#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "command.h"
#include "pathfind.h"
#include "npf.h"
#include "station.h"
#include "table/train_cmd.h"
#include "gfx.h"
#include "news.h"
#include "engine.h"
#include "player.h"
#include "sound.h"
#include "depot.h"

#define is_firsthead_sprite(spritenum) \
	(is_custom_sprite(spritenum) \
		? is_custom_firsthead_sprite(spritenum) \
		: _engine_sprite_add[spritenum] == 0)

static bool TrainCheckIfLineEnds(Vehicle *v);

static const byte _vehicle_initial_x_fract[4] = {10,8,4,8};
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };


/* These two arrays are used for realistic acceleration. XXX: How should they
 * be interpreted? */
static const byte _curve_neighbours45[8][2] = {
	{7, 1},
	{0, 2},
	{1, 3},
	{2, 4},
	{3, 5},
	{4, 6},
	{5, 7},
	{6, 0},
};

static const byte _curve_neighbours90[8][2] = {
	{6, 2},
	{7, 3},
	{0, 4},
	{1, 5},
	{2, 6},
	{3, 7},
	{4, 0},
	{5, 1},
};

enum AccelType {
	AM_ACCEL,
	AM_BRAKE
};

static bool TrainShouldStop(Vehicle *v, TileIndex tile)
{
	Order *o = &v->current_order;
	assert(v->type == VEH_Train);
	assert(IsTileType(v->tile, MP_STATION));
	//When does a train drive through a station
	//first we deal with the "new nonstop handling"
	if (_patches.new_nonstop && o->flags & OF_NON_STOP &&
			_map2[tile] == o->station )
		return false;

	if (v->last_station_visited == _map2[tile])
		return false;

	if (_map2[tile] != o->station &&
			(o->flags & OF_NON_STOP || _patches.new_nonstop))
		return false;

	return true;
}

//new acceleration
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
	const Vehicle *u;
	int num = 0;	//number of vehicles, change this into the number of axles later
	int power = 0;
	int mass = 0;
	int max_speed = 2000;
	int area = 120;
	int friction = 35; //[1e-3]
	int drag_coeff = 20;	//[1e-4]
	int incl = 0;
	int resistance;
	int speed = v->cur_speed; //[mph]
	int force = 0x3FFFFFFF;
	int pos = 0;
	int lastpos = -1;
	int curvecount[2] = {0, 0};
	int sum = 0;
	int numcurve = 0;

	speed *= 10;
	speed /= 16;

	//first find the curve speed limit
	for (u = v; u->next != NULL; u = u->next, pos++) {
		int dir = u->direction;
		int ndir = u->next->direction;
		int i;

		for (i = 0; i < 2; i++) {
			if ( _curve_neighbours45[dir][i] == ndir) {
				curvecount[i]++;
				if (lastpos != -1) {
					numcurve++;
					sum += pos - lastpos;
					if (pos - lastpos == 1) {
						max_speed = 88;
					}
				}
				lastpos = pos;
			}
		}

		//if we have a 90 degree turn, fix the speed limit to 60
		if (_curve_neighbours90[dir][0] == ndir ||
				_curve_neighbours90[dir][1] == ndir) {
			max_speed = 61;
		}
	}

	if (numcurve > 0) sum /= numcurve;

	if ((curvecount[0] != 0 || curvecount[1] != 0) && max_speed > 88) {
		int total = curvecount[0] + curvecount[1];

		if (curvecount[0] == 1 && curvecount[1] == 1) {
			max_speed = 0xFFFF;
		} else if (total > 1) {
			max_speed = 232 - (13 - clamp(sum, 1, 12)) * (13 - clamp(sum, 1, 12));
		}
	}

	max_speed += (max_speed / 2) * v->u.rail.railtype;

	if (IsTileType(v->tile, MP_STATION) && v->subtype == TS_Front_Engine) {
		if (TrainShouldStop(v, v->tile)) {
			int station_length = 0;
			TileIndex tile = v->tile;
			int delta_v;

			max_speed = 120;
			do {
				station_length++;
				tile = TILE_ADD(tile, TileOffsByDir(v->direction / 2));
			} while (IsTileType(tile, MP_STATION));

			delta_v = v->cur_speed / (station_length + 1);
			if (v->max_speed > (v->cur_speed - delta_v))
				max_speed = v->cur_speed - (delta_v / 10);

			max_speed = max(max_speed, 25 * station_length);
		}
	}

	for (u = v; u != NULL; u = u->next) {
		const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
		int vmass;

		num++;
		power += rvi->power * 746;	//[W]
		drag_coeff += 3;

		if (rvi->max_speed != 0)
			max_speed = min(rvi->max_speed, max_speed);

		if (u->u.rail.track == 0x80)
			max_speed = 61;

		vmass = rvi->weight;  //[t]
		vmass += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
		mass += vmass; //[t]

		if (!IsTileType(u->tile, MP_TUNNELBRIDGE)) {
			if (HASBIT(u->u.rail.flags, VRF_GOINGUP)) {
				incl += vmass * 60;		//3% slope, quite a bit actually
			} else if (HASBIT(u->u.rail.flags, VRF_GOINGDOWN)) {
				incl -= vmass * 60;
			}
		}
	}


	// these are shown in the UI
	v->u.rail.cached_weight = mass;
	v->u.rail.cached_power = power / 746;
	v->max_speed = max_speed;


	if (v->u.rail.railtype != 2) {
		resistance = 13 * mass / 10;
		resistance += 60 * num;
		resistance += friction * mass * speed / 1000;
		resistance += (area * drag_coeff * speed * speed) / 10000;
	} else
		resistance = (area * (drag_coeff / 2) * speed * speed) / 10000;
	resistance += incl;
	resistance *= 4; //[N]

	if (speed > 0) {
		switch (v->u.rail.railtype) {
			case 0:
			case 1:
				force = power / speed; //[N]
				force *= 22;
				force /= 10;
				break;

			case 2:
				force = power / 25;
				break;
		}
	} else {
		//"kickoff" acceleration
		force = resistance * 10;
	}

	if (force <= 0) force = 10000;

	if (v->u.rail.railtype != 2) force = min(force, mass * 10 * 200);

	if (mode == AM_ACCEL) {
		return (force - resistance) / (mass * 4);
	} else {
		return min((-force - resistance) / (mass * 4), 10000 / (mass * 4));
	}
}

void UpdateTrainAcceleration(Vehicle *v)
{
	uint power = 0;
	uint max_speed = 5000;
	uint weight = 0;
	Vehicle *u = v;

	assert(v->subtype == TS_Front_Engine);

	// compute stuff like max speed, power, and weight.
	for (; u != NULL; u = u->next) {
		const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);

		// power is sum of the power for all engines
		power += rvi->power;

		// limit the max speed to the speed of the slowest vehicle.
		if (rvi->max_speed != 0 && rvi->max_speed <= max_speed)
			max_speed = rvi->max_speed;

		// weight is the sum of the weight of the wagon and the weight of the cargo.
		weight += rvi->weight;
		weight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
	}

	// these are shown in the UI
	v->u.rail.cached_weight = weight;
	v->u.rail.cached_power = power;
	v->max_speed = max_speed;

	assert(weight != 0);

	v->acceleration = clamp(power / weight * 4, 1, 255);
}

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

	if (is_custom_sprite(img)) {
		base = GetCustomVehicleSprite(v, direction + 4 * is_custom_secondhead_sprite(img));
		if (base != 0) return base;
		img = _engine_original_sprites[v->engine_type];
	}

	base = _engine_sprite_base[img] + ((direction + _engine_sprite_add[img]) & _engine_sprite_and[img]);

	if (v->cargo_count >= (v->cargo_cap >> 1))
		base += _wagon_full_adder[img];
	return base;
}

void DrawTrainEngine(int x, int y, int engine, uint32 image_ormod)
{
	const RailVehicleInfo *rvi = RailVehInfo(engine);

	int img = rvi->image_index;
	uint32 image = 0;

	if (is_custom_sprite(img)) {
		image = GetCustomVehicleIcon(engine, 6);
		if (image == 0) img = _engine_original_sprites[engine];
	}
	if (image == 0) {
		image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
	}

	if (rvi->flags & RVI_MULTIHEAD) {
		DrawSprite(image | image_ormod, x - 14, y);
		x += 15;
		image = 0;
		if (is_custom_sprite(img)) {
			image = GetCustomVehicleIcon(engine, 2);
			if (image == 0) img = _engine_original_sprites[engine];
		}
		if (image == 0) {
			image =
				((6 + _engine_sprite_add[img + 1]) & _engine_sprite_and[img + 1]) +
				_engine_sprite_base[img + 1];
		}
	}
	DrawSprite(image | image_ormod, x, y);
}

void DrawTrainEngineInfo(int engine, int x, int y, int maxw)
{
	const RailVehicleInfo *rvi = RailVehInfo(engine);
	int cap;
	uint multihead = (rvi->flags & RVI_MULTIHEAD) ? 1 : 0;

	SetDParam(0, ((_price.build_railvehicle >> 3) * rvi->base_cost) >> 5);
	SetDParam(2, rvi->max_speed * 10 >> 4);
	SetDParam(3, rvi->power << multihead);
	SetDParam(1, rvi->weight << multihead);

	SetDParam(4, (rvi->running_cost_base * _price.running_rail[rvi->engclass] >> 8) << multihead);

	cap = rvi->capacity;
	SetDParam(5, STR_8838_N_A);
	if (cap != 0) {
		SetDParam(6, cap << multihead);
		SetDParam(5, _cargoc.names_long_p[rvi->cargo_type]);
	}
	DrawStringMultiCenter(x, y, STR_885B_COST_WEIGHT_T_SPEED_POWER, maxw);
}


static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
{
	int32 value;
	Vehicle *v;
	const RailVehicleInfo *rvi;
	int dir;
	const Engine *e;
	int x,y;

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	rvi = RailVehInfo(engine);
	value = (rvi->base_cost * _price.build_railwagon) >> 8;

	if (!(flags & DC_QUERY_COST)) {
		_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;

		v = AllocateVehicle();
		if (v == NULL)
			return CMD_ERROR;

		if (flags & DC_EXEC) {
			byte img = rvi->image_index;
			Vehicle *u, *w;

			v->spritenum = img;

			u = NULL;

