(svn r16391) -Codechange: use Train instead of Vehicle where appropriate.

This commit is contained in:
rubidium 2009-05-22 22:22:46 +00:00
parent 7a37220881
commit 80e94b9bb1
33 changed files with 429 additions and 387 deletions

View File

@ -29,7 +29,7 @@
int num = 1;
if (::Vehicle::Get(vehicle_id)->type == VEH_TRAIN) {
const Vehicle *v = ::Vehicle::Get(vehicle_id);
const Train *v = (Train *)::Vehicle::Get(vehicle_id);
while ((v = GetNextUnit(v)) != NULL) num++;
}
@ -85,11 +85,11 @@
EnforcePrecondition(false, ::Vehicle::Get(source_vehicle_id)->type == VEH_TRAIN);
EnforcePrecondition(false, dest_vehicle_id == -1 || ::Vehicle::Get(dest_vehicle_id)->type == VEH_TRAIN);
const Vehicle *v = ::Vehicle::Get(source_vehicle_id);
const Train *v = (Train *)::Vehicle::Get(source_vehicle_id);
while (source_wagon-- > 0) v = GetNextUnit(v);
const Vehicle *w = NULL;
const Train *w = NULL;
if (dest_vehicle_id != -1) {
w = ::Vehicle::Get(dest_vehicle_id);
w = (Train *)::Vehicle::Get(dest_vehicle_id);
while (dest_wagon-- > 0) w = GetNextUnit(w);
}
@ -136,7 +136,7 @@
EnforcePrecondition(false, IsValidVehicle(vehicle_id) && wagon < GetNumWagons(vehicle_id));
EnforcePrecondition(false, ::Vehicle::Get(vehicle_id)->type == VEH_TRAIN);
const Vehicle *v = ::Vehicle::Get(vehicle_id);
const Train *v = (Train *)::Vehicle::Get(vehicle_id);
while (wagon-- > 0) v = GetNextUnit(v);
return AIObject::DoCommand(0, v->index, sell_attached_wagons ? 1 : 0, CMD_SELL_RAIL_WAGON);
@ -243,7 +243,7 @@
const Vehicle *v = ::Vehicle::Get(vehicle_id);
if (v->type == VEH_TRAIN) {
while (wagon-- > 0) v = GetNextUnit(v);
while (wagon-- > 0) v = GetNextUnit((Train *)v);
}
return v->engine_type;
}
@ -281,7 +281,7 @@
const Vehicle *v = ::Vehicle::Get(vehicle_id);
if (v->type == VEH_TRAIN) {
while (wagon-- > 0) v = GetNextUnit(v);
while (wagon-- > 0) v = GetNextUnit((Train *)v);
}
return v->age;
}

View File

@ -208,7 +208,7 @@ bool IsArticulatedVehicleCarryingDifferentCargos(const Vehicle *v, CargoID *carg
switch (v->type) {
case VEH_TRAIN:
v = (EngineHasArticPart(v) ? GetNextArticPart(v) : NULL);
v = (EngineHasArticPart((Train *)v) ? GetNextArticPart((Train *)v) : NULL);
break;
case VEH_ROAD:
@ -256,7 +256,7 @@ void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
switch (v->type) {
case VEH_TRAIN:
v = (EngineHasArticPart(v) ? GetNextArticPart(v) : NULL);
v = (EngineHasArticPart((Train *)v) ? GetNextArticPart((Train *)v) : NULL);
break;
case VEH_ROAD:
@ -307,25 +307,27 @@ void AddArticulatedParts(Vehicle *first, VehicleType type)
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
u = new Train();
u->subtype = 0;
previous->SetNext(u);
u->u.rail.track = v->u.rail.track;
u->u.rail.railtype = v->u.rail.railtype;
u->u.rail.first_engine = v->engine_type;
case VEH_TRAIN: {
Train *front = (Train *)v;
Train *t = new Train();
t->subtype = 0;
previous->SetNext(t);
t->u.rail.track = front->u.rail.track;
t->u.rail.railtype = front->u.rail.railtype;
t->u.rail.first_engine = front->engine_type;
u->spritenum = e_artic->u.rail.image_index;
t->spritenum = e_artic->u.rail.image_index;
if (e_artic->CanCarryCargo()) {
u->cargo_type = e_artic->GetDefaultCargoType();
u->cargo_cap = e_artic->u.rail.capacity; // Callback 36 is called when the consist is finished
t->cargo_type = e_artic->GetDefaultCargoType();
t->cargo_cap = e_artic->u.rail.capacity; // Callback 36 is called when the consist is finished
} else {
u->cargo_type = v->cargo_type; // Needed for livery selection
u->cargo_cap = 0;
t->cargo_type = front->cargo_type; // Needed for livery selection
t->cargo_cap = 0;
}
SetArticulatedPart(u);
break;
SetArticulatedPart(t);
u = t;
} break;
case VEH_ROAD: {
RoadVehicle *front = (RoadVehicle *)v;

View File

@ -92,18 +92,18 @@ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chai
assert(!part_of_chain || new_head->IsPrimaryVehicle());
/* Loop through source parts */
for (Vehicle *src = old_veh; src != NULL; src = src->Next()) {
if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != old_veh->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != ((Train *)old_veh)->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
/* Skip vehicles, which do not belong to old_veh */
src = GetLastEnginePart(src);
src = GetLastEnginePart((Train *)src);
continue;
}
if (src->cargo_type >= NUM_CARGO || src->cargo.Count() == 0) continue;
/* Find free space in the new chain */
for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) {
if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != new_head->u.rail.other_multiheaded_part && !IsArticulatedPart(dest)) {
if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != ((Train *)new_head)->u.rail.other_multiheaded_part && !IsArticulatedPart(dest)) {
/* Skip vehicles, which do not belong to new_head */
dest = GetLastEnginePart(dest);
dest = GetLastEnginePart((Train *)dest);
continue;
}
if (dest->cargo_type != src->cargo_type) continue;
@ -116,7 +116,7 @@ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chai
}
/* Update train weight etc., the old vehicle will be sold anyway */
if (part_of_chain && new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
if (part_of_chain && new_head->type == VEH_TRAIN) TrainConsistChanged((Train *)new_head, true);
}
/**
@ -269,7 +269,7 @@ static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehic
}
/* Try to reverse the vehicle, but do not care if it fails as the new type might not be reversible */
if (new_veh->type == VEH_TRAIN && HasBit(old_veh->u.rail.flags, VRF_REVERSE_DIRECTION)) {
if (new_veh->type == VEH_TRAIN && HasBit(((Train *)old_veh)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
}
@ -406,33 +406,33 @@ static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon
uint16 old_total_length = (old_head->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE;
int num_units = 0; ///< Number of units in the chain
for (Vehicle *w = old_head; w != NULL; w = GetNextUnit(w)) num_units++;
for (Train *w = (Train *)old_head; w != NULL; w = GetNextUnit(w)) num_units++;
Vehicle **old_vehs = CallocT<Vehicle *>(num_units); ///< Will store vehicles of the old chain in their order
Vehicle **new_vehs = CallocT<Vehicle *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement
Money *new_costs = MallocT<Money>(num_units); ///< Costs for buying and refitting the new vehicles
Train **old_vehs = CallocT<Train *>(num_units); ///< Will store vehicles of the old chain in their order
Train **new_vehs = CallocT<Train *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement
Money *new_costs = MallocT<Money>(num_units); ///< Costs for buying and refitting the new vehicles
/* Collect vehicles and build replacements
* Note: The replacement vehicles can only successfully build as long as the old vehicles are still in their chain */
int i;
Vehicle *w;
for (w = old_head, i = 0; w != NULL; w = GetNextUnit(w), i++) {
Train *w;
for (w = (Train *)old_head, i = 0; w != NULL; w = GetNextUnit(w), i++) {
assert(i < num_units);
old_vehs[i] = w;
CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i], true);
CommandCost ret = BuildReplacementVehicle(old_vehs[i], (Vehicle**)&new_vehs[i], true);
cost.AddCost(ret);
if (cost.Failed()) break;
new_costs[i] = ret.GetCost();
if (new_vehs[i] != NULL) *nothing_to_do = false;
}
Vehicle *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]);
Train *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]);
/* Note: When autoreplace has already failed here, old_vehs[] is not completely initialized. But it is also not needed. */
if (cost.Succeeded()) {
/* Separate the head, so we can start constructing the new chain */
Vehicle *second = GetNextUnit(old_head);
Train *second = GetNextUnit((Train *)old_head);
if (second != NULL) cost.AddCost(MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true));
assert(GetNextUnit(new_head) == NULL);
@ -440,10 +440,10 @@ static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon
/* Append engines to the new chain
* We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
* OTOH the vehicle attach callback is more expensive this way :s */
Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step
Train *last_engine = NULL; ///< Shall store the last engine unit after this step
if (cost.Succeeded()) {
for (int i = num_units - 1; i > 0; i--) {
Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
Train *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;
@ -538,10 +538,10 @@ static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon
* Note: The vehicle attach callback is disabled here :) */
if ((flags & DC_EXEC) == 0) {
/* Separate the head, so we can reattach the old vehicles */
Vehicle *second = GetNextUnit(old_head);
Train *second = GetNextUnit((Train *)old_head);
if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true);
assert(GetNextUnit(old_head) == NULL);
assert(GetNextUnit((Train *)old_head) == NULL);
for (int i = num_units - 1; i > 0; i--) {
CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
@ -632,7 +632,7 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1
bool any_replacements = false;
while (w != NULL && !any_replacements) {
any_replacements = (GetNewEngineType(w, c) != INVALID_ENGINE);
w = (!free_wagon && w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
w = (!free_wagon && w->type == VEH_TRAIN ? GetNextUnit((Train *)w) : NULL);
}
if (any_replacements) {

