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-rw-r--r--src/train_cmd.cpp282
1 files changed, 145 insertions, 137 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 49754a070..31a7d7b26 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -37,12 +37,12 @@
#include "table/strings.h"
#include "table/train_cmd.h"
-static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
-static bool TrainCheckIfLineEnds(Vehicle *v);
-static void TrainController(Vehicle *v, Vehicle *nomove);
-static TileIndex TrainApproachingCrossingTile(const Vehicle *v);
-static void CheckIfTrainNeedsService(Vehicle *v);
-static void CheckNextTrainTile(Vehicle *v);
+static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
+static bool TrainCheckIfLineEnds(Train *v);
+static void TrainController(Train *v, Vehicle *nomove);
+static TileIndex TrainApproachingCrossingTile(const Train *v);
+static void CheckIfTrainNeedsService(Train *v);
+static void CheckNextTrainTile(Train *v);
static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
@@ -85,12 +85,12 @@ byte FreightWagonMult(CargoID cargo)
* Recalculates the cached total power of a train. Should be called when the consist is changed
* @param v First vehicle of the consist.
*/
-void TrainPowerChanged(Vehicle *v)
+void TrainPowerChanged(Train *v)
{
uint32 total_power = 0;
uint32 max_te = 0;
- for (const Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (const Train *u = v; u != NULL; u = u->Next()) {
RailType railtype = GetRailType(u->tile);
/* Power is not added for articulated parts */
@@ -134,11 +134,11 @@ void TrainPowerChanged(Vehicle *v)
* the consist changes.
* @param v First vehicle of the consist.
*/
-static void TrainCargoChanged(Vehicle *v)
+static void TrainCargoChanged(Train *v)
{
uint32 weight = 0;
- for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (Train *u = v; u != NULL; u = u->Next()) {
uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo.Count() * FreightWagonMult(u->cargo_type) / 16;
/* Vehicle weight is not added for articulated parts. */
@@ -171,7 +171,7 @@ static void TrainCargoChanged(Vehicle *v)
* is for the first time this happened.
* @param u first vehicle of chain
*/
-static void RailVehicleLengthChanged(const Vehicle *u)
+static void RailVehicleLengthChanged(const Train *u)
{
/* show a warning once for each engine in whole game and once for each GRF after each game load */
const Engine *engine = Engine::Get(u->engine_type);
@@ -189,7 +189,7 @@ void CheckTrainsLengths()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->First() == v && !(v->vehstatus & VS_CRASHED)) {
- for (const Vehicle *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
+ for (const Train *u = (Train *)v, *w = (Train *)v->Next(); w != NULL; u = w, w = w->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT) {
if ((w->u.rail.track != TRACK_BIT_DEPOT &&
max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->u.rail.cached_veh_length) ||
@@ -213,7 +213,7 @@ void CheckTrainsLengths()
* @param v First vehicle of the chain.
* @param same_length should length of vehicles stay the same?
*/
-void TrainConsistChanged(Vehicle *v, bool same_length)
+void TrainConsistChanged(Train *v, bool same_length)
{
uint16 max_speed = UINT16_MAX;
@@ -227,7 +227,7 @@ void TrainConsistChanged(Vehicle *v, bool same_length)
bool train_can_tilt = true;
- for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (Train *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
/* Check the v->first cache. */
@@ -244,13 +244,13 @@ void TrainConsistChanged(Vehicle *v, bool same_length)
u->cache_valid = 0;
}
- for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (Train *u = v; u != NULL; u = u->Next()) {
/* Update user defined data (must be done before other properties) */
u->u.rail.user_def_data = GetVehicleProperty(u, 0x25, u->u.rail.user_def_data);
u->cache_valid = 0;
}
- for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (Train *u = v; u != NULL; u = u->Next()) {
const Engine *e_u = Engine::Get(u->engine_type);
const RailVehicleInfo *rvi_u = &e_u->u.rail;
@@ -364,7 +364,7 @@ enum AccelType {
* @param station_length 'return' the station length in 1/16th tiles
* @return the location, calculated from the begin of the station to stop at.
