/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
 */
/** @file train_cmd.cpp Handling of trains. */
#include "stdafx.h"
#include "error.h"
#include "articulated_vehicles.h"
#include "command_func.h"
#include "pathfinder/npf/npf_func.h"
#include "pathfinder/yapf/yapf.hpp"
#include "news_func.h"
#include "company_func.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "network/network.h"
#include "spritecache.h"
#include "core/random_func.hpp"
#include "company_base.h"
#include "newgrf.h"
#include "infrastructure_func.h"
#include "order_backup.h"
#include "zoom_func.h"
#include "newgrf_debug.h"
#include "framerate_type.h"
#include "tracerestrict.h"
#include "tbtr_template_vehicle_func.h"
#include "autoreplace_func.h"
#include "engine_func.h"
#include "bridge_signal_map.h"
#include "scope_info.h"
#include "core/checksum_func.hpp"
#include "table/strings.h"
#include "table/train_cmd.h"
#include "safeguards.h"
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *p_got_reservation, bool mark_stuck);
static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse);
static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
static bool TrainCanLeaveTile(const Train *v);
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, DiagDirection enterdir);
bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
static TileIndex TrainApproachingCrossingTile(const Train *v);
static void CheckIfTrainNeedsService(Train *v);
static void CheckNextTrainTile(Train *v);
TileIndex VehiclePosTraceRestrictPreviousSignalCallback(const Train *v, const void *);
static void TrainEnterStation(Train *v, StationID station);
static void UnreserveBridgeTunnelTile(TileIndex tile);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4,  8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
template <>
bool IsValidImageIndex(uint8 image_index)
{
	return image_index < lengthof(_engine_sprite_base);
}
/**
 * Return the cargo weight multiplier to use for a rail vehicle
 * @param cargo Cargo type to get multiplier for
 * @return Cargo weight multiplier
 */
byte FreightWagonMult(CargoID cargo)
{
	if (!CargoSpec::Get(cargo)->is_freight) return 1;
	return _settings_game.vehicle.freight_trains;
}
/** Checks if lengths of all rail vehicles are valid. If not, shows an error message. */
void CheckTrainsLengths()
{
	bool first = true;
	for (const Train *v : Train::Iterate()) {
		if (v->First() == v && !(v->vehstatus & VS_CRASHED) && !v->IsVirtual()) {
			for (const Train *u = v, *w = v->Next(); w != nullptr; u = w, w = w->Next()) {
				if (u->track != TRACK_BIT_DEPOT) {
					if ((w->track != TRACK_BIT_DEPOT &&
							max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
							(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
						SetDParam(0, v->index);
						SetDParam(1, v->owner);
						ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
						if (!_networking && first) {
							first = false;
							DoCommandP(0, PM_PAUSED_ERROR, 1, CMD_PAUSE);
						}
						/* Break so we warn only once for each train. */
						break;
					}
				}
			}
		}
	}
}
/**
 * Checks the breakdown flags (VehicleRailFlags 9-12) and sets the correct value in the first vehicle of the consist.
 * This function is generally only called to check if a flag may be cleared.
 * @param v the front engine
 * @param flags bitmask of the flags to check.
 */
void CheckBreakdownFlags(Train *v)
{
	assert(v->IsFrontEngine());
	/* clear the flags we're gonna check first, we'll set them again later (if applicable) */
	CLRBITS(v->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN);
	for (const Train *w = v; w != nullptr; w = w->Next()) {
		if (v->IsEngine() || w->IsMultiheaded()) {
			if (w->breakdown_ctr == 2) {
				SetBit(v->flags, VRF_BREAKDOWN_BRAKING);
			} else if (w->breakdown_ctr == 1) {
				switch (w->breakdown_type) {
					case BREAKDOWN_CRITICAL:
					case BREAKDOWN_RV_CRASH:
					case BREAKDOWN_EM_STOP:   SetBit(v->flags, VRF_BREAKDOWN_STOPPED); break;
					case BREAKDOWN_LOW_SPEED: SetBit(v->flags, VRF_BREAKDOWN_SPEED);   break;
					case BREAKDOWN_LOW_POWER: SetBit(v->flags, VRF_BREAKDOWN_POWER);   break;
				}
			}
		}
	}
}
uint16 GetTrainVehicleMaxSpeed(const Train *u, const RailVehicleInfo *rvi_u, const Train *front)
{
	const uint16 base_speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
	uint16 speed = base_speed;
	if (HasBit(u->flags, VRF_NEED_REPAIR) && front->IsFrontEngine()) {
		for (uint i = 0; i < u->critical_breakdown_count; i++) {
			speed = min(speed - (speed / (front->tcache.cached_num_engines + 2)) + 1, speed);
		}
	}
	/* clamp speed to be no less than lower of 5mph and 1/8 of base speed */
	speed = max(speed, min(5, (base_speed + 7) >> 3));
	if (HasBit(u->flags, VRF_HAS_HIT_RV) && front->IsFrontEngine()) {
		speed = min(speed, 30);
	}
	return speed;
}
/**
 * Recalculates the cached stuff of a train. Should be called each time a vehicle is added
 * to/removed from the chain, and when the game is loaded.
 * Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
 * @param allowed_changes Stuff that is allowed to change.
 */
void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
{
	uint16 max_speed = UINT16_MAX;
	assert(this->IsFrontEngine() || this->IsFreeWagon());
	const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
	EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
	this->gcache.cached_total_length = 0;
	this->compatible_railtypes = RAILTYPES_NONE;
	this->tcache.cached_num_engines = 0;
	bool train_can_tilt = true;
	for (Train *u = this; u != nullptr; u = u->Next()) {
		const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
		/* Check the this->first cache. */
		assert_msg(u->First() == this, "u: %s, this: %s",
				scope_dumper().VehicleInfo(u), scope_dumper().VehicleInfo(this));
		/* update the 'first engine' */
		u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
		u->railtype = rvi_u->railtype;
		if (u->IsEngine()) first_engine = u->engine_type;
		/* Set user defined data to its default value */
		u->tcache.user_def_data = rvi_u->user_def_data;
		this->InvalidateNewGRFCache();
		u->InvalidateNewGRFCache();
	}
	for (Train *u = this; u != nullptr; u = u->Next()) {
		/* Update user defined data (must be done before other properties) */
		u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
		this->InvalidateNewGRFCache();
		u->InvalidateNewGRFCache();
		if (!u->IsArticulatedPart()) {
			if (u->IsEngine() || u->IsMultiheaded()) {
				this->tcache.cached_num_engines++;
			}
		}
	}
	Vehicle *last_vis_effect = this;
	for (Train *u = this; u != nullptr; u = u->Next()) {
		const Engine *e_u = u->GetEngine();
		const RailVehicleInfo *rvi_u = &e_u->u.rail;
		if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
		/* Cache wagon override sprite group. nullptr is returned if there is none */
		u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
		/* Reset colour map */
		u->colourmap = PAL_NONE;
		/* Update powered-wagon-status and visual effect */
		u->UpdateVisualEffect(true);
		ClrBit(u->vcache.cached_veh_flags, VCF_LAST_VISUAL_EFFECT);
		if (!(HasBit(u->vcache.cached_vis_effect, VE_ADVANCED_EFFECT) && GB(u->vcache.cached_vis_effect, 0, VE_ADVANCED_EFFECT) == VESM_NONE)) last_vis_effect = u;
		if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
				UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
			/* wagon is powered */
			SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
		} else {
			ClrBit(u->flags, VRF_POWEREDWAGON);
		}
		if (!u->IsArticulatedPart()) {
			/* Do not count powered wagons for the compatible railtypes, as wagons always
			   have railtype normal */
			if (rvi_u->power > 0) {
				this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
			}
			/* Some electric engines can be allowed to run on normal rail. It happens to all
			 * existing electric engines when elrails are disabled and then re-enabled */
			if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
				u->railtype = RAILTYPE_RAIL;
				u->compatible_railtypes |= RAILTYPES_RAIL;
			}
			/* max speed is the minimum of the speed limits of all vehicles in the consist */
			if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
				uint16 speed = GetTrainVehicleMaxSpeed(u, rvi_u, this);
				if (speed != 0) max_speed = min(speed, max_speed);
			}
		}
		uint16 new_cap = e_u->DetermineCapacity(u);
		if (allowed_changes & CCF_CAPACITY) {
			/* Update vehicle capacity. */
			if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
			u->refit_cap = min(new_cap, u->refit_cap);
			u->cargo_cap = new_cap;
		} else {
			/* Verify capacity hasn't changed. */
			if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
		}
		u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
		/* check the vehicle length (callback) */
		uint16 veh_len = CALLBACK_FAILED;
		if (e_u->GetGRF() != nullptr && e_u->GetGRF()->grf_version >= 8) {
			/* Use callback 36 */
			veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
			if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
				ErrorUnknownCallbackResult(e_u->GetGRFID(), CBID_VEHICLE_LENGTH, veh_len);
			}
		} else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
			/* Use callback 11 */
			veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
		}
		if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
		veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
		if (allowed_changes & CCF_LENGTH) {
			/* Update vehicle length. */
			u->gcache.cached_veh_length = veh_len;
		} else {
			/* Verify length hasn't changed. */
			if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
		}
		this->gcache.cached_total_length += u->gcache.cached_veh_length;
		this->InvalidateNewGRFCache();
		u->InvalidateNewGRFCache();
	}
	SetBit(last_vis_effect->vcache.cached_veh_flags, VCF_LAST_VISUAL_EFFECT);
	/* store consist weight/max speed in cache */
	this->vcache.cached_max_speed = max_speed;
	this->tcache.cached_tilt = train_can_tilt;
	this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
	/* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
	this->CargoChanged();
	if (this->IsFrontEngine()) {
		this->UpdateAcceleration();
		if (!HasBit(this->subtype, GVSF_VIRTUAL)) SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
		InvalidateWindowData(WC_VEHICLE_REFIT, this->index, VIWD_CONSIST_CHANGED);
		InvalidateWindowData(WC_VEHICLE_ORDERS, this->index, VIWD_CONSIST_CHANGED);
		InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
	}
	if (allowed_changes & CCF_LENGTH) {
		for (Train *u = this->Next(); u != nullptr; u = u->Next()) {
			u->vcache.cached_max_speed = 0;
			u->gcache.cached_max_te = 0;
			u->gcache.cached_axle_resistance = 0;
			u->gcache.cached_max_track_speed = 0;
			u->gcache.cached_power = 0;
			u->gcache.cached_air_drag = 0;
			u->tcache.cached_num_engines = 0;
			u->tcache.cached_tilt = false;
			u->tcache.cached_max_curve_speed = 0;
		}
	}
}
/**
 * Get the fraction of the vehicle's current tile which is in front of it.
 * This is equal to how many more steps it could travel without having to stop/reverse if it was an end of line.
 *
 * See also wrapper without x_pos, y_pos in train.h
 *
 * @param v              the vehicle to use (not required to be the front)
 * @param x_pos          vehicle x position
 * @param y_pos          vehicle y position
 * @return the fraction of the current tile in front of the vehicle
 */
int GetTileMarginInFrontOfTrain(const Train *v, int x_pos, int y_pos)
{
	if (IsDiagonalDirection(v->direction)) {
		DiagDirection dir = DirToDiagDir(v->direction);
		int offset = ((DiagDirToAxis(dir) == AXIS_X) ? x_pos : y_pos) & 0xF;
		return ((dir == DIAGDIR_SE || dir == DIAGDIR_SW) ? TILE_SIZE - 1 - offset : offset) - ((v->gcache.cached_veh_length + 1) / 2);
	} else {
		/* Calc position within the current tile */
		uint x = x_pos & 0xF;
		uint y = y_pos & 0xF;
		/* for non-diagonal directions, x will be 1, 3, 5, ..., 15 */
		switch (v->direction) {
			case DIR_N : x = ~x + ~y + 25; break;
			case DIR_E : x = ~x + y + 9;   break;
			case DIR_S : x = x + y - 7;    break;
			case DIR_W : x = ~y + x + 9;   break;
			default: break;
		}
		x >>= 1; // x is now in range 0 ... 7
		return (TILE_SIZE / 2) - 1 - x - (v->gcache.cached_veh_length + 1) / 2;
	}
}
/**
 * Get the stop location of (the center) of the front vehicle of a train at
 * a platform of a station.
 *
 * See also wrapper without x_pos, y_pos in train.h
 *
 * @param station_id     the ID of the station where we're stopping
 * @param tile           the tile where the vehicle currently is
 * @param v              the vehicle to get the stop location of
 * @param station_ahead  'return' the amount of 1/16th tiles in front of the train
 * @param station_length 'return' the station length in 1/16th tiles
 * @param x_pos          vehicle x position
 * @param y_pos          vehicle y position
 * @return the location, calculated from the begin of the station to stop at.
 */
int GetTrainStopLocation(StationID station_id, TileIndex tile, Train *v, int *station_ahead, int *station_length, int x_pos, int y_pos)
{
	Train *front = v->First();
	if (IsRailWaypoint(tile)) {
		*station_ahead = *station_length = TILE_SIZE;
	} else {
		const Station *st = Station::Get(station_id);
		*station_ahead  = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
		*station_length = st->GetPlatformLength(tile) * TILE_SIZE;
	}
	/* Default to the middle of the station for stations stops that are not in
	 * the order list like intermediate stations when non-stop is disabled */
	OrderStopLocation osl = OSL_PLATFORM_MIDDLE;
	if (front->current_order.IsType(OT_GOTO_STATION) && front->current_order.GetDestination() == station_id) {
		osl = front->current_order.GetStopLocation();
	} else if (front->current_order.IsType(OT_LOADING_ADVANCE) && front->current_order.GetDestination() == station_id) {
		osl = OSL_PLATFORM_THROUGH;
	} else if (front->current_order.IsType(OT_GOTO_WAYPOINT) && front->current_order.GetDestination() == station_id) {
		osl = OSL_PLATFORM_FAR_END;
	}
	int overhang = front->gcache.cached_total_length - *station_length;
	int adjust = 0;
	if (osl == OSL_PLATFORM_THROUGH && overhang > 0) {
		for (Train *u = front; u != nullptr; u = u->Next()) {
			/* Passengers may not be through-loaded */
			if (u->cargo_cap > 0 && IsCargoInClass(u->cargo_type, CC_PASSENGERS)) {
				osl = OSL_PLATFORM_FAR_END;
				break;
			}
		}
	}
	if (osl == OSL_PLATFORM_THROUGH && overhang > 0) {
		/* The train is longer than the station, and we can run through the station to load/unload */
		for (Train *u = v; u != nullptr; u = u->Next()) {
			if (overhang > 0 && !HasBit(u->flags, VRF_BEYOND_PLATFORM_END) && !u->IsArticulatedPart()) {
				bool skip = true;
				for (const Train *part = u; part != nullptr; part = part->HasArticulatedPart() ? part->GetNextArticulatedPart() : nullptr) {
					if (part->cargo_cap != 0) {
						skip = false;
						break;
					}
				}
				if (skip) {
					for (Train *part = u; part != nullptr; part = part->HasArticulatedPart() ? part->GetNextArticulatedPart() : nullptr) {
						SetBit(part->flags, VRF_BEYOND_PLATFORM_END);
					}
				}
			}
			if (HasBit(u->flags, VRF_BEYOND_PLATFORM_END)) {
				overhang -= u->gcache.cached_veh_length;
				adjust += u->gcache.cached_veh_length;
			} else {
				break;
			}
		}
		for (Train *u = front; u != v; u = u->Next()) overhang -= u->gcache.cached_veh_length; // only advance until rear of train is in platform
		if (overhang < 0) adjust += overhang;
	} else if (overhang >= 0) {
		/* The train is longer than the station, make it stop at the far end of the platform */
		osl = OSL_PLATFORM_FAR_END;
	}
	/* The stop location of the FRONT! of the train */
	int stop;
	switch (osl) {
		default: NOT_REACHED();
		case OSL_PLATFORM_NEAR_END:
			stop = front->gcache.cached_total_length;
			break;
		case OSL_PLATFORM_MIDDLE:
			stop = *station_length - (*station_length -front->gcache.cached_total_length) / 2;
			break;
		case OSL_PLATFORM_FAR_END:
		case OSL_PLATFORM_THROUGH:
			stop = *station_length;
			break;
	}
	/* Subtract half the front vehicle length of the train so we get the real
	 * stop location of the train. */
	int result = stop - ((v->gcache.cached_veh_length + 1) / 2) + adjust;
	if (osl == OSL_PLATFORM_THROUGH && v != front) {
		/* Check front of train for obstructions */
		if (TrainCanLeaveTile(front)) {
			/* Determine the non-diagonal direction in which we will exit this tile */
			DiagDirection dir = VehicleExitDir(front->direction, front->track);
			/* Calculate next tile */
			TileIndex tile = front->tile + TileOffsByDiagDir(dir);
			/* Determine the track status on the next tile */
			TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
			TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & DiagdirReachesTrackdirs(dir);
			/* mask unreachable track bits if we are forbidden to do 90deg turns */
			TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
			if (_settings_game.pf.forbid_90_deg) {
				bits &= ~TrackCrossesTracks(FindFirstTrack(front->track));
			}
			if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(front, tile, dir) || IsRailDepotTile(tile) ||
					(KillFirstBit(trackdirbits) == TRACKDIR_BIT_NONE && HasOnewaySignalBlockingTrackdir(tile, FindFirstTrackdir(trackdirbits)))) {
				/* next tile is an effective dead end */
				int current_platform_remaining = *station_ahead - TILE_SIZE + GetTileMarginInFrontOfTrain(v);
				int limit = GetTileMarginInFrontOfTrain(front) + (*station_length - current_platform_remaining) - ((v->gcache.cached_veh_length + 1) / 2);
				result = min(limit, result);
			}
		}
	}
	return result;
}
/**
 * Computes train speed limit caused by curves
 * @return imposed speed limit
 */
int Train::GetCurveSpeedLimit() const
{
	assert(this->First() == this);
	static const int absolute_max_speed = UINT16_MAX;
	int max_speed = absolute_max_speed;
	if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
	int curvecount[2] = {0, 0};
	/* first find the curve speed limit */
	int numcurve = 0;
	int sum = 0;
	int pos = 0;
	int lastpos = -1;
	for (const Vehicle *u = this; u->Next() != nullptr; u = u->Next(), pos++) {
		Direction this_dir = u->direction;
		Direction next_dir = u->Next()->direction;
		DirDiff dirdiff = DirDifference(this_dir, next_dir);
		if (dirdiff == DIRDIFF_SAME) continue;
		if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
		if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
		if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
			if (lastpos != -1) {
				numcurve++;
				sum += pos - lastpos;
				if (pos - lastpos == 1 && max_speed > 88) {
					max_speed = 88;
				}
			}
			lastpos = pos;
		}
		/* if we have a 90 degree turn, fix the speed limit to 60 */
		if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
			max_speed = 61;
		}
	}
	if (numcurve > 0 && max_speed > 88) {
		if (curvecount[0] == 1 && curvecount[1] == 1) {
			max_speed = absolute_max_speed;
		} else {
			sum /= numcurve;
			max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
		}
	}
	if (max_speed != absolute_max_speed) {
		/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
		const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
		max_speed += (max_speed / 2) * rti->curve_speed;
		if (this->tcache.cached_tilt) {
			/* Apply max_speed bonus of 20% for a tilting train */
			max_speed += max_speed / 5;
		}
	}
	return max_speed;
}
/**
 * Calculates the maximum speed of the vehicle under its current conditions.
 * @return Maximum speed of the vehicle.
 */
int Train::GetCurrentMaxSpeed() const
{
	int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
			this->gcache.cached_max_track_speed :
			this->tcache.cached_max_curve_speed;
	if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) {
		Train *v_platform = const_cast(this->GetStationLoadingVehicle());
		TileIndex platform_tile = v_platform->tile;
		if (HasStationTileRail(platform_tile)) {
			StationID sid = GetStationIndex(platform_tile);
			if (this->current_order.ShouldStopAtStation(this, sid, IsRailWaypoint(platform_tile))) {
				int station_ahead;
				int station_length;
				int stop_at = GetTrainStopLocation(sid, platform_tile, v_platform, &station_ahead, &station_length);
				/* The distance to go is whatever is still ahead of the train minus the
				 * distance from the train's stop location to the end of the platform */
				int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
				if (distance_to_go > 0) {
					int st_max_speed = 120;
					int delta_v = this->cur_speed / (distance_to_go + 1);
					if (max_speed > (this->cur_speed - delta_v)) {
						st_max_speed = this->cur_speed - (delta_v / 10);
					}
					st_max_speed = max(st_max_speed, 25 * distance_to_go);
					max_speed = min(max_speed, st_max_speed);
				}
			}
		}
	}
	if (HasBit(this->flags, VRF_CONSIST_SPEED_REDUCTION)) {
		ClrBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION);
		for (const Train *u = this; u != nullptr; u = u->Next()) {
			if (u->track == TRACK_BIT_DEPOT) {
				SetBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION);
				if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) {
					max_speed = min(max_speed, 61);
				}
				continue;
			}
			/* Vehicle is on the middle part of a bridge. */
			if (u->track & TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
				SetBit(const_cast(this)->flags, VRF_CONSIST_SPEED_REDUCTION);
				max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
			}
		}
	}
	max_speed = min(max_speed, this->current_order.GetMaxSpeed());
	if (HasBit(this->flags, VRF_BREAKDOWN_SPEED)) {
		max_speed = min(max_speed, this->GetBreakdownSpeed());
	}
	if (this->speed_restriction != 0) {
		max_speed = min(max_speed, this->speed_restriction);
	}
	if (this->current_order.IsType(OT_LOADING_ADVANCE)) max_speed = min(max_speed, 15);
	return min(max_speed, this->gcache.cached_max_track_speed);
}
/** Update acceleration of the train from the cached power and weight. */
void Train::UpdateAcceleration()
{
	assert(this->IsFrontEngine() || this->IsFreeWagon());
	uint power = this->gcache.cached_power;
	uint weight = this->gcache.cached_weight;
	assert(weight != 0);
	this->acceleration = Clamp(power / weight * 4, 1, 255);
	if (_settings_game.vehicle.improved_breakdowns) {
		if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
			this->breakdown_chance_factor = max(128 * 3 / (this->tcache.cached_num_engines + 2), 5);
		}
	}
}
/**
 * Get the width of a train vehicle image in the GUI.
 * @param offset Additional offset for positioning the sprite; set to nullptr if not needed
 * @return Width in pixels
 */
int Train::GetDisplayImageWidth(Point *offset) const
{
	int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
	int vehicle_pitch = 0;
	const Engine *e = this->GetEngine();
	if (e->GetGRF() != nullptr && is_custom_sprite(e->u.rail.image_index)) {
		reference_width = e->GetGRF()->traininfo_vehicle_width;
		vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
	}
	if (offset != nullptr) {
		offset->x = ScaleGUITrad(reference_width) / 2;
		offset->y = ScaleGUITrad(vehicle_pitch);
	}
	return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
}
static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
{
	assert(IsValidImageIndex(spritenum));
	return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
}
/**
 * Get the sprite to display the train.
 * @param direction Direction of view/travel.
 * @param image_type Visualisation context.
 * @return Sprite to display.
 */
void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const
{
	uint8 spritenum = this->spritenum;
	if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
	if (is_custom_sprite(spritenum)) {
		GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type, result);
		if (result->IsValid()) return;
		spritenum = this->GetEngine()->original_image_index;
	}
	assert(IsValidImageIndex(spritenum));
	SpriteID sprite = GetDefaultTrainSprite(spritenum, direction);
	if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
	result->Set(sprite);
}
static void GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type, VehicleSpriteSeq *result)
{
	const Engine *e = Engine::Get(engine);
	Direction dir = rear_head ? DIR_E : DIR_W;
	uint8 spritenum = e->u.rail.image_index;
	if (is_custom_sprite(spritenum)) {
		GetCustomVehicleIcon(engine, dir, image_type, result);
		if (result->IsValid()) {
			if (e->GetGRF() != nullptr) {
				y += ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch);
			}
			return;
		}
		spritenum = Engine::Get(engine)->original_image_index;
	}
	if (rear_head) spritenum++;
	result->Set(GetDefaultTrainSprite(spritenum, DIR_W));
}
void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
		int yf = y;
		int yr = y;
		VehicleSpriteSeq seqf, seqr;
		GetRailIcon(engine, false, yf, image_type, &seqf);
		GetRailIcon(engine, true, yr, image_type, &seqr);
		Rect16 rectf = seqf.GetBounds();
		Rect16 rectr = seqr.GetBounds();
		preferred_x = SoftClamp(preferred_x,
				left - UnScaleGUI(rectf.left) + ScaleGUITrad(14),
				right - UnScaleGUI(rectr.right) - ScaleGUITrad(15));
		seqf.Draw(preferred_x - ScaleGUITrad(14), yf, pal, pal == PALETTE_CRASH);
		seqr.Draw(preferred_x + ScaleGUITrad(15), yr, pal, pal == PALETTE_CRASH);
	} else {
		VehicleSpriteSeq seq;
		GetRailIcon(engine, false, y, image_type, &seq);
		Rect16 rect = seq.GetBounds();
		preferred_x = Clamp(preferred_x,
				left - UnScaleGUI(rect.left),
				right - UnScaleGUI(rect.right));
		seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
	}
}
/**
 * Get the size of the sprite of a train sprite heading west, or both heads (used for lists).
