Files @ r20718:cc912091a170
Branch filter:

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

translators
(svn r25756) -Update from WebTranslator v3.0:
indonesian - 2 changes by UseYourIllusion
   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
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

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

#include "stdafx.h"
#include "error.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "timetable.h"
#include "viewport_func.h"
#include "news_func.h"
#include "command_func.h"
#include "company_func.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_debug.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "group_gui.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "depot_func.h"
#include "network/network.h"
#include "core/pool_func.hpp"
#include "economy_base.h"
#include "articulated_vehicles.h"
#include "roadstop_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "order_backup.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "vehiclelist.h"
#include "bridge_map.h"
#include "tunnel_map.h"
#include "depot_map.h"
#include "gamelog.h"

#include "table/strings.h"

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

VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;      ///< Stores the capacity after a refit operation.
uint16 _returned_mail_refit_capacity; ///< Stores the mail capacity after a refit operation (Aircraft only).


/** The pool with all our precious vehicles. */
VehiclePool _vehicle_pool("Vehicle");
INSTANTIATE_POOL_METHODS(Vehicle)

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

	if (use_renew_setting && !c->settings.engine_renew) return false;
	if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;

	/* Only engines need renewing */
	if (this->type == VEH_TRAIN && !Train::From(this)->IsEngine()) return false;

	return true;
}

/**
 * Service a vehicle and all subsequent vehicles in the consist
 *
 * @param *v The vehicle or vehicle chain being serviced
 */
void VehicleServiceInDepot(Vehicle *v)
{
	assert(v != NULL);
	SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated

	do {
		v->date_of_last_service = _date;
		v->breakdowns_since_last_service = 0;
		v->reliability = v->GetEngine()->reliability;
		/* Prevent vehicles from breaking down directly after exiting the depot. */
		v->breakdown_chance /= 4;
		v = v->Next();
	} while (v != NULL && v->HasEngineType());
}

/**
 * Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement.
 *
 * @see NeedsAutomaticServicing()
 * @return true if the vehicle should go to a depot if a opportunity presents itself.
 */
bool Vehicle::NeedsServicing() const
{
	/* Stopped or crashed vehicles will not move, as such making unmovable
	 * vehicles to go for service is lame. */
	if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;

	/* Are we ready for the next service cycle? */
	const Company *c = Company::Get(this->owner);
	if (this->ServiceIntervalIsPercent() ?
			(this->reliability >= this->GetEngine()->reliability * (100 - this->GetServiceInterval()) / 100) :
			(this->date_of_last_service + this->GetServiceInterval() >= _date)) {
		return false;
	}

	/* If we're servicing anyway, because we have not disabled servicing when
	 * there are no breakdowns or we are playing with breakdowns, bail out. */
	if (!_settings_game.order.no_servicing_if_no_breakdowns ||
			_settings_game.difficulty.vehicle_breakdowns != 0) {
		return true;
	}

	/* Test whether there is some pending autoreplace.
	 * Note: We do this after the service-interval test.
	 * There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
	bool pending_replace = false;
	Money needed_money = c->settings.engine_renew_money;
	if (needed_money > c->money) return false;

	for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) {
		bool replace_when_old = false;
		EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id, &replace_when_old);

		/* Check engine availability */
		if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
		/* Is the vehicle old if we are not always replacing? */
		if (replace_when_old && !v->NeedsAutorenewing(c, false)) continue;

		/* Check refittability */
		uint32 available_cargo_types, union_mask;
		GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
		/* Is there anything to refit? */
		if (union_mask != 0) {
			CargoID cargo_type;
			/* We cannot refit to mixed cargoes in an automated way */
			if (IsArticulatedVehicleCarryingDifferentCargoes(v, &cargo_type)) continue;

			/* Did the old vehicle carry anything? */
			if (cargo_type != CT_INVALID) {
				/* We can't refit the vehicle to carry the cargo we want */
				if (!HasBit(available_cargo_types, cargo_type)) continue;
			}
		}

		/* Check money.
		 * We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
		pending_replace = true;
		needed_money += 2 * Engine::Get(new_engine)->GetCost();
		if (needed_money > c->money) return false;
	}

	return pending_replace;
}

/**
 * Checks if the current order should be interrupted for a service-in-depot order.
 * @see NeedsServicing()
 * @return true if the current order should be interrupted.
 */
bool Vehicle::NeedsAutomaticServicing() const
{
	if (this->HasDepotOrder()) return false;
	if (this->current_order.IsType(OT_LOADING)) return false;
	if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
	return NeedsServicing();
}

uint Vehicle::Crash(bool flooded)
{
	assert((this->vehstatus & VS_CRASHED) == 0);
	assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains

	uint pass = 0;
	/* Stop the vehicle. */
	if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
	/* crash all wagons, and count passengers */
	for (Vehicle *v = this; v != NULL; v = v->Next()) {
		/* We do not transfer reserver cargo back, so TotalCount() instead of StoredCount() */
		if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.TotalCount();
		v->vehstatus |= VS_CRASHED;
		MarkSingleVehicleDirty(v);
	}

	/* Dirty some windows */
	InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
	SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);

	delete this->cargo_payment;
	this->cargo_payment = NULL;

	return RandomRange(pass + 1); // Randomise deceased passengers.
}


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

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

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

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

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

/**
 * Logs a bug in GRF and shows a warning message if this
 * is for the first time this happened.
 * @param u first vehicle of chain
 */
void VehicleLengthChanged(const Vehicle *u)
{
	/* show a warning once for each engine in whole game and once for each GRF after each game load */
	const Engine *engine = u->GetEngine();
	uint32 grfid = engine->grf_prop.grffile->grfid;
	GRFConfig *grfconfig = GetGRFConfig(grfid);
	if (GamelogGRFBugReverse(grfid, engine->grf_prop.local_id) || !HasBit(grfconfig->grf_bugs, GBUG_VEH_LENGTH)) {
		ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_VEHICLE_LENGTH, GBUG_VEH_LENGTH, true);
	}
}

/**
 * Vehicle constructor.
 * @param type Type of the new vehicle.
 */
Vehicle::Vehicle(VehicleType type)
{
	this->type               = type;
	this->coord.left         = INVALID_COORD;
	this->group_id           = DEFAULT_GROUP;
	this->fill_percent_te_id = INVALID_TE_ID;
	this->first              = this;
	this->colourmap          = PAL_NONE;
	this->cargo_age_counter  = 1;
	this->last_station_visited = INVALID_STATION;
	this->last_loading_station = INVALID_STATION;
}

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

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

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

static Vehicle *_vehicle_tile_hash[TOTAL_HASH_SIZE];

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

	return NULL;
}


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

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

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

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

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

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

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

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

	return NULL;
}

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

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

/**
 * Callback that returns 'real' vehicles lower or at height \c *(int*)data .
 * @param v Vehicle to examine.
 * @param data Pointer to height data.
 * @return \a v if conditions are met, else \c NULL.
 */
static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
	int z = *(int*)data;