*/
-int GetTrainStopLocation(StationID station_id, TileIndex tile, const Vehicle *v, int *station_ahead, int *station_length)
+int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
{
const Station *st = Station::Get(station_id);
*station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
@@ -404,7 +404,7 @@ int GetTrainStopLocation(StationID station_id, TileIndex tile, const Vehicle *v,
}
/** new acceleration*/
-static int GetTrainAcceleration(Vehicle *v, bool mode)
+static int GetTrainAcceleration(Train *v, bool mode)
{
static const int absolute_max_speed = UINT16_MAX;
int max_speed = absolute_max_speed;
@@ -496,7 +496,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
int num = 0; // number of vehicles, change this into the number of axles later
int incl = 0;
int drag_coeff = 20; //[1e-4]
- for (const Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (const Train *u = v; u != NULL; u = u->Next()) {
num++;
drag_coeff += 3;
@@ -556,7 +556,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
}
}
-void UpdateTrainAcceleration(Vehicle *v)
+void UpdateTrainAcceleration(Train *v)
{
assert(IsFrontEngine(v));
@@ -660,7 +660,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
}
- Vehicle *v = new Train();
+ Train *v = new Train();
v->spritenum = rvi->image_index;
v->engine_type = engine;
@@ -725,14 +725,14 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
/** Move all free vehicles in the depot to the train */
-static void NormalizeTrainVehInDepot(const Vehicle *u)
+static void NormalizeTrainVehInDepot(const Train *u)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
v->tile == u->tile &&
- v->u.rail.track == TRACK_BIT_DEPOT) {
+ ((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
CMD_MOVE_RAIL_VEHICLE)))
break;
@@ -740,9 +740,9 @@ static void NormalizeTrainVehInDepot(const Vehicle *u)
}
}
-static void AddRearEngineToMultiheadedTrain(Vehicle *v)
+static void AddRearEngineToMultiheadedTrain(Train *v)
{
- Vehicle *u = new Train();
+ Train *u = new Train();
v->value >>= 1;
u->value = v->value;
u->direction = v->direction;
@@ -823,7 +823,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
- Vehicle *v = new Train();
+ Train *v = new Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
@@ -901,7 +901,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
/* Check if all the wagons of the given train are in a depot, returns the
* number of cars (including loco) then. If not it returns -1 */
-int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
+int CheckTrainInDepot(const Train *v, bool needs_to_be_stopped)
{
TileIndex tile = v->tile;
@@ -926,13 +926,13 @@ int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
}
/* Used to check if the train is inside the depot and verifying that the VS_STOPPED flag is set */
-int CheckTrainStoppedInDepot(const Vehicle *v)
+int CheckTrainStoppedInDepot(const Train *v)
{
return CheckTrainInDepot(v, true);
}
/* Used to check if the train is inside the depot, but not checking the VS_STOPPED flag */
-inline bool CheckTrainIsInsideDepot(const Vehicle *v)
+inline bool CheckTrainIsInsideDepot(const Train *v)
{
return CheckTrainInDepot(v, false) > 0;
}
@@ -943,7 +943,7 @@ inline bool CheckTrainIsInsideDepot(const Vehicle *v)
* @param first The first vehicle of the consist.
* @return The first vehicle of the consist.
*/
-static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
+static Train *UnlinkWagon(Train *v, Train *first)
{
/* unlinking the first vehicle of the chain? */
if (v == first) {
@@ -960,13 +960,13 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
return v;
}
- Vehicle *u;
+ Train *u;
for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
GetLastEnginePart(u)->SetNext(GetNextVehicle(v));
return first;
}
-static Vehicle *FindGoodVehiclePos(const Vehicle *src)
+static Train *FindGoodVehiclePos(const Train *src)
{
Vehicle *dst;
EngineID eng = src->engine_type;
@@ -979,7 +979,7 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
while (v->engine_type == eng) {
v = v->Next();
- if (v == NULL) return dst;
+ if (v == NULL) return (Train *)dst;
}
}
}
@@ -991,12 +991,12 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
* add a vehicle v behind vehicle dest