 * @param engine The engine to get the sprite from.
 * @param[out] width The width of the sprite.
 * @param[out] height The height of the sprite.
 * @param[out] xoffs Number of pixels to shift the sprite to the right.
 * @param[out] yoffs Number of pixels to shift the sprite downwards.
 * @param image_type Context the sprite is used in.
 */
void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
{
	int y = 0;
	VehicleSpriteSeq seq;
	GetRailIcon(engine, false, y, image_type, &seq);
	Rect16 rect = seq.GetBounds();
	width  = UnScaleGUI(rect.right - rect.left + 1);
	height = UnScaleGUI(rect.bottom - rect.top + 1);
	xoffs  = UnScaleGUI(rect.left);
	yoffs  = UnScaleGUI(rect.top);
	if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
		GetRailIcon(engine, true, y, image_type, &seq);
		rect = seq.GetBounds();
		/* Calculate values relative to an imaginary center between the two sprites. */
		width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(rect.right) - xoffs;
		height = max(height, UnScaleGUI(rect.bottom - rect.top + 1));
		xoffs  = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
		yoffs  = min(yoffs, UnScaleGUI(rect.top));
	}
}
/**
 * Build a railroad wagon.
 * @param tile     tile of the depot where rail-vehicle is built.
 * @param flags    type of operation.
 * @param e        the engine to build.
 * @param[out] ret the vehicle that has been built.
 * @return the cost of this operation or an error.
 */
static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
{
	const RailVehicleInfo *rvi = &e->u.rail;
	/* Check that the wagon can drive on the track in question */
	if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
	if (flags & DC_EXEC) {
		Train *v = new Train();
		*ret = v;
		v->spritenum = rvi->image_index;
		v->engine_type = e->index;
		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
		DiagDirection dir = GetRailDepotDirection(tile);
		v->direction = DiagDirToDir(dir);
		v->tile = tile;
		int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
		int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = GetSlopePixelZ(x, y);
		v->owner = _current_company;
		v->track = TRACK_BIT_DEPOT;
		v->vehstatus = VS_HIDDEN | VS_DEFPAL;
		v->reverse_distance = 0;
		v->speed_restriction = 0;
		v->SetWagon();
		v->SetFreeWagon();
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
		v->cargo_type = e->GetDefaultCargoType();
		v->cargo_cap = rvi->capacity;
		v->refit_cap = 0;
		v->railtype = rvi->railtype;
		v->date_of_last_service = _date;
		v->build_year = _cur_year;
		v->sprite_seq.Set(SPR_IMG_QUERY);
		v->random_bits = VehicleRandomBits();
		v->group_id = DEFAULT_GROUP;
		AddArticulatedParts(v);
		_new_vehicle_id = v->index;
		v->UpdatePosition();
		v->First()->ConsistChanged(CCF_ARRANGE);
		UpdateTrainGroupID(v->First());
		CheckConsistencyOfArticulatedVehicle(v);
		/* Try to connect the vehicle to one of free chains of wagons. */
		for (Train *w : Train::Iterate()) {
			if (w->tile == tile &&              ///< Same depot
					w->IsFreeWagon() &&             ///< A free wagon chain
					w->engine_type == e->index &&   ///< Same type
					w->First() != v &&              ///< Don't connect to ourself
					!(w->vehstatus & VS_CRASHED) && ///< Not crashed/flooded
					w->owner == v->owner &&         ///< Same owner
					!w->IsVirtual()) {              ///< Not virtual
				DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
				break;
			}
		}
		InvalidateVehicleTickCaches();
	}
	return CommandCost();
}
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Train *u)
{
	for (const Train *v : Train::Iterate()) {
		if (v->IsFreeWagon() && v->tile == u->tile &&
				v->track == TRACK_BIT_DEPOT &&
				v->owner == u->owner &&
				!v->IsVirtual()) {
			if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
					CMD_MOVE_RAIL_VEHICLE).Failed())
				break;
		}
	}
}
static void AddRearEngineToMultiheadedTrain(Train *v)
{
	Train *u = new Train();
	v->value >>= 1;
	u->value = v->value;
	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->track = TRACK_BIT_DEPOT;
	u->vehstatus = v->vehstatus & ~VS_STOPPED;
	u->spritenum = v->spritenum + 1;
	u->cargo_type = v->cargo_type;
	u->cargo_subtype = v->cargo_subtype;
	u->cargo_cap = v->cargo_cap;
	u->refit_cap = v->refit_cap;
	u->railtype = v->railtype;
	u->engine_type = v->engine_type;
	u->reliability = v->reliability;
	u->reliability_spd_dec = v->reliability_spd_dec;
	u->date_of_last_service = v->date_of_last_service;
	u->build_year = v->build_year;
	u->sprite_seq.Set(SPR_IMG_QUERY);
	u->random_bits = VehicleRandomBits();
	v->SetMultiheaded();
	u->SetMultiheaded();
	if (v->IsVirtual()) u->SetVirtual();
	v->SetNext(u);
	u->UpdatePosition();
	/* Now we need to link the front and rear engines together */
	v->other_multiheaded_part = u;
	u->other_multiheaded_part = v;
}
/**
 * Build a railroad vehicle.
 * @param tile     tile of the depot where rail-vehicle is built.
 * @param flags    type of operation.
 * @param e        the engine to build.
 * @param data     bit 0 prevents any free cars from being added to the train.
 * @param[out] ret the vehicle that has been built.
 * @return the cost of this operation or an error.
 */
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
	const RailVehicleInfo *rvi = &e->u.rail;
	if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
	/* Check if depot and new engine uses the same kind of tracks *
	 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
	if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return_cmd_error(STR_ERROR_DEPOT_HAS_WRONG_RAIL_TYPE);
	if (flags & DC_EXEC) {
		DiagDirection dir = GetRailDepotDirection(tile);
		int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
		int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
		Train *v = new Train();
		*ret = v;
		v->direction = DiagDirToDir(dir);
		v->tile = tile;
		v->owner = _current_company;
		v->x_pos = x;
		v->y_pos = y;
		v->z_pos = GetSlopePixelZ(x, y);
		v->track = TRACK_BIT_DEPOT;
		SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION);
		v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
		v->spritenum = rvi->image_index;
		v->cargo_type = e->GetDefaultCargoType();
		v->cargo_cap = rvi->capacity;
		v->refit_cap = 0;
		v->last_station_visited = INVALID_STATION;
		v->last_loading_station = INVALID_STATION;
		v->reverse_distance = 0;
		v->speed_restriction = 0;
		v->engine_type = e->index;
		v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
		v->reliability = e->reliability;
		v->reliability_spd_dec = e->reliability_spd_dec;
		v->max_age = e->GetLifeLengthInDays();
		v->railtype = rvi->railtype;
		_new_vehicle_id = v->index;
		v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
		v->date_of_last_service = _date;
		v->build_year = _cur_year;
		v->sprite_seq.Set(SPR_IMG_QUERY);
		v->random_bits = VehicleRandomBits();
		if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
		v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
		SB(v->vehicle_flags, VF_AUTOMATE_TIMETABLE, 1, Company::Get(_current_company)->settings.vehicle.auto_timetable_by_default);
		SB(v->vehicle_flags, VF_TIMETABLE_SEPARATION, 1, Company::Get(_current_company)->settings.vehicle.auto_separation_by_default);
		v->group_id = DEFAULT_GROUP;
		v->SetFrontEngine();
		v->SetEngine();
		v->UpdatePosition();
		if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
			AddRearEngineToMultiheadedTrain(v);
		} else {
			AddArticulatedParts(v);
		}
		v->ConsistChanged(CCF_ARRANGE);
		UpdateTrainGroupID(v);
		if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
			NormalizeTrainVehInDepot(v);
		}
		CheckConsistencyOfArticulatedVehicle(v);
		InvalidateVehicleTickCaches();
	}
	return CommandCost();
}
static Train *FindGoodVehiclePos(const Train *src)
{
	EngineID eng = src->engine_type;
	TileIndex tile = src->tile;
	for (Train *dst : Train::Iterate()) {
		if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED) && dst->owner == src->owner && !dst->IsVirtual()) {
			/* check so all vehicles in the line have the same engine. */
			Train *t = dst;
			while (t->engine_type == eng) {
				t = t->Next();
				if (t == nullptr) return dst;
			}
		}
	}
	return nullptr;
}
/** Helper type for lists/vectors of trains */
typedef std::vector TrainList;
/**
 * Make a backup of a train into a train list.
 * @param list to make the backup in
 * @param t    the train to make the backup of
 */
static void MakeTrainBackup(TrainList &list, Train *t)
{
	for (; t != nullptr; t = t->Next()) list.push_back(t);
}
/**
 * Restore the train from the backup list.
 * @param list the train to restore.
 */
static void RestoreTrainBackup(TrainList &list)
{
	/* No train, nothing to do. */
	if (list.size() == 0) return;
	Train *prev = nullptr;
	/* Iterate over the list and rebuild it. */
	for (Train *t : list) {
		if (prev != nullptr) {
			prev->SetNext(t);
		} else if (t->Previous() != nullptr) {
			/* Make sure the head of the train is always the first in the chain. */
			t->Previous()->SetNext(nullptr);
		}
		prev = t;
	}
}
/**
 * Remove the given wagon from its consist.
 * @param part the part of the train to remove.
 * @param chain whether to remove the whole chain.
 */
static void RemoveFromConsist(Train *part, bool chain = false)
{
	Train *tail = chain ? part->Last() : part->GetLastEnginePart();
	/* Unlink at the front, but make it point to the next
	 * vehicle after the to be remove part. */
	if (part->Previous() != nullptr) part->Previous()->SetNext(tail->Next());
	/* Unlink at the back */
	tail->SetNext(nullptr);
}
/**
 * Inserts a chain into the train at dst.
 * @param dst   the place where to append after.
 * @param chain the chain to actually add.
 */
static void InsertInConsist(Train *dst, Train *chain)
{
	/* We do not want to add something in the middle of an articulated part. */
	assert(dst != nullptr && (dst->Next() == nullptr || !dst->Next()->IsArticulatedPart()));
	chain->Last()->SetNext(dst->Next());
	dst->SetNext(chain);
}
/**
 * Normalise the dual heads in the train, i.e. if one is
 * missing move that one to this train.
 * @param t the train to normalise.
 */
static void NormaliseDualHeads(Train *t)
{
	for (; t != nullptr; t = t->GetNextVehicle()) {
		if (!t->IsMultiheaded() || !t->IsEngine()) continue;
		/* Make sure that there are no free cars before next engine */
		Train *u;
		for (u = t; u->Next() != nullptr && !u->Next()->IsEngine(); u = u->Next()) {}
		if (u == t->other_multiheaded_part) continue;
		/* Remove the part from the 'wrong' train */
		RemoveFromConsist(t->other_multiheaded_part);
		/* And add it to the 'right' train */
		InsertInConsist(u, t->other_multiheaded_part);
	}
}
/**
 * Normalise the sub types of the parts in this chain.
 * @param chain the chain to normalise.
 */
static void NormaliseSubtypes(Train *chain)
{
	/* Nothing to do */
	if (chain == nullptr) return;
	/* We must be the first in the chain. */
	assert(chain->Previous() == nullptr);
	/* Set the appropriate bits for the first in the chain. */
	if (chain->IsWagon()) {
		chain->SetFreeWagon();
	} else {
		assert(chain->IsEngine());
		chain->SetFrontEngine();
	}
	/* Now clear the bits for the rest of the chain */
	for (Train *t = chain->Next(); t != nullptr; t = t->Next()) {
		t->ClearFreeWagon();
		t->ClearFrontEngine();
	}
}
/**
 * Check/validate whether we may actually build a new train.
 * @note All vehicles are/were 'heads' of their chains.
 * @param original_dst The original destination chain.
 * @param dst          The destination chain after constructing the train.
 * @param original_src The original source chain.
 * @param src          The source chain after constructing the train.
 * @return possible error of this command.
 */
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
{
	/* Just add 'new' engines and subtract the original ones.
	 * If that's less than or equal to 0 we can be sure we did
	 * not add any engines (read: trains) along the way. */
	if ((src          != nullptr && src->IsEngine()          ? 1 : 0) +
			(dst          != nullptr && dst->IsEngine()          ? 1 : 0) -
			(original_src != nullptr && original_src->IsEngine() ? 1 : 0) -
			(original_dst != nullptr && original_dst->IsEngine() ? 1 : 0) <= 0) {
		return CommandCost();
	}
	/* Get a free unit number and check whether it's within the bounds.
	 * There will always be a maximum of one new train. */
	if (GetFreeUnitNumber(VEH_TRAIN) <= _settings_game.vehicle.max_trains) return CommandCost();
	return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/**
 * Check whether the train parts can be attached.
 * @param t the train to check
 * @return possible error of this command.
 */
static CommandCost CheckTrainAttachment(Train *t)
{
	/* No multi-part train, no need to check. */
	if (t == nullptr || t->Next() == nullptr || !t->IsEngine()) return CommandCost();
	/* The maximum length for a train. For each part we decrease this by one
	 * and if the result is negative the train is simply too long. */
	int allowed_len = _settings_game.vehicle.max_train_length * TILE_SIZE - t->gcache.cached_veh_length;
	Train *head = t;
	Train *prev = t;
	/* Break the prev -> t link so it always holds within the loop. */
	t = t->Next();
	prev->SetNext(nullptr);
	/* Make sure the cache is cleared. */
	head->InvalidateNewGRFCache();
	while (t != nullptr) {
		allowed_len -= t->gcache.cached_veh_length;
		Train *next = t->Next();
		/* Unlink the to-be-added piece; it is already unlinked from the previous
		 * part due to the fact that the prev -> t link is broken. */
		t->SetNext(nullptr);
		/* Don't check callback for articulated or rear dual headed parts */
		if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
			/* Back up and clear the first_engine data to avoid using wagon override group */
			EngineID first_engine = t->gcache.first_engine;
			t->gcache.first_engine = INVALID_ENGINE;
			/* We don't want the cache to interfere. head's cache is cleared before
			 * the loop and after each callback does not need to be cleared here. */
			t->InvalidateNewGRFCache();
			uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
			/* Restore original first_engine data */
			t->gcache.first_engine = first_engine;
			/* We do not want to remember any cached variables from the test run */
			t->InvalidateNewGRFCache();
			head->InvalidateNewGRFCache();
			if (callback != CALLBACK_FAILED) {
				/* A failing callback means everything is okay */
				StringID error = STR_NULL;
				if (head->GetGRF()->grf_version < 8) {
					if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
					if (callback  < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
					if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
				} else {
					if (callback < 0x400) {
						error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
					} else {
						switch (callback) {
							case 0x400: // allow if railtypes match (always the case for OpenTTD)
							case 0x401: // allow
								break;
							default:    // unknown reason -> disallow
							case 0x402: // disallow attaching
								error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
								break;
						}
					}
				}
				if (error != STR_NULL) return_cmd_error(error);
			}
		}
		/* And link it to the new part. */
		prev->SetNext(t);
		prev = t;
		t = next;
	}
	if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
	return CommandCost();
}
/**
 * Validate whether we are going to create valid trains.
 * @note All vehicles are/were 'heads' of their chains.
 * @param original_dst The original destination chain.
 * @param dst          The destination chain after constructing the train.
 * @param original_src The original source chain.
 * @param src          The source chain after constructing the train.
 * @param check_limit  Whether to check the vehicle limit.
 * @return possible error of this command.
 */
static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
{
	/* Check whether we may actually construct the trains. */
	CommandCost ret = CheckTrainAttachment(src);
	if (ret.Failed()) return ret;
	ret = CheckTrainAttachment(dst);
	if (ret.Failed()) return ret;
	/* Check whether we need to build a new train. */
	return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
}
/**
 * Arrange the trains in the wanted way.
 * @param dst_head   The destination chain of the to be moved vehicle.
 * @param dst        The destination for the to be moved vehicle.
 * @param src_head   The source chain of the to be moved vehicle.
 * @param src        The to be moved vehicle.
 * @param move_chain Whether to move all vehicles after src or not.
 */
static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
{
	/* First determine the front of the two resulting trains */
	if (*src_head == *dst_head) {
		/* If we aren't moving part(s) to a new train, we are just moving the
		 * front back and there is not destination head. */
		*dst_head = nullptr;
	} else if (*dst_head == nullptr) {
		/* If we are moving to a new train the head of the move train would become
		 * the head of the new vehicle. */
		*dst_head = src;
	}
	if (src == *src_head) {
		/* If we are moving the front of a train then we are, in effect, creating
		 * a new head for the train. Point to that. Unless we are moving the whole
		 * train in which case there is not 'source' train anymore.
		 * In case we are a multiheaded part we want the complete thing to come
		 * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
		 * that is followed by a rear multihead we do not want to include that. */
		*src_head = move_chain ? nullptr :
				(src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
	}
	/* Now it's just simply removing the part that we are going to move from the
	 * source train and *if* the destination is a not a new train add the chain
	 * at the destination location. */
	RemoveFromConsist(src, move_chain);
	if (*dst_head != src) InsertInConsist(dst, src);
	/* Now normalise the dual heads, that is move the dual heads around in such
	 * a way that the head and rear of a dual head are in the same train */
	NormaliseDualHeads(*src_head);
	NormaliseDualHeads(*dst_head);
}
/**
 * Normalise the head of the train again, i.e. that is tell the world that
 * we have changed and update all kinds of variables.
 * @param head the train to update.
 */
static void NormaliseTrainHead(Train *head)
{
	/* Not much to do! */
	if (head == nullptr) return;
	/* Tell the 'world' the train changed. */
	head->ConsistChanged(CCF_ARRANGE);
	UpdateTrainGroupID(head);
	SetBit(head->flags, VRF_CONSIST_SPEED_REDUCTION);
	/* Not a front engine, i.e. a free wagon chain. No need to do more. */
	if (!head->IsFrontEngine()) return;
	/* Update the refit button and window */
	InvalidateWindowData(WC_VEHICLE_REFIT, head->index, VIWD_CONSIST_CHANGED);
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, head->index, WID_VV_REFIT);
	/* If we don't have a unit number yet, set one. */
	if (head->unitnumber != 0 || HasBit(head->subtype, GVSF_VIRTUAL)) return;
	head->unitnumber = GetFreeUnitNumber(VEH_TRAIN);
}
/**
 * Move a rail vehicle around inside the depot.
 * @param tile unused
 * @param flags type of operation
 *              Note: DC_AUTOREPLACE is set when autoreplace tries to undo its modifications or moves vehicles to temporary locations inside the depot.
 * @param p1 various bitstuffed elements
 * - p1 (bit  0 - 19) source vehicle index
 * - p1 (bit      20) move all vehicles following the source vehicle
 * - p1 (bit      21) this is a virtual vehicle (for creating TemplateVehicles)
 * - p1 (bit      22) when moving a head vehicle, always reset the head state
 * - p1 (bit      23) if move fails, and source vehicle is virtual, delete it
 * @param p2 what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	VehicleID s = GB(p1, 0, 20);
	VehicleID d = GB(p2, 0, 20);
	bool move_chain = HasBit(p1, 20);
	bool new_head = HasBit(p1, 22);
	bool delete_failed_virtual = HasBit(p1, 23);
	Train *src = Train::GetIfValid(s);
	if (src == nullptr) return CMD_ERROR;
	auto check_on_failure = [&](CommandCost cost) -> CommandCost {
		if (delete_failed_virtual && src->IsVirtual()) {
			CommandCost res = DoCommand(src->tile, src->index | (1 << 21), 0, flags, CMD_SELL_VEHICLE);
			if (res.Failed() || cost.GetErrorMessage() == INVALID_STRING_ID) return res;
			cost.MakeSuccessWithMessage();
			return cost;
		} else {
			return cost;
		}
	};
	CommandCost ret = CheckOwnership(src->owner);
	if (ret.Failed()) return check_on_failure(ret);
	/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
	if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
	/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
	Train *dst;
	if (d == INVALID_VEHICLE) {
		dst = src->IsEngine() ? nullptr : FindGoodVehiclePos(src);
	} else {
		dst = Train::GetIfValid(d);
		if (dst == nullptr) return check_on_failure(CMD_ERROR);
		CommandCost ret = CheckOwnership(dst->owner);
		if (ret.Failed()) return check_on_failure(ret);
		/* Do not allow appending to crashed vehicles, too */
		if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
	}
	/* if an articulated part is being handled, deal with its parent vehicle */
	src = src->GetFirstEnginePart();
	if (dst != nullptr) {
		dst = dst->GetFirstEnginePart();
		assert(HasBit(dst->subtype, GVSF_VIRTUAL) == HasBit(src->subtype, GVSF_VIRTUAL));
	}
	/* don't move the same vehicle.. */
	if (src == dst) return CommandCost();
	/* locate the head of the two chains */
	Train *src_head = src->First();
	assert(HasBit(src_head->subtype, GVSF_VIRTUAL) == HasBit(src->subtype, GVSF_VIRTUAL));
	Train *dst_head;
	if (dst != nullptr) {
		dst_head = dst->First();
		assert(HasBit(dst_head->subtype, GVSF_VIRTUAL) == HasBit(dst->subtype, GVSF_VIRTUAL));
		if (dst_head->tile != src_head->tile) return CMD_ERROR;
		/* Now deal with articulated part of destination wagon */
		dst = dst->GetLastEnginePart();
	} else {
		dst_head = nullptr;
	}
	if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
	/* When moving all wagons, we can't have the same src_head and dst_head */
	if (move_chain && src_head == dst_head) return CommandCost();
	/* When moving a multiheaded part to be place after itself, bail out. */
	if (!move_chain && dst != nullptr && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
	/* Check if all vehicles in the source train are stopped inside a depot. */
	/* Do this check only if the vehicle to be moved is non-virtual */
	if (!HasBit(p1, 21)) {
		if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
	}
	/* Check if all vehicles in the destination train are stopped inside a depot. */
	/* Do this check only if the destination vehicle is non-virtual */
	if (!HasBit(p1, 21)) {
		if (dst_head != nullptr && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
	}
	/* First make a backup of the order of the trains. That way we can do
	 * whatever we want with the order and later on easily revert. */
	TrainList original_src;
	TrainList original_dst;
	MakeTrainBackup(original_src, src_head);
	MakeTrainBackup(original_dst, dst_head);
	/* Also make backup of the original heads as ArrangeTrains can change them.
	 * For the destination head we do not care if it is the same as the source
	 * head because in that case it's just a copy. */
	Train *original_src_head = src_head;
	Train *original_dst_head = (dst_head == src_head ? nullptr : dst_head);
	/* We want this information from before the rearrangement, but execute this after the validation.
	 * original_src_head can't be nullptr; src is by definition != nullptr, so src_head can't be nullptr as
	 * src->GetFirst() always yields non-nullptr, so eventually original_src_head != nullptr as well. */
	bool original_src_head_front_engine = original_src_head->IsFrontEngine();
	bool original_dst_head_front_engine = original_dst_head != nullptr && original_dst_head->IsFrontEngine();
	/* (Re)arrange the trains in the wanted arrangement. */
	ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
	if ((flags & DC_AUTOREPLACE) == 0) {
		/* If the autoreplace flag is set we do not need to test for the validity
		 * because we are going to revert the train to its original state. As we
		 * assume the original state was correct autoreplace can skip this. */
		CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
		if (ret.Failed()) {
			/* Restore the train we had. */
			RestoreTrainBackup(original_src);
			RestoreTrainBackup(original_dst);
			return check_on_failure(ret);
		}
	}
	/* do it? */
	if (flags & DC_EXEC) {
		/* Remove old heads from the statistics */
		if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
		if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
		/* First normalise the sub types of the chains. */
		NormaliseSubtypes(src_head);
		NormaliseSubtypes(dst_head);
		/* There are 14 different cases:
		 *  1) front engine gets moved to a new train, it stays a front engine.
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
		 *     b) the 'next' part is an engine that becomes a front engine.