View File

@ -555,12 +555,15 @@ bool SettingsDisableElrail(int32 p1)
* normal rail too */
if (disable) {
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->u.rail.railtype == RAILTYPE_ELECTRIC) {
if (v->type != VEH_TRAIN) continue;
Train *t = (Train *)v;
if (t->u.rail.railtype == RAILTYPE_ELECTRIC) {
/* this railroad vehicle is now compatible only with elrail,
* so add there also normal rail compatibility */
v->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
v->u.rail.railtype = RAILTYPE_RAIL;
SetBit(v->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
t->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
t->u.rail.railtype = RAILTYPE_RAIL;
SetBit(t->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
}
}
}
@ -569,8 +572,9 @@ bool SettingsDisableElrail(int32 p1)
FOR_ALL_VEHICLES(v) {
/* power and acceleration is cached only for front engines */
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
TrainPowerChanged(v);
UpdateTrainAcceleration(v);
Train *t = (Train *)v;
TrainPowerChanged(t);
UpdateTrainAcceleration(t);
}
}

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@ -668,7 +668,8 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
uint16 modflags = 0;
if (v->type == VEH_TRAIN) {
const Vehicle *u = IsTrainWagon(v) && HasBit(v->vehicle_flags, VRF_POWEREDWAGON) ? v->First() : v;
const Train *t = (const Train *)v;
const Train *u = IsTrainWagon(v) && HasBit(v->vehicle_flags, VRF_POWEREDWAGON) ? t->First() : t;
RailType railtype = GetRailType(v->tile);
bool powered = IsTrainEngine(v) || (IsTrainWagon(v) && HasBit(v->vehicle_flags, VRF_POWEREDWAGON));
bool has_power = powered && HasPowerOnRail(u->u.rail.railtype, railtype);
@ -676,7 +677,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
if (has_power) SetBit(modflags, 5);
if (is_electric && !has_power) SetBit(modflags, 6);
if (HasBit(v->u.rail.flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
if (HasBit(t->u.rail.flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
}
if (HasBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE)) SetBit(modflags, 10);
@ -735,7 +736,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
case 0x47: return GB(Engine::Get(v->engine_type)->internal_id, 8, 8);
case 0x48:
if (v->type != VEH_TRAIN || v->spritenum != 0xFD) return v->spritenum;
return HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
return HasBit(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
case 0x49: return v->day_counter;
case 0x4A: return v->breakdowns_since_last_service;
@ -766,20 +767,21 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
/* Vehicle specific properties */
switch (v->type) {
case VEH_TRAIN:
case VEH_TRAIN: {
Train *t = (Train *)v;
switch (variable - 0x80) {
case 0x62: return v->u.rail.track;
case 0x66: return v->u.rail.railtype;
case 0x73: return v->u.rail.cached_veh_length;
case 0x74: return v->u.rail.cached_power;
case 0x75: return GB(v->u.rail.cached_power, 8, 24);
case 0x76: return GB(v->u.rail.cached_power, 16, 16);
case 0x77: return GB(v->u.rail.cached_power, 24, 8);
case 0x7C: return v->First()->index;
case 0x7D: return GB(v->First()->index, 8, 8);
case 0x62: return t->u.rail.track;
case 0x66: return t->u.rail.railtype;
case 0x73: return t->u.rail.cached_veh_length;
case 0x74: return t->u.rail.cached_power;
case 0x75: return GB(t->u.rail.cached_power, 8, 24);
case 0x76: return GB(t->u.rail.cached_power, 16, 16);
case 0x77: return GB(t->u.rail.cached_power, 24, 8);
case 0x7C: return t->First()->index;
case 0x7D: return GB(t->First()->index, 8, 8);
case 0x7F: return 0; // Used for vehicle reversing hack in TTDP
}
break;
} break;
case VEH_ROAD: {
RoadVehicle *rv = (RoadVehicle *)v;

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@ -16,6 +16,7 @@
#include "pbs.h"
#include "settings_type.h"
#include "pathfind.h"
#include "train.h"
static AyStar _npf_aystar;
@ -424,7 +425,7 @@ static int32 NPFFindDepot(AyStar *as, OpenListNode *current)
/** Find any safe and free tile. */
static int32 NPFFindSafeTile(AyStar *as, OpenListNode *current)
{
const Vehicle *v = ((NPFFindStationOrTileData*)as->user_target)->v;
const Train *v = (Train *)((NPFFindStationOrTileData*)as->user_target)->v;
return
IsSafeWaitingPosition(v, current->path.node.tile, current->path.node.direction, true, _settings_game.pf.forbid_90_deg) &&
@ -458,7 +459,7 @@ static int32 NPFFindStationOrTile(AyStar *as, OpenListNode *current)
* the second signal is returnd. If no suitable signal is present, the
* last node of the path is returned.
*/
static const PathNode *FindSafePosition(PathNode *path, const Vehicle *v)
static const PathNode *FindSafePosition(PathNode *path, const Train *v)
{
/* If there is no signal, reserve the whole path. */
PathNode *sig = path;
@ -505,7 +506,7 @@ static void NPFSaveTargetData(AyStar *as, OpenListNode *current)
if (as->user_target != NULL && ((NPFFindStationOrTileData*)as->user_target)->reserve_path && as->user_data[NPF_TYPE] == TRANSPORT_RAIL) {
/* Path reservation is requested. */
const Vehicle *v = ((NPFFindStationOrTileData*)as->user_target)->v;
const Train *v = (Train *)((NPFFindStationOrTileData*)as->user_target)->v;
const PathNode *target = FindSafePosition(&current->path, v);
ftd->node = target->node;
@ -1053,7 +1054,7 @@ NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir,
return best_result;
}
NPFFoundTargetData NPFRouteToSafeTile(const Vehicle *v, TileIndex tile, Trackdir trackdir, bool override_railtype)
NPFFoundTargetData NPFRouteToSafeTile(const Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype)
{
assert(v->type == VEH_TRAIN);

View File

@ -115,7 +115,7 @@ NPFFoundTargetData NPFRouteToDepotTrialError(TileIndex tile, Trackdir trackdir,
/**
* Search for any safe tile using a breadth first search and try to reserve a path.
*/
NPFFoundTargetData NPFRouteToSafeTile(const Vehicle *v, TileIndex tile, Trackdir trackdir,bool override_railtype);
NPFFoundTargetData NPFRouteToSafeTile(const struct Train *v, TileIndex tile, Trackdir trackdir, bool override_railtype);
void NPFFillWithOrderData(NPFFindStationOrTileData *fstd, Vehicle *v, bool reserve_path = false);

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@ -31,6 +31,7 @@
#include "fios.h"
#include "aircraft.h"
#include "roadveh.h"
#include "train.h"
#include "console_func.h"
#include "screenshot.h"
#include "network/network.h"
@ -1132,7 +1133,7 @@ void StateGameLoop()
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
TrainConsistChanged(v, true);
TrainConsistChanged((Train *)v, true);
length = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {

View File

@ -222,7 +222,7 @@ static PBSTileInfo FollowReservation(Owner o, RailTypes rts, TileIndex tile, Tra
*/
struct FindTrainOnTrackInfo {
PBSTileInfo res; ///< Information about the track.
Vehicle *best; ///< The currently "best" vehicle we have found.
Train *best; ///< The currently "best" vehicle we have found.
/** Init the best location to NULL always! */
FindTrainOnTrackInfo() : best(NULL) {}
@ -233,12 +233,15 @@ static Vehicle *FindTrainOnTrackEnum(Vehicle *v, void *data)
{
FindTrainOnTrackInfo *info = (FindTrainOnTrackInfo *)data;
if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) && HasBit((TrackBits)v->u.rail.track, TrackdirToTrack(info->res.trackdir))) {
v = v->First();
if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
Train *t = (Train *)v;
if (HasBit((TrackBits)t->u.rail.track, TrackdirToTrack(info->res.trackdir))) {
t = t->First();
/* ALWAYS return the lowest ID (anti-desync!) */
if (info->best == NULL || v->index < info->best->index) info->best = v;
return v;
if (info->best == NULL || t->index < info->best->index) info->best = t;
return t;
}
return NULL;
@ -251,7 +254,7 @@ static Vehicle *FindTrainOnTrackEnum(Vehicle *v, void *data)
* @param train_on_res Is set to a train we might encounter
* @returns The last tile of the reservation or the current train tile if no reservation present.
*/
PBSTileInfo FollowTrainReservation(const Vehicle *v, bool *train_on_res)
PBSTileInfo FollowTrainReservation(const Train *v, bool *train_on_res)
{
assert(v->type == VEH_TRAIN);
@ -274,7 +277,7 @@ PBSTileInfo FollowTrainReservation(const Vehicle *v, bool *train_on_res)
* @param track A reserved track on the tile.
* @return The vehicle holding the reservation or NULL if the path is stray.
*/
Vehicle *GetTrainForReservation(TileIndex tile, Track track)
Train *GetTrainForReservation(TileIndex tile, Track track)
{
assert(HasReservedTracks(tile, TrackToTrackBits(track)));
Trackdir trackdir = TrackToTrackdir(track);
@ -320,7 +323,7 @@ Vehicle *GetTrainForReservation(TileIndex tile, Track track)
* @param forbid_90def Don't allow trains to make 90 degree turns
* @return True if it is a safe position
*/
bool IsSafeWaitingPosition(const Vehicle *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg)
bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg)
{
if (IsRailDepotTile(tile)) return true;
@ -360,7 +363,7 @@ bool IsSafeWaitingPosition(const Vehicle *v, TileIndex tile, Trackdir trackdir,
* @param forbid_90def Don't allow trains to make 90 degree turns
* @return True if the position is free
*/
bool IsWaitingPositionFree(const Vehicle *v, TileIndex tile, Trackdir trackdir, bool forbid_90deg)
bool IsWaitingPositionFree(const Train *v, TileIndex tile, Trackdir trackdir, bool forbid_90deg)
{
Track track = TrackdirToTrack(trackdir);
TrackBits reserved = GetReservedTrackbits(tile);

