = tile;
	ti.z = GetTileMaxZ(tile);
	return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
}

Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
	TileInfo ti;

	ti.tile = tile;
	ti.z = z;

	return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
}

Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
{
	int x1 = TileX(from);
	int y1 = TileY(from);
	int x2 = TileX(to);
	int y2 = TileY(to);
	Vehicle *veh;

	/* Make sure x1 < x2 or y1 < y2 */
	if (x1 > x2 || y1 > y2) {
		intswap(x1,x2);
		intswap(y1,y2);
	}
	FOR_ALL_VEHICLES(veh) {
		if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
			if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
					(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {
				return veh;
			}
		}
	}
	return NULL;
}


static void UpdateVehiclePosHash(Vehicle* v, int x, int y);

void VehiclePositionChanged(Vehicle *v)
{
	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);

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

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

	v->left_coord = pt.x;
	v->top_coord = pt.y;
	v->right_coord = pt.x + spr->width + 2;
	v->bottom_coord = pt.y + spr->height + 2;
}

// Called after load to update coordinates
void AfterLoadVehicles(void)
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		v->first = NULL;
		if (v->type == VEH_Train) v->u.rail.first_engine = INVALID_ENGINE;
	}

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v)))
			TrainConsistChanged(v);
	}

	FOR_ALL_VEHICLES(v) {
		switch (v->type) {
			case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break;
			case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break;
			case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break;
			case VEH_Aircraft:
				if (v->subtype == 0 || v->subtype == 2) {
					v->cur_image = GetAircraftImage(v, v->direction);
					if (v->next != NULL) v->next->cur_image = v->cur_image;
				}
				break;
			default: break;
		}

		v->left_coord = INVALID_COORD;
		VehiclePositionChanged(v);
	}
}

static Vehicle *InitializeVehicle(Vehicle *v)
{
	VehicleID index = v->index;
	memset(v, 0, sizeof(Vehicle));
	v->index = index;

	assert(v->orders == NULL);

	v->left_coord = INVALID_COORD;
	v->first = NULL;
	v->next = NULL;
	v->next_hash = INVALID_VEHICLE;
	v->string_id = 0;
	v->next_shared = NULL;
	v->prev_shared = NULL;
	v->depot_list  = NULL;
	v->random_bits = 0;
	return v;
}

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

Vehicle *ForceAllocateSpecialVehicle(void)
{
	/* This stays a strange story.. there should always be room for special
	 * vehicles (special effects all over the map), but with 65k of vehicles
	 * is this realistic to double-check for that? For now we just reserve
	 * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
	 * be used for special vehicles.. should work nicely :) */

	Vehicle *v;

	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
	 * TODO - This is just a temporary stage, this will be removed. */
	for (v = GetVehicle(0); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
		/* No more room for the special vehicles, return NULL */
		if (v->index >= (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES)
			return NULL;

		if (!IsValidVehicle(v)) return InitializeVehicle(v);
	}

	return NULL;
}

/*
 * finds a free vehicle in the memory or allocates a new one
 * returns a pointer to the first free vehicle or NULL if all vehicles are in use
 * *skip_vehicles is an offset to where in the array we should begin looking
 * this is to avoid looping though the same vehicles more than once after we learned that they are not free
 * this feature is used by AllocateVehicles() since it need to allocate more than one and when
 * another block is added to _vehicle_pool, since we only do that when we know it's already full
 */
static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
{
	/* See note by ForceAllocateSpecialVehicle() why we skip the
	 * first blocks */
	Vehicle *v;
	const int offset = (1 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;

	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
	 * TODO - This is just a temporary stage, this will be removed. */
	if (*skip_vehicles < (_vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
		for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
			(*skip_vehicles)++;
			if (!IsValidVehicle(v)) return InitializeVehicle(v);
		}
	}

	/* Check if we can add a block to the pool */
	if (AddBlockToPool(&_vehicle_pool))
		return AllocateSingleVehicle(skip_vehicles);

	return NULL;
}


Vehicle *AllocateVehicle(void)
{
	VehicleID counter = 0;
	return AllocateSingleVehicle(&counter);
}


/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
	int i;
	Vehicle *v;
	VehicleID counter = 0;

	for (i = 0; i != num; i++) {
		v = AllocateSingleVehicle(&counter);
		if (v == NULL) {
			return false;
		}
		if (vl != NULL) {
			vl[i] = v;
		}
	}

	return true;
}


static VehicleID _vehicle_position_hash[0x1000];

void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
	Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);

	// The hash area to scan
	const int xl = GB(pt.x - 174, 7, 6);
	const int xu = GB(pt.x + 104, 7, 6);
	const int yl = GB(pt.y - 294, 6, 6) << 6;
	const int yu = GB(pt.y +  56, 6, 6) << 6;

	int x;
	int y;

	for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
		for (x = xl;; x = (x + 1) & 0x3F) {
			VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];

			while (veh != INVALID_VEHICLE) {
				Vehicle *v = GetVehicle(veh);
				void* a = proc(v, data);

				if (a != NULL) return a;
				veh = v->next_hash;
			}

			if (x == xu) break;
		}

		if (y == yu) break;
	}
	return NULL;
}


static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
{
	VehicleID *old_hash, *new_hash;
	int old_x = v->left_coord;
	int old_y = v->top_coord;
	Vehicle *u;

	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) {
		Vehicle *last = NULL;
		VehicleID idx = *old_hash;
		while ((u = GetVehicle(idx)) != v) {
			idx = u->next_hash;
			assert(idx != INVALID_VEHICLE);
			last = u;
		}

		if (last == NULL) {
			*old_hash = v->next_hash;
		} else {
			last->next_hash = v->next_hash;
		}
	}

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

void InitializeVehicles(void)
{
	uint i;

	/* Clean the vehicle pool, and reserve enough blocks
	 *  for the special vehicles, plus one for all the other
	 *  vehicles (which is increased on-the-fly) */
	CleanPool(&_vehicle_pool);
	AddBlockToPool(&_vehicle_pool);
	for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
		AddBlockToPool(&_vehicle_pool);

	for (i = 0; i < lengthof(_vehicle_position_hash); i++) {
		_vehicle_position_hash[i] = INVALID_VEHICLE;
	}
}

Vehicle *GetLastVehicleInChain(Vehicle *v)
{
	while (v->next != NULL) v = v->next;
	return v;
}

/** Finds the previous vehicle in a chain, by a brute force search.
 * This old function is REALLY slow because it searches through all vehicles to
 * find the previous vehicle, but if v->first has not been set, then this function
 * will need to be used to find the previous one. This function should never be
 * called by anything but GetFirstVehicleInChain
 */
static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
{
	Vehicle *u;

	FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u;

	return NULL;
}

/** Find the previous vehicle in a chain, by using the v->first cache.
 * While this function is fast, it cannot be used in the GetFirstVehicleInChain
 * function, otherwise you'll end up in an infinite loop call
 */
Vehicle *GetPrevVehicleInChain(const Vehicle *v)
{
	Vehicle *u;
	assert(v != NULL);

	u = GetFirstVehicleInChain(v);

