roadveh_cmd.c
author Darkvater
Mon, 31 Jul 2006 11:50:23 +0000
branch0.4
changeset 10065 fc91a7eca19e
parent 10014 9157e384afb6
permissions -rw-r--r--
(svn r5669) - Backport from trunk (r5464, r3641):
Codechange: verify the presence of music files in the gm folder. Slightly altered r5464
to exclude the addition of music.c and left out the extra functionality. While in essence
this is not a true fix, several people have reported a rising CPU usage because Dmusic
kept indefinitely looping the file list. This should solve that.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "engine.h"
#include "command.h"
#include "station.h"
#include "news.h"
#include "pathfind.h"
#include "npf.h"
#include "player.h"
#include "sound.h"
#include "depot.h"
#include "vehicle_gui.h"

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

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


static const uint16 _road_veh_fp_ax_or[4] = {
	0x100,0x200,1,2,
};

static const uint16 _road_veh_fp_ax_and[4] = {
	0x1009, 0x16, 0x520, 0x2A00
};

static const byte _road_reverse_table[4] = {
	6, 7, 14, 15
};

static const uint16 _road_pf_table_3[4] = {
	0x910, 0x1600, 0x2005, 0x2A
};

int GetRoadVehImage(const Vehicle *v, byte direction)
{
	int img = v->spritenum;
	int image;

	if (is_custom_sprite(img)) {
		image = GetCustomVehicleSprite(v, direction);
		if (image) return image;
		img = orig_road_vehicle_info[v->engine_type - ROAD_ENGINES_INDEX].image_index;
	}

	image = direction + _roadveh_images[img];
	if (v->cargo_count >= (v->cargo_cap >> 1))
		image += _roadveh_full_adder[img];
	return image;
}

void DrawRoadVehEngine(int x, int y, EngineID engine, uint32 image_ormod)
{
	int spritenum = RoadVehInfo(engine)->image_index;

	if (is_custom_sprite(spritenum)) {
		int sprite = GetCustomVehicleIcon(engine, 6);

		if (sprite) {
			DrawSprite(sprite | image_ormod, x, y);
			return;
		}
		spritenum = orig_road_vehicle_info[engine - ROAD_ENGINES_INDEX].image_index;
	}
	DrawSprite((6 + _roadveh_images[spritenum]) | image_ormod, x, y);
}

static int32 EstimateRoadVehCost(EngineID engine_type)
{
	return ((_price.roadveh_base >> 3) * RoadVehInfo(engine_type)->base_cost) >> 5;
}

/** Build a road vehicle.
 * @param x,y tile coordinates of depot where road vehicle is built
 * @param p1 bus/truck type being built (engine)
 * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
 */
int32 CmdBuildRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	int32 cost;
	Vehicle *v;
	UnitID unit_num;
	TileIndex tile = TileVirtXY(x, y);
	Engine *e;

	if (!IsEngineBuildable(p1, VEH_Road)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

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

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

	v = AllocateVehicle();
	if (v == NULL || IsOrderPoolFull())
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

	/* find the first free roadveh id */
	unit_num = (HASBIT(p2, 0) == true) ? 0 : GetFreeUnitNumber(VEH_Road);
	if (unit_num > _patches.max_roadveh)
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

	if (flags & DC_EXEC) {
		const RoadVehicleInfo *rvi = RoadVehInfo(p1);

		v->unitnumber = unit_num;
		v->direction = 0;
		v->owner = _current_player;

		v->tile = tile;
		x = TileX(tile) * 16 + 8;
		y = TileY(tile) * 16 + 8;
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = GetSlopeZ(x,y);
		v->z_height = 6;

		v->u.road.state = 254;
		v->vehstatus = VS_HIDDEN|VS_STOPPED|VS_DEFPAL;

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

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

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

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

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

		v->string_id = STR_SV_ROADVEH_NAME;

		v->service_interval = _patches.servint_roadveh;

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

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

		VehiclePositionChanged(v);

		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		RebuildVehicleLists();
		InvalidateWindow(WC_COMPANY, v->owner);
		if (IsLocalPlayer())
			InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Road); // updates the replace Road window
	}

	return cost;
}

/** Start/Stop a road vehicle.
 * @param x,y unused
 * @param p1 road vehicle ID to start/stop
 * @param p2 unused
 */
int32 CmdStartStopRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

	if (flags & DC_EXEC) {
		v->vehstatus ^= VS_STOPPED;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	}

	return 0;
}

void ClearSlot(Vehicle *v, RoadStop *rs)
{
	DEBUG(ms, 3) ("Multistop: Clearing slot %d at 0x%x", v->u.road.slotindex, rs->xy);
	v->u.road.slot = NULL;
	v->u.road.slot_age = 0;
	if (rs != NULL) {
		// check that the slot is indeed assigned to the same vehicle
		assert(rs->slot[v->u.road.slotindex] == v->index);
		rs->slot[v->u.road.slotindex] = INVALID_SLOT;
 }
}