View File

@ -27,11 +27,11 @@ struct PBSTileInfo {
PBSTileInfo(TileIndex _t, Trackdir _td, bool _okay) : tile(_t), trackdir(_td), okay(_okay) {}
};
PBSTileInfo FollowTrainReservation(const Vehicle *v, bool *train_on_res = NULL);
bool IsSafeWaitingPosition(const Vehicle *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg = false);
bool IsWaitingPositionFree(const Vehicle *v, TileIndex tile, Trackdir trackdir, bool forbid_90deg = false);
PBSTileInfo FollowTrainReservation(const Train *v, bool *train_on_res = NULL);
bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bool include_line_end, bool forbid_90deg = false);
bool IsWaitingPositionFree(const Train *v, TileIndex tile, Trackdir trackdir, bool forbid_90deg = false);
Vehicle *GetTrainForReservation(TileIndex tile, Track track);
Train *GetTrainForReservation(TileIndex tile, Track track);
/**
* Check whether some of tracks is reserved on a tile.

View File

@ -92,7 +92,8 @@ Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
if (v->type != VEH_TRAIN) return NULL;
if ((v->u.rail.track != rail_bits) && !TracksOverlap(v->u.rail.track | rail_bits)) return NULL;
Train *t = (Train *)v;
if ((t->u.rail.track != rail_bits) && !TracksOverlap(t->u.rail.track | rail_bits)) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
@ -456,7 +457,7 @@ CommandCost CmdRemoveSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1,
* so do not call GetTileOwner(tile) in any case here */
Owner owner = INVALID_OWNER;
Vehicle *v = NULL;
Train *v = NULL;
switch (GetTileType(tile)) {
case MP_ROAD: {
@ -877,7 +878,7 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
}
if (flags & DC_EXEC) {
Vehicle *v = NULL;
Train *v = NULL;
/* The new/changed signal could block our path. As this can lead to
* stale reservations, we clear the path reservation here and try
* to redo it later on. */
@ -1184,7 +1185,7 @@ CommandCost CmdRemoveSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1
/* Do it? */
if (flags & DC_EXEC) {
Vehicle *v = NULL;
Train *v = NULL;
if (HasReservedTracks(tile, TrackToTrackBits(track))) {
v = GetTrainForReservation(tile, track);
}
@ -1234,7 +1235,7 @@ Vehicle *UpdateTrainPowerProc(Vehicle *v, void *data)
if (v->type == VEH_TRAIN && !IsArticulatedPart(v)) {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (GetVehicleProperty(v, 0x0B, rvi->power) != 0) TrainPowerChanged(v->First());
if (GetVehicleProperty(v, 0x0B, rvi->power) != 0) TrainPowerChanged((Train *)v->First());
}
return NULL;
@ -1296,7 +1297,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
/* Trying to convert other's rail */
if (!CheckTileOwnership(tile)) continue;
SmallVector<Vehicle*, 2> vehicles_affected;
SmallVector<Train *, 2> vehicles_affected;
/* Vehicle on the tile when not converting Rail <-> ElRail
* Tunnels and bridges have special check later */
@ -1306,7 +1307,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
TrackBits reserved = GetReservedTrackbits(tile);
Track track;
while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
Vehicle *v = GetTrainForReservation(tile, track);
Train *v = GetTrainForReservation(tile, track);
if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
/* No power on new rail type, reroute. */
FreeTrainTrackReservation(v);
@ -1372,7 +1373,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
if (flags & DC_EXEC) {
Track track = DiagDirToDiagTrack(GetTunnelBridgeDirection(tile));
if (GetTunnelBridgeReservation(tile)) {
Vehicle *v = GetTrainForReservation(tile, track);
Train *v = GetTrainForReservation(tile, track);
if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
/* No power on new rail type, reroute. */
FreeTrainTrackReservation(v);
@ -1432,7 +1433,7 @@ static CommandCost RemoveTrainDepot(TileIndex tile, DoCommandFlag flags)
/* read variables before the depot is removed */
DiagDirection dir = GetRailDepotDirection(tile);
Owner owner = GetTileOwner(tile);
Vehicle *v = NULL;
Train *v = NULL;
if (GetDepotWaypointReservation(tile)) {
v = GetTrainForReservation(tile, DiagDirToDiagTrack(dir));
@ -2450,7 +2451,7 @@ int TicksToLeaveDepot(const Vehicle *v)
/** Tile callback routine when vehicle enters tile
* @see vehicle_enter_tile_proc */
static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *v, TileIndex tile, int x, int y)
static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *u, TileIndex tile, int x, int y)
{
byte fract_coord;
byte fract_coord_leave;
@ -2458,7 +2459,9 @@ static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *v, TileIndex tile, int
int length;
/* this routine applies only to trains in depot tiles */
if (v->type != VEH_TRAIN || !IsRailDepotTile(tile)) return VETSB_CONTINUE;
if (u->type != VEH_TRAIN || !IsRailDepotTile(tile)) return VETSB_CONTINUE;
Train *v = (Train *)u;
/* depot direction */
dir = GetRailDepotDirection(tile);

View File

@ -912,7 +912,7 @@ bool AfterLoadGame()
continue;
}
if (v->type == VEH_TRAIN) {
v->u.rail.track = TRACK_BIT_WORMHOLE;
((Train *)v)->u.rail.track = TRACK_BIT_WORMHOLE;
} else {
((RoadVehicle *)v)->state = RVSB_WORMHOLE;
}
@ -928,7 +928,7 @@ bool AfterLoadGame()
if (v->type == VEH_TRAIN) {
RailType rt = RailVehInfo(v->engine_type)->railtype;
v->u.rail.railtype = rt;
((Train *)v)->u.rail.railtype = rt;
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
}
}
@ -964,7 +964,7 @@ bool AfterLoadGame()
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v, true);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged((Train *)v, true);
}
}
@ -1700,9 +1700,10 @@ bool AfterLoadGame()
/* Reserve all tracks trains are currently on. */
if (CheckSavegameVersion(101)) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN) {
Train *v = (Train *)u;
if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
} else if ((v->u.rail.track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {

View File

@ -1315,7 +1315,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
};
if (v->spritenum / 2 >= lengthof(spriteset_rail)) return false;
v->spritenum = spriteset_rail[v->spritenum / 2]; // adjust railway sprite set offset
v->u.rail.railtype = type == 0x25 ? 1 : 0; // monorail / rail
((Train *)v)->u.rail.railtype = type == 0x25 ? 1 : 0; // monorail / rail
break;
}

View File

@ -24,7 +24,7 @@ void ConnectMultiheadedTrains()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
v->u.rail.other_multiheaded_part = NULL;
((Train *)v)->u.rail.other_multiheaded_part = NULL;
}
}
@ -45,7 +45,7 @@ void ConnectMultiheadedTrains()
bool sequential_matching = IsFrontEngine(v);
for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) {
for (Train *u = (Train *)v; u != NULL; u = (Train *)GetNextVehicle(u)) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
@ -57,7 +57,7 @@ void ConnectMultiheadedTrains()
/* Find a matching back part */
EngineID eid = u->engine_type;
Vehicle *w;
Train *w;
if (sequential_matching) {
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
@ -318,8 +318,8 @@ void AfterLoadVehicles(bool part_of_load)
assert(v->first != NULL);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged(v, false);
if (IsFrontEngine(v)) ((Train *)v)->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged((Train *)v, false);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
RoadVehUpdateCache((RoadVehicle *)v);
}

View File

@ -697,7 +697,7 @@ static bool UpdateConsists(int32 p1)
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Update the consist of all trains so the maximum speed is set correctly. */
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v, true);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged((Train *)v, true);
}
return true;
}
@ -747,7 +747,7 @@ static bool TrainAccelerationModelChanged(int32 p1)
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) UpdateTrainAcceleration(v);
if (v->type == VEH_TRAIN && IsFrontEngine(v)) UpdateTrainAcceleration((Train *)v);
}
return true;