			FOR_ALL_VEHICLES(w) {
				if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
				    w->subtype == TS_Free_Car && w->engine_type == engine) {
					u = GetLastVehicleInChain(w);
					break;
				}
			}

			v->engine_type = engine;

			dir = _map5[tile] & 3;

			v->direction = (byte)(dir*2+1);
			v->tile = (TileIndex)tile;

			x = TileX(tile) * 16 | _vehicle_initial_x_fract[dir];
			y = TileY(tile) * 16 | _vehicle_initial_y_fract[dir];

			v->x_pos = x;
			v->y_pos = y;
			v->z_pos = GetSlopeZ(x,y);
			v->owner = _current_player;
			v->z_height = 6;
			v->u.rail.track = 0x80;
			v->vehstatus = VS_HIDDEN | VS_DEFPAL;

			v->subtype = TS_Free_Car;
			if (u != NULL) {
				u->next = v;
				v->subtype = TS_Not_First;
				v->u.rail.first_engine = u->u.rail.first_engine;
				if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine)
					v->u.rail.first_engine = u->engine_type;
			} else {
				v->u.rail.first_engine = 0xffff;
			}

			v->cargo_type = rvi->cargo_type;
			v->cargo_cap = rvi->capacity;
			v->value = value;
//			v->day_counter = 0;

			e = &_engines[engine];
			v->u.rail.railtype = e->railtype;

			v->build_year = _cur_year;
			v->type = VEH_Train;
			v->cur_image = 0xAC2;

			_new_wagon_id = v->index;

			VehiclePositionChanged(v);

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

	return value;
}

// Move all free vehicles in the depot to the train
static void NormalizeTrainVehInDepot(Vehicle *u)
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
				v->tile == u->tile &&
				v->u.rail.track == 0x80) {
			if (DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC,
					CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
				break;
		}
	}
}

static const byte _railveh_unk1[] = {
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 1, 1, 0, 0, 0,
	0, 0, 0, 0, 1, 0, 1, 0,
	0, 1, 1, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 1,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0,
};

static const byte _railveh_score[] = {
	1, 4, 7, 19, 20, 30, 31, 19,
	20, 21, 22, 10, 11, 30, 31, 32,
	33, 34, 35, 29, 45, 32, 50, 40,
	41, 51, 52, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 60, 62,
	63, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 70, 71, 72, 73,
	74, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0, 0, 0, 0, 0,
	0, 0, 0, 0,
};


int32 EstimateTrainCost(const RailVehicleInfo *rvi)
{
	return (rvi->base_cost * (_price.build_railvehicle >> 3)) >> 5;
}

void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
{
	u->direction = v->direction;
	u->owner = v->owner;
	u->tile = v->tile;
	u->x_pos = v->x_pos;
	u->y_pos = v->y_pos;
	u->z_pos = v->z_pos;
	u->z_height = 6;
	u->u.rail.track = 0x80;
	v->u.rail.first_engine = 0xffff;
	u->vehstatus = v->vehstatus & ~VS_STOPPED;
	u->subtype = TS_Not_First;
	u->spritenum = v->spritenum + 1;
	u->cargo_type = v->cargo_type;
	u->cargo_cap = v->cargo_cap;
	u->u.rail.railtype = v->u.rail.railtype;
	if (building) v->next = u;
	u->engine_type = v->engine_type;
	u->build_year = v->build_year;
	if (building) v->value >>= 1;
	u->value = v->value;
	u->type = VEH_Train;
	u->cur_image = 0xAC2;
	VehiclePositionChanged(u);
}

/* Build a railroad vehicle
 * p1 = vehicle type id
 */

int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	const RailVehicleInfo *rvi;
	int value,dir;
	Vehicle *v, *u;
	UnitID unit_num;
	Engine *e;
	TileIndex tile = TILE_FROM_XY(x,y);

	if (!IsEngineBuildable(p1, VEH_Train)) return CMD_ERROR;

	if (!(flags & DC_QUERY_COST)) {
		if (!IsTileDepotType(tile, TRANSPORT_RAIL)) return CMD_ERROR;
		if (_map_owner[tile] != _current_player) return CMD_ERROR;
	}

	_cmd_build_rail_veh_var1 = 0;

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	rvi = RailVehInfo(p1);

	if (rvi->flags & RVI_WAGON) {
		return CmdBuildRailWagon(p1, tile, flags);
	}

	value = EstimateTrainCost(rvi);

	if (!(flags & DC_QUERY_COST)) {
		v = AllocateVehicle();
		if (v == NULL || IsOrderPoolFull())
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

		unit_num = GetFreeUnitNumber(VEH_Train);
		if (unit_num > _patches.max_trains)
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

		if (flags & DC_EXEC) {
			v->unitnumber = unit_num;

			dir = _map5[tile] & 3;

			v->direction = (byte)(dir*2+1);
			v->tile = (TileIndex)tile;
			v->owner = _current_player;
			v->x_pos = (x |= _vehicle_initial_x_fract[dir]);
			v->y_pos = (y |= _vehicle_initial_y_fract[dir]);
			v->z_pos = GetSlopeZ(x,y);
			v->z_height = 6;
			v->u.rail.track = 0x80;
			v->u.rail.first_engine = 0xffff;
			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->max_speed = rvi->max_speed;
			v->value = value;
			v->last_station_visited = INVALID_STATION;
			v->dest_tile = 0;

			v->engine_type = (byte)p1;
			e = &_engines[p1];

			v->reliability = e->reliability;
			v->reliability_spd_dec = e->reliability_spd_dec;
			v->max_age = e->lifelength * 366;

			v->string_id = STR_SV_TRAIN_NAME;
			v->u.rail.railtype = e->railtype;
			_new_train_id = v->index;

			v->service_interval = _patches.servint_trains;
			v->date_of_last_service = _date;
			v->build_year = _cur_year;
			v->type = VEH_Train;
			v->cur_image = 0xAC2;

			VehiclePositionChanged(v);

			if (rvi->flags&RVI_MULTIHEAD && (u = AllocateVehicle()) != NULL)
				AddRearEngineToMultiheadedTrain(v, u, true);

			UpdateTrainAcceleration(v);
			NormalizeTrainVehInDepot(v);

			InvalidateWindow(WC_VEHICLE_DEPOT, tile);
			RebuildVehicleLists();
			InvalidateWindow(WC_COMPANY, v->owner);
		}
	}
	_cmd_build_rail_veh_var1 = _railveh_unk1[p1];
	_cmd_build_rail_veh_score = _railveh_score[p1];

	InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train); // updates the replace Train window

	return value;
}

static bool IsTunnelTile(TileIndex tile)
{
	return IsTileType(tile, MP_TUNNELBRIDGE) && (_map5[tile] & 0x80) == 0;
}


int CheckTrainStoppedInDepot(const Vehicle *v)
{
	int count;
	TileIndex tile = v->tile;

	/* check if stopped in a depot */
	if (!IsTileDepotType(tile, TRANSPORT_RAIL) || v->cur_speed != 0) {
		_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
		return -1;
	}

	count = 0;
	for (; v != NULL; v = v->next) {
		count++;
		if (v->u.rail.track != 0x80 || v->tile != tile ||
				(v->subtype == TS_Front_Engine && !(v->vehstatus & VS_STOPPED))) {
			_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
			return -1;
		}
	}

	return count;
}

// unlink a rail wagon from the linked list.
// returns the new value of first
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
	// unlinking the first vehicle of the chain?
	v->u.rail.first_engine = 0xffff;
	if (v == first) {
		Vehicle *u;

		v = v->next;
		if (v == NULL) return NULL;
		for (u = v; u != NULL; u = u->next) u->u.rail.first_engine = v->engine_type;
		v->subtype = TS_Free_Car;
		return v;
	} else {
		Vehicle *u;

		for (u = first; u->next != v; u = u->next) {}
		u->next = v->next;
		return first;
	}
}

static Vehicle *FindGoodVehiclePos(const Vehicle *src)
{
	Vehicle *dst;
	uint16 eng = src->engine_type;
	TileIndex tile = src->tile;

	FOR_ALL_VEHICLES(dst) {
		if (dst->type == VEH_Train && dst->subtype == TS_Free_Car &&
				dst->tile == tile) {
			// check so all vehicles in the line have the same engine.
			Vehicle *v = dst;

			while (v->engine_type == eng) {
				v = v->next;
				if (v == NULL) return dst;
			}
		}
	}

	return NULL;
}

/* p1 & 0xffff = source vehicle index
 * p1 & 0xffff0000 = what wagon to put the wagon AFTER,
 *   0xffff0000 to make a new line
 * p2 & 1 = move all vehicles following the vehicle..
 */
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *src, *dst, *src_head, *dst_head;
	bool is_loco;

	if (!IsVehicleIndex(p1 & 0xFFFF)) return CMD_ERROR;

	src = GetVehicle(p1 & 0xFFFF);

	if (src->type != VEH_Train) return CMD_ERROR;

	is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) &&
		is_firsthead_sprite(src->spritenum);

	// if nothing is selected as destination, try and find a matching vehicle to drag to.
	if (((int32)p1 >> 16) == -1) {
		dst = NULL;
		if (!is_loco) dst = FindGoodVehiclePos(src);
	} else {
		dst = GetVehicle((int32)p1 >> 16);
	}

	// don't move the same vehicle..
	if (src == dst)
		return 0;

	/* the player must be the owner */
	if (!CheckOwnership(src->owner) || (dst!=NULL && !CheckOwnership(dst->owner)))
		return CMD_ERROR;

	/* locate the head of the two chains */
	src_head = GetFirstVehicleInChain(src);
	dst_head = NULL;
	if (dst != NULL) dst_head = GetFirstVehicleInChain(dst);

	/* check if all vehicles in the source train are stopped */
	if (CheckTrainStoppedInDepot(src_head) < 0)
		return CMD_ERROR;

	/* check if all the vehicles in the dest train are stopped,
	 * and that the length of the dest train is no longer than XXX vehicles */
	if (dst_head != NULL) {
		int num = CheckTrainStoppedInDepot(dst_head);
		if (num < 0)
			return CMD_ERROR;

		if (num > (_patches.mammoth_trains ? 100 : 9) &&
				dst_head->subtype == TS_Front_Engine )
			return_cmd_error(STR_8819_TRAIN_TOO_LONG);

		// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
		while (is_custom_secondhead_sprite(dst->spritenum) || (
			!is_custom_sprite(dst->spritenum) &&
			_engine_sprite_add[dst->spritenum] != 0)
		) {
			Vehicle *v = GetPrevVehicleInChain(dst);
			if (v == NULL || src == v) break;
			dst = v;
		}

		assert(dst_head->tile == src_head->tile);
	}

	// when moving all wagons, we can't have the same src_head and dst_head
	if (p2 & 1 && src_head == dst_head)
		return 0;

	// moving a loco to a new line?, then we need to assign a unitnumber.
	if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
		UnitID unit_num = GetFreeUnitNumber(VEH_Train);
		if (unit_num > _patches.max_trains)
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

		if (flags & DC_EXEC)
			src->unitnumber = unit_num;
	}


	/* do it? */
	if (flags & DC_EXEC) {
		if (p2 & 1) {
			// unlink ALL wagons
			if (src != src_head) {
				Vehicle *v = src_head;
				while (v->next != src) v=v->next;
				v->next = NULL;
			}
		} else {
			// unlink single wagon from linked list
			UnlinkWagon(src, src_head);
			src->next = NULL;
		}

		if (dst == NULL) {
			// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
			if (is_loco) {
				if (src->subtype != TS_Front_Engine) {
					// setting the type to 0 also involves setting up the orders field.
					src->subtype = TS_Front_Engine;
					assert(src->orders == NULL);
					src->num_orders = 0;
				}
				dst_head = src;
			} else {
				src->subtype = TS_Free_Car;
			}
			src->u.rail.first_engine = 0xffff;
		} else {
			if (src->subtype == TS_Front_Engine) {
				// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
				DeleteWindowById(WC_VEHICLE_VIEW, src->index);
				DeleteVehicleOrders(src);
			}

			src->subtype = TS_Not_First;
			src->unitnumber = 0; // doesn't occupy a unitnumber anymore.

