src/roadveh_cmd.cpp
author glx
Thu, 05 Jun 2008 20:54:52 +0000
changeset 9470 08424e2e79e4
parent 9413 7042a8ec3fa8
child 9488 963e9e278125
permissions -rw-r--r--
(svn r13390) -Codechange: introduce usererror() for fatal but not openttd related errors. Now all error() will 'crash' openttd after showing the message in win32 releases (MSVC), creating a crash.log and crash.dmp (like the '!' hack used before). On the other hand, usererror() will just close the game. So use error() only when it can be helpful to debugging, else use usererror().
/* $Id$ */

/** @file roadveh_cmd.cpp Handling of road vehicles. */

#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "road_map.h"
#include "roadveh.h"
#include "station_map.h"
#include "command_func.h"
#include "station_base.h"
#include "news_func.h"
#include "pathfind.h"
#include "npf.h"
#include "player_func.h"
#include "player_base.h"
#include "bridge.h"
#include "tunnel_map.h"
#include "bridge_map.h"
#include "vehicle_gui.h"
#include "articulated_vehicles.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_text.h"
#include "newgrf_sound.h"
#include "yapf/yapf.h"
#include "cargotype.h"
#include "strings_func.h"
#include "tunnelbridge_map.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "variables.h"
#include "autoreplace_gui.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "order_func.h"
#include "depot_base.h"
#include "depot_func.h"
#include "effectvehicle_func.h"

#include "table/strings.h"

static const uint16 _roadveh_images[63] = {
	0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,
	0xD24, 0xD1C, 0xD2C, 0xD04, 0xD1C, 0xD24, 0xD6C, 0xD74,
	0xD7C, 0xC14, 0xC1C, 0xC24, 0xC2C, 0xC34, 0xC3C, 0xC4C,
	0xC54, 0xC64, 0xC5C, 0xC6C, 0xC44, 0xC5C, 0xC64, 0xCAC,
	0xCB4, 0xCBC, 0xD94, 0xD9C, 0xDA4, 0xDAC, 0xDB4, 0xDBC,
	0xDCC, 0xDD4, 0xDE4, 0xDDC, 0xDEC, 0xDC4, 0xDDC, 0xDE4,
	0xE2C, 0xE34, 0xE3C, 0xC14, 0xC1C, 0xC2C, 0xC3C, 0xC4C,
	0xC5C, 0xC64, 0xC6C, 0xC74, 0xC84, 0xC94, 0xCA4
};

static const uint16 _roadveh_full_adder[63] = {
	 0,  88,   0,   0,   0,   0,  48,  48,
	48,  48,   0,   0,  64,  64,   0,  16,
	16,   0,  88,   0,   0,   0,   0,  48,
	48,  48,  48,   0,   0,  64,  64,   0,
	16,  16,   0,  88,   0,   0,   0,   0,
	48,  48,  48,  48,   0,   0,  64,  64,
	 0,  16,  16,   0,   8,   8,   8,   8,
	 0,   0,   0,   8,   8,   8,   8
};

/** 'Convert' the DiagDirection where a road vehicle enters to the trackdirs it can drive onto */
static const TrackdirBits _road_enter_dir_to_reachable_trackdirs[DIAGDIR_END] = {
	TRACKDIR_BIT_LEFT_N  | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_X_NE,    // Enter from north east
	TRACKDIR_BIT_LEFT_S  | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_Y_SE,    // Enter from south east
	TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_X_SW    | TRACKDIR_BIT_RIGHT_S, // Enter from south west
	TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_Y_NW     // Enter from north west
};

static const Trackdir _road_reverse_table[DIAGDIR_END] = {
	TRACKDIR_RVREV_NE, TRACKDIR_RVREV_SE, TRACKDIR_RVREV_SW, TRACKDIR_RVREV_NW
};

/** 'Convert' the DiagDirection where a road vehicle should exit to
 * the trackdirs it can use to drive to the exit direction*/
static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
	TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_X_SW    | TRACKDIR_BIT_LEFT_S,
	TRACKDIR_BIT_LEFT_N  | TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_Y_NW,
	TRACKDIR_BIT_RIGHT_N | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_X_NE,
	TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
};

/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
	TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
};

static SpriteID GetRoadVehIcon(EngineID engine)
{
	uint8 spritenum = RoadVehInfo(engine)->image_index;

	if (is_custom_sprite(spritenum)) {
		SpriteID sprite = GetCustomVehicleIcon(engine, DIR_W);
		if (sprite != 0) return sprite;

		spritenum = GetEngine(engine)->image_index;
	}

	return 6 + _roadveh_images[spritenum];
}

SpriteID RoadVehicle::GetImage(Direction direction) const
{
	uint8 spritenum = this->spritenum;
	SpriteID sprite;

	if (is_custom_sprite(spritenum)) {
		sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
		if (sprite != 0) return sprite;

		spritenum = GetEngine(this->engine_type)->image_index;
	}

	sprite = direction + _roadveh_images[spritenum];

	if (this->cargo.Count() >= this->cargo_cap / 2U) sprite += _roadveh_full_adder[spritenum];

	return sprite;
}

void DrawRoadVehEngine(int x, int y, EngineID engine, SpriteID pal)
{
	DrawSprite(GetRoadVehIcon(engine), pal, x, y);
}

static CommandCost EstimateRoadVehCost(EngineID engine_type)
{
	return CommandCost(EXPENSES_NEW_VEHICLES, ((_price.roadveh_base >> 3) * GetEngineProperty(engine_type, 0x11, RoadVehInfo(engine_type)->base_cost)) >> 5);
}

byte GetRoadVehLength(const Vehicle *v)
{
	byte length = 8;

	uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
	if (veh_len != CALLBACK_FAILED) {
		length -= Clamp(veh_len, 0, 7);
	}

	return length;
}

void RoadVehUpdateCache(Vehicle *v)
{
	assert(v->type == VEH_ROAD);
	assert(IsRoadVehFront(v));

	for (Vehicle *u = v; u != NULL; u = u->Next()) {
		/* Check the v->first cache. */
		assert(u->First() == v);

		/* Update the 'first engine' */
		u->u.road.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type;

		/* Update the length of the vehicle. */
		u->u.road.cached_veh_length = GetRoadVehLength(u);
	}
}

/** Build a road vehicle.
 * @param tile tile of depot where road vehicle is built
 * @param flags operation to perform
 * @param p1 bus/truck type being built (engine)
 * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
 */
CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	CommandCost cost;
	Vehicle *v;
	UnitID unit_num;
	Engine *e;

	if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);

	cost = EstimateRoadVehCost(p1);
	if (flags & DC_QUERY_COST) return cost;

	/* The ai_new queries the vehicle cost before building the route,
	 * so we must check against cheaters no sooner than now. --pasky */
	if (!IsRoadDepotTile(tile)) return CMD_ERROR;
	if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;

	if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(EngInfo(p1)->misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_DEPOT_WRONG_DEPOT_TYPE);

	uint num_vehicles = 1 + CountArticulatedParts(p1, false);

	/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
	Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * (num_vehicles + 1));
	memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));

	if (!Vehicle::AllocateList(vl, num_vehicles)) {
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
	}

	v = vl[0];

	/* find the first free roadveh id */
	unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD);
	if (unit_num > _settings_game.vehicle.max_roadveh)
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

	if (flags & DC_EXEC) {
		int x;
		int y;

		const RoadVehicleInfo *rvi = RoadVehInfo(p1);

		v = new (v) RoadVehicle();
		v->unitnumber = unit_num;
		v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
		v->owner = _current_player;

		v->tile = tile;
		x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
		y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = GetSlopeZ(x, y);

		v->running_ticks = 0;

		v->u.road.state = RVSB_IN_DEPOT;
		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;

		v->spritenum = rvi->image_index;
		v->cargo_type = rvi->cargo_type;
		v->cargo_subtype = 0;
		v->cargo_cap = rvi->capacity;
//		v->cargo_count = 0;
		v->value = cost.GetCost();
//		v->day_counter = 0;
//		v->next_order_param = v->next_order = 0;
//		v->load_unload_time_rem = 0;
//		v->progress = 0;

//	v->u.road.unk2 = 0;
//	v->u.road.overtaking = 0;

		v->last_station_visited = INVALID_STATION;
		v->max_speed = rvi->max_speed;
		v->engine_type = (EngineID)p1;

		e = GetEngine(p1);
		v->reliability = e->reliability;
		v->reliability_spd_dec = e->reliability_spd_dec;
		v->max_age = e->lifelength * 366;
		_new_vehicle_id = v->index;

		v->name = NULL;

		v->service_interval = _settings_game.vehicle.servint_roadveh;

		v->date_of_last_service = _date;
		v->build_year = _cur_year;

		v->cur_image = 0xC15;
		v->random_bits = VehicleRandomBits();
		SetRoadVehFront(v);

		v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
		v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
		v->u.road.cached_veh_length = GetRoadVehLength(v);

		v->vehicle_flags = 0;
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);

		v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity);

