vehicle.c
author KUDr
Sun, 31 Dec 2006 23:48:04 +0000
branchcustombridgeheads
changeset 5618 a7db50b9f817
parent 5568 75f13d7bfaed
child 5642 bfa6074e2833
permissions -rw-r--r--
(svn r7710) [cbh] - Fix: [YAPF] one more assert fixed. Call from the TrainController() added by (r7705) has broken YAPF because it was called when vehicle was already on the next tile (with cbh choice). Before it was always called before the train entered tile with choice.
/* $Id$ */

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

	_error_message = VehicleInTheWayErrMsg(v);
	return v;
}

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

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

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

	_error_message = VehicleInTheWayErrMsg(v);
	return v;
}


bool EnsureNoVehicleOnGround(TileIndex tile)
{
	TileInfo ti;

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

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

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

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

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

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


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

void VehiclePositionChanged(Vehicle *v)
{
	int img = v->cur_image;
	Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
	const Sprite* spr = GetSprite(img);

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

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

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

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

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

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

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

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

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

	assert(v->orders == NULL);

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

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

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

	Vehicle *v;

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

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

	return NULL;
}

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

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

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

	return NULL;
}


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


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

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

	return true;
}


VehicleID _vehicle_position_hash[0x1000];

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

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

	int x;
	int y;

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

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

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

			if (x == xu) break;
		}

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


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

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

	if (old_hash == new_hash) return;

	/* remove from hash table? */
	if (old_hash != NULL) {
		Vehicle *last = NULL;
		VehicleID idx = *old_hash;
		while ((u = GetVehicle(idx)) != v) {
			idx = u->next_hash;
			assert(idx != INVALID_VEHICLE);
			last = u;
		}

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

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

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

void InitializeVehicles(void)
{
	uint i;

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

	ResetVehiclePosHash();
}

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

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

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

	return NULL;
}

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

	u = GetFirstVehicleInChain(v);

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

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

	return u;
}

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

	assert(v != NULL);

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

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

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

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

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

	return (Vehicle*)v;
}

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

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

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

	DeleteVehicleNews(v->index, INVALID_STRING_ID);

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

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

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

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

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


void Aircraft_Tick(Vehicle *v);
void RoadVeh_Tick(Vehicle *v);
void Ship_Tick(Vehicle *v);
void Train_Tick(Vehicle *v);
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);

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

/** Adds a vehicle to the list of vehicles, that visited a depot this tick
 * @param *v vehicle to add
 */
void VehicleEnteredDepotThisTick(Vehicle *v)
{
	// we need to set v->leave_depot_instantly as we have no control of it's contents at this time
	if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
		// we keep the vehicle in the depot since the user ordered it to stay
		v->leave_depot_instantly = false;
	} else {
		// the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path
		// out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path
		// we store that we stopped the vehicle, so autoreplace can start it again
		v->vehstatus |= VS_STOPPED;
		v->leave_depot_instantly = true;
	}

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

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

void CallVehicleTicks(void)
{
	Vehicle *v;

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

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

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

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

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

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

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

static bool CanFillVehicle_FullLoadAny(Vehicle *v)
{
	uint32 full = 0, not_full = 0;
	bool keep_loading = false;
	const GoodsEntry *ge = GetStation(v->last_station_visited)->goods;

	//special handling of aircraft

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

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

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

			if (v->cargo_cap == v->cargo_count) {
				full |= mask;
			} else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 ||
					(HASBIT(v->load_status, LS_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) {
				/* If there is any cargo waiting, or this vehicle is still unloading
				 * and the station accepts the cargo, don't leave the station. */
				keep_loading = true;
			} else {
				not_full |= mask;
			}
		}
	} while ((v = v->next) != NULL);

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

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

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

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

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

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

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

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

	return CT_INVALID;
}

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

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

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

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

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

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

	// The hash area to scan
	const int xl = GB(l - 70, 7, 6);
	const int xu = GB(r,      7, 6);
	const int yl = GB(t - 70, 6, 6) << 6;
	const int yu = GB(b,      6, 6) << 6;

	int x;
	int y;

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

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

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

			if (x == xu) break;
		}

		if (y == yu) break;
	}
}

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

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

		BeginVehicleMove(v);

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

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

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

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

	BeginVehicleMove(v);

	v->progress++;

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

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

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

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

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

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

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

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

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

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

	BeginVehicleMove(v);

	v->progress++;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		BeginVehicleMove(v);

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

	BeginVehicleMove(v);

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

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

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

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

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

		et++;
		SndPlayVehicleFx(SND_31_EXTRACT, v);

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

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

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

	VehiclePositionChanged(v);
	EndVehicleMove(v);
}


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

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

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


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

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

		_effect_init_procs[type](v);

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

Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
{
	int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
	int safe_y = clamp(y, 0, MapMaxY() * TILE_SIZE);
	return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
}

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

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

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

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

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

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

			dist = max(
				myabs( ((v->left_coord + v->right_coord)>>1) - x ),
				myabs( ((v->top_coord + v->bottom_coord)>>1) - y )
			);