	// Check to see if this is the first
	if (v == u) return NULL;

	for (; u->next != v; u = u->next) assert(u->next != NULL);

	return u;
}

/** Finds the first vehicle in a chain.
 * This function reads out the v->first cache. Should the cache be dirty,
 * it determines the first vehicle in a chain, and updates the cache.
 */
Vehicle *GetFirstVehicleInChain(const Vehicle *v)
{
	Vehicle* u;

	assert(v != NULL);

	if (v->first != NULL) {
		if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first;

		DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
	}

	/* It is the fact (currently) that newly built vehicles do not have
	* their ->first pointer set. When this is the case, go up to the
	* first engine and set the pointers correctly. Also the first pointer
	* is not saved in a savegame, so this has to be fixed up after loading */

	/* Find the 'locomotive' or the first wagon in a chain */
	while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;

	/* Set the first pointer of all vehicles in that chain to the first wagon */
	if (IsFrontEngine(v) || IsFreeWagon(v))
		for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;

	return (Vehicle*)v;
}

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

void DestroyVehicle(Vehicle *v)
{
	DeleteVehicleNews(v->index, INVALID_STRING_ID);

	DeleteName(v->string_id);
	if (v->type == VEH_Road) ClearSlot(v);

	UpdateVehiclePosHash(v, INVALID_COORD, 0);
	v->next_hash = INVALID_VEHICLE;
	if (v->orders != NULL) DeleteVehicleOrders(v);

	/* Now remove any artic part. This will trigger an other
	 *  destroy vehicle, which on his turn can remove any
	 *  other artic parts. */
	if (EngineHasArticPart(v)) DeleteVehicle(v->next);
}

void DeleteVehicleChain(Vehicle *v)
{
	do {
		Vehicle *u = v;
		v = GetNextVehicle(v);
		DeleteVehicle(u);
	} while (v != NULL);
}


void Aircraft_Tick(Vehicle *v);
void RoadVeh_Tick(Vehicle *v);
void Ship_Tick(Vehicle *v);
void Train_Tick(Vehicle *v);
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
static void MaybeReplaceVehicle(Vehicle *v);

// head of the linked list to tell what vehicles that visited a depot in a tick
static Vehicle* _first_veh_in_depot_list;

/** Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
	// we need to set v->leave_depot_instantly as we have no control of it's contents at this time
	if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
		// we keep the vehicle in the depot since the user ordered it to stay
		v->leave_depot_instantly = false;
	} else {
		// the vehicle do 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;
		v->leave_depot_instantly = true;
	}

	if (_first_veh_in_depot_list == NULL) {
		_first_veh_in_depot_list = v;
	} else {
		Vehicle *w = _first_veh_in_depot_list;
		while (w->depot_list != NULL) w = w->depot_list;
		w->depot_list = v;
	}
}

typedef void VehicleTickProc(Vehicle*);
static VehicleTickProc* _vehicle_tick_procs[] = {
	Train_Tick,
	RoadVeh_Tick,
	Ship_Tick,
	Aircraft_Tick,
	EffectVehicle_Tick,
	DisasterVehicle_Tick,
};

void CallVehicleTicks(void)
{
	Vehicle *v;

#ifdef ENABLE_NETWORK
	// hotfix for desync problem:
	//  for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients
	if (_networking) {
		YapfNotifyTrackLayoutChange(0, 0);
	}
#endif //ENABLE_NETWORK

	_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick

	FOR_ALL_VEHICLES(v) {
		_vehicle_tick_procs[v->type - 0x10](v);
	}

	// now we handle all the vehicles that entered a depot this tick
	v = _first_veh_in_depot_list;
	while (v != NULL) {
		Vehicle *w = v->depot_list;
		v->depot_list = NULL; // it should always be NULL at the end of each tick
		MaybeReplaceVehicle(v);
		v = w;
	}
}

static bool CanFillVehicle_FullLoadAny(Vehicle *v)
{
	uint32 full = 0, not_full = 0;

	//special handling of aircraft

	//if the aircraft carries passengers and is NOT full, then
	//continue loading, no matter how much mail is in
	if (v->type == VEH_Aircraft &&
			v->cargo_type == CT_PASSENGERS &&
			v->cargo_cap != v->cargo_count) {
		return true;
	}

	// patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded.
	do {
		//Should never happen, but just in case future additions change this
		assert(v->cargo_type<32);

		if (v->cargo_cap != 0) {
			uint32 mask = 1 << v->cargo_type;

			if (v->cargo_cap == v->cargo_count) {
				full |= mask;
			} else {
				not_full |= mask;
			}
		}
	} while ((v = v->next) != NULL);

	// continue loading if there is a non full cargo type and no cargo type that is full
	return not_full && (full & ~not_full) == 0;
}

bool CanFillVehicle(Vehicle *v)
{
	TileIndex tile = v->tile;

	if (IsTileType(tile, MP_STATION) ||
			(v->type == VEH_Ship && (
				IsTileType(TILE_ADDXY(tile,  1,  0), MP_STATION) ||
				IsTileType(TILE_ADDXY(tile, -1,  0), MP_STATION) ||
				IsTileType(TILE_ADDXY(tile,  0,  1), MP_STATION) ||
				IsTileType(TILE_ADDXY(tile,  0, -1), MP_STATION) ||
				IsTileType(TILE_ADDXY(tile, -2,  0), MP_STATION)
			))) {

		// If patch is active, use alternative CanFillVehicle-function
		if (_patches.full_load_any) return CanFillVehicle_FullLoadAny(v);

		do {
			if (v->cargo_count != v->cargo_cap) return true;
		} while ((v = v->next) != NULL);
	}
	return false;
}

/** 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)
{
	CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to];
	return HASBIT(EngInfo(engine_type)->refit_mask, cid);
}

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

	if (refit_mask != 0) {
		for (cid = CT_PASSENGERS; cid < NUM_CARGO; cid++) {
			if (HASBIT(refit_mask, _global_cargo_id[_opt_ptr->landscape][cid])) return cid;
		}
	}

	return CT_INVALID;
}


static void DoDrawVehicle(const Vehicle *v)
{
	uint32 image = v->cur_image;

	if (v->vehstatus & VS_SHADOW) {
		MAKE_TRANSPARENT(image);
	} else if (v->vehstatus & VS_DEFPAL) {
		image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
	}

	AddSortableSpriteToDraw(image, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
		v->sprite_width, v->sprite_height, v->z_height, v->z_pos);
}

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
	const int xl = GB(l - 70, 7, 6);
	const int xu = GB(r,      7, 6);
	const int yl = GB(t - 70, 6, 6) << 6;
	const int yu = GB(b,      6, 6) << 6;

	int x;
	int y;

	for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
		for (x = xl;; x = (x + 1) & 0x3F) {
			VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];

			while (veh != INVALID_VEHICLE) {
				const Vehicle* v = GetVehicle(veh);

				if (!(v->vehstatus & VS_HIDDEN) &&
						l <= v->right_coord &&
						t <= v->bottom_coord &&
						r >= v->left_coord &&
						b >= v->top_coord) {
					DoDrawVehicle(v);
				}
				veh = v->next_hash;
			}

			if (x == xu) break;
		}

		if (y == yu) break;
	}
}

static void ChimneySmokeInit(Vehicle *v)
{
	uint32 r = Random();
	v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
	v->progress = GB(r, 16, 3);
}

static void ChimneySmokeTick(Vehicle *v)
{
	if (v->progress > 0) {
		v->progress--;
	} else {
		TileIndex tile;