		AddArticulatedParts(vl, VEH_ROAD);

		VehiclePositionChanged(v);

		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
		InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
		InvalidateWindow(WC_COMPANY, v->owner);
		if (IsLocalPlayer())
			InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window

		GetPlayer(_current_player)->num_engines[p1]++;
	}

	return cost;
}

/** Start/Stop a road vehicle.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 road vehicle ID to start/stop
 * @param p2 unused
 */
CommandCost CmdStartStopRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *v = GetVehicle(p1);

	if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;

	/* Check if this road veh can be started/stopped. The callback will fail or
	 * return 0xFF if it can. */
	uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
	if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF) {
		StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
		return_cmd_error(error);
	}

	if (flags & DC_EXEC) {
		if (v->IsStoppedInDepot()) {
			DeleteVehicleNews(p1, STR_9016_ROAD_VEHICLE_IS_WAITING);
		}

		v->vehstatus ^= VS_STOPPED;
		v->cur_speed = 0;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	}

	return CommandCost();
}

void ClearSlot(Vehicle *v)
{
	RoadStop *rs = v->u.road.slot;
	if (v->u.road.slot == NULL) return;

	v->u.road.slot = NULL;
	v->u.road.slot_age = 0;

	assert(rs->num_vehicles != 0);
	rs->num_vehicles--;

	DEBUG(ms, 3, "Clearing slot at 0x%X", rs->xy);
}

static bool CheckRoadVehInDepotStopped(const Vehicle *v)
{
	TileIndex tile = v->tile;

	if (!IsRoadDepotTile(tile)) return false;
	if (IsRoadVehFront(v) && !(v->vehstatus & VS_STOPPED)) return false;

	for (; v != NULL; v = v->Next()) {
		if (v->u.road.state != RVSB_IN_DEPOT || v->tile != tile) return false;
	}
	return true;
}

/** Sell a road vehicle.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 vehicle ID to be sold
 * @param p2 unused
 */
CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;

	if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);

	if (!CheckRoadVehInDepotStopped(v)) {
		return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
	}

	CommandCost ret(EXPENSES_NEW_VEHICLES, -v->value);

	if (flags & DC_EXEC) {
		// Invalidate depot
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
		InvalidateWindow(WC_COMPANY, v->owner);
		DeleteWindowById(WC_VEHICLE_VIEW, v->index);
		DeleteDepotHighlightOfVehicle(v);
		delete v;
	}

	return ret;
}

struct RoadFindDepotData {
	uint best_length;
	TileIndex tile;
	OwnerByte owner;
};

static const DiagDirection _road_pf_directions[] = {
	DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_NE, DIAGDIR_SE, DIAGDIR_SW, DIAGDIR_SE, INVALID_DIAGDIR, INVALID_DIAGDIR,
	DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NW, DIAGDIR_SW, DIAGDIR_NW, DIAGDIR_NE, INVALID_DIAGDIR, INVALID_DIAGDIR
};

static bool EnumRoadSignalFindDepot(TileIndex tile, void* data, Trackdir trackdir, uint length)
{
	RoadFindDepotData* rfdd = (RoadFindDepotData*)data;

	tile += TileOffsByDiagDir(_road_pf_directions[trackdir]);

	if (IsRoadDepotTile(tile) &&
			IsTileOwner(tile, rfdd->owner) &&
			length < rfdd->best_length) {
		rfdd->best_length = length;
		rfdd->tile = tile;
	}
	return false;
}

static const Depot* FindClosestRoadDepot(const Vehicle* v)
{
	switch (_settings_game.pf.pathfinder_for_roadvehs) {
		case VPF_YAPF: /* YAPF */
			return YapfFindNearestRoadDepot(v);

		case VPF_NPF: { /* NPF */
			/* See where we are now */
			Trackdir trackdir = GetVehicleTrackdir(v);

			NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, v->tile, ReverseTrackdir(trackdir), false, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES, 0);

			if (ftd.best_bird_dist == 0) return GetDepotByTile(ftd.node.tile); /* Target found */
		} break;

		default:
		case VPF_OPF: { /* OPF */
			RoadFindDepotData rfdd;

			rfdd.owner = v->owner;
			rfdd.best_length = UINT_MAX;

			/* search in all directions */
			for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
				FollowTrack(v->tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, d, EnumRoadSignalFindDepot, NULL, &rfdd);
			}

			if (rfdd.best_length != UINT_MAX) return GetDepotByTile(rfdd.tile);
		} break;
	}

	return NULL; /* Target not found */
}

bool RoadVehicle::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
	const Depot *depot = FindClosestRoadDepot(this);

	if (depot == NULL) return false;

	if (location    != NULL) *location    = depot->xy;
	if (destination != NULL) *destination = depot->index;

	return true;
}

/** Send a road vehicle to the depot.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 vehicle ID to send to the depot
 * @param p2 various bitmasked elements
 * - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
 * - p2 bit 8-10 - VLW flag (for mass goto depot)
 */
CommandCost CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	if (p2 & DEPOT_MASS_SEND) {
		/* Mass goto depot requested */
		if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
		return SendAllVehiclesToDepot(VEH_ROAD, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
	}

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	Vehicle *v = GetVehicle(p1);

	if (v->type != VEH_ROAD) return CMD_ERROR;

	return v->SendToDepot(flags, (DepotCommand)(p2 & DEPOT_COMMAND_MASK));
}

/** Turn a roadvehicle around.
 * @param tile unused
 * @param flags operation to perform
 * @param p1 vehicle ID to turn
 * @param p2 unused
 */
CommandCost CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;

	if (v->vehstatus & VS_STOPPED ||
			v->vehstatus & VS_CRASHED ||
			v->breakdown_ctr != 0 ||
			v->u.road.overtaking != 0 ||
			v->u.road.state == RVSB_WORMHOLE ||
			v->IsInDepot() ||
			v->cur_speed < 5) {
		return CMD_ERROR;
	}

	if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) return CMD_ERROR;

	if (IsTileType(v->tile, MP_TUNNELBRIDGE) && DirToDiagDir(v->direction) == GetTunnelBridgeDirection(v->tile)) return CMD_ERROR;

	if (flags & DC_EXEC) v->u.road.reverse_ctr = 180;

	return CommandCost();
}


void RoadVehicle::MarkDirty()
{
	for (Vehicle *v = this; v != NULL; v = v->Next()) {
		v->cur_image = v->GetImage(v->direction);
		MarkSingleVehicleDirty(v);
	}
}

void RoadVehicle::UpdateDeltaXY(Direction direction)
{
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
	static const uint32 _delta_xy_table[8] = {
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
	};
#undef MKIT

	uint32 x = _delta_xy_table[direction];
	this->x_offs        = GB(x,  0, 8);
	this->y_offs        = GB(x,  8, 8);
	this->x_extent      = GB(x, 16, 8);
	this->y_extent      = GB(x, 24, 8);
	this->z_extent      = 6;
}

static void ClearCrashedStation(Vehicle *v)
{
	RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));

	/* Mark the station entrance as not busy */
	rs->SetEntranceBusy(false);

	/* Free the parking bay */
	rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
}

static void DeleteLastRoadVeh(Vehicle *v)
{
	Vehicle *u = v;
	for (; v->Next() != NULL; v = v->Next()) u = v;
	u->SetNext(NULL);

	DeleteWindowById(WC_VEHICLE_VIEW, v->index);

	InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
	InvalidateWindow(WC_COMPANY, v->owner);

	if (IsTileType(v->tile, MP_STATION)) ClearCrashedStation(v);

	MarkSingleVehicleDirty(v);

	delete v;
}

static byte SetRoadVehPosition(Vehicle *v, int x, int y)
{
	byte new_z, old_z;

	/* need this hint so it returns the right z coordinate on bridges. */
	v->x_pos = x;
	v->y_pos = y;
	new_z = GetSlopeZ(x, y);

	old_z = v->z_pos;
	v->z_pos = new_z;

