changeset 11986:78abb48a4fba draft

(svn r16392) -Codechange: move some variables (the ones that aren't caches) from VehicleRail to Train
author rubidium <rubidium@openttd.org>
date Fri, 22 May 2009 22:33:05 +0000
parents e05790b0a6c6
children 81554d4e6d76
files src/articulated_vehicles.cpp src/autoreplace_cmd.cpp src/elrail.cpp src/newgrf_engine.cpp src/npf.cpp src/pbs.cpp src/rail_cmd.cpp src/saveload/afterload.cpp src/saveload/oldloader_sl.cpp src/saveload/vehicle_sl.cpp src/signal.cpp src/train.h src/train_cmd.cpp src/train_gui.cpp src/tunnelbridge_cmd.cpp src/vehicle.cpp src/vehicle_base.h src/vehicle_cmd.cpp src/vehicle_gui.cpp src/vehiclelist.cpp src/water_cmd.cpp src/yapf/follow_track.hpp src/yapf/yapf_destrail.hpp src/yapf/yapf_rail.cpp
diffstat 24 files changed, 269 insertions(+), 267 deletions(-) [+]
line wrap: on
line diff
--- a/src/articulated_vehicles.cpp
+++ b/src/articulated_vehicles.cpp
@@ -312,8 +312,8 @@
 				Train *t = new Train();
 				t->subtype = 0;
 				previous->SetNext(t);
-				t->u.rail.track = front->u.rail.track;
-				t->u.rail.railtype = front->u.rail.railtype;
+				t->track = front->track;
+				t->railtype = front->railtype;
 				t->u.rail.first_engine = front->engine_type;
 
 				t->spritenum = e_artic->u.rail.image_index;
--- a/src/autoreplace_cmd.cpp
+++ b/src/autoreplace_cmd.cpp
@@ -92,7 +92,7 @@
 	assert(!part_of_chain || new_head->IsPrimaryVehicle());
 	/* Loop through source parts */
 	for (Vehicle *src = old_veh; src != NULL; src = src->Next()) {
-		if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != ((Train *)old_veh)->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
+		if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != ((Train *)old_veh)->other_multiheaded_part && !IsArticulatedPart(src)) {
 			/* Skip vehicles, which do not belong to old_veh */
 			src = GetLastEnginePart((Train *)src);
 			continue;
@@ -101,7 +101,7 @@
 
 		/* Find free space in the new chain */
 		for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) {
-			if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != ((Train *)new_head)->u.rail.other_multiheaded_part && !IsArticulatedPart(dest)) {
+			if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != ((Train *)new_head)->other_multiheaded_part && !IsArticulatedPart(dest)) {
 				/* Skip vehicles, which do not belong to new_head */
 				dest = GetLastEnginePart((Train *)dest);
 				continue;
@@ -269,7 +269,7 @@
 	}
 
 	/* Try to reverse the vehicle, but do not care if it fails as the new type might not be reversible */
-	if (new_veh->type == VEH_TRAIN && HasBit(((Train *)old_veh)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
+	if (new_veh->type == VEH_TRAIN && HasBit(((Train *)old_veh)->flags, VRF_REVERSE_DIRECTION)) {
 		DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
 	}
 
--- a/src/elrail.cpp
+++ b/src/elrail.cpp
@@ -558,12 +558,12 @@
 			if (v->type != VEH_TRAIN) continue;
 