			// setup first_engine
			src->u.rail.first_engine = dst->u.rail.first_engine;
			if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
				src->u.rail.first_engine = dst->engine_type;

			// link in the wagon(s) in the chain.
			{
				Vehicle *v;

				for (v = src; v->next != NULL; v = v->next) {
					v->next->u.rail.first_engine = v->u.rail.first_engine;
				}
				v->next = dst->next;
			}
			dst->next = src;
		}

		if (src_head->subtype == TS_Front_Engine)
			UpdateTrainAcceleration(src_head);
		InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);

		if (dst_head) {
			if (dst_head->subtype == TS_Front_Engine)
				UpdateTrainAcceleration(dst_head);
			InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
			/* Update the refit button */
			InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
		}

		/* I added this to so that the refit buttons get updated */
		InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
		InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
		RebuildVehicleLists();
	}

	return 0;
}

/* p1 = train to start / stop */
int32 CmdStartStopTrain(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_Train || !CheckOwnership(v->owner))
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		v->u.rail.days_since_order_progr = 0;
		v->vehstatus ^= VS_STOPPED;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
	}
	return 0;
}

// p1 = wagon/loco index
// p2 = mode
//   0: sell just the vehicle
//   1: sell the vehicle and all vehicles that follow it in the chain
//   2: when selling attached locos, rearrange all vehicles after it to separate lines.
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v, *first,*last;
	int32 cost;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

	// get first vehicle in chain
	first = v;
	if (first->subtype != TS_Front_Engine) {
		first = GetFirstVehicleInChain(first);
		last = GetLastVehicleInChain(first);
		//now if:
		// 1) we delete a whole a chain, and
		// 2) we don't actually try to delete the last engine
		// 3) the first and the last vehicle of that train are of the same type, and
		// 4) the first and the last vehicle of the chain are not identical
		// 5) and of "engine" type (i.e. not a carriage)
		// then let the last vehicle live
		if (p2 == 1 && v != last && last->engine_type == first->engine_type &&
				last != first && first->subtype == TS_Front_Engine)
			last = GetPrevVehicleInChain(last);
		else
			last = NULL;
	} else {
		if (p2 != 1) {
			// sell last part of multiheaded?
			last = GetLastVehicleInChain(v);
			// Check if the end-part is the same engine and check if it is the rear-end
			if (last->engine_type != first->engine_type ||
					is_firsthead_sprite(last->spritenum))
				last = NULL;
		} else {
			last = NULL;
		}
	}

	// make sure the vehicle is stopped in the depot
	if (CheckTrainStoppedInDepot(first) < 0)
		return CMD_ERROR;


	if (flags & DC_EXEC) {
		Vehicle *tmp;

		InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
		if (first->subtype == TS_Front_Engine) RebuildVehicleLists();

		// when selling an attached locomotive. we need to delete its window.
		if (v->subtype == TS_Front_Engine) {
			DeleteWindowById(WC_VEHICLE_VIEW, v->index);

			// rearrange all vehicles that follow to separate lines.
			if (p2 == 2) {
				const Vehicle* u;
				const Vehicle* tmp;

				for (u = v->next; u != last; u = tmp) {
					tmp = u->next;
					DoCommandByTile(u->tile, u->index | INVALID_VEHICLE << 16, 0, DC_EXEC,
						CMD_MOVE_RAIL_VEHICLE);
				}
			}
		}

		// delete the vehicles
		cost = 0;
		for (; v != last && p2 == 1; v = tmp) {
			assert (first != NULL);
			first = UnlinkWagon(v, first);
			cost -= v->value;
			tmp = v->next;
			DeleteVehicle(v);
		}
		if (v != NULL) {
			first = UnlinkWagon(v, first);
			cost -= v->value;
			DeleteVehicle(v);
		}

		// an attached train changed?
		if (first != NULL && first->subtype == TS_Front_Engine) {
			UpdateTrainAcceleration(first);
			InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
		}
	} else {
		cost = 0;
		for (; v != last && p2 == 1; v = v->next) cost -= v->value;
		if (v != NULL) cost -= v->value;
	}
	InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);

	return cost;
}

static void UpdateTrainDeltaXY(Vehicle *v, int direction)
{
#define MKIT(a,b,c,d) ((a&0xFF)<<24) | ((b&0xFF)<<16) | ((c&0xFF)<<8) | ((d&0xFF)<<0)
	static const uint32 _delta_xy_table[8] = {
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
		MKIT(3, 3, -1, -1),
		MKIT(3, 7, -1, -3),
		MKIT(3, 3, -1, -1),
		MKIT(7, 3, -3, -1),
	};
#undef MKIT

	uint32 x = _delta_xy_table[direction];

	v->x_offs = (byte)x;
	v->y_offs = (byte)(x>>=8);
	v->sprite_width = (byte)(x>>=8);
	v->sprite_height = (byte)(x>>=8);
}

static void UpdateVarsAfterSwap(Vehicle *v)
{
	UpdateTrainDeltaXY(v, v->direction);
	v->cur_image = GetTrainImage(v, v->direction);
	BeginVehicleMove(v);
	VehiclePositionChanged(v);
	EndVehicleMove(v);
}

static void SetLastSpeed(Vehicle *v, int spd) {
	int old = v->u.rail.last_speed;
	if (spd != old) {
		v->u.rail.last_speed = spd;
		if (_patches.vehicle_speed || !old != !spd)
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	}
}

static void SwapTrainFlags(byte *swap_flag1, byte *swap_flag2)
{
	byte flag1, flag2;

	flag1 = *swap_flag1;
	flag2 = *swap_flag2;

	/* Clear the flags */
	CLRBIT(*swap_flag1, VRF_GOINGUP);
	CLRBIT(*swap_flag1, VRF_GOINGDOWN);
	CLRBIT(*swap_flag2, VRF_GOINGUP);
	CLRBIT(*swap_flag2, VRF_GOINGDOWN);

	/* Reverse the rail-flags (if needed) */
	if (HASBIT(flag1, VRF_GOINGUP)) {
		SETBIT(*swap_flag2, VRF_GOINGDOWN);
	} else if (HASBIT(flag1, VRF_GOINGDOWN)) {
		SETBIT(*swap_flag2, VRF_GOINGUP);
	}
	if (HASBIT(flag2, VRF_GOINGUP)) {
		SETBIT(*swap_flag1, VRF_GOINGDOWN);
	} else if (HASBIT(flag2, VRF_GOINGDOWN)) {
		SETBIT(*swap_flag1, VRF_GOINGUP);
	}
}

static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
{
	Vehicle *a, *b;

	/* locate vehicles to swap */
	for(a=v; l!=0; l--) { a = a->next; }
	for(b=v; r!=0; r--) { b = b->next; }

	if (a != b) {
		/* swap the hidden bits */
		{
			uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus&VS_HIDDEN);
			b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus&VS_HIDDEN);
			a->vehstatus = tmp;
		}

		/* swap variables */
		swap_byte(&a->u.rail.track, &b->u.rail.track);
		swap_byte(&a->direction, &b->direction);

		/* toggle direction */
		if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
		if (!(b->u.rail.track & 0x80)) b->direction ^= 4;

		/* swap more variables */
		swap_int32(&a->x_pos, &b->x_pos);
		swap_int32(&a->y_pos, &b->y_pos);
		swap_tile(&a->tile, &b->tile);
		swap_byte(&a->z_pos, &b->z_pos);

		SwapTrainFlags(&a->u.rail.flags, &b->u.rail.flags);

		/* update other vars */
		UpdateVarsAfterSwap(a);
		UpdateVarsAfterSwap(b);
	} else {
		if (!(a->u.rail.track & 0x80)) a->direction ^= 4;
		UpdateVarsAfterSwap(a);
	}
}

/* Check if the vehicle is a train and is on the tile we are testing */
static void *TestTrainOnCrossing(Vehicle *v, void *data)
{
	if (v->tile != *(const TileIndex*)data || v->type != VEH_Train)
		return NULL;

	return v;
}

static void DisableTrainCrossing(TileIndex tile)
{
	/* Test if we have a rail/road-crossing */
	if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
		/* Check if there is a train on the tile itself */
		if (VehicleFromPos(tile, &tile, TestTrainOnCrossing) == NULL) {
			/* If light is on, switch light off */
			if (_map5[tile] & 4) {
				_map5[tile] &= ~4;
				MarkTileDirtyByTile(tile);
			}
		}
	}
}

static void ReverseTrainDirection(Vehicle *v)
{
	int l = 0, r = -1;
	Vehicle *u;

	if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

	/* Check if we were approaching a rail/road-crossing */
	{
		TileIndex tile = v->tile;
		int t;
		/* Determine the diagonal direction in which we will exit this tile */
		t = v->direction >> 1;
		if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
			t = (t - 1) & 3;
		}
		/* Calculate next tile */
		tile += TileOffsByDir(t);

		/* Check if the train left a rail/road-crossing */
		DisableTrainCrossing(tile);
	}

	// count number of vehicles
	u = v;
	do r++; while ( (u = u->next) != NULL );

	/* swap start<>end, start+1<>end-1, ... */
	do {
		ReverseTrainSwapVeh(v, l++, r--);
	} while (l <= r);

	if (IsTileDepotType(v->tile, TRANSPORT_RAIL))
		InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