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

static void RoadVehSetRandomDirection(Vehicle *v)
{
	static const DirDiff delta[] = {
		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
	};

	do {
		uint32 r = Random();

		v->direction = ChangeDir(v->direction, delta[r & 3]);
		BeginVehicleMove(v);
		v->UpdateDeltaXY(v->direction);
		v->cur_image = v->GetImage(v->direction);
		SetRoadVehPosition(v, v->x_pos, v->y_pos);
	} while ((v = v->Next()) != NULL);
}

static void RoadVehIsCrashed(Vehicle *v)
{
	v->u.road.crashed_ctr++;
	if (v->u.road.crashed_ctr == 2) {
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
	} else if (v->u.road.crashed_ctr <= 45) {
		if ((v->tick_counter & 7) == 0) RoadVehSetRandomDirection(v);
	} else if (v->u.road.crashed_ctr >= 2220 && !(v->tick_counter & 0x1F)) {
		DeleteLastRoadVeh(v);
	}
}

static void* EnumCheckRoadVehCrashTrain(Vehicle* v, void* data)
{
	const Vehicle* u = (Vehicle*)data;

	return
		v->type == VEH_TRAIN &&
		abs(v->z_pos - u->z_pos) <= 6 &&
		abs(v->x_pos - u->x_pos) <= 4 &&
		abs(v->y_pos - u->y_pos) <= 4 ?
			v : NULL;
}

static void RoadVehCrash(Vehicle *v)
{
	uint16 pass = 1;

	v->u.road.crashed_ctr++;

	for (Vehicle *u = v; u != NULL; u = u->Next()) {
		if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();

		u->vehstatus |= VS_CRASHED;

		MarkSingleVehicleDirty(u);
	}

	ClearSlot(v);

	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);

	SetDParam(0, pass);
	AddNewsItem(
		(pass == 1) ?
			STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE,
		NS_ACCIDENT_VEHICLE,
		v->index,
		0
	);

	ModifyStationRatingAround(v->tile, v->owner, -160, 22);
	SndPlayVehicleFx(SND_12_EXPLOSION, v);
}

static void RoadVehCheckTrainCrash(Vehicle *v)
{
	for (Vehicle *u = v; u != NULL; u = u->Next()) {
		if (u->u.road.state == RVSB_WORMHOLE) continue;

		TileIndex tile = u->tile;

		if (!IsLevelCrossingTile(tile)) continue;

		if (VehicleFromPosXY(v->x_pos, v->y_pos, u, EnumCheckRoadVehCrashTrain) != NULL) {
			RoadVehCrash(v);
			return;
		}
	}
}

static void HandleBrokenRoadVeh(Vehicle *v)
{
	if (v->breakdown_ctr != 1) {
		v->breakdown_ctr = 1;
		v->cur_speed = 0;

		if (v->breakdowns_since_last_service != 255)
			v->breakdowns_since_last_service++;

		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

		if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
			SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
				SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
		}

		if (!(v->vehstatus & VS_HIDDEN)) {
			Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
			if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
		}
	}

	if ((v->tick_counter & 1) == 0) {
		if (--v->breakdown_delay == 0) {
			v->breakdown_ctr = 0;
			InvalidateWindow(WC_VEHICLE_VIEW, v->index);
		}
	}
}

TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
{
	if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;

	TileIndex dest = INVALID_TILE;
	const RoadStop *rs = GetStation(station)->GetPrimaryRoadStop(this);
	if (rs != NULL) {
		uint mindist = MAX_UVALUE(uint);

		for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
			uint dist = DistanceManhattan(this->tile, rs->xy);

			if (dist < mindist) {
				mindist = dist;
				dest = rs->xy;
			}
		}
	}

	if (dest != INVALID_TILE) {
		return dest;
	} else {
		/* There is no stop left at the station, so don't even TRY to go there */
		this->cur_order_index++;
		return 0;
	}
}

static void StartRoadVehSound(const Vehicle* v)
{
	if (!PlayVehicleSound(v, VSE_START)) {
		SoundFx s = RoadVehInfo(v->engine_type)->sfx;
		if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0)
			s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
		SndPlayVehicleFx(s, v);
	}
}

struct RoadVehFindData {
	int x;
	int y;
	const Vehicle* veh;
	Direction dir;
};

static void* EnumCheckRoadVehClose(Vehicle *v, void* data)
{
	static const int8 dist_x[] = { -4, -8, -4, -1, 4, 8, 4, 1 };
	static const int8 dist_y[] = { -4, -1, 4, 8, 4, 1, -4, -8 };

	const RoadVehFindData* rvf = (RoadVehFindData*)data;

	short x_diff = v->x_pos - rvf->x;
	short y_diff = v->y_pos - rvf->y;

	return
		v->type == VEH_ROAD &&
		!v->IsInDepot() &&
		abs(v->z_pos - rvf->veh->z_pos) < 6 &&
		v->direction == rvf->dir &&
		rvf->veh->First() != v->First() &&
		(dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) &&
		(dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) &&
		(dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) &&
		(dist_y[v->direction] <= 0 || (y_diff < dist_y[v->direction] && y_diff >= 0)) ?
			v : NULL;
}

static Vehicle* RoadVehFindCloseTo(Vehicle* v, int x, int y, Direction dir)
{
	RoadVehFindData rvf;
	Vehicle *u;
	Vehicle *front = v->First();

	if (front->u.road.reverse_ctr != 0) return NULL;

	rvf.x = x;
	rvf.y = y;
	rvf.dir = dir;
	rvf.veh = v;
	if (front->u.road.state == RVSB_WORMHOLE) {
		u = (Vehicle*)VehicleFromPos(v->tile, &rvf, EnumCheckRoadVehClose);
		if (u == NULL) u = (Vehicle*)VehicleFromPos(GetOtherTunnelBridgeEnd(v->tile), &rvf, EnumCheckRoadVehClose);
	} else {
		u = (Vehicle*)VehicleFromPosXY(x, y, &rvf, EnumCheckRoadVehClose);
	}

	/* This code protects a roadvehicle from being blocked for ever
	 * If more than 1480 / 74 days a road vehicle is blocked, it will
	 * drive just through it. The ultimate backup-code of TTD.
	 * It can be disabled. */
	if (u == NULL) {
		front->u.road.blocked_ctr = 0;
		return NULL;
	}

	if (++front->u.road.blocked_ctr > 1480) return NULL;

	return u;
}

static void RoadVehArrivesAt(const Vehicle* v, Station* st)
{
	if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
		/* Check if station was ever visited before */
		if (!(st->had_vehicle_of_type & HVOT_BUS)) {
			st->had_vehicle_of_type |= HVOT_BUS;
			SetDParam(0, st->index);
			AddNewsItem(
				v->u.road.roadtype == ROADTYPE_ROAD ? STR_902F_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_PASSENGER_TRAM,
				(v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
				v->index,
				0);
		}
	} else {
		/* Check if station was ever visited before */
		if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
			st->had_vehicle_of_type |= HVOT_TRUCK;
			SetDParam(0, st->index);
			AddNewsItem(
				v->u.road.roadtype == ROADTYPE_ROAD ? STR_9030_CITIZENS_CELEBRATE_FIRST : STR_CITIZENS_CELEBRATE_FIRST_CARGO_TRAM,
				(v->owner == _local_player) ? NS_ARRIVAL_PLAYER : NS_ARRIVAL_OTHER,
				v->index,
				0
			);
		}
	}
}

static bool RoadVehAccelerate(Vehicle *v)
{
	uint spd = v->cur_speed + 1 + (v->u.road.overtaking != 0 ? 1 : 0);
	byte t;

	/* Clamp */
	spd = min(spd, v->max_speed);
	if (v->u.road.state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
		spd = min(spd, GetBridgeSpec(GetBridgeType(v->tile))->speed * 2);
	}

	/* updates statusbar only if speed have changed to save CPU time */
	if (spd != v->cur_speed) {
		v->cur_speed = spd;
		if (_settings_client.gui.vehicle_speed) {
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		}
	}

	/* Decrease somewhat when turning */
	if (!(v->direction & 1)) spd = spd * 3 >> 2;

	if (spd == 0) return false;

	if ((byte)++spd == 0) return true;

	v->progress = (t = v->progress) - (byte)spd;

	return (t < v->progress);
}

static Direction RoadVehGetNewDirection(const Vehicle* v, int x, int y)
{
	static const Direction _roadveh_new_dir[] = {
		DIR_N , DIR_NW, DIR_W , INVALID_DIR,
		DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
		DIR_E , DIR_SE, DIR_S
	};

	x = x - v->x_pos + 1;
	y = y - v->y_pos + 1;

	if ((uint)x > 2 || (uint)y > 2) return v->direction;
	return _roadveh_new_dir[y * 4 + x];
}

static Direction RoadVehGetSlidingDirection(const Vehicle* v, int x, int y)
{
	Direction new_dir = RoadVehGetNewDirection(v, x, y);
	Direction old_dir = v->direction;
	DirDiff delta;

	if (new_dir == old_dir) return old_dir;
	delta = (DirDifference(new_dir, old_dir) > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
	return ChangeDir(old_dir, delta);
}

struct OvertakeData {
	const Vehicle* u;
	const Vehicle* v;
	TileIndex tile;
	Trackdir trackdir;
};

static void* EnumFindVehBlockingOvertake(Vehicle* v, void* data)
{
	const OvertakeData* od = (OvertakeData*)data;

	return
		v->type == VEH_ROAD && v->First() == v && v != od->u && v != od->v ?
			v : NULL;
}