 			Train *t = (Train *)v;
-			if (t->u.rail.railtype == RAILTYPE_ELECTRIC) {
+			if (t->railtype == RAILTYPE_ELECTRIC) {
 				/* this railroad vehicle is now compatible only with elrail,
 				 *  so add there also normal rail compatibility */
-				t->u.rail.compatible_railtypes |= RAILTYPES_RAIL;
-				t->u.rail.railtype = RAILTYPE_RAIL;
-				SetBit(t->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
+				t->compatible_railtypes |= RAILTYPES_RAIL;
+				t->railtype = RAILTYPE_RAIL;
+				SetBit(t->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL);
 			}
 		}
 	}
--- a/src/newgrf_engine.cpp
+++ b/src/newgrf_engine.cpp
@@ -672,12 +672,12 @@
 				const Train *u = IsTrainWagon(v) && HasBit(v->vehicle_flags, VRF_POWEREDWAGON) ? t->First() : t;
 				RailType railtype = GetRailType(v->tile);
 				bool powered = IsTrainEngine(v) || (IsTrainWagon(v) && HasBit(v->vehicle_flags, VRF_POWEREDWAGON));
-				bool has_power = powered && HasPowerOnRail(u->u.rail.railtype, railtype);
-				bool is_electric = powered && u->u.rail.railtype == RAILTYPE_ELECTRIC;
+				bool has_power = powered && HasPowerOnRail(u->railtype, railtype);
+				bool is_electric = powered && u->railtype == RAILTYPE_ELECTRIC;
 
 				if (has_power) SetBit(modflags, 5);
 				if (is_electric && !has_power) SetBit(modflags, 6);
-				if (HasBit(t->u.rail.flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
+				if (HasBit(t->flags, VRF_TOGGLE_REVERSE)) SetBit(modflags, 8);
 			}
 			if (HasBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE)) SetBit(modflags, 10);
 
@@ -736,7 +736,7 @@
 		case 0x47: return GB(Engine::Get(v->engine_type)->internal_id, 8, 8);
 		case 0x48:
 			if (v->type != VEH_TRAIN || v->spritenum != 0xFD) return v->spritenum;
-			return HasBit(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
+			return HasBit(((Train *)v)->flags, VRF_REVERSE_DIRECTION) ? 0xFE : 0xFD;
 
 		case 0x49: return v->day_counter;
 		case 0x4A: return v->breakdowns_since_last_service;
@@ -770,8 +770,8 @@
 		case VEH_TRAIN: {
 			Train *t = (Train *)v;
 			switch (variable - 0x80) {
-				case 0x62: return t->u.rail.track;
-				case 0x66: return t->u.rail.railtype;
+				case 0x62: return t->track;
+				case 0x66: return t->railtype;
 				case 0x73: return t->u.rail.cached_veh_length;
 				case 0x74: return t->u.rail.cached_power;
 				case 0x75: return GB(t->u.rail.cached_power,  8, 24);
--- a/src/npf.cpp
+++ b/src/npf.cpp
@@ -1070,8 +1070,8 @@
 	start1.direction = trackdir;
 	NPFSetFlag(&start1, NPF_FLAG_IGNORE_RESERVED, true);
 
-	RailTypes railtypes = v->u.rail.compatible_railtypes;
-	if (override_railtype) railtypes |= GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes;
+	RailTypes railtypes = v->compatible_railtypes;
+	if (override_railtype) railtypes |= GetRailTypeInfo(v->railtype)->compatible_railtypes;
 
 	/* perform a breadth first search. Target is NULL,
 	 * since we are just looking for any safe tile...*/
--- a/src/pbs.cpp
+++ b/src/pbs.cpp
@@ -236,7 +236,7 @@
 	if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
 
 	Train *t = (Train *)v;
-	if (HasBit((TrackBits)t->u.rail.track, TrackdirToTrack(info->res.trackdir))) {
+	if (HasBit((TrackBits)t->track, TrackdirToTrack(info->res.trackdir))) {
 		t = t->First();
 
 		/* ALWAYS return the lowest ID (anti-desync!) */
@@ -264,7 +264,7 @@
 	if (IsRailDepotTile(tile) && !GetRailDepotReservation(tile)) return PBSTileInfo(tile, trackdir, false);
 
 	FindTrainOnTrackInfo ftoti;
-	ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes, tile, trackdir);
+	ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->railtype)->compatible_railtypes, tile, trackdir);
 	ftoti.res.okay = IsSafeWaitingPosition(v, ftoti.res.tile, ftoti.res.trackdir, true, _settings_game.pf.forbid_90_deg);
 	if (train_on_res != NULL) *train_on_res = HasVehicleOnPos(ftoti.res.tile, &ftoti, FindTrainOnTrackEnum);
 	return ftoti.res;
@@ -333,7 +333,7 @@
 	}
 