* use this function since it sets flags as needed
*/
-static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
+static void AddWagonToConsist(Train *v, Train *dest)
{
UnlinkWagon(v, v->First());
if (dest == NULL) return;
- Vehicle *next = dest->Next();
+ Train *next = dest->Next();
v->SetNext(NULL);
dest->SetNext(v);
v->SetNext(next);
@@ -1008,7 +1008,7 @@ static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
* move around on the train so rear engines are placed correctly according to the other engines
* always call with the front engine
*/
-static void NormaliseTrainConsist(Vehicle *v)
+static void NormaliseTrainConsist(Train *v)
{
if (IsFreeWagon(v)) return;
@@ -1018,7 +1018,7 @@ static void NormaliseTrainConsist(Vehicle *v)
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
/* make sure that there are no free cars before next engine */
- Vehicle *u;
+ Train *u;
for (u = v; u->Next() != NULL && !IsTrainEngine(u->Next()); u = u->Next()) {}
if (u == v->u.rail.other_multiheaded_part) continue;
@@ -1040,22 +1040,25 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
VehicleID s = GB(p1, 0, 16);
VehicleID d = GB(p1, 16, 16);
- Vehicle *src = Vehicle::GetIfValid(s);
- if (src == NULL || src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
+ Vehicle *src_v = Vehicle::GetIfValid(s);
+ if (src_v == NULL || src_v->type != VEH_TRAIN || !CheckOwnership(src_v->owner)) return CMD_ERROR;
/* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
- if (HASBITS(src->vehstatus, VS_CRASHED)) return CMD_ERROR;
+ if (HASBITS(src_v->vehstatus, VS_CRASHED)) return CMD_ERROR;
+
+ Train *src = (Train *)src_v;
/* if nothing is selected as destination, try and find a matching vehicle to drag to. */
- Vehicle *dst;
+ Train *dst;
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
} else {
- dst = Vehicle::GetIfValid(d);
- if (dst == NULL || dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
+ Vehicle *dst_v = Vehicle::GetIfValid(d);
+ if (dst_v == NULL || dst_v->type != VEH_TRAIN || !CheckOwnership(dst_v->owner)) return CMD_ERROR;
/* Do not allow appending to crashed vehicles, too */
- if (HASBITS(dst->vehstatus, VS_CRASHED)) return CMD_ERROR;
+ if (HASBITS(dst_v->vehstatus, VS_CRASHED)) return CMD_ERROR;
+ dst = (Train *)dst_v;
}
/* if an articulated part is being handled, deal with its parent vehicle */
@@ -1068,8 +1071,8 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (src == dst) return CommandCost();
/* locate the head of the two chains */
- Vehicle *src_head = src->First();
- Vehicle *dst_head;
+ Train *src_head = src->First();
+ Train *dst_head;
if (dst != NULL) {
dst_head = dst->First();
if (dst_head->tile != src_head->tile) return CMD_ERROR;
@@ -1105,7 +1108,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
/* We are moving between rows, so only count the wagons from the source
* row that are being moved. */
if (HasBit(p2, 0)) {
- const Vehicle *u;
+ const Train *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
@@ -1151,7 +1154,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* v->Next()->Previous() == v holds (assuming v->Next() != NULL).
*/
bool src_in_dst = false;
- for (Vehicle *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
+ for (Train *v = dst_head; !src_in_dst && v != NULL; v = v->Next()) src_in_dst = v == src;
/*
* If the source chain is in the destination chain then the user is
@@ -1171,12 +1174,12 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* attaching fails or succeeds because we are not 'only' doing this
* in the DC_EXEC state.
*/
- Vehicle *dst_tail = dst_head;
+ Train *dst_tail = dst_head;
while (dst_tail->Next() != NULL) dst_tail = dst_tail->Next();
- Vehicle *orig_tail = dst_tail;
- Vehicle *next_to_attach = src;
- Vehicle *src_previous = src->Previous();
+ Train *orig_tail = dst_tail;
+ Train *next_to_attach = src;
+ Train *src_previous = src->Previous();
while (next_to_attach != NULL) {
/* Don't check callback for articulated or rear dual headed parts */
@@ -1224,7 +1227,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
* to the next wagon. Then add that to the tail of the destination
* train and update the tail with the new vehicle.