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

	return v;
}

/**
 * Ensure there is no vehicle at the ground at the given position.
 * @param tile Position to examine.
 * @return Succeeded command (ground is free) or failed command (a vehicle is found).
 */
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
{
	int z = GetTileMaxPixelZ(tile);

	/* Value v is not safe in MP games, however, it is used to generate a local
	 * error message only (which may be different for different machines).
	 * Such a message does not affect MP synchronisation.
	 */
	Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
	if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
	return CommandCost();
}

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

	return v;
}

/**
 * Finds vehicle in tunnel / bridge
 * @param tile first end
 * @param endtile second end
 * @param ignore Ignore this vehicle when searching
 * @return Succeeded command (if tunnel/bridge is free) or failed command (if a vehicle is using the tunnel/bridge).
 */
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
{
	/* Value v is not safe in MP games, however, it is used to generate a local
	 * error message only (which may be different for different machines).
	 * Such a message does not affect MP synchronisation.
	 */
	Vehicle *v = VehicleFromPos(tile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);
	if (v == NULL) v = VehicleFromPos(endtile, const_cast<Vehicle *>(ignore), &GetVehicleTunnelBridgeProc, true);

	if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
	return CommandCost();
}

static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
{
	TrackBits rail_bits = *(TrackBits *)data;

	if (v->type != VEH_TRAIN) return NULL;

	Train *t = Train::From(v);
	if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;

	return v;
}

/**
 * Tests if a vehicle interacts with the specified track bits.
 * All track bits interact except parallel #TRACK_BIT_HORZ or #TRACK_BIT_VERT.
 *
 * @param tile The tile.
 * @param track_bits The track bits.
 * @return \c true if no train that interacts, is found. \c false if a train is found.
 */
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
{
	/* Value v is not safe in MP games, however, it is used to generate a local
	 * error message only (which may be different for different machines).
	 * Such a message does not affect MP synchronisation.
	 */
	Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
	if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
	return CommandCost();
}

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

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

	if (old_hash == new_hash) return;

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

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

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

static Vehicle *_vehicle_viewport_hash[0x1000];

static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
{
	Vehicle **old_hash, **new_hash;
	int old_x = v->coord.left;
	int old_y = v->coord.top;

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

	if (old_hash == new_hash) return;

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

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

void ResetVehicleHash()
{
	Vehicle *v;
	FOR_ALL_VEHICLES(v) { v->hash_tile_current = NULL; }
	memset(_vehicle_viewport_hash, 0, sizeof(_vehicle_viewport_hash));
	memset(_vehicle_tile_hash, 0, sizeof(_vehicle_tile_hash));
}

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

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

void InitializeVehicles()
{
	_vehicles_to_autoreplace.Reset();
	ResetVehicleHash();
}

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

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

/**
 * Check whether Vehicle::engine_type has any meaning.
 * @return true if the vehicle has a useable engine type.
 */
bool Vehicle::HasEngineType() const
{
	switch (this->type) {
		case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft();
		case VEH_TRAIN:
		case VEH_ROAD:
		case VEH_SHIP: return true;
		default: return false;
	}
}

/**
 * Retrieves the engine of the vehicle.
 * @return Engine of the vehicle.
 * @pre HasEngineType() == true
 */
const Engine *Vehicle::GetEngine() const
{
	return Engine::Get(this->engine_type);
}

/**
 * Retrieve the NewGRF the vehicle is tied to.
 * This is the GRF providing the Action 3 for the engine type.
 * @return NewGRF associated to the vehicle.
 */
const GRFFile *Vehicle::GetGRF() const
{
	return this->GetEngine()->GetGRF();
}

/**
 * Retrieve the GRF ID of the NewGRF the vehicle is tied to.
 * This is the GRF providing the Action 3 for the engine type.
 * @return GRF ID of the associated NewGRF.
 */
uint32 Vehicle::GetGRFID() const
{
	return this->GetEngine()->GetGRFID();
}

/**
 * Handle the pathfinding result, especially the lost status.
 * If the vehicle is now lost and wasn't previously fire an
 * event to the AIs and a news message to the user. If the
 * vehicle is not lost anymore remove the news message.
 * @param path_found Whether the vehicle has a path to its destination.
 */
void Vehicle::HandlePathfindingResult(bool path_found)
{
	if (path_found) {
		/* Route found, is the vehicle marked with "lost" flag? */
		if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;

		/* Clear the flag as the PF's problem was solved. */
		ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST);
		/* Delete the news item. */
		DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST);
		return;
	}

	/* Were we already lost? */
	if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;

	/* It is first time the problem occurred, set the "lost" flag. */
	SetBit(this->vehicle_flags, VF_PATHFINDER_LOST);
	/* Notify user about the event. */
	AI::NewEvent(this->owner, new ScriptEventVehicleLost(this->index));
	if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
		SetDParam(0, this->index);
		AddVehicleAdviceNewsItem(STR_NEWS_VEHICLE_IS_LOST, this->index);
	}
}

/** Destroy all stuff that (still) needs the virtual functions to work properly */
void Vehicle::PreDestructor()
{
	if (CleaningPool()) return;

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

		HideFillingPercent(&this->fill_percent_te_id);
		this->CancelReservation(INVALID_STATION, st);
		delete this->cargo_payment;
	}

	if (this->IsEngineCountable()) {
		GroupStatistics::CountEngine(this, -1);
		if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
		GroupStatistics::UpdateAutoreplace(this->owner);

		if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
		DeleteGroupHighlightOfVehicle(this);
	}

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


	if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
		RoadVehicle *v = RoadVehicle::From(this);
		if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
			/* Leave the drive through roadstop, when you have not already left it. */
			RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
		}
	}

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

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

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

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

	ReleaseDisastersTargetingVehicle(this->index);
}

Vehicle::~Vehicle()
{
	if (CleaningPool()) {
		this->cargo.OnCleanPool();
		return;
	}

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

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

	delete v;

	UpdateVehicleTileHash(this, true);
	UpdateVehicleViewportHash(this, INVALID_COORD, 0);
	DeleteVehicleNews(this->index, INVALID_STRING_ID);
	DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
}

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

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

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

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

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

				/* After a vehicle trigger, the graphics and properties of the vehicle could change.
				 * Note: MarkDirty also invalidates the palette, which is the meaning of bit 1. So, nothing special there. */
				if (callback != 0) v->First()->MarkDirty();

				if (callback & ~3) ErrorUnknownCallbackResult(v->GetGRFID(), CBID_VEHICLE_32DAY_CALLBACK, callback);
			}
		}

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

void CallVehicleTicks()
{
	_vehicles_to_autoreplace.Clear();

	RunVehicleDayProc();

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

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

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

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

			case VEH_TRAIN:
			case VEH_ROAD:
			case VEH_AIRCRAFT:
			case VEH_SHIP: {
				Vehicle *front = v->First();

				if (v->vcache.cached_cargo_age_period != 0) {
					v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
					if (--v->cargo_age_counter == 0) {
						v->cargo.AgeCargo();
						v->cargo_age_counter = v->vcache.cached_cargo_age_period;
					}
				}

				/* Do not play any sound when crashed */
				if (front->vehstatus & VS_CRASHED) continue;