 	/* Check next tile. For perfomance reasons, we check for 90 degree turns ourself. */
-	CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
+	CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
 
 	/* End of track? */
 	if (!ft.Follow(tile, trackdir)) {
@@ -376,7 +376,7 @@
 	if (IsTileType(tile, MP_RAILWAY) && HasSignalOnTrackdir(tile, trackdir) && !IsPbsSignal(GetSignalType(tile, track))) return true;
 
 	/* Check the next tile, if it's a PBS signal, it has to be free as well. */
-	CFollowTrackRail ft(v, GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes);
+	CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
 
 	if (!ft.Follow(tile, trackdir)) return true;
 
--- a/src/rail_cmd.cpp
+++ b/src/rail_cmd.cpp
@@ -93,7 +93,7 @@
 	if (v->type != VEH_TRAIN) return NULL;
 
 	Train *t = (Train *)v;
-	if ((t->u.rail.track != rail_bits) && !TracksOverlap(t->u.rail.track | rail_bits)) return NULL;
+	if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
 
 	_error_message = VehicleInTheWayErrMsg(v);
 	return v;
@@ -1308,7 +1308,7 @@
 					Track     track;
 					while ((track = RemoveFirstTrack(&reserved)) != INVALID_TRACK) {
 						Train *v = GetTrainForReservation(tile, track);
-						if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
+						if (v != NULL && !HasPowerOnRail(v->railtype, totype)) {
 							/* No power on new rail type, reroute. */
 							FreeTrainTrackReservation(v);
 							*vehicles_affected.Append() = v;
@@ -1374,7 +1374,7 @@
 						Track track = DiagDirToDiagTrack(GetTunnelBridgeDirection(tile));
 						if (GetTunnelBridgeReservation(tile)) {
 							Train *v = GetTrainForReservation(tile, track);
-							if (v != NULL && !HasPowerOnRail(v->u.rail.railtype, totype)) {
+							if (v != NULL && !HasPowerOnRail(v->railtype, totype)) {
 								/* No power on new rail type, reroute. */
 								FreeTrainTrackReservation(v);
 								*vehicles_affected.Append() = v;
@@ -2484,7 +2484,7 @@
 	} else if (_fractcoords_enter[dir] == fract_coord) {
 		if (DiagDirToDir(ReverseDiagDir(dir)) == v->direction) {
 			/* enter the depot */
-			v->u.rail.track = TRACK_BIT_DEPOT,
+			v->track = TRACK_BIT_DEPOT,
 			v->vehstatus |= VS_HIDDEN; // hide it
 			v->direction = ReverseDir(v->direction);
 			if (v->Next() == NULL) VehicleEnterDepot(v);
@@ -2498,7 +2498,7 @@
 			/* leave the depot? */
 			if ((v = v->Next()) != NULL) {
 				v->vehstatus &= ~VS_HIDDEN;
-				v->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
+				v->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
 			}
 		}
 	}
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -912,7 +912,7 @@
 				continue;
 			}
 			if (v->type == VEH_TRAIN) {
-				((Train *)v)->u.rail.track = TRACK_BIT_WORMHOLE;
+				((Train *)v)->track = TRACK_BIT_WORMHOLE;
 			} else {
 				((RoadVehicle *)v)->state = RVSB_WORMHOLE;
 			}
@@ -928,7 +928,7 @@
 			if (v->type == VEH_TRAIN) {
 				RailType rt = RailVehInfo(v->engine_type)->railtype;
 