*/
- Vehicle *to_add = next_to_attach;
+ Train *to_add = next_to_attach;
next_to_attach = next_to_attach->Next();
to_add->SetNext(NULL);
@@ -1259,7 +1262,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
if (HasBit(p2, 0)) {
/* unlink ALL wagons */
if (src != src_head) {
- Vehicle *v = src_head;
+ Train *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
GetLastEnginePart(v)->SetNext(NULL);
} else {
@@ -1318,7 +1321,7 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, u
/* link in the wagon(s) in the chain. */
{
- Vehicle *v;
+ Train *v;
for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v)) {}
GetLastEnginePart(v)->SetNext(dst->Next());
@@ -1391,14 +1394,15 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Check if we deleted a vehicle window */
Window *w = NULL;
- Vehicle *v = Vehicle::GetIfValid(p1);
- if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
+ Vehicle *vt = Vehicle::GetIfValid(p1);
+ if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
if (p2 > 1) return CMD_ERROR;
- if (HASBITS(v->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
+ if (HASBITS(vt->vehstatus, VS_CRASHED)) return_cmd_error(STR_CAN_T_SELL_DESTROYED_VEHICLE);
+ Train *v = (Train *)vt;
while (IsArticulatedPart(v)) v = v->Previous();
- Vehicle *first = v->First();
+ Train *first = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(first) < 0) {
@@ -1426,7 +1430,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* 1. Delete the engine, if it is dualheaded also delete the matching
* rear engine of the loco (from the point of deletion onwards) */
- Vehicle *rear = (IsMultiheaded(v) &&
+ Train *rear = (IsMultiheaded(v) &&
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
if (rear != NULL) {
@@ -1440,7 +1444,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* 2. We are selling the front vehicle, some special action might be required
* here, so take attention */
if (v == first) {
- Vehicle *new_f = GetNextVehicle(first);
+ Train *new_f = GetNextVehicle(first);
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
@@ -1500,13 +1504,13 @@ CommandCost CmdSellRailWagon(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Start deleting every vehicle after the selected one
* If we encounter a matching rear-engine to a front-engine
* earlier in the chain (before deletion), leave it alone */
- for (Vehicle *tmp; v != NULL; v = tmp) {
+ for (Train *tmp; v != NULL; v = tmp) {
tmp = GetNextVehicle(v);
if (IsMultiheaded(v)) {
if (IsTrainEngine(v)) {
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
- Vehicle *rear = v->u.rail.other_multiheaded_part;
+ Train *rear = v->u.rail.other_multiheaded_part;
if (rear != NULL) {
cost.AddCost(-rear->value);
@@ -1572,14 +1576,14 @@ void Train::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
-static void UpdateVarsAfterSwap(Vehicle *v)
+static void UpdateVarsAfterSwap(Train *v)
{
v->UpdateDeltaXY(v->direction);
v->cur_image = v->GetImage(v->direction);
VehicleMove(v, true);
}
-static inline void SetLastSpeed(Vehicle *v, int spd)
+static inline void SetLastSpeed(Train *v, int spd)
{
int old = v->u.rail.last_speed;
if (spd != old) {
@@ -1591,7 +1595,7 @@ static inline void SetLastSpeed(Vehicle *v, int spd)
}
/** Mark a train as stuck and stop it if it isn't stopped right now. */
-static void MarkTrainAsStuck(Vehicle *v)
+static void MarkTrainAsStuck(Train *v)
{
if (!HasBit(v->u.rail.flags, VRF_TRAIN_STUCK)) {
/* It is the first time the problem occured, set the "train stuck" flag. */
@@ -1631,9 +1635,9 @@ static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
}
}
-static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
+static void ReverseTrainSwapVeh(Train *v, int l, int r)
{
- Vehicle *a, *b;
+ Train *a, *b;
/* locate vehicles to swap */
for (a = v; l != 0; l--) a = a->Next();
@@ -1704,7 +1708,7 @@ static Vehicle *TrainApproachingCrossingEnum(Vehicle *v, void *data)
TileIndex tile = *(TileIndex*)data;
- if (TrainApproachingCrossingTile(v) != tile) return NULL;
+ if (TrainApproachingCrossingTile((Train *)v) != tile) return NULL;
return v;
}
@@ -1775,11 +1779,11 @@ static inline void MaybeBarCrossingWithSound(TileIndex tile)
* This one is called before the train is reversed.
* @param v First vehicle in chain
*/
-static void AdvanceWagonsBeforeSwap(Vehicle *v)
+static void AdvanceWagonsBeforeSwap(Train *v)
{
- Vehicle *base = v;
- Vehicle *first = base; // first vehicle to move
- Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
+ Train *base = v;
+ Train *first = base; // first vehicle to move
+ Train *last = (Train *)GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
while (length > 2) {
@@ -1803,15 +1807,15 @@ static void AdvanceWagonsBeforeSwap(Vehicle *v)
* This one is called after the train is reversed.
