Files @ r5239:ca63d86a15da
Branch filter:

Location: cpp/openttd-patchpack/source/vehicle.c

glx
(svn r7360) -Cleanup r7357: Update STR_NEWGRF_FILENAME and STR_NEWGRF_GRF_ID in all languages
   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
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
/* $Id$ */

#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 "aircraft.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network.h"
#include "yapf/yapf.h"
#include "date.h"
#include "newgrf_engine.h"
#include "newgrf_sound.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_SEND_TRAIN_TO_DEPOT,
	CMD_SEND_ROADVEH_TO_DEPOT,
	CMD_SEND_SHIP_TO_DEPOT,
	CMD_SEND_AIRCRAFT_TO_HANGAR,
};


enum {
	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 + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++;
}

/* Initialize the vehicle-pool */
DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL)

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

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 + 1U < 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 << Vehicle_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 + 1U < 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;
}

/** Check if a vehicle is counted in num_engines in each player struct
 * @param *v Vehicle to test
 * @return true if the vehicle is counted in num_engines
 */
bool IsEngineCountable(const Vehicle *v)
{
	switch (v->type) {
		case VEH_Aircraft: return (v->subtype <= 2); // don't count plane shadows and helicopter rotors
		case VEH_Train:
			return !IsArticulatedPart(v) && // tenders and other articulated parts
			(!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines
		case VEH_Road:
		case VEH_Ship:
			return true;
		default: return false; // Only count player buildable vehicles
	}
}

void DestroyVehicle(Vehicle *v)
{
	if (IsEngineCountable(v)) GetPlayer(v->owner)->num_engines[v->engine_type]--;

	DeleteVehicleNews(v->index, INVALID_STRING_ID);

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

	if (v->type != VEH_Train || (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v)))) {
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	}

	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 int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);

// 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);

		switch (v->type) {
			case VEH_Train:
			case VEH_Road:
			case VEH_Aircraft:
			case VEH_Ship:
				if (v->type == VEH_Train && IsTrainWagon(v)) continue;
				if (v->type == VEH_Aircraft && v->subtype > 0) 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);
		}
	}

	// 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, false, true);
		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 && v->current_order.flags & OF_FULL_LOAD) 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;
}

/** Learn the price of refitting a certain engine
* @param engine Which engine to refit
* @return Price for refitting
*/
int32 GetRefitCost(EngineID engine_type)
{
	int32 base_cost = 0;

	switch (GetEngine(engine_type)->type) {
		case VEH_Ship: base_cost = _price.ship_base; break;
		case VEH_Road: base_cost = _price.roadveh_base; break;
		case VEH_Aircraft: base_cost = _price.aircraft_base; break;
		case VEH_Train:
			base_cost = 2 * ((RailVehInfo(engine_type)->flags & RVI_WAGON) ?
							 _price.build_railwagon : _price.build_railvehicle);
			break;
		default: NOT_REACHED(); break;
	}
	return (EngInfo(engine_type)->refit_cost * base_cost) >> 10;
}

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);
	}
}

/** Starts or stops a lot of vehicles
 * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
 * @param p1 Station/Order/Depot ID (only used for vehicle list windows)
 * @param p2 bitmask
 *   - bit 0-4 Vehicle type
 *   - bit 5 false = start vehicles, true = stop vehicles
 *   - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
 *   - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
 */
int32 CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle **vl = NULL;
	uint16 engine_list_length = 0;
	uint16 engine_count = 0;
	int32 return_value = CMD_ERROR;
	uint i;
	uint stop_command;
	byte vehicle_type = GB(p2, 0, 5);
	bool start_stop = HASBIT(p2, 5);
	bool vehicle_list_window = HASBIT(p2, 6);

	switch (vehicle_type) {
		case VEH_Train:    stop_command = CMD_START_STOP_TRAIN;    break;
		case VEH_Road:     stop_command = CMD_START_STOP_ROADVEH;  break;
		case VEH_Ship:     stop_command = CMD_START_STOP_SHIP;     break;
		case VEH_Aircraft: stop_command = CMD_START_STOP_AIRCRAFT; break;
		default: return CMD_ERROR;
	}

	if (vehicle_list_window) {
		uint16 id = GB(p1, 0, 16);
		uint16 window_type = p2 & VLW_MASK;

		engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, id, id, window_type);
	} else {
		/* Get the list of vehicles in the depot */
		BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
	}

	for (i = 0; i < engine_count; i++) {
		const Vehicle *v = vl[i];
		int32 ret;

		if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;

		if (!vehicle_list_window) {
			if (vehicle_type == VEH_Train) {
				if (CheckTrainInDepot(v, false) == -1) continue;
			} else {
				if (!(v->vehstatus & VS_HIDDEN)) continue;
			}
		}

		ret = DoCommand(tile, v->index, 0, flags, stop_command);

		if (!CmdFailed(ret)) {
			return_value = 0;
			/* We know that the command is valid for at least one vehicle.
			 * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
			if (!(flags & DC_EXEC)) break;
		}
	}

	free(vl);
	return return_value;
}

/** Sells all vehicles in a depot
* @param tile Tile of the depot where the depot is
* @param p1 Vehicle type
* @param p2 unused
*/
int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle **engines = NULL;
	Vehicle **wagons = NULL;
	uint16 engine_list_length = 0;
	uint16 engine_count = 0;
	uint16 wagon_list_length = 0;
	uint16 wagon_count = 0;

	int32 cost = 0;
	uint i, sell_command, total_number_vehicles;
	byte vehicle_type = GB(p1, 0, 8);

	switch (vehicle_type) {
		case VEH_Train:    sell_command = CMD_SELL_RAIL_WAGON; break;
		case VEH_Road:     sell_command = CMD_SELL_ROAD_VEH;   break;
		case VEH_Ship:     sell_command = CMD_SELL_SHIP;       break;
		case VEH_Aircraft: sell_command = CMD_SELL_AIRCRAFT;   break;
		default: return CMD_ERROR;
	}

	/* Get the list of vehicles in the depot */
	BuildDepotVehicleList(vehicle_type, tile, &engines, &engine_list_length, &engine_count,
						                      &wagons,  &wagon_list_length,  &wagon_count);

	total_number_vehicles = engine_count + wagon_count;
	for (i = 0; i < total_number_vehicles; i++) {
		const Vehicle *v;
		int32 ret;

		if (i < engine_count) {
			v = engines[i];
		} else {
			v = wagons[i - engine_count];
		}

		ret = DoCommand(tile, v->index, 1, flags, sell_command);

		if (!CmdFailed(ret)) cost += ret;
	}

	free(engines);
	free(wagons);
	if (cost == 0) return CMD_ERROR; // no vehicles to sell
	return cost;
}

/** Autoreplace all vehicles in the depot
* @param tile Tile of the depot where the vehicles are
* @param p1 Type of vehicle
* @param p2 Unused
*/
int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle **vl = NULL;
	uint16 engine_list_length = 0;
	uint16 engine_count = 0;
	uint i, x = 0, y = 0, z = 0;
	int32 cost = 0;
	byte vehicle_type = GB(p1, 0, 8);


	if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;

	/* Get the list of vehicles in the depot */
	BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);


	for (i = 0; i < engine_count; i++) {
		Vehicle *v = vl[i];
		bool stopped = !(v->vehstatus & VS_STOPPED);
		int32 ret;

		/* Ensure that the vehicle completely in the depot */
		if (!IsVehicleInDepot(v)) continue;

		x = v->x_pos;
		y = v->y_pos;
		z = v->z_pos;

		if (stopped) {
			v->vehstatus |= VS_STOPPED; // Stop the vehicle
			v->leave_depot_instantly = true;
		}
		ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);

		if (!CmdFailed(ret)) {
			cost += ret;
			if (!(flags & DC_EXEC)) break;
			/* There is a problem with autoreplace and newgrf
			 * It's impossible to tell the length of a train after it's being replaced before it's actually done
			 * Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually
			 * Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money
			 * we should never reach a condition where the player will end up with negative money from doing this */
			SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
			SubtractMoneyFromPlayer(ret);
		}
	}

	if (cost == 0) {
		cost = CMD_ERROR;
	} else {
		if (flags & DC_EXEC) {
			/* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */
			if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost);
		}
		cost = 0;
	}

	free(vl);
	return cost;
}

/** 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 || v->cargo_subtype != w->cargo_subtype) {
				// 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 | (v->cargo_subtype << 8), 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;
	}