		 *     c) there is no 'next' part, nothing else happens
		 *  2) front engine gets moved to another train, it is not a front engine anymore
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
		 *     b) the 'next' part is an engine that becomes a front engine.
		 *     c) there is no 'next' part, nothing else happens
		 *  3) front engine gets moved to later in the current train, it is not a front engine anymore.
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
		 *     b) the 'next' part is an engine that becomes a front engine.
		 *  4) free wagon gets moved
		 *     a) the 'next' part is a wagon that becomes a free wagon chain.
		 *     b) the 'next' part is an engine that becomes a front engine.
		 *     c) there is no 'next' part, nothing else happens
		 *  5) non front engine gets moved and becomes a new train, nothing else happens
		 *  6) non front engine gets moved within a train / to another train, nothing happens
		 *  7) wagon gets moved, nothing happens
		 */
		if (src == original_src_head && src->IsEngine() && (!src->IsFrontEngine() || new_head)) {
			/* Cases #2 and #3: the front engine gets trashed. */
			DeleteWindowById(WC_VEHICLE_VIEW, src->index);
			DeleteWindowById(WC_VEHICLE_ORDERS, src->index);
			DeleteWindowById(WC_VEHICLE_REFIT, src->index);
			DeleteWindowById(WC_VEHICLE_DETAILS, src->index);
			DeleteWindowById(WC_VEHICLE_TIMETABLE, src->index);
			DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
			SetWindowDirty(WC_COMPANY, _current_company);
			/* Delete orders, group stuff and the unit number as we're not the
			 * front of any vehicle anymore. */
			DeleteVehicleOrders(src);
			RemoveVehicleFromGroup(src);
			src->unitnumber = 0;
			if (HasBit(src->flags, VRF_HAVE_SLOT)) {
				TraceRestrictRemoveVehicleFromAllSlots(src->index);
				ClrBit(src->flags, VRF_HAVE_SLOT);
			}
			OrderBackup::ClearVehicle(src);
		}
		/* We weren't a front engine but are becoming one. So
		 * we should be put in the default group. */
		if ((original_src_head != src || new_head) && dst_head == src) {
			SetTrainGroupID(src, DEFAULT_GROUP);
			SetWindowDirty(WC_COMPANY, _current_company);
		}
		/* Add new heads to statistics */
		if (src_head != nullptr && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
		if (dst_head != nullptr && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
		/* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
		NormaliseTrainHead(src_head);
		NormaliseTrainHead(dst_head);
		if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
			CheckCargoCapacity(src_head);
			CheckCargoCapacity(dst_head);
		}
		if (src_head != nullptr) {
			src_head->last_loading_station = INVALID_STATION;
			ClrBit(src_head->vehicle_flags, VF_LAST_LOAD_ST_SEP);
		}
		if (dst_head != nullptr) {
			dst_head->last_loading_station = INVALID_STATION;
			ClrBit(dst_head->vehicle_flags, VF_LAST_LOAD_ST_SEP);
		}
		if (src_head != nullptr) src_head->First()->MarkDirty();
		if (dst_head != nullptr) dst_head->First()->MarkDirty();
		/* We are undoubtedly changing something in the depot and train list. */
		/* But only if the moved vehicle is not virtual */
		if (!HasBit(src->subtype, GVSF_VIRTUAL)) {
			InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
			InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
			InvalidateWindowClassesData(WC_TRACE_RESTRICT_SLOTS, 0);
			InvalidateWindowClassesData(WC_DEPARTURES_BOARD, 0);
		}
	} else {
		/* We don't want to execute what we're just tried. */
		RestoreTrainBackup(original_src);
		RestoreTrainBackup(original_dst);
	}
	InvalidateVehicleTickCaches();
	return CommandCost();
}
/**
 * Sell a (single) train wagon/engine.
 * @param flags type of operation
 * @param t     the train wagon to sell
 * @param data  the selling mode
 * - data = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
 * - data = 1: sell the vehicle and all vehicles following it in the chain
 *             if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
 * @param user  the user for the order backup.
 * @return the cost of this operation or an error
 */
CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
{
	/* Sell a chain of vehicles or not? */
	bool sell_chain = HasBit(data, 0);
	Train *v = Train::From(t)->GetFirstEnginePart();
	Train *first = v->First();
	if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
	/* First make a backup of the order of the train. That way we can do
	 * whatever we want with the order and later on easily revert. */
	TrainList original;
	MakeTrainBackup(original, first);
	/* We need to keep track of the new head and the head of what we're going to sell. */
	Train *new_head = first;
	Train *sell_head = nullptr;
	/* Split the train in the wanted way. */
	ArrangeTrains(&sell_head, nullptr, &new_head, v, sell_chain);
	/* We don't need to validate the second train; it's going to be sold. */
	CommandCost ret = ValidateTrains(nullptr, nullptr, first, new_head, (flags & DC_AUTOREPLACE) == 0);
	if (ret.Failed()) {
		/* Restore the train we had. */
		RestoreTrainBackup(original);
		return ret;
	}
	if (first->orders.list == nullptr && !OrderList::CanAllocateItem()) {
		/* Restore the train we had. */
		RestoreTrainBackup(original);
		return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
	}
	CommandCost cost(EXPENSES_NEW_VEHICLES);
	for (Train *t = sell_head; t != nullptr; t = t->Next()) cost.AddCost(-t->value);
	/* do it? */
	if (flags & DC_EXEC) {
		/* First normalise the sub types of the chain. */
		NormaliseSubtypes(new_head);
		if (v == first && v->IsEngine() && !sell_chain && new_head != nullptr && new_head->IsFrontEngine()) {
			/* We are selling the front engine. In this case we want to
			 * 'give' the order, unit number and such to the new head. */
			new_head->orders.list = first->orders.list;
			new_head->AddToShared(first);
			DeleteVehicleOrders(first);
			/* Copy other important data from the front engine */
			new_head->CopyVehicleConfigAndStatistics(first);
			new_head->speed_restriction = first->speed_restriction;
			GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
		} else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
			OrderBackup::Backup(v, user);
		}
		/* We need to update the information about the train. */
		NormaliseTrainHead(new_head);
		/* We are undoubtedly changing something in the depot and train list. */
		/* Unless its a virtual train */
		if (!HasBit(v->subtype, GVSF_VIRTUAL)) {
			InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
			InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
			InvalidateWindowClassesData(WC_TRACE_RESTRICT_SLOTS, 0);
			InvalidateWindowClassesData(WC_DEPARTURES_BOARD, 0);
		}
		/* Actually delete the sold 'goods' */
		delete sell_head;
	} else {
		/* We don't want to execute what we're just tried. */
		RestoreTrainBackup(original);
	}
	return cost;
}
void Train::UpdateDeltaXY()
{
	/* Set common defaults. */
	this->x_offs    = -1;
	this->y_offs    = -1;
	this->x_extent  =  3;
	this->y_extent  =  3;
	this->z_extent  =  6;
	this->x_bb_offs =  0;
	this->y_bb_offs =  0;
	if (!IsDiagonalDirection(this->direction)) {
		static const int _sign_table[] =
		{
			/* x, y */
			-1, -1, // DIR_N
			-1,  1, // DIR_E
			 1,  1, // DIR_S
			 1, -1, // DIR_W
		};
		int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
		/* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
		this->x_offs -= half_shorten * _sign_table[this->direction];
		this->y_offs -= half_shorten * _sign_table[this->direction + 1];
		this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
		this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
	} else {
		switch (this->direction) {
				/* Shorten southern corner of the bounding box according the vehicle length
				 * and center the bounding box on the vehicle. */
			case DIR_NE:
				this->x_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
				this->x_extent  = this->gcache.cached_veh_length - 1;
				this->x_bb_offs = -1;
				break;
			case DIR_NW:
				this->y_offs    = 1 - (this->gcache.cached_veh_length + 1) / 2;
				this->y_extent  = this->gcache.cached_veh_length - 1;
				this->y_bb_offs = -1;
				break;
				/* Move northern corner of the bounding box down according to vehicle length
				 * and center the bounding box on the vehicle. */
			case DIR_SW:
				this->x_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
				this->x_extent  = VEHICLE_LENGTH - 1;
				this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
				break;
			case DIR_SE:
				this->y_offs    = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
				this->y_extent  = VEHICLE_LENGTH - 1;
				this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
				break;
			default:
				NOT_REACHED();
		}
	}
}
/**
 * Mark a train as stuck and stop it if it isn't stopped right now.
 * @param v %Train to mark as being stuck.
 */
static void MarkTrainAsStuck(Train *v, bool waiting_restriction = false)
{
	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
		/* It is the first time the problem occurred, set the "train stuck" flag. */
		SetBit(v->flags, VRF_TRAIN_STUCK);
		SB(v->flags, VRF_WAITING_RESTRICTION, 1, waiting_restriction ? 1 : 0);
		v->wait_counter = 0;
		/* Stop train */
		v->cur_speed = 0;
		v->subspeed = 0;
		v->SetLastSpeed();
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	} else if (waiting_restriction != HasBit(v->flags, VRF_WAITING_RESTRICTION)) {
		ToggleBit(v->flags, VRF_WAITING_RESTRICTION);
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	}
}
/**
 * Swap the two up/down flags in two ways:
 * - Swap values of \a swap_flag1 and \a swap_flag2, and
 * - If going up previously (#GVF_GOINGUP_BIT set), the #GVF_GOINGDOWN_BIT is set, and vice versa.
 * @param[in,out] swap_flag1 First train flag.
 * @param[in,out] swap_flag2 Second train flag.
 */
static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
{
	uint16 flag1 = *swap_flag1;
	uint16 flag2 = *swap_flag2;
	/* Clear the flags */
	ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
	ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
	ClrBit(*swap_flag1, GVF_CHUNNEL_BIT);
	ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
	ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
	ClrBit(*swap_flag2, GVF_CHUNNEL_BIT);
	/* Reverse the rail-flags (if needed) */
	if (HasBit(flag1, GVF_GOINGUP_BIT)) {
		SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
	} else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
		SetBit(*swap_flag2, GVF_GOINGUP_BIT);
	}
	if (HasBit(flag2, GVF_GOINGUP_BIT)) {
		SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
	} else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
		SetBit(*swap_flag1, GVF_GOINGUP_BIT);
	}
	if (HasBit(flag1, GVF_CHUNNEL_BIT)) {
		SetBit(*swap_flag2, GVF_CHUNNEL_BIT);
	}
	if (HasBit(flag2, GVF_CHUNNEL_BIT)) {
		SetBit(*swap_flag1, GVF_CHUNNEL_BIT);
	}
}
/**
 * Updates some variables after swapping the vehicle.
 * @param v swapped vehicle
 */
static void UpdateStatusAfterSwap(Train *v)
{
	v->InvalidateImageCache();
	/* Reverse the direction. */
	if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
	v->UpdateIsDrawn();
	/* Call the proper EnterTile function unless we are in a wormhole. */
	if (!(v->track & TRACK_BIT_WORMHOLE)) {
		VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
	} else {
		/* VehicleEnter_TunnelBridge() may set TRACK_BIT_WORMHOLE when the vehicle
		 * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
		 * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
		 * when we shouldn't have. Check if this is the case. */
		TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
		if (IsTileType(vt, MP_TUNNELBRIDGE)) {
			VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
			if (!(v->track & TRACK_BIT_WORMHOLE) && IsBridgeTile(v->tile)) {
				/* We have just left the wormhole, possibly set the
				 * "goingdown" bit. UpdateInclination() can be used
				 * because we are at the border of the tile. */
				v->UpdatePosition();
				v->UpdateInclination(true, true);
				return;
			}
		}
	}
	v->UpdatePosition();
	if (v->track & TRACK_BIT_WORMHOLE) v->UpdateInclination(false, false, true);
	v->UpdateViewport(true, true);
}
/**
 * Swap vehicles \a l and \a r in consist \a v, and reverse their direction.
 * @param v Consist to change.
 * @param l %Vehicle index in the consist of the first vehicle.
 * @param r %Vehicle index in the consist of the second vehicle.
 */
void ReverseTrainSwapVeh(Train *v, int l, int r)
{
	Train *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(a->track, b->track);
		Swap(a->direction, b->direction);
		Swap(a->x_pos, b->x_pos);
		Swap(a->y_pos, b->y_pos);
		Swap(a->tile,  b->tile);
		Swap(a->z_pos, b->z_pos);
		SwapTrainFlags(&a->gv_flags, &b->gv_flags);
		UpdateStatusAfterSwap(a);
		UpdateStatusAfterSwap(b);
	} else {
		/* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
		 * This is a little bit redundant way, a->gv_flags will
		 * be (re)set twice, but it reduces code duplication */
		SwapTrainFlags(&a->gv_flags, &a->gv_flags);
		UpdateStatusAfterSwap(a);
	}
}
/**
 * Check if the vehicle is a train
 * @param v vehicle on tile
 * @return v if it is a train, nullptr otherwise
 */
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
	return v;
}
/**
 * Checks if a train is approaching a rail-road crossing
 * @param v vehicle on tile
 * @param data tile with crossing we are testing
 * @return v if it is approaching a crossing, nullptr otherwise
 */
static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
{
	if ((v->vehstatus & VS_CRASHED)) return nullptr;
	Train *t = Train::From(v);
	if (!t->IsFrontEngine()) return nullptr;
	TileIndex tile = (TileIndex) reinterpret_cast(data);
	if (TrainApproachingCrossingTile(t) != tile) return nullptr;
	return t;
}
/**
 * Finds a vehicle approaching rail-road crossing
 * @param tile tile to test
 * @return true if a vehicle is approaching the crossing
 * @pre tile is a rail-road crossing
 */
static bool TrainApproachingCrossing(TileIndex tile)
{
	assert_tile(IsLevelCrossingTile(tile), tile);
	DiagDirection dir = AxisToDiagDir(GetCrossingRailAxis(tile));
	TileIndex tile_from = tile + TileOffsByDiagDir(dir);
	if (HasVehicleOnPos(tile_from, VEH_TRAIN, reinterpret_cast(tile), &TrainApproachingCrossingEnum)) return true;
	dir = ReverseDiagDir(dir);
	tile_from = tile + TileOffsByDiagDir(dir);
	return HasVehicleOnPos(tile_from, VEH_TRAIN, reinterpret_cast(tile), &TrainApproachingCrossingEnum);
}
/** Check if the crossing should be closed
 *  @return train on crossing || train approaching crossing || reserved
 */
static inline bool CheckLevelCrossing(TileIndex tile)
{
	/* reserved || train on crossing || train approaching crossing */
	return HasCrossingReservation(tile) || HasVehicleOnPos(tile, VEH_TRAIN, nullptr, &TrainOnTileEnum) || TrainApproachingCrossing(tile);
}
/**
 * Sets correct crossing state
 * @param tile tile to update
 * @param sound should we play sound?
 * @param is_forced force set the crossing state to that of forced_state
 * @param forced_state the crossing state to set when using is_forced
 * @pre tile is a rail-road crossing
 */
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool is_forced, bool forced_state)
{
	assert_tile(IsLevelCrossingTile(tile), tile);
	bool new_state;
	if (is_forced) {
		new_state = forced_state;
	} else {
		new_state = CheckLevelCrossing(tile);
	}
	if (new_state != IsCrossingBarred(tile)) {
		if (new_state && sound) {
			if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
		}
		SetCrossingBarred(tile, new_state);
		MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
	}
}
/**
 * Cycles the adjacent crossings and sets their state
 * @param tile tile to update
 * @param sound should we play sound?
 * @param force_close force close the crossing
 */
void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
{
	bool forced_state = force_close;
	if (!IsLevelCrossingTile(tile)) return;
	const Axis axis = GetCrossingRoadAxis(tile);
	const DiagDirection dir = AxisToDiagDir(axis);
	const DiagDirection reverse_dir = ReverseDiagDir(dir);
	const bool adjacent_crossings = _settings_game.vehicle.adjacent_crossings;
	if (adjacent_crossings) {
		for (TileIndex t = tile; !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
			forced_state |= CheckLevelCrossing(t);
		}
		for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) {
			forced_state |= CheckLevelCrossing(t);
		}
	}
	UpdateLevelCrossingTile(tile, sound, adjacent_crossings || force_close, forced_state);
	for (TileIndex t = TileAddByDiagDir(tile, dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
		UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state);
	}
	for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) {
		UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state);
	}
}
/**
 * Check if the level crossing is occupied by road vehicle(s).
 * @param t The tile to query.
 * @pre IsLevelCrossing(t)
 * @return True if the level crossing is marked as occupied.
 */
bool IsCrossingOccupiedByRoadVehicle(TileIndex t)
{
	if (!IsCrossingPossiblyOccupiedByRoadVehicle(t)) return false;
	const bool occupied = EnsureNoRoadVehicleOnGround(t).Failed();
	SetCrossingOccupiedByRoadVehicle(t, occupied);
	return occupied;
}
/**
 * Bars crossing and plays ding-ding sound if not barred already
 * @param tile tile with crossing
 * @pre tile is a rail-road crossing
 */
static inline void MaybeBarCrossingWithSound(TileIndex tile)
{
	if (!IsCrossingBarred(tile)) {
		UpdateLevelCrossing(tile, true, true);
	}
}
/**
 * Advances wagons for train reversing, needed for variable length wagons.
 * This one is called before the train is reversed.
 * @param v First vehicle in chain
 */
static void AdvanceWagonsBeforeSwap(Train *v)
{
	Train *base = v;
	Train *first = base; // first vehicle to move
	Train *last = v->Last(); // last vehicle to move
	uint length = CountVehiclesInChain(v);
	while (length > 2) {
		last = last->Previous();
		first = first->Next();
		int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
		/* do not update images now
		 * negative differential will be handled in AdvanceWagonsAfterSwap() */
		for (int i = 0; i < differential; i++) TrainController(first, last->Next());
		base = first; // == base->Next()
		length -= 2;
	}
}
/**
 * Advances wagons for train reversing, needed for variable length wagons.
 * This one is called after the train is reversed.
 * @param v First vehicle in chain
 */
static void AdvanceWagonsAfterSwap(Train *v)
{
	/* first of all, fix the situation when the train was entering a depot */
	Train *dep = v; // last vehicle in front of just left depot
	while (dep->Next() != nullptr && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
		dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
	}
	Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
	if (leave != nullptr) {
		/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
		int d = TicksToLeaveDepot(dep);
		if (d <= 0) {
			leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
			leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
			for (int i = 0; i >= d; i--) TrainController(leave, nullptr); // maybe move it, and maybe let another wagon leave
		}
	} else {
		dep = nullptr; // no vehicle in a depot, so no vehicle leaving a depot
	}
	Train *base = v;
	Train *first = base; // first vehicle to move
	Train *last = v->Last(); // last vehicle to move
	uint length = CountVehiclesInChain(v);
	/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
	 * they have already correct spacing, so we have to make sure they are moved how they should */
	bool nomove = (dep == nullptr); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
	while (length > 2) {
		/* we reached vehicle (originally) in front of a depot, stop now
		 * (we would move wagons that are already moved with new wagon length). */
		if (base == dep) break;
		/* the last wagon was that one leaving a depot, so do not move it anymore */
		if (last == dep) nomove = true;
		last = last->Previous();
		first = first->Next();
		int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
		/* do not update images now */
		for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : nullptr));
		base = first; // == base->Next()
		length -= 2;
	}
}
/**
 * Turn a train around.
 * @param v %Train to turn around.
 */
void ReverseTrainDirection(Train *v)
{
	if (IsRailDepotTile(v->tile)) {
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	}
	if (_local_company == v->owner && (v->current_order.IsType(OT_LOADING_ADVANCE) || HasBit(v->flags, VRF_BEYOND_PLATFORM_END))) {
		SetDParam(0, v->index);
		SetDParam(1, v->current_order.GetDestination());
		AddNewsItem(STR_VEHICLE_LOAD_THROUGH_ABORTED_INSUFFICIENT_TRACK, NT_ADVICE, NF_INCOLOUR | NF_SMALL | NF_VEHICLE_PARAM0,
				NR_VEHICLE, v->index,
				NR_STATION, v->current_order.GetDestination());
	}
	if (v->current_order.IsType(OT_LOADING_ADVANCE)) {
		v->LeaveStation();
		/* Only advance to next order if we are loading at the current one */
		const Order *order = v->GetOrder(v->cur_implicit_order_index);
		if (order != nullptr && order->IsType(OT_GOTO_STATION) && order->GetDestination() == v->last_station_visited) {
			v->IncrementImplicitOrderIndex();
		}
	}
	for (Train *u = v; u != nullptr; u = u->Next()) {
		ClrBit(u->flags, VRF_BEYOND_PLATFORM_END);
		ClrBit(u->flags, VRF_NOT_YET_IN_PLATFORM);
	}
	v->reverse_distance = 0;
	/* Clear path reservation in front if train is not stuck. */
	if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
	std::vector re_reserve_trains;
	{
		/* Temporarily clear and restore reservations to bidi tunnel/bridge entrances when reversing train inside,
		 * to avoid outgoing and incoming reservations becoming merged */
		auto find_train_reservations = [&re_reserve_trains, &v](TileIndex tile) {
			TrackBits reserved = GetAcrossTunnelBridgeReservationTrackBits(tile);
			Track track;
			while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
				Train *res_train = GetTrainForReservation(tile, track);
				if (res_train != nullptr && res_train != v) {
					FreeTrainTrackReservation(res_train);
					re_reserve_trains.push_back(res_train);
				}
			}
		};
		if (IsTunnelBridgeWithSignalSimulation(v->tile) && IsTunnelBridgeSignalSimulationBidirectional(v->tile)) {
			find_train_reservations(v->tile);
			find_train_reservations(GetOtherTunnelBridgeEnd(v->tile));
		}
		Train *last = v->Last();
		if (IsTunnelBridgeWithSignalSimulation(last->tile) && IsTunnelBridgeSignalSimulationBidirectional(last->tile)) {
			find_train_reservations(last->tile);
			find_train_reservations(GetOtherTunnelBridgeEnd(last->tile));
		}
	}
	if ((v->track & TRACK_BIT_WORMHOLE) && IsTunnelBridgeWithSignalSimulation(v->tile)) {
		/* Clear exit tile reservation if train was on approach to exit and had reserved it */
		Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile));
		DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis);
		TileIndex next_tile = TileVirtXY(v->x_pos, v->y_pos) + TileOffsByDiagDir(axial_dir);
		if (next_tile == v->tile || next_tile == GetOtherTunnelBridgeEnd(v->tile)) {
			Trackdir exit_td = TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(next_tile)), ReverseDiagDir(GetTunnelBridgeDirection(next_tile)));
			CFollowTrackRail ft(GetTileOwner(next_tile), GetRailTypeInfo(v->railtype)->all_compatible_railtypes);
			if (ft.Follow(next_tile, exit_td)) {
				TrackdirBits reserved = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(ft.m_new_tile));
				if (reserved == TRACKDIR_BIT_NONE) {
					UnreserveBridgeTunnelTile(next_tile);
					MarkTileDirtyByTile(next_tile, VMDF_NOT_MAP_MODE);
				}
			} else {
				UnreserveBridgeTunnelTile(next_tile);
				MarkTileDirtyByTile(next_tile, VMDF_NOT_MAP_MODE);
			}
		}
	}
	/* Check if we were approaching a rail/road-crossing */
	TileIndex crossing = TrainApproachingCrossingTile(v);
	/* count number of vehicles */
	int r = CountVehiclesInChain(v) - 1;  // number of vehicles - 1
	AdvanceWagonsBeforeSwap(v);
	/* swap start<>end, start+1<>end-1, ... */
	int l = 0;
	do {
		ReverseTrainSwapVeh(v, l++, r--);
	} while (l <= r);
	AdvanceWagonsAfterSwap(v);
	ClrBit(v->vcache.cached_veh_flags, VCF_GV_ZERO_SLOPE_RESIST);
	if (IsRailDepotTile(v->tile)) {
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	}
	ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
	ClrBit(v->flags, VRF_REVERSING);
	/* recalculate cached data */
	v->ConsistChanged(CCF_TRACK);
	/* update all images */
	for (Train *u = v; u != nullptr; u = u->Next()) u->UpdateViewport(false, false);
	/* update crossing we were approaching */
	if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
	/* maybe we are approaching crossing now, after reversal */
	crossing = TrainApproachingCrossingTile(v);
	if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
	for (uint i = 0; i < re_reserve_trains.size(); ++i) {
		TryPathReserve(re_reserve_trains[i], true);
	}
	if (HasBit(v->flags, VRF_PENDING_SPEED_RESTRICTION)) {
		auto range = pending_speed_restriction_change_map.equal_range(v->index);
		for (auto it = range.first; it != range.second;) {
			it->second.distance = (v->gcache.cached_total_length + (HasBit(it->second.flags, PSRCF_DIAGONAL) ? 8 : 4)) - it->second.distance;
			if (it->second.distance == 0) {
				v->speed_restriction = it->second.prev_speed;
				it = pending_speed_restriction_change_map.erase(it);
			} else {
				std::swap(it->second.prev_speed, it->second.new_speed);
				++it;
			}
		}
	}
	/* If we are inside a depot after reversing, don't bother with path reserving. */
	if (v->track == TRACK_BIT_DEPOT) {
		/* Can't be stuck here as inside a depot is always a safe tile. */
		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		ClrBit(v->flags, VRF_TRAIN_STUCK);
		return;
	}
	/* We are inside tunnel/bridge with signals, reversing will close the entrance. */
	if (IsTunnelBridgeWithSignalSimulation(v->tile) && IsTunnelBridgeSignalSimulationEntrance(v->tile)) {
		/* Flip signal on tunnel entrance tile red. */
		SetTunnelBridgeEntranceSignalState(v->tile, SIGNAL_STATE_RED);
		MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE);
		/* Clear counters. */
		v->wait_counter = 0;
		v->tunnel_bridge_signal_num = 0;
		return;
	}
	/* VehicleExitDir does not always produce the desired dir for depots and
	 * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
	if (IsRailDepotTile(v->tile) || (IsTileType(v->tile, MP_TUNNELBRIDGE) && (v->track & TRACK_BIT_WORMHOLE || dir == GetTunnelBridgeDirection(v->tile)))) dir = INVALID_DIAGDIR;
	if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
		/* If we are currently on a tile with conventional signals, we can't treat the
		 * current tile as a safe tile or we would enter a PBS block without a reservation. */
		bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
			HasSignalOnTrackdir(v->tile, v->GetVehicleTrackdir()) &&
			!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
		/* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
		if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
		if (IsRailStationTile(v->tile)) SetRailStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
		if (TryPathReserve(v, false, first_tile_okay)) {
			/* Do a look-ahead now in case our current tile was already a safe tile. */
			CheckNextTrainTile(v);
		} else if (v->current_order.GetType() != OT_LOADING) {
			/* Do not wait for a way out when we're still loading */
			MarkTrainAsStuck(v);
		}
	} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
		/* A train not inside a PBS block can't be stuck. */
		ClrBit(v->flags, VRF_TRAIN_STUCK);
		v->wait_counter = 0;
	}
}
/**
 * Reverse train.
