Changeset - r11980:193f7a6b6e37
[Not reviewed]
src/ai/api/ai_vehicle.cpp
Show inline comments
 
@@ -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;
 
}
src/articulated_vehicles.cpp
Show inline comments
 
@@ -208,7 +208,7 @@ bool IsArticulatedVehicleCarryingDiffere
 

	
 
		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 CheckConsistencyOfArticulatedVehicl
 

	
 
		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,
 
		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;
src/autoreplace_cmd.cpp
Show inline comments
 
@@ -92,18 +92,18 @@ static void TransferCargo(Vehicle *old_v
 
	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_v
 
	}
 

	
 
	/* 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 BuildReplacementVehic
 
	}
 

	
 
	/* 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 
 
		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 
 
			/* 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 
 
			 * 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(TileIn
 
	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) {
src/elrail.cpp
Show inline comments
 
@@ -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);
 
		}
 
	}
 

	
src/newgrf_engine.cpp
Show inline comments
 
@@ -668,7 +668,8 @@ static uint32 VehicleGetVariable(const R
 
			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 R
 

	
 
				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 R
 
		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 R
 

	
 
	/* 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;
src/npf.cpp
Show inline comments
 
@@ -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, Op
 
/** 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
 
 * 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
 

	
 
	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 NPFRouteToDepotTrialE
 
	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);
 

	
src/npf.h
Show inline comments
 
@@ -115,7 +115,7 @@ NPFFoundTargetData NPFRouteToDepotTrialE
 
/**
 
 * 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);
src/openttd.cpp
Show inline comments
 
@@ -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()) {
src/pbs.cpp
Show inline comments
 
@@ -222,7 +222,7 @@ static PBSTileInfo FollowReservation(Own
 
 */
 
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(Veh
 
{
 
	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(Veh
 
 * @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
 
 * @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(TileInde
 
 * @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
 
 * @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);
src/pbs.h
Show inline comments
 
@@ -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.
src/rail_cmd.cpp
Show inline comments
 
@@ -92,7 +92,8 @@ Vehicle *EnsureNoTrainOnTrackProc(Vehicl
 

	
 
	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(TileInde
 
	 * 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(TileInd
 
	}
 

	
 
	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(TileIn
 

	
 
	/* 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
 

	
 
	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 til
 
			/* 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 til
 
					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 til
 
					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(Tile
 
		/* 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 VehicleEnt
 
	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);
src/saveload/afterload.cpp
Show inline comments
 
@@ -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) {
src/saveload/oldloader_sl.cpp
Show inline comments
 
@@ -1315,7 +1315,7 @@ bool LoadOldVehicle(LoadgameState *ls, i
 
					};
 
					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;
 
				}
 

	
src/saveload/vehicle_sl.cpp
Show inline comments
 
@@ -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);
 
		}
src/settings.cpp
Show inline comments
 
@@ -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 TrainAccelerationModelChange
 
	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;
src/signal.cpp
Show inline comments
 
@@ -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_
 
/** 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;
 
}
src/station_cmd.cpp
Show inline comments
 
@@ -1015,7 +1015,7 @@ CommandCost CmdBuildRailroadStation(Tile
 

	
 
		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(Tile
 
				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(Tile
 

	
 
		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
 
			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
 
					/* 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 VehicleEnt
 

	
 
		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
src/train.h
Show inline comments
 
@@ -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(co
 
	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(cons
 
	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 */
src/train_cmd.cpp
Show inline comments
 
@@ -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, boo
 

	
 
	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, boo
 
		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 stati
 
}
 

	
 
/** 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 
 
	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 
 
	}
 
}
 

	
 
void UpdateTrainAcceleration(Vehicle *v)
 
void UpdateTrainAcceleration(Train *v)
 
{
 
	assert(IsFrontEngine(v));
 

	
 
@@ -660,7 +660,7 @@ static CommandCost CmdBuildRailWagon(Eng
 
			}
 
		}
 

	
 
		Vehicle *v = new Train();
 
		Train *v = new Train();
 
		v->spritenum = rvi->image_index;
 

	
 
		v->engine_type = engine;
 
@@ -725,14 +725,14 @@ static CommandCost CmdBuildRailWagon(Eng
 
}
 

	
 
/** 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(con
 
	}
 
}
 

	
 
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(TileInde
 
		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(TileInde
 

	
 
/* 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, 
 
}
 

	
 
/* 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(cons
 
 * @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, 
 
		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
 

	
 