/** Sell a road vehicle.
 * @param x,y unused
 * @param p1 vehicle ID to be sold
 * @param p2 unused
 */
int32 CmdSellRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	if (!IsTileDepotType(v->tile, TRANSPORT_ROAD) || v->u.road.state != 254 || !(v->vehstatus&VS_STOPPED))
		return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);

	if (flags & DC_EXEC) {
		// Invalidate depot
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		RebuildVehicleLists();
		InvalidateWindow(WC_COMPANY, v->owner);
		DeleteWindowById(WC_VEHICLE_VIEW, v->index);
		ClearSlot(v, v->u.road.slot);
		DeleteVehicle(v);
		if (IsLocalPlayer())
			InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Road); // updates the replace Road window
	}

	return -(int32)v->value;
}

typedef struct RoadFindDepotData {
	uint best_length;
	TileIndex tile;
	byte owner;
} RoadFindDepotData;

static const byte _road_pf_directions[16] = {
	0, 1, 0, 1, 2, 1, 255, 255,
	2, 3, 3, 2, 3, 0, 255, 255,
};

static bool EnumRoadSignalFindDepot(TileIndex tile, RoadFindDepotData *rfdd, int track, uint length, byte *state)
{
	tile += TileOffsByDir(_road_pf_directions[track]);

	if (IsTileType(tile, MP_STREET) &&
			GB(_m[tile].m5, 4, 4) == 2 &&
			IsTileOwner(tile, rfdd->owner)) {

		if (length < rfdd->best_length) {
			rfdd->best_length = length;
			rfdd->tile = tile;
		}
	}
	return false;
}

static Depot *FindClosestRoadDepot(Vehicle *v)
{
	TileIndex tile = v->tile;
	int i;

	if (v->u.road.state == 255) tile = GetVehicleOutOfTunnelTile(v);

	if (_patches.new_pathfinding_all) {
		NPFFoundTargetData ftd;
		/* See where we are now */
		Trackdir trackdir = GetVehicleTrackdir(v);

		ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE);
		if (ftd.best_bird_dist == 0)
			return GetDepotByTile(ftd.node.tile); /* Target found */
		else
			return NULL; /* Target not found */
		/* We do not search in two directions here, why should we? We can't reverse right now can we? */
	} else {
		RoadFindDepotData rfdd;
		rfdd.owner = v->owner;
		rfdd.best_length = (uint)-1;

		/* search in all directions */
		for(i=0; i!=4; i++)
			FollowTrack(tile, 0x2000 | TRANSPORT_ROAD, i, (TPFEnumProc*)EnumRoadSignalFindDepot, NULL, &rfdd);

		if (rfdd.best_length == (uint)-1)
			return NULL;

		return GetDepotByTile(rfdd.tile);
	}
}

/** Send a road vehicle to the depot.
 * @param x,y unused
 * @param p1 vehicle ID to send to the depot
 * @param p2 unused
 */
int32 CmdSendRoadVehToDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	const Depot *dep;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

	if (v->vehstatus & VS_CRASHED) return CMD_ERROR;

	/* If the current orders are already goto-depot */
	if (v->current_order.type == OT_GOTO_DEPOT) {
		if (flags & DC_EXEC) {
			/* If the orders to 'goto depot' are in the orders list (forced servicing),
			 * then skip to the next order; effectively cancelling this forced service */
			if (HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS))
				v->cur_order_index++;

			v->current_order.type = OT_DUMMY;
			v->current_order.flags = 0;
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		}
		return 0;
	}

	dep = FindClosestRoadDepot(v);
	if (dep == NULL) return_cmd_error(STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT);

	if (flags & DC_EXEC) {
		v->current_order.type = OT_GOTO_DEPOT;
		v->current_order.flags = OF_NON_STOP | OF_HALT_IN_DEPOT;
		v->current_order.station = dep->index;
		v->dest_tile = dep->xy;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	}

	return 0;
}

/** Turn a roadvehicle around.
 * @param x,y unused
 * @param p1 vehicle ID to turn
 * @param p2 unused
 */
int32 CmdTurnRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

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

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

	return 0;
}


static void MarkRoadVehDirty(Vehicle *v)
{
	v->cur_image = GetRoadVehImage(v, v->direction);
	MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}

static void UpdateRoadVehDeltaXY(Vehicle *v)
{
#define MKIT(a,b,c,d) ((a&0xFF)<<24) | ((b&0xFF)<<16) | ((c&0xFF)<<8) | ((d&0xFF)<<0)
	static const uint32 _delta_xy_table[8] = {
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
	};
#undef MKIT
	uint32 x = _delta_xy_table[v->direction];
	v->x_offs        = GB(x,  0, 8);
	v->y_offs        = GB(x,  8, 8);
	v->sprite_width  = GB(x, 16, 8);
	v->sprite_height = GB(x, 24, 8);
}

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

	// mark station as not busy
	CLRBIT(rs->status, 7);

	// free parking bay
	SETBIT(rs->status, HASBIT(v->u.road.state, 1) ? 1 : 0);
}

static void RoadVehDelete(Vehicle *v)
{
	DeleteWindowById(WC_VEHICLE_VIEW, v->index);
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	RebuildVehicleLists();
	InvalidateWindow(WC_COMPANY, v->owner);

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

	BeginVehicleMove(v);
	EndVehicleMove(v);

	ClearSlot(v, v->u.road.slot);
	DeleteVehicle(v);
}

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

	// need this hint so it returns the right z coordinate on bridges.
	_get_z_hint = v->z_pos;
	new_z = GetSlopeZ(v->x_pos=x, v->y_pos=y);
	_get_z_hint = 0;

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

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

static void RoadVehSetRandomDirection(Vehicle *v)
{
	static const int8 _turn_prob[4] = { -1, 0, 0, 1 };
	uint32 r = Random();
	v->direction = (v->direction+_turn_prob[r&3])&7;
	BeginVehicleMove(v);
	UpdateRoadVehDeltaXY(v);
	v->cur_image = GetRoadVehImage(v, v->direction);
	SetRoadVehPosition(v, v->x_pos, v->y_pos);
}