	/* Set the expense type last as refitting will make the cost go towards
	 * running costs... */
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
	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);
}

static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
{
	const Order *o;
	const Vehicle *u;

	if (v->type == VEH_Train) {
		u = GetFirstVehicleInChain(v);
	} else {
		u = v;
	}

	FOR_VEHICLE_ORDERS(u, o) {
		if (!(o->refit_cargo < NUM_CARGO)) continue;
		if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
		if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
	}

	return true;
}

/**
 * Function to find what type of cargo to refit to when autoreplacing
 * @param *v Original vehicle, that is being replaced
 * @param engine_type The EngineID of the vehicle that is being replaced to
 * @return The cargo type to replace to
 *    CT_NO_REFIT is returned if no refit is needed
 *    CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
 */
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
{
	bool new_cargo_capacity = true;
	CargoID new_cargo_type = CT_INVALID;

	switch (v->type) {
		case VEH_Train:
			new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0);
			new_cargo_type     = RailVehInfo(engine_type)->cargo_type;
			break;

		case VEH_Road:
			new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0);
			new_cargo_type     = RoadVehInfo(engine_type)->cargo_type;
			break;
		case VEH_Ship:
			new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0);
			new_cargo_type     = ShipVehInfo(engine_type)->cargo_type;
			break;

		case VEH_Aircraft:
			/* all aircraft starts as passenger planes with cargo capacity
			 * new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */
			new_cargo_type     = CT_PASSENGERS;
			break;

		default: NOT_REACHED(); break;
	}

	if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity

	if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) {
		if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
			return v->cargo_type == new_cargo_type ? CT_NO_REFIT : v->cargo_type;
		} else {
			return CT_INVALID;
		}
	}
	if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want

	/* Below this line it's safe to assume that the vehicle in question is a train */

	if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type

	/* 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 */
	v = GetFirstVehicleInChain(v);
	do {
		if (v->cargo_cap == 0) continue;
		/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
		if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
		if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
	} while ((v=v->next) != NULL);
	return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
}

/* 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 total_cost)
{
	int32 cost;
	int32 sell_value;
	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];
	CargoID replacement_cargo_type;

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

	replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);

	/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
	if (replacement_cargo_type == CT_INVALID) return 0;

	sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, CMD_SELL_VEH(old_v->type));

	/* We give the player a loan of the same amount as the sell value.
	 * This is needed in case he needs the income from the sale to build the new vehicle.
	 * We take it back if building fails or when we really sell the old engine */
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
	SubtractMoneyFromPlayer(sell_value);

	cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type));
	if (CmdFailed(cost)) {
		SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
		SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player
		return cost;
	}

	if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost

	if (flags & DC_EXEC) {
		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 (replacement_cargo_type != CT_NO_REFIT) {
			if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)))) {
				/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
				error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
			}
		}

		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 (!IsCustomName(old_v->string_id)) {
			vehicle_name[0] = '\0';
		} else {
			GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name));
		}
	} else { // flags & DC_EXEC not set
		/* Ensure that the player will not end up having negative money while autoreplacing
		 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
		if (p->money64 < (cost + total_cost)) {
			SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
			SubtractMoneyFromPlayer(-sell_value); // Pay back the loan
			return CMD_ERROR;
		}
	}

	/* Take back the money we just gave the player just before building the vehicle
	 * The player will get the same amount now that the sale actually takes place */
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
	SubtractMoneyFromPlayer(-sell_value);

	/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
	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
 * @param check Checks if the replace is valid. No action is done at all
 * @param display_costs If set, a cost animation is shown (only if check is false)
 * @return CMD_ERROR if something went wrong. Otherwise the price of the replace
 */
static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
{
	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;
			}

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

			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 (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
			if (!check && 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;
			if (display_costs) _current_player = OWNER_NONE;
			return CMD_ERROR;
		}

		if (flags & DC_EXEC) {
			break; // we are done replacing since the loop ran once with DC_EXEC
		} else if (check) {
			/* It's a test only and we know that we can do this
			 * NOTE: payment for wagon removal is NOT included in this price */
			return cost;
		}
		// 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, DC_EXEC, CMD_SELL_RAIL_WAGON);
		}
	}

	if (stopped) v->vehstatus &= ~VS_STOPPED;
	if (display_costs) {
		if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
		_current_player = OWNER_NONE;
	}
	return cost;
}