				/* Do not play any sound when in depot or tunnel */
				if (v->vehstatus & VS_HIDDEN) continue;

				/* Do not play any sound when stopped */
				if ((front->vehstatus & VS_STOPPED) && (front->type != VEH_TRAIN || front->cur_speed == 0)) continue;

				/* Check vehicle type specifics */
				switch (v->type) {
					case VEH_TRAIN:
						if (Train::From(v)->IsWagon()) continue;
						break;

					case VEH_ROAD:
						if (!RoadVehicle::From(v)->IsFrontEngine()) continue;
						break;

					case VEH_AIRCRAFT:
						if (!Aircraft::From(v)->IsNormalAircraft()) continue;
						break;

					default:
						break;
				}

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

				/* Play an alternating running sound every 16 ticks */
				if (GB(v->tick_counter, 0, 4) == 0) {
					/* Play running sound when speed > 0 and not braking */
					bool running = (front->cur_speed > 0) && !(front->vehstatus & (VS_STOPPED | VS_TRAIN_SLOWING));
					PlayVehicleSound(v, running ? VSE_RUNNING_16 : VSE_STOPPED_16);
				}

				break;
			}
		}
	}

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

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

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

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

		if (!IsLocalCompany()) continue;

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

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

		if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;

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

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

	cur_company.Restore();
}

/**
 * Add vehicle sprite for drawing to the screen.
 * @param v Vehicle to draw.
 */
static void DoDrawVehicle(const Vehicle *v)
{
	SpriteID image = v->cur_image;
	PaletteID pal = PAL_NONE;

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

	/* Check whether the vehicle shall be transparent due to the game state */
	bool shadowed = (v->vehstatus & VS_SHADOW) != 0;

	if (v->type == VEH_EFFECT) {
		/* Check whether the vehicle shall be transparent/invisible due to GUI settings.
		 * However, transparent smoke and bubbles look weird, so always hide them. */
		TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
		if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
	}

	AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
		v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed, v->x_bb_offs, v->y_bb_offs);
}

/**
 * Add the vehicle sprites that should be drawn at a part of the screen.
 * @param dpi Rectangle being drawn.
 */
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
	/* The bounding rectangle */
	const int l = dpi->left;
	const int r = dpi->left + dpi->width;
	const int t = dpi->top;
	const int b = dpi->top + dpi->height;

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

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

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

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

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

			if (x == xu) break;
		}

		if (y == yu) break;
	}
}

/**
 * Find the vehicle close to the clicked coordinates.
 * @param vp Viewport clicked in.
 * @param x  X coordinate in the viewport.
 * @param y  Y coordinate in the viewport.
 * @return Closest vehicle, or \c NULL if none found.
 */
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
	Vehicle *found = NULL, *v;
	uint dist, best_dist = UINT_MAX;

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

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

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

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

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

	return found;
}

/**
 * Decrease the value of a vehicle.
 * @param v %Vehicle to devaluate.
 */
void DecreaseVehicleValue(Vehicle *v)
{
	v->value -= v->value >> 8;
	SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}

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

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

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

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

	uint32 r = Random();

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

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

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

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

/**
 * Handle all of the aspects of a vehicle breakdown
 * This includes adding smoke and sounds, and ending the breakdown when appropriate.
 * @return true iff the vehicle is stopped because of a breakdown
 * @note This function always returns false for aircraft, since these never stop for breakdowns
 */
bool Vehicle::HandleBreakdown()
{
	/* Possible states for Vehicle::breakdown_ctr
	 * 0  - vehicle is running normally
	 * 1  - vehicle is currently broken down
	 * 2  - vehicle is going to break down now
	 * >2 - vehicle is counting down to the actual breakdown event */
	switch (this->breakdown_ctr) {
		case 0:
			return false;

		case 2:
			this->breakdown_ctr = 1;

			if (this->breakdowns_since_last_service != 255) {
				this->breakdowns_since_last_service++;
			}

			if (this->type == VEH_AIRCRAFT) {
				/* Aircraft just need this flag, the rest is handled elsewhere */
				this->vehstatus |= VS_AIRCRAFT_BROKEN;
			} else {
				this->cur_speed = 0;

				if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
					SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
						(this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
						(this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
				}

				if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE)) {
					EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
					if (u != NULL) u->animation_state = this->breakdown_delay * 2;
				}
			}

			this->MarkDirty(); // Update graphics after speed is zeroed
			SetWindowDirty(WC_VEHICLE_VIEW, this->index);
			SetWindowDirty(WC_VEHICLE_DETAILS, this->index);

			/* FALL THROUGH */
		case 1:
			/* Aircraft breakdowns end only when arriving at the airport */
			if (this->type == VEH_AIRCRAFT) return false;

			/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
			if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
				if (--this->breakdown_delay == 0) {
					this->breakdown_ctr = 0;
					this->MarkDirty();
					SetWindowDirty(WC_VEHICLE_VIEW, this->index);
				}
			}
			return true;

		default:
			if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
			return false;
	}
}

/**
 * Update age of a vehicle.
 * @param v Vehicle to update.
 */
void AgeVehicle(Vehicle *v)
{
	if (v->age < MAX_DAY) {
		v->age++;
		if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedProfitAge(v);
	}

	if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;

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

	SetWindowDirty(WC_VEHICLE_DETAILS, v->index);

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

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

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

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

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

	bool is_loading = front->current_order.IsType(OT_LOADING);

	/* The station may be NULL when the (colour) string does not need to be set. */
	const Station *st = Station::GetIfValid(front->last_station_visited);
	assert(colour == NULL || (st != NULL && is_loading));

	bool order_no_load = is_loading && (front->current_order.GetLoadType() & OLFB_NO_LOAD);
	bool order_full_load = is_loading && (front->current_order.GetLoadType() & OLFB_FULL_LOAD);

	/* Count up max and used */
	for (const Vehicle *v = front; v != NULL; v = v->Next()) {
		count += v->cargo.StoredCount();
		max += v->cargo_cap;
		if (v->cargo_cap != 0 && colour != NULL) {
			unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
			loading |= !order_no_load &&
					(order_full_load || st->goods[v->cargo_type].HasRating()) &&
					!HasBit(v->vehicle_flags, VF_LOADING_FINISHED) && !HasBit(v->vehicle_flags, VF_STOP_LOADING);
			cars++;
		}
	}

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

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

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

/**
 * Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
 * @param v Vehicle that entered a depot.
 */
void VehicleEnterDepot(Vehicle *v)
{
	/* Always work with the front of the vehicle */
	assert(v == v->First());

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

			UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
			t->wait_counter = 0;
			t->force_proceed = TFP_NONE;
			ClrBit(t->flags, VRF_TOGGLE_REVERSE);
			t->ConsistChanged(true);
			break;
		}

		case VEH_ROAD:
			SetWindowClassesDirty(WC_ROADVEH_LIST);
			break;

		case VEH_SHIP: {
			SetWindowClassesDirty(WC_SHIPS_LIST);
			Ship *ship = Ship::From(v);
			ship->state = TRACK_BIT_DEPOT;
			ship->UpdateCache();
			ship->UpdateViewport(true, true);
			SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
			break;
		}

		case VEH_AIRCRAFT:
			SetWindowClassesDirty(WC_AIRCRAFT_LIST);
			HandleAircraftEnterHangar(Aircraft::From(v));
			break;
		default: NOT_REACHED();
	}
	SetWindowDirty(WC_VEHICLE_VIEW, v->index);