/**
 * Check if overtaking is possible on a piece of track
 *
 * @param od Information about the tile and the involved vehicles
 * @return true if we have to abort overtaking
 */
static bool CheckRoadBlockedForOvertaking(OvertakeData *od)
{
	TrackStatus ts = GetTileTrackStatus(od->tile, TRANSPORT_ROAD, od->v->u.road.compatible_roadtypes);
	TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts);
	TrackdirBits red_signals = TrackStatusToRedSignals(ts); // barred level crossing
	TrackBits trackbits = TrackdirBitsToTrackBits(trackdirbits);

	/* Track does not continue along overtaking direction || track has junction || levelcrossing is barred */
	if (!HasBit(trackdirbits, od->trackdir) || (trackbits & ~TRACK_BIT_CROSS) || (red_signals != TRACKDIR_BIT_NONE)) return true;

	/* Are there more vehicles on the tile except the two vehicles involved in overtaking */
	return VehicleFromPos(od->tile, od, EnumFindVehBlockingOvertake) != NULL;
}

static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
{
	OvertakeData od;

	od.v = v;
	od.u = u;

	if (u->max_speed >= v->max_speed &&
			!(u->vehstatus & VS_STOPPED) &&
			u->cur_speed != 0) {
		return;
	}

	/* Trams can't overtake other trams */
	if (v->u.road.roadtype == ROADTYPE_TRAM) return;

	/* Don't overtake in stations */
	if (IsTileType(v->tile, MP_STATION)) return;

	/* For now, articulated road vehicles can't overtake anything. */
	if (RoadVehHasArticPart(v)) return;

	/* Vehicles are not driving in same direction || direction is not a diagonal direction */
	if (v->direction != u->direction || !(v->direction & 1)) return;

	/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
	if (v->u.road.state >= RVSB_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return;

	od.trackdir = DiagDirToDiagTrackdir(DirToDiagDir(v->direction));

	/* Are the current and the next tile suitable for overtaking?
	 *  - Does the track continue along od.trackdir
	 *  - No junctions
	 *  - No barred levelcrossing
	 *  - No other vehicles in the way
	 */
	od.tile = v->tile;
	if (CheckRoadBlockedForOvertaking(&od)) return;

	od.tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
	if (CheckRoadBlockedForOvertaking(&od)) return;

	if (od.u->cur_speed == 0 || od.u->vehstatus& VS_STOPPED) {
		v->u.road.overtaking_ctr = 0x11;
		v->u.road.overtaking = 0x10;
	} else {
//		if (CheckRoadBlockedForOvertaking(&od)) return;
		v->u.road.overtaking_ctr = 0;
		v->u.road.overtaking = 0x10;
	}
}

static void RoadZPosAffectSpeed(Vehicle *v, byte old_z)
{
	if (old_z == v->z_pos) return;

	if (old_z < v->z_pos) {
		v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
	} else {
		uint16 spd = v->cur_speed + 2;
		if (spd <= v->max_speed) v->cur_speed = spd;
	}
}

static int PickRandomBit(uint bits)
{
	uint i;
	uint num = RandomRange(CountBits(bits));

	for (i = 0; !(bits & 1) || (int)--num >= 0; bits >>= 1, i++) {}
	return i;
}

struct FindRoadToChooseData {
	TileIndex dest;
	uint maxtracklen;
	uint mindist;
};

static bool EnumRoadTrackFindDist(TileIndex tile, void* data, Trackdir trackdir, uint length)
{
	FindRoadToChooseData* frd = (FindRoadToChooseData*)data;
	uint dist = DistanceManhattan(tile, frd->dest);

	if (dist <= frd->mindist) {
		if (dist != frd->mindist || length < frd->maxtracklen) {
			frd->maxtracklen = length;
		}
		frd->mindist = dist;
	}
	return false;
}

static inline NPFFoundTargetData PerfNPFRouteToStationOrTile(TileIndex tile, Trackdir trackdir, bool ignore_start_tile, NPFFindStationOrTileData* target, TransportType type, uint sub_type, Owner owner, RailTypes railtypes)
{

	void* perf = NpfBeginInterval();
	NPFFoundTargetData ret = NPFRouteToStationOrTile(tile, trackdir, ignore_start_tile, target, type, sub_type, owner, railtypes);
	int t = NpfEndInterval(perf);
	DEBUG(yapf, 4, "[NPFR] %d us - %d rounds - %d open - %d closed -- ", t, 0, _aystar_stats_open_size, _aystar_stats_closed_size);
	return ret;
}

/**
 * Returns direction to for a road vehicle to take or
 * INVALID_TRACKDIR if the direction is currently blocked
 * @param v        the Vehicle to do the pathfinding for
 * @param tile     the where to start the pathfinding
 * @param enterdir the direction the vehicle enters the tile from
 * @return the Trackdir to take
 */
static Trackdir RoadFindPathToDest(Vehicle* v, TileIndex tile, DiagDirection enterdir)
{
#define return_track(x) { best_track = (Trackdir)x; goto found_best_track; }

	TileIndex desttile;
	FindRoadToChooseData frd;
	Trackdir best_track;

	TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_ROAD, v->u.road.compatible_roadtypes);
	TrackdirBits red_signals = TrackStatusToRedSignals(ts); // crossing
	TrackdirBits trackdirs = TrackStatusToTrackdirBits(ts);

	if (IsTileType(tile, MP_ROAD)) {
		if (IsRoadDepot(tile) && (!IsTileOwner(tile, v->owner) || GetRoadDepotDirection(tile) == enterdir || (GetRoadTypes(tile) & v->u.road.compatible_roadtypes) == 0)) {
			/* Road depot owned by another player or with the wrong orientation */
			trackdirs = TRACKDIR_BIT_NONE;
		}
	} else if (IsTileType(tile, MP_STATION) && IsStandardRoadStopTile(tile)) {
		/* Standard road stop (drive-through stops are treated as normal road) */

		if (!IsTileOwner(tile, v->owner) || GetRoadStopDir(tile) == enterdir || RoadVehHasArticPart(v)) {
			/* different station owner or wrong orientation or the vehicle has articulated parts */
			trackdirs = TRACKDIR_BIT_NONE;
		} else {
			/* Our station */
			RoadStopType rstype = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;

			if (GetRoadStopType(tile) != rstype) {
				/* Wrong station type */
				trackdirs = TRACKDIR_BIT_NONE;
			} else {
				/* Proper station type, check if there is free loading bay */
				if (!_settings_game.pf.roadveh_queue && IsStandardRoadStopTile(tile) &&
						!GetRoadStopByTile(tile, rstype)->HasFreeBay()) {
					/* Station is full and RV queuing is off */
					trackdirs = TRACKDIR_BIT_NONE;
				}
			}
		}
	}
	/* The above lookups should be moved to GetTileTrackStatus in the
	 * future, but that requires more changes to the pathfinder and other
	 * stuff, probably even more arguments to GTTS.
	 */

	/* Remove tracks unreachable from the enter dir */
	trackdirs &= _road_enter_dir_to_reachable_trackdirs[enterdir];
	if (trackdirs == TRACKDIR_BIT_NONE) {
		/* No reachable tracks, so we'll reverse */
		return_track(_road_reverse_table[enterdir]);
	}

	if (v->u.road.reverse_ctr != 0) {
		/* What happens here?? */
		v->u.road.reverse_ctr = 0;
		if (v->tile != tile) {
			return_track(_road_reverse_table[enterdir]);
		}
	}

	desttile = v->dest_tile;
	if (desttile == 0) {
		/* We've got no destination, pick a random track */
		return_track(PickRandomBit(trackdirs));
	}

	/* Only one track to choose between? */
	if (KillFirstBit(trackdirs) == TRACKDIR_BIT_NONE) {
		return_track(FindFirstBit2x64(trackdirs));
	}

	switch (_settings_game.pf.pathfinder_for_roadvehs) {
		case VPF_YAPF: { /* YAPF */
			Trackdir trackdir = YapfChooseRoadTrack(v, tile, enterdir);
			if (trackdir != INVALID_TRACKDIR) return_track(trackdir);
			return_track(PickRandomBit(trackdirs));
		} break;

		case VPF_NPF: { /* NPF */
			NPFFindStationOrTileData fstd;

			NPFFillWithOrderData(&fstd, v);
			Trackdir trackdir = DiagDirToDiagTrackdir(enterdir);
			//debug("Finding path. Enterdir: %d, Trackdir: %d", enterdir, trackdir);