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

	return found;
}


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

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

void CheckVehicleBreakdown(Vehicle *v)
{
	int rel, rel_old;
	uint32 r;
	int chance;

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

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

	r = Random();

	/* increase chance of failure */
	chance = v->breakdown_chance + 1;
	if (CHANCE16I(1,25,r)) chance += 25;
	v->breakdown_chance = min(255, chance);

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

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

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

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

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

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

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

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

void AgeVehicle(Vehicle *v)
{
	int age;

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

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

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

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

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

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

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

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

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

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

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

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

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

	free(vl);
	return return_value;
}

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

	free(vl);
	return cost;
}

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

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


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

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

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

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

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

	v = v_front;

	do {

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

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

		if (CmdFailed(cost)) return cost;

		total_cost += cost;

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

			if (v->cargo_type != w->cargo_type || v->cargo_subtype != w->cargo_subtype) {
				// we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build
				// if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert
				DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, CMD_REFIT_VEH(v->type));
			}
			if (v->type == VEH_Train && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
				SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION);
			}

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

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

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

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

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

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

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

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

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

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

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

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

	return true;
}

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

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

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

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

		default: NOT_REACHED(); break;
	}

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

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

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

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

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

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

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

	replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);

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

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

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

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

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

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

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

		if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) {
			// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
			SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
		}

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

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

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

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

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

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

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

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

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

	return cost;
}

/** replaces a vehicle if it's set for autoreplace or is too old
 * (used to be called autorenew)
 * @param v The vehicle to replace
 * if the vehicle is a train, v needs to be the front engine
 * @param check Checks if the replace is valid. No action is done at all
 * @param display_costs If set, a cost animation is shown (only if check is false)
 * @return CMD_ERROR if something went wrong. Otherwise the price of the replace
 */
static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
{
	Vehicle *w;
	const Player *p = GetPlayer(v->owner);
	byte flags = 0;
	int32 cost, temp_cost = 0;
	bool stopped = false;

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


	_current_player = v->owner;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

/* Extend the list size for BuildDepotVehicleList() */
static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
{
	*engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1);
	*engine_list = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0]));
}

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

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

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

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

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

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

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

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

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

		default: NOT_REACHED();
	}
}

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

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

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

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

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

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

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

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

		default: NOT_REACHED(); break;
	}

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

	return n;
}

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

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

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

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

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

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

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

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

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

		case VEH_Aircraft:
			InvalidateWindowClasses(WC_AIRCRAFT_LIST);
			HandleAircraftEnterHangar(v);
			break;
		default: NOT_REACHED();
	}

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

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

	VehicleServiceInDepot(v);

	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);

	if (v->current_order.type == OT_GOTO_DEPOT) {
		Order t;

		InvalidateWindow(WC_VEHICLE_VIEW, v->index);

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

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

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

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

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

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

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

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

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

	v = GetVehicle(p1);

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

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

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

	return 0;
}


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

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

	v = GetVehicle(p1);

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

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

	return 0;
}


static Rect _old_vehicle_coords;

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

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

/* returns true if staying in the same tile */
bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp)
{
	static const int8 _delta_coord[16] = {
		-1,-1,-1, 0, 1, 1, 1, 0, /* x */
		-1, 0, 1, 1, 1, 0,-1,-1, /* y */
	};

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

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

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

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

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

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

	dir = v->direction;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	return unit;
}

static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, CargoID cargo_type)
{
	SpriteID map;
	const Player *p = GetPlayer(player);
	LiveryScheme scheme = LS_DEFAULT;

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

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

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

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

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

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

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

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

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

	return SPRITE_PALETTE(map << PALETTE_SPRITE_START);
}

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

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

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

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

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

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

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

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

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

	    SLE_VAR(Vehicle, cargo_type,           SLE_UINT8),
	SLE_CONDVAR(Vehicle, cargo_subtype,        SLE_UINT8,                  35, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, cargo_days,           SLE_UINT8),
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_FILE_U8  | SLE_VAR_U16,  0, 6),
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_UINT16,                  7, SL_MAX_VERSION),
	    SLE_VAR(Vehicle, cargo_cap,            SLE_UINT16),
	    SLE_VAR(Vehicle, cargo_count,          SLE_UINT16),

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

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

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

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

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

	    SLE_REF(Vehicle, orders,               REF_ORDER),

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

	    SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
	SLE_CONDVAR(Vehicle, load_status,          SLE_UINT8,                 40, SL_MAX_VERSION),

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

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

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

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

	SLE_END()
};


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

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

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

	SLE_END()
};

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

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

	SLE_END()
};

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

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

	SLE_END()
};

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

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

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

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

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

	SLE_END()
};

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

	    SLE_VAR(Vehicle, subtype,       SLE_UINT8),

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

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

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

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

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

	SLE_END()
};

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

	    SLE_REF(Vehicle, next,          REF_VEHICLE_OLD),

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

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

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

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

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

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

	SLE_END()
};


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

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

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

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

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

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

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

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

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

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

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