 * @param tile unused
 * @param flags type of operation
 * @param p1 train to reverse
 * @param p2 if true, reverse a unit in a train (needs to be in a depot)
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	Train *v = Train::GetIfValid(p1);
	if (v == nullptr) return CMD_ERROR;
	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;
	if (p2 != 0) {
		/* turn a single unit around */
		if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
			return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
		}
		if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS) && !_settings_game.vehicle.flip_direction_all_trains) return CMD_ERROR;
		Train *front = v->First();
		/* make sure the vehicle is stopped in the depot */
		if (!front->IsStoppedInDepot()) {
			return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
		}
		if (flags & DC_EXEC) {
			ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
			front->ConsistChanged(CCF_ARRANGE);
			SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
			SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
			SetWindowDirty(WC_VEHICLE_VIEW, front->index);
			DirtyVehicleListWindowForVehicle(front);
		}
	} else {
		/* turn the whole train around */
		if ((v->vehstatus & VS_CRASHED) || HasBit(v->flags, VRF_BREAKDOWN_STOPPED)) return CMD_ERROR;
		if (flags & DC_EXEC) {
			/* Properly leave the station if we are loading and won't be loading anymore */
			if (v->current_order.IsAnyLoadingType()) {
				const Vehicle *last = v;
				while (last->Next() != nullptr) last = last->Next();
				/* not a station || different station --> leave the station */
				if (!IsTileType(last->tile, MP_STATION) || !IsTileType(v->tile, MP_STATION) ||
						GetStationIndex(last->tile) != GetStationIndex(v->tile) ||
						HasBit(v->flags, VRF_BEYOND_PLATFORM_END) ||
						v->current_order.IsType(OT_LOADING_ADVANCE)) {
					v->LeaveStation();
				}
			}
			/* We cancel any 'skip signal at dangers' here */
			v->force_proceed = TFP_NONE;
			SetWindowDirty(WC_VEHICLE_VIEW, v->index);
			if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
				ToggleBit(v->flags, VRF_REVERSING);
			} else {
				v->cur_speed = 0;
				v->SetLastSpeed();
				HideFillingPercent(&v->fill_percent_te_id);
				ReverseTrainDirection(v);
			}
		}
	}
	return CommandCost();
}
/**
 * Force a train through a red signal
 * @param tile unused
 * @param flags type of operation
 * @param p1 train to ignore the red signal
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	Train *t = Train::GetIfValid(p1);
	if (t == nullptr) return CMD_ERROR;
	if (!t->IsPrimaryVehicle()) return CMD_ERROR;
	CommandCost ret = CheckVehicleControlAllowed(t);
	if (ret.Failed()) return ret;
	if (flags & DC_EXEC) {
		/* If we are forced to proceed, cancel that order.
		 * If we are marked stuck we would want to force the train
		 * to proceed to the next signal. In the other cases we
		 * would like to pass the signal at danger and run till the
		 * next signal we encounter. */
		t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
		SetWindowDirty(WC_VEHICLE_VIEW, t->index);
	}
	return CommandCost();
}
/**
 * Try to find a depot nearby.
 * @param v %Train that wants a depot.
 * @param max_distance Maximal search distance.
 * @return Information where the closest train depot is located.
 * @pre The given vehicle must not be crashed!
 */
static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
{
	assert(!(v->vehstatus & VS_CRASHED));
	if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
	PBSTileInfo origin = FollowTrainReservation(v);
	if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
	switch (_settings_game.pf.pathfinder_for_trains) {
		case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
		case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
		default: NOT_REACHED();
	}
}
/**
 * Locate the closest depot for this consist, and return the information to the caller.
 * @param[out] location    If not \c nullptr and a depot is found, store its location in the given address.
 * @param[out] destination If not \c nullptr and a depot is found, store its index in the given address.
 * @param[out] reverse     If not \c nullptr and a depot is found, store reversal information in the given address.
 * @return A depot has been found.
 */
bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
{
	FindDepotData tfdd = FindClosestTrainDepot(this, 0);
	if (tfdd.best_length == UINT_MAX) return false;
	if (location    != nullptr) *location    = tfdd.tile;
	if (destination != nullptr) *destination = GetDepotIndex(tfdd.tile);
	if (reverse     != nullptr) *reverse     = tfdd.reverse;
	return true;
}
/** Play a sound for a train leaving the station. */
void Train::PlayLeaveStationSound() const
{
	static const SoundFx sfx[] = {
		SND_04_TRAIN,
		SND_0A_TRAIN_HORN,
		SND_0A_TRAIN_HORN,
		SND_47_MAGLEV_2,
		SND_41_MAGLEV
	};
	if (PlayVehicleSound(this, VSE_START)) return;
	EngineID engtype = this->engine_type;
	SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
}
/**
 * Check if the train is on the last reserved tile and try to extend the path then.
 * @param v %Train that needs its path extended.
 */
static void CheckNextTrainTile(Train *v)
{
	/* Don't do any look-ahead if path_backoff_interval is 255. */
	if (_settings_game.pf.path_backoff_interval == 255) return;
	/* Exit if we are inside a depot. */
	if (v->track == TRACK_BIT_DEPOT) return;
	/* Exit if we are on a station tile and are going to stop. */
	if (HasStationTileRail(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile), IsRailWaypoint(v->tile))) return;
	switch (v->current_order.GetType()) {
		/* Exit if we reached our destination depot. */
		case OT_GOTO_DEPOT:
			if (v->tile == v->dest_tile) return;
			break;
		case OT_GOTO_WAYPOINT:
			/* If we reached our waypoint, make sure we see that. */
			if (IsRailWaypointTile(v->tile) && GetStationIndex(v->tile) == v->current_order.GetDestination()) ProcessOrders(v);
			break;
		case OT_NOTHING:
		case OT_LEAVESTATION:
		case OT_LOADING:
			/* Exit if the current order doesn't have a destination, but the train has orders. */
			if (v->GetNumOrders() > 0) return;
			break;
		default:
			break;
	}
	Trackdir td = v->GetVehicleTrackdir();
	/* On a tile with a red non-pbs signal, don't look ahead. */
	if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
			!IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
			GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
	CFollowTrackRail ft(v);
	if (!ft.Follow(v->tile, td)) return;
	if (!HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(ft.m_new_td_bits))) {
		/* Next tile is not reserved. */
		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
			if (HasPbsSignalOnTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) {
				/* If the next tile is a PBS signal, try to make a reservation. */
				TrackBits tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
				if (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) {
					tracks &= ~TrackCrossesTracks(TrackdirToTrack(ft.m_old_td));
				}
				ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, nullptr, false);
			}
		}
	}
}
/**
 * Will the train stay in the depot the next tick?
 * @param v %Train to check.
 * @return True if it stays in the depot, false otherwise.
 */
static bool CheckTrainStayInDepot(Train *v)
{
	/* bail out if not all wagons are in the same depot or not in a depot at all */
	for (const Train *u = v; u != nullptr; u = u->Next()) {
		if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
	}
	/* if the train got no power, then keep it in the depot */
	if (v->gcache.cached_power == 0) {
		v->vehstatus |= VS_STOPPED;
		SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
		return true;
	}
	if (v->current_order.IsWaitTimetabled()) {
		v->HandleWaiting(false);
	}
	if (v->current_order.IsType(OT_WAITING)) {
		return true;
	}
	if (v->reverse_distance > 0) {
		v->reverse_distance--;
		if (v->reverse_distance == 0) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		return true;
	}
	SigSegState seg_state;
	if (v->force_proceed == TFP_NONE) {
		/* force proceed was not pressed */
		if (++v->wait_counter < 37) {
			return true;
		}
		v->wait_counter = 0;
		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
		if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
			/* Full and no PBS signal in block or depot reserved, can't exit. */
			return true;
		}
	} else {
		seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
	}
	/* We are leaving a depot, but have to go to the exact same one; re-enter. */
	if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
		/* Service when depot has no reservation. */
		if (!HasDepotReservation(v->tile)) VehicleEnterDepot(v);
		return true;
	}
	if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF && _settings_game.vehicle.drive_through_train_depot) {
		const TileIndex depot_tile = v->tile;
		const DiagDirection depot_dir = GetRailDepotDirection(depot_tile);
		const DiagDirection behind_depot_dir = ReverseDiagDir(depot_dir);
		const int depot_z = GetTileMaxZ(depot_tile);
		const TileIndexDiffC tile_diff = TileIndexDiffCByDiagDir(behind_depot_dir);
		TileIndex behind_depot_tile = depot_tile;
		uint skipped = 0;
		while (true) {
			TileIndex tile = AddTileIndexDiffCWrap(behind_depot_tile, tile_diff);
			if (tile == INVALID_TILE) break;
			if (!IsRailDepotTile(tile)) break;
			DiagDirection dir = GetRailDepotDirection(tile);
			if (dir != depot_dir && dir != behind_depot_dir) break;
			if (!HasBit(v->compatible_railtypes, GetRailType(tile))) break;
			if (GetTileMaxZ(tile) != depot_z) break;
			behind_depot_tile = tile;
			skipped++;
		}
		if (skipped > 0 && GetRailDepotDirection(behind_depot_tile) == behind_depot_dir &&
				YapfTrainCheckDepotReverse(v, depot_tile, behind_depot_tile)) {
			Direction direction = DiagDirToDir(behind_depot_dir);
			int x = TileX(behind_depot_tile) * TILE_SIZE | _vehicle_initial_x_fract[behind_depot_dir];
			int y = TileY(behind_depot_tile) * TILE_SIZE | _vehicle_initial_y_fract[behind_depot_dir];
			if (v->gcache.cached_total_length < skipped * TILE_SIZE) {
				int delta = (skipped * TILE_SIZE) - v->gcache.cached_total_length;
				int speed = max(1, v->GetCurrentMaxSpeed());
				v->reverse_distance = (1 + (((192 * 3 / 2) * delta) / speed));
				SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
			}
			for (Train *u = v; u != nullptr; u = u->Next()) {
				u->tile = behind_depot_tile;
				u->direction = direction;
				u->x_pos = x;
				u->y_pos = y;
			}
			InvalidateWindowData(WC_VEHICLE_DEPOT, depot_tile);
			InvalidateWindowData(WC_VEHICLE_DEPOT, behind_depot_tile);
			return true;
		}
	}
	/* Only leave when we can reserve a path to our destination. */
	if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
		/* No path and no force proceed. */
		MarkTrainAsStuck(v);
		return true;
	}
	SetDepotReservation(v->tile, true);
	if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE);
	VehicleServiceInDepot(v);
	DirtyVehicleListWindowForVehicle(v);
	v->PlayLeaveStationSound();
	v->track = TRACK_BIT_X;
	if (v->direction & 2) v->track = TRACK_BIT_Y;
	v->vehstatus &= ~VS_HIDDEN;
	v->UpdateIsDrawn();
	v->cur_speed = 0;
	v->UpdateViewport(true, true);
	v->UpdatePosition();
	UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
	v->UpdateAcceleration();
	InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
	return false;
}
static int GetAndClearLastBridgeEntranceSetSignalIndex(TileIndex bridge_entrance)
{
	uint16 m = _m[bridge_entrance].m2;
	if (m & BRIDGE_M2_SIGNAL_STATE_EXT_FLAG) {
		auto it = _long_bridge_signal_sim_map.find(bridge_entrance);
		if (it != _long_bridge_signal_sim_map.end()) {
			LongBridgeSignalStorage &lbss = it->second;
			size_t slot = lbss.signal_red_bits.size();
			while (slot > 0) {
				slot--;
				uint64 &slot_bits = lbss.signal_red_bits[slot];
				if (slot_bits) {
					uint8 i = FindLastBit(slot_bits);
					ClrBit(slot_bits, i);
					return 1 + BRIDGE_M2_SIGNAL_STATE_COUNT + (64 * slot) + i;
				}
			}
		}
	}
	uint16 m_masked = GB(m & (~BRIDGE_M2_SIGNAL_STATE_EXT_FLAG), BRIDGE_M2_SIGNAL_STATE_OFFSET, BRIDGE_M2_SIGNAL_STATE_FIELD_SIZE);
	if (m_masked) {
		uint8 i = FindLastBit(m_masked);
		ClrBit(_m[bridge_entrance].m2, BRIDGE_M2_SIGNAL_STATE_OFFSET + i);
		return 1 + i;
	}
	return 0;
}
static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free)
{
	if (IsBridge(end) && _m[end].m2 != 0) {
		/* Clearing last bridge signal. */
		int signal_offset = GetAndClearLastBridgeEntranceSetSignalIndex(end);
		if (signal_offset) {
			TileIndex last_signal_tile = end + (TileOffsByDiagDir(dir) * GetTunnelBridgeSignalSimulationSpacing(tile) * signal_offset);
			MarkTileDirtyByTile(last_signal_tile, VMDF_NOT_MAP_MODE);
		}
		MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
	}
	if (free) {
	/* Open up the wormhole and clear m2. */
		if (IsBridge(end)) {
			if (IsTunnelBridgeSignalSimulationEntrance(tile)) SetAllBridgeEntranceSimulatedSignalsGreen(tile);
			if (IsTunnelBridgeSignalSimulationEntrance(end)) SetAllBridgeEntranceSimulatedSignalsGreen(end);
		}
		if (IsTunnelBridgeSignalSimulationEntrance(end) && GetTunnelBridgeEntranceSignalState(end) == SIGNAL_STATE_RED) {
			SetTunnelBridgeEntranceSignalState(end, SIGNAL_STATE_GREEN);
			MarkTileDirtyByTile(end, VMDF_NOT_MAP_MODE);
		}
		if (IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
			SetTunnelBridgeEntranceSignalState(tile, SIGNAL_STATE_GREEN);
			MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
		}
	}
}
static void UnreserveBridgeTunnelTile(TileIndex tile)
{
	UnreserveAcrossRailTunnelBridge(tile);
	if (IsTunnelBridgeSignalSimulationExit(tile) && IsTunnelBridgePBS(tile)) SetTunnelBridgeExitSignalState(tile, SIGNAL_STATE_RED);
}
/**
 * Clear the reservation of \a tile that was just left by a wagon on \a track_dir.
 * @param v %Train owning the reservation.
 * @param tile Tile with reservation to clear.
 * @param track_dir Track direction to clear.
 * @param tunbridge_clear_unsignaled_other_end Whether to clear the far end of unsignalled tunnels/bridges.
 */
static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir, bool tunbridge_clear_unsignaled_other_end = false)
{
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
		if (IsTrackAcrossTunnelBridge(tile, TrackdirToTrack(track_dir))) {
			UnreserveBridgeTunnelTile(tile);
			if (IsTunnelBridgeWithSignalSimulation(tile)) {
				/* Are we just leaving a tunnel/bridge? */
				if (TrackdirExitsTunnelBridge(tile, track_dir)) {
					TileIndex end = GetOtherTunnelBridgeEnd(tile);
					bool free = TunnelBridgeIsFree(tile, end, v, true).Succeeded();
					HandleLastTunnelBridgeSignals(tile, end, ReverseDiagDir(GetTunnelBridgeDirection(tile)), free);
				}
			} else if (tunbridge_clear_unsignaled_other_end) {
				TileIndex end = GetOtherTunnelBridgeEnd(tile);
				UnreserveAcrossRailTunnelBridge(end);
				if (_settings_client.gui.show_track_reservation) {
					MarkTileDirtyByTile(end, VMDF_NOT_MAP_MODE);
				}
			}
			if (_settings_client.gui.show_track_reservation) {
				MarkBridgeOrTunnelDirtyOnReservationChange(tile, VMDF_NOT_MAP_MODE);
			}
		} else {
			UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
			if (_settings_client.gui.show_track_reservation) {
				MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
			}
		}
	} else if (IsRailStationTile(tile)) {
		DiagDirection dir = TrackdirToExitdir(track_dir);
		TileIndex new_tile = TileAddByDiagDir(tile, dir);
		/* If the new tile is not a further tile of the same station, we
		 * clear the reservation for the whole platform. */
		if (!IsCompatibleTrainStationTile(new_tile, tile)) {
			SetRailStationPlatformReservation(tile, ReverseDiagDir(dir), false);
		}
	} else {
		/* Any other tile */
		UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
	}
}
/**
 * Free the reserved path in front of a vehicle.
 * @param v %Train owning the reserved path.
 * @param origin %Tile to start clearing (if #INVALID_TILE, use the current tile of \a v).
 * @param orig_td Track direction (if #INVALID_TRACKDIR, use the track direction of \a v).
 */
void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
{
	assert(v->IsFrontEngine());
	if (origin == INVALID_TILE && v->track & TRACK_BIT_WORMHOLE && IsTunnelBridgeWithSignalSimulation(v->tile)) {
		Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile));
		DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis);
		TileIndex next_tile = TileVirtXY(v->x_pos, v->y_pos) + TileOffsByDiagDir(axial_dir);
		if (next_tile == v->tile || next_tile == GetOtherTunnelBridgeEnd(v->tile)) {
			origin = next_tile;
			if (v->track == TRACK_BIT_WORMHOLE) {
				/* Train in tunnel or on bridge, so just use his direction and make an educated guess
				 * given the track bits on the tunnel/bridge head tile.
				 * If a reachable track piece is reserved, use that, otherwise use the first reachable track piece.
				 */
				TrackBits tracks = GetAcrossTunnelBridgeReservationTrackBits(next_tile);
				if (!tracks) tracks = GetAcrossTunnelBridgeTrackBits(next_tile);
				orig_td = ReverseTrackdir(TrackExitdirToTrackdir(FindFirstTrack(tracks), GetTunnelBridgeDirection(next_tile)));
			} else {
				orig_td = TrackDirectionToTrackdir(FindFirstTrack(v->track & TRACK_BIT_MASK), v->direction);
			}
		}
	}
	TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
	Trackdir  td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
	bool      free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
	StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
	/* Can't be holding a reservation if we enter a depot. */
	if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
	if (v->track == TRACK_BIT_DEPOT) {
		/* Front engine is in a depot. We enter if some part is not in the depot. */
		for (const Train *u = v; u != nullptr; u = u->Next()) {
			if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
		}
	}
	/* Don't free reservation if it's not ours. */
	if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
	/* Do not attempt to unreserve out of a signalled tunnel/bridge entrance, as this would unreserve the reservations of another train coming in */
	if (IsTunnelBridgeWithSignalSimulation(tile) && TrackdirExitsTunnelBridge(tile, td) && IsTunnelBridgeSignalSimulationEntranceOnly(tile)) return;
	CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->all_compatible_railtypes);
	while (ft.Follow(tile, td)) {
		tile = ft.m_new_tile;
		TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
		td = RemoveFirstTrackdir(&bits);
		assert(bits == TRACKDIR_BIT_NONE);
		if (!IsValidTrackdir(td)) break;
		if (IsTileType(tile, MP_RAILWAY)) {
			if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
				/* Conventional signal along trackdir: remove reservation and stop. */
				UnreserveRailTrack(tile, TrackdirToTrack(td));
				break;
			}
			if (HasPbsSignalOnTrackdir(tile, td)) {
				if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
					/* Red PBS signal? Can't be our reservation, would be green then. */
					break;
				} else {
					/* Turn the signal back to red. */
					SetSignalStateByTrackdir(tile, td, SIGNAL_STATE_RED);
					MarkSingleSignalDirty(tile, td);
				}
			} else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
				break;
			}
		} else if (IsTunnelBridgeWithSignalSimulation(tile) && TrackdirExitsTunnelBridge(tile, td)) {
			TileIndex end = GetOtherTunnelBridgeEnd(tile);
			bool free = TunnelBridgeIsFree(tile, end, v, true).Succeeded();
			if (!free) break;
		}
		/* Don't free first station/bridge/tunnel if we are on it. */
		if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
		free_tile = true;
	}
}
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 }},
};
/**
 * Perform pathfinding for a train.
 *
 * @param v The train
 * @param tile The tile the train is about to enter
 * @param enterdir Diagonal direction the train is coming from
 * @param tracks Usable tracks on the new tile
 * @param[out] path_found Whether a path has been found or not.
 * @param do_track_reservation Path reservation is requested
 * @param[out] dest State and destination of the requested path
 * @return The best track the train should follow
 */
static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
{
	switch (_settings_game.pf.pathfinder_for_trains) {
		case VPF_NPF: return NPFTrainChooseTrack(v, path_found, do_track_reservation, dest);
		case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
		default: NOT_REACHED();
	}
}
/**
 * Extend a train path as far as possible. Stops on encountering a safe tile,
 * another reservation or a track choice.
 * @param v The train.
 * @param origin The tile from which the reservation have to be extended
 * @param new_tracks [out] Tracks to choose from when encountering a choice
 * @param enterdir [out] The direction from which the choice tile is to be entered
 * @return INVALID_TILE indicates that the reservation failed.
 */
static PBSTileInfo ExtendTrainReservation(const Train *v, const PBSTileInfo &origin, TrackBits *new_tracks, DiagDirection *enterdir)
{
	CFollowTrackRail ft(v);
	TileIndex tile = origin.tile;
	Trackdir  cur_td = origin.trackdir;
	while (ft.Follow(tile, cur_td)) {
		if (KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
			/* Possible signal tile. */
			if (HasOnewaySignalBlockingTrackdir(ft.m_new_tile, FindFirstTrackdir(ft.m_new_td_bits))) break;
		}
		if (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) {
			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
			if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
		}
		/* Station, depot or waypoint are a possible target. */
		bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
		if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
			/* Choice found or possible target encountered.
			 * On finding a possible target, we need to stop and let the pathfinder handle the
			 * remaining path. This is because we don't know if this target is in one of our
			 * orders, so we might cause pathfinding to fail later on if we find a choice.