		BeginVehicleMove(v);

		tile = TileVirtXY(v->x_pos, v->y_pos);
		if (!IsTileType(tile, MP_INDUSTRY)) {
			EndVehicleMove(v);
			DeleteVehicle(v);
			return;
		}

		if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
			v->cur_image++;
		} else {
			v->cur_image = SPR_CHIMNEY_SMOKE_0;
		}
		v->progress = 7;
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	}
}

static void SteamSmokeInit(Vehicle *v)
{
	v->cur_image = SPR_STEAM_SMOKE_0;
	v->progress = 12;
}

static void SteamSmokeTick(Vehicle *v)
{
	bool moved = false;

	BeginVehicleMove(v);

	v->progress++;

	if ((v->progress & 7) == 0) {
		v->z_pos++;
		moved = true;
	}

	if ((v->progress & 0xF) == 4) {
		if (v->cur_image != SPR_STEAM_SMOKE_4) {
			v->cur_image++;
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
			return;
		}
		moved = true;
	}

	if (moved) {
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	}
}

static void DieselSmokeInit(Vehicle *v)
{
	v->cur_image = SPR_DIESEL_SMOKE_0;
	v->progress = 0;
}

static void DieselSmokeTick(Vehicle *v)
{
	v->progress++;

	if ((v->progress & 3) == 0) {
		BeginVehicleMove(v);
		v->z_pos++;
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	} else if ((v->progress & 7) == 1) {
		BeginVehicleMove(v);
		if (v->cur_image != SPR_DIESEL_SMOKE_5) {
			v->cur_image++;
			VehiclePositionChanged(v);
			EndVehicleMove(v);
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
		}
	}
}

static void ElectricSparkInit(Vehicle *v)
{
	v->cur_image = SPR_ELECTRIC_SPARK_0;
	v->progress = 1;
}

static void ElectricSparkTick(Vehicle *v)
{
	if (v->progress < 2) {
		v->progress++;
	} else {
		v->progress = 0;
		BeginVehicleMove(v);
		if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
			v->cur_image++;
			VehiclePositionChanged(v);
			EndVehicleMove(v);
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
		}
	}
}

static void SmokeInit(Vehicle *v)
{
	v->cur_image = SPR_SMOKE_0;
	v->progress = 12;
}

static void SmokeTick(Vehicle *v)
{
	bool moved = false;

	BeginVehicleMove(v);

	v->progress++;

	if ((v->progress & 3) == 0) {
		v->z_pos++;
		moved = true;
	}

	if ((v->progress & 0xF) == 4) {
		if (v->cur_image != SPR_SMOKE_4) {
			v->cur_image++;
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
			return;
		}
		moved = true;
	}

	if (moved) {
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	}
}

static void ExplosionLargeInit(Vehicle *v)
{
	v->cur_image = SPR_EXPLOSION_LARGE_0;
	v->progress = 0;
}

static void ExplosionLargeTick(Vehicle *v)
{
	v->progress++;
	if ((v->progress & 3) == 0) {
		BeginVehicleMove(v);
		if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
			v->cur_image++;
			VehiclePositionChanged(v);
			EndVehicleMove(v);
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
		}
	}
}

static void BreakdownSmokeInit(Vehicle *v)
{
	v->cur_image = SPR_BREAKDOWN_SMOKE_0;
	v->progress = 0;
}

static void BreakdownSmokeTick(Vehicle *v)
{
	v->progress++;
	if ((v->progress & 7) == 0) {
		BeginVehicleMove(v);
		if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
			v->cur_image++;
		} else {
			v->cur_image = SPR_BREAKDOWN_SMOKE_0;
		}
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	}

	v->u.special.unk0--;
	if (v->u.special.unk0 == 0) {
		BeginVehicleMove(v);
		EndVehicleMove(v);
		DeleteVehicle(v);
	}
}

static void ExplosionSmallInit(Vehicle *v)
{
	v->cur_image = SPR_EXPLOSION_SMALL_0;
	v->progress = 0;
}

static void ExplosionSmallTick(Vehicle *v)
{
	v->progress++;
	if ((v->progress & 3) == 0) {
		BeginVehicleMove(v);
		if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
			v->cur_image++;
			VehiclePositionChanged(v);
			EndVehicleMove(v);
		} else {
			EndVehicleMove(v);
			DeleteVehicle(v);
		}
	}
}

static void BulldozerInit(Vehicle *v)
{
	v->cur_image = SPR_BULLDOZER_NE;
	v->progress = 0;
	v->u.special.unk0 = 0;
	v->u.special.unk2 = 0;
}

typedef struct BulldozerMovement {
	byte direction:2;
	byte image:2;
	byte duration:3;
} BulldozerMovement;

static const BulldozerMovement _bulldozer_movement[] = {
	{ 0, 0, 4 },
	{ 3, 3, 4 },
	{ 2, 2, 7 },
	{ 0, 2, 7 },
	{ 1, 1, 3 },
	{ 2, 2, 7 },
	{ 0, 2, 7 },
	{ 1, 1, 3 },
	{ 2, 2, 7 },
	{ 0, 2, 7 },
	{ 3, 3, 6 },
	{ 2, 2, 6 },
	{ 1, 1, 7 },
	{ 3, 1, 7 },
	{ 0, 0, 3 },
	{ 1, 1, 7 },
	{ 3, 1, 7 },
	{ 0, 0, 3 },
	{ 1, 1, 7 },
	{ 3, 1, 7 }
};

static const struct {
	int8 x;
	int8 y;
} _inc_by_dir[] = {
	{ -1,  0 },
	{  0,  1 },
	{  1,  0 },
	{  0, -1 }
};

static void BulldozerTick(Vehicle *v)
{
	v->progress++;
	if ((v->progress & 7) == 0) {
		const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];

		BeginVehicleMove(v);

		v->cur_image = SPR_BULLDOZER_NE + b->image;

		v->x_pos += _inc_by_dir[b->direction].x;
		v->y_pos += _inc_by_dir[b->direction].y;

		v->u.special.unk2++;
		if (v->u.special.unk2 >= b->duration) {
			v->u.special.unk2 = 0;
			v->u.special.unk0++;
			if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
				EndVehicleMove(v);
				DeleteVehicle(v);
				return;
			}
		}
		VehiclePositionChanged(v);
		EndVehicleMove(v);
	}
}

static void BubbleInit(Vehicle *v)
{
	v->cur_image = SPR_BUBBLE_GENERATE_0;
	v->spritenum = 0;
	v->progress = 0;
}

typedef struct BubbleMovement {
	int8 x:4;
	int8 y:4;
	int8 z:4;
	byte image:4;
} BubbleMovement;

