(svn r16392) -Codechange: move some variables (the ones that aren't caches) from VehicleRail to Train

This commit is contained in:
rubidium 2009-05-22 22:33:05 +00:00
parent 80e94b9bb1
commit c4b627af42
24 changed files with 265 additions and 263 deletions

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@ -312,8 +312,8 @@ void AddArticulatedParts(Vehicle *first, VehicleType type)
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->track = front->track;
t->railtype = front->railtype;
t->u.rail.first_engine = front->engine_type;
t->spritenum = e_artic->u.rail.image_index;

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@ -92,7 +92,7 @@ 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 != ((Train *)old_veh)->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != ((Train *)old_veh)->other_multiheaded_part && !IsArticulatedPart(src)) {
/* Skip vehicles, which do not belong to old_veh */
src = GetLastEnginePart((Train *)src);
continue;
@ -101,7 +101,7 @@ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chai
/* 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 != ((Train *)new_head)->u.rail.other_multiheaded_part && !IsArticulatedPart(dest)) {
if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != ((Train *)new_head)->other_multiheaded_part && !IsArticulatedPart(dest)) {
/* Skip vehicles, which do not belong to new_head */
dest = GetLastEnginePart((Train *)dest);
continue;
@ -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(((Train *)old_veh)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
if (new_veh->type == VEH_TRAIN && HasBit(((Train *)old_veh)->flags, VRF_REVERSE_DIRECTION)) {
DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
}

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@ -558,12 +558,12 @@ bool SettingsDisableElrail(int32 p1)
if (v->type != VEH_TRAIN) continue;
Train *t = (Train *)v;
if (t->u.rail.railtype == RAILTYPE_ELECTRIC) {
if (t->railtype == RAILTYPE_ELECTRIC) {
/* this railroad vehicle is now compatible only with elrail,
* so add there also normal rail compatibility */
t->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
t->u.rail.railtype = RAILTYPE_RAIL;
SetBit(t->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
t->compatible_railtypes |= RAILTYPES_RAIL;
t->railtype = RAILTYPE_RAIL;
SetBit(t->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
}
}
}

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@ -672,12 +672,12 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
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);
bool is_electric = powered && u->u.rail.railtype == RAILTYPE_ELECTRIC;
bool has_power = powered && HasPowerOnRail(u->railtype, railtype);
bool is_electric = powered && u->railtype == RAILTYPE_ELECTRIC;
if (has_power) SetBit(modflags, 5);
if (is_electric && !has_power) SetBit(modflags, 6);
if (HasBit(t->u.rail.flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
if (HasBit(t->flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
}
if (HasBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE)) SetBit(modflags, 10);
@ -736,7 +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(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
return HasBit(((Train *)v)->flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
case 0x49: return v->day_counter;
case 0x4A: return v->breakdowns_since_last_service;
@ -770,8 +770,8 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
case VEH_TRAIN: {
Train *t = (Train *)v;
switch (variable - 0x80) {
case 0x62: return t->u.rail.track;
case 0x66: return t->u.rail.railtype;
case 0x62: return t->track;
case 0x66: return t->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);

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@ -1070,8 +1070,8 @@ NPFFoundTargetData NPFRouteToSafeTile(const Train *v, TileIndex tile, Trackdir t
start1.direction = trackdir;
NPFSetFlag(&start1, NPF_FLAG_IGNORE_RESERVED, true);
RailTypes railtypes = v->u.rail.compatible_railtypes;
if (override_railtype) railtypes |= GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes;
RailTypes railtypes = v->compatible_railtypes;
if (override_railtype) railtypes |= GetRailTypeInfo(v->railtype)->compatible_railtypes;
/* perform a breadth first search. Target is NULL,
* since we are just looking for any safe tile...*/

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@ -236,7 +236,7 @@ static Vehicle *FindTrainOnTrackEnum(Vehicle *v, void *data)
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))) {
if (HasBit((TrackBits)t->track, TrackdirToTrack(info->res.trackdir))) {
t = t->First();
/* ALWAYS return the lowest ID (anti-desync!) */
@ -264,7 +264,7 @@ PBSTileInfo FollowTrainReservation(const Train *v, bool *train_on_res)
if (IsRailDepotTile(tile) && !GetRailDepotReservation(tile)) return PBSTileInfo(tile, trackdir, false);
FindTrainOnTrackInfo ftoti;
ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes, tile, trackdir);
ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->railtype)->compatible_railtypes, tile, trackdir);
ftoti.res.okay = IsSafeWaitingPosition(v, ftoti.res.tile, ftoti.res.trackdir, true, _settings_game.pf.forbid_90_deg);
if (train_on_res != NULL) *train_on_res = HasVehicleOnPos(ftoti.res.tile, &ftoti, FindTrainOnTrackEnum);
return ftoti.res;
@ -333,7 +333,7 @@ bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bo
}
/* Check next tile. For perfomance reasons, we check for 90 degree turns ourself. */
CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
/* End of track? */
if (!ft.Follow(tile, trackdir)) {
@ -376,7 +376,7 @@ bool IsWaitingPositionFree(const Train *v, TileIndex tile, Trackdir trackdir, bo
if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir) && !IsPbsSignal(GetSignalType(tile, track))) return true;
/* Check the next tile, if it's a PBS signal, it has to be free as well. */
CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
if (!ft.Follow(tile, trackdir)) return true;

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@ -93,7 +93,7 @@ Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
if (v->type != VEH_TRAIN) return NULL;
Train *t = (Train *)v;
if ((t->u.rail.track != rail_bits) && !TracksOverlap(t->u.rail.track | rail_bits)) return NULL;
if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
@ -1308,7 +1308,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
Track track;
while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
Train *v = GetTrainForReservation(tile, track);
if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
if (v != NULL && !HasPowerOnRail(v->railtype, totype)) {
/* No power on new rail type, reroute. */
FreeTrainTrackReservation(v);
*vehicles_affected.Append() = v;
@ -1374,7 +1374,7 @@ CommandCost CmdConvertRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
Track track = DiagDirToDiagTrack(GetTunnelBridgeDirection(tile));
if (GetTunnelBridgeReservation(tile)) {
Train *v = GetTrainForReservation(tile, track);
if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
if (v != NULL && !HasPowerOnRail(v->railtype, totype)) {
/* No power on new rail type, reroute. */
FreeTrainTrackReservation(v);
*vehicles_affected.Append() = v;
@ -2484,7 +2484,7 @@ static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *u, TileIndex tile, int
} else if (_fractcoords_enter[dir] == fract_coord) {
if (DiagDirToDir(ReverseDiagDir(dir)) == v->direction) {
/* enter the depot */
v->u.rail.track = TRACK_BIT_DEPOT,
v->track = TRACK_BIT_DEPOT,
v->vehstatus |= VS_HIDDEN; // hide it
v->direction = ReverseDir(v->direction);
if (v->Next() == NULL) VehicleEnterDepot(v);
@ -2498,7 +2498,7 @@ static VehicleEnterTileStatus VehicleEnter_Track(Vehicle *u, TileIndex tile, int
/* leave the depot? */
if ((v = v->Next()) != NULL) {
v->vehstatus &= ~VS_HIDDEN;
v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
v->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
}
}
}