			 * This failure would cause a bogous call to TryReserveSafePath which might reserve
			 * a wrong path not leading to our next destination. */
			if (HasReservedTracks(ft.m_new_tile, TrackdirBitsToTrackBits(TrackdirReachesTrackdirs(ft.m_old_td)))) break;
			/* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
			 * actually starts its search at the first unreserved tile. */
			if (ft.m_tiles_skipped != 0) ft.m_new_tile -= TileOffsByDiagDir(ft.m_exitdir) * ft.m_tiles_skipped;
			/* Choice found, path valid but not okay. Save info about the choice tile as well. */
			if (new_tracks != nullptr) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
			if (enterdir != nullptr) *enterdir = ft.m_exitdir;
			return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
		}
		tile = ft.m_new_tile;
		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
		if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
			PBSWaitingPositionRestrictedSignalInfo restricted_signal_info;
			bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg, &restricted_signal_info);
			if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
			/* Safe position is all good, path valid and okay. */
			if (restricted_signal_info.tile != INVALID_TILE) {
				const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(restricted_signal_info.tile, TrackdirToTrack(restricted_signal_info.trackdir));
				if (prog && prog->actions_used_flags & TRPAUF_PBS_RES_END_SLOT) {
					TraceRestrictProgramResult out;
					TraceRestrictProgramInput input(restricted_signal_info.tile, restricted_signal_info.trackdir, &VehiclePosTraceRestrictPreviousSignalCallback, nullptr);
					input.permitted_slot_operations = TRPISP_PBS_RES_END_ACQUIRE | TRPISP_PBS_RES_END_RELEASE;
					prog->Execute(v, input, out);
				}
			}
			return PBSTileInfo(tile, cur_td, true);
		}
		if (!TryReserveRailTrackdir(tile, cur_td)) break;
	}
	if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
		/* End of line, path valid and okay. */
		return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
	}
	/* Sorry, can't reserve path, back out. */
	tile = origin.tile;
	cur_td = origin.trackdir;
	TileIndex stopped = ft.m_old_tile;
	Trackdir  stopped_td = ft.m_old_td;
	while (tile != stopped || cur_td != stopped_td) {
		if (!ft.Follow(tile, cur_td)) break;
		if (ft.m_tiles_skipped == 0 && Rail90DegTurnDisallowedTilesFromTrackdir(ft.m_old_tile, ft.m_new_tile, ft.m_old_td)) {
			ft.m_new_td_bits &= ~TrackdirCrossesTrackdirs(ft.m_old_td);
			assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
		}
		assert(KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE);
		tile = ft.m_new_tile;
		cur_td = FindFirstTrackdir(ft.m_new_td_bits);
		UnreserveRailTrackdir(tile, cur_td);
	}
	/* Path invalid. */
	return PBSTileInfo();
}
/**
 * Try to reserve any path to a safe tile, ignoring the vehicle's destination.
 * Safe tiles are tiles in front of a signal, depots and station tiles at end of line.
 *
 * @param v The vehicle.
 * @param tile The tile the search should start from.
 * @param td The trackdir the search should start from.
 * @param override_railtype Whether all physically compatible railtypes should be followed.
 * @return True if a path to a safe stopping tile could be reserved.
 */
static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_railtype)
{
	switch (_settings_game.pf.pathfinder_for_trains) {
		case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_railtype);
		case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_railtype);
		default: NOT_REACHED();
	}
}
/** This class will save the current order of a vehicle and restore it on destruction. */
class VehicleOrderSaver {
private:
	Train          *v;
	Order          old_order;
	TileIndex      old_dest_tile;
	StationID      old_last_station_visited;
	VehicleOrderID index;
	bool           suppress_implicit_orders;
public:
	VehicleOrderSaver(Train *_v) :
		v(_v),
		old_order(_v->current_order),
		old_dest_tile(_v->dest_tile),
		old_last_station_visited(_v->last_station_visited),
		index(_v->cur_real_order_index),
		suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
	{
	}
	~VehicleOrderSaver()
	{
		this->v->current_order = this->old_order;
		this->v->dest_tile = this->old_dest_tile;
		this->v->last_station_visited = this->old_last_station_visited;
		SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
	}
	/**
	 * Set the current vehicle order to the next order in the order list.
	 * @param skip_first Shall the first (i.e. active) order be skipped?
	 * @return True if a suitable next order could be found.
	 */
	bool SwitchToNextOrder(bool skip_first)
	{
		if (this->v->GetNumOrders() == 0) return false;
		if (skip_first) ++this->index;
		int depth = 0;
		do {
			/* Wrap around. */
			if (this->index >= this->v->GetNumOrders()) this->index = 0;
			Order *order = this->v->GetOrder(this->index);
			assert(order != nullptr);
			switch (order->GetType()) {
				case OT_GOTO_DEPOT:
					/* Skip service in depot orders when the train doesn't need service. */
					if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
					FALLTHROUGH;
				case OT_GOTO_STATION:
				case OT_GOTO_WAYPOINT:
					this->v->current_order = *order;
					return UpdateOrderDest(this->v, order, 0, true);
				case OT_CONDITIONAL: {
					VehicleOrderID next = ProcessConditionalOrder(order, this->v, true);
					if (next != INVALID_VEH_ORDER_ID) {
						depth++;
						this->index = next;
						/* Don't increment next, so no break here. */
						continue;
					}
					break;
				}
				default:
					break;
			}
			/* Don't increment inside the while because otherwise conditional
			 * orders can lead to an infinite loop. */
			++this->index;
			depth++;
		} while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
		return false;
	}
};
static bool HasLongReservePbsSignalOnTrackdir(Train* v, TileIndex tile, Trackdir trackdir)
{
	if (HasPbsSignalOnTrackdir(tile, trackdir)) {
		if (IsRestrictedSignal(tile)) {
			const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(tile, TrackdirToTrack(trackdir));
			if (prog && prog->actions_used_flags & TRPAUF_LONG_RESERVE) {
				TraceRestrictProgramResult out;
				prog->Execute(v, TraceRestrictProgramInput(tile, trackdir, &VehiclePosTraceRestrictPreviousSignalCallback, nullptr), out);
				if (out.flags & TRPRF_LONG_RESERVE) {
					return true;
				}
			}
		}
	}
	return false;
}
/**
 * Choose a track and reserve if necessary
 *
 * @param v The vehicle
 * @param tile The tile from which to start
 * @param enterdir
 * @param tracks
 * @param force_res Force a reservation to be made
 * @param got_reservation [out] If the train has a reservation
 * @param mark_stuck The train has to be marked as stuck when needed
 * @return The track the train should take.
 */
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *p_got_reservation, bool mark_stuck)
{
	Track best_track = INVALID_TRACK;
	bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
	Trackdir changed_signal = INVALID_TRACKDIR;
	assert((tracks & ~TRACK_BIT_MASK) == 0);
	bool got_reservation = false;
	if (p_got_reservation != nullptr) *p_got_reservation = got_reservation;
	/* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
	TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
	/* Do we have a suitable reserved track? */
	if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
	/* Quick return in case only one possible track is available */
	if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
		Track track = FindFirstTrack(tracks);
		/* We need to check for signals only here, as a junction tile can't have signals. */
		if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
			if (IsRestrictedSignal(tile) && v->force_proceed != TFP_SIGNAL) {
				const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(tile, track);
				if (prog && prog->actions_used_flags & (TRPAUF_WAIT_AT_PBS | TRPAUF_SLOT_ACQUIRE | TRPAUF_TRAIN_NOT_STUCK)) {
					TraceRestrictProgramResult out;
					TraceRestrictProgramInput input(tile, TrackEnterdirToTrackdir(track, enterdir), nullptr, nullptr);
					input.permitted_slot_operations = TRPISP_ACQUIRE;
					prog->Execute(v, input, out);
					if (out.flags & TRPRF_TRAIN_NOT_STUCK) {
						v->wait_counter = 0;
					}
					if (out.flags & TRPRF_WAIT_AT_PBS) {
						if (mark_stuck) MarkTrainAsStuck(v, true);
						return track;
					}
				}
			}
			ClrBit(v->flags, VRF_WAITING_RESTRICTION);
			do_track_reservation = true;
			changed_signal = TrackEnterdirToTrackdir(track, enterdir);
			SetSignalStateByTrackdir(tile, changed_signal, SIGNAL_STATE_GREEN);
		} else if (!do_track_reservation) {
			return track;
		}
		best_track = track;
	}
	PBSTileInfo   origin = FollowTrainReservation(v);
	PBSTileInfo   res_dest(tile, INVALID_TRACKDIR, false);
	DiagDirection dest_enterdir = enterdir;
	if (do_track_reservation) {
		res_dest = ExtendTrainReservation(v, origin, &tracks, &dest_enterdir);
		if (res_dest.tile == INVALID_TILE) {
			/* Reservation failed? */
			if (mark_stuck) MarkTrainAsStuck(v);
			if (changed_signal != INVALID_TRACKDIR) SetSignalStateByTrackdir(tile, changed_signal, SIGNAL_STATE_RED);
			return FindFirstTrack(tracks);
		}
		if (res_dest.okay) {
			CFollowTrackRail ft(v);
			if (ft.Follow(res_dest.tile, res_dest.trackdir)) {
				Trackdir  new_td = FindFirstTrackdir(ft.m_new_td_bits);
				if (!HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) {
					/* Got a valid reservation that ends at a safe target, quick exit. */
					if (p_got_reservation != nullptr) *p_got_reservation = true;
					if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal);
					TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
					return best_track;
				}
			}
		}
		/* Check if the train needs service here, so it has a chance to always find a depot.
		 * Also check if the current order is a service order so we don't reserve a path to
		 * the destination but instead to the next one if service isn't needed. */
		CheckIfTrainNeedsService(v);
		if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
	}
	/* Save the current train order. The destructor will restore the old order on function exit. */
	VehicleOrderSaver orders(v);
	/* If the current tile is the destination of the current order and
	 * a reservation was requested, advance to the next order.
	 * Don't advance on a depot order as depots are always safe end points
	 * for a path and no look-ahead is necessary. This also avoids a
	 * problem with depot orders not part of the order list when the
	 * order list itself is empty. */
	if (v->current_order.IsType(OT_LEAVESTATION)) {
		orders.SwitchToNextOrder(false);
	} else if (v->current_order.IsAnyLoadingType() || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
			v->current_order.IsType(OT_GOTO_STATION) ?
			IsRailStationTile(v->tile) && v->current_order.GetDestination() == GetStationIndex(v->tile) :
			v->tile == v->dest_tile))) {
		orders.SwitchToNextOrder(true);
	}
	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
		/* Pathfinders are able to tell that route was only 'guessed'. */
		bool      path_found = true;
		TileIndex new_tile = res_dest.tile;
		Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
		UpdateStateChecksum((((uint64) v->index) << 32) | (path_found << 16) | next_track);
		if (new_tile == tile) best_track = next_track;
		v->HandlePathfindingResult(path_found);
	}
	/* No track reservation requested -> finished. */
	if (!do_track_reservation) return best_track;
	/* A path was found, but could not be reserved. */
	if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
		if (mark_stuck) MarkTrainAsStuck(v);
		FreeTrainTrackReservation(v, origin.tile, origin.trackdir);
		return best_track;
	}
	/* No possible reservation target found, we are probably lost. */
	if (res_dest.tile == INVALID_TILE) {
		/* Try to find any safe destination. */
		PBSTileInfo path_end = FollowTrainReservation(v);
		if (TryReserveSafeTrack(v, path_end.tile, path_end.trackdir, false)) {
			TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
			best_track = FindFirstTrack(res);
			TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
			if (p_got_reservation != nullptr) *p_got_reservation = true;
			if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal);
		} else {
			FreeTrainTrackReservation(v, origin.tile, origin.trackdir);
			if (mark_stuck) MarkTrainAsStuck(v);
		}
		return best_track;
	}
	got_reservation = true;
	/* Reservation target found and free, check if it is safe. */
	while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
		/* Extend reservation until we have found a safe position. */
		DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
		TileIndex     next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
		TrackBits     reachable = TrackdirBitsToTrackBits((TrackdirBits)(GetTileTrackStatus(next_tile, TRANSPORT_RAIL, 0))) & DiagdirReachesTracks(exitdir);
		if (Rail90DegTurnDisallowedTilesFromDiagDir(res_dest.tile, next_tile, exitdir)) {
			reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
		}
		/* Get next order with destination. */
		if (orders.SwitchToNextOrder(true)) {
			PBSTileInfo cur_dest;
			bool path_found;
			DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
			if (cur_dest.tile != INVALID_TILE) {
				res_dest = cur_dest;
				if (res_dest.okay) continue;
				/* Path found, but could not be reserved. */
				FreeTrainTrackReservation(v, origin.tile, origin.trackdir);
				if (mark_stuck) MarkTrainAsStuck(v);
				got_reservation = false;
				changed_signal = INVALID_TRACKDIR;
				break;
			}
		}
		/* No order or no safe position found, try any position. */
		if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
			FreeTrainTrackReservation(v, origin.tile, origin.trackdir);
			if (mark_stuck) MarkTrainAsStuck(v);
			got_reservation = false;
			changed_signal = INVALID_TRACKDIR;
		}
		break;
	}
	if (got_reservation) {
		CFollowTrackRail ft(v);
		if (ft.Follow(res_dest.tile, res_dest.trackdir)) {
			Trackdir  new_td = FindFirstTrackdir(ft.m_new_td_bits);
			if (HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) {
				// We reserved up to a LR signal, reserve past it as well. recursion
				ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, TrackdirBitsToTrackBits(ft.m_new_td_bits), force_res, nullptr, mark_stuck);
			}
		}
	}
	TryReserveRailTrack(v->tile, TrackdirToTrack(v->GetVehicleTrackdir()));
	if (changed_signal != INVALID_TRACKDIR) MarkSingleSignalDirty(tile, changed_signal);
	if (p_got_reservation != nullptr) *p_got_reservation = got_reservation;
	return best_track;
}
/**
 * Try to reserve a path to a safe position.
 *
 * @param v The vehicle
 * @param mark_as_stuck Should the train be marked as stuck on a failed reservation?
 * @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
 * @return True if a path could be reserved.
 */
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
{
	assert(v->IsFrontEngine());
	/* We have to handle depots specially as the track follower won't look
	 * at the depot tile itself but starts from the next tile. If we are still
	 * inside the depot, a depot reservation can never be ours. */
	if (v->track == TRACK_BIT_DEPOT) {
		if (HasDepotReservation(v->tile)) {
			if (mark_as_stuck) MarkTrainAsStuck(v);
			return false;
		} else {
			/* Depot not reserved, but the next tile might be. */
			TileIndex next_tile = TileAddByDiagDir(v->tile, GetRailDepotDirection(v->tile));
			if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
		}
	}
	if (IsTileType(v->tile, MP_TUNNELBRIDGE) && IsTunnelBridgeSignalSimulationExitOnly(v->tile) &&
			TrackdirEntersTunnelBridge(v->tile, v->GetVehicleTrackdir())) {
		// prevent any attempt to reserve the wrong way onto a tunnel/bridge exit
		return false;
	}
	Vehicle *other_train = nullptr;
	PBSTileInfo origin = FollowTrainReservation(v, &other_train);
	/* The path we are driving on is already blocked by some other train.
	 * This can only happen in certain situations when mixing path and
	 * block signals or when changing tracks and/or signals.
	 * Exit here as doing any further reservations will probably just
	 * make matters worse. */
	if (other_train != nullptr && other_train->index != v->index) {
		if (mark_as_stuck) MarkTrainAsStuck(v);
		return false;
	}
	/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
	if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
		/* Can't be stuck then. */
		if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		ClrBit(v->flags, VRF_TRAIN_STUCK);
		return true;
	}
	/* If we are in a depot, tentatively reserve the depot. */
	if (v->track == TRACK_BIT_DEPOT && v->tile == origin.tile) {
		SetDepotReservation(v->tile, true);
		if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile, VMDF_NOT_MAP_MODE);
	}
	DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
	TileIndex     new_tile = TileAddByDiagDir(origin.tile, exitdir);
	TrackBits     reachable = TrackdirBitsToTrackBits(TrackStatusToTrackdirBits(GetTileTrackStatus(new_tile, TRANSPORT_RAIL, 0)) & DiagdirReachesTrackdirs(exitdir));
	if (Rail90DegTurnDisallowedTilesFromDiagDir(origin.tile, new_tile, exitdir)) reachable &= ~TrackCrossesTracks(TrackdirToTrack(origin.trackdir));
	bool res_made = false;
	ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
	if (!res_made) {
		/* Free the depot reservation as well. */
		if (v->track == TRACK_BIT_DEPOT && v->tile == origin.tile) SetDepotReservation(v->tile, false);
		return false;
	}
	if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
		v->wait_counter = 0;
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	}
	ClrBit(v->flags, VRF_TRAIN_STUCK);
	return true;
}
static bool CheckReverseTrain(const Train *v)
{
	if (_settings_game.difficulty.line_reverse_mode != 0 ||
			v->track == TRACK_BIT_DEPOT) {
		return false;
	}
	assert(v->track != TRACK_BIT_NONE);
	switch (_settings_game.pf.pathfinder_for_trains) {
		case VPF_NPF: return NPFTrainCheckReverse(v);
		case VPF_YAPF: return YapfTrainCheckReverse(v);
		default: NOT_REACHED();
	}
}
/**
 * Get the location of the next station to visit.
 * @param station Next station to visit.
 * @return Location of the new station.
 */
TileIndex Train::GetOrderStationLocation(StationID station)
{
	if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
	const Station *st = Station::Get(station);
	if (!(st->facilities & FACIL_TRAIN)) {
		/* The destination station has no trainstation tiles. */
		this->IncrementRealOrderIndex();
		return 0;
	}
	return st->xy;
}
/** Goods at the consist have changed, update the graphics, cargo, and acceleration. */
void Train::MarkDirty()
{
	Train *v = this;
	do {
		v->colourmap = PAL_NONE;
		v->InvalidateImageCache();
		v->UpdateViewport(true, false);
	} while ((v = v->Next()) != nullptr);
	/* need to update acceleration and cached values since the goods on the train changed. */
	this->CargoChanged();
	this->UpdateAcceleration();
}
/**
 * This function looks at the vehicle and updates its speed (cur_speed
 * and subspeed) variables. Furthermore, it returns the distance that
 * the train can drive this tick. #Vehicle::GetAdvanceDistance() determines
 * the distance to drive before moving a step on the map.
 * @return distance to drive.
 */
int Train::UpdateSpeed()
{
	switch (_settings_game.vehicle.train_acceleration_model) {
		default: NOT_REACHED();
		case AM_ORIGINAL:
			return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
		case AM_REALISTIC:
			return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
	}
}
/**
 * Handle all breakdown related stuff for a train consist.
 * @param v The front engine.
 */
static bool HandlePossibleBreakdowns(Train *v)
{
	assert(v->IsFrontEngine());
	for (Train *u = v; u != nullptr; u = u->Next()) {
		if (u->breakdown_ctr != 0 && (u->IsEngine() || u->IsMultiheaded())) {
			if (u->breakdown_ctr <= 2) {
				if (u->HandleBreakdown()) return true;
				/* We check the order of v (the first vehicle) instead of u here! */
			} else if (!v->current_order.IsType(OT_LOADING)) {
				u->breakdown_ctr--;
			}
		}
	}
	return false;
}
/**
 * Trains enters a station, send out a news item if it is the first train, and start loading.
 * @param v Train that entered the station.
 * @param station Station visited.
 */
static void TrainEnterStation(Train *v, StationID station)
{
	v->last_station_visited = station;
	BaseStation *bst = BaseStation::Get(station);
	if (Waypoint::IsExpected(bst)) {
		v->DeleteUnreachedImplicitOrders();
		UpdateVehicleTimetable(v, true);
		v->last_station_visited = station;
		v->force_proceed = TFP_NONE;
		SetWindowDirty(WC_VEHICLE_VIEW, v->index);
		v->current_order.MakeWaiting();
		v->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
		return;
	}
	/* check if a train ever visited this station before */
	Station *st = Station::From(bst);
	if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
		st->had_vehicle_of_type |= HVOT_TRAIN;
		SetDParam(0, st->index);
		AddVehicleNewsItem(
			STR_NEWS_FIRST_TRAIN_ARRIVAL,
			v->owner == _local_company ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER,
			v->index,
			st->index
		);
		AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
		Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
	}
	v->force_proceed = TFP_NONE;
	SetWindowDirty(WC_VEHICLE_VIEW, v->index);
	v->BeginLoading();
	TileIndex station_tile = v->GetStationLoadingVehicle()->tile;
	TriggerStationRandomisation(st, station_tile, SRT_TRAIN_ARRIVES);
	TriggerStationAnimation(st, station_tile, SAT_TRAIN_ARRIVES);
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile, DiagDirection enterdir)
{
	return IsInfraTileUsageAllowed(VEH_TRAIN, v->owner, tile) &&
			(!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailTypeByEntryDir(tile, enterdir)));
}
/** Data structure for storing engine speed changes of an acceleration type. */
struct AccelerationSlowdownParams {
	byte small_turn; ///< Speed change due to a small turn.
	byte large_turn; ///< Speed change due to a large turn.
	byte z_up;       ///< Fraction to remove when moving up.
	byte z_down;     ///< Fraction to add when moving down.
};
/** Speed update fractions for each acceleration type. */
static const AccelerationSlowdownParams _accel_slowdown[] = {
	/* 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 change in altitude.
 * @param v %Train to update.
 * @param old_z Previous height.
 */
static inline void AffectSpeedByZChange(Train *v, int old_z)
{
	if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
	const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
	if (old_z < v->z_pos) {
		v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
	} else {
		uint16 spd = v->cur_speed + asp->z_down;
		if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
	}
}
enum TrainMovedChangeSignalEnum {
	CHANGED_NOTHING, ///< No special signals were changed
	CHANGED_NORMAL_TO_PBS_BLOCK, ///< A PBS block with a non-PBS signal facing us
	CHANGED_LR_PBS ///< A long reserve PBS signal
};
static TrainMovedChangeSignalEnum TrainMovedChangeSignal(Train* v, TileIndex tile, DiagDirection dir)
{
	if (IsTileType(tile, MP_RAILWAY) &&
			GetRailTileType(tile) == RAIL_TILE_SIGNALS) {
		TrackdirBits tracks = TrackBitsToTrackdirBits(GetTrackBits(tile)) & DiagdirReachesTrackdirs(dir);
		Trackdir trackdir = FindFirstTrackdir(tracks);
		if (UpdateSignalsOnSegment(tile,  TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
			/* A PBS block with a non-PBS signal facing us? */
			if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return CHANGED_NORMAL_TO_PBS_BLOCK;
			if (HasLongReservePbsSignalOnTrackdir(v, tile, trackdir)) return CHANGED_LR_PBS;
		}
	}
	if (IsTileType(tile, MP_TUNNELBRIDGE) && IsTunnelBridgeSignalSimulationExit(tile) && GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
		if (UpdateSignalsOnSegment(tile, dir, GetTileOwner(tile)) == SIGSEG_PBS) {
			return CHANGED_NORMAL_TO_PBS_BLOCK;
		}
	}
	return CHANGED_NOTHING;
}
/** Tries to reserve track under whole train consist. */
void Train::ReserveTrackUnderConsist() const
{
	for (const Train *u = this; u != nullptr; u = u->Next()) {
		if (u->track & TRACK_BIT_WORMHOLE) {
			if (IsRailCustomBridgeHeadTile(u->tile)) {
				/* reserve the first available track */
				TrackBits bits = GetAcrossTunnelBridgeTrackBits(u->tile);
				Track first_track = RemoveFirstTrack(&bits);
				assert(IsValidTrack(first_track));
				TryReserveRailTrack(u->tile, first_track);
			} else {
				TryReserveRailTrack(u->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(u->tile)));
			}
		} else if (u->track != TRACK_BIT_DEPOT) {
			TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
		}
	}
}
/**
 * The train vehicle crashed!
 * Update its status and other parts around it.
 * @param flooded Crash was caused by flooding.
 * @return Number of people killed.
 */
uint Train::Crash(bool flooded)
{
	uint pass = 0;
	if (this->IsFrontEngine()) {
		pass += 2; // driver
		/* Remove the reserved path in front of the train if it is not stuck.
		 * Also clear all reserved tracks the train is currently on. */
		if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
		for (const Train *v = this; v != nullptr; v = v->Next()) {
			ClearPathReservation(v, v->tile, v->GetVehicleTrackdir(), true);
		}
		/* we may need to update crossing we were approaching,
		 * but must be updated after the train has been marked crashed */
		TileIndex crossing = TrainApproachingCrossingTile(this);
		if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
		/* Remove the loading indicators (if any) */
		HideFillingPercent(&this->fill_percent_te_id);
	}
	RegisterGameEvents(GEF_TRAIN_CRASH);
	pass += this->GroundVehicleBase::Crash(flooded);
	this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
	return pass;
}
/**
 * Marks train as crashed and creates an AI event.
 * Doesn't do anything if the train is crashed already.