* @param v First vehicle in chain
*/
-static void AdvanceWagonsAfterSwap(Vehicle *v)
+static void AdvanceWagonsAfterSwap(Train *v)
{
/* first of all, fix the situation when the train was entering a depot */
- Vehicle *dep = v; // last vehicle in front of just left depot
+ Train *dep = v; // last vehicle in front of just left depot
while (dep->Next() != NULL && (dep->u.rail.track == TRACK_BIT_DEPOT || dep->Next()->u.rail.track != TRACK_BIT_DEPOT)) {
dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
}
- Vehicle *leave = dep->Next(); // first vehicle in a depot we are leaving now
+ Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
if (leave != NULL) {
/* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
@@ -1826,9 +1830,9 @@ static void AdvanceWagonsAfterSwap(Vehicle *v)
dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
}
- Vehicle *base = v;
- Vehicle *first = base; // first vehicle to move
- Vehicle *last = GetLastVehicleInChain(v); // last vehicle to move
+ Train *base = v;
+ Train *first = base; // first vehicle to move
+ Train *last = (Train *)GetLastVehicleInChain(v); // last vehicle to move
uint length = CountVehiclesInChain(v);
/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
@@ -1857,7 +1861,7 @@ static void AdvanceWagonsAfterSwap(Vehicle *v)
}
-static void ReverseTrainDirection(Vehicle *v)
+static void ReverseTrainDirection(Train *v)
{
if (IsRailDepotTile(v->tile)) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
@@ -1946,8 +1950,10 @@ static void ReverseTrainDirection(Vehicle *v)
*/
CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
- Vehicle *v = Vehicle::GetIfValid(p1);
- if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
+ Vehicle *vt = Vehicle::GetIfValid(p1);
+ if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
+
+ Train *v = (Train *)vt;
if (p2 != 0) {
/* turn a single unit around */
@@ -1956,7 +1962,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
- Vehicle *front = v->First();
+ Train *front = v->First();
/* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(front) < 0) {
return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
@@ -2007,7 +2013,7 @@ CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1,
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
- if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
+ if (flags & DC_EXEC) ((Train *)v)->u.rail.force_proceed = 0x50;
return CommandCost();
}
@@ -2028,8 +2034,10 @@ CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
byte new_subtype = GB(p2, 8, 8);
bool only_this = HasBit(p2, 16);
- Vehicle *v = Vehicle::GetIfValid(p1);
- if (v == NULL || v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
+ Vehicle *vt = Vehicle::GetIfValid(p1);
+ if (vt == NULL || vt->type != VEH_TRAIN || !CheckOwnership(vt->owner)) return CMD_ERROR;
+
+ Train *v = (Train *)vt;
if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_CAN_T_REFIT_DESTROYED_VEHICLE);
@@ -2103,7 +2111,7 @@ CommandCost CmdRefitRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
_returned_refit_capacity = num;
/* Update the train's cached variables */
- if (flags & DC_EXEC) TrainConsistChanged(Vehicle::Get(p1)->First(), false);
+ if (flags & DC_EXEC) TrainConsistChanged((Train *)Vehicle::Get(p1)->First(), false);
return cost;
}
@@ -2135,7 +2143,7 @@ static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int trac
/** returns the tile of a depot to goto to. The given vehicle must not be
* crashed! */
-static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
+static TrainFindDepotData FindClosestTrainDepot(Train *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
@@ -2247,7 +2255,7 @@ static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
-static void HandleLocomotiveSmokeCloud(const Vehicle *v)
+static void HandleLocomotiveSmokeCloud(const Train *v)
{
bool sound = false;
@@ -2255,7 +2263,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle *v)
return;
}
- const Vehicle *u = v;
+ const Train *u = v;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
@@ -2341,7 +2349,7 @@ void Train::PlayLeaveStationSound() const
}
/** Check if the train is on the last reserved tile and try to extend the path then. */
-static void CheckNextTrainTile(Vehicle *v)
+static void CheckNextTrainTile(Train *v)
{
/* Don't do any look-ahead if path_backoff_interval is 255. */
if (_settings_game.pf.path_backoff_interval == 255) return;
@@ -2378,10 +2386,10 @@ static void CheckNextTrainTile(Vehicle *v)
}
}
-static bool CheckTrainStayInDepot(Vehicle *v)
+static bool CheckTrainStayInDepot(Train *v)
{
/* bail out if not all wagons are in the same depot or not in a depot at all */
- for (const Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (const Train *u = v; u != NULL; u = u->Next()) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
@@ -2454,7 +2462,7 @@ static bool CheckTrainStayInDepot(Vehicle *v)
}
/** Clear the reservation of a tile that was just left by a wagon on track_dir. */
-static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir track_dir)
+static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
{
DiagDirection dir = TrackdirToExitdir(track_dir);
@@ -2488,7 +2496,7 @@ static void ClearPathReservation(const Vehicle *v, TileIndex tile, Trackdir trac
}
/** Free the reserved path in front of a vehicle. */
-void FreeTrainTrackReservation(const Vehicle *v, TileIndex origin, Trackdir orig_td)
+void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
{
assert(IsFrontEngine(v));
@@ -2613,7 +2621,7 @@ static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
* @param dest [out] State and destination of the requested path
* @return The best track the train should follow
*/
-static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
+static Track DoTrainPathfind(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found, bool do_track_reservation, PBSTileInfo *dest)
{
Track best_track;
@@ -2714,7 +2722,7 @@ static Track DoTrainPathfind(Vehicle *v, TileIndex tile, DiagDirection enterdir,
* another reservation or a track choice.