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@ -912,7 +912,7 @@ bool AfterLoadGame()
continue;
}
if (v->type == VEH_TRAIN) {
((Train *)v)->u.rail.track = TRACK_BIT_WORMHOLE;
((Train *)v)->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;
((Train *)v)->u.rail.railtype = rt;
((Train *)v)->railtype = rt;
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
}
}
@ -1704,10 +1704,10 @@ bool AfterLoadGame()
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN) {
Train *v = (Train *)u;
if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
if ((v->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) {
TryReserveRailTrack(v->tile, TrackBitsToTrack(v->u.rail.track));
} else if ((v->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
TryReserveRailTrack(v->tile, TrackBitsToTrack(v->track));
}
}
}

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@ -1079,10 +1079,10 @@ static uint16 _old_next_ptr;
static VehicleID _current_vehicle_id;
static const OldChunks vehicle_train_chunk[] = {
OCL_SVAR( OC_UINT8, VehicleRail, track ),
OCL_SVAR( OC_UINT8, VehicleRail, force_proceed ),
OCL_SVAR( OC_UINT16, VehicleRail, crash_anim_pos ),
OCL_SVAR( OC_UINT8, VehicleRail, railtype ),
OCL_SVAR( OC_UINT8, Train, track ),
OCL_SVAR( OC_UINT8, Train, force_proceed ),
OCL_SVAR( OC_UINT16, Train, crash_anim_pos ),
OCL_SVAR( OC_UINT8, Train, railtype ),
OCL_NULL( 5 ), ///< Junk
@ -1157,7 +1157,7 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
} else {
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
case VEH_TRAIN : res = LoadChunk(ls, v, vehicle_train_chunk); break;
case VEH_ROAD : res = LoadChunk(ls, v, vehicle_road_chunk); break;
case VEH_SHIP : res = LoadChunk(ls, v, vehicle_ship_chunk); break;
case VEH_AIRCRAFT: res = LoadChunk(ls, v, vehicle_air_chunk); break;
@ -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
((Train *)v)->u.rail.railtype = type == 0x25 ? 1 : 0; // monorail / rail
((Train *)v)->railtype = type == 0x25 ? 1 : 0; // monorail / rail
break;
}

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@ -24,7 +24,7 @@ void ConnectMultiheadedTrains()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
((Train *)v)->u.rail.other_multiheaded_part = NULL;
((Train *)v)->other_multiheaded_part = NULL;
}
}
@ -46,7 +46,7 @@ void ConnectMultiheadedTrains()
bool sequential_matching = IsFrontEngine(v);
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 (u->other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
@ -60,7 +60,7 @@ void ConnectMultiheadedTrains()
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;
if (w->engine_type != eid || w->other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
@ -72,7 +72,7 @@ void ConnectMultiheadedTrains()
} else {
uint stack_pos = 0;
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
if (w->engine_type != eid || w->other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
if (IsTrainEngine(w)) {
stack_pos++;
@ -84,8 +84,8 @@ void ConnectMultiheadedTrains()
}
if (w != NULL) {
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
w->other_multiheaded_part = u;
u->other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
@ -525,13 +525,13 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8),
SLE_VAR(Train, crash_anim_pos, SLE_UINT16),
SLE_VAR(Train, force_proceed, SLE_UINT8),
SLE_VAR(Train, railtype, SLE_UINT8),
SLE_VAR(Train, track, SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16, 100, SL_MAX_VERSION),
SLE_CONDVAR(Train, flags, SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
SLE_CONDVAR(Train, flags, SLE_UINT16, 100, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 59),
SLE_CONDNULL(2, 2, 19),

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@ -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 || ((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) return NULL;
if (v->type != VEH_TRAIN || ((Train *)v)->track == TRACK_BIT_DEPOT) return NULL;
return v;
}

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@ -11,6 +11,33 @@
struct Train;
enum VehicleRailFlags {
VRF_REVERSING = 0,
/* used to calculate if train is going up or down */
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
/* used to store if a wagon is powered or not */
VRF_POWEREDWAGON = 3,
/* used to reverse the visible direction of the vehicle */
VRF_REVERSE_DIRECTION = 4,
/* used to mark train as lost because PF can't find the route */
VRF_NO_PATH_TO_DESTINATION = 5,
/* used to mark that electric train engine is allowed to run on normal rail */
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
VRF_TOGGLE_REVERSE = 7,
/* used to mark a train that can't get a path reservation */
VRF_TRAIN_STUCK = 8,
};
/** enum to handle train subtypes
* Do not access it directly unless you have to. Use the access functions below
* This is an enum to tell what bit to access as it is a bitmask
@ -241,6 +268,17 @@ Money GetTrainRunningCost(const Train *v);
* As side-effect the vehicle type is set correctly.
*/
struct Train : public Vehicle {
/* Link between the two ends of a multiheaded engine */
Train *other_multiheaded_part;
uint16 crash_anim_pos;
uint16 flags;
TrackBitsByte track;
byte force_proceed;
RailTypeByte railtype;
RailTypes compatible_railtypes;
/** Initializes the Vehicle to a train */
Train() { this->type = VEH_TRAIN; }