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

static void *EnumCheckRoadVehCrashTrain(Vehicle *v, Vehicle *u)
{
	if (v->type != VEH_Train ||
			myabs(v->z_pos - u->z_pos) > 6 ||
			myabs(v->x_pos - u->x_pos) > 4 ||
			myabs(v->y_pos - u->y_pos) > 4)
				return NULL;
	return v;
}

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

	v->u.road.crashed_ctr++;
	v->vehstatus |= VS_CRASHED;

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

	pass = 1;
	if (v->cargo_type == 0)
		pass += v->cargo_count;
	v->cargo_count = 0;
	SetDParam(0, pass);

	AddNewsItem(
		(pass == 1) ?
			STR_9031_ROAD_VEHICLE_CRASH_DRIVER : STR_9032_ROAD_VEHICLE_CRASH_DIE,
		NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0),
		v->index,
		0);

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

static void RoadVehCheckTrainCrash(Vehicle *v)
{
	TileIndex tile;

	if (v->u.road.state == 255)
		return;

	tile = v->tile;

	// Make sure it's a road/rail crossing
	if (!IsTileType(tile, MP_STREET) || !IsLevelCrossing(tile))
		return;

	if (VehicleFromPos(tile, v, (VehicleFromPosProc*)EnumCheckRoadVehCrashTrain) != NULL)
		RoadVehCrash(v);
}

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

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

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

		SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
			SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);

		if (!(v->vehstatus & VS_HIDDEN)) {
			Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
			if (u)
				u->u.special.unk0 = v->breakdown_delay * 2;
		}
	}

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

static void ProcessRoadVehOrder(Vehicle *v)
{
	const Order *order;
	const Station *st;

	if (v->current_order.type >= OT_GOTO_DEPOT && v->current_order.type <= OT_LEAVESTATION) {
		// Let a depot order in the orderlist interrupt.
		if (v->current_order.type != OT_GOTO_DEPOT ||
				!(v->current_order.flags & OF_UNLOAD))
			return;
	}

	if (v->current_order.type == OT_GOTO_DEPOT &&
			(v->current_order.flags & (OF_PART_OF_ORDERS | OF_SERVICE_IF_NEEDED)) == (OF_PART_OF_ORDERS | OF_SERVICE_IF_NEEDED) &&
			!VehicleNeedsService(v)) {
		v->cur_order_index++;
	}

	if (v->cur_order_index >= v->num_orders)
		v->cur_order_index = 0;

	order = GetVehicleOrder(v, v->cur_order_index);

	if (order == NULL) {
		v->current_order.type = OT_NOTHING;
		v->current_order.flags = 0;
		v->dest_tile = 0;
		return;
	}

	if (order->type    == v->current_order.type &&
			order->flags   == v->current_order.flags &&
			order->station == v->current_order.station)
		return;

	v->current_order = *order;

	v->dest_tile = 0;

	if (order->type == OT_GOTO_STATION) {
		if (order->station == v->last_station_visited)
			v->last_station_visited = INVALID_STATION;
		st = GetStation(order->station);

		{
			TileIndex dest;
			uint mindist;
			RoadStopType type;
			RoadStop *rs;

			type = (v->cargo_type == CT_PASSENGERS) ? RS_BUS : RS_TRUCK;
			rs = GetPrimaryRoadStop(st, type);

			if (rs == NULL) {
				//There is no stop left at the station, so don't even TRY to go there
				v->cur_order_index++;
				InvalidateVehicleOrder(v);

				return;
			}

			dest = rs->xy;
			mindist = DistanceManhattan(v->tile, rs->xy);
			for (rs = rs->next; rs != NULL; rs = rs->next) {
				uint dist = DistanceManhattan(v->tile, rs->xy);

				if (dist < mindist) {
					mindist = dist;
					dest = rs->xy;
				}
			}
			v->dest_tile = dest;
		}
	} else if (order->type == OT_GOTO_DEPOT) {
		v->dest_tile = GetDepot(order->station)->xy;
	}

	InvalidateVehicleOrder(v);
}

static void HandleRoadVehLoading(Vehicle *v)
{
	if (v->current_order.type == OT_NOTHING)
		return;

	if (v->current_order.type != OT_DUMMY) {
		if (v->current_order.type != OT_LOADING)
			return;

		if (--v->load_unload_time_rem)
			return;

		if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
			SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC);
			if (LoadUnloadVehicle(v)) {
				InvalidateWindow(WC_ROADVEH_LIST, v->owner);
				MarkRoadVehDirty(v);
			}
			return;
		}

		{
			Order b = v->current_order;
			v->current_order.type = OT_LEAVESTATION;
			v->current_order.flags = 0;
			if (!(b.flags & OF_NON_STOP))
				return;
		}
	}

	v->cur_order_index++;
	InvalidateVehicleOrder(v);
}

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

typedef struct RoadVehFindData {
	int x,y;
	Vehicle *veh;
	byte dir;
} RoadVehFindData;

static void *EnumCheckRoadVehClose(Vehicle *v, RoadVehFindData *rvf)
{
	static const short _dists[] = {
		-4, -8, -4, -1, 4, 8, 4, 1,
		-4, -1, 4, 8, 4, 1, -4, -8,
	};