#define MK(x, y, z, i) { x, y, z, i }
#define ME(i) { i, 4, 0, 0 }

static const BubbleMovement _bubble_float_sw[] = {
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 2),
	ME(1)
};


static const BubbleMovement _bubble_float_ne[] = {
	MK( 0, 0, 1, 0),
	MK(-1, 0, 1, 1),
	MK( 0, 0, 1, 0),
	MK(-1, 0, 1, 2),
	ME(1)
};

static const BubbleMovement _bubble_float_se[] = {
	MK(0, 0, 1, 0),
	MK(0, 1, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 1, 1, 2),
	ME(1)
};

static const BubbleMovement _bubble_float_nw[] = {
	MK(0,  0, 1, 0),
	MK(0, -1, 1, 1),
	MK(0,  0, 1, 0),
	MK(0, -1, 1, 2),
	ME(1)
};

static const BubbleMovement _bubble_burst[] = {
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 7),
	MK(0, 0, 1, 8),
	MK(0, 0, 1, 9),
	ME(0)
};

static const BubbleMovement _bubble_absorb[] = {
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(0, 0, 1, 1),
	MK(2, 1, 3, 0),
	MK(1, 1, 3, 1),
	MK(2, 1, 3, 0),
	MK(1, 1, 3, 2),
	MK(2, 1, 3, 0),
	MK(1, 1, 3, 1),
	MK(2, 1, 3, 0),
	MK(1, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 2),
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 1),
	MK(0, 0, 1, 0),
	MK(1, 0, 1, 2),
	ME(2),
	MK(0, 0, 0, 0xA),
	MK(0, 0, 0, 0xB),
	MK(0, 0, 0, 0xC),
	MK(0, 0, 0, 0xD),
	MK(0, 0, 0, 0xE),
	ME(0)
};
#undef ME
#undef MK

static const BubbleMovement * const _bubble_movement[] = {
	_bubble_float_sw,
	_bubble_float_ne,
	_bubble_float_se,
	_bubble_float_nw,
	_bubble_burst,
	_bubble_absorb,
};

static void BubbleTick(Vehicle *v)
{
	/*
	 * Warning: those effects can NOT use Random(), and have to use
	 *  InteractiveRandom(), because somehow someone forgot to save
	 *  spritenum to the savegame, and so it will cause desyncs in
	 *  multiplayer!! (that is: in ToyLand)
	 */
	uint et;
	const BubbleMovement *b;

	v->progress++;
	if ((v->progress & 3) != 0)
		return;

	BeginVehicleMove(v);

	if (v->spritenum == 0) {
		v->cur_image++;
		if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
			VehiclePositionChanged(v);
			EndVehicleMove(v);
			return;
		}
		if (v->u.special.unk2 != 0) {
			v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
		} else {
			v->spritenum = 6;
		}
		et = 0;
	} else {
		et = v->engine_type + 1;
	}

	b = &_bubble_movement[v->spritenum - 1][et];

	if (b->y == 4 && b->x == 0) {
		EndVehicleMove(v);
		DeleteVehicle(v);
		return;
	}

	if (b->y == 4 && b->x == 1) {
		if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) {
			v->spritenum = 5;
			SndPlayVehicleFx(SND_2F_POP, v);
		}
		et = 0;
	}

	if (b->y == 4 && b->x == 2) {
		TileIndex tile;

		et++;
		SndPlayVehicleFx(SND_31_EXTRACT, v);

		tile = TileVirtXY(v->x_pos, v->y_pos);
		if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile);
	}

	v->engine_type = et;
	b = &_bubble_movement[v->spritenum - 1][et];

	v->x_pos += b->x;
	v->y_pos += b->y;
	v->z_pos += b->z;
	v->cur_image = SPR_BUBBLE_0 + b->image;

	VehiclePositionChanged(v);
	EndVehicleMove(v);
}


typedef void EffectInitProc(Vehicle *v);
typedef void EffectTickProc(Vehicle *v);

static EffectInitProc * const _effect_init_procs[] = {
	ChimneySmokeInit,
	SteamSmokeInit,
	DieselSmokeInit,
	ElectricSparkInit,
	SmokeInit,
	ExplosionLargeInit,
	BreakdownSmokeInit,
	ExplosionSmallInit,
	BulldozerInit,
	BubbleInit,
};

static EffectTickProc * const _effect_tick_procs[] = {
	ChimneySmokeTick,
	SteamSmokeTick,
	DieselSmokeTick,
	ElectricSparkTick,
	SmokeTick,
	ExplosionLargeTick,
	BreakdownSmokeTick,
	ExplosionSmallTick,
	BulldozerTick,
	BubbleTick,
};


Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
{
	Vehicle *v;

	v = ForceAllocateSpecialVehicle();
	if (v != NULL) {
		v->type = VEH_Special;
		v->subtype = type;
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = z;
		v->z_height = v->sprite_width = v->sprite_height = 1;
		v->x_offs = v->y_offs = 0;
		v->tile = 0;
		v->vehstatus = VS_UNCLICKABLE;

		_effect_init_procs[type](v);

		VehiclePositionChanged(v);
		BeginVehicleMove(v);
		EndVehicleMove(v);
	}
	return v;
}

Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
{
	return CreateEffectVehicle(x, y, GetSlopeZ(x, y) + z, type);
}

Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
{
	return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
}

static void EffectVehicle_Tick(Vehicle *v)
{
	_effect_tick_procs[v->subtype](v);
}

Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
	Vehicle *found = NULL, *v;
	uint dist, best_dist = (uint)-1;

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

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

	FOR_ALL_VEHICLES(v) {
		if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 &&
				x >= v->left_coord && x <= v->right_coord &&
				y >= v->top_coord && y <= v->bottom_coord) {

			dist = max(
				myabs( ((v->left_coord + v->right_coord)>>1) - x ),
				myabs( ((v->top_coord + v->bottom_coord)>>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;
	uint32 r;
	int chance;

	/* 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 ||
			v->cur_speed < 5 || _game_mode == GM_MENU) {
		return;
	}

	r = Random();

	/* increase chance of failure */
	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;

	/* disabled breakdowns? */
	if (_opt.diff.vehicle_breakdowns < 1) return;

	/* reduced breakdowns? */
	if (_opt.diff.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;
	}
}

static const StringID _vehicle_type_names[4] = {
	STR_019F_TRAIN,
	STR_019C_ROAD_VEHICLE,
	STR_019E_SHIP,
	STR_019D_AIRCRAFT,
};

static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
{
	if (v->owner != _local_player) return;

	// Do not show getting-old message if autorenew is active
	if (GetPlayer(v->owner)->engine_renew) return;

	SetDParam(0, _vehicle_type_names[v->type - 0x10]);
	SetDParam(1, v->unitnumber);
	AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}

void AgeVehicle(Vehicle *v)
{
	int age;

	if (v->age < 65535)
		v->age++;

	age = v->age - v->max_age;
	if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4)
		v->reliability_spd_dec <<= 1;

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	if (age == -366) {
		ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
	} else if (age == 0) {
		ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
	} else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) {
		ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
	}
}

/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param tile tile of the depot where the cloned vehicle is build
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v_front, *v;
	Vehicle *w_front, *w, *w_rear;
	int cost, total_cost = 0;
	uint32 build_argument = 2;

	if (!IsValidVehicleID(p1)) return CMD_ERROR;
	v = GetVehicle(p1);
	v_front = v;
	w = NULL;
	w_front = NULL;
	w_rear = NULL;