-				((Train *)v)->u.rail.railtype = rt;
+				((Train *)v)->railtype = rt;
 				if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
 			}
 		}
@@ -1704,10 +1704,10 @@
 		FOR_ALL_VEHICLES(u) {
 			if (u->type == VEH_TRAIN) {
 				Train *v = (Train *)u;
-				if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
+				if ((v->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
 					TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
-				} else if ((v->u.rail.track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
-					TryReserveRailTrack(v->tile, TrackBitsToTrack(v->u.rail.track));
+				} else if ((v->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
+					TryReserveRailTrack(v->tile, TrackBitsToTrack(v->track));
 				}
 			}
 		}
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -1079,10 +1079,10 @@
 static VehicleID _current_vehicle_id;
 
 static const OldChunks vehicle_train_chunk[] = {
-	OCL_SVAR(  OC_UINT8, VehicleRail, track ),
-	OCL_SVAR(  OC_UINT8, VehicleRail, force_proceed ),
-	OCL_SVAR( OC_UINT16, VehicleRail, crash_anim_pos ),
-	OCL_SVAR(  OC_UINT8, VehicleRail, railtype ),
+	OCL_SVAR(  OC_UINT8, Train, track ),
+	OCL_SVAR(  OC_UINT8, Train, force_proceed ),
+	OCL_SVAR( OC_UINT16, Train, crash_anim_pos ),
+	OCL_SVAR(  OC_UINT8, Train, railtype ),
 
 	OCL_NULL( 5 ), ///< Junk
 
@@ -1157,7 +1157,7 @@
 	} else {
 		switch (v->type) {
 			default: NOT_REACHED();
-			case VEH_TRAIN   : res = LoadChunk(ls, &v->u.rail,     vehicle_train_chunk);    break;
+			case VEH_TRAIN   : res = LoadChunk(ls, v, vehicle_train_chunk);    break;
 			case VEH_ROAD    : res = LoadChunk(ls, v, vehicle_road_chunk);     break;
 			case VEH_SHIP    : res = LoadChunk(ls, v, vehicle_ship_chunk);     break;
 			case VEH_AIRCRAFT: res = LoadChunk(ls, v, vehicle_air_chunk);      break;
@@ -1315,7 +1315,7 @@
 					};
 					if (v->spritenum / 2 >= lengthof(spriteset_rail)) return false;
 					v->spritenum = spriteset_rail[v->spritenum / 2]; // adjust railway sprite set offset
-					((Train *)v)->u.rail.railtype = type == 0x25 ? 1 : 0; // monorail / rail
+					((Train *)v)->railtype = type == 0x25 ? 1 : 0; // monorail / rail
 					break;
 				}
 
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -24,7 +24,7 @@
 
 	FOR_ALL_VEHICLES(v) {
 		if (v->type == VEH_TRAIN) {
-			((Train *)v)->u.rail.other_multiheaded_part = NULL;
+			((Train *)v)->other_multiheaded_part = NULL;
 		}
 	}
 
@@ -46,7 +46,7 @@
 			bool sequential_matching = IsFrontEngine(v);
 
 			for (Train *u = (Train *)v; u != NULL; u = (Train *)GetNextVehicle(u)) {
-				if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
+				if (u->other_multiheaded_part != NULL) continue; // we already linked this one
 
 				if (IsMultiheaded(u)) {
 					if (!IsTrainEngine(u)) {
@@ -60,7 +60,7 @@
 					Train *w;
 					if (sequential_matching) {
 						for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
-							if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
+							if (w->engine_type != eid || w->other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
 
 							/* we found a car to partner with this engine. Now we will make sure it face the right way */
 							if (IsTrainEngine(w)) {
@@ -72,7 +72,7 @@
 					} else {
 						uint stack_pos = 0;
 						for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
-							if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
+							if (w->engine_type != eid || w->other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
 
 							if (IsTrainEngine(w)) {
 								stack_pos++;
@@ -84,8 +84,8 @@
 					}
 
 					if (w != NULL) {
-						w->u.rail.other_multiheaded_part = u;
-						u->u.rail.other_multiheaded_part = w;
+						w->other_multiheaded_part = u;
+						u->other_multiheaded_part = w;
 					} else {
 						/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
 						ClearMultiheaded(u);
@@ -525,13 +525,13 @@
 	static const SaveLoad _train_desc[] = {
 		SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
 		SLE_VEH_INCLUDEX(),
-		    SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos),      SLE_UINT16),
-		    SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed),       SLE_UINT8),
-		    SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype),            SLE_UINT8),
-		    SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track),               SLE_UINT8),
+		     SLE_VAR(Train, crash_anim_pos,      SLE_UINT16),
+		     SLE_VAR(Train, force_proceed,       SLE_UINT8),
+		     SLE_VAR(Train, railtype,            SLE_UINT8),
+		     SLE_VAR(Train, track,               SLE_UINT8),
 