 * @param v first vehicle of chain
 * @return number of victims (including 2 drivers; zero if train was already crashed)
 */
static uint TrainCrashed(Train *v)
{
	uint num = 0;
	/* do not crash train twice */
	if (!(v->vehstatus & VS_CRASHED)) {
		num = v->Crash();
		AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
		Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
	}
	/* Try to re-reserve track under already crashed train too.
	 * Crash() clears the reservation! */
	v->ReserveTrackUnderConsist();
	return num;
}
/** Temporary data storage for testing collisions. */
struct TrainCollideChecker {
	Train *v; ///< %Vehicle we are testing for collision.
	uint num; ///< Total number of victims if train collided.
};
/**
 * Collision test function.
 * @param v %Train vehicle to test collision with.
 * @param data %Train being examined.
 * @return \c nullptr (always continue search)
 */
static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
{
	TrainCollideChecker *tcc = (TrainCollideChecker*)data;
	/* not in depot */
	if (Train::From(v)->track == TRACK_BIT_DEPOT) return nullptr;
	if (_settings_game.vehicle.no_train_crash_other_company) {
		/* do not crash into trains of another company. */
		if (v->owner != tcc->v->owner) return nullptr;
	}
	/* get first vehicle now to make most usual checks faster */
	Train *coll = Train::From(v)->First();
	/* can't collide with own wagons */
	if (coll == tcc->v) return nullptr;
	int x_diff = v->x_pos - tcc->v->x_pos;
	int y_diff = v->y_pos - tcc->v->y_pos;
	/* Do fast calculation to check whether trains are not in close vicinity
	 * and quickly reject trains distant enough for any collision.
	 * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
	 * Differences are then ORed and then we check for any higher bits */
	uint hash = (y_diff + 7) | (x_diff + 7);
	if (hash & ~15) return nullptr;
	/* Slower check using multiplication */
	int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
	if (x_diff * x_diff + y_diff * y_diff >= min_diff * min_diff) return nullptr;
	/* Happens when there is a train under bridge next to bridge head */
	if (abs(v->z_pos - tcc->v->z_pos) > 5) return nullptr;
	/* crash both trains */
	tcc->num += TrainCrashed(tcc->v);
	tcc->num += TrainCrashed(coll);
	return nullptr; // continue searching
}
/**
 * Checks whether the specified train has a collision with another vehicle. If
 * so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
 * Reports the incident in a flashy news item, modifies station ratings and
 * plays a sound.
 * @param v %Train to test.
 */
static bool CheckTrainCollision(Train *v)
{
	/* can't collide in depot */
	if (v->track == TRACK_BIT_DEPOT) return false;
	assert(v->track & TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
	TrainCollideChecker tcc;
	tcc.v = v;
	tcc.num = 0;
	/* find colliding vehicles */
	if (v->track & TRACK_BIT_WORMHOLE) {
		FindVehicleOnPos(v->tile, VEH_TRAIN, &tcc, FindTrainCollideEnum);
		FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), VEH_TRAIN, &tcc, FindTrainCollideEnum);
	} else {
		FindVehicleOnPosXY(v->x_pos, v->y_pos, VEH_TRAIN, &tcc, FindTrainCollideEnum);
	}
	/* any dead -> no crash */
	if (tcc.num == 0) return false;
	SetDParam(0, tcc.num);
	AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
	ModifyStationRatingAround(v->tile, v->owner, -160, 30);
	if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
	return true;
}
static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
{
	if ((v->vehstatus & VS_CRASHED)) return nullptr;
	Train *t = Train::From(v);
	DiagDirection exitdir = *(DiagDirection *)data;
	/* not front engine of a train, inside wormhole or depot, crashed */
	if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return nullptr;
	if (t->cur_speed > 5 || VehicleExitDir(t->direction, t->track) != exitdir) return nullptr;
	return t;
}
struct FindSpaceBetweenTrainsChecker {
	int32 pos;
	uint16 distance;
	DiagDirection direction;
};
/** Find train in front and keep distance between trains in tunnel/bridge. */
static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data)
{
	/* Don't look at wagons between front and back of train. */
	if ((v->Previous() != nullptr && v->Next() != nullptr)) return nullptr;
	if (!IsDiagonalDirection(v->direction)) {
		/* Check for vehicles on non-across track pieces of custom bridge head */
		if ((GetAcrossTunnelBridgeTrackBits(v->tile) & Train::From(v)->track & TRACK_BIT_ALL) == TRACK_BIT_NONE) return nullptr;
	}
	const FindSpaceBetweenTrainsChecker *checker = (FindSpaceBetweenTrainsChecker*) data;
	int32 a, b = 0;
	switch (checker->direction) {
		default: NOT_REACHED();
		case DIAGDIR_NE: a = checker->pos; b = v->x_pos; break;
		case DIAGDIR_SE: a = v->y_pos; b = checker->pos; break;
		case DIAGDIR_SW: a = v->x_pos; b = checker->pos; break;
		case DIAGDIR_NW: a = checker->pos; b = v->y_pos; break;
	}
	if (a > b && a <= (b + (int)(checker->distance)) + (int)(TILE_SIZE) - 1) return v;
	return nullptr;
}
static bool IsTooCloseBehindTrain(Vehicle *v, TileIndex tile, uint16 distance, bool check_endtile)
{
	Train *t = Train::From(v);
	if (t->force_proceed != 0) return false;
	FindSpaceBetweenTrainsChecker checker;
	checker.distance = distance;
	checker.direction = DirToDiagDirAlongAxis(t->direction, DiagDirToAxis(GetTunnelBridgeDirection(t->tile)));
	switch (checker.direction) {
		default: NOT_REACHED();
		case DIAGDIR_NE: checker.pos = (TileX(tile) * TILE_SIZE) + TILE_UNIT_MASK; break;
		case DIAGDIR_SE: checker.pos = (TileY(tile) * TILE_SIZE); break;
		case DIAGDIR_SW: checker.pos = (TileX(tile) * TILE_SIZE); break;
		case DIAGDIR_NW: checker.pos = (TileY(tile) * TILE_SIZE) + TILE_UNIT_MASK; break;
	}
	if (HasVehicleOnPos(t->tile, VEH_TRAIN, &checker, &FindSpaceBetweenTrainsEnum)) {
		/* Revert train if not going with tunnel direction. */
		if (checker.direction != GetTunnelBridgeDirection(t->tile)) {
			SetBit(t->flags, VRF_REVERSING);
		}
		return true;
	}
    /* Cover blind spot at end of tunnel bridge. */
	if (check_endtile){
		if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), VEH_TRAIN, &checker, &FindSpaceBetweenTrainsEnum)) {
			/* Revert train if not going with tunnel direction. */
			if (checker.direction != GetTunnelBridgeDirection(t->tile)) {
				SetBit(t->flags, VRF_REVERSING);
			}
			return true;
		}
	}
	return false;
}
static bool CheckTrainStayInWormHolePathReserve(Train *t, TileIndex tile)
{
	Trackdir td = TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)), ReverseDiagDir(GetTunnelBridgeDirection(tile)));
	TileIndex veh_orig_tile = t->tile;
	TrackBits veh_orig_track = t->track;
	Direction veh_orig_direction = t->direction;
	t->tile = tile;
	t->track = TRACK_BIT_WORMHOLE;
	t->direction = TrackdirToDirection(td);
	CFollowTrackRail ft(GetTileOwner(tile), GetRailTypeInfo(t->railtype)->all_compatible_railtypes);
	if (ft.Follow(tile, td)) {
		TrackdirBits reserved = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(ft.m_new_tile));
		if (reserved == TRACKDIR_BIT_NONE) {
			/* next tile is not reserved, so reserve the exit tile */
			if (IsBridge(tile)) {
				TryReserveRailBridgeHead(tile, FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)));
			} else {
				SetTunnelReservation(tile, true);
			}
			MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
		}
	}
	bool ok = TryPathReserve(t);
	t->tile = veh_orig_tile;
	t->track = veh_orig_track;
	t->direction = veh_orig_direction;
	if (ok && IsTunnelBridgePBS(tile)) SetTunnelBridgeExitSignalState(tile, SIGNAL_STATE_GREEN);
	return ok;
}
/** Simulate signals in tunnel - bridge. */
static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
{
	if (t->force_proceed != 0) return false;
	/* When not exit reverse train. */
	if (!IsTunnelBridgeSignalSimulationExit(tile)) {
		SetBit(t->flags, VRF_REVERSING);
		return true;
	}
	SigSegState seg_state = (_settings_game.pf.reserve_paths || IsTunnelBridgePBS(tile)) ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
	if (seg_state != SIGSEG_PBS) {
		CFollowTrackRail ft(GetTileOwner(tile), GetRailTypeInfo(t->railtype)->all_compatible_railtypes);
		if (ft.Follow(tile, TrackEnterdirToTrackdir(FindFirstTrack(GetAcrossTunnelBridgeTrackBits(tile)), ReverseDiagDir(GetTunnelBridgeDirection(tile))))) {
			if (ft.m_new_td_bits != TRACKDIR_BIT_NONE && KillFirstBit(ft.m_new_td_bits) == TRACKDIR_BIT_NONE) {
				Trackdir td = FindFirstTrackdir(ft.m_new_td_bits);
				if (HasPbsSignalOnTrackdir(ft.m_new_tile, td)) {
					/* immediately after the exit, there is a PBS signal, switch to PBS mode */
					seg_state = SIGSEG_PBS;
				}
			}
		}
	}
	if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !CheckTrainStayInWormHolePathReserve(t, tile))) {
		t->vehstatus |= VS_TRAIN_SLOWING;
		return true;
	}
	return false;
}
static void HandleSignalBehindTrain(Train *v, int signal_number)
{
	const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(v->tile);
	TileIndex tile;
	switch (v->direction) {
		default: NOT_REACHED();
		case DIR_NE: tile = TileVirtXY(v->x_pos + (TILE_SIZE * simulated_wormhole_signals), v->y_pos); break;
		case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - (TILE_SIZE * simulated_wormhole_signals) ); break;
		case DIR_SW: tile = TileVirtXY(v->x_pos - (TILE_SIZE * simulated_wormhole_signals), v->y_pos); break;
		case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + (TILE_SIZE * simulated_wormhole_signals)); break;
	}
	if (tile == v->tile) {
		/* Flip signal on ramp. */
		if (IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
			SetTunnelBridgeEntranceSignalState(tile, SIGNAL_STATE_GREEN);
			MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
		}
	} else if (IsBridge(v->tile) && signal_number >= 0) {
		SetBridgeEntranceSimulatedSignalState(v->tile, signal_number, SIGNAL_STATE_GREEN);
		MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
	}
}
uint16 ReversingDistanceTargetSpeed(const Train *v)
{
	int target_speed;
	if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC) {
		target_speed = ((v->reverse_distance - 1) * 5) / 2;
	} else {
		target_speed = (v->reverse_distance - 1) * 10 - 5;
	}
	return max(0, target_speed);
}
/**
 * Move a vehicle chain one movement stop forwards.
 * @param v First vehicle to move.
 * @param nomove Stop moving this and all following vehicles.
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 * @return True if the vehicle could be moved forward, false otherwise.
 */
bool TrainController(Train *v, Vehicle *nomove, bool reverse)
{
	Train *first = v->First();
	Train *prev = nullptr;
	SCOPE_INFO_FMT([&], "TrainController: %s, %s, %s", scope_dumper().VehicleInfo(v), scope_dumper().VehicleInfo(prev), scope_dumper().VehicleInfo(nomove));
	bool direction_changed = false; // has direction of any part changed?
	bool update_signal_tunbridge_exit = false;
	Direction old_direction = INVALID_DIR;
	TrackBits old_trackbits = INVALID_TRACK_BIT;
	uint16 old_gv_flags = 0;
	auto notify_direction_changed = [&](Direction old_direction, Direction new_direction) {
		if (prev == nullptr && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
			const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
			DirDiff diff = DirDifference(old_direction, new_direction);
			v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
		}
		direction_changed = true;
	};
	if (reverse && v->reverse_distance == 1) {
		goto reverse_train_direction;
	}
	if (v->reverse_distance > 1) {
		uint16 spd = ReversingDistanceTargetSpeed(v);
		if (spd < v->cur_speed) v->cur_speed = spd;
	}
	/* For every vehicle after and including the given vehicle */
	for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
		old_direction = v->direction;
		old_trackbits = v->track;
		old_gv_flags = v->gv_flags;
		DiagDirection enterdir = DIAGDIR_BEGIN;
		bool update_signals_crossing = false; // will we update signals or crossing state?
		GetNewVehiclePosResult gp = GetNewVehiclePos(v);
		if (!(v->track & TRACK_BIT_WORMHOLE) && gp.old_tile != gp.new_tile &&
				IsRailBridgeHeadTile(gp.old_tile) && DiagdirBetweenTiles(gp.old_tile, gp.new_tile) == GetTunnelBridgeDirection(gp.old_tile)) {
			/* left a bridge headtile into a wormhole */
			Direction old_direction = v->direction;
			uint32 r = VehicleEnterTile(v, gp.old_tile, gp.x, gp.y); // NB: old tile, the bridge head which the train just left
			if (HasBit(r, VETS_CANNOT_ENTER)) {
				goto invalid_rail;
			}
			if (old_direction != v->direction) notify_direction_changed(old_direction, v->direction);
			DiagDirection dir = GetTunnelBridgeDirection(gp.old_tile);
			const byte *b = _initial_tile_subcoord[AxisToTrack(DiagDirToAxis(dir))][dir];
			gp.x = (gp.x & ~0xF) | b[0];
			gp.y = (gp.y & ~0xF) | b[1];
		}
		if (!(v->track & TRACK_BIT_WORMHOLE)) {
			/* Not inside tunnel */
			if (gp.old_tile == gp.new_tile) {
				/* Staying in the old tile */
				if (v->track == TRACK_BIT_DEPOT) {
					/* Inside depot */
					gp.x = v->x_pos;
					gp.y = v->y_pos;
					v->reverse_distance = 0;
				} else {
					/* Not inside depot */
					/* Reverse when we are at the end of the track already, do not move to the new position */
					if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
					uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
					if (HasBit(r, VETS_CANNOT_ENTER)) {
						goto invalid_rail;
					}
					if (HasBit(r, VETS_ENTERED_STATION)) {
						/* The new position is the end of the platform */
						TrainEnterStation(v->First(), r >> VETS_STATION_ID_OFFSET);
					}
					if (old_direction != v->direction) notify_direction_changed(old_direction, v->direction);
				}
			} else {
				/* A new tile is about to be entered. */
				/* Determine what direction we're entering the new tile from */
				enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
				assert(IsValidDiagDirection(enterdir));
				enter_new_tile:
				/* Get the status of the tracks in the new tile and mask
				 * away the bits that aren't reachable. */
				TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, (v->track & TRACK_BIT_WORMHOLE) ? INVALID_DIAGDIR : ReverseDiagDir(enterdir));
				TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
				TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
				TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
				TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
				if (Rail90DegTurnDisallowedTilesFromDiagDir(gp.old_tile, gp.new_tile, enterdir) && prev == nullptr) {
					/* We allow wagons to make 90 deg turns, because forbid_90_deg
					 * can be switched on halfway a turn */
					if (!(v->track & TRACK_BIT_WORMHOLE)) {
						bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
					} else if (v->track & TRACK_BIT_MASK) {
						bits &= ~TrackCrossesTracks(FindFirstTrack(v->track & TRACK_BIT_MASK));
					}
				}
				if (bits == TRACK_BIT_NONE) goto invalid_rail;
				/* Check if the new tile constrains tracks that are compatible
				 * with the current train, if not, bail out. */
				if (!CheckCompatibleRail(v, gp.new_tile, enterdir)) goto invalid_rail;
				TrackBits chosen_track;
				if (prev == nullptr) {
					/* Currently the locomotive is active. Determine which one of the
					 * available tracks to choose */
					chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, nullptr, true));
					assert_msg_tile(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)), gp.new_tile, "0x%X, 0x%X, 0x%X", chosen_track, bits, GetReservedTrackbits(gp.new_tile));
					if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
						/* For each signal we find decrease the counter by one.
						 * We start at two, so the first signal we pass decreases
						 * this to one, then if we reach the next signal it is
						 * decreased to zero and we won't pass that new signal. */
						Trackdir dir = FindFirstTrackdir(trackdirbits);
						if (HasSignalOnTrackdir(gp.new_tile, dir) ||
								(HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(dir)) &&
								GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
							/* However, we do not want to be stopped by PBS signals
							 * entered via the back. */
							v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
							SetWindowDirty(WC_VEHICLE_VIEW, v->index);
						}
					}
					/* Check if it's a red signal and that force proceed is not clicked. */
					if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
						/* In front of a red signal */
						Trackdir i = FindFirstTrackdir(trackdirbits);
						/* Don't handle stuck trains here. */
						if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
						if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
							v->cur_speed = 0;
							v->subspeed = 0;
							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * DAY_TICKS * 2) return false;
						} else if (HasSignalOnTrackdir(gp.new_tile, i)) {
							v->cur_speed = 0;
							v->subspeed = 0;
							v->progress = 255; // make sure that every bit of acceleration will hit the signal again, so speed stays 0.
							if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * DAY_TICKS * 2) {
								DiagDirection exitdir = TrackdirToExitdir(i);
								TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
								exitdir = ReverseDiagDir(exitdir);
								/* check if a train is waiting on the other side */
								if (!HasVehicleOnPos(o_tile, VEH_TRAIN, &exitdir, &CheckTrainAtSignal)) return false;
							}
						}
						/* If we would reverse but are currently in a PBS block and
						 * reversing of stuck trains is disabled, don't reverse.
						 * This does not apply if the reason for reversing is a one-way
						 * signal blocking us, because a train would then be stuck forever. */
						if (!_settings_game.pf.reverse_at_signals && !HasOnewaySignalBlockingTrackdir(gp.new_tile, i) &&
								UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
							v->wait_counter = 0;
							return false;
						}
						goto reverse_train_direction;
					} else {
						TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
						if (IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile) && IsRestrictedSignal(gp.new_tile)) {
							const Trackdir dir = FindFirstTrackdir(trackdirbits);
							if (HasSignalOnTrack(gp.new_tile, TrackdirToTrack(dir))) {
								const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(gp.new_tile, TrackdirToTrack(dir));
								if (prog && prog->actions_used_flags & (TRPAUF_SLOT_ACQUIRE | TRPAUF_SLOT_RELEASE_FRONT | TRPAUF_REVERSE | TRPAUF_SPEED_RESTRICTION | TRPAUF_CHANGE_COUNTER)) {
									TraceRestrictProgramResult out;
									TraceRestrictProgramInput input(gp.new_tile, dir, nullptr, nullptr);
									input.permitted_slot_operations = TRPISP_ACQUIRE | TRPISP_RELEASE_FRONT | TRPISP_CHANGE_COUNTER;
									prog->Execute(v, input, out);
									if (out.flags & TRPRF_REVERSE && GetSignalType(gp.new_tile, TrackdirToTrack(dir)) == SIGTYPE_PBS &&
											!HasSignalOnTrackdir(gp.new_tile, dir)) {
										v->reverse_distance = v->gcache.cached_total_length + (IsDiagonalTrack(TrackdirToTrack(dir)) ? 16 : 8);
										SetWindowDirty(WC_VEHICLE_VIEW, v->index);
									}
									if (out.flags & TRPRF_SPEED_RETRICTION_SET) {
										SetBit(v->flags, VRF_PENDING_SPEED_RESTRICTION);
										auto range = pending_speed_restriction_change_map.equal_range(v->index);
										for (auto it = range.first; it != range.second; ++it) {
											if ((uint16) (out.speed_restriction + 0xFFFF) < (uint16) (it->second.new_speed + 0xFFFF)) it->second.new_speed = out.speed_restriction;
										}
										uint16 flags = 0;
										if (IsDiagonalTrack(TrackdirToTrack(dir))) SetBit(flags, PSRCF_DIAGONAL);
										pending_speed_restriction_change_map.insert({ v->index, { (uint16) (v->gcache.cached_total_length + (HasBit(flags, PSRCF_DIAGONAL) ? 8 : 4)), out.speed_restriction, v->speed_restriction, flags } });
										if ((uint16) (out.speed_restriction + 0xFFFF) < (uint16) (v->speed_restriction + 0xFFFF)) v->speed_restriction = out.speed_restriction;
									}
								}
							}
						}
					}
				} else {
					/* The wagon is active, simply follow the prev vehicle. */
					if (TileVirtXY(prev->x_pos, prev->y_pos) == gp.new_tile) {
						/* Choose the same track as prev */
						if (prev->track & TRACK_BIT_WORMHOLE) {
							/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
							 * However, just choose the track into the wormhole. */
							assert_tile(IsTunnel(prev->tile), prev->tile);
							chosen_track = bits;
						} else {
							chosen_track = prev->track;
						}
					} else {
						/* Choose the track that leads to the tile where prev is.
						 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
						 * I.e. when the tile between them has only space for a single vehicle like
						 *  1) horizontal/vertical track tiles and
						 *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
						 *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
						 */
						static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
							{TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
							{TRACK_BIT_UPPER, TRACK_BIT_Y,     TRACK_BIT_LEFT,  TRACK_BIT_NONE },
							{TRACK_BIT_NONE,  TRACK_BIT_RIGHT, TRACK_BIT_X,     TRACK_BIT_UPPER},
							{TRACK_BIT_RIGHT, TRACK_BIT_NONE,  TRACK_BIT_LOWER, TRACK_BIT_Y    }
						};
						DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, TileVirtXY(prev->x_pos, prev->y_pos));
						assert(IsValidDiagDirection(exitdir));
						chosen_track = _connecting_track[enterdir][exitdir];
					}
					chosen_track &= bits;
				}
				/* Make sure chosen track is a valid track */
				assert(
						chosen_track == TRACK_BIT_X     || chosen_track == TRACK_BIT_Y ||
						chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
						chosen_track == TRACK_BIT_LEFT  || chosen_track == TRACK_BIT_RIGHT);
				/* 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];
				Direction chosen_dir = (Direction)b[2];
				/* Call the landscape function and tell it that the vehicle entered the tile */
				uint32 r = (v->track & TRACK_BIT_WORMHOLE) ? 0 : VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
				if (HasBit(r, VETS_CANNOT_ENTER)) {
					goto invalid_rail;
				}
				if (!(v->track & TRACK_BIT_WORMHOLE) && IsTunnelBridgeWithSignalSimulation(gp.new_tile) && (GetAcrossTunnelBridgeTrackBits(gp.new_tile) & chosen_track)) {
					/* If red signal stop. */
					if (v->IsFrontEngine() && v->force_proceed == 0) {
						if (IsTunnelBridgeSignalSimulationEntrance(gp.new_tile) && GetTunnelBridgeEntranceSignalState(gp.new_tile) == SIGNAL_STATE_RED) {
							v->cur_speed = 0;
							v->vehstatus |= VS_TRAIN_SLOWING;
							return false;
						}
						if (IsTunnelBridgeSignalSimulationExitOnly(gp.new_tile) &&
								TrackdirEntersTunnelBridge(gp.new_tile, TrackDirectionToTrackdir(FindFirstTrack(chosen_track), chosen_dir))) {
							v->cur_speed = 0;
							goto invalid_rail;
						}
						/* Flip signal on tunnel entrance tile red. */
						SetTunnelBridgeEntranceSignalState(gp.new_tile, SIGNAL_STATE_RED);
						MarkTileDirtyByTile(gp.new_tile, VMDF_NOT_MAP_MODE);
						if (IsTunnelBridgeSignalSimulationBidirectional(gp.new_tile)) {
							/* Set incoming signal in other direction to red as well */
							TileIndex other_end = GetOtherTunnelBridgeEnd(gp.new_tile);
							SetTunnelBridgeEntranceSignalState(other_end, SIGNAL_STATE_RED);
							MarkTileDirtyByTile(other_end, VMDF_NOT_MAP_MODE);
						}
					}
				}
				if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
					Track track = FindFirstTrack(chosen_track);
					Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
					if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
						SetSignalStateByTrackdir(gp.new_tile, tdir, SIGNAL_STATE_RED);
						MarkSingleSignalDirty(gp.new_tile, tdir);
					}
					/* Clear any track reservation when the last vehicle leaves the tile */
					if (v->Next() == nullptr && !(v->track & TRACK_BIT_WORMHOLE)) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir(), true);
					v->tile = gp.new_tile;
					v->track = chosen_track;
					assert(v->track);
					if (GetTileRailTypeByTrackBit(gp.new_tile, chosen_track) != GetTileRailTypeByTrackBit(gp.old_tile, old_trackbits)) {
						/* v->track and v->tile must both be valid and consistent before this is called */
						v->First()->ConsistChanged(CCF_TRACK);
					}
				}
				/* We need to update signal status, but after the vehicle position hash
				 * has been updated by UpdateInclination() */
				update_signals_crossing = true;
				if (chosen_dir != v->direction) {
					notify_direction_changed(v->direction, chosen_dir);
					v->direction = chosen_dir;
				}
				if (v->IsFrontEngine()) {
					v->wait_counter = 0;
					/* If we are approaching a crossing that is reserved, play the sound now. */
					TileIndex crossing = TrainApproachingCrossingTile(v);
					if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
					/* Always try to extend the reservation when entering a tile. */
					CheckNextTrainTile(v);
				}
				if (HasBit(r, VETS_ENTERED_STATION)) {
					/* The new position is the location where we want to stop */
					TrainEnterStation(v->First(), r >> VETS_STATION_ID_OFFSET);
				}
			}
		} else {
			/* Handle signal simulation on tunnel/bridge. */
			TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos);
			if (old_tile != gp.new_tile && IsTunnelBridgeWithSignalSimulation(v->tile) && (v->IsFrontEngine() || v->Next() == nullptr)) {
				const uint simulated_wormhole_signals = GetTunnelBridgeSignalSimulationSpacing(v->tile);
				if (old_tile == v->tile) {
					if (v->IsFrontEngine() && v->force_proceed == 0 && IsTunnelBridgeSignalSimulationExitOnly(v->tile)) goto invalid_rail;
					/* Entered wormhole set counters. */
					v->wait_counter = (TILE_SIZE * simulated_wormhole_signals) - TILE_SIZE;
					v->tunnel_bridge_signal_num = 0;
				}
				uint distance = v->wait_counter;
				bool leaving = false;
				if (distance == 0) v->wait_counter = (TILE_SIZE * simulated_wormhole_signals);
				if (v->IsFrontEngine()) {
					/* Check if track in front is free and see if we can leave wormhole. */
					int z = GetSlopePixelZ(gp.x, gp.y) - v->z_pos;
					if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) &&	!(abs(z) > 2)) {
						if (CheckTrainStayInWormHole(v, gp.new_tile)) {
							v->cur_speed = 0;
							return false;
						}
						leaving = true;
					} else {
						if (IsTooCloseBehindTrain(v, gp.new_tile, v->wait_counter, distance == 0)) {
							if (distance == 0) v->wait_counter = 0;
							v->cur_speed = 0;
							v->vehstatus |= VS_TRAIN_SLOWING;
							return false;
						}
						/* flip signal in front to red on bridges*/
						if (distance == 0 && IsBridge(v->tile)) {
							SetBridgeEntranceSimulatedSignalState(v->tile, v->tunnel_bridge_signal_num, SIGNAL_STATE_RED);
							MarkTileDirtyByTile(gp.new_tile, VMDF_NOT_MAP_MODE);
						}
					}
				}
				if (v->Next() == nullptr) {
					if (v->tunnel_bridge_signal_num > 0 && distance == (TILE_SIZE * simulated_wormhole_signals) - TILE_SIZE) HandleSignalBehindTrain(v, v->tunnel_bridge_signal_num - 2);
					DiagDirection tunnel_bridge_dir = GetTunnelBridgeDirection(v->tile);
					Axis axis = DiagDirToAxis(tunnel_bridge_dir);
					DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis);
					if (old_tile == ((axial_dir == tunnel_bridge_dir) ? v->tile : GetOtherTunnelBridgeEnd(v->tile))) {
						/* We left ramp into wormhole. */
						v->x_pos = gp.x;
						v->y_pos = gp.y;
						UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner);
						UnreserveBridgeTunnelTile(old_tile);
						if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(old_tile, VMDF_NOT_MAP_MODE);
					}
				}
				if (distance == 0) v->tunnel_bridge_signal_num++;
				v->wait_counter -= TILE_SIZE;
				if (leaving) { // Reset counters.