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

	if (rvf->veh == v ||
			v->type != VEH_Road ||
			v->u.road.state == 254 ||
			myabs(v->z_pos - rvf->veh->z_pos) > 6 ||
			v->direction != rvf->dir ||
			(_dists[v->direction] < 0 && (x_diff <= _dists[v->direction] || x_diff > 0)) ||
			(_dists[v->direction] > 0 && (x_diff >= _dists[v->direction] || x_diff < 0)) ||
			(_dists[v->direction+8] < 0 && (y_diff <= _dists[v->direction+8] || y_diff > 0)) ||
			(_dists[v->direction+8] > 0 && (y_diff >= _dists[v->direction+8] || y_diff < 0)))
				return NULL;

	return v;
}

static Vehicle *RoadVehFindCloseTo(Vehicle *v, int x, int y, byte dir)
{
	RoadVehFindData rvf;
	Vehicle *u;

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

	rvf.x = x;
	rvf.y = y;
	rvf.dir = dir;
	rvf.veh = v;
	u = VehicleFromPos(TileVirtXY(x, y), &rvf, (VehicleFromPosProc*)EnumCheckRoadVehClose);

	// This code protects a roadvehicle from being blocked for ever
	//  If more than 1480 / 74 days a road vehicle is blocked, it will
	//  drive just through it. The ultimate backup-code of TTD.
	// It can be disabled.
	if (u == NULL) {
		v->u.road.unk2 = 0;
		return NULL;
	}

	if (++v->u.road.unk2 > 1480)
		return NULL;

	return u;
}

static void RoadVehArrivesAt(const Vehicle* v, Station* st)
{
	if (v->cargo_type == CT_PASSENGERS) {
		/* Check if station was ever visited before */
		if (!(st->had_vehicle_of_type & HVOT_BUS)) {
			uint32 flags;

			st->had_vehicle_of_type |= HVOT_BUS;
			SetDParam(0, st->index);
			flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
			AddNewsItem(
				STR_902F_CITIZENS_CELEBRATE_FIRST,
				flags,
				v->index,
				0);
		}
	} else {
		/* Check if station was ever visited before */
		if (!(st->had_vehicle_of_type & HVOT_TRUCK)) {
			uint32 flags;

			st->had_vehicle_of_type |= HVOT_TRUCK;
			SetDParam(0, st->index);
			flags = (v->owner == _local_player) ? NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_PLAYER, 0) : NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ARRIVAL_OTHER, 0);
			AddNewsItem(
				STR_9030_CITIZENS_CELEBRATE_FIRST,
				flags,
				v->index,
				0);
		}
	}
}

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

	// Clamp
	spd = min(spd, v->max_speed);

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

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

	if (spd == 0)
		return false;

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

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

	return (t < v->progress);
}

static byte RoadVehGetNewDirection(Vehicle *v, int x, int y)
{
	static const byte _roadveh_new_dir[11] = {
		0, 7, 6, 0,
		1, 0, 5, 0,
		2, 3, 4
	};

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

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

static byte RoadVehGetSlidingDirection(Vehicle *v, int x, int y)
{
	byte b = RoadVehGetNewDirection(v,x,y);
	byte d = v->direction;
	if (b == d) return d;
	d = (d+1)&7;
	if (b==d) return d;
	d = (d-2)&7;
	if (b==d) return d;
	if (b==((d-1)&7)) return d;
	if (b==((d-2)&7)) return d;
	return (d+2)&7;
}

typedef struct OvertakeData {
	Vehicle *u, *v;
	TileIndex tile;
	byte tilebits;
} OvertakeData;

static void *EnumFindVehToOvertake(Vehicle *v, OvertakeData *od)
{
	if (v->tile != od->tile || v->type != VEH_Road || v == od->u || v == od->v)
		return NULL;
	return v;
}

static bool FindRoadVehToOvertake(OvertakeData *od)
{
	uint32 bits;

	bits = GetTileTrackStatus(od->tile, TRANSPORT_ROAD)&0x3F;

	if (!(od->tilebits & bits) || (bits&0x3C) || (bits & 0x3F3F0000))
		return true;
	return VehicleFromPos(od->tile, od, (VehicleFromPosProc*)EnumFindVehToOvertake) != NULL;
}

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

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

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

	if (v->direction != u->direction || !(v->direction&1))
		return;

	if (v->u.road.state >= 32 || (v->u.road.state&7) > 1 )
		return;

	tt = GetTileTrackStatus(v->tile, TRANSPORT_ROAD) & 0x3F;
	if ((tt & 3) == 0)
		return;
	if ((tt & 0x3C) != 0)
		return;

	if (tt == 3) {
		tt = (v->direction&2)?2:1;
	}
	od.tilebits = tt;

	od.tile = v->tile;
	if (FindRoadVehToOvertake(&od))
		return;

	od.tile = v->tile + TileOffsByDir(v->direction >> 1);
	if (FindRoadVehToOvertake(&od))
		return;

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

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

	if (old_z < v->z_pos) {
		v->cur_speed = v->cur_speed * 232 >> 8;
	} else {
		uint16 spd = v->cur_speed + 2;
		if (spd <= v->max_speed)
			v->cur_speed = spd;
	}
}

static int PickRandomBit(uint bits)
{
	uint num = 0;
	uint b = bits;
	uint i;

	do {
		if (b & 1)
			num++;
	} while (b >>= 1);

	num = RandomRange(num);