			NPFFoundTargetData ftd = PerfNPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, true, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES);
			if (ftd.best_trackdir == INVALID_TRACKDIR) {
				/* We are already at our target. Just do something
				 * @todo: maybe display error?
				 * @todo: go straight ahead if possible? */
				return_track(FindFirstBit2x64(trackdirs));
			} else {
				/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
				 * the direction we need to take to get there, if ftd.best_bird_dist is not 0,
				 * we did not find our target, but ftd.best_trackdir contains the direction leading
				 * to the tile closest to our target. */
				return_track(ftd.best_trackdir);
			}
		} break;

		default:
		case VPF_OPF: { /* OPF */
			DiagDirection dir;

			if (IsTileType(desttile, MP_ROAD)) {
				if (IsRoadDepot(desttile)) {
					dir = GetRoadDepotDirection(desttile);
					goto do_it;
				}
			} else if (IsTileType(desttile, MP_STATION)) {
				/* For drive-through stops we can head for the actual station tile */
				if (IsStandardRoadStopTile(desttile)) {
					dir = GetRoadStopDir(desttile);
do_it:;
					/* When we are heading for a depot or station, we just
					 * pretend we are heading for the tile in front, we'll
					 * see from there */
					desttile += TileOffsByDiagDir(dir);
					if (desttile == tile && trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]) {
						/* If we are already in front of the
						 * station/depot and we can get in from here,
						 * we enter */
						return_track(FindFirstBit2x64(trackdirs & _road_exit_dir_to_incoming_trackdirs[dir]));
					}
				}
			}
			/* Do some pathfinding */
			frd.dest = desttile;

			best_track = INVALID_TRACKDIR;
			uint best_dist = UINT_MAX;
			uint best_maxlen = UINT_MAX;
			uint bitmask = (uint)trackdirs;
			uint i;
			FOR_EACH_SET_BIT(i, bitmask) {
				if (best_track == INVALID_TRACKDIR) best_track = (Trackdir)i; // in case we don't find the path, just pick a track
				frd.maxtracklen = UINT_MAX;
				frd.mindist = UINT_MAX;
				FollowTrack(tile, PATHFIND_FLAGS_NONE, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, _road_pf_directions[i], EnumRoadTrackFindDist, NULL, &frd);

				if (frd.mindist < best_dist || (frd.mindist == best_dist && frd.maxtracklen < best_maxlen)) {
					best_dist = frd.mindist;
					best_maxlen = frd.maxtracklen;
					best_track = (Trackdir)i;
				}
			}
		} break;
	}

found_best_track:;

	if (HasBit(red_signals, best_track)) return INVALID_TRACKDIR;

	return best_track;
}

static uint RoadFindPathToStop(const Vehicle *v, TileIndex tile)
{
	if (_settings_game.pf.pathfinder_for_roadvehs == VPF_YAPF) {
		/* use YAPF */
		return YapfRoadVehDistanceToTile(v, tile);
	}

	/* use NPF */
	Trackdir trackdir = GetVehicleTrackdir(v);
	assert(trackdir != INVALID_TRACKDIR);

	NPFFindStationOrTileData fstd;
	fstd.dest_coords = tile;
	fstd.station_index = INVALID_STATION; // indicates that the destination is a tile, not a station

	uint dist = NPFRouteToStationOrTile(v->tile, trackdir, false, &fstd, TRANSPORT_ROAD, v->u.road.compatible_roadtypes, v->owner, INVALID_RAILTYPES).best_path_dist;
	/* change units from NPF_TILE_LENGTH to # of tiles */
	if (dist != UINT_MAX) dist = (dist + NPF_TILE_LENGTH - 1) / NPF_TILE_LENGTH;

	return dist;
}

enum {
	RDE_NEXT_TILE = 0x80,
	RDE_TURNED    = 0x40,

	/* Start frames for when a vehicle enters a tile/changes its state.
	 * The start frame is different for vehicles that turned around or
	 * are leaving the depot as the do not start at the edge of the tile.
	 * For trams there are a few different start frames as there are two
	 * places where trams can turn. */
	RVC_DEFAULT_START_FRAME                =  0,
	RVC_TURN_AROUND_START_FRAME            =  1,
	RVC_DEPOT_START_FRAME                  =  6,
	RVC_START_FRAME_AFTER_LONG_TRAM        = 22,
	RVC_TURN_AROUND_START_FRAME_SHORT_TRAM = 16,
	/* Stop frame for a vehicle in a drive-through stop */
	RVC_DRIVE_THROUGH_STOP_FRAME           =  7
};

struct RoadDriveEntry {
	byte x, y;
};

#include "table/roadveh_movement.h"

static const byte _road_veh_data_1[] = {
	20, 20, 16, 16, 0, 0, 0, 0,
	19, 19, 15, 15, 0, 0, 0, 0,
	16, 16, 12, 12, 0, 0, 0, 0,
	15, 15, 11, 11
};

static bool RoadVehLeaveDepot(Vehicle *v, bool first)
{
	/* Don't leave if not all the wagons are in the depot. */
	for (const Vehicle *u = v; u != NULL; u = u->Next()) {
		if (u->u.road.state != RVSB_IN_DEPOT || u->tile != v->tile) return false;
	}

	DiagDirection dir = GetRoadDepotDirection(v->tile);
	v->direction = DiagDirToDir(dir);

	Trackdir tdir = _roadveh_depot_exit_trackdir[dir];
	const RoadDriveEntry *rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + tdir];

	int x = TileX(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].x & 0xF);
	int y = TileY(v->tile) * TILE_SIZE + (rdp[RVC_DEPOT_START_FRAME].y & 0xF);

	if (first) {
		if (RoadVehFindCloseTo(v, x, y, v->direction) != NULL) return true;

		VehicleServiceInDepot(v);

		StartRoadVehSound(v);

		/* Vehicle is about to leave a depot */
		v->cur_speed = 0;
	}

	BeginVehicleMove(v);

	v->vehstatus &= ~VS_HIDDEN;
	v->u.road.state = tdir;
	v->u.road.frame = RVC_DEPOT_START_FRAME;

	v->cur_image = v->GetImage(v->direction);
	v->UpdateDeltaXY(v->direction);
	SetRoadVehPosition(v, x, y);

	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);

	return true;
}

static Trackdir FollowPreviousRoadVehicle(const Vehicle *v, const Vehicle *prev, TileIndex tile, DiagDirection entry_dir, bool already_reversed)
{
	if (prev->tile == v->tile && !already_reversed) {
		/* If the previous vehicle is on the same tile as this vehicle is
		 * then it must have reversed. */
		return _road_reverse_table[entry_dir];
	}

	byte prev_state = prev->u.road.state;
	Trackdir dir;

	if (prev_state == RVSB_WORMHOLE || prev_state == RVSB_IN_DEPOT) {
		DiagDirection diag_dir = INVALID_DIAGDIR;

		if (IsTileType(tile, MP_TUNNELBRIDGE)) {
			diag_dir = GetTunnelBridgeDirection(tile);
		} else if (IsRoadDepotTile(tile)) {
			diag_dir = ReverseDiagDir(GetRoadDepotDirection(tile));
		}

		if (diag_dir == INVALID_DIAGDIR) return INVALID_TRACKDIR;
		dir = DiagDirToDiagTrackdir(diag_dir);
	} else {
		if (already_reversed && prev->tile != tile) {
			/*
			 * The vehicle has reversed, but did not go straight back.
			 * It immediatelly turn onto another tile. This means that
			 * the roadstate of the previous vehicle cannot be used
			 * as the direction we have to go with this vehicle.
			 *
			 * Next table is build in the following way:
			 *  - first row for when the vehicle in front went to the northern or
			 *    western tile, second for southern and eastern.
			 *  - columns represent the entry direction.
			 *  - cell values are determined by the Trackdir one has to take from
			 *    the entry dir (column) to the tile in north or south by only
			 *    going over the trackdirs used for turning 90 degrees, i.e.
			 *    TRACKDIR_{UPPER,RIGHT,LOWER,LEFT}_{N,E,S,W}.
			 */
			Trackdir reversed_turn_lookup[2][DIAGDIR_END] = {
				{ TRACKDIR_UPPER_W, TRACKDIR_RIGHT_N, TRACKDIR_LEFT_N,  TRACKDIR_UPPER_E },
				{ TRACKDIR_RIGHT_S, TRACKDIR_LOWER_W, TRACKDIR_LOWER_E, TRACKDIR_LEFT_S  }};
			dir = reversed_turn_lookup[prev->tile < tile ? 0 : 1][ReverseDiagDir(entry_dir)];
		} else if (HasBit(prev_state, RVS_IN_DT_ROAD_STOP)) {
			dir = (Trackdir)(prev_state & RVSB_ROAD_STOP_TRACKDIR_MASK);
		} else if (prev_state < TRACKDIR_END) {
			dir = (Trackdir)prev_state;
		} else {
			return INVALID_TRACKDIR;
		}
	}