	CLRBIT(v->u.rail.flags, VRF_REVERSING);
}

/* p1 = vehicle */
int32 CmdReverseTrainDirection(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_Train || !CheckOwnership(v->owner))
		return CMD_ERROR;

	_error_message = STR_EMPTY;

//	if (v->u.rail.track & 0x80 || IsTileDepotType(v->tile, TRANSPORT_RAIL))
//		return CMD_ERROR;

	if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0)
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		if (_patches.realistic_acceleration && v->cur_speed != 0) {
			TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
		} else {
			v->cur_speed = 0;
			SetLastSpeed(v, 0);
			ReverseTrainDirection(v);
		}
	}
	return 0;
}

int32 CmdForceTrainProceed(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_Train || !CheckOwnership(v->owner))
		return CMD_ERROR;

	if (flags & DC_EXEC)
		v->u.rail.force_proceed = 0x50;

	return 0;
}

// p1 = vehicle to refit
// p2 = new cargo (0xFF)
// p2 = skip check for stopped in hanger (0x0100)
int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	int32 cost;
	uint num;

	byte SkipStoppedInDepotCheck = (p2 & 0x100) >> 8;

	p2 = p2 & 0xFF;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

	if (v->type != VEH_Train || !CheckOwnership(v->owner) || ((CheckTrainStoppedInDepot(v) < 0) && !(SkipStoppedInDepotCheck)))
		return CMD_ERROR;

	SET_EXPENSES_TYPE(EXPENSES_TRAIN_RUN);

	cost = 0;
	num = 0;

	do {
		/* XXX: We also refit all the attached wagons en-masse if they
		 * can be refitted. This is how TTDPatch does it.  TODO: Have
		 * some nice [Refit] button near each wagon. --pasky */
		if ((!(RailVehInfo(v->engine_type)->flags & RVI_WAGON)
		     || (_engine_refit_masks[v->engine_type] & (1 << p2)))
		    && (byte) p2 != v->cargo_type && v->cargo_cap != 0) {
			cost += (_price.build_railvehicle >> 8);
			num += v->cargo_cap;
			if (flags & DC_EXEC) {
		//autorefitted train cars wants to keep the cargo
		//it will be checked if the cargo is valid in CmdReplaceVehicle
				if (!(SkipStoppedInDepotCheck))
					v->cargo_count = 0;
				v->cargo_type = (byte)p2;
				InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
			}
		}
	// SkipStoppedInDepotCheck is called by CmdReplace and it should only apply to the single car it is called for
	} while ( (v=v->next) != NULL || SkipStoppedInDepotCheck );

	_returned_refit_amount = num;

	return cost;
}

typedef struct TrainFindDepotData {
	uint best_length;
	uint tile;
	byte owner;
} TrainFindDepotData;

static bool TrainFindDepotEnumProc(uint tile, TrainFindDepotData *tfdd, int track, uint length, byte *state)
{
	if (IsTileType(tile, MP_RAILWAY) && _map_owner[tile] == tfdd->owner) {
		if ((_map5[tile] & ~0x3) == 0xC0) {
			if (length < tfdd->best_length) {
				tfdd->best_length = length;
				tfdd->tile = tile;
			}
			return true;
		}

		// make sure the train doesn't run against a oneway signal
		if ((_map5[tile] & 0xC0) == 0x40) {
			if (!(_map3_lo[tile] & _signal_along_trackdir[track]) && _map3_lo[tile] & _signal_against_trackdir[track])
				return true;
		}
	}

	// stop  searching if we've found a destination that is closer already.
	return length >= tfdd->best_length;
}

// returns the tile of a depot to goto to.
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v)
{
	int i;
	TrainFindDepotData tfdd;
	uint tile = v->tile;

	tfdd.owner = v->owner;
	tfdd.best_length = (uint)-1;

	if (IsTileDepotType(tile, TRANSPORT_RAIL)){
		tfdd.tile = tile;
		tfdd.best_length = 0;
		return tfdd;
	}

	if (v->u.rail.track == 0x40) { tile = GetVehicleOutOfTunnelTile(v); }

	if (_patches.new_pathfinding_all) {
		NPFFoundTargetData ftd;
		byte trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
		ftd = NPFRouteToDepotBreadthFirst(v->tile, trackdir, TRANSPORT_RAIL, v->owner);
		if (ftd.best_bird_dist == 0) {
			/* Found target */
			tfdd.tile = ftd.node.tile;
			tfdd.best_length = ftd.best_path_dist;
		}
	} else if (!_patches.new_depot_finding) {
		// search in all directions
		for(i=0; i!=4; i++)
			NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
	} else {
		// search in the forward direction first.
		i = v->direction >> 1;
		if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
		NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
		if (tfdd.best_length == (uint)-1){
			// search in backwards direction
			i = (v->direction^4) >> 1;
			if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) { i = (i - 1) & 3; }
			NewTrainPathfind(tile, i, (TPFEnumProc*)TrainFindDepotEnumProc, &tfdd, NULL);
		}
	}

	return tfdd;
}

int32 CmdTrainGotoDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	Vehicle *v;
	TrainFindDepotData tfdd;

	if (!IsVehicleIndex(p1)) return CMD_ERROR;

	v = GetVehicle(p1);

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

	if (v->current_order.type == OT_GOTO_DEPOT) {
		if (flags & DC_EXEC) {
			if (HASBIT(v->current_order.flags, OF_PART_OF_ORDERS)) {
				v->u.rail.days_since_order_progr = 0;
				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;
	}

	tfdd = FindClosestTrainDepot(v);
	if (tfdd.best_length == (uint)-1)
		return_cmd_error(STR_883A_UNABLE_TO_FIND_ROUTE_TO);

	if (flags & DC_EXEC) {
		v->dest_tile = tfdd.tile;
		v->current_order.type = OT_GOTO_DEPOT;
		v->current_order.flags = OF_NON_STOP | OF_FULL_LOAD;
		v->current_order.station = GetDepotByTile(tfdd.tile)->index;
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
	}

	return 0;
}

/* p1 = vehicle
 * p2 = new service int
 */
int32 CmdChangeTrainServiceInt(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_Train || !CheckOwnership(v->owner))
		return CMD_ERROR;

	if (flags & DC_EXEC) {
		v->service_interval = (uint16)p2;
		InvalidateWindowWidget(WC_VEHICLE_DETAILS, v->index, 8);
	}

	return 0;
}

void OnTick_Train(void)
{
	_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
}

static const int8 _vehicle_smoke_pos[16] = {
	-4, -4, -4, 0, 4, 4, 4, 0,
	-4,  0,  4, 4, 4, 0,-4,-4,
};

static void HandleLocomotiveSmokeCloud(Vehicle *v)
{
	Vehicle *u;

	if (v->vehstatus & VS_TRAIN_SLOWING || v->load_unload_time_rem != 0 || v->cur_speed < 2)
		return;

	u = v;

	do {
		int engtype = v->engine_type;

		// no smoke?
		if (RailVehInfo(engtype)->flags & 2
		    || _engines[engtype].railtype > 0
		    || (v->vehstatus&VS_HIDDEN) || (v->u.rail.track & 0xC0) )
			continue;

		switch (RailVehInfo(engtype)->engclass) {
		case 0:
			// steam smoke.
			if ( (v->tick_counter&0xF) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile)) {
				CreateEffectVehicleRel(v,
					(_vehicle_smoke_pos[v->direction]),
					(_vehicle_smoke_pos[v->direction+8]),
					10,
					EV_STEAM_SMOKE);
			}
			break;

		case 1:
			// diesel smoke
			if (u->cur_speed <= 40 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x1E00) {
				CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
			}
			break;

		case 2:
			// blue spark
			if ( (v->tick_counter&0x3) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x5B0) {
				CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
			}
			break;
		}
	} while ( (v = v->next) != NULL );

}

static void TrainPlayLeaveStationSound(Vehicle *v)
{
	static const SoundFx sfx[] = {
		SND_04_TRAIN,
		SND_0A_TRAIN_HORN,
		SND_0A_TRAIN_HORN
	};

	int engtype = v->engine_type;

	switch (_engines[engtype].railtype) {
		case 0:
			SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], v);
			break;
		case 1:
			SndPlayVehicleFx(SND_47_MAGLEV_2, v);
			break;
		case 2:
			SndPlayVehicleFx(SND_41_MAGLEV, v);
			break;
	}
}

static bool CheckTrainStayInDepot(Vehicle *v)
{
	Vehicle *u;

	// bail out if not all wagons are in the same depot or not in a depot at all
	for (u = v; u != NULL; u = u->next)
		if (u->u.rail.track != 0x80 || u->tile != v->tile)
			return false;

	if (v->u.rail.force_proceed == 0) {
		if (++v->load_unload_time_rem < 37) {
			InvalidateWindowClasses(WC_TRAINS_LIST);
			return true;
		}

		v->load_unload_time_rem = 0;

		if (UpdateSignalsOnSegment(v->tile, v->direction)) {
			InvalidateWindowClasses(WC_TRAINS_LIST);
			return true;
		}
	}

	VehicleServiceInDepot(v);
	InvalidateWindowClasses(WC_TRAINS_LIST);
	TrainPlayLeaveStationSound(v);

	v->u.rail.track = 1;
	if (v->direction & 2)
		v->u.rail.track = 2;

	v->vehstatus &= ~VS_HIDDEN;
	v->cur_speed = 0;

	UpdateTrainDeltaXY(v, v->direction);
	v->cur_image = GetTrainImage(v, v->direction);
	VehiclePositionChanged(v);
	UpdateSignalsOnSegment(v->tile, v->direction);
	UpdateTrainAcceleration(v);
	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);

	return false;
}

/* Check for station tiles */
typedef struct TrainTrackFollowerData {
	TileIndex dest_coords;
	int station_index; // station index we're heading for
	uint best_bird_dist;
	uint best_track_dist;
	byte best_track;
} TrainTrackFollowerData;

static bool TrainTrackFollower(uint tile, TrainTrackFollowerData *ttfd, int track, uint length, byte *state){
	if (IsTileType(tile, MP_RAILWAY) && (_map5[tile]&0xC0) == 0x40) {
		// the tile has a signal
		byte m3 = _map3_lo[tile];
		if (!(m3 & _signal_along_trackdir[track])) {
			// if one way signal not pointing towards us, stop going in this direction.
			if (m3 & _signal_against_trackdir[track])
				return true;
		} else if (_map2[tile] & _signal_along_trackdir[track]) {
			// green signal in our direction. either one way or two way.
			*state = true;
		} else if (m3 & _signal_against_trackdir[track]) {
			// two way signal. unless we passed another green signal on the way,
			// stop going in this direction.
			if (!*state) return true;
		}
	}