* @return INVALID_TILE indicates that the reservation failed.
*/
-static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_tracks, DiagDirection *enterdir)
+static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
{
bool no_90deg_turns = _settings_game.pf.pathfinder_for_trains != VPF_NTP && _settings_game.pf.forbid_90_deg;
PBSTileInfo origin = FollowTrainReservation(v);
@@ -2807,7 +2815,7 @@ static PBSTileInfo ExtendTrainReservation(const Vehicle *v, TrackBits *new_track
* @param override_tailtype Whether all physically compatible railtypes should be followed.
* @return True if a path to a safe stopping tile could be reserved.
*/
-static bool TryReserveSafeTrack(const Vehicle *v, TileIndex tile, Trackdir td, bool override_tailtype)
+static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
{
if (_settings_game.pf.pathfinder_for_trains == VPF_YAPF) {
return YapfRailFindNearestSafeTile(v, tile, td, override_tailtype);
@@ -2896,7 +2904,7 @@ public:
};
/* choose a track */
-static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
+static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
{
Track best_track = INVALID_TRACK;
bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
@@ -3075,7 +3083,7 @@ static Track ChooseTrainTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir
* @param first_tile_okay True if no path should be reserved if the current tile is a safe position.
* @return True if a path could be reserved.
*/
-bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
+bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
{
assert(v->type == VEH_TRAIN && IsFrontEngine(v));
@@ -3155,7 +3163,7 @@ bool TryPathReserve(Vehicle *v, bool mark_as_stuck, bool first_tile_okay)
}
-static bool CheckReverseTrain(Vehicle *v)
+static bool CheckReverseTrain(Train *v)
{
if (_settings_game.difficulty.line_reverse_mode != 0 ||
v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
@@ -3295,7 +3303,7 @@ void Train::MarkDirty()
* @param v The vehicle to update the speed of.
* @return distance to drive.
*/
-static int UpdateTrainSpeed(Vehicle *v)
+static int UpdateTrainSpeed(Train *v)
{
uint accel;
@@ -3340,7 +3348,7 @@ static int UpdateTrainSpeed(Vehicle *v)
return scaled_spd;
}
-static void TrainEnterStation(Vehicle *v, StationID station)
+static void TrainEnterStation(Train *v, StationID station)
{
v->last_station_visited = station;
@@ -3363,7 +3371,7 @@ static void TrainEnterStation(Vehicle *v, StationID station)
StationAnimationTrigger(st, v->tile, STAT_ANIM_TRAIN_ARRIVES);
}
-static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
+static byte AfterSetTrainPos(Train *v, bool new_tile)
{
byte old_z = v->z_pos;
v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
@@ -3396,7 +3404,7 @@ static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
}
/* Check if the vehicle is compatible with the specified tile */
-static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
+static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
{
return
IsTileOwner(tile, v->owner) && (
@@ -3420,7 +3428,7 @@ static const RailtypeSlowdownParams _railtype_slowdown[] = {
};
/** Modify the speed of the vehicle due to a turn */
-static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
+static inline void AffectSpeedByDirChange(Train *v, Direction new_dir)
{
if (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
@@ -3432,7 +3440,7 @@ static inline void AffectSpeedByDirChange(Vehicle *v, Direction new_dir)
}
/** Modify the speed of the vehicle due to a change in altitude */
-static inline void AffectSpeedByZChange(Vehicle *v, byte old_z)
+static inline void AffectSpeedByZChange(Train *v, byte old_z)
{
if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL) return;
@@ -3461,7 +3469,7 @@ static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
}
-static void SetVehicleCrashed(Vehicle *v)
+static void SetVehicleCrashed(Train *v)
{
if (v->u.rail.crash_anim_pos != 0) return;