	/* Do some sanity checking. */
	static const RoadBits required_roadbits[] = {
		ROAD_X,            ROAD_Y,            ROAD_NW | ROAD_NE, ROAD_SW | ROAD_SE,
		ROAD_NW | ROAD_SW, ROAD_NE | ROAD_SE, ROAD_X,            ROAD_Y
	};
	RoadBits required = required_roadbits[dir & 0x07];

	if ((required & GetAnyRoadBits(tile, v->u.road.roadtype, true)) == ROAD_NONE) {
		dir = INVALID_TRACKDIR;
	}

	return dir;
}

/**
 * Can a tram track build without destruction on the given tile?
 * @param p the player that would be building the tram tracks
 * @param t the tile to build on.
 * @param r the road bits needed.
 * @return true when a track track can be build on 't'
 */
static bool CanBuildTramTrackOnTile(PlayerID p, TileIndex t, RoadBits r)
{
	/* The 'current' player is not necessarily the owner of the vehicle. */
	PlayerID original_player = _current_player;
	_current_player = p;

	CommandCost ret = DoCommand(t, ROADTYPE_TRAM << 4 | r, 0, 0, CMD_BUILD_ROAD);

	_current_player = original_player;
	return CmdSucceeded(ret);
}

static bool IndividualRoadVehicleController(Vehicle *v, const Vehicle *prev)
{
	Direction new_dir;
	Direction old_dir;
	RoadDriveEntry rd;
	int x, y;
	uint32 r;

	if (v->u.road.overtaking != 0)  {
		if (IsTileType(v->tile, MP_STATION)) {
			/* Force us to be not overtaking! */
			v->u.road.overtaking = 0;
		} else if (++v->u.road.overtaking_ctr >= 35) {
			/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
			 *  if the vehicle started a corner. To protect that, only allow an abort of
			 *  overtake if we are on straight roads */
			if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) {
				v->u.road.overtaking = 0;
			}
		}
	}

	/* If this vehicle is in a depot and we've reached this point it must be
	 * one of the articulated parts. It will stay in the depot until activated
	 * by the previous vehicle in the chain when it gets to the right place. */
	if (v->IsInDepot()) return true;

	/* Save old vehicle position to use at end of move to set viewport area dirty */
	BeginVehicleMove(v);

	if (v->u.road.state == RVSB_WORMHOLE) {
		/* Vehicle is entering a depot or is on a bridge or in a tunnel */
		GetNewVehiclePosResult gp = GetNewVehiclePos(v);

		if (IsRoadVehFront(v)) {
			const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
			if (u != NULL) {
				v->cur_speed = u->First()->cur_speed;
				return false;
			}
		}

		if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
			/* Vehicle has just entered a bridge or tunnel */
			v->cur_image = v->GetImage(v->direction);
			v->UpdateDeltaXY(v->direction);
			SetRoadVehPosition(v, gp.x, gp.y);
			return true;
		}

		v->x_pos = gp.x;
		v->y_pos = gp.y;
		VehiclePositionChanged(v);
		if (!(v->vehstatus & VS_HIDDEN)) EndVehicleMove(v);
		return true;
	}

	/* Get move position data for next frame.
	 * For a drive-through road stop use 'straight road' move data.
	 * In this case v->u.road.state is masked to give the road stop entry direction. */
	rd = _road_drive_data[v->u.road.roadtype][(
		(HasBit(v->u.road.state, RVS_IN_DT_ROAD_STOP) ? v->u.road.state & RVSB_ROAD_STOP_TRACKDIR_MASK : v->u.road.state) +
		(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];

	if (rd.x & RDE_NEXT_TILE) {
		TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
		Trackdir dir;
		uint32 r;
		Direction newdir;
		const RoadDriveEntry *rdp;

		if (IsRoadVehFront(v)) {
			/* If this is the front engine, look for the right path. */
			dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
		} else {
			dir = FollowPreviousRoadVehicle(v, prev, tile, (DiagDirection)(rd.x & 3), false);
		}

		if (dir == INVALID_TRACKDIR) {
			if (!IsRoadVehFront(v)) error("Disconnecting road vehicle.");
			v->cur_speed = 0;
			return false;
		}

again:
		uint start_frame = RVC_DEFAULT_START_FRAME;
		if (IsReversingRoadTrackdir(dir)) {
			/* Turning around */
			if (v->u.road.roadtype == ROADTYPE_TRAM) {
				/* Determine the road bits the tram needs to be able to turn around
				 * using the 'big' corner loop. */
				RoadBits needed;
				switch (dir) {
					default: NOT_REACHED();
					case TRACKDIR_RVREV_NE: needed = ROAD_SW; break;
					case TRACKDIR_RVREV_SE: needed = ROAD_NW; break;
					case TRACKDIR_RVREV_SW: needed = ROAD_NE; break;
					case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
				}
				if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
						(IsRoadVehFront(v) && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
							(needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
					/*
					 * Taking the 'big' corner for trams only happens when:
					 * - The previous vehicle in this (articulated) tram chain is
					 *   already on the 'next' tile, we just follow them regardless of
					 *   anything. When it is NOT on the 'next' tile, the tram started
					 *   doing a reversing turn when the piece of tram track on the next
					 *   tile did not exist yet. Do not use the big tram loop as that is
					 *   going to cause the tram to split up.
					 * - Or the front of the tram can drive over the next tile.
					 */
				} else if (!IsRoadVehFront(v) || !CanBuildTramTrackOnTile(v->owner, tile, needed)) {
					/*
					 * Taking the 'small' corner for trams only happens when:
					 * - We are not the from vehicle of an articulated tram.
					 * - Or when the player cannot build on the next tile.
					 *
					 * The 'small' corner means that the vehicle is on the end of a
					 * tram track and needs to start turning there. To do this properly
					 * the tram needs to start at an offset in the tram turning 'code'
					 * for 'big' corners. It furthermore does not go to the next tile,
					 * so that needs to be fixed too.
					 */
					tile = v->tile;
					start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
				} else {
					/* The player can build on the next tile, so wait till (s)he does. */
					v->cur_speed = 0;
					return false;
				}
			} else if (IsNormalRoadTile(v->tile) && GetDisallowedRoadDirections(v->tile) != DRD_NONE) {
				v->cur_speed = 0;
				return false;
			} else {
				tile = v->tile;
			}
		}

		/* Get position data for first frame on the new tile */
		rdp = _road_drive_data[v->u.road.roadtype][(dir + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking];

		x = TileX(tile) * TILE_SIZE + rdp[start_frame].x;
		y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;

		newdir = RoadVehGetSlidingDirection(v, x, y);
		if (IsRoadVehFront(v)) {
			Vehicle *u = RoadVehFindCloseTo(v, x, y, newdir);
			if (u != NULL) {
				v->cur_speed = u->First()->cur_speed;
				return false;
			}
		}

		r = VehicleEnterTile(v, tile, x, y);
		if (HasBit(r, VETS_CANNOT_ENTER)) {
			if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
				v->cur_speed = 0;
				return false;
			}
			/* Try an about turn to re-enter the previous tile */
			dir = _road_reverse_table[rd.x & 3];
			goto again;
		}

		if (IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
			if (IsReversingRoadTrackdir(dir) && IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
				/* New direction is trying to turn vehicle around.
				 * We can't turn at the exit of a road stop so wait.*/
				v->cur_speed = 0;
				return false;
			}
			if (IsRoadStop(v->tile)) {
				RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));

				/* Vehicle is leaving a road stop tile, mark bay as free
				 * For drive-through stops, only do it if the vehicle stopped here */
				if (IsStandardRoadStopTile(v->tile) || HasBit(v->u.road.state, RVS_IS_STOPPING)) {
					rs->FreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY));
					ClrBit(v->u.road.state, RVS_IS_STOPPING);
				}
				if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(false);
			}
		}

		if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
			v->tile = tile;
			v->u.road.state = (byte)dir;
			v->u.road.frame = start_frame;
		}
		if (newdir != v->direction) {
			v->direction = newdir;
			v->cur_speed -= v->cur_speed >> 2;
		}

		v->cur_image = v->GetImage(newdir);
		v->UpdateDeltaXY(v->direction);
		RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
		return true;
	}

	if (rd.x & RDE_TURNED) {
		/* Vehicle has finished turning around, it will now head back onto the same tile */
		Trackdir dir;
		uint32 r;
		Direction newdir;
		const RoadDriveEntry *rdp;

		uint turn_around_start_frame = RVC_TURN_AROUND_START_FRAME;