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@ -95,7 +95,7 @@ void TrainPowerChanged(Train *v)
/* Power is not added for articulated parts */
if (!IsArticulatedPart(u)) {
bool engine_has_power = HasPowerOnRail(u->u.rail.railtype, railtype);
bool engine_has_power = HasPowerOnRail(u->railtype, railtype);
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
@ -112,7 +112,7 @@ void TrainPowerChanged(Train *v)
}
}
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->u.rail.railtype, railtype)) {
if (HasBit(u->flags, VRF_POWEREDWAGON) && HasPowerOnRail(v->railtype, railtype)) {
total_power += RailVehInfo(u->u.rail.first_engine)->pow_wag_power;
}
}
@ -148,7 +148,7 @@ static void TrainCargoChanged(Train *v)
}
/* powered wagons have extra weight added */
if (HasBit(u->u.rail.flags, VRF_POWEREDWAGON)) {
if (HasBit(u->flags, VRF_POWEREDWAGON)) {
vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
}
@ -190,10 +190,10 @@ void CheckTrainsLengths()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
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 &&
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->u.rail.cached_veh_length) ||
(w->u.rail.track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
(w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
SetDParam(0, v->index);
SetDParam(1, v->owner);
ShowErrorMessage(INVALID_STRING_ID, STR_BROKEN_VEHICLE_LENGTH, 0, 0);
@ -223,7 +223,7 @@ void TrainConsistChanged(Train *v, bool same_length)
const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
EngineID first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_ENGINE;
v->u.rail.cached_total_length = 0;
v->u.rail.compatible_railtypes = RAILTYPES_NONE;
v->compatible_railtypes = RAILTYPES_NONE;
bool train_can_tilt = true;
@ -235,7 +235,7 @@ void TrainConsistChanged(Train *v, bool same_length)
/* update the 'first engine' */
u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
u->u.rail.railtype = rvi_u->railtype;
u->railtype = rvi_u->railtype;
if (IsTrainEngine(u)) first_engine = u->engine_type;
@ -287,23 +287,23 @@ void TrainConsistChanged(Train *v, bool same_length)
if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
UsesWagonOverride(u) && !HasBit(u->u.rail.cached_vis_effect, 7)) {
/* wagon is powered */
SetBit(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
} else {
ClrBit(u->u.rail.flags, VRF_POWEREDWAGON);
ClrBit(u->flags, VRF_POWEREDWAGON);
}
if (!IsArticulatedPart(u)) {
/* Do not count powered wagons for the compatible railtypes, as wagons always
have railtype normal */
if (rvi_u->power > 0) {
v->u.rail.compatible_railtypes |= GetRailTypeInfo(u->u.rail.railtype)->powered_railtypes;
v->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->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
u->u.rail.railtype = RAILTYPE_RAIL;
u->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
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 */
@ -455,7 +455,7 @@ static int GetTrainAcceleration(Train *v, bool mode)
if (max_speed != absolute_max_speed) {
/* Apply the engine's rail type curve speed advantage, if it slowed by curves */
const RailtypeInfo *rti = GetRailTypeInfo(v->u.rail.railtype);
const RailtypeInfo *rti = GetRailTypeInfo(v->railtype);
max_speed += (max_speed / 2) * rti->curve_speed;
if (v->u.rail.cached_tilt) {
@ -500,11 +500,11 @@ static int GetTrainAcceleration(Train *v, bool mode)
num++;
drag_coeff += 3;
if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
if (u->track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
if (HasBit(u->u.rail.flags, VRF_GOINGUP)) {
if (HasBit(u->flags, VRF_GOINGUP)) {
incl += u->u.rail.cached_veh_weight * 60; // 3% slope, quite a bit actually
} else if (HasBit(u->u.rail.flags, VRF_GOINGDOWN)) {
} else if (HasBit(u->flags, VRF_GOINGDOWN)) {
incl -= u->u.rail.cached_veh_weight * 60;
}
}
@ -514,7 +514,7 @@ static int GetTrainAcceleration(Train *v, bool mode)
const int area = 120;
const int friction = 35; //[1e-3]
int resistance;
if (v->u.rail.railtype != RAILTYPE_MAGLEV) {
if (v->railtype != RAILTYPE_MAGLEV) {
resistance = 13 * mass / 10;
resistance += 60 * num;
resistance += friction * mass * speed / 1000;
@ -528,7 +528,7 @@ static int GetTrainAcceleration(Train *v, bool mode)
const int max_te = v->u.rail.cached_max_te; // [N]
int force;
if (speed > 0) {
switch (v->u.rail.railtype) {
switch (v->railtype) {
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
case RAILTYPE_MONO:
@ -545,7 +545,7 @@ static int GetTrainAcceleration(Train *v, bool mode)
}
} else {
/* "kickoff" acceleration */
force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
force = (mode == AM_ACCEL && v->railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
@ -573,7 +573,7 @@ SpriteID Train::GetImage(Direction direction) const
uint8 spritenum = this->spritenum;
SpriteID sprite;
if (HasBit(this->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
if (is_custom_sprite(spritenum)) {
sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)));
@ -677,7 +677,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_company;
v->u.rail.track = TRACK_BIT_DEPOT;
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
// v->subtype = 0;
@ -696,7 +696,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->value = value.GetCost();
// v->day_counter = 0;
v->u.rail.railtype = rvi->railtype;
v->railtype = rvi->railtype;
v->build_year = _cur_year;
v->cur_image = SPR_IMG_QUERY;
@ -732,7 +732,7 @@ static void NormalizeTrainVehInDepot(const Train *u)
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
v->tile == u->tile &&
((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
((Train *)v)->track == TRACK_BIT_DEPOT) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
@ -751,14 +751,14 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->u.rail.track = TRACK_BIT_DEPOT;
u->track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
// u->subtype = 0;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
u->railtype = v->railtype;
u->engine_type = v->engine_type;
u->build_year = v->build_year;
u->cur_image = SPR_IMG_QUERY;
@ -769,8 +769,8 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
VehicleMove(u, false);
/* Now we need to link the front and rear engines together */
v->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = v;
v->other_multiheaded_part = u;
u->other_multiheaded_part = v;
}
/** Build a railroad vehicle.
@ -832,7 +832,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
// v->running_ticks = 0;
v->u.rail.track = TRACK_BIT_DEPOT;
v->track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
@ -850,7 +850,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
v->name = NULL;
v->u.rail.railtype = rvi->railtype;
v->railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings_game.vehicle.servint_trains;
@ -916,7 +916,7 @@ int CheckTrainInDepot(const Train *v, bool needs_to_be_stopped)
*
* Also skip counting rear ends of multiheaded engines */
if (!IsArticulatedPart(v) && !IsRearDualheaded(v)) count++;
if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
if (v->track != TRACK_BIT_DEPOT || v->tile != tile ||
(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
return -1;
}
@ -1021,8 +1021,8 @@ static void NormaliseTrainConsist(Train *v)