	// heading for nowhere?
	if (ttfd->dest_coords == 0)
		return false;

	// did we reach the final station?
 if ((ttfd->station_index == -1 && tile == ttfd->dest_coords) ||
  (IsTileType(tile, MP_STATION) && IS_BYTE_INSIDE(_map5[tile], 0, 8) && _map2[tile] == ttfd->station_index)) {
  /* We do not check for dest_coords if we have a station_index,
   * because in that case the dest_coords are just an
   * approximation of where the station is */
		// found station
		ttfd->best_bird_dist = 0;
		if (length < ttfd->best_track_dist) {
			ttfd->best_track_dist = length;
			ttfd->best_track = state[1];
		}
		return true;
	} else {
		uint dist;

		// we've actually found the destination already. no point searching in directions longer than this.
		if (ttfd->best_track_dist != (uint)-1)
			return length >= ttfd->best_track_dist;

		// didn't find station
		dist = DistanceManhattan(tile, ttfd->dest_coords);
		if (dist < ttfd->best_bird_dist) {
			ttfd->best_bird_dist = dist;
			ttfd->best_track = state[1];
		}
		return false;
	}
}

static void FillWithStationData(TrainTrackFollowerData *fd, Vehicle *v)
{
        fd->dest_coords = v->dest_tile;
        if (v->current_order.type == OT_GOTO_STATION)
                fd->station_index = v->current_order.station;
        else
                fd->station_index = -1;

}

static const byte _initial_tile_subcoord[6][4][3] = {
{{ 15, 8, 1 },{ 0, 0, 0 },{ 0, 8, 5 },{ 0, 0, 0 }},
{{  0, 0, 0 },{ 8, 0, 3 },{ 0, 0, 0 },{ 8,15, 7 }},
{{  0, 0, 0 },{ 7, 0, 2 },{ 0, 7, 6 },{ 0, 0, 0 }},
{{ 15, 8, 2 },{ 0, 0, 0 },{ 0, 0, 0 },{ 8,15, 6 }},
{{ 15, 7, 0 },{ 8, 0, 4 },{ 0, 0, 0 },{ 0, 0, 0 }},
{{  0, 0, 0 },{ 0, 0, 0 },{ 0, 8, 4 },{ 7,15, 0 }},
};

static const uint32 _reachable_tracks[4] = {
	0x10091009,
	0x00160016,
	0x05200520,
	0x2A002A00,
};

static const byte _search_directions[6][4] = {
	{ 0, 9, 2, 9 }, // track 1
	{ 9, 1, 9, 3 }, // track 2
	{ 9, 0, 3, 9 }, // track upper
	{ 1, 9, 9, 2 }, // track lower
	{ 3, 2, 9, 9 }, // track left
	{ 9, 9, 1, 0 }, // track right
};

static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
#if PF_BENCHMARK
unsigned int rdtsc()
{
     unsigned int high, low;

     __asm__ __volatile__ ("rdtsc" : "=a" (low), "=d" (high));
     return low;
}
#endif


/* choose a track */
static byte ChooseTrainTrack(Vehicle *v, uint tile, int enterdir, byte trackbits)
{
	TrainTrackFollowerData fd;
	int bits = trackbits;
	uint best_track;
#if PF_BENCHMARK
	int time = rdtsc();
	static float f;
#endif

	assert( (bits & ~0x3F) == 0);

	/* quick return in case only one possible track is available */
	if (KILL_FIRST_BIT(bits) == 0)
		return FIND_FIRST_BIT(bits);

	if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
		NPFFindStationOrTileData fstd;
		NPFFoundTargetData ftd;
		byte trackdir;

		NPFFillWithOrderData(&fstd, v);
		/* The enterdir for the new tile, is the exitdir for the old tile */
		trackdir = _track_exitdir_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][enterdir];
		assert(trackdir != 0xff);

		ftd = NPFRouteToStationOrTile(tile - TileOffsByDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner);
		if (ftd.best_bird_dist != 0 || ftd.best_trackdir == 0xff) {
			/* Not found, or we are already there. Just do something */
			//TODO: maybe display error?
			//TODO: go straight ahead if possible?
			best_track = FIND_FIRST_BIT(bits);
		} else {
			/* Discard enterdir information, making it a normal track */
			best_track = ftd.best_trackdir & 7; /* TODO: Wrapper function? */
		}
	} else {

		FillWithStationData(&fd, v);

		if (_patches.new_pathfinding) {
			/* New train pathfinding */
			fd.best_bird_dist = (uint)-1;
			fd.best_track_dist = (uint)-1;
			fd.best_track = 0xFF;
			NewTrainPathfind(tile - TileOffsByDir(enterdir), enterdir, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);

	//		printf("Train %d %s\n", v->unitnumber, fd.best_track_dist == -1 ? "NOTFOUND" : "FOUND");

			if (fd.best_track == 0xff) {
				// blaha
				best_track = FIND_FIRST_BIT(bits);
			} else {
				best_track = fd.best_track & 7;
			}
		} else {
			/* Original pathfinding */
			int i, r;
			uint best_bird_dist  = 0;
			uint best_track_dist = 0;
			byte train_dir = v->direction & 3;


			best_track = (uint)-1;

			do {
				i = FIND_FIRST_BIT(bits);
				bits = KILL_FIRST_BIT(bits);

				fd.best_bird_dist = (uint)-1;
				fd.best_track_dist = (uint)-1;

				NewTrainPathfind(tile, _search_directions[i][enterdir], (TPFEnumProc*)TrainTrackFollower, &fd, NULL);
				if (best_track != (uint)-1) {
					if (best_track_dist == (uint)-1) {
						if (fd.best_track_dist == (uint)-1) {
							/* neither reached the destination, pick the one with the smallest bird dist */
							if (fd.best_bird_dist > best_bird_dist) goto bad;
							if (fd.best_bird_dist < best_bird_dist) goto good;
						} else {
							/* we found the destination for the first time */
							goto good;
						}
					} else {
						if (fd.best_track_dist == (uint)-1) {
							/* didn't find destination, but we've found the destination previously */
							goto bad;
						} else {
							/* both old & new reached the destination, compare track length */
							if (fd.best_track_dist > best_track_dist) goto bad;
							if (fd.best_track_dist < best_track_dist) goto good;
						}
					}

					/* if we reach this position, there's two paths of equal value so far.
					 * pick one randomly. */
					r = (byte)Random();
					if (_pick_track_table[i] == train_dir) r += 80;
					if (_pick_track_table[best_track] == train_dir) r -= 80;

					if (r <= 127) goto bad;
				}
		good:;
				best_track = i;
				best_bird_dist = fd.best_bird_dist;
				best_track_dist = fd.best_track_dist;
		bad:;
			} while (bits != 0);
	//		printf("Train %d %s\n", v->unitnumber, best_track_dist == -1 ? "NOTFOUND" : "FOUND");
			assert(best_track != (uint)-1);
		}
	}

#if PF_BENCHMARK
	time = rdtsc() - time;
	f = f * 0.99 + 0.01 * time;
	printf("PF time = %d %f\n", time, f);
#endif

	return best_track;
}


static bool CheckReverseTrain(Vehicle *v)
{
	TrainTrackFollowerData fd;
	int i, r;
	int best_track;
	uint best_bird_dist  = 0;
	uint best_track_dist = 0;
	uint reverse, reverse_best;

	if (_opt.diff.line_reverse_mode != 0 ||
			v->u.rail.track & 0xC0 ||
			!(v->direction & 1))
		return false;

	FillWithStationData(&fd, v);

	best_track = -1;
	reverse_best = reverse = 0;

	assert(v->u.rail.track);

	i = _search_directions[FIND_FIRST_BIT(v->u.rail.track)][v->direction>>1];

	if (_patches.new_pathfinding_all) { /* Use a new pathfinding for everything */
		NPFFindStationOrTileData fstd;
		NPFFoundTargetData ftd;
		byte trackdir, trackdir_rev;
		Vehicle* last = GetLastVehicleInChain(v);

		NPFFillWithOrderData(&fstd, v);

		trackdir = _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
		trackdir_rev = REVERSE_TRACKDIR(_track_direction_to_trackdir[FIND_FIRST_BIT(last->u.rail.track)][last->direction]);
		assert(trackdir != 0xff);
		assert(trackdir_rev != 0xff);

		ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, last->tile, trackdir_rev, &fstd, TRANSPORT_RAIL, v->owner);
		if (ftd.best_bird_dist != 0) {
			/* We didn't find anything, just keep on going straight ahead */
			reverse_best = false;
		} else {
			if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE))
				reverse_best = true;
			else
				reverse_best = false;
		}
	} else {
		while(true) {
			fd.best_bird_dist = (uint)-1;
			fd.best_track_dist = (uint)-1;

			NewTrainPathfind(v->tile, reverse ^ i, (TPFEnumProc*)TrainTrackFollower, &fd, NULL);

			if (best_track != -1) {
				if (best_bird_dist != 0) {
					if (fd.best_bird_dist != 0) {
						/* neither reached the destination, pick the one with the smallest bird dist */
						if (fd.best_bird_dist > best_bird_dist) goto bad;
						if (fd.best_bird_dist < best_bird_dist) goto good;
					} else {
						/* we found the destination for the first time */
						goto good;
					}
				} else {
					if (fd.best_bird_dist != 0) {
						/* didn't find destination, but we've found the destination previously */
						goto bad;
					} else {
						/* both old & new reached the destination, compare track length */
						if (fd.best_track_dist > best_track_dist) goto bad;
						if (fd.best_track_dist < best_track_dist) goto good;
					}
				}

				/* if we reach this position, there's two paths of equal value so far.
				 * pick one randomly. */
				r = (byte)Random();
				if (_pick_track_table[i] == (v->direction & 3)) r += 80;
				if (_pick_track_table[best_track] == (v->direction & 3)) r -= 80;
				if (r <= 127) goto bad;
			}
good:;
			best_track = i;
			best_bird_dist = fd.best_bird_dist;
			best_track_dist = fd.best_track_dist;
			reverse_best = reverse;
bad:;
			if (reverse != 0)
				break;
			reverse = 2;
		}
	}

	return reverse_best != 0;
}

static bool ProcessTrainOrder(Vehicle *v)
{
	const Order *order;
	bool result;

	// These are un-interruptible
	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 false;
	}

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

	// check if we've reached the waypoint?
	if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
		v->cur_order_index++;
	}