	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);
	}
	SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);

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

	VehicleServiceInDepot(v);

	/* After a vehicle trigger, the graphics and properties of the vehicle could change. */
	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
	v->MarkDirty();

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

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

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

		if (t.IsRefit()) {
			Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
			CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | 0xFF << 8, DC_EXEC, GetCmdRefitVeh(v));
			cur_company.Restore();

			if (cost.Failed()) {
				_vehicles_to_autoreplace[v] = false;
				if (v->owner == _local_company) {
					/* Notify the user that we stopped the vehicle */
					SetDParam(0, v->index);
					AddVehicleAdviceNewsItem(STR_NEWS_ORDER_REFIT_FAILED, v->index);
				}
			} else if (cost.GetCost() != 0) {
				v->profit_this_year -= cost.GetCost() << 8;
				if (v->owner == _local_company) {
					ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
				}
			}
		}

		if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
			/* Part of orders */
			v->DeleteUnreachedImplicitOrders();
			UpdateVehicleTimetable(v, true);
			v->IncrementImplicitOrderIndex();
		}
		if (t.GetDepotActionType() & ODATFB_HALT) {
			/* Vehicles are always stopped on entering depots. Do not restart this one. */
			_vehicles_to_autoreplace[v] = false;
			/* Invalidate last_loading_station. As the link from the station
			 * before the stop to the station after the stop can't be predicted
			 * we shouldn't construct it when the vehicle visits the next stop. */
			v->last_loading_station = INVALID_STATION;
			if (v->owner == _local_company) {
				SetDParam(0, v->index);
				AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, v->index);
			}
			AI::NewEvent(v->owner, new ScriptEventVehicleWaitingInDepot(v->index));
		}
	}
}


/**
 * Update the position of the vehicle. This will update the hash that tells
 *  which vehicles are on a tile.
 * @param v The vehicle to update.
 */
void VehicleUpdatePosition(Vehicle *v)
{
	UpdateVehicleTileHash(v, false);
}

/**
 * Update the vehicle on the viewport, updating the right hash and setting the
 *  new coordinates.
 * @param v The vehicle to update.
 * @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
 */
void VehicleUpdateViewport(Vehicle *v, bool dirty)
{
	int img = v->cur_image;
	Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
	const Sprite *spr = GetSprite(img, ST_NORMAL);

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

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

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

	if (dirty) {
		if (old_coord.left == INVALID_COORD) {
			MarkSingleVehicleDirty(v);
		} else {
			MarkAllViewportsDirty(
				min(old_coord.left,   v->coord.left),
				min(old_coord.top,    v->coord.top),
				max(old_coord.right,  v->coord.right) + 1 * ZOOM_LVL_BASE,
				max(old_coord.bottom, v->coord.bottom) + 1 * ZOOM_LVL_BASE
			);
		}
	}
}

/**
 * Update the position of the vehicle, and update the viewport.
 * @param v The vehicle to update.
 */
void VehicleUpdatePositionAndViewport(Vehicle *v)
{
	VehicleUpdatePosition(v);
	VehicleUpdateViewport(v, true);
}

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

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

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

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

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

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

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

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

	Direction dir = v->direction;

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

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

/**
 * Initializes the structure. Vehicle unit numbers are supposed not to change after
 * struct initialization, except after each call to this->NextID() the returned value
 * is assigned to a vehicle.
 * @param type type of vehicle
 * @param owner owner of vehicles
 */
FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
{
	/* Find maximum */
	const Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->type == type && v->owner == owner) {
			this->maxid = max<UnitID>(this->maxid, v->unitnumber);
		}
	}

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

	/* Reserving 'maxid + 2' because we need:
	 * - space for the last item (with v->unitnumber == maxid)
	 * - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
	this->cache = CallocT<bool>(this->maxid + 2);

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

/** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */
UnitID FreeUnitIDGenerator::NextID()
{
	if (this->maxid <= this->curid) return ++this->curid;

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

	return this->curid;
}

/**
 * Get an unused unit number for a vehicle (if allowed).
 * @param type Type of vehicle
 * @return A unused unit number for the given type of vehicle if it is allowed to build one, else \c UINT16_MAX.
 */
UnitID GetFreeUnitNumber(VehicleType type)
{
	/* Check whether it is allowed to build another vehicle. */
	uint max_veh;
	switch (type) {
		case VEH_TRAIN:    max_veh = _settings_game.vehicle.max_trains;   break;
		case VEH_ROAD:     max_veh = _settings_game.vehicle.max_roadveh;  break;
		case VEH_SHIP:     max_veh = _settings_game.vehicle.max_ships;    break;
		case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
		default: NOT_REACHED();
	}

	const Company *c = Company::Get(_current_company);
	if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.

	FreeUnitIDGenerator gen(type, _current_company);

	return gen.NextID();
}


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

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

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

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

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

	return false;
}


/**
 * Determines the #LiveryScheme for a vehicle.
 * @param engine_type Engine of the vehicle.
 * @param parent_engine_type Engine of the front vehicle, #INVALID_ENGINE if vehicle is at front itself.
 * @param v the vehicle, \c NULL if in purchase list etc.
 * @return livery scheme to use.
 */
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
{
	CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
	const Engine *e = Engine::Get(engine_type);
	switch (e->type) {
		default: NOT_REACHED();
		case VEH_TRAIN:
			if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
				/* Wagonoverrides use the colour scheme of the front engine.
				 * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
				engine_type = parent_engine_type;
				e = Engine::Get(engine_type);
				/* Note: Luckily cargo_type is not needed for engines */
			}

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

				switch (e->u.rail.engclass) {
					default: NOT_REACHED();
					case EC_STEAM:    return LS_STEAM;
					case EC_DIESEL:   return is_mu ? LS_DMU : LS_DIESEL;
					case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
					case EC_MONORAIL: return LS_MONORAIL;
					case EC_MAGLEV:   return LS_MAGLEV;
				}
			}

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

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

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

		case VEH_AIRCRAFT:
			switch (e->u.air.subtype) {
				case AIR_HELI: return LS_HELICOPTER;
				case AIR_CTOL: return LS_SMALL_PLANE;
				case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
				default: NOT_REACHED();
			}
	}
}

/**
 * Determines the livery for a vehicle.
 * @param engine_type EngineID of the vehicle
 * @param company Owner of the vehicle
 * @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
 * @param v the vehicle. NULL if in purchase list etc.
 * @param livery_setting The livery settings to use for acquiring the livery information.
 * @return livery to use
 */
const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
{
	const Company *c = Company::Get(company);
	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 (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
		/* Determine the livery scheme to use */
		scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);

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

	return &c->livery[scheme];
}


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

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

	const Engine *e = Engine::Get(engine_type);