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

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

static bool EnumRoadTrackFindDist(TileIndex tile, FindRoadToChooseData *frd, int track, uint length, byte *state)
{
	uint dist = DistanceManhattan(tile, frd->dest);
	if (dist <= frd->mindist) {
		if (dist != frd->mindist || length < frd->maxtracklen) {
			frd->maxtracklen = length;
		}
		frd->mindist = dist;
	}
	return false;
}

// Returns direction to choose
// or -1 if the direction is currently blocked
static int RoadFindPathToDest(Vehicle *v, TileIndex tile, int enterdir)
{
#define return_track(x) {best_track = x; goto found_best_track; }

	uint16 signal;
	uint bitmask;
	TileIndex desttile;
	FindRoadToChooseData frd;
	int best_track;
	uint best_dist, best_maxlen;
	uint i;
	byte m5;

	{
		uint32 r;
		r = GetTileTrackStatus(tile, TRANSPORT_ROAD);
		signal  = GB(r, 16, 16);
		bitmask = GB(r,  0, 16);
	}

	if (IsTileType(tile, MP_STREET)) {
		if (GB(_m[tile].m5, 4, 4) == 2 && IsTileOwner(tile, v->owner)) {
			/* Road depot */
			bitmask |= _road_veh_fp_ax_or[GB(_m[tile].m5, 0, 2)];
		}
	} else if (IsTileType(tile, MP_STATION) && IsRoadStationTile(tile)) {
		if (IsTileOwner(tile, v->owner)) {
			/* Our station */
			RoadStopType rstype = (v->cargo_type == CT_PASSENGERS) ? RS_BUS : RS_TRUCK;
			if (GetRoadStopType(tile) == rstype) {
				const RoadStop *rs = GetRoadStopByTile(tile, rstype);
				if (rs != NULL && (_patches.roadveh_queue || GB(rs->status, 0, 2) != 0)) {
					bitmask |= _road_veh_fp_ax_or[GetRoadStationDir(tile)];
				}
			}
		}
	}
	/* The above lookups should be moved to GetTileTrackStatus in the
	 * future, but that requires more changes to the pathfinder and other
	 * stuff, probably even more arguments to GTTS.
	 */

	/* remove unreachable tracks */
	bitmask &= _road_veh_fp_ax_and[enterdir];
	if (bitmask == 0) {
		/* No reachable tracks, so we'll reverse */
		return_track(_road_reverse_table[enterdir]);
	}

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

	desttile = v->dest_tile;
	if (desttile == 0) {
		// Pick a random track
		return_track(PickRandomBit(bitmask));
	}

	// Only one track to choose between?
	if (!(KillFirstBit2x64(bitmask))) {
		return_track(FindFirstBit2x64(bitmask));
	}

	if (_patches.new_pathfinding_all) {
		NPFFindStationOrTileData fstd;
		NPFFoundTargetData ftd;
		byte trackdir;

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

		ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE);
		if (ftd.best_trackdir == 0xff) {
			/* We are already at our target. Just do something */
			//TODO: maybe display error?
			//TODO: go straight ahead if possible?
			return_track(FindFirstBit2x64(bitmask));
		} else {
			/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
			the direction we need to take to get there, if ftd.best_bird_dist is not 0,
			we did not find our target, but ftd.best_trackdir contains the direction leading
			to the tile closest to our target. */
			return_track(ftd.best_trackdir);
		}
	} else {
		if (IsTileType(desttile, MP_STREET)) {
			m5 = _m[desttile].m5;
			if ((m5&0xF0) == 0x20)
				/* We are heading for a Depot */
				goto do_it;
		} else if (IsTileType(desttile, MP_STATION)) {
			m5 = _m[desttile].m5;
			if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
				/* We are heading for a station */
				m5 -= 0x43;
do_it:;
				/* When we are heading for a depot or station, we just
				 * pretend we are heading for the tile in front, we'll
				 * see from there */
				desttile += TileOffsByDir(m5 & 3);
				if (desttile == tile && bitmask&_road_pf_table_3[m5&3]) {
					/* If we are already in front of the
					 * station/depot and we can get in from here,
					 * we enter */
					return_track(FindFirstBit2x64(bitmask&_road_pf_table_3[m5&3]));
				}
			}
		}
		// do pathfind
		frd.dest = desttile;

		best_track = -1;
		best_dist = (uint)-1;
		best_maxlen = (uint)-1;
		i = 0;
		do {
			if (bitmask & 1) {
				if (best_track == -1) best_track = i; // in case we don't find the path, just pick a track
				frd.maxtracklen = (uint)-1;
				frd.mindist = (uint)-1;
				FollowTrack(tile, 0x3000 | TRANSPORT_ROAD, _road_pf_directions[i], (TPFEnumProc*)EnumRoadTrackFindDist, NULL, &frd);

				if (frd.mindist < best_dist || (frd.mindist==best_dist && frd.maxtracklen < best_maxlen)) {
					best_dist = frd.mindist;
					best_maxlen = frd.maxtracklen;
					best_track = i;
				}
			}
		} while (++i,(bitmask>>=1) != 0);
	}

found_best_track:;

	if (HASBIT(signal, best_track))
		return -1;

	return best_track;
}

#if 0
static uint RoadFindPathToStation(const Vehicle *v, TileIndex tile)
{
  NPFFindStationOrTileData fstd;
  byte trackdir = GetVehicleTrackdir(v);
	assert(trackdir != 0xFF);

  fstd.dest_coords = tile;
  fstd.station_index = -1;	// indicates that the destination is a tile, not a station

  return NPFRouteToStationOrTile(v->tile, trackdir, &fstd, TRANSPORT_ROAD, v->owner, INVALID_RAILTYPE).best_path_dist;
}
#endif

typedef struct RoadDriveEntry {
	byte x,y;
} RoadDriveEntry;