View File

@ -7,8 +7,8 @@
#include "station_map.h"
#include "tunnelbridge_map.h"
#include "vehicle_func.h"
#include "vehicle_base.h"
#include "functions.h"
#include "train.h"
/** these are the maximums used for updating signal blocks */
@ -185,7 +185,7 @@ static SmallSet<DiagDirection, SIG_GLOB_SIZE> _globset("_globset"); ///< set of
/** Check whether there is a train on rail, not in a depot */
static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
{
if (v->type != VEH_TRAIN || v->u.rail.track == TRACK_BIT_DEPOT) return NULL;
if (v->type != VEH_TRAIN || ((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) return NULL;
return v;
}

View File

@ -1015,7 +1015,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, DoCommandFlag flags, uin
numtracks_orig = numtracks;
SmallVector<Vehicle*, 4> affected_vehicles;
SmallVector<Train*, 4> affected_vehicles;
do {
TileIndex tile = tile_org;
int w = plat_len;
@ -1023,7 +1023,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, DoCommandFlag flags, uin
byte layout = *layout_ptr++;
if (IsRailwayStationTile(tile) && GetRailwayStationReservation(tile)) {
/* Check for trains having a reservation for this tile. */
Vehicle *v = GetTrainForReservation(tile, AxisToTrack(GetRailStationAxis(tile)));
Train *v = GetTrainForReservation(tile, AxisToTrack(GetRailStationAxis(tile)));
if (v != NULL) {
FreeTrainTrackReservation(v);
*affected_vehicles.Append() = v;
@ -1063,7 +1063,7 @@ CommandCost CmdBuildRailroadStation(TileIndex tile_org, DoCommandFlag flags, uin
for (uint i = 0; i < affected_vehicles.Length(); ++i) {
/* Restore reservations of trains. */
Vehicle *v = affected_vehicles[i];
Train *v = affected_vehicles[i];
if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
TryPathReserve(v, true, true);
for (; v->Next() != NULL; v = v->Next()) ;
@ -1196,7 +1196,7 @@ CommandCost CmdRemoveFromRailroadStation(TileIndex tile, DoCommandFlag flags, ui
uint specindex = GetCustomStationSpecIndex(tile2);
Track track = GetRailStationTrack(tile2);
Owner owner = GetTileOwner(tile2);
Vehicle *v = NULL;
Train *v = NULL;
if (GetRailwayStationReservation(tile2)) {
v = GetTrainForReservation(tile2, track);
@ -1280,7 +1280,7 @@ static CommandCost RemoveRailroadStation(Station *st, TileIndex tile, DoCommandF
/* read variables before the station tile is removed */
Track track = GetRailStationTrack(tile);
Owner owner = GetTileOwner(tile); // _current_company can be OWNER_WATER
Vehicle *v = NULL;
Train *v = NULL;
if (GetRailwayStationReservation(tile)) {
v = GetTrainForReservation(tile, track);
if (v != NULL) FreeTrainTrackReservation(v);
@ -2621,7 +2621,7 @@ static VehicleEnterTileStatus VehicleEnter_Station(Vehicle *v, TileIndex tile, i
int station_ahead;
int station_length;
int stop = GetTrainStopLocation(station_id, tile, v, &station_ahead, &station_length);
int stop = GetTrainStopLocation(station_id, tile, (Train *)v, &station_ahead, &station_length);
/* Stop whenever that amount of station ahead + the distance from the
* begin of the platform to the stop location is longer than the length

View File

@ -9,6 +9,7 @@
#include "core/bitmath_func.hpp"
#include "vehicle_base.h"
struct Train;
/** enum to handle train subtypes
* Do not access it directly unless you have to. Use the access functions below
@ -202,28 +203,6 @@ static inline bool EngineHasArticPart(const Vehicle *v)
return (v->Next() != NULL && IsArticulatedPart(v->Next()));
}
/**
* Get the next part of a multi-part engine.
* Will only work on a multi-part engine (EngineHasArticPart(v) == true),
* Result is undefined for normal engine.
*/
static inline Vehicle *GetNextArticPart(const Vehicle *v)
{
assert(EngineHasArticPart(v));
return v->Next();
}
/** Get the last part of a multi-part engine.
* @param v Vehicle.
* @return Last part of the engine.
*/
static inline Vehicle *GetLastEnginePart(Vehicle *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
return v;
}
/** Tell if we are dealing with the rear end of a multiheaded engine.
* @param v Vehicle.
* @return True if the engine is the rear part of a dualheaded engine.
@ -234,73 +213,24 @@ static inline bool IsRearDualheaded(const Vehicle *v)
return (IsMultiheaded(v) && !IsTrainEngine(v));
}
/** Get the next real (non-articulated part) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Vehicle *GetNextVehicle(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
/* v now contains the last artic part in the engine */
return v->Next();
}
/** Get the previous real (non-articulated part) vehicle in the consist.
* @param w Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Vehicle *GetPrevVehicle(const Vehicle *w)
{
assert(w->type == VEH_TRAIN);
Vehicle *v = w->Previous();
while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
return v;
}
/** Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Vehicle *GetNextUnit(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
Vehicle *w = GetNextVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetNextVehicle(w);
return w;
}
/** Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Vehicle *GetPrevUnit(const Vehicle *v)
{
assert(v->type == VEH_TRAIN);
Vehicle *w = GetPrevVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetPrevVehicle(w);
return w;
}
void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2);
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2);
byte FreightWagonMult(CargoID cargo);
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped);
int CheckTrainStoppedInDepot(const Vehicle *v);
void UpdateTrainAcceleration(Vehicle *v);
int CheckTrainInDepot(const Train *v, bool needs_to_be_stopped);
int CheckTrainStoppedInDepot(const Train *v);
void UpdateTrainAcceleration(Train *v);
void CheckTrainsLengths();
void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin = INVALID_TILE, Trackdir orig_td = INVALID_TRACKDIR);
bool TryPathReserve(Vehicle *v, bool mark_as_stuck = false, bool first_tile_okay = false);
void FreeTrainTrackReservation(const Train *v, TileIndex origin = INVALID_TILE, Trackdir orig_td = INVALID_TRACKDIR);
bool TryPathReserve(Train *v, bool mark_as_stuck = false, bool first_tile_okay = false);
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Vehicle *v, int *station_ahead, int *station_length);
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length);
void TrainConsistChanged(Train *v, bool same_length);
void TrainPowerChanged(Train *v);
Money GetTrainRunningCost(const Train *v);
/**
* This class 'wraps' Vehicle; you do not actually instantiate this class.
@ -334,6 +264,87 @@ struct Train : public Vehicle {
Trackdir GetVehicleTrackdir() const;
TileIndex GetOrderStationLocation(StationID station);
bool FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse);
Train *First() { return (Train *)this->Vehicle::First(); }
Train *First() const { return (Train *)this->Vehicle::First(); }
Train *Next() { return (Train *)this->Vehicle::Next(); }
Train *Next() const { return (Train *)this->Vehicle::Next(); }
Train *Previous() { return (Train *)this->Vehicle::Previous(); }
Train *Previous() const { return (Train *)this->Vehicle::Previous(); }
};
/**
* Get the next part of a multi-part engine.
* Will only work on a multi-part engine (EngineHasArticPart(v) == true),
* Result is undefined for normal engine.
*/
static inline Train *GetNextArticPart(const Train *v)
{
assert(EngineHasArticPart(v));
return v->Next();
}
/** Get the last part of a multi-part engine.
* @param v Vehicle.
* @return Last part of the engine.
*/
static inline Train *GetLastEnginePart(Train *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
return v;
}
/** Get the next real (non-articulated part) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Train *GetNextVehicle(const Train *v)
{
assert(v->type == VEH_TRAIN);
while (EngineHasArticPart(v)) v = GetNextArticPart(v);
/* v now contains the last artic part in the engine */
return v->Next();
}
/** Get the previous real (non-articulated part) vehicle in the consist.
* @param w Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Train *GetPrevVehicle(const Train *w)
{
assert(w->type == VEH_TRAIN);
Train *v = w->Previous();
while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
return v;
}
/** Get the next real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Train *GetNextUnit(const Train *v)
{
assert(v->type == VEH_TRAIN);
Train *w = GetNextVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetNextVehicle(w);
return w;
}
/** Get the previous real (non-articulated part and non rear part of dualheaded engine) vehicle in the consist.
* @param v Vehicle.
* @return Previous vehicle in the consist.
*/
static inline Train *GetPrevUnit(const Train *v)
{
assert(v->type == VEH_TRAIN);
Train *w = GetPrevVehicle(v);
if (w != NULL && IsRearDualheaded(w)) w = GetPrevVehicle(w);
return w;
}
#endif /* TRAIN_H */