	// check if we've reached a non-stop station while TTDPatch nonstop is enabled..
	if (_patches.new_nonstop && v->current_order.flags & OF_NON_STOP &&
		v->current_order.station == _map2[v->tile] && IsTileType(v->tile, MP_STATION) ) {
		v->cur_order_index++;
	}

	// Get the current order
	if (v->cur_order_index >= v->num_orders)
		v->cur_order_index = 0;

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

	// If no order, do nothing.
	if (order == NULL) {
		v->current_order.type = OT_NOTHING;
		v->current_order.flags = 0;
		v->dest_tile = 0;
		return false;
	}

	// If it is unchanged, keep it.
	if (order->type    == v->current_order.type &&
			order->flags   == v->current_order.flags &&
			order->station == v->current_order.station)
		return false;

	// Otherwise set it, and determine the destination tile.
	v->current_order = *order;

	v->dest_tile = 0;

	result = false;
	switch (order->type) {
		case OT_GOTO_STATION:
			if (order->station == v->last_station_visited)
				v->last_station_visited = INVALID_STATION;
			v->dest_tile = GetStation(order->station)->xy;
			result = CheckReverseTrain(v);
			break;

		case OT_GOTO_DEPOT:
			v->dest_tile = GetDepot(order->station)->xy;
			result = CheckReverseTrain(v);
			break;

		case OT_GOTO_WAYPOINT:
			v->dest_tile = _waypoints[order->station].xy;
			result = CheckReverseTrain(v);
			break;
	}

	InvalidateVehicleOrder(v);

	return result;
}

static void MarkTrainDirty(Vehicle *v)
{
	do {
		v->cur_image = GetTrainImage(v, v->direction);
		MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
	} while ( (v=v->next) != NULL);
}

static void HandleTrainLoading(Vehicle *v, bool mode)
{
	if (v->current_order.type == OT_NOTHING)
		return;

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

		if (mode)
			return;

		// don't mark the train as lost if we're loading on the final station.
		if (v->current_order.flags & OF_NON_STOP)
			v->u.rail.days_since_order_progr = 0;

		if (--v->load_unload_time_rem)
			return;

		if (v->current_order.flags & OF_FULL_LOAD && CanFillVehicle(v)) {
			v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
			SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
			if (LoadUnloadVehicle(v)) {
				InvalidateWindow(WC_TRAINS_LIST, v->owner);
				MarkTrainDirty(v);

				// need to update acceleration since the goods on the train changed.
				UpdateTrainAcceleration(v);
			}
			return;
		}

		TrainPlayLeaveStationSound(v);

		{
			Order b = v->current_order;
			v->current_order.type = OT_LEAVESTATION;
			v->current_order.flags = 0;

			// If this was not the final order, don't remove it from the list.
			if (!(b.flags & OF_NON_STOP))
				return;
		}
	}

	v->u.rail.days_since_order_progr = 0;
	v->cur_order_index++;
	InvalidateVehicleOrder(v);
}

static int UpdateTrainSpeed(Vehicle *v)
{
	uint spd;
	uint accel;

	if (v->vehstatus & VS_STOPPED || HASBIT(v->u.rail.flags, VRF_REVERSING)) {
		if (_patches.realistic_acceleration)
			accel = GetTrainAcceleration(v, AM_BRAKE) * 2;
		else
			accel = v->acceleration * -2;
	} else {
		if (_patches.realistic_acceleration)
			accel = GetTrainAcceleration(v, AM_ACCEL);
		else
			accel = v->acceleration;
	}

	spd = v->subspeed + accel * 2;
	v->subspeed = (byte)spd;
	{
		int tempmax = v->max_speed;
		if (v->cur_speed > v->max_speed)
			tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
		v->cur_speed = spd = clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
	}

	if (!(v->direction & 1)) spd = spd * 3 >> 2;

	spd += v->progress;
	v->progress = (byte)spd;
	return (spd >> 8);
}

static void TrainEnterStation(Vehicle *v, int station)
{
	Station *st;
	uint32 flags;

	v->last_station_visited = station;

	/* check if a train ever visited this station before */
	st = GetStation(station);
	if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
		st->had_vehicle_of_type |= HVOT_TRAIN;
		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_8801_CITIZENS_CELEBRATE_FIRST,
			flags,
			v->index,
			0);
	}

	// Did we reach the final destination?
	if (v->current_order.type == OT_GOTO_STATION &&
			v->current_order.station == (byte)station) {
		// Yeah, keep the load/unload flags
		// Non Stop now means if the order should be increased.
		v->current_order.type = OT_LOADING;
		v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD;
		v->current_order.flags |= OF_NON_STOP;
	} else {
		// No, just do a simple load
		v->current_order.type = OT_LOADING;
		v->current_order.flags = 0;
	}
	v->current_order.station = 0;

	SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
	if (LoadUnloadVehicle(v) != 0) {
		InvalidateWindow(WC_TRAINS_LIST, v->owner);
		MarkTrainDirty(v);
		UpdateTrainAcceleration(v);
	}
	InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
}

static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
	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, v->y_pos);
	_get_z_hint = 0;

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

	if (new_tile) {
		CLRBIT(v->u.rail.flags, VRF_GOINGUP);
		CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);

		if (new_z != old_z) {
			SETBIT(v->u.rail.flags, (new_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
		}
	}

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

static const byte _new_vehicle_direction_table[11] = {
	0, 7, 6, 0,
	1, 0, 5, 0,
	2, 3, 4,
};

static int GetNewVehicleDirectionByTile(uint new_tile, uint old_tile)
{
	uint offs = (TileY(new_tile) - TileY(old_tile) + 1) * 4 +
							TileX(new_tile) - TileX(old_tile) + 1;
	assert(offs < 11);
	return _new_vehicle_direction_table[offs];
}

static int GetNewVehicleDirection(Vehicle *v, int x, int y)
{
	uint offs = (y - v->y_pos + 1) * 4 + (x - v->x_pos + 1);
	assert(offs < 11);
	return _new_vehicle_direction_table[offs];
}

static int GetDirectionToVehicle(Vehicle *v, int x, int y)
{
	byte offs;

	x -= v->x_pos;
	if (x >= 0) {
		offs = (x > 2) ? 0 : 1;
	} else {
		offs = (x < -2) ? 2 : 1;
	}

	y -= v->y_pos;
	if (y >= 0) {
		offs += ((y > 2) ? 0 : 1) * 4;
	} else {
		offs += ((y < -2) ? 2 : 1) * 4;
	}

	assert(offs < 11);
	return _new_vehicle_direction_table[offs];
}

/* Check if the vehicle is compatible with the specified tile */
static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
{
	switch (GetTileType(tile)) {
		case MP_RAILWAY:
		case MP_STATION:
			// normal tracks, jump to owner check
			break;

		case MP_TUNNELBRIDGE:
			if ((_map5[tile] & 0xC0) == 0xC0) { // is bridge middle part?
				uint height;
				uint tileh = GetTileSlope(tile, &height);

				// correct Z position of a train going under a bridge on slopes
				if (CorrectZ(tileh)) height += 8;

				if (v->z_pos != height) return true; // train is going over bridge
			}
			break;

		case MP_STREET:
			// tracks over roads, do owner check of tracks (_map_owner[tile])
			return
				_map_owner[tile] == v->owner &&
				(v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);

		default:
			return true;
	}

	return
		_map_owner[tile] == v->owner &&
		(v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
}

typedef struct {
	byte small_turn, large_turn;
	byte z_up; // fraction to remove when moving up
	byte z_down; // fraction to remove when moving down
} RailtypeSlowdownParams;

static const RailtypeSlowdownParams _railtype_slowdown[3] = {
	// normal accel
	{256/4, 256/2, 256/4, 2}, // normal
	{256/4, 256/2, 256/4, 2}, // monorail
	{0,     256/2, 256/4, 2}, // maglev
};

/* Modify the speed of the vehicle due to a turn */
static void AffectSpeedByDirChange(Vehicle *v, byte new_dir)
{
	byte diff;
	const RailtypeSlowdownParams *rsp;

	if (_patches.realistic_acceleration || (diff = (v->direction - new_dir) & 7) == 0)
		return;

	rsp = &_railtype_slowdown[v->u.rail.railtype];
	v->cur_speed -= ((diff == 1 || diff == 7) ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}

/* Modify the speed of the vehicle due to a change in altitude */
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
	const RailtypeSlowdownParams *rsp;
	if (old_z == v->z_pos || _patches.realistic_acceleration)
		return;

	rsp = &_railtype_slowdown[v->u.rail.railtype];

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

static const byte _otherside_signal_directions[14] = {
	1, 3, 1, 3, 5, 3, 0, 0,
	5, 7, 7, 5, 7, 1,
};

static void TrainMovedChangeSignals(uint tile, int dir)
{
	int i;
	if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xC0) == 0x40) {
		i = FindFirstBit2x64((_map5[tile]+(_map5[tile]<<8)) & _reachable_tracks[dir]);
		UpdateSignalsOnSegment(tile, _otherside_signal_directions[i]);
	}
}


typedef struct TrainCollideChecker {
	const Vehicle *v;
	const Vehicle *v_skip;
} TrainCollideChecker;

static void *FindTrainCollideEnum(Vehicle *v, void *data)
{
	const TrainCollideChecker* tcc = data;

	if (v != tcc->v &&
			v != tcc->v_skip &&
			v->type == VEH_Train &&
			v->u.rail.track != 0x80 &&
			myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
			myabs(v->x_pos - tcc->v->x_pos) < 6 &&
			myabs(v->y_pos - tcc->v->y_pos) < 6) {
		return v;
	} else {
		return NULL;
	}
}

static void SetVehicleCrashed(Vehicle *v)
{
	Vehicle *u;

	if (v->u.rail.crash_anim_pos != 0)
		return;

	v->u.rail.crash_anim_pos++;

	u = v;
	BEGIN_ENUM_WAGONS(v)
		v->vehstatus |= VS_CRASHED;
	END_ENUM_WAGONS(v)

	InvalidateWindowWidget(WC_VEHICLE_VIEW, u->index, STATUS_BAR);
}

static int CountPassengersInTrain(const Vehicle *v)
{
	int num = 0;
	BEGIN_ENUM_WAGONS(v)
		if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
	END_ENUM_WAGONS(v)
	return num;
}

/*
 * Checks whether the specified train has a collision with another vehicle. If
 * so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
 * Reports the incident in a flashy news item, modifies station ratings and
 * plays a sound.
 */
static void CheckTrainCollision(Vehicle *v)
{
	TrainCollideChecker tcc;
	Vehicle *coll;
	Vehicle *realcoll;
	int num;