					v->force_proceed = TFP_NONE;
					v->wait_counter = 0;
					v->tunnel_bridge_signal_num = 0;
					update_signal_tunbridge_exit = true;
				}
			}
			if (old_tile == gp.new_tile && IsTunnelBridgeWithSignalSimulation(v->tile) && v->IsFrontEngine()) {
				Axis axis = DiagDirToAxis(GetTunnelBridgeDirection(v->tile));
				DiagDirection axial_dir = DirToDiagDirAlongAxis(v->direction, axis);
				TileIndex next_tile = old_tile + TileOffsByDiagDir(axial_dir);
				bool is_exit = false;
				if (IsTileType(next_tile, MP_TUNNELBRIDGE) && IsTunnelBridgeWithSignalSimulation(next_tile) &&
						ReverseDiagDir(GetTunnelBridgeDirection(next_tile)) == axial_dir) {
					if (IsBridge(next_tile) && IsBridge(v->tile)) {
						// bridge ramp facing towards us
						is_exit = true;
					} else if (IsTunnel(next_tile) && IsTunnel(v->tile)) {
						// tunnel exit at same height
						is_exit = (GetTileZ(next_tile) == GetTileZ(v->tile));
					}
				}
				if (is_exit) {
					if (CheckTrainStayInWormHole(v, next_tile)) {
						TrainApproachingLineEnd(v, true, false);
					}
				} else if (v->wait_counter == 0) {
					if (IsTooCloseBehindTrain(v, next_tile, TILE_SIZE * GetTunnelBridgeSignalSimulationSpacing(v->tile), true)) {
						TrainApproachingLineEnd(v, true, false);
					}
				}
			}
			if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
				/* Perform look-ahead on tunnel exit. */
				if (IsRailCustomBridgeHeadTile(gp.new_tile)) {
					enterdir = ReverseDiagDir(GetTunnelBridgeDirection(gp.new_tile));
					goto enter_new_tile;
				}
				if (v->IsFrontEngine()) {
					TryReserveRailTrack(gp.new_tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(gp.new_tile)));
					CheckNextTrainTile(v);
				}
				/* Prevent v->UpdateInclination() being called with wrong parameters.
				 * This could happen if the train was reversed inside the tunnel/bridge. */
				if (gp.old_tile == gp.new_tile) {
					gp.old_tile = GetOtherTunnelBridgeEnd(gp.old_tile);
				}
			} else {
				v->x_pos = gp.x;
				v->y_pos = gp.y;
				v->UpdatePosition();
				v->UpdateDeltaXY();
				if (HasBit(v->gv_flags, GVF_CHUNNEL_BIT)) {
					/* update the Z position of the vehicle */
					int old_z = v->UpdateInclination(false, false, true);
					if (prev == nullptr) {
						/* This is the first vehicle in the train */
						AffectSpeedByZChange(v, old_z);
					}
				}
				if (v->IsDrawn()) v->Vehicle::UpdateViewport(true);
				if (update_signal_tunbridge_exit) {
					UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner);
					update_signal_tunbridge_exit = false;
				}
				continue;
			}
		}
		/* update image of train, as well as delta XY */
		v->UpdateDeltaXY();
		v->x_pos = gp.x;
		v->y_pos = gp.y;
		v->UpdatePosition();
		if (v->reverse_distance > 1) {
			v->reverse_distance--;
		}
		if (HasBit(v->flags, VRF_PENDING_SPEED_RESTRICTION)) {
			auto range = pending_speed_restriction_change_map.equal_range(v->index);
			if (range.first == range.second) ClrBit(v->flags, VRF_PENDING_SPEED_RESTRICTION);
			for (auto it = range.first; it != range.second;) {
				if (--it->second.distance == 0) {
					v->speed_restriction = it->second.new_speed;
					it = pending_speed_restriction_change_map.erase(it);
				} else {
					++it;
				}
			}
		}
		/* update the Z position of the vehicle */
		int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false, v->track == TRACK_BIT_WORMHOLE);
		if (prev == nullptr) {
			/* This is the first vehicle in the train */
			AffectSpeedByZChange(v, old_z);
		}
		if (update_signal_tunbridge_exit) {
			UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner);
			update_signal_tunbridge_exit = false;
		}
		if (update_signals_crossing) {
			if (v->IsFrontEngine()) {
				switch (TrainMovedChangeSignal(v, gp.new_tile, enterdir)) {
					case CHANGED_NORMAL_TO_PBS_BLOCK:
						/* We are entering a block with PBS signals right now, but
						* not through a PBS signal. This means we don't have a
						* reservation right now. As a conventional signal will only
						* ever be green if no other train is in the block, getting
						* a path should always be possible. If the player built
						* such a strange network that it is not possible, the train
						* will be marked as stuck and the player has to deal with
						* the problem. */
						if ((!HasReservedTracks(gp.new_tile, v->track) &&
								!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
								!TryPathReserve(v)) {
							MarkTrainAsStuck(v);
						}
						break;
					case CHANGED_LR_PBS:
						{
							/* We went past a long reserve PBS signal. Try to extend the
							* reservation if reserving failed at another LR signal. */
							PBSTileInfo origin = FollowTrainReservation(v);
							CFollowTrackRail ft(v);
							if (ft.Follow(origin.tile, origin.trackdir)) {
								Trackdir  new_td = FindFirstTrackdir(ft.m_new_td_bits);
								if (HasLongReservePbsSignalOnTrackdir(v, ft.m_new_tile, new_td)) {
									ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, TrackdirBitsToTrackBits(ft.m_new_td_bits), true, nullptr, false);
								}
							}
							break;
						}
					default:
						break;
				}
			}
			/* Signals can only change when the first
			 * (above) or the last vehicle moves. */
			if (v->Next() == nullptr) {
				TrainMovedChangeSignal(v, gp.old_tile, ReverseDiagDir(enterdir));
				if (IsLevelCrossingTile(gp.old_tile)) UpdateLevelCrossing(gp.old_tile);
				if (IsTileType(gp.old_tile, MP_RAILWAY) && HasSignals(gp.old_tile) && IsRestrictedSignal(gp.old_tile)) {
					const TrackdirBits rev_tracks = TrackBitsToTrackdirBits(GetTrackBits(gp.old_tile)) & DiagdirReachesTrackdirs(ReverseDiagDir(enterdir));
					const Trackdir rev_trackdir = FindFirstTrackdir(rev_tracks);
					const Track track = TrackdirToTrack(rev_trackdir);
					if (HasSignalOnTrack(gp.old_tile, track)) {
						const TraceRestrictProgram *prog = GetExistingTraceRestrictProgram(gp.old_tile, track);
						if (prog && prog->actions_used_flags & TRPAUF_SLOT_RELEASE_BACK) {
							TraceRestrictProgramResult out;
							TraceRestrictProgramInput input(gp.old_tile, ReverseTrackdir(rev_trackdir), nullptr, nullptr);
							input.permitted_slot_operations = TRPISP_RELEASE_BACK;
							prog->Execute(first, input, out);
						}
					}
				}
			}
		}
		/* Do not check on every tick to save some computing time. */
		if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
	}
	if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
	return true;
invalid_rail:
	/* We've reached end of line?? */
	if (prev != nullptr) return true; //error("Disconnecting train");
reverse_train_direction:
	if (old_trackbits != INVALID_TRACK_BIT && (v->track ^ old_trackbits) & TRACK_BIT_WORMHOLE) {
		/* Entering/exiting wormhole failed/aborted, back out changes to vehicle direction and track */
		v->track = old_trackbits;
		v->direction = old_direction;
		v->gv_flags = old_gv_flags;
	}
	if (reverse) {
		v->wait_counter = 0;
		v->cur_speed = 0;
		v->subspeed = 0;
		ReverseTrainDirection(v);
	}
	return false;
}
static TrackBits GetTrackbitsFromCrashedVehicle(Train *t)
{
	TrackBits train_tbits = t->track;
	if (train_tbits & TRACK_BIT_WORMHOLE) {
		/* Vehicle is inside a wormhole, v->track contains no useful value then. */
		train_tbits = GetAcrossTunnelBridgeReservationTrackBits(t->tile);
		if (train_tbits != TRACK_BIT_NONE) return train_tbits;
		/* Pick the first available tunnel/bridge head track which could be reserved */
		train_tbits = GetAcrossTunnelBridgeTrackBits(t->tile);
		return train_tbits ^ KillFirstBit(train_tbits);
	} else {
		return train_tbits;
	}
}
/**
 * Collect trackbits of all crashed train vehicles on a tile
 * @param v Vehicle passed from Find/HasVehicleOnPos()
 * @param data trackdirbits for the result
 * @return nullptr to iterate over all vehicles on the tile.
 */
static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
{
	TrackBits *trackbits = (TrackBits *)data;
	if ((v->vehstatus & VS_CRASHED) != 0) {
		if (Train::From(v)->track != TRACK_BIT_DEPOT) {
			*trackbits |= GetTrackbitsFromCrashedVehicle(Train::From(v));
		}
	}
	return nullptr;
}
static void SetSignalledBridgeTunnelGreenIfClear(TileIndex tile, TileIndex end)
{
	if (TunnelBridgeIsFree(tile, end, nullptr, true).Succeeded()) {
		auto process_tile = [](TileIndex t) {
			if (IsTunnelBridgeSignalSimulationEntrance(t)) {
				if (IsBridge(t)) {
					SetAllBridgeEntranceSimulatedSignalsGreen(t);
					MarkBridgeDirty(t, VMDF_NOT_MAP_MODE);
				}
				if (IsTunnelBridgeSignalSimulationEntrance(t) && GetTunnelBridgeEntranceSignalState(t) == SIGNAL_STATE_RED) {
					SetTunnelBridgeEntranceSignalState(t, SIGNAL_STATE_GREEN);
					MarkTileDirtyByTile(t, VMDF_NOT_MAP_MODE);
				}
			}
		};
		process_tile(tile);
		process_tile(end);
	}
}
/**
 * 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/bridge, recalculate the signals as they might need updating
 * @param v the Vehicle of which last wagon is to be removed
 */
static void DeleteLastWagon(Train *v)
{
	Train *first = v->First();
	/* 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 physically be removed */
	Train *u = v;
	for (; v->Next() != nullptr; v = v->Next()) u = v;
	u->SetNext(nullptr);
	if (first != v) {
		/* Recalculate cached train properties */
		first->ConsistChanged(CCF_ARRANGE);
		/* Update the depot window if the first vehicle is in depot -
		 * if v == first, then it is updated in PreDestructor() */
		if (first->track == TRACK_BIT_DEPOT) {
			SetWindowDirty(WC_VEHICLE_DEPOT, first->tile);
		}
		v->last_station_visited = first->last_station_visited; // for PreDestructor
	}
	/* 'v' shouldn't be accessed after it has been deleted */
	const TrackBits orig_trackbits = v->track;
	TrackBits trackbits = GetTrackbitsFromCrashedVehicle(v);
	const TileIndex tile = v->tile;
	const Owner owner = v->owner;
	delete v;
	v = nullptr; // make sure nobody will try to read 'v' anymore
	Track track = TrackBitsToTrack(trackbits);
	if (HasReservedTracks(tile, trackbits)) {
		UnreserveRailTrack(tile, track);
		/* If there are still crashed vehicles on the tile, give the track reservation to them */
		TrackBits remaining_trackbits = TRACK_BIT_NONE;
		FindVehicleOnPos(tile, VEH_TRAIN, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
		/* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
		assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
		Track t;
		FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
	}
	/* check if the wagon was on a road/rail-crossing */
	if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
	/* Update signals */
	if (IsTunnelBridgeWithSignalSimulation(tile)) {
		TileIndex end = GetOtherTunnelBridgeEnd(tile);
		UpdateSignalsOnSegment(end, INVALID_DIAGDIR, owner);
		SetSignalledBridgeTunnelGreenIfClear(tile, end);
	}
	if ((orig_trackbits & TRACK_BIT_WORMHOLE) || IsRailDepotTile(tile)) {
		UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, owner);
	} else {
		SetSignalsOnBothDir(tile, track, owner);
	}
}
/**
 * Rotate all vehicles of a (crashed) train chain randomly to animate the crash.
 * @param v First crashed vehicle.
 */
static void ChangeTrainDirRandomly(Train *v)
{
	static const DirDiff delta[] = {
		DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
	};
	do {
		/* We don't need to twist around vehicles if they're not visible */
		if (!(v->vehstatus & VS_HIDDEN)) {
			v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
			/* Refrain from updating the z position of the vehicle when on
			 * a bridge, because UpdateInclination() will put the vehicle under
			 * the bridge in that case */
			if (!(v->track & TRACK_BIT_WORMHOLE)) {
				v->UpdatePosition();
				v->UpdateInclination(false, true);
			} else {
				v->UpdateViewport(false, true);
			}
		}
	} while ((v = v->Next()) != nullptr);
}
/**
 * Handle a crashed train.
 * @param v First train vehicle.
 * @return %Vehicle chain still exists.
 */
static bool HandleCrashedTrain(Train *v)
{
	int state = ++v->crash_anim_pos;
	if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
		CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
	}
	uint32 r;
	if (state <= 200 && Chance16R(1, 7, r)) {
		int index = (r * 10 >> 16);
		Vehicle *u = v;
		do {
			if (--index < 0) {
				r = Random();
				CreateEffectVehicleRel(u,
					GB(r,  8, 3) + 2,
					GB(r, 16, 3) + 2,
					GB(r,  0, 3) + 5,
					EV_EXPLOSION_SMALL);
				break;
			}
		} while ((u = u->Next()) != nullptr);
	}
	if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
	if (state >= 4440 && !(v->tick_counter & 0x1F)) {
		bool ret = v->Next() != nullptr;
		DeleteLastWagon(v);
		return ret;
	}
	return true;
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16 _breakdown_speeds[16] = {
	225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
};
/**
 * Train is approaching line end, slow down and possibly reverse
 *
 * @param v front train engine
 * @param signal not line end, just a red signal
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 * @return true iff we did NOT have to reverse
 */
static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
{
	/* Calc position within the current tile */
	uint x = v->x_pos & 0xF;
	uint y = v->y_pos & 0xF;
	/* for diagonal directions, 'x' will be 0..15 -
	 * for other directions, it will be 1, 3, 5, ..., 15 */
	switch (v->direction) {
		case DIR_N : x = ~x + ~y + 25; break;
		case DIR_NW: x = y;            FALLTHROUGH;
		case DIR_NE: x = ~x + 16;      break;
		case DIR_E : x = ~x + y + 9;   break;
		case DIR_SE: x = y;            break;
		case DIR_S : x = x + y - 7;    break;
		case DIR_W : x = ~y + x + 9;   break;
		default: break;
	}
	/* Do not reverse when approaching red signal. Make sure the vehicle's front
	 * does not cross the tile boundary when we do reverse, but as the vehicle's
	 * location is based on their center, use half a vehicle's length as offset.
	 * Multiply the half-length by two for straight directions to compensate that
	 * we only get odd x offsets there. */
	if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
		/* we are too near the tile end, reverse now */
		v->cur_speed = 0;
		if (reverse) ReverseTrainDirection(v);
		return false;
	}
	/* slow down */
	v->vehstatus |= VS_TRAIN_SLOWING;
	uint16 break_speed = _breakdown_speeds[x & 0xF];
	if (break_speed < v->cur_speed) v->cur_speed = break_speed;
	return true;
}
/**
 * Determines whether train would like to leave the tile
 * @param v train to test
 * @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
 */
static bool TrainCanLeaveTile(const Train *v)
{
	/* Exit if inside a tunnel/bridge or a depot */
	if (v->track & TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
	TileIndex tile = v->tile;
	/* entering a tunnel/bridge? */
	if (IsTileType(tile, MP_TUNNELBRIDGE)) {
		DiagDirection dir = GetTunnelBridgeDirection(tile);
		if (DiagDirToDir(dir) == v->direction) return false;
		if (IsRailCustomBridgeHeadTile(tile) && VehicleExitDir(v->direction, v->track) == dir) {
			if (_settings_game.pf.forbid_90_deg && v->Previous() == nullptr && GetTunnelBridgeLength(tile, GetOtherTunnelBridgeEnd(tile)) == 0) {
				/* Check for 90 degree turn on zero-length bridge span */
				if (!(GetCustomBridgeHeadTrackBits(tile) & ~TrackCrossesTracks(FindFirstTrack(v->track)))) return true;
			}
			return false;
		}
	}
	/* entering a depot? */
	if (IsRailDepotTile(tile)) {
		DiagDirection dir = ReverseDiagDir(GetRailDepotDirection(tile));
		if (DiagDirToDir(dir) == v->direction) return false;
	}
	return true;
}
/**
 * Determines whether train is approaching a rail-road crossing
 *   (thus making it barred)
 * @param v front engine of train
 * @return TileIndex of crossing the train is approaching, else INVALID_TILE
 * @pre v in non-crashed front engine
 */
static TileIndex TrainApproachingCrossingTile(const Train *v)
{
	assert(v->IsFrontEngine());
	assert(!(v->vehstatus & VS_CRASHED));
	if (!TrainCanLeaveTile(v)) return INVALID_TILE;
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
	/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
	if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
			!CheckCompatibleRail(v, tile, dir)) {
		return INVALID_TILE;
	}
	return tile;
}
/**
 * Checks for line end. Also, bars crossing at next tile if needed
 *
 * @param v vehicle we are checking
 * @param reverse Set to false to not execute the vehicle reversing. This does not change any other logic.
 * @return true iff we did NOT have to reverse
 */
static bool TrainCheckIfLineEnds(Train *v, bool reverse)
{
	/* First, handle broken down train */
	if (HasBit(v->flags, VRF_BREAKDOWN_BRAKING)) {
		v->vehstatus |= VS_TRAIN_SLOWING;
	} else {
		v->vehstatus &= ~VS_TRAIN_SLOWING;
	}
	if (!TrainCanLeaveTile(v)) return true;
	/* Determine the non-diagonal direction in which we will exit this tile */
	DiagDirection dir = VehicleExitDir(v->direction, v->track);
	/* Calculate next tile */
	TileIndex tile = v->tile + TileOffsByDiagDir(dir);
	/* Determine the track status on the next tile */
	TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
	TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
	TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
	TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
	/* We are sure the train is not entering a depot, it is detected above */
	/* mask unreachable track bits if we are forbidden to do 90deg turns */
	TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
	if (Rail90DegTurnDisallowedTilesFromDiagDir(v->tile, tile, dir)) {
		bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
	}
	/* no suitable trackbits at all || unusable rail (wrong type or owner) */
	if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile, dir)) {
		return TrainApproachingLineEnd(v, false, reverse);
	}
	/* approaching red signal */
	if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
	/* approaching a rail/road crossing? then make it red */
	if (IsLevelCrossingTile(tile)) MaybeBarCrossingWithSound(tile);
	if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL &&
			IsTunnelBridgeSignalSimulationEntrance(tile) && GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
		return TrainApproachingLineEnd(v, true, reverse);
	}
	return true;
}
/* Calculate the summed up value of all parts of a train */
Money Train::CalculateCurrentOverallValue() const
{
	Money ovr_value = 0;
	const Train *v = this;
	do {
		ovr_value += v->value;
	} while ((v = v->GetNextVehicle()) != nullptr);
	return ovr_value;
}
static bool TrainLocoHandler(Train *v, bool mode)
{
	/* train has crashed? */
	if (v->vehstatus & VS_CRASHED) {
		return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
	}
	if (v->force_proceed != TFP_NONE) {
		ClrBit(v->flags, VRF_TRAIN_STUCK);
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
	}
	/* train is broken down? */
	if (HasBit(v->flags, VRF_CONSIST_BREAKDOWN) && HandlePossibleBreakdowns(v)) return true;
	if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
		ReverseTrainDirection(v);
	}
	/* exit if train is stopped */
	if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
	bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
	if (ProcessOrders(v) && CheckReverseTrain(v)) {
		v->wait_counter = 0;
		v->cur_speed = 0;
		v->subspeed = 0;
		ClrBit(v->flags, VRF_LEAVING_STATION);
		ReverseTrainDirection(v);
		return true;
	} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
		/* Try to reserve a path when leaving the station as we
		 * might not be marked as wanting a reservation, e.g.