		RoadBits tram;
		if (v->u.road.roadtype == ROADTYPE_TRAM && CountBits(tram = GetAnyRoadBits(v->tile, ROADTYPE_TRAM, true)) == 1) {
			/*
			 * The tram is turning around with one tram 'roadbit'. This means that
			 * it is using the 'big' corner 'drive data'. However, to support the
			 * trams to take a small corner, there is a 'turned' marker in the middle
			 * of the turning 'drive data'. When the tram took the long corner, we
			 * will still use the 'big' corner drive data, but we advance it one
			 * frame. We furthermore set the driving direction so the turning is
			 * going to be properly shown.
			 */
			turn_around_start_frame = RVC_START_FRAME_AFTER_LONG_TRAM;
			switch (tram) {
				default: NOT_REACHED();
				case ROAD_SW: dir = TRACKDIR_RVREV_NE; break;
				case ROAD_NW: dir = TRACKDIR_RVREV_SE; break;
				case ROAD_NE: dir = TRACKDIR_RVREV_SW; break;
				case ROAD_SE: dir = TRACKDIR_RVREV_NW; break;
			}
		} else {
			if (IsRoadVehFront(v)) {
				/* If this is the front engine, look for the right path. */
				dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
			} else {
				dir = FollowPreviousRoadVehicle(v, prev, v->tile, (DiagDirection)(rd.x & 3), true);
			}
		}

		if (dir == INVALID_TRACKDIR) {
			v->cur_speed = 0;
			return false;
		}

		rdp = _road_drive_data[v->u.road.roadtype][(_settings_game.vehicle.road_side << RVS_DRIVE_SIDE) + dir];

		x = TileX(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].x;
		y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;

		newdir = RoadVehGetSlidingDirection(v, x, y);
		if (IsRoadVehFront(v) && RoadVehFindCloseTo(v, x, y, newdir) != NULL) return false;

		r = VehicleEnterTile(v, v->tile, x, y);
		if (HasBit(r, VETS_CANNOT_ENTER)) {
			v->cur_speed = 0;
			return false;
		}

		v->u.road.state = dir;
		v->u.road.frame = turn_around_start_frame;

		if (newdir != v->direction) {
			v->direction = newdir;
			v->cur_speed -= v->cur_speed >> 2;
		}

		v->cur_image = v->GetImage(newdir);
		v->UpdateDeltaXY(v->direction);
		RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
		return true;
	}

	/* This vehicle is not in a wormhole and it hasn't entered a new tile. If
	 * it's on a depot tile, check if it's time to activate the next vehicle in
	 * the chain yet. */
	if (v->Next() != NULL && IsRoadDepotTile(v->tile)) {
		if (v->u.road.frame == v->u.road.cached_veh_length + RVC_DEPOT_START_FRAME) {
			RoadVehLeaveDepot(v->Next(), false);
		}
	}

	/* Calculate new position for the vehicle */
	x = (v->x_pos & ~15) + (rd.x & 15);
	y = (v->y_pos & ~15) + (rd.y & 15);

	new_dir = RoadVehGetSlidingDirection(v, x, y);

	if (IsRoadVehFront(v) && !IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
		/* Vehicle is not in a road stop.
		 * Check for another vehicle to overtake */
		Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);

		if (u != NULL) {
			u = u->First();
			/* There is a vehicle in front overtake it if possible */
			if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
			if (v->u.road.overtaking == 0) v->cur_speed = u->cur_speed;
			return false;
		}
	}

	old_dir = v->direction;
	if (new_dir != old_dir) {
		v->direction = new_dir;
		v->cur_speed -= (v->cur_speed >> 2);
		if (old_dir != v->u.road.state) {
			/* The vehicle is in a road stop */
			v->cur_image = v->GetImage(new_dir);
			v->UpdateDeltaXY(v->direction);
			SetRoadVehPosition(v, v->x_pos, v->y_pos);
			/* Note, return here means that the frame counter is not incremented
			 * for vehicles changing direction in a road stop. This causes frames to
			 * be repeated. (XXX) Is this intended? */
			return true;
		}
	}

	/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
	 * if the vehicle is in a drive-through road stop and this is the destination station
	 * and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
	 * (the station test and stop type test ensure that other vehicles, using the road stop as
	 * a through route, do not stop) */
	if (IsRoadVehFront(v) && ((IsInsideMM(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
			_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) ||
			(IsInsideMM(v->u.road.state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
			v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
			GetRoadStopType(v->tile) == (IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK) &&
			v->u.road.frame == RVC_DRIVE_THROUGH_STOP_FRAME))) {

		RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
		Station* st = GetStationByTile(v->tile);

		/* Vehicle is at the stop position (at a bay) in a road stop.
		 * Note, if vehicle is loading/unloading it has already been handled,
		 * so if we get here the vehicle has just arrived or is just ready to leave. */
		if (!v->current_order.IsType(OT_LEAVESTATION)) {
			/* Vehicle has arrived at a bay in a road stop */

			if (IsDriveThroughStopTile(v->tile)) {
				TileIndex next_tile = TILE_ADD(v->tile, TileOffsByDir(v->direction));
				RoadStopType type = IsCargoInClass(v->cargo_type, CC_PASSENGERS) ? ROADSTOP_BUS : ROADSTOP_TRUCK;

				/* Check if next inline bay is free */
				if (IsDriveThroughStopTile(next_tile) && (GetRoadStopType(next_tile) == type)) {
					RoadStop *rs_n = GetRoadStopByTile(next_tile, type);

					if (rs_n->IsFreeBay(HasBit(v->u.road.state, RVS_USING_SECOND_BAY))) {
						/* Bay in next stop along is free - use it */
						ClearSlot(v);
						rs_n->num_vehicles++;
						v->u.road.slot = rs_n;
						v->dest_tile = rs_n->xy;
						v->u.road.slot_age = 14;

						v->u.road.frame++;
						RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
						return true;
					}
				}
			}

			rs->SetEntranceBusy(false);

			v->last_station_visited = st->index;

			if (IsDriveThroughStopTile(v->tile) || v->current_order.GetDestination() == st->index) {
				RoadVehArrivesAt(v, st);
				v->BeginLoading();
			} else {
				v->current_order.MakeLeaveStation();
				InvalidateVehicleOrder(v);
			}

			return false;
		}

		/* Vehicle is ready to leave a bay in a road stop */
		if (!v->current_order.IsType(OT_GOTO_DEPOT)) {
			if (rs->IsEntranceBusy()) {
				/* Road stop entrance is busy, so wait as there is nowhere else to go */
				v->cur_speed = 0;
				return false;
			}
			v->current_order.Free();
			ClearSlot(v);
		}

		if (IsStandardRoadStopTile(v->tile)) rs->SetEntranceBusy(true);

		if (rs == v->u.road.slot) {
			/* We are leaving the correct station */
			ClearSlot(v);
		} else if (v->u.road.slot != NULL) {
			/* We are leaving the wrong station
			 * XXX The question is .. what to do? Actually we shouldn't be here
			 * but I guess we need to clear the slot */
			DEBUG(ms, 0, "Vehicle %d (index %d) arrived at wrong stop", v->unitnumber, v->index);
			if (v->tile != v->dest_tile) {
				DEBUG(ms, 2, " current tile 0x%X is not destination tile 0x%X. Route problem", v->tile, v->dest_tile);
			}
			if (v->dest_tile != v->u.road.slot->xy) {
				DEBUG(ms, 2, " stop tile 0x%X is not destination tile 0x%X. Multistop desync", v->u.road.slot->xy, v->dest_tile);
			}
			if (!v->current_order.IsType(OT_GOTO_STATION)) {
				DEBUG(ms, 2, " current order type (%d) is not OT_GOTO_STATION", v->current_order.GetType());
			} else {
				if (v->current_order.GetDestination() != st->index)
					DEBUG(ms, 2, " current station %d is not target station in current_order.station (%d)",
							st->index, v->current_order.GetDestination());
			}

			DEBUG(ms, 2, " force a slot clearing");
			ClearSlot(v);
		}

		StartRoadVehSound(v);
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
	}

	/* Check tile position conditions - i.e. stop position in depot,
	 * entry onto bridge or into tunnel */
	r = VehicleEnterTile(v, v->tile, x, y);
	if (HasBit(r, VETS_CANNOT_ENTER)) {
		v->cur_speed = 0;
		return false;
	}

	if (v->current_order.IsType(OT_LEAVESTATION) && IsDriveThroughStopTile(v->tile)) v->current_order.Free();

	/* Move to next frame unless vehicle arrived at a stop position
	 * in a depot or entered a tunnel/bridge */
	if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->u.road.frame++;

	v->cur_image = v->GetImage(v->direction);
	v->UpdateDeltaXY(v->direction);
	RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
	return true;
}

static void RoadVehController(Vehicle *v)
{
	/* decrease counters */
	v->tick_counter++;
	v->current_order_time++;
	if (v->u.road.reverse_ctr != 0) v->u.road.reverse_ctr--;

	/* handle crashed */
	if (v->vehstatus & VS_CRASHED) {
		RoadVehIsCrashed(v);
		return;
	}

	RoadVehCheckTrainCrash(v);

	/* road vehicle has broken down? */
	if (v->breakdown_ctr != 0) {
		if (v->breakdown_ctr <= 2) {
			HandleBrokenRoadVeh(v);
			return;
		}
		if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
	}

	if (v->vehstatus & VS_STOPPED) return;