	/* can't collide in depot */
	if (v->u.rail.track == 0x80)
		return;

	assert(v->u.rail.track == 0x40 || TILE_FROM_XY(v->x_pos, v->y_pos) == v->tile);

	tcc.v = v;
	tcc.v_skip = v->next;

	/* find colliding vehicle */
	realcoll = VehicleFromPos(TILE_FROM_XY(v->x_pos, v->y_pos), &tcc, FindTrainCollideEnum);
	if (realcoll == NULL)
		return;


	coll = GetFirstVehicleInChain(realcoll);

	/* it can't collide with its own wagons */
	if (v == coll ||
			(v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2)))
		return;

	//two drivers + passangers killed in train v
	num = 2 + CountPassengersInTrain(v);
	if (!(coll->vehstatus & VS_CRASHED))
		//two drivers + passangers killed in train coll (if it was not crashed already)
		num += 2 + CountPassengersInTrain(coll);

	SetVehicleCrashed(v);
	if (coll->subtype == TS_Front_Engine)
		SetVehicleCrashed(coll);


	SetDParam(0, num);

	AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
		NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
		v->index,
		0
	);

	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
	SndPlayVehicleFx(SND_13_BIG_CRASH, v);
}

typedef struct VehicleAtSignalData {
	TileIndex tile;
	byte direction;
} VehicleAtSignalData;

static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
	const VehicleAtSignalData* vasd = data;

	if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
			v->tile == vasd->tile) {
		byte diff = (v->direction - vasd->direction + 2) & 7;

		if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
			return v;
	}
	return NULL;
}

static void TrainController(Vehicle *v)
{
	Vehicle *prev = NULL;
	GetNewVehiclePosResult gp;
	uint32 r, tracks,ts;
	int i, enterdir, newdir, dir;
	byte chosen_dir;
	byte chosen_track;
	byte old_z;

	/* For every vehicle after and including the given vehicle */
	for (; v != NULL; prev = v, v = v->next) {
		BeginVehicleMove(v);

		if (v->u.rail.track != 0x40) {
			/* Not inside tunnel */
			if (GetNewVehiclePos(v, &gp)) {
				/* Staying in the old tile */
				if (v->u.rail.track == 0x80) {
					/* inside depot */
					gp.x = v->x_pos;
					gp.y = v->y_pos;
				} else {
					/* is not inside depot */

					if (!TrainCheckIfLineEnds(v))
						return;

					r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
					if (r & 0x8) {
						//debug("%x & 0x8", r);
						goto invalid_rail;
					}
					if (r & 0x2) {
						TrainEnterStation(v, r >> 8);
						return;
					}

					if (v->current_order.type == OT_LEAVESTATION) {
						v->current_order.type = OT_NOTHING;
						v->current_order.flags = 0;
						InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
					}
				}
			} else {
				/* A new tile is about to be entered. */

				byte bits;
				/* Determine what direction we're entering the new tile from */
				dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile);
				enterdir = dir >> 1;
				assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3);

				/* Get the status of the tracks in the new tile and mask
				 * away the bits that aren't reachable. */
				ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL) & _reachable_tracks[enterdir];

				/* Combine the from & to directions.
				 * Now, the lower byte contains the track status, and the byte at bit 16 contains
				 * the signal status. */
				tracks = ts|(ts >> 8);
				bits = tracks & 0xFF;
				if (_patches.new_pathfinding_all && _patches.forbid_90_deg && prev == NULL)
					/* We allow wagons to make 90 deg turns, because forbid_90_deg
					 * can be switched on halfway a turn */
					bits &= ~_track_crosses_tracks[FIND_FIRST_BIT(v->u.rail.track)];

				if ( bits == 0) {
					//debug("%x == 0", bits);
					goto invalid_rail;
				}

				/* Check if the new tile contrains tracks that are compatible
				 * with the current train, if not, bail out. */
				if (!CheckCompatibleRail(v, gp.new_tile)) {
					//debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile);
					goto invalid_rail;
				}

				if (prev == NULL) {
					/* Currently the locomotive is active. Determine which one of the
					 * available tracks to choose */
					chosen_track = 1 << ChooseTrainTrack(v, gp.new_tile, enterdir, bits);
					assert(chosen_track & tracks);

					/* Check if it's a red signal and that force proceed is not clicked. */
					if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light;
				} else {
					static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2};

					/* The wagon is active, simply follow the prev vehicle. */
					chosen_track = (byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
				}

				/* make sure chosen track is a valid track */
				assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32);

				/* Update XY to reflect the entrance to the new tile, and select the direction to use */
				{
					const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
					gp.x = (gp.x & ~0xF) | b[0];
					gp.y = (gp.y & ~0xF) | b[1];
					chosen_dir = b[2];
				}

				/* Call the landscape function and tell it that the vehicle entered the tile */
				r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
				if (r&0x8){
					//debug("%x & 0x8", r);
					goto invalid_rail;
				}

				if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;

				if (!(r&0x4)) {
					v->tile = gp.new_tile;
					v->u.rail.track = chosen_track;
					assert(v->u.rail.track);
				}

				if (v->subtype == TS_Front_Engine)
 				TrainMovedChangeSignals(gp.new_tile, enterdir);

				/* Signals can only change when the first
				 * (above) or the last vehicle moves. */
				if (v->next == NULL)
 				TrainMovedChangeSignals(gp.old_tile, (enterdir) ^ 2);

				if (prev == NULL) {
					AffectSpeedByDirChange(v, chosen_dir);
				}

				v->direction = chosen_dir;
			}
		} else {
			/* in tunnel */
			GetNewVehiclePos(v, &gp);

			if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) &&
					!(_map5[gp.new_tile] & 0xF0)) {
				r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
				if (r & 0x4) goto common;
			}

			v->x_pos = gp.x;
			v->y_pos = gp.y;
			VehiclePositionChanged(v);
			if (prev == NULL)
				CheckTrainCollision(v);
			continue;
		}
common:;

		/* update image of train, as well as delta XY */
		newdir = GetNewVehicleDirection(v, gp.x, gp.y);
		UpdateTrainDeltaXY(v, newdir);
		v->cur_image = GetTrainImage(v, newdir);

		v->x_pos = gp.x;
		v->y_pos = gp.y;

		/* update the Z position of the vehicle */
		old_z = AfterSetTrainPos(v, (gp.new_tile != gp.old_tile));

		if (prev == NULL) {
			/* This is the first vehicle in the train */
			AffectSpeedByZChange(v, old_z);
			CheckTrainCollision(v);
		}
	}
	return;

invalid_rail:
	/* We've reached end of line?? */
	if (prev != NULL) {
		error("!Disconnecting train");
	}
	goto reverse_train_direction;

red_light: {
	/* We're in front of a red signal ?? */
		/* find the first set bit in ts. need to do it in 2 steps, since
		 * FIND_FIRST_BIT only handles 6 bits at a time. */
		i = FindFirstBit2x64(ts);

		if (!(_map3_lo[gp.new_tile] & _signal_against_trackdir[i])) {
			v->cur_speed = 0;
			v->subspeed = 0;
			v->progress = 255-100;
			if (++v->load_unload_time_rem < _patches.wait_oneway_signal * 20)
				return;
		} else if (_map3_lo[gp.new_tile] & _signal_along_trackdir[i]){
			v->cur_speed = 0;
			v->subspeed = 0;
			v->progress = 255-10;
			if (++v->load_unload_time_rem < _patches.wait_twoway_signal * 73) {
				TileIndex o_tile = gp.new_tile + TileOffsByDir(enterdir);
				VehicleAtSignalData vasd;
				vasd.tile = o_tile;
				vasd.direction = dir ^ 4;

				/* check if a train is waiting on the other side */
				if (VehicleFromPos(o_tile, &vasd, CheckVehicleAtSignal) == NULL)
					return;
			}
		}
	}

reverse_train_direction:
	v->load_unload_time_rem = 0;
	v->cur_speed = 0;
	v->subspeed = 0;
	ReverseTrainDirection(v);

}

extern TileIndex CheckTunnelBusy(TileIndex tile, uint *length);

/**
 * Deletes/Clears the last wagon of a crashed train. It takes the engine of the
 * train, then goes to the last wagon and deletes that. Each call to this function
 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
 * or inside a tunnel, recalculate the signals as they might need updating
 * @param v the @Vehicle of which last wagon is to be removed
 */
static void DeleteLastWagon(Vehicle *v)
{
	Vehicle *u = v;

	/* Go to the last wagon and delete the link pointing there
	 * *u is then the one-before-last wagon, and *v the last
	 * one which will physicially be removed */
	for (; v->next != NULL; v = v->next) u = v;
	u->next = NULL;

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
	DeleteWindowById(WC_VEHICLE_VIEW, v->index);
	RebuildVehicleLists();
	InvalidateWindow(WC_COMPANY, v->owner);

	BeginVehicleMove(v);
	EndVehicleMove(v);
	DeleteVehicle(v);

	if (!(v->u.rail.track & 0xC0))
		SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));

	/* Check if the wagon was on a road/rail-crossing and disable it if no
	 * others are on it */
	DisableTrainCrossing(v->tile);

	if (v->u.rail.track == 0x40) { // inside a tunnel
		TileIndex endtile = CheckTunnelBusy(v->tile, NULL);

		if (endtile == INVALID_TILE) // tunnel is busy (error returned)
			return;

		switch (v->direction) {
			case 1:
			case 5:
				SetSignalsOnBothDir(v->tile, 0);
				SetSignalsOnBothDir(endtile, 0);
				break;

			case 3:
			case 7:
				SetSignalsOnBothDir(v->tile, 1);
				SetSignalsOnBothDir(endtile, 1);
				break;

			default:
				break;
		}
	}
}

static void ChangeTrainDirRandomly(Vehicle *v)
{
	static int8 _random_dir_change[4] = { -1, 0, 0, 1};

	do {
		//I need to buffer the train direction
		if (!(v->u.rail.track & 0x40))
			v->direction = (v->direction + _random_dir_change[Random()&3]) & 7;
		if (!(v->vehstatus & VS_HIDDEN)) {
			BeginVehicleMove(v);
			UpdateTrainDeltaXY(v, v->direction);
			v->cur_image = GetTrainImage(v, v->direction);
			AfterSetTrainPos(v, false);
		}
	} while ( (v=v->next) != NULL);
}

static void HandleCrashedTrain(Vehicle *v)
{
	int state = ++v->u.rail.crash_anim_pos, index;
	uint32 r;
	Vehicle *u;

	if ( (state == 4) && (v->u.rail.track != 0x40) ) {
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
	}

	if (state <= 200 && (uint16)(r=Random()) <= 0x2492) {
		index = (r * 10 >> 16);

		u = v;
		do {
			if (--index < 0) {
				r = Random();

