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