			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
 
 * 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
 
 * 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(Vehicl
 
		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
 
	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
 
	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
 
			/* 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
 
	 * 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
 
		 * 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
 
			 * 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
 
		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
 

	
 
			/* 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 t
 
	/* 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 t
 

	
 
			/* 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 t
 
			/* 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 t
 
			/* 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 dire
 
	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 
 
}
 

	
 
/** 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_
 
	}
 
}
 

	
 
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 *TrainApproachingCrossing
 

	
 
	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 MaybeBarCrossingWithS
 
 * 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(Vehi
 
 * 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(Vehic
 
		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(Vehic
 
}
 

	
 

	
 
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(Vehicl
 
 */
 
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(Til
 
			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(TileInd
 
	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(TileInde
 
	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(TileInde
 
	_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 
 

	
 
/** 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(c
 
		return;
 
	}
 

	
 
	const Vehicle *u = v;
 
	const Train *u = v;
 

	
 
	do {
 
		const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
 
@@ -2341,7 +2349,7 @@ void Train::PlayLeaveStationSound() cons
 
}
 

	
 
/** 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 *
 
	}
 
}
 

	
 
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(Vehicl
 
}
 

	
 
/** 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 V
 
}
 

	
 
/** 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] =
 
 * @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,
 
 * 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 ExtendTrainReservatio
 
 * @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
 
 * @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 mar
 
}
 

	
 

	
 
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
 
	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,
 
}
 

	
 
/* 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 _rai
 
};
 

	
 
/** 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 AffectSpeedByDirChang
 
}
 

	
 
/** 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(Tile
 
}
 

	
 

	
 
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
 
 * @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(Veh
 
	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(Veh
 
		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(Veh
 
 * 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(Veh
 
	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 *CollectTrackbitsFromCras
 
	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 *CollectTrackbitsFromCras
 
 * 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(Vehic
 
	} 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 *
 
	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(Vehi
 
 * @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 Vehi
 
 * @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 TrainApproachingCrossin
 
 * @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
 
}
 

	
 

	
 
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,
 
		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,
 
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;
 

	
src/train_gui.cpp
Show inline comments
 
@@ -28,7 +28,7 @@ void CcBuildWagon(bool success, TileInde
 
	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;
 
		}
src/tunnelbridge_cmd.cpp
Show inline comments
 
@@ -647,7 +647,7 @@ static CommandCost DoClearTunnel(TileInd
 
			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(TileInd
 
		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 VehicleEnt
 
		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 VehicleEnt
 
				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 VehicleEnt
 
		} 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;
src/vehicle.cpp
Show inline comments
 
@@ -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);
 
		}
 
	}
 
}
src/vehicle_base.h
Show inline comments
 
@@ -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;
src/vehicle_cmd.cpp
Show inline comments
 
@@ -152,7 +152,7 @@ CommandCost CmdMassStartStopVehicle(Tile
 

	
 
		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 ti
 
		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 ti
 
			}
 
			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 ti
 
				}
 

	
 
				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 ti
 
			}
 

	
 
			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 ti
 
			}
 
		} 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) {
 
		/*
src/vehicle_func.h
Show inline comments
 
@@ -59,10 +59,6 @@ void MarkSingleVehicleDirty(const Vehicl
 

	
 
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);
 

	
src/vehicle_gui.cpp
Show inline comments
 
@@ -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()) {
src/vehicle_type.h
Show inline comments
 
@@ -24,6 +24,10 @@ template <> struct EnumPropsT<VehicleTyp
 
typedef TinyEnumT<VehicleType> VehicleTypeByte;
 

	
 
struct Vehicle;
 
struct Train;
 
struct RoadVehicle;
 
struct Ship;
 
struct Aircraft;
 

	
 
struct BaseVehicle
 
{
src/vehiclelist.cpp
Show inline comments
 
@@ -29,7 +29,7 @@ void BuildDepotVehicleList(VehicleType t
 
		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;
src/water_cmd.cpp
Show inline comments
 
@@ -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
src/waypoint_cmd.cpp
Show inline comments
 
@@ -258,7 +258,7 @@ CommandCost RemoveTrainWaypoint(TileInde
 
		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);
src/yapf/follow_track.hpp
Show inline comments
 
@@ -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;
src/yapf/yapf_destrail.hpp
Show inline comments
 
@@ -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
src/yapf/yapf_rail.cpp
Show inline comments
 
@@ -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 Vehic
 
	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(cons
 

	
 
	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());
 

	
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