	/*
	 * v_front is the front engine in the original vehicle
	 * v is the car/vehicle of the original vehicle, that is currently being copied
	 * w_front is the front engine of the cloned vehicle
	 * w is the car/vehicle currently being cloned
	 * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
	 */

	if (!CheckOwnership(v->owner)) return CMD_ERROR;

	if (v->type == VEH_Train && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;

	// check that we can allocate enough vehicles
	if (!(flags & DC_EXEC)) {
		int veh_counter = 0;
		do {
			veh_counter++;
		} while ((v = v->next) != NULL);

		if (!AllocateVehicles(NULL, veh_counter)) {
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
		}
	}

	v = v_front;

	do {

		if (IsMultiheaded(v) && !IsTrainEngine(v)) {
			/* we build the rear ends of multiheaded trains with the front ones */
			continue;
		}

		cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type));
		build_argument = 3; // ensure that we only assign a number to the first engine

		if (CmdFailed(cost)) return cost;

		total_cost += cost;

		if (flags & DC_EXEC) {
			w = GetVehicle(_new_vehicle_id);

			if (v->cargo_type != w->cargo_type) {
				// we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build
				// if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert
				DoCommand(0, w->index, v->cargo_type, flags, CMD_REFIT_VEH(v->type));
			}
			if (v->type == VEH_Train && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
				SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION);
			}

			if (v->type == VEH_Train && !IsFrontEngine(v)) {
				// this s a train car
				// add this unit to the end of the train
				DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
			} else {
				// this is a front engine or not a train. It need orders
				w_front = w;
				w->service_interval = v->service_interval;
				DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
			}
			w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
		}
	} while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL);

	if (flags & DC_EXEC && v_front->type == VEH_Train) {
		// for trains this needs to be the front engine due to the callback function
		_new_vehicle_id = w_front->index;
	}
	return total_cost;
}

/*
 * move the cargo from one engine to another if possible
 */
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
	Vehicle *v = dest;
	int units_moved;

	do {
		do {
			if (source->cargo_type != dest->cargo_type)
				continue; // cargo not compatible

			if (dest->cargo_count == dest->cargo_cap)
				continue; // the destination vehicle is already full

			units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count);
			source->cargo_count -= units_moved;
			dest->cargo_count   += units_moved;
			dest->cargo_source   = source->cargo_source;

			// copy the age of the cargo
			dest->cargo_days   = source->cargo_days;
			dest->day_counter  = source->day_counter;
			dest->tick_counter = source->tick_counter;

		} while (source->cargo_count > 0 && (dest = dest->next) != NULL);
		dest = v;
	} while ((source = source->next) != NULL);
}

/* Replaces a vehicle (used to be called autorenew)
 * This function is only called from MaybeReplaceVehicle()
 * Must be called with _current_player set to the owner of the vehicle
 * @param w Vehicle to replace
 * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
 * @return value is cost of the replacement or CMD_ERROR
 */
static int32 ReplaceVehicle(Vehicle **w, byte flags)
{
	int32 cost;
	Vehicle *old_v = *w;
	const Player *p = GetPlayer(old_v->owner);
	EngineID new_engine_type;
	const UnitID cached_unitnumber = old_v->unitnumber;
	bool new_front = false;
	Vehicle *new_v = NULL;
	char vehicle_name[32];

	new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
	if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;

	cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type));
	if (CmdFailed(cost)) return cost;

	if (flags & DC_EXEC) {
		CargoID new_cargo_type = old_v->cargo_type;
		new_v = GetVehicle(_new_vehicle_id);
		*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is

		/* refit if needed */
		if (old_v->type == VEH_Train && old_v->cargo_cap == 0 && new_v->cargo_cap != 0) {
			// the old engine didn't have cargo capacity, but the new one does
			// now we will figure out what cargo the train is carrying and refit to fit this
			Vehicle *v = old_v;
			CargoID cargo_type_buffer = new_v->cargo_type;
			do {
				if (v->cargo_cap == 0) continue;
				if (v->cargo_type == new_v->cargo_type) {
					// the default type is already being carried on the train. No need to refit
					cargo_type_buffer = new_v->cargo_type;
					break;
				}
				// now we know that the vehicle is carrying cargo and that it's not the same as
				cargo_type_buffer = v->cargo_type;
			} while ((v=v->next) != NULL);
			new_cargo_type = cargo_type_buffer;
		}

		if (new_cargo_type != new_v->cargo_type && new_v->cargo_cap != 0) {
			// we add the refit cost to cost, so it's added to the cost animation
			// it's not in the calculation of having enough money to actually do the replace since it's rather hard to do by design, but since
			// we pay for it, it's nice to make the cost animation include it
			int32 temp_cost = DoCommand(0, new_v->index, new_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
			if (!CmdFailed(temp_cost)) cost += temp_cost;
		}
		if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) {
			// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
			SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
		}

		if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) {
			/* this is a railcar. We need to move the car into the train
			 * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
			 * sell the old engine in a moment
			 */
			DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
			/* Now we move the old one out of the train */
			DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
		} else {
			// copy/clone the orders
			DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
			new_v->cur_order_index = old_v->cur_order_index;
			ChangeVehicleViewWindow(old_v, new_v);
			new_v->profit_this_year = old_v->profit_this_year;
			new_v->profit_last_year = old_v->profit_last_year;
			new_v->service_interval = old_v->service_interval;
			new_front = true;
			new_v->unitnumber = old_v->unitnumber; // use the same unit number

			new_v->current_order = old_v->current_order;
			if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){
				Vehicle *temp_v = GetNextVehicle(old_v);

				// move the entire train to the new engine, excluding the old engine
				if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
					// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
					temp_v = GetNextVehicle(temp_v);
				}

				if (temp_v != NULL) {
					DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
				}
			}
		}
		/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
		MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v);

		// Get the name of the old vehicle if it has a custom name.
		if ((old_v->string_id & 0xF800) != 0x7800) {
			vehicle_name[0] = '\0';
		} else {
			GetName(old_v->string_id & 0x7FF, vehicle_name);
		}
	}

	// sell the engine/ find out how much you get for the old engine
	cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));

	if (new_front) {
		// now we assign the old unitnumber to the new vehicle
		new_v->unitnumber = cached_unitnumber;
	}

	// Transfer the name of the old vehicle.
	if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
		_cmd_text = vehicle_name;
		DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
	}

	return cost;
}

/** replaces a vehicle if it's set for autoreplace or is too old
 * (used to be called autorenew)
 * @param v The vehicle to replace
 * if the vehicle is a train, v needs to be the front engine
 * @return pointer to the new vehicle, which is the same as the argument if nothing happened
 */
static void MaybeReplaceVehicle(Vehicle *v)
{
	Vehicle *w;
	const Player *p = GetPlayer(v->owner);
	byte flags = 0;
	int32 cost, temp_cost = 0;
	bool stopped = false;

	/* Remember the length in case we need to trim train later on
	 * If it's not a train, the value is unused
	 * round up to the length of the tiles used for the train instead of the train length instead
	 * Useful when newGRF uses custom length */
	uint16 old_total_length = (v->type == VEH_Train ?
		(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
		-1
	);