	/* Check if we should use the colour map callback */
	if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
		uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
		/* Failure means "use the default two-colour" */
		if (callback != CALLBACK_FAILED) {
			assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) coincidences with default value (PAL_NONE)
			map = GB(callback, 0, 14);
			/* If bit 14 is set, then the company colours are applied to the
			 * map else it's returned as-is. */
			if (!HasBit(callback, 14)) {
				/* Update cache */
				if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
				return map;
			}
		}
	}

	bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);

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

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

	const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);

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

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

/**
 * Get the colour map for an engine. This used for unbuilt engines in the user interface.
 * @param engine_type ID of engine
 * @param company ID of company
 * @return A ready-to-use palette modifier
 */
PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
{
	return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
}

/**
 * Get the colour map for a vehicle.
 * @param v Vehicle to get colour map for
 * @return A ready-to-use palette modifier
 */
PaletteID GetVehiclePalette(const Vehicle *v)
{
	if (v->IsGroundVehicle()) {
		return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
	}

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

/**
 * Delete all implicit orders which were not reached.
 */
void Vehicle::DeleteUnreachedImplicitOrders()
{
	if (this->IsGroundVehicle()) {
		uint16 &gv_flags = this->GetGroundVehicleFlags();
		if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
			/* Do not delete orders, only skip them */
			ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
			this->cur_implicit_order_index = this->cur_real_order_index;
			InvalidateVehicleOrder(this, 0);
			return;
		}
	}

	const Order *order = this->GetOrder(this->cur_implicit_order_index);
	while (order != NULL) {
		if (this->cur_implicit_order_index == this->cur_real_order_index) break;

		if (order->IsType(OT_IMPLICIT)) {
			DeleteOrder(this, this->cur_implicit_order_index);
			/* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
			order = this->GetOrder(this->cur_implicit_order_index);
		} else {
			/* Skip non-implicit orders, e.g. service-orders */
			order = order->next;
			this->cur_implicit_order_index++;
		}

		/* Wrap around */
		if (order == NULL) {
			order = this->GetOrder(0);
			this->cur_implicit_order_index = 0;
		}
	}
}

/**
 * Prepare everything to begin the loading when arriving at a station.
 * @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP.
 */
void Vehicle::BeginLoading()
{
	assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);

	if (this->current_order.IsType(OT_GOTO_STATION) &&
			this->current_order.GetDestination() == this->last_station_visited) {
		this->DeleteUnreachedImplicitOrders();

		/* Now both order indices point to the destination station, and we can start loading */
		this->current_order.MakeLoading(true);
		UpdateVehicleTimetable(this, true);

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

	} else {
		/* We weren't scheduled to stop here. Insert an implicit order
		 * to show that we are stopping here.
		 * While only groundvehicles have implicit orders, e.g. aircraft might still enter
		 * the 'wrong' terminal when skipping orders etc. */
		Order *in_list = this->GetOrder(this->cur_implicit_order_index);
		if (this->IsGroundVehicle() &&
				(in_list == NULL || !in_list->IsType(OT_IMPLICIT) ||
				in_list->GetDestination() != this->last_station_visited)) {
			bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
			/* Do not create consecutive duplicates of implicit orders */
			Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL);
			if (prev_order == NULL ||
					(!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
					prev_order->GetDestination() != this->last_station_visited) {

				/* Prefer deleting implicit orders instead of inserting new ones,
				 * so test whether the right order follows later. In case of only
				 * implicit orders treat the last order in the list like an
				 * explicit one, except if the overall number of orders surpasses
				 * IMPLICIT_ORDER_ONLY_CAP. */
				int target_index = this->cur_implicit_order_index;
				bool found = false;
				while (target_index != this->cur_real_order_index || this->GetNumManualOrders() == 0) {
					const Order *order = this->GetOrder(target_index);
					if (order == NULL) break; // No orders.
					if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
						found = true;
						break;
					}
					target_index++;
					if (target_index >= this->orders.list->GetNumOrders()) {
						if (this->GetNumManualOrders() == 0 &&
								this->GetNumOrders() < IMPLICIT_ORDER_ONLY_CAP) {
							break;
						}
						target_index = 0;
					}
					if (target_index == this->cur_implicit_order_index) break; // Avoid infinite loop.
				}

				if (found) {
					if (suppress_implicit_orders) {
						/* Skip to the found order */
						this->cur_implicit_order_index = target_index;
						InvalidateVehicleOrder(this, 0);
					} else {
						/* Delete all implicit orders up to the station we just reached */
						const Order *order = this->GetOrder(this->cur_implicit_order_index);
						while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
							if (order->IsType(OT_IMPLICIT)) {
								DeleteOrder(this, this->cur_implicit_order_index);
								/* DeleteOrder does various magic with order_indices, so resync 'order' with 'cur_implicit_order_index' */
								order = this->GetOrder(this->cur_implicit_order_index);
							} else {
								/* Skip non-implicit orders, e.g. service-orders */
								order = order->next;
								this->cur_implicit_order_index++;
							}

							/* Wrap around */
							if (order == NULL) {
								order = this->GetOrder(0);
								this->cur_implicit_order_index = 0;
							}
							assert(order != NULL);
						}
					}
				} else if (!suppress_implicit_orders &&
						((this->orders.list == NULL && OrderList::CanAllocateItem()) ||
						this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID) &&
						Order::CanAllocateItem()) {
					/* Insert new implicit order */
					Order *implicit_order = new Order();
					implicit_order->MakeImplicit(this->last_station_visited);
					InsertOrder(this, implicit_order, this->cur_implicit_order_index);
					if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;

					/* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
					 * Reenable it for this vehicle */
					uint16 &gv_flags = this->GetGroundVehicleFlags();
					ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
				}
			}
		}
		this->current_order.MakeLoading(false);
	}

	if (this->last_loading_station != INVALID_STATION &&
			this->last_loading_station != this->last_station_visited &&
			((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
			(this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0)) {
		IncreaseStats(Station::Get(this->last_loading_station), this, this->last_station_visited);
	}

	PrepareUnload(this);

	SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
	SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
	SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);

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

/**
 * Return all reserved cargo packets to the station and reset all packets
 * staged for transfer.
 * @param st the station where the reserved packets should go.
 */
void Vehicle::CancelReservation(StationID next, Station *st)
{
	for (Vehicle *v = this; v != NULL; v = v->next) {
		VehicleCargoList &cargo = v->cargo;
		if (cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
			DEBUG(misc, 1, "cancelling cargo reservation");
			cargo.Return(UINT_MAX, &st->goods[v->cargo_type].cargo, next);
			cargo.SetTransferLoadPlace(st->xy);
		}
		cargo.KeepAll();
	}
}

/**
 * Perform all actions when leaving a station.
 * @pre this->current_order.IsType(OT_LOADING)
 */
void Vehicle::LeaveStation()
{
	assert(this->current_order.IsType(OT_LOADING));

	delete this->cargo_payment;