		 * when an overlength train gets turned around in a station. */
		DiagDirection dir = VehicleExitDir(v->direction, v->track);
		if (IsRailDepotTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE)) dir = INVALID_DIAGDIR;
		if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
			TryPathReserve(v, true, true);
		}
		ClrBit(v->flags, VRF_LEAVING_STATION);
	}
	v->HandleLoading(mode);
	if (v->current_order.IsType(OT_LOADING)) return true;
	if (CheckTrainStayInDepot(v)) return true;
	if (v->current_order.IsType(OT_WAITING) && v->reverse_distance == 0) {
		v->HandleWaiting(false);
		if (v->current_order.IsType(OT_WAITING)) return true;
		ProcessOrders(v);
		if (IsRailWaypointTile(v->tile)) {
			StationID station_id = GetStationIndex(v->tile);
			if (v->current_order.ShouldStopAtStation(v, station_id, true)) {
				UpdateVehicleTimetable(v, true);
				v->last_station_visited = station_id;
				SetWindowDirty(WC_VEHICLE_VIEW, v->index);
				v->current_order.MakeWaiting();
				v->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
				return true;
			}
		}
	}
	if (!mode) v->ShowVisualEffect();
	/* We had no order but have an order now, do look ahead. */
	if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
		CheckNextTrainTile(v);
	}
	/* Handle stuck trains. */
	if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
		++v->wait_counter;
		/* Should we try reversing this tick if still stuck? */
		bool turn_around = v->wait_counter % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.reverse_at_signals;
		if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
		if (!TryPathReserve(v)) {
			/* Still stuck. */
			if (turn_around) ReverseTrainDirection(v);
			if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
				/* Show message to player. */
				if (v->owner == _local_company && (HasBit(v->flags, VRF_WAITING_RESTRICTION) ? _settings_client.gui.restriction_wait_vehicle_warn : _settings_client.gui.lost_vehicle_warn)) {
					SetDParam(0, v->index);
					AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
				}
				v->wait_counter = 0;
			}
			/* Exit if force proceed not pressed, else reset stuck flag anyway. */
			if (v->force_proceed == TFP_NONE) return true;
			ClrBit(v->flags, VRF_TRAIN_STUCK);
			v->wait_counter = 0;
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		}
	}
	if (v->current_order.IsType(OT_LEAVESTATION)) {
		v->current_order.Free();
		SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		return true;
	}
	int j = v->UpdateSpeed();
	/* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
	if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
		/* If we manually stopped, we're not force-proceeding anymore. */
		v->force_proceed = TFP_NONE;
		SetWindowDirty(WC_VEHICLE_VIEW, v->index);
	}
	int adv_spd = v->GetAdvanceDistance();
	if (j < adv_spd) {
		/* if the vehicle has speed 0, update the last_speed field. */
		if (v->cur_speed == 0) v->SetLastSpeed();
	} else {
		TrainCheckIfLineEnds(v);
		/* Loop until the train has finished moving. */
		for (;;) {
			j -= adv_spd;
			TrainController(v, nullptr);
			/* Don't continue to move if the train crashed. */
			if (CheckTrainCollision(v)) break;
			/* Determine distance to next map position */
			adv_spd = v->GetAdvanceDistance();
			/* No more moving this tick */
			if (j < adv_spd || v->cur_speed == 0) break;
			OrderType order_type = v->current_order.GetType();
			/* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
			if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
						(v->current_order.GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) &&
						IsTileType(v->tile, MP_STATION) &&
						v->current_order.GetDestination() == GetStationIndex(v->tile)) {
				ProcessOrders(v);
			}
		}
		v->SetLastSpeed();
	}
	for (Train *u = v; u != nullptr; u = u->Next()) {
		if (!(u->IsDrawn())) continue;
		u->UpdateViewport(false, false);
	}
	if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
	return true;
}
/**
 * Get running cost for the train consist.
 * @return Yearly running costs.
 */
Money Train::GetRunningCost() const
{
	Money cost = 0;
	const Train *v = this;
	do {
		const Engine *e = v->GetEngine();
		if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
		uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
		if (cost_factor == 0) continue;
		/* Halve running cost for multiheaded parts */
		if (v->IsMultiheaded()) cost_factor /= 2;
		cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
	} while ((v = v->GetNextVehicle()) != nullptr);
	return cost;
}
/**
 * Update train vehicle data for a tick.
 * @return True if the vehicle still exists, false if it has ceased to exist (front of consists only).
 */
bool Train::Tick()
{
	UpdateStateChecksum((((uint64) this->x_pos) << 32) | (this->y_pos << 16) | this->track );
	if (this->IsFrontEngine()) {
		if (!((this->vehstatus & VS_STOPPED) || this->IsWaitingInDepot()) || this->cur_speed > 0) this->running_ticks++;
		this->current_order_time++;
		if (!TrainLocoHandler(this, false)) return false;
		return TrainLocoHandler(this, true);
	} else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
		/* Delete flooded standalone wagon chain */
		if (++this->crash_anim_pos >= 4400) {
			delete this;
			return false;
		}
	}
	return true;
}
/**
 * Check whether a train needs service, and if so, find a depot or service it.
 * @return v %Train to check.
 */
static void CheckIfTrainNeedsService(Train *v)
{
	if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
	if (v->IsChainInDepot()) {
		VehicleServiceInDepot(v);
		return;
	}
	uint max_penalty;
	switch (_settings_game.pf.pathfinder_for_trains) {
		case VPF_NPF:  max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty;  break;
		case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
		default: NOT_REACHED();
	}
	FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
	/* Only go to the depot if it is not too far out of our way. */
	if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
		if (v->current_order.IsType(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.MakeDummy();
			SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
		}
		return;
	}
	DepotID depot = GetDepotIndex(tfdd.tile);
	if (v->current_order.IsType(OT_GOTO_DEPOT) &&
			v->current_order.GetDestination() != depot &&
			!Chance16(3, 16)) {
		return;
	}
	SetBit(v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
	v->current_order.MakeGoToDepot(depot, ODTFB_SERVICE);
	v->dest_tile = tfdd.tile;
	SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
}
/** Update day counters of the train vehicle. */
void Train::OnNewDay()
{
	AgeVehicle(this);
	if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
	if (this->IsFrontEngine()) {
		CheckIfTrainNeedsService(this);
		CheckOrders(this);
		/* update destination */
		if (this->current_order.IsType(OT_GOTO_STATION)) {
			TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
			if (tile != INVALID_TILE) this->dest_tile = tile;
		}
		if (this->running_ticks != 0) {
			/* running costs */
			CommandCost cost(EXPENSES_TRAIN_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR  * DAY_TICKS));
			/* sharing fee */
			PayDailyTrackSharingFee(this);
			this->profit_this_year -= cost.GetCost();
			this->running_ticks = 0;
			SubtractMoneyFromCompanyFract(this->owner, cost);
			SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
			DirtyVehicleListWindowForVehicle(this);
		}
	}
	if (IsEngine() || IsMultiheaded()) {
		CheckVehicleBreakdown(this);
	}
}
/**
 * Get the tracks of the train vehicle.
 * @return Current tracks of the vehicle.
 */
Trackdir Train::GetVehicleTrackdir() const
{
	if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
	if (this->track == TRACK_BIT_DEPOT) {
		/* We'll assume the train is facing outwards */
		return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
	}
	if (this->track == TRACK_BIT_WORMHOLE) {
		/* Train in tunnel or on bridge, so just use his direction and make an educated guess
		 * given the track bits on the tunnel/bridge head tile.
		 * If a reachable track piece is reserved, use that, otherwise use the first reachable track piece.
		 */
		TrackBits tracks = GetAcrossTunnelBridgeReservationTrackBits(this->tile);
		if (!tracks) tracks = GetAcrossTunnelBridgeTrackBits(this->tile);
		Trackdir td = TrackExitdirToTrackdir(FindFirstTrack(tracks), GetTunnelBridgeDirection(this->tile));
		if (GetTunnelBridgeDirection(this->tile) != DirToDiagDir(this->direction)) td = ReverseTrackdir(td);
		return td;
	} else if (this->track & TRACK_BIT_WORMHOLE) {
		return TrackDirectionToTrackdir(FindFirstTrack(this->track & TRACK_BIT_MASK), this->direction);
	}
	return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
}
/**
 * Delete a train while it is visible.
 * This happens when a company bankrupts when infrastructure sharing is enabled.
 * @param v The train to delete.
 */
void DeleteVisibleTrain(Train *v)
{
	SCOPE_INFO_FMT([v], "DeleteVisibleTrain: %s", scope_dumper().VehicleInfo(v));
	assert(!v->IsVirtual());
	FreeTrainTrackReservation(v);
	TileIndex crossing = TrainApproachingCrossingTile(v);
	/* delete train from back to front */
	Train *u;
	Train *prev = v->Last();
	do {
		u = prev;
		prev = u->Previous();
		if (prev != nullptr) prev->SetNext(nullptr);
		/* 'u' shouldn't be accessed after it has been deleted */
		TileIndex tile = u->tile;
		TrackBits trackbits = u->track;
		bool in_wormhole = trackbits & TRACK_BIT_WORMHOLE;
		delete u;
		if (in_wormhole) {
			/* Vehicle is inside a wormhole, u->track contains no useful value then. */
			if (IsTunnelBridgeWithSignalSimulation(tile)) {
				TileIndex end = GetOtherTunnelBridgeEnd(tile);
				AddSideToSignalBuffer(end, INVALID_DIAGDIR, GetTileOwner(tile));
				SetSignalledBridgeTunnelGreenIfClear(tile, end);
			}
		} else {
			Track track = TrackBitsToTrack(trackbits);
			if (HasReservedTracks(tile, trackbits)) UnreserveRailTrack(tile, track);
			if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
		}
		/* Update signals */
		if (in_wormhole || IsRailDepotTile(tile)) {
			AddSideToSignalBuffer(tile, INVALID_DIAGDIR, GetTileOwner(tile));
		} else {
			AddTrackToSignalBuffer(tile, TrackBitsToTrack(trackbits), GetTileOwner(tile));
		}
	} while (prev != nullptr);
	if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
	UpdateSignalsInBuffer();
}
/* Get the pixel-width of the image that is used for the train vehicle
 * @return:	the image width number in pixel
 */
int GetDisplayImageWidth(Train *t, Point *offset)
{
	int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
	int vehicle_pitch = 0;
	const Engine *e = Engine::Get(t->engine_type);
	if (e->grf_prop.grffile != nullptr && is_custom_sprite(e->u.rail.image_index)) {
		reference_width = e->grf_prop.grffile->traininfo_vehicle_width;
		vehicle_pitch = e->grf_prop.grffile->traininfo_vehicle_pitch;
	}
	if (offset != nullptr) {
		offset->x = reference_width / 2;
		offset->y = vehicle_pitch;
	}
	return t->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH;
}
Train* CmdBuildVirtualRailWagon(const Engine *e, uint32 user)
{
	const RailVehicleInfo *rvi = &e->u.rail;
	Train *v = new Train();
	v->x_pos = 0;
	v->y_pos = 0;
	v->spritenum = rvi->image_index;
	v->engine_type = e->index;
	v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
	v->direction = DIR_W;
	v->tile = 0; // INVALID_TILE;
	v->owner = _current_company;
	v->track = TRACK_BIT_DEPOT;
	SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION);
	v->vehstatus = VS_HIDDEN | VS_DEFPAL;
	v->motion_counter = user;
	v->SetWagon();
	v->SetFreeWagon();
	v->SetVirtual();
	v->cargo_type = e->GetDefaultCargoType();
	v->cargo_cap = rvi->capacity;
	v->railtype = rvi->railtype;
	v->build_year = _cur_year;
	v->sprite_seq.Set(SPR_IMG_QUERY);
	v->random_bits = VehicleRandomBits();
	v->group_id = DEFAULT_GROUP;
	AddArticulatedParts(v);
	// Make sure we set EVERYTHING to virtual, even articulated parts.
	for (Train* train_part = v; train_part != nullptr; train_part = train_part->Next()) {
		train_part->SetVirtual();
	}
	_new_vehicle_id = v->index;
	v->UpdateViewport(true, false);
	v->First()->ConsistChanged(CCF_ARRANGE);
	CheckConsistencyOfArticulatedVehicle(v);
	InvalidateVehicleTickCaches();
	return v;
}
Train* CmdBuildVirtualRailVehicle(EngineID eid, StringID &error, uint32 user)
{
	const Engine *e = Engine::GetIfValid(eid);
	if (e == nullptr || e->type != VEH_TRAIN) {
		error = STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + VEH_TRAIN;
		return nullptr;
	}
	const RailVehicleInfo *rvi = &e->u.rail;
	int num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false);
	if (!Train::CanAllocateItem(num_vehicles)) {
		error = STR_ERROR_TOO_MANY_VEHICLES_IN_GAME;
		return nullptr;
	}
	RegisterGameEvents(GEF_VIRT_TRAIN);
	if (rvi->railveh_type == RAILVEH_WAGON) {
		return CmdBuildVirtualRailWagon(e, user);
	}
	Train *v = new Train();
	v->x_pos = 0;
	v->y_pos = 0;
	v->direction = DIR_W;
	v->tile = 0; // INVALID_TILE;
	v->owner = _current_company;
	v->track = TRACK_BIT_DEPOT;
	SetBit(v->flags, VRF_CONSIST_SPEED_REDUCTION);
	v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
	v->spritenum = rvi->image_index;
	v->cargo_type = e->GetDefaultCargoType();
	v->cargo_cap = rvi->capacity;
	v->last_station_visited = INVALID_STATION;
	v->motion_counter = user;
	v->engine_type = e->index;
	v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
	v->reliability = e->reliability;
	v->reliability_spd_dec = e->reliability_spd_dec;
	v->max_age = e->GetLifeLengthInDays();
	v->railtype = rvi->railtype;
	_new_vehicle_id = v->index;
	v->build_year = _cur_year;
	v->sprite_seq.Set(SPR_IMG_QUERY);
	v->random_bits = VehicleRandomBits();
	v->group_id = DEFAULT_GROUP;
	v->SetFrontEngine();
	v->SetEngine();
	v->SetVirtual();
	if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
		AddRearEngineToMultiheadedTrain(v);
	} else {
		AddArticulatedParts(v);
	}
	// Make sure we set EVERYTHING to virtual, even articulated parts.
	for (Train* train_part = v; train_part != nullptr; train_part = train_part->Next()) {
		train_part->SetVirtual();
	}
	v->ConsistChanged(CCF_ARRANGE);
	CheckConsistencyOfArticulatedVehicle(v);
	InvalidateVehicleTickCaches();
	return v;
}
/**
 * Build a virtual train vehicle.
 * @param tile unused
 * @param flags type of operation
 * @param p1 various bitstuffed data
 *  bits  0-15: vehicle type being built.
 *  bits 24-31: refit cargo type.
 * @param p2 user
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildVirtualRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	EngineID eid = GB(p1, 0, 16);
	if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) {
		return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + VEH_TRAIN);
	}
	/* Validate the cargo type. */
	CargoID cargo = GB(p1, 24, 8);
	if (cargo >= NUM_CARGO && cargo != CT_INVALID) return CMD_ERROR;
	bool should_execute = (flags & DC_EXEC) != 0;
	if (should_execute) {
		StringID err = INVALID_STRING_ID;
		Train* train = CmdBuildVirtualRailVehicle(eid, err, p2);
		if (train == nullptr) {
			return_cmd_error(err);
		}
		if (cargo != CT_INVALID) {
			CargoID default_cargo = Engine::Get(eid)->GetDefaultCargoType();
			if (default_cargo != cargo) {
				CommandCost refit_res = CmdRefitVehicle(tile, flags, train->index, cargo, nullptr);
				if (!refit_res.Succeeded()) return refit_res;
			}
		}
	}
	return CommandCost();
}
/**
* Replace a vehicle based on a template replacement order.
* @param tile unused
* @param flags type of operation
* @param p1 the ID of the vehicle to replace.
* @param p2 whether the vehicle should leave (1) or stay (0) in the depot.
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdTemplateReplaceVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	VehicleID vehicle_id = p1;
	Vehicle* vehicle = Vehicle::GetIfValid(vehicle_id);
	if (vehicle == nullptr || vehicle->type != VEH_TRAIN) {
		return CMD_ERROR;
	}
	bool should_execute = (flags & DC_EXEC) != 0;
	if (!should_execute) {
		return CommandCost();
	}
	Train* incoming = Train::From(vehicle);
	bool leaveDepot = (p2 != 0);
	Train *new_chain = nullptr;
	Train *remainder_chain = nullptr;
	Train *tmp_chain = nullptr;
	TemplateVehicle *tv = GetTemplateVehicleByGroupIDRecursive(incoming->group_id);
	if (tv == nullptr) {
		if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED;
		return CMD_ERROR;
	}
	EngineID eid = tv->engine_type;
	_new_vehicle_id = p1;
	CommandCost buy(EXPENSES_NEW_VEHICLES);
	CommandCost move_cost(EXPENSES_NEW_VEHICLES);
	CommandCost tmp_result(EXPENSES_NEW_VEHICLES);
	/* first some tests on necessity and sanity */
	if (tv == nullptr) return buy;
	if (tv->IsReplaceOldOnly() && !vehicle->NeedsAutorenewing(Company::Get(vehicle->owner), false)) {
		if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED;
		return buy;
	}
	bool need_replacement = !TrainMatchesTemplate(incoming, tv);
	bool need_refit = !TrainMatchesTemplateRefit(incoming, tv);
	bool use_refit = tv->refit_as_template;
	CargoID store_refit_ct = CT_INVALID;
	short store_refit_csubt = 0;
	// if a train shall keep its old refit, store the refit setting of its first vehicle
	if (!use_refit) {
		for (Train *getc = incoming; getc != nullptr; getc = getc->GetNextUnit()) {
			if (getc->cargo_type != CT_INVALID) {
				store_refit_ct = getc->cargo_type;
				break;
			}
		}
	}
	// TODO: set result status to success/no success before returning
	if (!need_replacement) {
		if (!need_refit || !use_refit) {
			/* before returning, release incoming train first if 2nd param says so */
			if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED;
			return buy;
		}
	} else {
		CommandCost buyCost = TestBuyAllTemplateVehiclesInChain(tv, tile);
		if (!buyCost.Succeeded() || !CheckCompanyHasMoney(buyCost)) {
			if (leaveDepot) incoming->vehstatus &= ~VS_STOPPED;
			if (!buyCost.Succeeded() && buyCost.GetErrorMessage() != INVALID_STRING_ID) {
				return buyCost;
			} else {
				return_cmd_error(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
			}
		}
	}
	if (need_replacement || (need_refit && use_refit)) RegisterGameEvents(GEF_TBTR_REPLACEMENT);
	/* define replacement behavior */
	bool reuseDepot = tv->IsSetReuseDepotVehicles();
	bool keepRemainders = tv->IsSetKeepRemainingVehicles();
	if (need_replacement) {
		// step 1: generate primary for newchain and generate remainder_chain
		// 1. primary of incoming might already fit the template
		//    leave incoming's primary as is and move the rest to a free chain = remainder_chain
		// 2. needed primary might be one of incoming's member vehicles
		// 3. primary might be available as orphan vehicle in the depot
		// 4. we need to buy a new engine for the primary
		// all options other than 1. need to make sure to copy incoming's primary's status
		if (eid == incoming->engine_type) {                                                                       // 1
			new_chain = incoming;
			remainder_chain = incoming->GetNextUnit();
			if (remainder_chain) {
				move_cost.AddCost(CmdMoveRailVehicle(tile, flags, remainder_chain->index | (1 << 20), INVALID_VEHICLE, 0));
			}
		} else if ((tmp_chain = ChainContainsEngine(eid, incoming)) && tmp_chain != nullptr) {                       // 2
			// new_chain is the needed engine, move it to an empty spot in the depot
			new_chain = tmp_chain;
			move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE));
			remainder_chain = incoming;
		} else if (reuseDepot && (tmp_chain = DepotContainsEngine(tile, eid, incoming)) && tmp_chain != nullptr) {   // 3
			new_chain = tmp_chain;
			move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE));
			remainder_chain = incoming;
		} else {                                                                                                  // 4
			tmp_result = DoCommand(tile, eid, 0, flags, CMD_BUILD_VEHICLE);
			/* break up in case buying the vehicle didn't succeed */
			if (!tmp_result.Succeeded()) {
				return tmp_result;
			}
			buy.AddCost(tmp_result);
			new_chain = Train::Get(_new_vehicle_id);
			/* make sure the newly built engine is not attached to any free wagons inside the depot */
			move_cost.AddCost(DoCommand(tile, new_chain->index, INVALID_VEHICLE, flags, CMD_MOVE_RAIL_VEHICLE));
			/* prepare the remainder chain */
			remainder_chain = incoming;
		}
		// If we bought a new engine or reused one from the depot, copy some parameters from the incoming primary engine
		if (incoming != new_chain && flags == DC_EXEC) {
			CopyHeadSpecificThings(incoming, new_chain, flags);
			NeutralizeStatus(incoming);
			// additionally, if we don't want to use the template refit, refit as incoming
			// the template refit will be set further down, if we use it at all
			if (!use_refit) {
				uint32 cb = GetCmdRefitVeh(new_chain);
				DoCommand(new_chain->tile, new_chain->index, store_refit_ct | store_refit_csubt << 8 | (1 << 16) | (1 << 31), flags, cb);
			}
		}
		// step 2: fill up newchain according to the template
		// foreach member of template (after primary):
		// 1. needed engine might be within remainder_chain already
		// 2. needed engine might be orphaned within the depot (copy status)
		// 3. we need to buy (again)                           (copy status)
		TemplateVehicle *cur_tmpl = tv->GetNextUnit();
		Train *last_veh = new_chain;
		while (cur_tmpl) {
			// 1. engine contained in remainder chain
			if ((tmp_chain = ChainContainsEngine(cur_tmpl->engine_type, remainder_chain)) && tmp_chain != nullptr)	{
				// advance remainder_chain (if necessary) to not lose track of it
				if (tmp_chain == remainder_chain) {
					remainder_chain = remainder_chain->GetNextUnit();
				}
				move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0));
			}
			// 2. engine contained somewhere else in the depot
			else if (reuseDepot && (tmp_chain = DepotContainsEngine(tile, cur_tmpl->engine_type, new_chain)) && tmp_chain != nullptr) {
				move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0));
			}
			// 3. must buy new engine
			else {
				tmp_result = DoCommand(tile, cur_tmpl->engine_type, 0, flags, CMD_BUILD_VEHICLE);
				if (!tmp_result.Succeeded()) {
					return tmp_result;
				}
				buy.AddCost(tmp_result);
				tmp_chain = Train::Get(_new_vehicle_id);
				move_cost.AddCost(CmdMoveRailVehicle(tile, flags, tmp_chain->index, last_veh->index, 0));
			}
			// TODO: is this enough ? might it be that we bought a new wagon here and it now has std refit ?
			if (need_refit && flags == DC_EXEC) {
				if (use_refit) {
					uint32 cb = GetCmdRefitVeh(tmp_chain);
					DoCommand(tmp_chain->tile, tmp_chain->index, cur_tmpl->cargo_type | (cur_tmpl->cargo_subtype << 8) | (1 << 16) | (1 << 31), flags, cb);
				} else {
					uint32 cb = GetCmdRefitVeh(tmp_chain);
					DoCommand(tmp_chain->tile, tmp_chain->index, store_refit_ct | (store_refit_csubt << 8) | (1 << 16) | (1 << 31), flags, cb);
				}
			}
			cur_tmpl = cur_tmpl->GetNextUnit();
			last_veh = tmp_chain;
		}
	}
	/* no replacement done */
	else {
		new_chain = incoming;
	}
	/// step 3: reorder and neutralize the remaining vehicles from incoming
	// wagons remaining from remainder_chain should be filled up in as few freewagonchains as possible
	// each locos might be left as singular in the depot
	// neutralize each remaining engine's status
	// refit, only if the template option is set so
	if (use_refit && (need_refit || need_replacement)) {
		buy.AddCost(CmdRefitTrainFromTemplate(new_chain, tv, flags));
	}
	if (new_chain && remainder_chain) {
		for (Train *ct = remainder_chain; ct; ct = ct->GetNextUnit()) {
			TransferCargoForTrain(ct, new_chain);
		}
	}
	// point incoming to the newly created train so that starting/stopping from the calling function can be done
	incoming = new_chain;
	if (leaveDepot && flags == DC_EXEC) {
		new_chain->vehstatus &= ~VS_STOPPED;
	}
	if (remainder_chain && keepRemainders && flags == DC_EXEC) {
		BreakUpRemainders(remainder_chain);
	} else if (remainder_chain) {
		buy.AddCost(DoCommand(tile, remainder_chain->index | (1 << 20), 0, flags, CMD_SELL_VEHICLE));
	}
	/* Redraw main gui for changed statistics */
	SetWindowClassesDirty(WC_TEMPLATEGUI_MAIN);
	_new_vehicle_id = new_chain->index;
	return buy;
}
void TrainRoadVehicleCrashBreakdown(Vehicle *v)
{
	Train *t = Train::From(v)->First();
	t->breakdown_ctr = 2;
	SetBit(t->flags, VRF_CONSIST_BREAKDOWN);
	t->breakdown_delay = 255;
	t->breakdown_type = BREAKDOWN_RV_CRASH;
	t->breakdown_severity = 0;
	t->reliability = 0;
}