#include "table/roadveh.h"

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

static const byte _roadveh_data_2[4] = { 0,1,8,9 };

static void RoadVehController(Vehicle *v)
{
	GetNewVehiclePosResult gp;
	byte new_dir, old_dir;
	RoadDriveEntry rd;
	int x,y;
	Station *st;
	uint32 r;
	Vehicle *u;

	// decrease counters
	v->tick_counter++;
	if (v->u.road.reverse_ctr != 0)
		v->u.road.reverse_ctr--;

	// handle crashed
	if (v->u.road.crashed_ctr != 0) {
		RoadVehIsCrashed(v);
		return;
	}

	RoadVehCheckTrainCrash(v);

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

	// exit if vehicle is stopped
	if (v->vehstatus & VS_STOPPED)
		return;

	ProcessRoadVehOrder(v);
	HandleRoadVehLoading(v);

	if (v->current_order.type == OT_LOADING)
		return;

	if (v->u.road.state == 254) {
		int dir;
		const RoadDriveEntry*rdp;
		byte rd2;

		v->cur_speed = 0;

		dir = GB(_m[v->tile].m5, 0, 2);
		v->direction = dir*2+1;

		rd2 = _roadveh_data_2[dir];
		rdp = _road_drive_data[(_opt.road_side<<4) + rd2];

		x = TileX(v->tile) * 16 + (rdp[6].x & 0xF);
		y = TileY(v->tile) * 16 + (rdp[6].y & 0xF);

		if (RoadVehFindCloseTo(v,x,y,v->direction))
			return;

		VehicleServiceInDepot(v);

		StartRoadVehSound(v);

		BeginVehicleMove(v);

		v->vehstatus &= ~VS_HIDDEN;
		v->u.road.state = rd2;
		v->u.road.frame = 6;

		v->cur_image = GetRoadVehImage(v, v->direction);
		UpdateRoadVehDeltaXY(v);
		SetRoadVehPosition(v,x,y);

		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
		return;
	}

	if (!RoadVehAccelerate(v))
		return;

	if (v->u.road.overtaking != 0)  {
		if (++v->u.road.overtaking_ctr >= 35)
			/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
			 *  if the vehicle started a corner. To protect that, only allow an abort of
			 *  overtake if we are on straight road, which are the 8 states below */
			if (v->u.road.state == 0  || v->u.road.state == 1  ||
					v->u.road.state == 8  || v->u.road.state == 9  ||
					v->u.road.state == 16 || v->u.road.state == 17 ||
					v->u.road.state == 24 || v->u.road.state == 25)
				v->u.road.overtaking = 0;
	}

	BeginVehicleMove(v);

	if (v->u.road.state == 255) {
		GetNewVehiclePos(v, &gp);

		if (RoadVehFindCloseTo(v, gp.x, gp.y, v->direction)) {
			v->cur_speed = 0;
			return;
		}

		if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) &&
				GB(_m[gp.new_tile].m5, 4, 4) == 0 &&
				(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y)&4)) {

			//new_dir = RoadGetNewDirection(v, gp.x, gp.y)
			v->cur_image = GetRoadVehImage(v, v->direction);
			UpdateRoadVehDeltaXY(v);
			SetRoadVehPosition(v,gp.x,gp.y);
			return;
		}

		v->x_pos = gp.x;
		v->y_pos = gp.y;
		VehiclePositionChanged(v);
		return;
	}

	rd = _road_drive_data[(v->u.road.state + (_opt.road_side<<4)) ^ v->u.road.overtaking][v->u.road.frame+1];

// switch to another tile
	if (rd.x & 0x80) {
		TileIndex tile = v->tile + TileOffsByDir(rd.x & 3);
		int dir = RoadFindPathToDest(v, tile, rd.x&3);
		uint32 r;
		byte newdir;
		const RoadDriveEntry *rdp;

		if (dir == -1) {
			v->cur_speed = 0;
			return;
		}

again:
		if ((dir & 7) >= 6) {
			/* Turning around */
			tile = v->tile;
		}

		rdp = _road_drive_data[(dir + (_opt.road_side << 4)) ^ v->u.road.overtaking];

		x = TileX(tile) * 16 + rdp[0].x;
		y = TileY(tile) * 16 + rdp[0].y;

		if (RoadVehFindCloseTo(v, x, y, newdir=RoadVehGetSlidingDirection(v, x, y)))
			return;

		r = VehicleEnterTile(v, tile, x, y);
		if (r & 8) {
			if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
				v->cur_speed = 0;
				return;
			}
			dir = _road_reverse_table[rd.x&3];
			goto again;
		}

		if (IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30) && IsTileType(v->tile, MP_STATION)) {
			if ((dir & 7) >= 6) { v->cur_speed = 0; return; }
			if (IS_BYTE_INSIDE(_m[v->tile].m5, 0x43, 0x4B)) {
				RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
				byte *b = &rs->status;