Train *u;
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
if (u == v->u.rail.other_multiheaded_part) continue;
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
if (u == v->other_multiheaded_part) continue;
AddWagonToConsist(v->other_multiheaded_part, u);
}
}
@ -1329,11 +1329,11 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
dst->SetNext(src);
}
if (src->u.rail.other_multiheaded_part != NULL) {
if (src->u.rail.other_multiheaded_part == src_head) {
if (src->other_multiheaded_part != NULL) {
if (src->other_multiheaded_part == src_head) {
src_head = src_head->Next();
}
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
AddWagonToConsist(src->other_multiheaded_part, src);
}
/* If there is an engine behind first_engine we moved away, it should become new first_engine
@ -1431,7 +1431,7 @@ 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) */
Train *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
IsTrainEngine(v)) ? v->other_multiheaded_part : NULL;
if (rear != NULL) {
cost.AddCost(-rear->value);
@ -1510,7 +1510,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
Train *rear = v->u.rail.other_multiheaded_part;
Train *rear = v->other_multiheaded_part;
if (rear != NULL) {
cost.AddCost(-rear->value);
@ -1528,7 +1528,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
delete rear;
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
} else if (v->other_multiheaded_part != NULL) {
/* The front to this engine is earlier in this train. Do nothing */
continue;
}
@ -1597,9 +1597,9 @@ static inline void SetLastSpeed(Train *v, int spd)
/** Mark a train as stuck and stop it if it isn't stopped right now. */
static void MarkTrainAsStuck(Train *v)
{
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occured, set the "train stuck" flag. */
SetBit(v->u.rail.flags, VRF_TRAIN_STUCK);
SetBit(v->flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
/* Stop train */
@ -1651,32 +1651,32 @@ static void ReverseTrainSwapVeh(Train *v, int l, int r)
a->vehstatus = tmp;
}
Swap(a->u.rail.track, b->u.rail.track);
Swap(a->track, b->track);
Swap(a->direction, b->direction);
/* toggle direction */
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
if (b->track != TRACK_BIT_DEPOT) b->direction = ReverseDir(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->u.rail.flags, &b->u.rail.flags);
SwapTrainFlags(&a->flags, &b->flags);
/* update other vars */
UpdateVarsAfterSwap(a);
UpdateVarsAfterSwap(b);
/* call the proper EnterTile function unless we are in a wormhole */
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (b->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
} else {
if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
if (a->track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
UpdateVarsAfterSwap(a);
if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
}
/* Update train's power incase tiles were different rail type */
@ -1811,7 +1811,7 @@ 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() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
while (dep->Next() != NULL && (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
}
@ -1823,7 +1823,7 @@ static void AdvanceWagonsAfterSwap(Train *v)
if (d <= 0) {
leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
leave->u.rail.track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
}
} else {
@ -1890,9 +1890,9 @@ static void ReverseTrainDirection(Train *v)
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
ToggleBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
ClrBit(v->u.rail.flags, VRF_REVERSING);
ClrBit(v->flags, VRF_REVERSING);
/* recalculate cached data */
TrainConsistChanged(v, true);
@ -1908,16 +1908,16 @@ static void ReverseTrainDirection(Train *v)
if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
/* If we are inside a depot after reversing, don't bother with path reserving. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
if (v->track & TRACK_BIT_DEPOT) {
/* Can't be stuck here as inside a depot is always a safe tile. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
if (HasBit(v->flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return;
}
/* TrainExitDir does not always produce the desired dir for depots and
* tunnels/bridges that is needed for UpdateSignalsOnSegment. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
DiagDirection dir = TrainExitDir(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) {
@ -1925,7 +1925,7 @@ static void ReverseTrainDirection(Train *v)
* 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->u.rail.track))));
!IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
if (IsRailwayStationTile(v->tile)) SetRailwayStationPlatformReservation(v->tile, TrackdirToExitdir(v->GetVehicleTrackdir()), true);
if (TryPathReserve(v, false, first_tile_okay)) {
@ -1935,9 +1935,9 @@ static void ReverseTrainDirection(Train *v)
/* Do not wait for a way out when we're still loading */
MarkTrainAsStuck(v);
}
} else if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
/* A train not inside a PBS block can't be stuck. */
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
}
}
@ -1969,7 +1969,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
}
if (flags & DC_EXEC) {
ToggleBit(v->u.rail.flags, VRF_REVERSE_DIRECTION);
ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
@ -1990,7 +1990,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
}
if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && v->cur_speed != 0) {
ToggleBit(v->u.rail.flags, VRF_REVERSING);
ToggleBit(v->flags, VRF_REVERSING);
} else {
v->cur_speed = 0;
SetLastSpeed(v, 0);
@ -2013,7 +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) ((Train *)v)->u.rail.force_proceed = 0x50;
if (flags & DC_EXEC) ((Train *)v)->force_proceed = 0x50;
return CommandCost();
}
@ -2167,7 +2167,7 @@ static TrainFindDepotData FindClosestTrainDepot(Train *v, int max_distance)
tfdd.best_length = UINT_MAX;
uint8 pathfinder = _settings_game.pf.pathfinder_for_trains;
if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->u.rail.track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
if ((_settings_game.pf.reserve_paths || HasReservedTracks(v->tile, v->track)) && pathfinder == VPF_NTP) pathfinder = VPF_NPF;
switch (pathfinder) {
case VPF_YAPF: { // YAPF
@ -2181,7 +2181,7 @@ static TrainFindDepotData FindClosestTrainDepot(Train *v, int max_distance)
Trackdir trackdir_rev = ReverseTrackdir(last->GetVehicleTrackdir());
assert(trackdir != INVALID_TRACKDIR);
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes, NPF_INFINITE_PENALTY);
NPFFoundTargetData ftd = NPFRouteToDepotBreadthFirstTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, TRANSPORT_RAIL, 0, v->owner, v->compatible_railtypes, NPF_INFINITE_PENALTY);
if (ftd.best_bird_dist == 0) {
/* Found target */
tfdd.tile = ftd.node.tile;
@ -2197,13 +2197,13 @@ static TrainFindDepotData FindClosestTrainDepot(Train *v, int max_distance)
default:
case VPF_NTP: { // NTP
/* search in the forward direction first. */
DiagDirection i = TrainExitDir(v->direction, v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
DiagDirection i = TrainExitDir(v->direction, v->track);
NewTrainPathfind(v->tile, 0, v->compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == UINT_MAX){