View File

@ -37,12 +37,12 @@
#include "table/strings.h"
#include "table/train_cmd.h"
static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(Vehicle *v, Vehicle *nomove);
static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
static void CheckIfTrainNeedsService(Vehicle *v);
static void CheckNextTrainTile(Vehicle *v);
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
static bool TrainCheckIfLineEnds(Train *v);
static void TrainController(Train *v, Vehicle *nomove);
static TileIndex TrainApproachingCrossingTile(const Train *v);
static void CheckIfTrainNeedsService(Train *v);
static void CheckNextTrainTile(Train *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
@ -85,12 +85,12 @@ byte FreightWagonMult(CargoID cargo)
* Recalculates the cached total power of a train. Should be called when the consist is changed
* @param v First vehicle of the consist.
*/
void TrainPowerChanged(Vehicle *v)
void TrainPowerChanged(Train *v)
{
uint32 total_power = 0;
uint32 max_te = 0;
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
for (const Train *u = v; u != NULL; u = u->Next()) {
RailType railtype = GetRailType(u->tile);
/* Power is not added for articulated parts */
@ -134,11 +134,11 @@ void TrainPowerChanged(Vehicle *v)
* the consist changes.
* @param v First vehicle of the consist.
*/
static void TrainCargoChanged(Vehicle *v)
static void TrainCargoChanged(Train *v)
{
uint32 weight = 0;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
for (Train *u = v; u != NULL; u = u->Next()) {
uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
/* Vehicle weight is not added for articulated parts. */
@ -171,7 +171,7 @@ static void TrainCargoChanged(Vehicle *v)
* is for the first time this happened.
* @param u first vehicle of chain
*/
static void RailVehicleLengthChanged(const Vehicle *u)
static void RailVehicleLengthChanged(const Train *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = Engine::Get(u->engine_type);
@ -189,7 +189,7 @@ void CheckTrainsLengths()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
for (const Train *u = (Train *)v, *w = (Train *)v->Next(); w != NULL; u = w, w = w->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT) {
if ((w->u.rail.track != TRACK_BIT_DEPOT &&
max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
@ -213,7 +213,7 @@ void CheckTrainsLengths()
* @param v First vehicle of the chain.
* @param same_length should length of vehicles stay the same?
*/
void TrainConsistChanged(Vehicle *v, bool same_length)
void TrainConsistChanged(Train *v, bool same_length)
{
uint16 max_speed = UINT16_MAX;
@ -227,7 +227,7 @@ void TrainConsistChanged(Vehicle *v, bool same_length)
bool train_can_tilt = true;
for (Vehicle *u = v; u != NULL; u = u->Next()) {
for (Train *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the v->first cache. */
@ -244,13 +244,13 @@ void TrainConsistChanged(Vehicle *v, bool same_length)
u->cache_valid = 0;
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
for (Train *u = v; u != NULL; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
u->cache_valid = 0;
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
for (Train *u = v; u != NULL; u = u->Next()) {
const Engine *e_u = Engine::Get(u->engine_type);
const RailVehicleInfo *rvi_u = &e_u->u.rail;
@ -364,7 +364,7 @@ enum AccelType {
* @param station_length 'return' the station length in 1/16th tiles
* @return the location, calculated from the begin of the station to stop at.
*/
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Vehicle *v, int *station_ahead, int *station_length)
int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
{
const Station *st = Station::Get(station_id);
*station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
@ -404,7 +404,7 @@ int GetTrainStopLocation(StationID station_id, TileIndex tile, const Vehicle *v,
}
/** new acceleration*/
static int GetTrainAcceleration(Vehicle *v, bool mode)
static int GetTrainAcceleration(Train *v, bool mode)
{
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
@ -496,7 +496,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
int num = 0; // number of vehicles, change this into the number of axles later
int incl = 0;
int drag_coeff = 20; //[1e-4]
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
for (const Train *u = v; u != NULL; u = u->Next()) {
num++;
drag_coeff += 3;
@ -556,7 +556,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
}
}
void UpdateTrainAcceleration(Vehicle *v)
void UpdateTrainAcceleration(Train *v)
{
assert(IsFrontEngine(v));
@ -660,7 +660,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
}
Vehicle *v = new Train();
Train *v = new Train();
v->spritenum = rvi->image_index;
v->engine_type = engine;
@ -725,14 +725,14 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Vehicle *u)
static void NormalizeTrainVehInDepot(const Train *u)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
v->tile == u->tile &&
v->u.rail.track == TRACK_BIT_DEPOT) {
((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
@ -740,9 +740,9 @@ static void NormalizeTrainVehInDepot(const Vehicle *u)
}
}
static void AddRearEngineToMultiheadedTrain(Vehicle *v)
static void AddRearEngineToMultiheadedTrain(Train *v)
{
Vehicle *u = new Train();
Train *u = new Train();
v->value >>= 1;
u->value = v->value;
u->direction = v->direction;
@ -823,7 +823,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
Vehicle *v = new Train();
Train *v = new Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
@ -901,7 +901,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
/* Check if all the wagons of the given train are in a depot, returns the
* number of cars (including loco) then. If not it returns -1 */
int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
int CheckTrainInDepot(const Train *v, bool needs_to_be_stopped)
{
TileIndex tile = v->tile;
@ -926,13 +926,13 @@ int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
}
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
int CheckTrainStoppedInDepot(const Vehicle *v)
int CheckTrainStoppedInDepot(const Train *v)
{
return CheckTrainInDepot(v, true);
}
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
inline bool CheckTrainIsInsideDepot(const Vehicle *v)
inline bool CheckTrainIsInsideDepot(const Train *v)
{
return CheckTrainInDepot(v, false) > 0;
}
@ -943,7 +943,7 @@ inline bool CheckTrainIsInsideDepot(const Vehicle *v)
* @param first The first vehicle of the consist.
* @return The first vehicle of the consist.
*/
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
static Train *UnlinkWagon(Train *v, Train *first)
{
/* unlinking the first vehicle of the chain? */
if (v == first) {
@ -960,13 +960,13 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
return v;
}
Vehicle *u;
Train *u;
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
static Train *FindGoodVehiclePos(const Train *src)
{
Vehicle *dst;
EngineID eng = src->engine_type;
@ -979,7 +979,7 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
while (v->engine_type == eng) {
v = v->Next();
if (v == NULL) return dst;
if (v == NULL) return (Train *)dst;
}
}
}
@ -991,12 +991,12 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
* add a vehicle v behind vehicle dest
* use this function since it sets flags as needed
*/
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
static void AddWagonToConsist(Train *v, Train *dest)
{
UnlinkWagon(v, v->First());
if (dest == NULL) return;
Vehicle *next = dest->Next();
Train *next = dest->Next();
v->SetNext(NULL);
dest->SetNext(v);
v->SetNext(next);
@ -1008,7 +1008,7 @@ static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
* move around on the train so rear engines are placed correctly according to the other engines
* always call with the front engine
*/
static void NormaliseTrainConsist(Vehicle *v)
static void NormaliseTrainConsist(Train *v)
{
if (IsFreeWagon(v)) return;
@ -1018,7 +1018,7 @@ static void NormaliseTrainConsist(Vehicle *v)
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
/* make sure that there are no free cars before next engine */
Vehicle *u;
Train *u;
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
if (u == v->u.rail.other_multiheaded_part) continue;
@ -1040,22 +1040,25 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
Vehicle *src = Vehicle::GetIfValid(s);
if (src == NULL || src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
Vehicle *src_v = Vehicle::GetIfValid(s);
if (src_v == NULL || src_v->type != VEH_TRAIN || !CheckOwnership(src_v->owner)) return CMD_ERROR;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
if (HASBITS(src_v->vehstatus, VS_CRASHED)) return CMD_ERROR;
Train *src = (Train *)src_v;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Vehicle *dst;
Train *dst;
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
} else {
dst = Vehicle::GetIfValid(d);
if (dst == NULL || dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
Vehicle *dst_v = Vehicle::GetIfValid(d);
if (dst_v == NULL || dst_v->type != VEH_TRAIN || !CheckOwnership(dst_v->owner)) return CMD_ERROR;
/* Do not allow appending to crashed vehicles, too */
if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
if (HASBITS(dst_v->vehstatus, VS_CRASHED)) return CMD_ERROR;
dst = (Train *)dst_v;
}
/* if an articulated part is being handled, deal with its parent vehicle */
@ -1068,8 +1071,8 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (src == dst) return CommandCost();
/* locate the head of the two chains */
Vehicle *src_head = src->First();
Vehicle *dst_head;
Train *src_head = src->First();
Train *dst_head;
if (dst != NULL) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
@ -1105,7 +1108,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
/* We are moving between rows, so only count the wagons from the source
* row that are being moved. */
if (HasBit(p2, 0)) {
const Vehicle *u;
const Train *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
@ -1151,7 +1154,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* v->Next()->Previous() == v holds (assuming v->Next() != NULL).
*/
bool src_in_dst = false;
for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
for (Train *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
/*
* If the source chain is in the destination chain then the user is
@ -1171,12 +1174,12 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* attaching fails or succeeds because we are not 'only' doing this
* in the DC_EXEC state.
*/
Vehicle *dst_tail = dst_head;
Train *dst_tail = dst_head;
while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
Vehicle *orig_tail = dst_tail;
Vehicle *next_to_attach = src;
Vehicle *src_previous = src->Previous();
Train *orig_tail = dst_tail;
Train *next_to_attach = src;
Train *src_previous = src->Previous();
while (next_to_attach != NULL) {
/* Don't check callback for articulated or rear dual headed parts */
@ -1224,7 +1227,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* to the next wagon. Then add that to the tail of the destination
* train and update the tail with the new vehicle.
*/
Vehicle *to_add = next_to_attach;
Train *to_add = next_to_attach;
next_to_attach = next_to_attach->Next();
to_add->SetNext(NULL);
@ -1259,7 +1262,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (HasBit(p2, 0)) {
/* unlink ALL wagons */
if (src != src_head) {
Vehicle *v = src_head;
Train *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->SetNext(NULL);
} else {
@ -1318,7 +1321,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
/* link in the wagon(s) in the chain. */
{
Vehicle *v;
Train *v;
for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
GetLastEnginePart(v)->SetNext(dst->Next());
@ -1391,14 +1394,15 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Check if we deleted a vehicle window */
Window *w = NULL;
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
Vehicle *vt = Vehicle::GetIfValid(p1);
if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
if (p2 > 1) return CMD_ERROR;
if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
if (HASBITS(vt->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
Train *v = (Train *)vt;
while (IsArticulatedPart(v)) v = v->Previous();
Vehicle *first = v->First();
Train *first = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(first) < 0) {
@ -1426,7 +1430,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
Vehicle *rear = (IsMultiheaded(v) &&
Train *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
if (rear != NULL) {
@ -1440,7 +1444,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* 2. We are selling the front vehicle, some special action might be required
* here, so take attention */
if (v == first) {
Vehicle *new_f = GetNextVehicle(first);
Train *new_f = GetNextVehicle(first);
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
@ -1500,13 +1504,13 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
for (Vehicle *tmp; v != NULL; v = tmp) {
for (Train *tmp; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Vehicle *rear = v->u.rail.other_multiheaded_part;
Train *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost.AddCost(-rear->value);
@ -1572,14 +1576,14 @@ void Train::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
static void UpdateVarsAfterSwap(Vehicle *v)
static void UpdateVarsAfterSwap(Train *v)
{
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehicleMove(v, true);
}
static inline void SetLastSpeed(Vehicle *v, int spd)
static inline void SetLastSpeed(Train *v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
@ -1591,7 +1595,7 @@ static inline void SetLastSpeed(Vehicle *v, int spd)
}
/** Mark a train as stuck and stop it if it isn't stopped right now. */
static void MarkTrainAsStuck(Vehicle *v)
static void MarkTrainAsStuck(Train *v)
{
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occured, set the "train stuck" flag. */
@ -1631,9 +1635,9 @@ static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
}
}
static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
static void ReverseTrainSwapVeh(Train *v, int l, int r)
{
Vehicle *a, *b;
Train *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->Next();
@ -1704,7 +1708,7 @@ static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
TileIndex tile = *(TileIndex*)data;
if (TrainApproachingCrossingTile(v) != tile) return NULL;
if (TrainApproachingCrossingTile((Train *)v) != tile) return NULL;
return v;
}
@ -1775,11 +1779,11 @@ static inline void MaybeBarCrossingWithSound(TileIndex tile)
* This one is called before the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsBeforeSwap(Vehicle *v)