				//we have reached a loading bay, mark it as used
				//and clear the usage bit (0x80) of the stop
				*b = (*b | ((v->u.road.state&2)?2:1)) & ~0x80;
			}
		}

		if (!(r & 4)) {
			v->tile = tile;
			v->u.road.state = (byte)dir;
			v->u.road.frame = 0;
		}
		if (newdir != v->direction) {
			v->direction = newdir;
			v->cur_speed -= v->cur_speed >> 2;
		}

		v->cur_image = GetRoadVehImage(v, newdir);
		UpdateRoadVehDeltaXY(v);
		RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
		return;
	}

	if (rd.x & 0x40) {
		int dir = RoadFindPathToDest(v, v->tile,	rd.x&3);
		uint32 r;
		int tmp;
		byte newdir;
		const RoadDriveEntry *rdp;

		if (dir == -1) {
			v->cur_speed = 0;
			return;
		}

		tmp = (_opt.road_side<<4) + dir;
		rdp = _road_drive_data[tmp];

		x = TileX(v->tile) * 16 + rdp[1].x;
		y = TileY(v->tile) * 16 + rdp[1].y;

		if (RoadVehFindCloseTo(v, x, y, newdir=RoadVehGetSlidingDirection(v, x, y)))
			return;

		r = VehicleEnterTile(v, v->tile, x, y);
		if (r & 8) {
			v->cur_speed = 0;
			return;
		}

		v->u.road.state = tmp & ~16;
		v->u.road.frame = 1;

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

		v->cur_image = GetRoadVehImage(v, newdir);
		UpdateRoadVehDeltaXY(v);
		RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
		return;
	}

	x = (v->x_pos&~15)+(rd.x&15);
	y = (v->y_pos&~15)+(rd.y&15);

	new_dir = RoadVehGetSlidingDirection(v, x, y);

	if (!IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30) && (u=RoadVehFindCloseTo(v, x, y, new_dir)) != NULL) {
		if (v->u.road.overtaking == 0)
			RoadVehCheckOvertake(v, u);
		return;
	}

	old_dir = v->direction;
	if (new_dir != old_dir) {
		v->direction = new_dir;
		v->cur_speed -= (v->cur_speed >> 2);
		if (old_dir != v->u.road.state) {
			v->cur_image = GetRoadVehImage(v, new_dir);
			UpdateRoadVehDeltaXY(v);
			SetRoadVehPosition(v, v->x_pos, v->y_pos);
			return;
		}
	}

	if (v->u.road.state >= 0x20 &&
			_road_veh_data_1[v->u.road.state - 0x20 + (_opt.road_side<<4)] == v->u.road.frame) {
		RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
		byte *b = &rs->status;

		st = GetStation(_m[v->tile].m2);

		if (v->current_order.type != OT_LEAVESTATION &&
				v->current_order.type != OT_GOTO_DEPOT) {
			Order old_order;

			*b &= ~0x80;

			v->last_station_visited = _m[v->tile].m2;

			RoadVehArrivesAt(v, st);

			old_order = v->current_order;
			v->current_order.type = OT_LOADING;
			v->current_order.flags = 0;

			if (old_order.type == OT_GOTO_STATION &&
					v->current_order.station == v->last_station_visited) {
				v->current_order.flags =
					(old_order.flags & (OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER)) | OF_NON_STOP;
			}

			SET_EXPENSES_TYPE(EXPENSES_ROADVEH_INC);
			if (LoadUnloadVehicle(v)) {
				InvalidateWindow(WC_ROADVEH_LIST, v->owner);
				MarkRoadVehDirty(v);
			}
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
			return;
		}

		if (v->current_order.type != OT_GOTO_DEPOT) {
			if (*b&0x80) {
				v->cur_speed = 0;
				return;
			}
			v->current_order.type = OT_NOTHING;
			v->current_order.flags = 0;
		}
		*b |= 0x80;

		if (rs == v->u.road.slot) {
			//we have arrived at the correct station
			ClearSlot(v, rs);
		} else if (v->u.road.slot != NULL) {
			//we have arrived at the wrong station
			//XXX The question is .. what to do? Actually we shouldn't be here
			//but I guess we need to clear the slot
 			DEBUG(ms, 1) ("Multistop: Wrong station, force a slot clearing. Vehicle %d at 0x%x, should go to 0x%x of station %d (%x), destination 0x%x", v->unitnumber, v->tile, v->u.road.slot->xy, st->index, st->xy, v->dest_tile);
			ClearSlot(v, v->u.road.slot);
		}

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

	r = VehicleEnterTile(v, v->tile, x, y);
	if (r & 8) {
		v->cur_speed = 0;
		return;
	}

	if ((r & 4) == 0) {
		v->u.road.frame++;
	}

	v->cur_image = GetRoadVehImage(v, v->direction);
	UpdateRoadVehDeltaXY(v);
	RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y));
}

void RoadVehEnterDepot(Vehicle *v)
{
	v->u.road.state = 254;
	v->vehstatus |= VS_HIDDEN;

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	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;

		// Part of the orderlist?
		if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
			v->cur_order_index++;
		} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
			v->vehstatus |= VS_STOPPED;
			if (v->owner == _local_player) {
				SetDParam(0, v->unitnumber);
				AddNewsItem(
					STR_9016_ROAD_VEHICLE_IS_WAITING,
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
					v->index,
					0);
			}
		}
	}

	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	InvalidateWindowClasses(WC_ROADVEH_LIST);
}

static void AgeRoadVehCargo(Vehicle *v)
{
	if (_age_cargo_skip_counter != 0)
		return;
	if (v->cargo_days != 255)
		v->cargo_days++;
}

void RoadVeh_Tick(Vehicle *v)
{
	AgeRoadVehCargo(v);
	RoadVehController(v);
}

static void CheckIfRoadVehNeedsService(Vehicle *v)
{
	Depot *depot;

	if (_patches.servint_roadveh == 0)
		return;

	if (!VehicleNeedsService(v))
		return;

	if (v->vehstatus & VS_STOPPED)
		return;

	if (_patches.gotodepot && VehicleHasDepotOrders(v))
		return;