-		SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags),               SLE_FILE_U8  | SLE_VAR_U16,   2,  99),
-		SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags),               SLE_UINT16,                 100, SL_MAX_VERSION),
+		 SLE_CONDVAR(Train, flags,               SLE_FILE_U8  | SLE_VAR_U16,   2,  99),
+		 SLE_CONDVAR(Train, flags,               SLE_UINT16,                 100, SL_MAX_VERSION),
 		SLE_CONDNULL(2, 2, 59),
 
 		SLE_CONDNULL(2, 2, 19),
--- a/src/signal.cpp
+++ b/src/signal.cpp
@@ -185,7 +185,7 @@
 /** Check whether there is a train on rail, not in a depot */
 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
 {
-	if (v->type != VEH_TRAIN || ((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) return NULL;
+	if (v->type != VEH_TRAIN || ((Train *)v)->track == TRACK_BIT_DEPOT) return NULL;
 
 	return v;
 }
--- a/src/train.h
+++ b/src/train.h
@@ -11,6 +11,33 @@
 
 struct Train;
 
+enum VehicleRailFlags {
+	VRF_REVERSING         = 0,
+
+	/* used to calculate if train is going up or down */
+	VRF_GOINGUP           = 1,
+	VRF_GOINGDOWN         = 2,
+
+	/* used to store if a wagon is powered or not */
+	VRF_POWEREDWAGON      = 3,
+
+	/* used to reverse the visible direction of the vehicle */
+	VRF_REVERSE_DIRECTION = 4,
+
+	/* used to mark train as lost because PF can't find the route */
+	VRF_NO_PATH_TO_DESTINATION = 5,
+
+	/* used to mark that electric train engine is allowed to run on normal rail */
+	VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
+
+	/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
+	VRF_TOGGLE_REVERSE = 7,
+
+	/* used to mark a train that can't get a path reservation */
+	VRF_TRAIN_STUCK    = 8,
+};
+
+
 /** enum to handle train subtypes
  * Do not access it directly unless you have to. Use the access functions below
  * This is an enum to tell what bit to access as it is a bitmask
@@ -241,6 +268,17 @@
  * As side-effect the vehicle type is set correctly.
  */
 struct Train : public Vehicle {
+	/* Link between the two ends of a multiheaded engine */
+	Train *other_multiheaded_part;
+
+	uint16 crash_anim_pos;
+
+	uint16 flags;
+	TrackBitsByte track;
+	byte force_proceed;
+	RailTypeByte railtype;
+	RailTypes compatible_railtypes;
+
 	/** Initializes the Vehicle to a train */
 	Train() { this->type = VEH_TRAIN; }
 
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -95,7 +95,7 @@
 
 		/* 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 @@
 			}
 		}
 
-		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 @@
 		}
 
 		/* 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 @@
 	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 @@
 	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 @@
 
 		/* 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 @@
 		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 @@
 
 	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 @@
 		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 @@
 	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 @@
 	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 @@
 		}
 	} 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 @@
 	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 @@
 		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 @@
 		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 @@
 	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 @@
 	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 @@
 	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 @@
 		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 @@
 		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 @@
 		 *
 		 * 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 @@
 		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 @@
 			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 @@
 			/* 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 @@
 				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 @@
 								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 @@
 /** 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 @@
 			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 @@
 {
 	/* 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 @@
 
 		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 @@
 		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 @@
 	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 @@
 		 * 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 @@
 			/* 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 @@
 		}
 
 		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 @@
 			}
 
 			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 @@
 	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 @@
 	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 @@
 			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 @@
 		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 @@
 		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 @@
 		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 @@
 	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 @@
 {
 	/* 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 @@
 