	_current_player = v->owner;

	assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft);

	assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed

	if (v->leave_depot_instantly) {
		// we stopped the vehicle to do this, so we have to remember to start it again when we are done
		// we need to store this info as the engine might be replaced and lose this info
		stopped = true;
	}

	for (;;) {
		cost = 0;
		w = v;
		do {
			if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) {
				/* we build the rear ends of multiheaded trains with the front ones */
				continue;
			}

			// check if the vehicle should be replaced
			if (!p->engine_renew ||
					w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
					w->max_age == 0) { // rail cars got a max age of 0
				if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model
					continue;
			}

			if (w->type == VEH_Train && IsTrainWagon(w)) {
				EngineID e = EngineReplacementForPlayer(p, w->engine_type);

				if (w->cargo_type != RailVehInfo(e)->cargo_type && !CanRefitTo(e, w->cargo_type)) {
					// we can't replace this wagon since the cargo type is incorrent, and we can't refit it
					continue;
				}
			}

			/* Now replace the vehicle */
			temp_cost = ReplaceVehicle(&w, flags);

			if (flags & DC_EXEC &&
					(w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) {
				/* now we bought a new engine and sold the old one. We need to fix the
				 * pointers in order to avoid pointing to the old one for trains: these
				 * pointers should point to the front engine and not the cars
				 */
				v = w;
			}

			if (!CmdFailed(temp_cost)) {
				cost += temp_cost;
			}
		} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);

		if (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0) {
			if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
				StringID message;
				SetDParam(0, v->unitnumber);
				switch (v->type) {
					case VEH_Train:    message = STR_TRAIN_AUTORENEW_FAILED;       break;
					case VEH_Road:     message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
					case VEH_Ship:     message = STR_SHIP_AUTORENEW_FAILED;        break;
					case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED;    break;
						// This should never happen
					default: NOT_REACHED(); message = 0; break;
				}

				AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
			}
			if (stopped) v->vehstatus &= ~VS_STOPPED;
			_current_player = OWNER_NONE;
			return;
		}

		if (flags & DC_EXEC) {
			break; // we are done replacing since the loop ran once with DC_EXEC
		}
		// now we redo the loop, but this time we actually do stuff since we know that we can do it
		flags |= DC_EXEC;
	}

	/* If setting is on to try not to exceed the old length of the train with the replacement */
	if (v->type == VEH_Train && p->renew_keep_length) {
		Vehicle *temp;
		w = v;

		while (v->u.rail.cached_total_length > old_total_length) {
			// the train is too long. We will remove cars one by one from the start of the train until it's short enough
			while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) {
				w = GetNextVehicle(w);
			}
			if (w == NULL) {
				// we failed to make the train short enough
				SetDParam(0, v->unitnumber);
				AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
				break;
			}
			temp = w;
			w = GetNextVehicle(w);
			DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
			MoveVehicleCargo(v, temp);
			cost += DoCommand(0, temp->index, 0, flags, CMD_SELL_VEH(temp->type));
		}
	}

	if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);

	if (stopped) v->vehstatus &= ~VS_STOPPED;
	_current_player = OWNER_NONE;
}

/** send all vehicles of type to depots
* @param type type of vehicle
* @param flags the flags used for DoCommand()
* @param service should the vehicles only get service in the depots
* @param owner PlayerID of owner of the vehicles to send
* @return o for success and CMD_ERROR if no vehicle is able to go to depot
*/
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner)
{
	const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
	const Vehicle *v;

	/* Send all the vehicles to a depot */
	FOR_ALL_VEHICLES(v) {
		if (v->type == type && v->owner == owner && (
			(type == VEH_Train && IsFrontEngine(v)) ||
			(type != VEH_Train && v->subtype <= subtype))) {
			/* Return 0 if DC_EXEC is not set and a DoCommand() returns 0 (valid goto depot command) */
			/* In this case we know that at least one vehicle can be send to a depot and we will issue the command */
			/* Since we will issue the command nomatter how many vehicles more than one it's valid for, we skip checking the rest */
			/* When DC_EXEC is set, we need to run this loop for all vehicles nomatter return values from each vehicle */
			if (!DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type)) && !(flags & DC_EXEC)) return 0;
		}
	}

	return (flags & DC_EXEC) ? 0 : CMD_ERROR;
}


/** Give a custom name to your vehicle
 * @param tile unused
 * @param p1 vehicle ID to name
 * @param p2 unused
 */
int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	StringID str;

	if (!IsValidVehicleID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;

	v = GetVehicle(p1);

	if (!CheckOwnership(v->owner)) return CMD_ERROR;

	str = AllocateNameUnique(_cmd_text, 2);
	if (str == 0) return CMD_ERROR;

	if (flags & DC_EXEC) {
		StringID old_str = v->string_id;
		v->string_id = str;
		DeleteName(old_str);
		ResortVehicleLists();
		MarkWholeScreenDirty();
	} else {
		DeleteName(str);
	}

	return 0;
}


/** Change the service interval of a vehicle
 * @param tile unused
 * @param p1 vehicle ID that is being service-interval-changed
 * @param p2 new service interval
 */
int32 CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle* v;
	uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */

	if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (!CheckOwnership(v->owner)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		v->service_interval = serv_int;
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
	}

	return 0;
}


static Rect _old_vehicle_coords;

void BeginVehicleMove(Vehicle *v) {
	_old_vehicle_coords.left = v->left_coord;
	_old_vehicle_coords.top = v->top_coord;
	_old_vehicle_coords.right = v->right_coord;
	_old_vehicle_coords.bottom = v->bottom_coord;
}

void EndVehicleMove(Vehicle *v)
{
	MarkAllViewportsDirty(
		min(_old_vehicle_coords.left,v->left_coord),
		min(_old_vehicle_coords.top,v->top_coord),
		max(_old_vehicle_coords.right,v->right_coord)+1,
		max(_old_vehicle_coords.bottom,v->bottom_coord)+1
	);
}

/* returns true if staying in the same tile */
bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp)
{
	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];

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

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)
{
	Direction dir;
	DirDiff dirdiff;
	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++;
	}

	dir = v->direction;

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

Trackdir GetVehicleTrackdir(const Vehicle* v)
{
	if (v->vehstatus & VS_CRASHED) return 0xFF;

	switch (v->type) {
		case VEH_Train:
			if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */
				return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* Train in depot */

			if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */
				return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));

			return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction);

		case VEH_Ship:
			if (IsShipInDepot(v))
				/* We'll assume the ship is facing outwards */
				return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile));

			return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction);

		case VEH_Road:
			if (IsRoadVehInDepot(v)) /* We'll assume the road vehicle is facing outwards */
				return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile));

			if (IsRoadStopTile(v->tile)) /* We'll assume the road vehicle is facing outwards */
				return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); /* Road vehicle in a station */

			/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
			if ((v->u.road.state & 7) < 6) return v->u.road.state;

			/* Vehicle is turning around, get the direction from vehicle's direction */
			return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));