/* Extend the list size for BuildDepotVehicleList() */
static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
{
	*engine_list_length = min(*engine_list_length + step_size, GetVehicleArraySize());
	*engine_list = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0]));
}

/** Generates a list of vehicles inside a depot
 * Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
 * If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
 * @param Type type of vehicle
 * @param tile The tile the depot is located in
 * @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
 * @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
 * @param *engine_count The number of engines stored in the list
 * @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced)
 * @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
 * @param *wagon_count The number of engines stored in the list
 */
void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
{
	Vehicle *v;

	/* This function should never be called without an array to store results */
	assert(!(engine_list == NULL && type != VEH_Train));
	assert(!(type == VEH_Train && engine_list == NULL && wagon_list == NULL));

	/* Both array and the length should either be NULL to disable the list or both should not be NULL */
	assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL));
	assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL));

	assert(!(engine_list != NULL && engine_count == NULL));
	assert(!(wagon_list != NULL && wagon_count == NULL));

	if (engine_count != NULL) *engine_count = 0;
	if (wagon_count != NULL) *wagon_count = 0;

	switch (type) {
		case VEH_Train:
			FOR_ALL_VEHICLES(v) {
				if (v->tile == tile && v->type == VEH_Train && v->u.rail.track == 0x80) {
					if (IsFrontEngine(v)) {
						if (engine_list == NULL) continue;
						if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
						(*engine_list)[(*engine_count)++] = v;
					} else if (IsFreeWagon(v)) {
						if (wagon_list == NULL) continue;
						if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25);
						(*wagon_list)[(*wagon_count)++] = v;
					}
				}
			}
			break;

		case VEH_Road:
			FOR_ALL_VEHICLES(v) {
				if (v->tile == tile && v->type == VEH_Road && IsRoadVehInDepot(v)) {
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
					(*engine_list)[(*engine_count)++] = v;
				}
			}
			break;

		case VEH_Ship:
			FOR_ALL_VEHICLES(v) {
				if (v->tile == tile && v->type == VEH_Ship && IsShipInDepot(v)) {
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
					(*engine_list)[(*engine_count)++] = v;
				}
			}
			break;

		case VEH_Aircraft:
			FOR_ALL_VEHICLES(v) {
				if (v->tile == tile &&
						v->type == VEH_Aircraft &&
						v->subtype <= 2 &&
						v->vehstatus & VS_HIDDEN) {
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
					(*engine_list)[(*engine_count)++] = v;
				}
			}
			break;

		default: NOT_REACHED();
	}
}

/**
* @param sort_list list to store the list in. Either NULL or the length length_of_array tells
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param station index of station to generate a list for. INVALID_STATION when not used
* @param order index of oder to generate a list for. INVALID_ORDER when not used
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
* @return the number of vehicles added to the list
*/
uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type)
{
	const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
	uint n = 0;
	const Vehicle *v;

	switch (window_type) {
		case VLW_STATION_LIST: {
			FOR_ALL_VEHICLES(v) {
				if (v->type == type && (
					(type == VEH_Train && IsFrontEngine(v)) ||
					(type != VEH_Train && v->subtype <= subtype))) {
					const Order *order;

					FOR_VEHICLE_ORDERS(v, order) {
						if (order->type == OT_GOTO_STATION && order->dest == station) {
							if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50);
							(*sort_list)[n++] = v;
							break;
						}
					}
				}
			}
			break;
		}

		case VLW_SHARED_ORDERS: {
			FOR_ALL_VEHICLES(v) {
				/* Find a vehicle with the order in question */
				if (v->orders != NULL && v->orders->index == order) break;
			}

			if (v != NULL && v->orders != NULL && v->orders->index == order) {
				/* Only try to make the list if we found a vehicle using the order in question */
				for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
					if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
					(*sort_list)[n++] = v;
				}
			}
			break;
		}

		case VLW_STANDARD: {
			FOR_ALL_VEHICLES(v) {
				if (v->type == type && v->owner == owner && (
					(type == VEH_Train && IsFrontEngine(v)) ||
					(type != VEH_Train && v->subtype <= subtype))) {
					/* TODO find a better estimate on the total number of vehicles for current player */
					if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetVehicleArraySize()/4);
					(*sort_list)[n++] = v;
				}
			}
			break;
		}

		case VLW_DEPOT_LIST: {
			FOR_ALL_VEHICLES(v) {
				if (v->type == type && (
					(type == VEH_Train && IsFrontEngine(v)) ||
					(type != VEH_Train && v->subtype <= subtype))) {
					const Order *order;