tfdd.reverse = true;
/* search in backwards direction */
i = TrainExitDir(ReverseDir(v->direction), v->u.rail.track);
NewTrainPathfind(v->tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
i = TrainExitDir(ReverseDir(v->direction), v->track);
NewTrainPathfind(v->tile, 0, v->compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
}
} break;
}
@ -2282,7 +2282,7 @@ static void HandleLocomotiveSmokeCloud(const Train *v)
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
/* No sparks for electric vehicles on nonelectrified tracks */
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
if (effect_type == 0) {
/* Use default effect type for engine class. */
@ -2294,7 +2294,7 @@ static void HandleLocomotiveSmokeCloud(const Train *v)
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
if (HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
x = -x;
y = -y;
}
@ -2355,7 +2355,7 @@ static void CheckNextTrainTile(Train *v)
if (_settings_game.pf.path_backoff_interval == 255) return;
/* Exit if we reached our destination depot or are inside a depot. */
if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->u.rail.track & TRACK_BIT_DEPOT) return;
if ((v->tile == v->dest_tile && v->current_order.IsType(OT_GOTO_DEPOT)) || v->track & TRACK_BIT_DEPOT) return;
/* Exit if we are on a station tile and are going to stop. */
if (IsRailwayStationTile(v->tile) && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile))) return;
/* Exit if the current order doesn't have a destination, but the train has orders. */
@ -2390,7 +2390,7 @@ 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 != NULL; u = u->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
/* if the train got no power, then keep it in the depot */
@ -2402,7 +2402,7 @@ static bool CheckTrainStayInDepot(Train *v)
SigSegState seg_state;
if (v->u.rail.force_proceed == 0) {
if (v->force_proceed == 0) {
/* force proceed was not pressed */
if (++v->load_unload_time_rem < 37) {
InvalidateWindowClasses(WC_TRAINS_LIST);
@ -2431,7 +2431,7 @@ static bool CheckTrainStayInDepot(Train *v)
}
/* Only leave when we can reserve a path to our destination. */
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->u.rail.force_proceed == 0) {
if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == 0) {
/* No path and no force proceed. */
InvalidateWindowClasses(WC_TRAINS_LIST);
MarkTrainAsStuck(v);
@ -2445,8 +2445,8 @@ static bool CheckTrainStayInDepot(Train *v)
InvalidateWindowClasses(WC_TRAINS_LIST);
v->PlayLeaveStationSound();
v->u.rail.track = TRACK_BIT_X;
if (v->direction & 2) v->u.rail.track = TRACK_BIT_Y;
v->track = TRACK_BIT_X;
if (v->direction & 2) v->track = TRACK_BIT_Y;
v->vehstatus &= ~VS_HIDDEN;
v->cur_speed = 0;
@ -2508,7 +2508,7 @@ void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_t
/* Don't free reservation if it's not ours. */
if (TracksOverlap(GetReservedTrackbits(tile) | TrackToTrackBits(TrackdirToTrack(td)))) return;
CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
while (ft.Follow(tile, td)) {
tile = ft.m_new_tile;
TrackdirBits bits = ft.m_new_td_bits & TrackBitsToTrackdirBits(GetReservedTrackbits(tile));
@ -2653,7 +2653,7 @@ static Track DoTrainPathfind(Train *v, TileIndex tile, DiagDirection enterdir, T
PBSTileInfo origin = FollowTrainReservation(v);
assert(IsValidTrackdir(origin.trackdir));
NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
NPFFoundTargetData ftd = NPFRouteToStationOrTile(origin.tile, origin.trackdir, true, &fstd, TRANSPORT_RAIL, 0, v->owner, v->compatible_railtypes);
if (dest != NULL) {
dest->tile = ftd.node.tile;
@ -2693,7 +2693,7 @@ static Track DoTrainPathfind(Train *v, TileIndex tile, DiagDirection enterdir, T
fd.best_track = INVALID_TRACKDIR;
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
v->compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
/* check whether the path was found or only 'guessed' */
if (fd.best_bird_dist != 0 && path_not_found != NULL) *path_not_found = true;
@ -2980,9 +2980,9 @@ static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir,
/* handle "path not found" state */
if (path_not_found) {
/* PF didn't find the route */
if (!HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
if (!HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
/* it is first time the problem occurred, set the "path not found" flag */
SetBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
SetBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
/* and notify user about the event */
AI::NewEvent(v->owner, new AIEventVehicleLost(v->index));
if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
@ -2996,9 +2996,9 @@ static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir,
}
} else {
/* route found, is the train marked with "path not found" flag? */
if (HasBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
if (HasBit(v->flags, VRF_NO_PATH_TO_DESTINATION)) {
/* clear the flag as the PF's problem was solved */
ClrBit(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
ClrBit(v->flags, VRF_NO_PATH_TO_DESTINATION);
/* can we also delete the "News" item somehow? */
}
}
@ -3090,7 +3090,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
/* 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->u.rail.track & TRACK_BIT_DEPOT) {
if (v->track & TRACK_BIT_DEPOT) {
if (GetDepotWaypointReservation(v->tile)) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
@ -3102,7 +3102,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
}
/* Special check if we are in front of a two-sided conventional signal. */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
DiagDirection dir = TrainExitDir(v->direction, v->track);
TileIndex next_tile = TileAddByDiagDir(v->tile, dir);
if (IsTileType(next_tile, MP_RAILWAY) && HasReservedTracks(next_tile, DiagdirReachesTracks(dir))) {
/* Can have only one reserved trackdir. */
@ -3120,8 +3120,8 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
/* 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->u.rail.flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
if (HasBit(v->flags, VRF_TRAIN_STUCK)) InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
/* The path we are driving on is alread blocked by some other train.
@ -3134,7 +3134,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
}
/* If we are in a depot, tentativly reserve the depot. */
if (v->u.rail.track & TRACK_BIT_DEPOT) {
if (v->track & TRACK_BIT_DEPOT) {
SetDepotWaypointReservation(v->tile, true);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
}
@ -3150,15 +3150,15 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
if (!res_made) {
/* Free the depot reservation as well. */
if (v->u.rail.track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
if (v->track & TRACK_BIT_DEPOT) SetDepotWaypointReservation(v->tile, false);
return false;
}
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
v->load_unload_time_rem = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
ClrBit(v->flags, VRF_TRAIN_STUCK);
return true;
}
@ -3166,14 +3166,14 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
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 ||
v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
!(v->direction & 1)) {
return false;