	// Don't interfere with a depot visit scheduled by the user, or a
	// depot visit by the order list.
	if (v->current_order.type == OT_GOTO_DEPOT &&
			(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
		return;

	//If we already got a slot at a stop, use that FIRST, and go to a depot later
	if (v->u.road.slot != NULL)
		return;

	depot = FindClosestRoadDepot(v);

	if (depot == NULL || DistanceManhattan(v->tile, depot->xy) > 12) {
		if (v->current_order.type == OT_GOTO_DEPOT) {
			v->current_order.type = OT_DUMMY;
			v->current_order.flags = 0;
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		}
		return;
	}

	if (v->current_order.type == OT_GOTO_DEPOT &&
			v->current_order.flags & OF_NON_STOP &&
			!CHANCE16(1,20))
		return;

	v->current_order.type = OT_GOTO_DEPOT;
	v->current_order.flags = OF_NON_STOP;
	v->current_order.station = depot->index;
	v->dest_tile = depot->xy;
	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}


void OnNewDay_RoadVeh(Vehicle *v)
{
	int32 cost;
	Station *st;

	if ((++v->day_counter & 7) == 0)
		DecreaseVehicleValue(v);

	if (v->u.road.unk2 == 0)
		CheckVehicleBreakdown(v);

	AgeVehicle(v);
	CheckIfRoadVehNeedsService(v);

	CheckOrders(v->index, OC_INIT);

	/* update destination */
	if (v->current_order.type == OT_GOTO_STATION && !(v->vehstatus & VS_CRASHED)) {
		RoadStopType type = (v->cargo_type == CT_PASSENGERS) ? RS_BUS : RS_TRUCK;

		st = GetStation(v->current_order.station);

		//Current slot has expired
		if ( (v->u.road.slot_age++ <= 0) && (v->u.road.slot != NULL))
			ClearSlot(v, v->u.road.slot);

		//We do not have a slot, so make one
		if (v->u.road.slot == NULL) {
			RoadStop *rs = GetPrimaryRoadStop(st, type);
			RoadStop *first_stop = rs;
			RoadStop *best_stop = NULL;
			uint32 mindist = 12, dist; // 12 is threshold distance.

		//first we need to find out how far our stations are away.
			DEBUG(ms, 2) ("Multistop: Attempting to obtain a slot for vehicle %d at station %d (0x%x)", v->unitnumber, st->index, st->xy);
			for(; rs != NULL; rs = rs->next) {
				// Only consider those with at least a free slot.
				if (!(rs->slot[0] == INVALID_SLOT || rs->slot[1] == INVALID_SLOT))
					continue;

				// Previously the NPF pathfinder was used here even if NPF is OFF.. WTF?
				assert(NUM_SLOTS == 2);
				dist = DistanceManhattan(v->tile, rs->xy);

				// Check if the station is located BEHIND the vehicle..
				// In that case, add penalty.
				switch(v->direction) {
				case 1: // going north east,x position decreasing
					if (v->x_pos <= (int32)TileX(rs->xy) * 16 + 15)
						dist += 6;
					break;
				case 3: // Going south east, y position increasing
					if (v->y_pos >= (int32)TileY(rs->xy) * 16)
						dist += 6;
					break;
				case 5: // Going south west, x position increasing
					if (v->x_pos >= (int32)TileX(rs->xy) * 16)
						dist += 6;
					break;
				case 7: // Going north west, y position decrasing.
					if (v->y_pos <= (int32)TileY(rs->xy) * 16 + 15)
						dist += 6;
					break;
				}

				// Remember the one with the shortest distance
				if (dist < mindist) {
					mindist = dist;
					best_stop = rs;
				}
				DEBUG(ms, 3) ("Multistop: Distance to stop at 0x%x is %d", rs->xy, dist);
			}

			// best_stop now contains the best stop we found.
			if (best_stop) {
				int slot;
				// Find a free slot in this stop. We know that at least one is free.
				assert(best_stop->slot[0] == INVALID_SLOT || best_stop->slot[1] == INVALID_SLOT);
				slot = (best_stop->slot[0] == INVALID_SLOT) ? 0 : 1;
				best_stop->slot[slot] = v->index;
				v->u.road.slot = best_stop;
				v->dest_tile = best_stop->xy;
				v->u.road.slot_age = -5;
				v->u.road.slotindex = slot;
				DEBUG(ms, 1) ("Multistop: Slot %d at 0x%x assigned to vehicle %d (0x%x)", slot, best_stop->xy, v->unitnumber, v->tile);
			} else if (first_stop) {
				//now we couldn't assign a slot for one reason or another.
				//so we just go towards the first station
				DEBUG(ms, 1) ("Multistop: No free slot found for vehicle %d, going to default station", v->unitnumber);
				v->dest_tile = first_stop->xy;
			}
		}
	}

	if (v->vehstatus & VS_STOPPED)
		return;

	cost = RoadVehInfo(v->engine_type)->running_cost * _price.roadveh_running / 364;

	v->profit_this_year -= cost >> 8;

	SET_EXPENSES_TYPE(EXPENSES_ROADVEH_RUN);
	SubtractMoneyFromPlayerFract(v->owner, cost);

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


void RoadVehiclesYearlyLoop(void)
{
	Vehicle *v;

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