					FOR_VEHICLE_ORDERS(v, order) {
						if (order->type == OT_GOTO_DEPOT && order->dest == depot_airport_index) {
							if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
							(*sort_list)[n++] = v;
							break;
						}
					}
				}
			}
			break;
		}

		default: NOT_REACHED(); break;
	}

	if ((n + 100) < *length_of_array) {
		/* We allocated way too much for sort_list.
		 * Now we will reduce how much we allocated.
		 * We will still make it have room for 50 extra vehicles to prevent having
		 * to move the whole array if just one vehicle is added later */
		*length_of_array = n + 50;
		*sort_list = realloc((void*)*sort_list, (*length_of_array) * sizeof((*sort_list)[0]));
	}

	return n;
}

/** 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
 * @param VLW_flag tells what kind of list requested the goto depot
 * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
 */
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
{
	const Vehicle **sort_list = NULL;
	uint n, i;
	uint16 array_length = 0;

	n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, id, id, vlw_flag);

	/* Send all the vehicles to a depot */
	for (i = 0; i < n; i++) {
		const Vehicle *v = sort_list[i];
		int32 ret = DoCommand(v->tile, v->index, service | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(type));

		/* Return 0 if DC_EXEC is not set this is a valid goto depot command)
			* In this case we know that at least one vehicle can be sent to a depot
			* and we will issue the command. We can now safely quit the loop, knowing
			* it will succeed at least once. With DC_EXEC we really need to send them to the depot */
		if (!CmdFailed(ret) && !(flags & DC_EXEC)) {
			free((void*)sort_list);
			return 0;
		}
	}

	free((void*)sort_list);
	return (flags & DC_EXEC) ? 0 : CMD_ERROR;
}

bool IsVehicleInDepot(const Vehicle *v)
{
	switch (v->type) {
		case VEH_Train:    return CheckTrainInDepot(v, false) != -1;
		case VEH_Road:     return IsRoadVehInDepot(v);
		case VEH_Ship:     return IsShipInDepot(v);
		case VEH_Aircraft: return IsAircraftInHangar(v);
		default: NOT_REACHED();
	}
	return false;
}

void VehicleEnterDepot(Vehicle *v)
{
	switch (v->type) {
		case VEH_Train:
			InvalidateWindowClasses(WC_TRAINS_LIST);
			if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
			UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile));
			v->load_unload_time_rem = 0;
			break;

		case VEH_Road:
			InvalidateWindowClasses(WC_ROADVEH_LIST);
			v->u.road.state = 254;
			break;

		case VEH_Ship:
			InvalidateWindowClasses(WC_SHIPS_LIST);
			v->u.ship.state = 0x80;
			RecalcShipStuff(v);
			break;

		case VEH_Aircraft:
			InvalidateWindowClasses(WC_AIRCRAFT_LIST);
			HandleAircraftEnterHangar(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.type == OT_GOTO_DEPOT) {
		Order t;

		InvalidateWindow(WC_VEHICLE_VIEW, v->index);

		t = v->current_order;
		v->current_order.type = OT_DUMMY;
		v->current_order.flags = 0;

		if (t.refit_cargo < NUM_CARGO) {
			int32 cost;

			_current_player = v->owner;
			cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, CMD_REFIT_VEH(v->type));

			if (CmdFailed(cost)) {
				v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
				if (v->owner == _local_player) {
					/* Notify the user that we stopped the vehicle */
					SetDParam(0, _vehicle_type_names[v->type - 0x10]);
					SetDParam(1, v->unitnumber);
					AddNewsItem(STR_ORDER_REFIT_FAILED, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
				}
			} else if (v->owner == _local_player && cost != 0) {
				ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
			}
		}

		if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
			/* Part of orders */
			if (v->type == VEH_Train) v->u.rail.days_since_order_progr = 0;
			v->cur_order_index++;
		} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
			/* Force depot visit */
			v->vehstatus |= VS_STOPPED;
			if (v->owner == _local_player) {
				StringID string;

				switch (v->type) {
					case VEH_Train:    string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break;
					case VEH_Road:     string = STR_9016_ROAD_VEHICLE_IS_WAITING;   break;
					case VEH_Ship:     string = STR_981C_SHIP_IS_WAITING_IN_DEPOT;  break;
					case VEH_Aircraft: string = STR_A014_AIRCRAFT_IS_WAITING_IN;    break;
					default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning
				}