				CreateEffectVehicleRel(u,
					2 + ((r>>8)&7),
					2 + ((r>>16)&7),
					5 + (r&7),
					EV_EXPLOSION_SMALL);
				break;
			}
		} while ( (u=u->next) != NULL);
	}

	if (state <= 240 && !(v->tick_counter&3)) {
		ChangeTrainDirRandomly(v);
	}

	if (state >= 4440 && !(v->tick_counter&0x1F)) {
		DeleteLastWagon(v);
		InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
	}
}

static void HandleBrokenTrain(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_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, 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 & 3)) {
		if (!--v->breakdown_delay) {
			v->breakdown_ctr = 0;
			InvalidateWindow(WC_VEHICLE_VIEW, v->index);
		}
	}
}

static const byte _breakdown_speeds[16] = {
	225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};

static bool TrainCheckIfLineEnds(Vehicle *v)
{
	uint tile;
	uint x,y;
	int t;
	uint32 ts;

	if ((uint)(t=v->breakdown_ctr) > 1) {
		v->vehstatus |= VS_TRAIN_SLOWING;

		t = _breakdown_speeds[ ((~t) >> 4) & 0xF];
		if ((uint16)t <= v->cur_speed)
			v->cur_speed = t;
	} else {
		v->vehstatus &= ~VS_TRAIN_SLOWING;
	}

	// exit if inside a tunnel
	if (v->u.rail.track & 0x40)
		return true;

	tile = v->tile;

	// tunnel entrance?
	if (IsTileType(tile, MP_TUNNELBRIDGE) &&
			(_map5[tile] & 0xF0) == 0 && (byte)((_map5[tile] & 3)*2+1) == v->direction)
				return true;

	// depot?
	/* XXX -- When enabled, this makes it possible to crash trains of others
	     (by building a depot right against a station) */
/*	if (IsTileType(tile, MP_RAILWAY) && (_map5[tile] & 0xFC) == 0xC0)
		return true;*/

	/* Determine the non-diagonal direction in which we will exit this tile */
	t = v->direction >> 1;
	if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[t]) {
		t = (t - 1) & 3;
	}
	/* Calculate next tile */
	tile += TileOffsByDir(t);
	// determine the track status on the next tile.
	ts = GetTileTrackStatus(tile, TRANSPORT_RAIL) & _reachable_tracks[t];

	/* Calc position within the current tile ?? */
	x = v->x_pos & 0xF;
	y = v->y_pos & 0xF;

	switch(v->direction) {
	case 0:
		x = (~x) + (~y) + 24;
		break;
	case 7:
		x = y;
		/* fall through */
	case 1:
		x = (~x) + 16;
		break;
	case 2:
		x = (~x) + y + 8;
		break;
	case 3:
		x = y;
		break;
	case 4:
		x = x + y - 8;
		break;
	case 6:
		x = (~y) + x + 8;
		break;
	}

	if ( (uint16)ts != 0) {
		/* If we approach a rail-piece which we can't enter, don't enter it! */
		if (x + 4 > 15 && !CheckCompatibleRail(v, tile)) {
			v->cur_speed = 0;
			ReverseTrainDirection(v);
			return false;
		}
		if ((ts &= (ts >> 16)) == 0) {
			// make a rail/road crossing red
			if (IsTileType(tile, MP_STREET) && (_map5[tile] & 0xF0) == 0x10) {
				if (!(_map5[tile] & 4)) {
					_map5[tile] |= 4;
					SndPlayVehicleFx(SND_0E_LEVEL_CROSSING, v);
					MarkTileDirtyByTile(tile);
				}
			}
			return true;
		}
	} else if (x + 4 > 15) {
		v->cur_speed = 0;
		ReverseTrainDirection(v);
		return false;
	}

	// slow down
	v->vehstatus |= VS_TRAIN_SLOWING;
	t = _breakdown_speeds[x & 0xF];
	if (!(v->direction&1)) t>>=1;
	if ((uint16)t < v->cur_speed)
		v->cur_speed = t;

	return true;
}

static void TrainLocoHandler(Vehicle *v, bool mode)
{
	int j;

	/* train has crashed? */
	if (v->u.rail.crash_anim_pos != 0) {
		if (!mode) HandleCrashedTrain(v);
		return;
	}

	if (v->u.rail.force_proceed != 0)
		v->u.rail.force_proceed--;

	/* train is broken down? */
	if (v->breakdown_ctr != 0) {
		if (v->breakdown_ctr <= 2) {
			HandleBrokenTrain(v);
			return;
		}
		v->breakdown_ctr--;
	}

	if (HASBIT(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
		ReverseTrainDirection(v);
	}

	/* exit if train is stopped */
	if (v->vehstatus & VS_STOPPED && v->cur_speed == 0)
		return;


	if (ProcessTrainOrder(v)) {
		v->load_unload_time_rem = 0;
		v->cur_speed = 0;
		v->subspeed = 0;
		ReverseTrainDirection(v);
		return;
	}

	HandleTrainLoading(v, mode);

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

	if (CheckTrainStayInDepot(v))
		return;

	if (!mode) HandleLocomotiveSmokeCloud(v);

	j = UpdateTrainSpeed(v);
	if (j == 0) {
		// if the vehicle has speed 0, update the last_speed field.
		if (v->cur_speed != 0)
			return;
	} else {
		TrainCheckIfLineEnds(v);

		do {
			TrainController(v);
			if (v->cur_speed <= 0x100)
				break;
		} while (--j != 0);
	}

	SetLastSpeed(v, v->cur_speed);
}


void Train_Tick(Vehicle *v)
{
	if (_age_cargo_skip_counter == 0 && v->cargo_days != 0xff)
		v->cargo_days++;

	v->tick_counter++;

	if (v->subtype == TS_Front_Engine) {
		TrainLocoHandler(v, false);

		// make sure vehicle wasn't deleted.
		if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
			TrainLocoHandler(v, true);
	} else if (v->subtype == TS_Free_Car && HASBITS(v->vehstatus, VS_CRASHED)) {
		// Delete flooded standalone wagon
		if (++v->u.rail.crash_anim_pos >= 4400)
			DeleteVehicle(v);
	}
}


static const byte _depot_track_ind[4] = {0,1,0,1};

// Validation for the news item "Train is waiting in depot"
static bool ValidateTrainInDepot( uint data_a, uint data_b )
{
	Vehicle *v = GetVehicle(data_a);
	return  (v->u.rail.track == 0x80 && (v->vehstatus | VS_STOPPED));
}

void TrainEnterDepot(Vehicle *v, uint tile)
{
	SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);

	if (v->subtype != TS_Front_Engine)
		v = GetFirstVehicleInChain(v);

	VehicleServiceInDepot(v);

	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

	v->load_unload_time_rem = 0;
	v->cur_speed = 0;

	MaybeReplaceVehicle(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 (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { // Part of the orderlist?
			v->u.rail.days_since_order_progr = 0;
			v->cur_order_index++;
		} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { // User initiated?
			v->vehstatus |= VS_STOPPED;
			if (v->owner == _local_player) {
				SetDParam(0, v->unitnumber);
				AddValidatedNewsItem(
					STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
					v->index,
					0,
					ValidateTrainInDepot);
			}
		}
	}
	InvalidateWindowClasses(WC_TRAINS_LIST);
}

static void CheckIfTrainNeedsService(Vehicle *v)
{
	Depot *depot;
	TrainFindDepotData tfdd;

	if (_patches.servint_trains == 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;

	tfdd = FindClosestTrainDepot(v);
	/* Only go to the depot if it is not too far out of our way. */
	if (tfdd.best_length == (uint)-1 || tfdd.best_length > 16 ) {
		if (v->current_order.type == OT_GOTO_DEPOT) {
			/* If we were already heading for a depot but it has
			 * suddenly moved farther away, we continue our normal
			 * schedule? */
			v->current_order.type = OT_DUMMY;
			v->current_order.flags = 0;
			InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
		}
		return;
	}

	depot = GetDepotByTile(tfdd.tile);

	if (v->current_order.type == OT_GOTO_DEPOT &&
			v->current_order.station != depot->index &&
			!CHANCE16(3,16))
		return;

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

int32 GetTrainRunningCost(Vehicle *v)
{
	int32 cost = 0;

	do {
		const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
		if (rvi->running_cost_base)
			cost += rvi->running_cost_base * _price.running_rail[rvi->engclass];
	} while ( (v=v->next) != NULL );

	return cost;
}

void OnNewDay_Train(Vehicle *v)
{
	TileIndex tile;

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

	if (v->subtype == TS_Front_Engine) {
		CheckVehicleBreakdown(v);
		AgeVehicle(v);

		CheckIfTrainNeedsService(v);

		// check if train hasn't advanced in its order list for a set number of days
		if (_patches.lost_train_days && v->num_orders && !(v->vehstatus & (VS_STOPPED | VS_CRASHED) ) && ++v->u.rail.days_since_order_progr >= _patches.lost_train_days && v->owner == _local_player) {
			v->u.rail.days_since_order_progr = 0;
			SetDParam(0, v->unitnumber);
			AddNewsItem(
				STR_TRAIN_IS_LOST,
				NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
				v->index,
				0);
		}

		CheckOrders(v->index, OC_INIT);

		/* update destination */
		if (v->current_order.type == OT_GOTO_STATION &&
				(tile = GetStation(v->current_order.station)->train_tile) != 0)
					v->dest_tile = tile;

		if ((v->vehstatus & VS_STOPPED) == 0) {
			/* running costs */
			int32 cost = GetTrainRunningCost(v) / 364;

			v->profit_this_year -= cost >> 8;

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

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

void TrainsYearlyLoop(void)
{
	Vehicle *v;

	FOR_ALL_VEHICLES(v) {
		if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {

			// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
			if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
				SetDParam(1, v->profit_this_year);
				SetDParam(0, v->unitnumber);
				AddNewsItem(
					STR_TRAIN_IS_UNPROFITABLE,
					NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0),
					v->index,
					0);
			}

			v->profit_last_year = v->profit_this_year;
			v->profit_this_year = 0;
			InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
		}
	}
}

extern void ShowTrainViewWindow(Vehicle *v);

void HandleClickOnTrain(Vehicle *v)
{
	if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
	ShowTrainViewWindow(v);
}

void InitializeTrains(void)
{
	_age_cargo_skip_counter = 1;
}