	ProcessOrders(v);
	v->HandleLoading();

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

	if (v->IsInDepot() && RoadVehLeaveDepot(v, true)) return;

	/* Check if vehicle needs to proceed, return if it doesn't */
	if (!RoadVehAccelerate(v)) return;

	for (Vehicle *prev = NULL; v != NULL; prev = v, v = v->Next()) {
		if (!IndividualRoadVehicleController(v, prev)) break;
	}
}

static void AgeRoadVehCargo(Vehicle *v)
{
	if (_age_cargo_skip_counter != 0) return;
	v->cargo.AgeCargo();
}

void RoadVehicle::Tick()
{
	AgeRoadVehCargo(this);

	if (IsRoadVehFront(this)) {
		if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
		RoadVehController(this);
	}
}

static void CheckIfRoadVehNeedsService(Vehicle *v)
{
	/* If we already got a slot at a stop, use that FIRST, and go to a depot later */
	if (v->u.road.slot != NULL || _settings_game.vehicle.servint_roadveh == 0 || !v->NeedsAutomaticServicing()) return;
	if (v->IsInDepot()) {
		VehicleServiceInDepot(v);
		return;
	}

	/* XXX If we already have a depot order, WHY do we search over and over? */
	const Depot *depot = FindClosestRoadDepot(v);

	if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
		if (v->current_order.IsType(OT_GOTO_DEPOT)) {
			v->current_order.MakeDummy();
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
		}
		return;
	}

	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
			v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS &&
			!Chance16(1, 20)) {
		return;
	}

	if (v->current_order.IsType(OT_LOADING)) v->LeaveStation();
	ClearSlot(v);

	v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE);
	v->dest_tile = depot->xy;
	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}

void RoadVehicle::OnNewDay()
{
	if (!IsRoadVehFront(this)) return;

	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
	if (this->u.road.blocked_ctr == 0) CheckVehicleBreakdown(this);

	AgeVehicle(this);
	CheckIfRoadVehNeedsService(this);

	CheckOrders(this);

	/* Current slot has expired */
	if (this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot != NULL && this->u.road.slot_age-- == 0) {
		DEBUG(ms, 3, "Slot expired for vehicle %d (index %d) at stop 0x%X",
			this->unitnumber, this->index, this->u.road.slot->xy);
		ClearSlot(this);
	}

	/* update destination */
	if (!(this->vehstatus & VS_STOPPED) && this->current_order.IsType(OT_GOTO_STATION) && this->u.road.slot == NULL && !(this->vehstatus & VS_CRASHED)) {
		Station *st = GetStation(this->current_order.GetDestination());
		RoadStop *rs = st->GetPrimaryRoadStop(this);
		RoadStop *best = NULL;

		if (rs != NULL) {
			/* We try to obtain a slot if:
			 * 1) we're reasonably close to the primary road stop
			 * or
			 * 2) we're somewhere close to the station rectangle (to make sure we do assign
			 *    slots even if the station and its road stops are incredibly spread out)
			 */
			if (DistanceManhattan(this->tile, rs->xy) < 16 || st->rect.PtInExtendedRect(TileX(this->tile), TileY(this->tile), 2)) {
				uint dist, badness;
				uint minbadness = UINT_MAX;

				DEBUG(ms, 2, "Attempting to obtain a slot for vehicle %d (index %d) at station %d (0x%X)",
					this->unitnumber, this->index, st->index, st->xy
				);
				/* Now we find the nearest road stop that has a free slot */
				for (; rs != NULL; rs = rs->GetNextRoadStop(this)) {
					dist = RoadFindPathToStop(this, rs->xy);
					if (dist == UINT_MAX) {
						DEBUG(ms, 4, " stop 0x%X is unreachable, not treating further", rs->xy);
						continue;
					}
					badness = (rs->num_vehicles + 1) * (rs->num_vehicles + 1) + dist;

					DEBUG(ms, 4, " stop 0x%X has %d vehicle%s waiting", rs->xy, rs->num_vehicles, rs->num_vehicles == 1 ? "":"s");
					DEBUG(ms, 4, " distance is %u", dist);
					DEBUG(ms, 4, " badness %u", badness);

					if (badness < minbadness) {
						best = rs;
						minbadness = badness;
					}
				}

				if (best != NULL) {
					best->num_vehicles++;
					DEBUG(ms, 3, "Assigned to stop 0x%X", best->xy);

					this->u.road.slot = best;
					this->dest_tile = best->xy;
					this->u.road.slot_age = 14;
				} else {
					DEBUG(ms, 3, "Could not find a suitable stop");
				}
			} else {
				DEBUG(ms, 5, "Distance from station too far. Postponing slotting for vehicle %d (index %d) at station %d, (0x%X)",
						this->unitnumber, this->index, st->index, st->xy);
			}
		} else {
			DEBUG(ms, 4, "No road stop for vehicle %d (index %d) at station %d (0x%X)",
					this->unitnumber, this->index, st->index, st->xy);
		}
	}

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

	const RoadVehicleInfo *rvi = RoadVehInfo(this->engine_type);
	CommandCost cost(EXPENSES_ROADVEH_RUN, rvi->running_cost * GetPriceByIndex(rvi->running_cost_class) * this->running_ticks / (364 * DAY_TICKS));

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

	SubtractMoneyFromPlayerFract(this->owner, cost);

	InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
	InvalidateWindowClasses(WC_ROADVEH_LIST);
}


void RoadVehiclesYearlyLoop()
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_ROAD) {
			v->profit_last_year = v->profit_this_year;
			v->profit_this_year = 0;
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
		}
	}
}

/** Refit a road vehicle to the specified cargo type
 * @param tile unused
 * @param flags operation to perform
 * @param p1 Vehicle ID of the vehicle to refit
 * @param p2 Bitstuffed elements
 * - p2 = (bit 0-7) - the new cargo type to refit to
 * - p2 = (bit 8-15) - the new cargo subtype to refit to
 * - p2 = (bit 16) - refit only this vehicle
 * @return cost of refit or error
 */
CommandCost CmdRefitRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	CommandCost cost(EXPENSES_ROADVEH_RUN);
	CargoID new_cid = GB(p2, 0, 8);
	byte new_subtype = GB(p2, 8, 8);
	bool only_this = HasBit(p2, 16);
	uint16 capacity = CALLBACK_FAILED;
	uint total_capacity = 0;

	if (!IsValidVehicleID(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_ROAD || !CheckOwnership(v->owner)) return CMD_ERROR;
	if (!CheckRoadVehInDepotStopped(v)) return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);
	if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);

	if (new_cid >= NUM_CARGO) return CMD_ERROR;

	for (; v != NULL; v = v->Next()) {
		/* XXX: We refit all the attached wagons en-masse if they can be
		 * refitted. This is how TTDPatch does it.  TODO: Have some nice
		 * [Refit] button near each wagon. */
		if (!CanRefitTo(v->engine_type, new_cid)) continue;

		if (v->cargo_cap == 0) continue;

		if (HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_REFIT_CAPACITY)) {
			/* Back up the cargo type */
			CargoID temp_cid = v->cargo_type;
			byte temp_subtype = v->cargo_subtype;
			v->cargo_type = new_cid;
			v->cargo_subtype = new_subtype;

			/* Check the refit capacity callback */
			capacity = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);

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

		if (capacity == CALLBACK_FAILED) {
			/* callback failed or not used, use default capacity */
			const RoadVehicleInfo *rvi = RoadVehInfo(v->engine_type);

			CargoID old_cid = rvi->cargo_type;
			/* normally, the capacity depends on the cargo type, a vehicle can
			 * carry twice as much mail/goods as normal cargo, and four times as
			 * many passengers
			 */
			capacity = GetVehicleProperty(v, 0x0F, rvi->capacity);
			switch (old_cid) {
				case CT_PASSENGERS: break;
				case CT_MAIL:
				case CT_GOODS: capacity *= 2; break;
				default:       capacity *= 4; break;
			}
			switch (new_cid) {
				case CT_PASSENGERS: break;
				case CT_MAIL:
				case CT_GOODS: capacity /= 2; break;
				default:       capacity /= 4; break;
			}
		}

		if (capacity == 0) continue;

		total_capacity += capacity;

		if (IsHumanPlayer(v->owner) && new_cid != v->cargo_type) {
			cost.AddCost(GetRefitCost(v->engine_type));
		}

		if (flags & DC_EXEC) {
			v->cargo_cap = capacity;
			v->cargo.Truncate((v->cargo_type == new_cid) ? capacity : 0);
			v->cargo_type = new_cid;
			v->cargo_subtype = new_subtype;
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
			InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
			InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
		}

		if (only_this) break;
	}

	_returned_refit_capacity = total_capacity;

	return cost;
}