}
uint reverse_best = 0;
assert(v->u.rail.track);
assert(v->track);
switch (_settings_game.pf.pathfinder_for_trains) {
case VPF_YAPF: // YAPF
@ -3192,7 +3192,7 @@ static bool CheckReverseTrain(Train *v)
assert(trackdir != INVALID_TRACKDIR);
assert(trackdir_rev != INVALID_TRACKDIR);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->u.rail.compatible_railtypes);
ftd = NPFRouteToStationOrTileTwoWay(v->tile, trackdir, false, last->tile, trackdir_rev, false, &fstd, TRANSPORT_RAIL, 0, v->owner, v->compatible_railtypes);
if (ftd.best_bird_dist != 0) {
/* We didn't find anything, just keep on going straight ahead */
reverse_best = false;
@ -3210,7 +3210,7 @@ static bool CheckReverseTrain(Train *v)
TrainTrackFollowerData fd;
FillWithStationData(&fd, v);
int i = _search_directions[FindFirstTrack(v->u.rail.track)][DirToDiagDir(v->direction)];
int i = _search_directions[FindFirstTrack(v->track)][DirToDiagDir(v->direction)];
int best_track = -1;
uint reverse = 0;
@ -3221,7 +3221,7 @@ static bool CheckReverseTrain(Train *v)
fd.best_bird_dist = UINT_MAX;
fd.best_track_dist = UINT_MAX;
NewTrainPathfind(v->tile, v->dest_tile, v->u.rail.compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
NewTrainPathfind(v->tile, v->dest_tile, v->compatible_railtypes, (DiagDirection)(reverse ^ i), (NTPEnumProc*)NtpCallbFindStation, &fd);
if (best_track != -1) {
if (best_bird_dist != 0) {
@ -3307,7 +3307,7 @@ static int UpdateTrainSpeed(Train *v)
{
uint accel;
if (v->vehstatus & VS_STOPPED || HasBit(v->u.rail.flags, VRF_REVERSING) || HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (v->vehstatus & VS_STOPPED || HasBit(v->flags, VRF_REVERSING) || HasBit(v->flags, VRF_TRAIN_STUCK)) {
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case TAM_ORIGINAL: accel = v->acceleration * -4; break;
@ -3377,10 +3377,10 @@ static byte AfterSetTrainPos(Train *v, bool new_tile)
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
if (new_tile) {
ClrBit(v->u.rail.flags, VRF_GOINGUP);
ClrBit(v->u.rail.flags, VRF_GOINGDOWN);
ClrBit(v->flags, VRF_GOINGUP);
ClrBit(v->flags, VRF_GOINGDOWN);
if (v->u.rail.track == TRACK_BIT_X || v->u.rail.track == TRACK_BIT_Y) {
if (v->track == TRACK_BIT_X || v->track == TRACK_BIT_Y) {
/* Any track that isn't TRACK_BIT_X or TRACK_BIT_Y cannot be sloped.
* To check whether the current tile is sloped, and in which
* direction it is sloped, we get the 'z' at the center of
@ -3394,7 +3394,7 @@ static byte AfterSetTrainPos(Train *v, bool new_tile)
/* For some reason tunnel tiles are always given as sloped :(
* But they are not sloped... */
if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
SetBit(v->flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
}
}
@ -3409,7 +3409,7 @@ static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
return
IsTileOwner(tile, v->owner) && (
!IsFrontEngine(v) ||
HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
HasBit(v->compatible_railtypes, GetRailType(tile))
);
}
@ -3435,7 +3435,7 @@ static inline void AffectSpeedByDirChange(Train *v, Direction new_dir)
DirDiff diff = DirDifference(v->direction, new_dir);
if (diff == DIRDIFF_SAME) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
@ -3444,7 +3444,7 @@ static inline void AffectSpeedByZChange(Train *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->u.rail.railtype];
const RailtypeSlowdownParams *rsp = &_railtype_slowdown[v->railtype];
if (old_z < v->z_pos) {
v->cur_speed -= (v->cur_speed * rsp->z_up >> 8);
@ -3471,7 +3471,7 @@ static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
static void SetVehicleCrashed(Train *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
if (v->crash_anim_pos != 0) return;
/* Free a possible path reservation and try to mark all tiles occupied by the train reserved. */
if (IsFrontEngine(v)) {
@ -3491,12 +3491,12 @@ static void SetVehicleCrashed(Train *v)
/* we may need to update crossing we were approaching */
TileIndex crossing = TrainApproachingCrossingTile(v);
v->u.rail.crash_anim_pos++;
v->crash_anim_pos++;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->u.rail.track == TRACK_BIT_DEPOT) {
if (v->track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
@ -3557,7 +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 && ((Train *)v)->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
if (coll != tcc->v && ((Train *)v)->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;
@ -3572,10 +3572,10 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
* 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) && (((Train *)u)->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = ((Train *)u)->u.rail.track;
if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (((Train *)u)->track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
TrackBits trackbits = ((Train *)u)->track;
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
}
TryReserveRailTrack(u->tile, TrackBitsToTrack(trackbits));
@ -3595,16 +3595,16 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
static bool CheckTrainCollision(Train *v)
{
/* can't collide in depot */
if (v->u.rail.track == TRACK_BIT_DEPOT) return false;
if (v->track == TRACK_BIT_DEPOT) return false;
assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
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->u.rail.track == TRACK_BIT_WORMHOLE) {
if (v->track == TRACK_BIT_WORMHOLE) {
FindVehicleOnPos(v->tile, &tcc, FindTrainCollideEnum);
FindVehicleOnPos(GetOtherTunnelBridgeEnd(v->tile), &tcc, FindTrainCollideEnum);
} else {
@ -3631,8 +3631,8 @@ 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) && (((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;
if (v->type == VEH_TRAIN && IsFrontEngine(v) && (((Train *)v)->track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
if (v->cur_speed <= 5 && TrainExitDir(v->direction, ((Train *)v)->track) == exitdir) return v;
}
return NULL;
@ -3648,11 +3648,11 @@ static void TrainController(Train *v, Vehicle *nomove)
bool update_signals_crossing = false; // will we update signals or crossing state?
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
if (v->track != TRACK_BIT_WORMHOLE) {
/* Not inside tunnel */
if (gp.old_tile == gp.new_tile) {
/* Staying in the old tile */
if (v->u.rail.track == TRACK_BIT_DEPOT) {
if (v->track == TRACK_BIT_DEPOT) {
/* Inside depot */
gp.x = v->x_pos;
gp.y = v->y_pos;
@ -3690,7 +3690,7 @@ static void TrainController(Train *v, Vehicle *nomove)
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg && prev == NULL) {
/* We allow wagons to make 90 deg turns, because forbid_90_deg
* can be switched on halfway a turn */
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
if (bits == TRACK_BIT_NONE) goto invalid_rail;
@ -3707,12 +3707,12 @@ static void TrainController(Train *v, Vehicle *nomove)
assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
/* Check if it's a red signal and that force proceed is not clicked. */
if (red_signals & chosen_track && v->u.rail.force_proceed == 0) {
if (red_signals & chosen_track && v->force_proceed == 0) {
/* In front of a red signal */
Trackdir i = FindFirstTrackdir(trackdirbits);
/* Don't handle stuck trains here. */
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) return;