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

	if ((this->current_order.GetLoadType() & OLFB_NO_LOAD) == 0 ||
			(this->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
		if (this->current_order.CanLeaveWithCargo(this->last_loading_station != INVALID_STATION)) {
			/* Refresh next hop stats to make sure we've done that at least once
			 * during the stop and that refit_cap == cargo_cap for each vehicle in
			 * the consist. */
			this->ResetRefitCaps();
			this->RefreshNextHopsStats();

			/* if the vehicle could load here or could stop with cargo loaded set the last loading station */
			this->last_loading_station = this->last_station_visited;
		} else {
			/* if the vehicle couldn't load and had to unload or transfer everything
			 * set the last loading station to invalid as it will leave empty. */
			this->last_loading_station = INVALID_STATION;
		}
	}

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

	HideFillingPercent(&this->fill_percent_te_id);

	if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
		/* Trigger station animation (trains only) */
		if (IsTileType(this->tile, MP_STATION)) {
			TriggerStationRandomisation(st, this->tile, SRT_TRAIN_DEPARTS);
			TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
		}

		SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
	}
}

/**
 * Reset all refit_cap in the consist to cargo_cap.
 */
void Vehicle::ResetRefitCaps()
{
	for (Vehicle *v = this; v != NULL; v = v->Next()) v->refit_cap = v->cargo_cap;
}

/**
 * Predict a vehicle's course from its current state and refresh all links it
 * will visit.
 * @param capacities Current added capacities per cargo ID in the consist.
 * @param refit_capacities Current state of capacity remaining from previous
 *        refits versus overall capacity per vehicle in the consist.
 * @param first Order that was checked first in the overall run. If this is
 *        encountered again the refreshing is considered finished.
 * @param cur Last stop where the consist could interact with cargo.
 * @param next Next order to be checked. This can be the same as \a cur, the
 *        next order will then be calculated from \a cur.
 * @param hops Number of hops already used up. If more than two times the
 *        number of orders in the list have been checked refreshing is stopped.
 * @param was_refit If the consist was refit since the last stop where it could
 *        interact with cargo.
 * @param has_cargo If the consist could leave the last stop where it could
 *        interact with cargo carrying cargo
 *        (i.e. not an "unload all" + "no loading" order).
 */
void Vehicle::RefreshNextHopsStats(CapacitiesMap &capacities,
			RefitList &refit_capacities, const Order *first, const Order *cur,
			const Order *next, uint hops, bool was_refit, bool has_cargo)
{
	bool skip_first_inc = (cur != next);
	while (next != NULL) {

		/* If the refit cargo is CT_AUTO_REFIT, we're optimistic and assume the
		 * cargo will stay the same. The point of this method is to avoid
		 * deadlocks due to vehicles waiting for cargo that isn't being routed,
		 * yet. That situation will not occur if the vehicle is actually
		 * carrying a different cargo in the end. */
		if ((next->IsType(OT_GOTO_DEPOT) || next->IsType(OT_GOTO_STATION)) &&
				next->IsRefit() && !next->IsAutoRefit()) {
			was_refit = true;
			CargoID new_cid = next->GetRefitCargo();
			RefitList::iterator refit_it = refit_capacities.begin();
			for (Vehicle *v = this; v != NULL; v = v->Next()) {
				const Engine *e = Engine::Get(v->engine_type);
				if (!HasBit(e->info.refit_mask, new_cid)) {
					++refit_it;
					continue;
				}

				/* Back up the vehicle's cargo type */
				CargoID temp_cid = v->cargo_type;
				byte temp_subtype = v->cargo_subtype;
				v->cargo_type = new_cid;
				v->cargo_subtype = GetBestFittingSubType(v, v, new_cid);

				uint16 mail_capacity = 0;
				uint amount = e->DetermineCapacity(v, &mail_capacity);

				/* Restore the original cargo type */
				v->cargo_type = temp_cid;
				v->cargo_subtype = temp_subtype;

				/* Skip on next refit. */
				if (new_cid != refit_it->cargo && refit_it->remaining > 0) {
					capacities[refit_it->cargo] -= refit_it->remaining;
					refit_it->remaining = 0;
				} else if (amount < refit_it->remaining) {
					capacities[refit_it->cargo] -= refit_it->remaining - amount;
					refit_it->remaining = amount;
				}
				refit_it->capacity = amount;
				refit_it->cargo = new_cid;

				++refit_it;

				/* Special case for aircraft with mail. */
				if (v->type == VEH_AIRCRAFT) {
					if (mail_capacity < refit_it->remaining) {
						capacities[refit_it->cargo] -= refit_it->remaining - mail_capacity;
						refit_it->remaining = mail_capacity;
					}
					refit_it->capacity = mail_capacity;
					break; // aircraft have only one vehicle
				}
			}
		}

		/* Only reset the refit capacities if the "previous" next is a station,
		 * meaning that either the vehicle was refit at the previous station or
		 * it wasn't at all refit during the current hop. */
		bool reset_refit = was_refit && (next->IsType(OT_GOTO_STATION) || next->IsType(OT_IMPLICIT));

		/* Resolve conditionals by recursion. */
		do {
			if (next->IsType(OT_CONDITIONAL)) {
				const Order *skip_to = this->orders.list->GetNextDecisionNode(
						this->orders.list->GetOrderAt(next->GetConditionSkipToOrder()),
						hops / 2);

				if (skip_to != NULL) {
					/* Make copies of capacity tracking lists. */
					CapacitiesMap skip_capacities = capacities;
					RefitList skip_refit_capacities = refit_capacities;
					this->RefreshNextHopsStats(skip_capacities,
							skip_refit_capacities, first, cur, skip_to, hops + 1,
							was_refit, has_cargo);
				}
			}
			if (skip_first_inc) {
				/* First incrementation has to be skipped if a "real" next hop,
				 * different from cur, was given. */
				skip_first_inc = false;
			} else {
				++hops;
				/* Reassign next with the following stop. This can be a station or a
				 * depot. Allow the order list to be walked twice so that we can
				 * reassign "first" below without afterwards terminating early here. */
				next = this->orders.list->GetNextDecisionNode(
						this->orders.list->GetNext(next), hops / 2);
			}
		} while (next != NULL && next->IsType(OT_CONDITIONAL));
		if (next == NULL) break;

		if (next->IsType(OT_GOTO_STATION) || next->IsType(OT_IMPLICIT)) {
			if (reset_refit) {
				/* Restore remaining capacities as vehicle might have been able to load now. */
				for (RefitList::iterator it(refit_capacities.begin()); it != refit_capacities.end(); ++it) {
					if (it->remaining == it->capacity) continue;
					capacities[it->cargo] += it->capacity - it->remaining;
					it->remaining = it->capacity;
				}
				reset_refit = false;
				was_refit = false;
			}

			if (cur->IsType(OT_GOTO_STATION) || cur->IsType(OT_IMPLICIT)) {
				has_cargo = cur->CanLeaveWithCargo(has_cargo);
				if (has_cargo) {
					StationID next_station = next->GetDestination();
					Station *st = Station::GetIfValid(cur->GetDestination());
					if (st != NULL && next_station != INVALID_STATION && next_station != st->index) {
						for (CapacitiesMap::const_iterator i = capacities.begin(); i != capacities.end(); ++i) {
							/* Refresh the link and give it a minimum capacity. */
							if (i->second > 0) IncreaseStats(st, i->first, next_station, i->second, UINT_MAX);
						}
					}
				}
			}