static void AdvanceWagonsBeforeSwap(Train *v)
{
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = (Train *)GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
@ -1803,15 +1807,15 @@ static void AdvanceWagonsBeforeSwap(Vehicle *v)
* This one is called after the train is reversed.
* @param v First vehicle in chain
*/
static void AdvanceWagonsAfterSwap(Vehicle *v)
static void AdvanceWagonsAfterSwap(Train *v)
{
/* first of all, fix the situation when the train was entering a depot */
Vehicle *dep = v; // last vehicle in front of just left depot
Train *dep = v; // last vehicle in front of just left depot
while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != NULL) {
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
@ -1826,9 +1830,9 @@ static void AdvanceWagonsAfterSwap(Vehicle *v)
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
}
Vehicle *base = v;
Vehicle *first = base; // first vehicle to move
Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
Train *base = v;
Train *first = base; // first vehicle to move
Train *last = (Train *)GetLastVehicleInChain(v); // 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 coorectly
@ -1857,7 +1861,7 @@ static void AdvanceWagonsAfterSwap(Vehicle *v)
}
static void ReverseTrainDirection(Vehicle *v)
static void ReverseTrainDirection(Train *v)
{
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
@ -1946,8 +1950,10 @@ static void ReverseTrainDirection(Vehicle *v)
*/
CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
Vehicle *vt = Vehicle::GetIfValid(p1);
if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
Train *v = (Train *)vt;
if (p2 != 0) {
/* turn a single unit around */
@ -1956,7 +1962,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
Vehicle *front = v->First();
Train *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(front) < 0) {
return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
@ -2007,7 +2013,7 @@ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1,
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
if (flags & DC_EXEC) ((Train *)v)->u.rail.force_proceed = 0x50;
return CommandCost();
}
@ -2028,8 +2034,10 @@ CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
Vehicle *vt = Vehicle::GetIfValid(p1);
if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
Train *v = (Train *)vt;
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
@ -2103,7 +2111,7 @@ CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
_returned_refit_capacity = num;
/* Update the train's cached variables */
if (flags & DC_EXEC) TrainConsistChanged(Vehicle::Get(p1)->First(), false);
if (flags & DC_EXEC) TrainConsistChanged((Train *)Vehicle::Get(p1)->First(), false);
return cost;
}
@ -2135,7 +2143,7 @@ static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int trac
/** returns the tile of a depot to goto to. The given vehicle must not be
* crashed! */
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
static TrainFindDepotData FindClosestTrainDepot(Train *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
@ -2247,7 +2255,7 @@ static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
static void HandleLocomotiveSmokeCloud(const Vehicle *v)
static void HandleLocomotiveSmokeCloud(const Train *v)
{
bool sound = false;
@ -2255,7 +2263,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle *v)
return;
}
const Vehicle *u = v;
const Train *u = v;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
@ -2341,7 +2349,7 @@ void Train::PlayLeaveStationSound() const
}
/** Check if the train is on the last reserved tile and try to extend the path then. */
static void CheckNextTrainTile(Vehicle *v)
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;
@ -2378,10 +2386,10 @@ static void CheckNextTrainTile(Vehicle *v)
}
}
static bool CheckTrainStayInDepot(Vehicle *v)
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 Vehicle *u = v; u != NULL; u = u->Next()) {
for (const Train *u = v; u != NULL; u = u->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
@ -2454,7 +2462,7 @@ static bool CheckTrainStayInDepot(Vehicle *v)
}
/** Clear the reservation of a tile that was just left by a wagon on track_dir. */
static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir track_dir)
static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
{
DiagDirection dir = TrackdirToExitdir(track_dir);
@ -2488,7 +2496,7 @@ static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir trac
}
/** Free the reserved path in front of a vehicle. */
void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
{
assert(IsFrontEngine(v));
@ -2613,7 +2621,7 @@ static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
* @param dest [out] State and destination of the requested path
* @return The best track the train should follow
*/
static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
static Track DoTrainPathfind(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
{
Track best_track;
@ -2714,7 +2722,7 @@ static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir,
* another reservation or a track choice.
* @return INVALID_TILE indicates that the reservation failed.
*/
static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
PBSTileInfo origin = FollowTrainReservation(v);
@ -2807,7 +2815,7 @@ static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_track
* @param override_tailtype 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 Vehicle *v, TileIndex tile, Trackdir td, bool override_tailtype)
static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
{
if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
@ -2896,7 +2904,7 @@ public:
};
/* choose a track */
static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
{
Track best_track = INVALID_TRACK;
bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
@ -3075,7 +3083,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir
* @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(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->type == VEH_TRAIN && IsFrontEngine(v));
@ -3155,7 +3163,7 @@ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
}
static bool CheckReverseTrain(Vehicle *v)
static bool CheckReverseTrain(Train *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
@ -3295,7 +3303,7 @@ void Train::MarkDirty()
* @param v The vehicle to update the speed of.
* @return distance to drive.
*/
static int UpdateTrainSpeed(Vehicle *v)
static int UpdateTrainSpeed(Train *v)
{
uint accel;
@ -3340,7 +3348,7 @@ static int UpdateTrainSpeed(Vehicle *v)
return scaled_spd;
}
static void TrainEnterStation(Vehicle *v, StationID station)
static void TrainEnterStation(Train *v, StationID station)
{
v->last_station_visited = station;
@ -3363,7 +3371,7 @@ static void TrainEnterStation(Vehicle *v, StationID station)
StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
}
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
static byte AfterSetTrainPos(Train *v, bool new_tile)
{
byte old_z = v->z_pos;
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
@ -3396,7 +3404,7 @@ static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
}
/* Check if the vehicle is compatible with the specified tile */
static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
{
return
IsTileOwner(tile, v->owner) && (
@ -3420,7 +3428,7 @@ static const RailtypeSlowdownParams _railtype_slowdown[] = {
};
/** Modify the speed of the vehicle due to a turn */
static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
static inline void AffectSpeedByDirChange(Train *v, Direction new_dir)
{
if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
@ -3432,7 +3440,7 @@ static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
}
/** Modify the speed of the vehicle due to a change in altitude */
static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
static inline void AffectSpeedByZChange(Train *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
@ -3461,7 +3469,7 @@ static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
}
static void SetVehicleCrashed(Vehicle *v)
static void SetVehicleCrashed(Train *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
@ -3470,7 +3478,7 @@ static void SetVehicleCrashed(Vehicle *v)
/* Remove all reservations, also the ones currently under the train
* and any railway station paltform reservation. */
FreeTrainTrackReservation(v);
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
for (const Train *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u, u->tile, u->GetVehicleTrackdir());
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
@ -3503,7 +3511,7 @@ static void SetVehicleCrashed(Vehicle *v)
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
static uint CountPassengersInTrain(const Vehicle *v)
static uint CountPassengersInTrain(const Train *v)
{
uint num = 0;
@ -3520,7 +3528,7 @@ static uint CountPassengersInTrain(const Vehicle *v)
* @param v first vehicle of chain
* @return number of victims (including 2 drivers; zero if train was already crashed)
*/
static uint TrainCrashed(Vehicle *v)
static uint TrainCrashed(Train *v)
{
/* do not crash train twice */
if (v->vehstatus & VS_CRASHED) return 0;
@ -3549,7 +3557,7 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
Vehicle *coll = v->First();
/* can't collide with own wagons && can't crash in depot && the same height level */
if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
if (coll != tcc->v && ((Train *)v)->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
@ -3557,15 +3565,15 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
/* crash both trains */
tcc->num += TrainCrashed(tcc->v);
tcc->num += TrainCrashed(coll);
tcc->num += TrainCrashed((Train *)tcc->v);
tcc->num += TrainCrashed((Train *)coll);
/* Try to reserve all tiles directly under the crashed trains.
* As there might be more than two trains involved, we have to do that for all vehicles */
const Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = u->u.rail.track;
if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (((Train *)u)->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = ((Train *)u)->u.rail.track;
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
@ -3584,7 +3592,7 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
static bool CheckTrainCollision(Vehicle *v)
static bool CheckTrainCollision(Train *v)
{
/* can't collide in depot */
if (v->u.rail.track == TRACK_BIT_DEPOT) return false;
@ -3623,16 +3631,16 @@ static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
DiagDirection exitdir = *(DiagDirection *)data;
/* front engine of a train, not inside wormhole or depot, not crashed */
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (((Train *)v)->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, ((Train *)v)->u.rail.track) == exitdir) return v;
}
return NULL;
}
static void TrainController(Vehicle *v, Vehicle *nomove)
static void TrainController(Train *v, Vehicle *nomove)
{
Vehicle *prev;
Train *prev;
/* For every vehicle after and including the given vehicle */
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
@ -3922,11 +3930,11 @@ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
if ((((Train *)v)->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else {
*trackbits |= v->u.rail.track;
*trackbits |= ((Train *)v)->u.rail.track;
}
}
@ -3940,14 +3948,14 @@ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
* 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(Vehicle *v)
static void DeleteLastWagon(Train *v)
{
Vehicle *first = v->First();
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 physicially be removed */
Vehicle *u = v;
Train *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
@ -4002,7 +4010,7 @@ static void DeleteLastWagon(Vehicle *v)
}
}
static void ChangeTrainDirRandomly(Vehicle *v)
static void ChangeTrainDirRandomly(Train *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
@ -4022,7 +4030,7 @@ static void ChangeTrainDirRandomly(Vehicle *v)
} while ((v = v->Next()) != NULL);
}
static bool HandleCrashedTrain(Vehicle *v)
static bool HandleCrashedTrain(Train *v)
{
int state = ++v->u.rail.crash_anim_pos;
@ -4061,7 +4069,7 @@ static bool HandleCrashedTrain(Vehicle *v)
return true;
}
static void HandleBrokenTrain(Vehicle *v)
static void HandleBrokenTrain(Train *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
@ -4105,7 +4113,7 @@ static const uint16 _breakdown_speeds[16] = {
* @param signal not line end, just a red signal
* @return true iff we did NOT have to reverse
*/
static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
static bool TrainApproachingLineEnd(Train *v, bool signal)
{
/* Calc position within the current tile */
uint x = v->x_pos & 0xF;
@ -4146,7 +4154,7 @@ static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
* @param v train to test
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
*/
static bool TrainCanLeaveTile(const Vehicle *v)
static bool TrainCanLeaveTile(const Train *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
@ -4176,7 +4184,7 @@ static bool TrainCanLeaveTile(const Vehicle *v)
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
* @pre v in non-crashed front engine
*/
static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
static TileIndex TrainApproachingCrossingTile(const Train *v)
{
assert(IsFrontEngine(v));
assert(!(v->vehstatus & VS_CRASHED));
@ -4202,7 +4210,7 @@ static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
* @param v vehicle we are checking
* @return true iff we did NOT have to reverse
*/
static bool TrainCheckIfLineEnds(Vehicle *v)
static bool TrainCheckIfLineEnds(Train *v)
{
/* First, handle broken down train */
@ -4253,7 +4261,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
}
static bool TrainLocoHandler(Vehicle *v, bool mode)
static bool TrainLocoHandler(Train *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
@ -4381,7 +4389,7 @@ static bool TrainLocoHandler(Vehicle *v, bool mode)
SetLastSpeed(v, v->cur_speed);
}
for (Vehicle *u = v; u != NULL; u = u->Next()) {
for (Train *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
uint16 old_image = u->cur_image;
@ -4399,7 +4407,7 @@ static bool TrainLocoHandler(Vehicle *v, bool mode)
Money Train::GetRunningCost() const
{
Money cost = 0;
const Vehicle *v = this;
const Train *v = this;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
@ -4448,7 +4456,7 @@ bool Train::Tick()
return true;
}
static void CheckIfTrainNeedsService(Vehicle *v)
static void CheckIfTrainNeedsService(Train *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;