if (HasBit(v->flags, VRF_TRAIN_STUCK)) return;
if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
v->cur_speed = 0;
@ -3748,13 +3748,13 @@ static void TrainController(Train *v, Vehicle *nomove)
/* The wagon is active, simply follow the prev vehicle. */
if (prev->tile == gp.new_tile) {
/* Choose the same track as prev */
if (prev->u.rail.track == TRACK_BIT_WORMHOLE) {
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(IsTunnel(prev->tile));
chosen_track = bits;
} else {
chosen_track = prev->u.rail.track;
chosen_track = prev->track;
}
} else {
/* Choose the track that leads to the tile where prev is.
@ -3812,8 +3812,8 @@ static void TrainController(Train *v, Vehicle *nomove)
TrainPowerChanged(v->First());
}
v->u.rail.track = chosen_track;
assert(v->u.rail.track);
v->track = chosen_track;
assert(v->track);
}
/* We need to update signal status, but after the vehicle position hash
@ -3888,8 +3888,8 @@ static void TrainController(Train *v, Vehicle *nomove)
* 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->u.rail.track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->u.rail.track))) ||
if ((!HasReservedTracks(gp.new_tile, v->track) &&
!TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
!TryPathReserve(v)) {
MarkTrainAsStuck(v);
}
@ -3930,11 +3930,11 @@ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
if ((((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. */
if ((((Train *)v)->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else {
*trackbits |= ((Train *)v)->u.rail.track;
*trackbits |= ((Train *)v)->track;
}
}
@ -3964,13 +3964,13 @@ static void DeleteLastWagon(Train *v)
TrainConsistChanged(first, false);
/* Update the depot window if the first vehicle is in depot -
* if v == first, then it is updated in PreDestructor() */
if (first->u.rail.track == TRACK_BIT_DEPOT) {
if (first->track == TRACK_BIT_DEPOT) {
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
}
}
/* 'v' shouldn't be accessed after it has been deleted */
TrackBits trackbits = v->u.rail.track;
TrackBits trackbits = v->track;
TileIndex tile = v->tile;
Owner owner = v->owner;
@ -3978,7 +3978,7 @@ static void DeleteLastWagon(Train *v)
v = NULL; // make sure nobody will try to read 'v' anymore
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
/* Vehicle is inside a wormhole, v->track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(tile));
}
@ -4025,14 +4025,14 @@ static void ChangeTrainDirRandomly(Train *v)
/* Refrain from updating the z position of the vehicle when on
* a bridge, because AfterSetTrainPos will put the vehicle under
* the bridge in that case */
if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
if (v->track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
}
} while ((v = v->Next()) != NULL);
}
static bool HandleCrashedTrain(Train *v)
{
int state = ++v->u.rail.crash_anim_pos;
int state = ++v->crash_anim_pos;
if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
@ -4157,7 +4157,7 @@ static bool TrainApproachingLineEnd(Train *v, bool signal)
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;
if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
TileIndex tile = v->tile;
@ -4191,7 +4191,7 @@ static TileIndex TrainApproachingCrossingTile(const Train *v)
if (!TrainCanLeaveTile(v)) return INVALID_TILE;
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
DiagDirection dir = TrainExitDir(v->direction, v->track);
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
/* not a crossing || wrong axis || unusable rail (wrong type or owner) */
@ -4227,7 +4227,7 @@ static bool TrainCheckIfLineEnds(Train *v)
if (!TrainCanLeaveTile(v)) return true;
/* Determine the non-diagonal direction in which we will exit this tile */
DiagDirection dir = TrainExitDir(v->direction, v->u.rail.track);
DiagDirection dir = TrainExitDir(v->direction, v->track);
/* Calculate next tile */
TileIndex tile = v->tile + TileOffsByDiagDir(dir);
@ -4243,7 +4243,7 @@ static bool TrainCheckIfLineEnds(Train *v)
/* mask unreachable track bits if we are forbidden to do 90deg turns */
TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
if (_settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg) {
bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track));
bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
}
/* no suitable trackbits at all || unusable rail (wrong type or owner) */
@ -4268,9 +4268,9 @@ static bool TrainLocoHandler(Train *v, bool mode)
return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
}
if (v->u.rail.force_proceed != 0) {
v->u.rail.force_proceed--;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
if (v->force_proceed != 0) {
v->force_proceed--;
ClrBit(v->flags, VRF_TRAIN_STUCK);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
@ -4283,7 +4283,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}
if (HasBit(v->u.rail.flags, VRF_REVERSING) && v->cur_speed == 0) {
if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
ReverseTrainDirection(v);
}
@ -4313,18 +4313,18 @@ static bool TrainLocoHandler(Train *v, bool mode)
}
/* Handle stuck trains. */
if (!mode && HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
++v->load_unload_time_rem;
/* Should we try reversing this tick if still stuck? */
bool turn_around = v->load_unload_time_rem % (_settings_game.pf.wait_for_pbs_path * DAY_TICKS) == 0 && _settings_game.pf.wait_for_pbs_path < 255;
if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->u.rail.force_proceed == 0) return true;
if (!turn_around && v->load_unload_time_rem % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == 0) return true;
if (!TryPathReserve(v)) {
/* Still stuck. */
if (turn_around) ReverseTrainDirection(v);
if (HasBit(v->u.rail.flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->load_unload_time_rem > 2 * _settings_game.pf.wait_for_pbs_path * DAY_TICKS) {
/* Show message to player. */
if (_settings_client.gui.lost_train_warn && v->owner == _local_company) {
SetDParam(0, v->index);
@ -4337,8 +4337,8 @@ static bool TrainLocoHandler(Train *v, bool mode)
v->load_unload_time_rem = 0;
}
/* Exit if force proceed not pressed, else reset stuck flag anyway. */
if (v->u.rail.force_proceed == 0) return true;
ClrBit(v->u.rail.flags, VRF_TRAIN_STUCK);
if (v->force_proceed == 0) return true;
ClrBit(v->flags, VRF_TRAIN_STUCK);
v->load_unload_time_rem = 0;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
}
@ -4447,7 +4447,7 @@ bool Train::Tick()
return TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon chain */
if (++this->u.rail.crash_anim_pos >= 4400) {
if (++this->crash_anim_pos >= 4400) {
delete this;
return false;
}
@ -4532,17 +4532,17 @@ Trackdir Train::GetVehicleTrackdir() const
{
if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
if (this->u.rail.track == TRACK_BIT_DEPOT) {
if (this->track == TRACK_BIT_DEPOT) {
/* We'll assume the train is facing outwards */
return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
}
if (this->u.rail.track == TRACK_BIT_WORMHOLE) {
if (this->track == TRACK_BIT_WORMHOLE) {
/* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}
return TrackDirectionToTrackdir(FindFirstTrack(this->u.rail.track), this->direction);
return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
}
void InitializeTrains()