			/* "cur" is only assigned here if the stop is a station so that
			 * whenever stats are to be increased two stations can be found.
			 * However, "first" can be a depot stop. If that is the case
			 * reassign it to make sure we end up with a station for the last
			 * link. */
			cur = next;
			if (cur == first) break;
			if (!first->IsType(OT_GOTO_STATION) && !first->IsType(OT_IMPLICIT)) {
				first = cur;
			}
		}
	}
}

/**
 * Predict a vehicle's course from its current state and refresh all links it
 * will visit.
 */
void Vehicle::RefreshNextHopsStats()
{
	/* Assemble list of capacities and set last loading stations to 0. */
	CapacitiesMap capacities;
	RefitList refit_capacities;
	for (Vehicle *v = this; v != NULL; v = v->Next()) {
		refit_capacities.push_back(RefitDesc(v->cargo_type, v->cargo_cap, v->refit_cap));
		if (v->refit_cap > 0) capacities[v->cargo_type] += v->refit_cap;
	}

	/* If orders were deleted while loading, we're done here.*/
	if (this->orders.list == NULL) return;

	const Order *first = this->GetOrder(this->cur_implicit_order_index);

	/* Make sure the first order is a useful order. */
	first = this->orders.list->GetNextDecisionNode(first, 0);
	if (first == NULL) return;

	this->RefreshNextHopsStats(capacities, refit_capacities, first, first,
			first, 0, false, this->last_loading_station != INVALID_STATION);
}

/**
 * Handle the loading of the vehicle; when not it skips through dummy
 * orders and does nothing in all other cases.
 * @param mode is the non-first call for this vehicle in this tick?
 */
void Vehicle::HandleLoading(bool mode)
{
	switch (this->current_order.GetType()) {
		case OT_LOADING: {
			uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);

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

			this->PlayLeaveStationSound();

			this->LeaveStation();

			/* Only advance to next order if we just loaded at the current one */
			const Order *order = this->GetOrder(this->cur_implicit_order_index);
			if (order == NULL ||
					(!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
					order->GetDestination() != this->last_station_visited) {
				return;
			}
			break;
		}

		case OT_DUMMY: break;

		default: return;
	}

	this->IncrementImplicitOrderIndex();
}

/**
 * Get a map of cargoes and free capacities in the consist.
 * @param capacities Map to be filled with cargoes and capacities.
 */
void Vehicle::GetConsistFreeCapacities(SmallMap<CargoID, uint> &capacities) const
{
	for (const Vehicle *v = this; v != NULL; v = v->Next()) {
		if (v->cargo_cap == 0) continue;
		SmallPair<CargoID, uint> *pair = capacities.Find(v->cargo_type);
		if (pair == capacities.End()) {
			pair = capacities.Append();
			pair->first = v->cargo_type;
			pair->second = v->cargo_cap - v->cargo.StoredCount();
		} else {
			pair->second += v->cargo_cap - v->cargo.StoredCount();
		}
	}
}

uint Vehicle::GetConsistTotalCapacity() const
{
	uint result = 0;
	for (const Vehicle *v = this; v != NULL; v = v->Next()) {
		result += v->cargo_cap;
	}
	return result;
}

/**
 * Send this vehicle to the depot using the given command(s).
 * @param flags   the command flags (like execute and such).
 * @param command the command to execute.
 * @return the cost of the depot action.
 */
CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
{
	CommandCost ret = CheckOwnership(this->owner);
	if (ret.Failed()) return ret;

	if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
	if (this->IsStoppedInDepot()) return CMD_ERROR;

	if (this->current_order.IsType(OT_GOTO_DEPOT)) {
		bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
		if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
			/* We called with a different DEPOT_SERVICE setting.
			 * Now we change the setting to apply the new one and let the vehicle head for the same depot.
			 * Note: the if is (true for requesting service == true for ordered to stop in depot)          */
			if (flags & DC_EXEC) {
				this->current_order.SetDepotOrderType(ODTF_MANUAL);
				this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
				SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
			}
			return CommandCost();
		}

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

			if (this->IsGroundVehicle()) {
				uint16 &gv_flags = this->GetGroundVehicleFlags();
				SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
			}

			this->current_order.MakeDummy();
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
		}
		return CommandCost();
	}

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

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

		if (this->IsGroundVehicle() && this->GetNumManualOrders() > 0) {
			uint16 &gv_flags = this->GetGroundVehicleFlags();
			SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
		}

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

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

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

	return CommandCost();

}

/**
 * Update the cached visual effect.
 * @param allow_power_change true if the wagon-is-powered-state may change.
 */
void Vehicle::UpdateVisualEffect(bool allow_power_change)
{
	bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
	const Engine *e = this->GetEngine();

	/* Evaluate properties */
	byte visual_effect;
	switch (e->type) {
		case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
		case VEH_ROAD:  visual_effect = e->u.road.visual_effect; break;
		case VEH_SHIP:  visual_effect = e->u.ship.visual_effect; break;
		default:        visual_effect = 1 << VE_DISABLE_EFFECT;  break;
	}

	/* Check powered wagon / visual effect callback */
	if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
		uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);

		if (callback != CALLBACK_FAILED) {
			if (callback >= 0x100 && e->GetGRF()->grf_version >= 8) ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_VISUAL_EFFECT, callback);

			callback = GB(callback, 0, 8);
			/* Avoid accidentally setting 'visual_effect' to the default value
			 * Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
			if (callback == VE_DEFAULT) {
				assert(HasBit(callback, VE_DISABLE_EFFECT));
				SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
			}
			visual_effect = callback;
		}
	}

	/* Apply default values */
	if (visual_effect == VE_DEFAULT ||
			(!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
		/* Only train engines have default effects.
		 * Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
		if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
			if (visual_effect == VE_DEFAULT) {
				visual_effect = 1 << VE_DISABLE_EFFECT;
			} else {
				SetBit(visual_effect, VE_DISABLE_EFFECT);
			}
		} else {
			if (visual_effect == VE_DEFAULT) {
				/* Also set the offset */
				visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
			}
			SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
		}
	}

	this->vcache.cached_vis_effect = visual_effect;

	if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
		ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
		ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
	}
}

static const int8 _vehicle_smoke_pos[8] = {
	1, 1, 1, 0, -1, -1, -1, 0
};

/**
 * Draw visual effects (smoke and/or sparks) for a vehicle chain.
 * @pre this->IsPrimaryVehicle()
 */
void Vehicle::ShowVisualEffect() const
{
	assert(this->IsPrimaryVehicle());
	bool sound = false;