View File

@ -28,7 +28,7 @@ void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v) &&
v->tile == tile &&
v->u.rail.track == TRACK_BIT_DEPOT) {
((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
if (found != NULL) return; // must be exactly one.
found = v;
}

View File

@ -647,7 +647,7 @@ static CommandCost DoClearTunnel(TileIndex tile, DoCommandFlag flags)
Track track = DiagDirToDiagTrack(dir);
Owner owner = GetTileOwner(tile);
Vehicle *v = NULL;
Train *v = NULL;
if (GetTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, track);
if (v != NULL) FreeTrainTrackReservation(v);
@ -711,7 +711,7 @@ static CommandCost DoClearBridge(TileIndex tile, DoCommandFlag flags)
bool rail = GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL;
Owner owner = GetTileOwner(tile);
uint height = GetBridgeHeight(tile);
Vehicle *v = NULL;
Train *v = NULL;
if (rail && GetTunnelBridgeReservation(tile)) {
v = GetTrainForReservation(tile, DiagDirToDiagTrack(direction));
@ -1385,31 +1385,32 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
DiagDirection vdir;
if (v->type == VEH_TRAIN) {
Train *t = (Train *)v;
fc = (x & 0xF) + (y << 4);
vdir = DirToDiagDir(v->direction);
vdir = DirToDiagDir(t->direction);
if (v->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
if (!PlayVehicleSound(v, VSE_TUNNEL) && RailVehInfo(v->engine_type)->engclass == 0) {
if (t->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (IsFrontEngine(t) && fc == _tunnel_fractcoord_1[dir]) {
if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
}
return VETSB_CONTINUE;
}
if (fc == _tunnel_fractcoord_2[dir]) {
v->tile = tile;
v->u.rail.track = TRACK_BIT_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
t->tile = tile;
t->u.rail.track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
}
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
v->tile = tile;
v->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(v->u.rail.track);
v->vehstatus &= ~VS_HIDDEN;
t->tile = tile;
t->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(t->u.rail.track);
t->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
} else if (v->type == VEH_ROAD) {
@ -1462,11 +1463,12 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
case DIAGDIR_NW: if ((y & 0xF) != 0) return VETSB_CONTINUE; break;
}
switch (v->type) {
case VEH_TRAIN:
v->u.rail.track = TRACK_BIT_WORMHOLE;
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
break;
case VEH_TRAIN: {
Train *t = (Train *)v;
t->u.rail.track = TRACK_BIT_WORMHOLE;
ClrBit(t->u.rail.flags, VRF_GOINGUP);
ClrBit(t->u.rail.flags, VRF_GOINGDOWN);
} break;
case VEH_ROAD:
((RoadVehicle *)v)->state = RVSB_WORMHOLE;
@ -1482,12 +1484,13 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
v->tile = tile;
switch (v->type) {
case VEH_TRAIN:
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
case VEH_TRAIN: {
Train *t = (Train *)v;
if (t->u.rail.track == TRACK_BIT_WORMHOLE) {
t->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
break;
} break;
case VEH_ROAD: {
RoadVehicle *rv = (RoadVehicle *)v;

View File

@ -982,8 +982,8 @@ void VehicleEnterDepot(Vehicle *v)
if (!IsFrontEngine(v)) v = v->First();
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->load_unload_time_rem = 0;
ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged(v, true);
ClrBit(((Train *)v)->u.rail.flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged((Train *)v, true);
break;
case VEH_ROAD:
@ -1488,7 +1488,7 @@ void Vehicle::LeaveStation()
* might not be marked as wanting a reservation, e.g.
* when an overlength train gets turned around in a station. */
if (UpdateSignalsOnSegment(this->tile, TrackdirToExitdir(this->GetVehicleTrackdir()), this->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
TryPathReserve(this, true, true);
TryPathReserve((Train *)this, true, true);
}
}
}