@@ -3470,7 +3478,7 @@ static void SetVehicleCrashed(Vehicle *v)
/* Remove all reservations, also the ones currently under the train
* and any railway station paltform reservation. */
FreeTrainTrackReservation(v);
- for (const Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (const Train *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u, u->tile, u->GetVehicleTrackdir());
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
@@ -3503,7 +3511,7 @@ static void SetVehicleCrashed(Vehicle *v)
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
-static uint CountPassengersInTrain(const Vehicle *v)
+static uint CountPassengersInTrain(const Train *v)
{
uint num = 0;
@@ -3520,7 +3528,7 @@ static uint CountPassengersInTrain(const Vehicle *v)
* @param v first vehicle of chain
* @return number of victims (including 2 drivers; zero if train was already crashed)
*/
-static uint TrainCrashed(Vehicle *v)
+static uint TrainCrashed(Train *v)
{
/* do not crash train twice */
if (v->vehstatus & VS_CRASHED) return 0;
@@ -3549,7 +3557,7 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
Vehicle *coll = v->First();
/* can't collide with own wagons && can't crash in depot && the same height level */
- if (coll != tcc->v && v->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
+ if (coll != tcc->v && ((Train *)v)->u.rail.track != TRACK_BIT_DEPOT && abs(v->z_pos - tcc->v->z_pos) < 6) {
int x_diff = v->x_pos - tcc->v->x_pos;
int y_diff = v->y_pos - tcc->v->y_pos;
@@ -3557,15 +3565,15 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
if (x_diff * x_diff + y_diff * y_diff > 25) return NULL;
/* crash both trains */
- tcc->num += TrainCrashed(tcc->v);
- tcc->num += TrainCrashed(coll);
+ tcc->num += TrainCrashed((Train *)tcc->v);
+ tcc->num += TrainCrashed((Train *)coll);
/* Try to reserve all tiles directly under the crashed trains.
* As there might be more than two trains involved, we have to do that for all vehicles */
const Vehicle *u;
FOR_ALL_VEHICLES(u) {
- if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (u->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
- TrackBits trackbits = u->u.rail.track;
+ if (u->type == VEH_TRAIN && HASBITS(u->vehstatus, VS_CRASHED) && (((Train *)u)->u.rail.track & TRACK_BIT_DEPOT) == TRACK_BIT_NONE) {
+ TrackBits trackbits = ((Train *)u)->u.rail.track;
if ((trackbits & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(u->tile));
@@ -3584,7 +3592,7 @@ static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
-static bool CheckTrainCollision(Vehicle *v)
+static bool CheckTrainCollision(Train *v)
{
/* can't collide in depot */
if (v->u.rail.track == TRACK_BIT_DEPOT) return false;
@@ -3623,16 +3631,16 @@ static Vehicle *CheckVehicleAtSignal(Vehicle *v, void *data)
DiagDirection exitdir = *(DiagDirection *)data;
/* front engine of a train, not inside wormhole or depot, not crashed */
- if (v->type == VEH_TRAIN && IsFrontEngine(v) && (v->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
- if (v->cur_speed <= 5 && TrainExitDir(v->direction, v->u.rail.track) == exitdir) return v;
+ if (v->type == VEH_TRAIN && IsFrontEngine(v) && (((Train *)v)->u.rail.track & TRACK_BIT_MASK) != 0 && !(v->vehstatus & VS_CRASHED)) {
+ if (v->cur_speed <= 5 && TrainExitDir(v->direction, ((Train *)v)->u.rail.track) == exitdir) return v;
}
return NULL;
}
-static void TrainController(Vehicle *v, Vehicle *nomove)
+static void TrainController(Train *v, Vehicle *nomove)
{
- Vehicle *prev;
+ Train *prev;
/* For every vehicle after and including the given vehicle */
for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
@@ -3922,11 +3930,11 @@ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
TrackBits *trackbits = (TrackBits *)data;
if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
- if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
+ if ((((Train *)v)->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
/* Vehicle is inside a wormhole, v->u.rail.track contains no useful value then. */