		/* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */
		default: return 0xFF;
	}
}
/* Return value has bit 0x2 set, when the vehicle enters a station. Then,
 * result << 8 contains the id of the station entered. If the return value has
 * bit 0x8 set, the vehicle could not and did not enter the tile. Are there
 * other bits that can be set? */
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
	return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}

UnitID GetFreeUnitNumber(byte type)
{
	UnitID unit, max = 0;
	const Vehicle *u;
	static bool *cache = NULL;
	static UnitID gmax = 0;

	switch (type) {
		case VEH_Train:    max = _patches.max_trains; break;
		case VEH_Road:     max = _patches.max_roadveh; break;
		case VEH_Ship:     max = _patches.max_ships; break;
		case VEH_Aircraft: max = _patches.max_aircraft; break;
		default: NOT_REACHED();
	}

	if (max == 0) {
		/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
		 * a max of 0 will cause the following code to write to a NULL pointer
		 * We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
		 */
		return 1;
	}

	if (max > gmax) {
		gmax = max;
		free(cache);
		cache = malloc((max + 1) * sizeof(*cache));
	}

	// Clear the cache
	memset(cache, 0, (max + 1) * sizeof(*cache));

	// Fill the cache
	FOR_ALL_VEHICLES(u) {
		if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
			cache[u->unitnumber] = true;
	}

	// Find the first unused unit number
	for (unit = 1; unit <= max; unit++) {
		if (!cache[unit]) break;
	}

	return unit;
}

static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player)
{
	SpriteID map;
	byte colour = _player_colors[player];

	/* XXX Magic 0x307 is the first company colour remap sprite */
	map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ?
		(SPR_2CCMAP_BASE + colour + colour * 16) : (PALETTE_RECOLOR_START + colour);

	return SPRITE_PALETTE(map << PALETTE_SPRITE_START);
}

PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
{
	return GetEngineColourMap(engine_type, player);
}

PalSpriteID GetVehiclePalette(const Vehicle *v)
{
	return GetEngineColourMap(v->engine_type, v->owner);
}

// Save and load of vehicles
const SaveLoad _common_veh_desc[] = {
	    SLE_VAR(Vehicle, subtype,              SLE_UINT8),

	    SLE_REF(Vehicle, next,                 REF_VEHICLE_OLD),
	    SLE_VAR(Vehicle, string_id,            SLE_STRINGID),
	SLE_CONDVAR(Vehicle, unitnumber,           SLE_FILE_U8  | SLE_VAR_U16,  0, 7),
	SLE_CONDVAR(Vehicle, unitnumber,           SLE_UINT16,                  8, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, owner,                SLE_UINT8),
	SLE_CONDVAR(Vehicle, tile,                 SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, tile,                 SLE_UINT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, dest_tile,            SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, dest_tile,            SLE_UINT32,                  6, SL_MAX_VERSION),

	SLE_CONDVAR(Vehicle, x_pos,                SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, x_pos,                SLE_UINT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, y_pos,                SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, y_pos,                SLE_UINT32,                  6, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, z_pos,                SLE_UINT8),
	    SLE_VAR(Vehicle, direction,            SLE_UINT8),

	    SLE_VAR(Vehicle, cur_image,            SLE_UINT16),
	    SLE_VAR(Vehicle, spritenum,            SLE_UINT8),
	    SLE_VAR(Vehicle, sprite_width,         SLE_UINT8),
	    SLE_VAR(Vehicle, sprite_height,        SLE_UINT8),
	    SLE_VAR(Vehicle, z_height,             SLE_UINT8),
	    SLE_VAR(Vehicle, x_offs,               SLE_INT8),
	    SLE_VAR(Vehicle, y_offs,               SLE_INT8),
	    SLE_VAR(Vehicle, engine_type,          SLE_UINT16),

	    SLE_VAR(Vehicle, max_speed,            SLE_UINT16),
	    SLE_VAR(Vehicle, cur_speed,            SLE_UINT16),
	    SLE_VAR(Vehicle, subspeed,             SLE_UINT8),
	    SLE_VAR(Vehicle, acceleration,         SLE_UINT8),
	    SLE_VAR(Vehicle, progress,             SLE_UINT8),

	    SLE_VAR(Vehicle, vehstatus,            SLE_UINT8),
	SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8  | SLE_VAR_U16,  0, 4),
	SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16,                  5, SL_MAX_VERSION),

	    SLE_VAR(Vehicle, cargo_type,           SLE_UINT8),
	    SLE_VAR(Vehicle, cargo_days,           SLE_UINT8),
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_FILE_U8  | SLE_VAR_U16,  0, 6),
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_UINT16,                  7, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, cargo_cap,            SLE_UINT16),
	    SLE_VAR(Vehicle, cargo_count,          SLE_UINT16),

	    SLE_VAR(Vehicle, day_counter,          SLE_UINT8),
	    SLE_VAR(Vehicle, tick_counter,         SLE_UINT8),

	    SLE_VAR(Vehicle, cur_order_index,      SLE_UINT8),
	    SLE_VAR(Vehicle, num_orders,           SLE_UINT8),

	/* This next line is for version 4 and prior compatibility.. it temporarily reads
	    type and flags (which were both 4 bits) into type. Later on this is
	    converted correctly */
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type),    SLE_UINT8,                 0, 4),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest.station), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),

	/* Orders for version 5 and on */
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type),    SLE_UINT8,                 5, SL_MAX_VERSION),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags),   SLE_UINT8,                 5, SL_MAX_VERSION),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest.station), SLE_UINT16,                5, SL_MAX_VERSION),

	    SLE_REF(Vehicle, orders,               REF_ORDER),

	SLE_CONDVAR(Vehicle, age,                  SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, age,                  SLE_INT32,                  31, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, max_age,              SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, max_age,              SLE_INT32,                  31, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32,                  31, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, service_interval,     SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, service_interval,     SLE_INT32,                  31, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, reliability,          SLE_UINT16),
	    SLE_VAR(Vehicle, reliability_spd_dec,  SLE_UINT16),
	    SLE_VAR(Vehicle, breakdown_ctr,        SLE_UINT8),
	    SLE_VAR(Vehicle, breakdown_delay,      SLE_UINT8),
	    SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
	    SLE_VAR(Vehicle, breakdown_chance,     SLE_UINT8),
	SLE_CONDVAR(Vehicle, build_year,           SLE_FILE_U8 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, build_year,           SLE_INT32,                 31, SL_MAX_VERSION),

	    SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),

	    SLE_VAR(Vehicle, profit_this_year,     SLE_INT32),
	    SLE_VAR(Vehicle, profit_last_year,     SLE_INT32),
	    SLE_VAR(Vehicle, value,                SLE_UINT32),

	    SLE_VAR(Vehicle, random_bits,          SLE_UINT8),
	    SLE_VAR(Vehicle, waiting_triggers,     SLE_UINT8),

	    SLE_REF(Vehicle, next_shared,          REF_VEHICLE),
	    SLE_REF(Vehicle, prev_shared,          REF_VEHICLE),

	// reserve extra space in savegame here. (currently 10 bytes)
	SLE_CONDNULL(10,                                                       2, SL_MAX_VERSION),