				SetDParam(0, v->unitnumber);
				AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),	v->index, 0);
			}
		}
	}
}

/** 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, EngineID parent_engine_type, CargoID cargo_type)
{
	SpriteID map;
	const Player *p = GetPlayer(player);
	LiveryScheme scheme = LS_DEFAULT;

	/* The default livery is always available for use, but its in_use flag determines
	 * whether any _other_ liveries are in use. */
	if (p->livery[LS_DEFAULT].in_use && (_patches.liveries == 2 || (_patches.liveries == 1 && player == _local_player))) {
		/* Determine the livery scheme to use */
		switch (GetEngine(engine_type)->type) {
			case VEH_Train: {
				switch (_engine_info[engine_type].railtype) {
					case RAILTYPE_RAIL:
					case RAILTYPE_ELECTRIC:
					{
						const RailVehicleInfo *rvi = RailVehInfo(engine_type);

						if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
						if (rvi->flags & RVI_WAGON) {
							if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) {
								if (parent_engine_type == INVALID_ENGINE) {
									scheme = LS_PASSENGER_WAGON_STEAM;
								} else {
									switch (RailVehInfo(parent_engine_type)->engclass) {
										case 0: scheme = LS_PASSENGER_WAGON_STEAM; break;
										case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break;
										case 2: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
									}
								}
							} else {
								scheme = LS_FREIGHT_WAGON;
							}
						} else {
							bool is_mu = HASBIT(_engine_info[engine_type].misc_flags, EF_RAIL_IS_MU);

							switch (rvi->engclass) {
								case 0: scheme = LS_STEAM; break;
								case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
								case 2: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
							}
						}
						break;
					}

					case RAILTYPE_MONO: scheme = LS_MONORAIL; break;
					case RAILTYPE_MAGLEV: scheme = LS_MAGLEV; break;
				}
				break;
			}

			case VEH_Road: {
				const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
				if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
				scheme = (cargo_type == CT_PASSENGERS) ? LS_BUS : LS_TRUCK;
				break;
			}

			case VEH_Ship: {
				const ShipVehicleInfo *svi = ShipVehInfo(engine_type);
				if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type;
				scheme = (cargo_type == CT_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
				break;
			}

			case VEH_Aircraft: {
				const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
				if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS;
				switch (avi->subtype) {
					case 0: scheme = LS_HELICOPTER; break;
					case 1: scheme = LS_SMALL_PLANE; break;
					case 3: scheme = LS_LARGE_PLANE; break;
				}
				break;
			}
		}

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

	map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ?
		(SPR_2CCMAP_BASE + p->livery[scheme].colour1 + p->livery[scheme].colour2 * 16) :
		(PALETTE_RECOLOR_START + p->livery[scheme].colour1);

	return SPRITE_PALETTE(map << PALETTE_SPRITE_START);
}

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

PalSpriteID GetVehiclePalette(const Vehicle *v)
{
	if (v->type == VEH_Train) {
		return GetEngineColourMap(
			(v->u.rail.first_engine != INVALID_ENGINE && (IsArticulatedPart(v) || UsesWagonOverride(v))) ?
				v->u.rail.first_engine : v->engine_type,
			v->owner,
			v->u.rail.first_engine,
			v->cargo_type);
	}

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

// 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_CONDVAR(Vehicle, cargo_subtype,        SLE_UINT8,                  35, SL_MAX_VERSION),
	    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), 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),  SLE_UINT16, 5, SL_MAX_VERSION),

	/* Refit in current order */
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo),    SLE_UINT8, 36, SL_MAX_VERSION),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_subtype),  SLE_UINT8, 36, 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_CONDVAR(Vehicle, load_status,          SLE_UINT8,                 40, SL_MAX_VERSION),

	    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), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), 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},
};