	/* Do not show any smoke when:
	 * - vehicle smoke is disabled by the player
	 * - the vehicle is slowing down or stopped (by the player)
	 * - the vehicle is moving very slowly
	 */
	if (_settings_game.vehicle.smoke_amount == 0 ||
			this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
			this->cur_speed < 2) {
		return;
	}

	uint max_speed = this->vcache.cached_max_speed;
	if (this->type == VEH_TRAIN) {
		const Train *t = Train::From(this);
		/* For trains, do not show any smoke when:
		 * - the train is reversing
		 * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
		 */
		if (HasBit(t->flags, VRF_REVERSING) ||
				(IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
				t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
			return;
		}

		max_speed = min(max_speed, t->gcache.cached_max_track_speed);
		max_speed = min(max_speed, this->current_order.max_speed);
	}
	if (this->type == VEH_ROAD || this->type == VEH_SHIP) max_speed = min(max_speed, this->current_order.max_speed * 2);

	const Vehicle *v = this;

	do {
		int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
		byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
		bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);

		/* Show no smoke when:
		 * - Smoke has been disabled for this vehicle
		 * - The vehicle is not visible
		 * - The vehicle is under a bridge
		 * - The vehicle is on a depot tile
		 * - The vehicle is on a tunnel tile
		 * - The vehicle is a train engine that is currently unpowered */
		if (disable_effect ||
				v->vehstatus & VS_HIDDEN ||
				(MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
				IsDepotTile(v->tile) ||
				IsTunnelTile(v->tile) ||
				(v->type == VEH_TRAIN &&
				!HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
			continue;
		}

		/* The effect offset is relative to a point 4 units behind the vehicle's
		 * front (which is the center of an 8/8 vehicle). Shorter vehicles need a
		 * correction factor. */
		if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;

		int x = _vehicle_smoke_pos[v->direction] * effect_offset;
		int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;

		if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
			x = -x;
			y = -y;
		}

		switch (effect_type) {
			case VE_TYPE_STEAM:
				/* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
				 * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
				 * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
				 * REGULATION:
				 * - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
				if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
					CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
					sound = true;
				}
				break;

			case VE_TYPE_DIESEL: {
				/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
				 * when smoke emission stops.
				 * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
				 * emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
				 * 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
				 * isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
				 * extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
				 * maximum speed no diesel_smoke is emitted.
				 * REGULATION:
				 * - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
				 * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
				int power_weight_effect = 0;
				if (v->type == VEH_TRAIN) {
					power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
				}
				if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
						Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
					CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
					sound = true;
				}
				break;
			}

			case VE_TYPE_ELECTRIC:
				/* Electric train's spark - more often occurs when train is departing (more load)
				 * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
				 * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
				 * reaching its max. speed, quarter by quarter of it, chance decreases until the usual 2,22% at train's top speed.
				 * REGULATION:
				 * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
				if (GB(v->tick_counter, 0, 2) == 0 &&
						Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
					CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
					sound = true;
				}
				break;

			default:
				break;
		}
	} while ((v = v->Next()) != NULL);

	if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
}

/**
 * Set the next vehicle of this vehicle.
 * @param next the next vehicle. NULL removes the next vehicle.
 */
void Vehicle::SetNext(Vehicle *next)
{
	assert(this != next);

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

	this->next = next;

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

/**
 * Adds this vehicle to a shared vehicle chain.
 * @param shared_chain a vehicle of the chain with shared vehicles.
 * @pre !this->IsOrderListShared()
 */
void Vehicle::AddToShared(Vehicle *shared_chain)
{
	assert(this->previous_shared == NULL && this->next_shared == NULL);

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

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

	shared_chain->next_shared = this;

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

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

/**
 * Removes the vehicle from the shared order list.
 */
void Vehicle::RemoveFromShared()
{
	/* Remember if we were first and the old window number before RemoveVehicle()
	 * as this changes first if needed. */
	bool were_first = (this->FirstShared() == this);
	VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);

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

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

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


	if (this->orders.list->GetNumVehicles() == 1) {
		/* When there is only one vehicle, remove the shared order list window. */
		DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
		InvalidateVehicleOrder(this->FirstShared(), 0);
	} else if (were_first) {
		/* If we were the first one, update to the new first one.
		 * Note: FirstShared() is already the new first */
		InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
	}

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

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

			v->profit_last_year = v->profit_this_year;
			v->profit_this_year = 0;
			SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
		}
	}
	GroupStatistics::UpdateProfits();
	SetWindowClassesDirty(WC_TRAINS_LIST);
	SetWindowClassesDirty(WC_SHIPS_LIST);
	SetWindowClassesDirty(WC_ROADVEH_LIST);
	SetWindowClassesDirty(WC_AIRCRAFT_LIST);
}


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

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

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

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

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

		default:
			return false;
	}
}

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

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

/**
 * Access the ground vehicle cache of the vehicle.
 * @pre The vehicle is a #GroundVehicle.
 * @return #GroundVehicleCache of the vehicle.
 */
GroundVehicleCache *Vehicle::GetGroundVehicleCache()
{
	assert(this->IsGroundVehicle());
	if (this->type == VEH_TRAIN) {
		return &Train::From(this)->gcache;
	} else {
		return &RoadVehicle::From(this)->gcache;
	}
}

/**
 * Access the ground vehicle cache of the vehicle.
 * @pre The vehicle is a #GroundVehicle.
 * @return #GroundVehicleCache of the vehicle.
 */
const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
{
	assert(this->IsGroundVehicle());
	if (this->type == VEH_TRAIN) {
		return &Train::From(this)->gcache;
	} else {
		return &RoadVehicle::From(this)->gcache;
	}
}

/**
 * Access the ground vehicle flags of the vehicle.
 * @pre The vehicle is a #GroundVehicle.
 * @return #GroundVehicleFlags of the vehicle.
 */
uint16 &Vehicle::GetGroundVehicleFlags()
{
	assert(this->IsGroundVehicle());
	if (this->type == VEH_TRAIN) {
		return Train::From(this)->gv_flags;
	} else {
		return RoadVehicle::From(this)->gv_flags;
	}
}

/**
 * Access the ground vehicle flags of the vehicle.
 * @pre The vehicle is a #GroundVehicle.
 * @return #GroundVehicleFlags of the vehicle.
 */
const uint16 &Vehicle::GetGroundVehicleFlags() const
{
	assert(this->IsGroundVehicle());
	if (this->type == VEH_TRAIN) {
		return Train::From(this)->gv_flags;
	} else {
		return RoadVehicle::From(this)->gv_flags;
	}
}

/**
 * Calculates the set of vehicles that will be affected by a given selection.
 * @param set [inout] Set of affected vehicles.
 * @param v First vehicle of the selection.
 * @param num_vehicles Number of vehicles in the selection (not counting articulated parts).
 * @pre \a set must be empty.
 * @post \a set will contain the vehicles that will be refitted.
 */
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
{
	if (v->type == VEH_TRAIN) {
		Train *u = Train::From(v);
		/* Only include whole vehicles, so start with the first articulated part */
		u = u->GetFirstEnginePart();

		/* Include num_vehicles vehicles, not counting articulated parts */
		for (; u != NULL && num_vehicles > 0; num_vehicles--) {
			do {
				/* Include current vehicle in the selection. */
				set.Include(u->index);

				/* If the vehicle is multiheaded, add the other part too. */
				if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index);

				u = u->Next();
			} while (u != NULL && u->IsArticulatedPart());
		}
	}
}