*trackbits |= DiagDirToDiagTrackBits(GetTunnelBridgeDirection(v->tile));
} else {
- *trackbits |= v->u.rail.track;
+ *trackbits |= ((Train *)v)->u.rail.track;
}
}
@@ -3940,14 +3948,14 @@ static Vehicle *CollectTrackbitsFromCrashedVehiclesEnum(Vehicle *v, void *data)
* or inside a tunnel/bridge, recalculate the signals as they might need updating
* @param v the Vehicle of which last wagon is to be removed
*/
-static void DeleteLastWagon(Vehicle *v)
+static void DeleteLastWagon(Train *v)
{
- Vehicle *first = v->First();
+ Train *first = v->First();
/* Go to the last wagon and delete the link pointing there
* *u is then the one-before-last wagon, and *v the last
* one which will physicially be removed */
- Vehicle *u = v;
+ Train *u = v;
for (; v->Next() != NULL; v = v->Next()) u = v;
u->SetNext(NULL);
@@ -4002,7 +4010,7 @@ static void DeleteLastWagon(Vehicle *v)
}
}
-static void ChangeTrainDirRandomly(Vehicle *v)
+static void ChangeTrainDirRandomly(Train *v)
{
static const DirDiff delta[] = {
DIRDIFF_45LEFT, DIRDIFF_SAME, DIRDIFF_SAME, DIRDIFF_45RIGHT
@@ -4022,7 +4030,7 @@ static void ChangeTrainDirRandomly(Vehicle *v)
} while ((v = v->Next()) != NULL);
}
-static bool HandleCrashedTrain(Vehicle *v)
+static bool HandleCrashedTrain(Train *v)
{
int state = ++v->u.rail.crash_anim_pos;
@@ -4061,7 +4069,7 @@ static bool HandleCrashedTrain(Vehicle *v)
return true;
}
-static void HandleBrokenTrain(Vehicle *v)
+static void HandleBrokenTrain(Train *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
@@ -4105,7 +4113,7 @@ static const uint16 _breakdown_speeds[16] = {
* @param signal not line end, just a red signal
* @return true iff we did NOT have to reverse
*/
-static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
+static bool TrainApproachingLineEnd(Train *v, bool signal)
{
/* Calc position within the current tile */
uint x = v->x_pos & 0xF;
@@ -4146,7 +4154,7 @@ static bool TrainApproachingLineEnd(Vehicle *v, bool signal)
* @param v train to test
* @return true iff vehicle is NOT entering or inside a depot or tunnel/bridge
*/
-static bool TrainCanLeaveTile(const Vehicle *v)
+static bool TrainCanLeaveTile(const Train *v)
{
/* Exit if inside a tunnel/bridge or a depot */
if (v->u.rail.track == TRACK_BIT_WORMHOLE || v->u.rail.track == TRACK_BIT_DEPOT) return false;
@@ -4176,7 +4184,7 @@ static bool TrainCanLeaveTile(const Vehicle *v)
* @return TileIndex of crossing the train is approaching, else INVALID_TILE
* @pre v in non-crashed front engine
*/
-static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
+static TileIndex TrainApproachingCrossingTile(const Train *v)
{
assert(IsFrontEngine(v));
assert(!(v->vehstatus & VS_CRASHED));
@@ -4202,7 +4210,7 @@ static TileIndex TrainApproachingCrossingTile(const Vehicle *v)
* @param v vehicle we are checking
* @return true iff we did NOT have to reverse
*/
-static bool TrainCheckIfLineEnds(Vehicle *v)
+static bool TrainCheckIfLineEnds(Train *v)
{
/* First, handle broken down train */
@@ -4253,7 +4261,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
}
-static bool TrainLocoHandler(Vehicle *v, bool mode)
+static bool TrainLocoHandler(Train *v, bool mode)
{
/* train has crashed? */
if (v->vehstatus & VS_CRASHED) {
@@ -4381,7 +4389,7 @@ static bool TrainLocoHandler(Vehicle *v, bool mode)
SetLastSpeed(v, v->cur_speed);
}
- for (Vehicle *u = v; u != NULL; u = u->Next()) {
+ for (Train *u = v; u != NULL; u = u->Next()) {
if ((u->vehstatus & VS_HIDDEN) != 0) continue;
uint16 old_image = u->cur_image;
@@ -4399,7 +4407,7 @@ static bool TrainLocoHandler(Vehicle *v, bool mode)
Money Train::GetRunningCost() const
{
Money cost = 0;
- const Vehicle *v = this;
+ const Train *v = this;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
@@ -4448,7 +4456,7 @@ bool Train::Tick()
return true;
}
-static void CheckIfTrainNeedsService(Vehicle *v)
+static void CheckIfTrainNeedsService(Train *v)
{
static const uint MAX_ACCEPTABLE_DEPOT_DIST = 16;