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 &&
((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
((Train *)v)->track == TRACK_BIT_DEPOT) {
if (found != NULL) return; // must be exactly one.
found = v;
}

View File

@ -1390,7 +1390,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
vdir = DirToDiagDir(t->direction);
if (t->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
if (t->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);
@ -1399,7 +1399,7 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
}
if (fc == _tunnel_fractcoord_2[dir]) {
t->tile = tile;
t->u.rail.track = TRACK_BIT_WORMHOLE;
t->track = TRACK_BIT_WORMHOLE;
t->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
@ -1408,8 +1408,8 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
/* We're at the tunnel exit ?? */
t->tile = tile;
t->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
assert(t->u.rail.track);
t->track = (TrackBits)_exit_tunnel_track[dir];
assert(t->track);
t->vehstatus &= ~VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
}
@ -1465,9 +1465,9 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
switch (v->type) {
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);
t->track = TRACK_BIT_WORMHOLE;
ClrBit(t->flags, VRF_GOINGUP);
ClrBit(t->flags, VRF_GOINGDOWN);
} break;
case VEH_ROAD:
@ -1486,8 +1486,8 @@ static VehicleEnterTileStatus VehicleEnter_TunnelBridge(Vehicle *v, TileIndex ti
switch (v->type) {
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);
if (t->track == TRACK_BIT_WORMHOLE) {
t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
return VETSB_ENTERED_WORMHOLE;
}
} break;

View File

@ -982,7 +982,7 @@ void VehicleEnterDepot(Vehicle *v)
if (!IsFrontEngine(v)) v = v->First();
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->load_unload_time_rem = 0;
ClrBit(((Train *)v)->u.rail.flags, VRF_TOGGLE_REVERSE);
ClrBit(((Train *)v)->flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged((Train *)v, true);
break;

View File

@ -45,14 +45,10 @@ enum VehicleFlags {
};
struct VehicleRail {
/* Link between the two ends of a multiheaded engine */
Train *other_multiheaded_part;
/* Cached wagon override spritegroup */
const struct SpriteGroup *cached_override;
uint16 last_speed; // NOSAVE: only used in UI
uint16 crash_anim_pos;
/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
uint32 cached_power; ///< total power of the consist.
@ -79,38 +75,6 @@ struct VehicleRail {
/* NOSAVE: for wagon override - id of the first engine in train
* 0xffff == not in train */
EngineID first_engine;
uint16 flags;
TrackBitsByte track;
byte force_proceed;
RailTypeByte railtype;
RailTypes compatible_railtypes;
};
enum VehicleRailFlags {
VRF_REVERSING = 0,
/* used to calculate if train is going up or down */
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
/* used to store if a wagon is powered or not */
VRF_POWEREDWAGON = 3,
/* used to reverse the visible direction of the vehicle */
VRF_REVERSE_DIRECTION = 4,
/* used to mark train as lost because PF can't find the route */
VRF_NO_PATH_TO_DESTINATION = 5,
/* used to mark that electric train engine is allowed to run on normal rail */
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
VRF_TOGGLE_REVERSE = 7,
/* used to mark a train that can't get a path reservation */
VRF_TRAIN_STUCK = 8,
};
typedef Pool<Vehicle, VehicleID, 512, 64000> VehiclePool;

View File

@ -349,7 +349,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || ((Train *)v)->crash_anim_pos >= 4400)) return CMD_ERROR;
/* check that we can allocate enough vehicles */
if (!(flags & DC_EXEC)) {
@ -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(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SetBit(((Train *)w)->u.rail.flags, VRF_REVERSE_DIRECTION);
if (v->type == VEH_TRAIN && HasBit(((Train *)v)->flags, VRF_REVERSE_DIRECTION)) {
SetBit(((Train *)w)->flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {

View File

@ -1469,7 +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 && ((Train *)v)->u.rail.railtype != RAILTYPE_MAGLEV) ?
DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->railtype != RAILTYPE_MAGLEV) ?
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED);
break;
@ -1949,7 +1949,7 @@ struct VehicleViewWindow : Window {
} else { // no train
str = STR_VEHICLE_STATUS_STOPPED;
}
} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_TRAIN_STUCK)) {
} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->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

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

View File

@ -816,7 +816,7 @@ static void FloodVehicle(Vehicle *v)
FreeTrainTrackReservation((Train *)v);
v->vehstatus |= VS_CRASHED;
}
v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
((Train *)v)->crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
break;

View File

@ -55,7 +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 ? ((Train *)v)->u.rail.compatible_railtypes : railtype_override, pPerf);
Init(v != NULL ? v->owner : INVALID_OWNER, railtype_override == INVALID_RAILTYPES ? ((Train *)v)->compatible_railtypes : railtype_override, pPerf);
}
FORCEINLINE void Init(Owner o, RailTypes railtype_override, CPerformanceTimer *pPerf)

View File

@ -13,8 +13,8 @@ protected:
public:
void SetDestination(const Vehicle *v, bool override_rail_type = false)
{
m_compatible_railtypes = v->u.rail.compatible_railtypes;
if (override_rail_type) m_compatible_railtypes |= GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes;
m_compatible_railtypes = ((Train *)v)->compatible_railtypes;
if (override_rail_type) m_compatible_railtypes |= GetRailTypeInfo(((Train *)v)->railtype)->compatible_railtypes;
}
bool IsCompatibleRailType(RailType rt)

View File

@ -550,7 +550,7 @@ bool YapfCheckReverseTrain(const Vehicle *vt)
int reverse_penalty = 0;
if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
if (v->track == TRACK_BIT_WORMHOLE) {
/* front in tunnel / on bridge */
DiagDirection dir_into_wormhole = GetTunnelBridgeDirection(tile);
@ -565,7 +565,7 @@ bool YapfCheckReverseTrain(const Vehicle *vt)
reverse_penalty -= DistanceManhattan(cur_tile, tile) * YAPF_TILE_LENGTH;
}
if (last_veh->u.rail.track == TRACK_BIT_WORMHOLE) {
if (last_veh->track == TRACK_BIT_WORMHOLE) {
/* back in tunnel / on bridge */
DiagDirection dir_into_wormhole = GetTunnelBridgeDirection(tile_rev);