	SLE_END()
};


static const SaveLoad _train_desc[] = {
	SLE_WRITEBYTE(Vehicle, type, VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file.
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos),         SLE_UINT16),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed),          SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype),               SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track),                  SLE_UINT8),

	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags),                  SLE_UINT8,  2, SL_MAX_VERSION),
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION),

	SLE_CONDNULL(2, 2, 19),
	// reserve extra space in savegame here. (currently 11 bytes)
	SLE_CONDNULL(11, 2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _roadveh_desc[] = {
	SLE_WRITEBYTE(Vehicle, type, VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file.
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state),          SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame),          SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr),    SLE_UINT16),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking),     SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr),    SLE_UINT16),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr),    SLE_UINT8),

	SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot),     REF_ROADSTOPS, 6, SL_MAX_VERSION),
	SLE_CONDNULL(1,                                                                     6, SL_MAX_VERSION),
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8,     6, SL_MAX_VERSION),
	// reserve extra space in savegame here. (currently 16 bytes)
	SLE_CONDNULL(16,                                                                    2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _ship_desc[] = {
	SLE_WRITEBYTE(Vehicle, type, VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file.
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
	SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8),

	// reserve extra space in savegame here. (currently 16 bytes)
	SLE_CONDNULL(16, 2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _aircraft_desc[] = {
	SLE_WRITEBYTE(Vehicle, type, VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file.
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos),             SLE_UINT8),

	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport),   SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport),   SLE_UINT16,                5, SL_MAX_VERSION),

	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state),           SLE_UINT8),

	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos),    SLE_UINT8,                 2, SL_MAX_VERSION),

	// reserve extra space in savegame here. (currently 15 bytes)
	SLE_CONDNULL(15,                                                                                      2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _special_desc[] = {
	SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4),

	    SLE_VAR(Vehicle, subtype,       SLE_UINT8),

	SLE_CONDVAR(Vehicle, tile,          SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(Vehicle, tile,          SLE_UINT32,                 6, SL_MAX_VERSION),

	SLE_CONDVAR(Vehicle, x_pos,         SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
	SLE_CONDVAR(Vehicle, x_pos,         SLE_INT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, y_pos,         SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
	SLE_CONDVAR(Vehicle, y_pos,         SLE_INT32,                  6, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, z_pos,         SLE_UINT8),

	    SLE_VAR(Vehicle, cur_image,     SLE_UINT16),
	    SLE_VAR(Vehicle, sprite_width,  SLE_UINT8),
	    SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
	    SLE_VAR(Vehicle, z_height,      SLE_UINT8),
	    SLE_VAR(Vehicle, x_offs,        SLE_INT8),
	    SLE_VAR(Vehicle, y_offs,        SLE_INT8),
	    SLE_VAR(Vehicle, progress,      SLE_UINT8),
	    SLE_VAR(Vehicle, vehstatus,     SLE_UINT8),

	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16),
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8),

	// reserve extra space in savegame here. (currently 16 bytes)
	SLE_CONDNULL(16, 2, SL_MAX_VERSION),

	SLE_END()
};

static const SaveLoad _disaster_desc[] = {
	SLE_WRITEBYTE(Vehicle, type, VEH_Disaster, 5),

	    SLE_REF(Vehicle, next,          REF_VEHICLE_OLD),

	    SLE_VAR(Vehicle, subtype,       SLE_UINT8),
	SLE_CONDVAR(Vehicle, tile,          SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, tile,          SLE_UINT32,                  6, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, dest_tile,     SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
	SLE_CONDVAR(Vehicle, dest_tile,     SLE_UINT32,                  6, SL_MAX_VERSION),

	SLE_CONDVAR(Vehicle, x_pos,         SLE_FILE_I16 | SLE_VAR_I32,  0, 5),
	SLE_CONDVAR(Vehicle, x_pos,         SLE_INT32,                   6, SL_MAX_VERSION),
	SLE_CONDVAR(Vehicle, y_pos,         SLE_FILE_I16 | SLE_VAR_I32,  0, 5),
	SLE_CONDVAR(Vehicle, y_pos,         SLE_INT32,                   6, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, z_pos,         SLE_UINT8),
	    SLE_VAR(Vehicle, direction,     SLE_UINT8),

	    SLE_VAR(Vehicle, x_offs,        SLE_INT8),
	    SLE_VAR(Vehicle, y_offs,        SLE_INT8),
	    SLE_VAR(Vehicle, sprite_width,  SLE_UINT8),
	    SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
	    SLE_VAR(Vehicle, z_height,      SLE_UINT8),
	    SLE_VAR(Vehicle, owner,         SLE_UINT8),
	    SLE_VAR(Vehicle, vehstatus,     SLE_UINT8),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest.station),     SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest.station),     SLE_UINT16,                5, SL_MAX_VERSION),

	    SLE_VAR(Vehicle, cur_image,     SLE_UINT16),
	SLE_CONDVAR(Vehicle, age,           SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
	SLE_CONDVAR(Vehicle, age,           SLE_INT32,                  31, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, tick_counter,  SLE_UINT8),

	   SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16),
	   SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2),           SLE_UINT16),

	// reserve extra space in savegame here. (currently 16 bytes)
	SLE_CONDNULL(16,                                                 2, SL_MAX_VERSION),

	SLE_END()
};


static const void *_veh_descs[] = {
	_train_desc,
	_roadveh_desc,
	_ship_desc,
	_aircraft_desc,
	_special_desc,
	_disaster_desc,
};

// Will be called when the vehicles need to be saved.
static void Save_VEHS(void)
{
	Vehicle *v;
	// Write the vehicles
	FOR_ALL_VEHICLES(v) {
		SlSetArrayIndex(v->index);
		SlObject(v, _veh_descs[v->type - 0x10]);
	}
}

// Will be called when vehicles need to be loaded.
static void Load_VEHS(void)
{
	int index;
	Vehicle *v;

	while ((index = SlIterateArray()) != -1) {
		Vehicle *v;

		if (!AddBlockIfNeeded(&_vehicle_pool, index))
			error("Vehicles: failed loading savegame: too many vehicles");

		v = GetVehicle(index);
		SlObject(v, _veh_descs[SlReadByte()]);

		/* Old savegames used 'last_station_visited = 0xFF' */
		if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
			v->last_station_visited = INVALID_STATION;

		if (CheckSavegameVersion(5)) {
			/* Convert the current_order.type (which is a mix of type and flags, because
			    in those versions, they both were 4 bits big) to type and flags */
			v->current_order.flags = (v->current_order.type & 0xF0) >> 4;
			v->current_order.type  =  v->current_order.type & 0x0F;
		}
	}

	/* Check for shared order-lists (we now use pointers for that) */
	if (CheckSavegameVersionOldStyle(5, 2)) {
		FOR_ALL_VEHICLES(v) {
			Vehicle *u;

			FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
				/* If a vehicle has the same orders, add the link to eachother
				    in both vehicles */
				if (v->orders == u->orders) {
					v->next_shared = u;
					u->prev_shared = v;
					break;
				}
			}
		}
	}
}

const ChunkHandler _veh_chunk_handlers[] = {
	{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};