View File

@ -46,7 +46,7 @@ enum VehicleFlags {
struct VehicleRail {
/* Link between the two ends of a multiheaded engine */
Vehicle *other_multiheaded_part;
Train *other_multiheaded_part;
/* Cached wagon override spritegroup */
const struct SpriteGroup *cached_override;

View File

@ -152,7 +152,7 @@ CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32
if (!vehicle_list_window) {
if (vehicle_type == VEH_TRAIN) {
if (CheckTrainInDepot(v, false) == -1) continue;
if (CheckTrainInDepot((Train *)v, false) == -1) continue;
} else {
if (!(v->vehstatus & VS_HIDDEN)) continue;
}
@ -381,8 +381,8 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
if (flags & DC_EXEC) {
w = Vehicle::Get(_new_vehicle_id);
if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SetBit(((Train *)w)->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
@ -403,7 +403,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle((Train *)v)) != NULL);
if (flags & DC_EXEC && v_front->type == VEH_TRAIN) {
/* for trains this needs to be the front engine due to the callback function */
@ -437,7 +437,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
}
if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
w = GetNextArticPart(w);
w = GetNextArticPart((Train *)w);
} else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
w = w->Next();
} else {
@ -453,7 +453,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
}
if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
v = GetNextArticPart(v);
v = GetNextArticPart((Train *)v);
} else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
v = v->Next();
} else {
@ -461,8 +461,8 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
}
} while (v != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle((Train *)w);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle((Train *)v)) != NULL);
if (flags & DC_EXEC) {
/*

View File

@ -59,10 +59,6 @@ void MarkSingleVehicleDirty(const Vehicle *v);
UnitID GetFreeUnitNumber(VehicleType type);
void TrainConsistChanged(Vehicle *v, bool same_length);
void TrainPowerChanged(Vehicle *v);
Money GetTrainRunningCost(const Vehicle *v);
CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id);
void VehicleEnterDepot(Vehicle *v);

View File

@ -18,6 +18,7 @@
#include "newgrf_text.h"
#include "station_map.h"
#include "roadveh.h"
#include "train.h"
#include "depot_base.h"
#include "group_gui.h"
#include "strings_func.h"
@ -1468,7 +1469,7 @@ struct VehicleDetailsWindow : Window {
SetDParam(1, v->u.rail.cached_power);
SetDParam(0, v->u.rail.cached_weight);
SetDParam(3, v->u.rail.cached_max_te / 1000);
DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->u.rail.railtype != RAILTYPE_MAGLEV) ?
DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->u.rail.railtype != RAILTYPE_MAGLEV) ?
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED);
break;
@ -1948,7 +1949,7 @@ struct VehicleViewWindow : Window {
} else { // no train
str = STR_VEHICLE_STATUS_STOPPED;
}
} else if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_TRAIN_STUCK)) {
str = STR_TRAIN_STUCK;
} else { // vehicle is in a "normal" state, show current order
switch (v->current_order.GetType()) {

View File

@ -24,6 +24,10 @@ template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, V
typedef TinyEnumT<VehicleType> VehicleTypeByte;
struct Vehicle;
struct Train;
struct RoadVehicle;
struct Ship;
struct Aircraft;
struct BaseVehicle
{

View File

@ -29,7 +29,7 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
switch (type) {
case VEH_TRAIN:
if (IsArticulatedPart(v) || IsRearDualheaded(v)) continue;
if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
if (((Train *)v)->u.rail.track != TRACK_BIT_DEPOT) continue;
if (wagons != NULL && IsFreeWagon(v->First())) {
if (individual_wagons || IsFreeWagon(v)) *wagons->Append() = v;
continue;

View File

@ -813,7 +813,7 @@ static void FloodVehicle(Vehicle *v)
/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
v->vehstatus &= ~VS_CRASHED;
FreeTrainTrackReservation(v);
FreeTrainTrackReservation((Train *)v);
v->vehstatus |= VS_CRASHED;
}
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast

View File

@ -258,7 +258,7 @@ CommandCost RemoveTrainWaypoint(TileIndex tile, DoCommandFlag flags, bool justre
wp->deleted = 30; // let it live for this many days before we do the actual deletion.
RedrawWaypointSign(wp);
Vehicle *v = NULL;
Train *v = NULL;
if (justremove) {
TrackBits tracks = GetRailWaypointBits(tile);
bool reserved = GetDepotWaypointReservation(tile);

View File

@ -8,6 +8,7 @@
#include "yapf.hpp"
#include "../depot_map.h"
#include "../roadveh.h"
#include "../train.h"
/** Track follower helper template class (can serve pathfinders and vehicle
* controllers). See 6 different typedefs below for 3 different transport
@ -54,7 +55,7 @@ struct CFollowTrackT
{
assert(!IsRailTT() || (v != NULL && v->type == VEH_TRAIN));
m_veh = v;
Init(v != NULL ? v->owner : INVALID_OWNER, railtype_override == INVALID_RAILTYPES ? v->u.rail.compatible_railtypes : railtype_override, pPerf);
Init(v != NULL ? v->owner : INVALID_OWNER, railtype_override == INVALID_RAILTYPES ? ((Train *)v)->u.rail.compatible_railtypes : railtype_override, pPerf);
}
FORCEINLINE void Init(Owner o, RailTypes railtype_override, CPerformanceTimer *pPerf)
@ -105,7 +106,7 @@ struct CFollowTrackT
m_old_tile = old_tile;
m_old_td = old_td;
m_err = EC_NONE;
assert(((TrackStatusToTrackdirBits(GetTileTrackStatus(m_old_tile, TT(), m_veh ? m_veh->u.road.compatible_roadtypes : 0)) & TrackdirToTrackdirBits(m_old_td)) != 0) ||
assert(((TrackStatusToTrackdirBits(GetTileTrackStatus(m_old_tile, TT(), m_veh ? ((RoadVehicle *)m_veh)->compatible_roadtypes : 0)) & TrackdirToTrackdirBits(m_old_td)) != 0) ||
(IsTram() && GetSingleTramBit(m_old_tile) != INVALID_DIAGDIR)); // Disable the assertion for single tram bits
m_exitdir = TrackdirToExitdir(m_old_td);
if (ForcedReverse()) return true;

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@ -91,8 +91,8 @@ public:
FORCEINLINE bool PfDetectDestination(TileIndex tile, Trackdir td)
{
return
IsSafeWaitingPosition(Yapf().GetVehicle(), tile, td, true, !TrackFollower::Allow90degTurns()) &&
IsWaitingPositionFree(Yapf().GetVehicle(), tile, td, !TrackFollower::Allow90degTurns());
IsSafeWaitingPosition((Train *)Yapf().GetVehicle(), tile, td, true, !TrackFollower::Allow90degTurns()) &&
IsWaitingPositionFree((Train *)Yapf().GetVehicle(), tile, td, !TrackFollower::Allow90degTurns());
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination

View File

@ -54,7 +54,7 @@ private:
bool FindSafePositionProc(TileIndex tile, Trackdir td)
{
if (IsSafeWaitingPosition(Yapf().GetVehicle(), tile, td, true, !TrackFollower::Allow90degTurns())) {
if (IsSafeWaitingPosition((Train *)Yapf().GetVehicle(), tile, td, true, !TrackFollower::Allow90degTurns())) {
m_res_dest = tile;
m_res_dest_td = td;
return false; // Stop iterating segment
@ -149,7 +149,7 @@ public:
}
/* Don't bother if the target is reserved. */
if (!IsWaitingPositionFree(Yapf().GetVehicle(), m_res_dest, m_res_dest_td)) return false;
if (!IsWaitingPositionFree((Train *)Yapf().GetVehicle(), m_res_dest, m_res_dest_td)) return false;
for (Node *node = m_res_node; node->m_parent != NULL; node = node->m_parent) {
node->IterateTiles(Yapf().GetVehicle(), Yapf(), *this, &CYapfReserveTrack<Types>::ReserveSingleTrack);
@ -411,7 +411,7 @@ public:
if (target != NULL) target->tile = INVALID_TILE;
/* set origin and destination nodes */
PBSTileInfo origin = FollowTrainReservation(v);
PBSTileInfo origin = FollowTrainReservation((Train *)v);
Yapf().SetOrigin(origin.tile, origin.trackdir, INVALID_TILE, INVALID_TRACKDIR, 1, true);
Yapf().SetDestination(v);
@ -534,10 +534,11 @@ Trackdir YapfChooseRailTrack(const Vehicle *v, TileIndex tile, DiagDirection ent
return td_ret;
}
bool YapfCheckReverseTrain(const Vehicle *v)
bool YapfCheckReverseTrain(const Vehicle *vt)
{
Train *v = (Train *)vt;
/* last wagon */
const Vehicle *last_veh = GetLastVehicleInChain(v);
const Train *last_veh = (Train *)GetLastVehicleInChain(v);
/* get trackdirs of both ends */
Trackdir td = v->GetVehicleTrackdir();
@ -601,7 +602,7 @@ bool YapfFindNearestRailDepotTwoWay(const Vehicle *v, int max_distance, int reve
const Vehicle *last_veh = GetLastVehicleInChain(v);
PBSTileInfo origin = FollowTrainReservation(v);
PBSTileInfo origin = FollowTrainReservation((Train *)v);
TileIndex last_tile = last_veh->tile;
Trackdir td_rev = ReverseTrackdir(last_veh->GetVehicleTrackdir());