 	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 @@
 	}
 
 	/* 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 @@
 	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 @@
 	/* 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 @@
 			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 @@
 			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 @@
 		/* 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 @@
 			}
 		} 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 @@
 	/* 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 @@
 	}
 
 	/* 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 @@
 	/* 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 @@
 	}
 
 	/* 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 @@
 
 	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 @@
 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 @@
 			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 @@
 			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 @@
 				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 @@
 {
 	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 @@
 	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 @@
 			/* 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 @@
 	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 @@
 	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 @@
 {
 	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 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 @@
 	/* 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 @@
 	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 @@
 		 * 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 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 @@
 	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 @@
 		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 @@
 				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 @@
 					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 @@
 					/* 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 @@
 						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 @@
 					 * 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 @@
 	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 @@
 		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 @@
 	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 @@
 			/* 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 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 @@
 
 	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 @@
 	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 @@
 	/* 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 @@
 		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 @@
 		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 @@
 	}
 
 	/* 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 @@
 				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 @@
 		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 @@
 {
 	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()
--- a/src/train_gui.cpp
+++ b/src/train_gui.cpp
@@ -28,7 +28,7 @@
 	FOR_ALL_VEHICLES(v) {
 		if (v->type == VEH_TRAIN && IsFrontEngine(v) &&
 				v->tile == tile &&
-				((Train *)v)->u.rail.track == TRACK_BIT_DEPOT) {
+				((Train *)v)->track == TRACK_BIT_DEPOT) {
 			if (found != NULL) return; // must be exactly one.
 			found = v;
 		}
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -1390,7 +1390,7 @@
 
 			vdir = DirToDiagDir(t->direction);
 
-			if (t->u.rail.track != TRACK_BIT_WORMHOLE && dir == vdir) {
+			if (t->track != TRACK_BIT_WORMHOLE && dir == vdir) {
 				if (IsFrontEngine(t) && fc == _tunnel_fractcoord_1[dir]) {
 					if (!PlayVehicleSound(t, VSE_TUNNEL) && RailVehInfo(t->engine_type)->engclass == 0) {
 						SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
@@ -1399,7 +1399,7 @@
 				}
 				if (fc == _tunnel_fractcoord_2[dir]) {
 					t->tile = tile;
-					t->u.rail.track = TRACK_BIT_WORMHOLE;
+					t->track = TRACK_BIT_WORMHOLE;
 					t->vehstatus |= VS_HIDDEN;
 					return VETSB_ENTERED_WORMHOLE;
 				}
@@ -1408,8 +1408,8 @@
 			if (dir == ReverseDiagDir(vdir) && fc == _tunnel_fractcoord_3[dir] && z == 0) {
 				/* We're at the tunnel exit ?? */
 				t->tile = tile;
-				t->u.rail.track = (TrackBits)_exit_tunnel_track[dir];
-				assert(t->u.rail.track);
+				t->track = (TrackBits)_exit_tunnel_track[dir];
+				assert(t->track);
 				t->vehstatus &= ~VS_HIDDEN;
 				return VETSB_ENTERED_WORMHOLE;
 			}
@@ -1465,9 +1465,9 @@
 			switch (v->type) {
 				case VEH_TRAIN: {
 					Train *t = (Train *)v;
-					t->u.rail.track = TRACK_BIT_WORMHOLE;
-					ClrBit(t->u.rail.flags, VRF_GOINGUP);
-					ClrBit(t->u.rail.flags, VRF_GOINGDOWN);
+					t->track = TRACK_BIT_WORMHOLE;
+					ClrBit(t->flags, VRF_GOINGUP);
+					ClrBit(t->flags, VRF_GOINGDOWN);
 				} break;
 
 				case VEH_ROAD:
@@ -1486,8 +1486,8 @@
 			switch (v->type) {
 				case VEH_TRAIN: {
 					Train *t = (Train *)v;
-					if (t->u.rail.track == TRACK_BIT_WORMHOLE) {
-						t->u.rail.track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
+					if (t->track == TRACK_BIT_WORMHOLE) {
+						t->track = (DiagDirToAxis(dir) == AXIS_X ? TRACK_BIT_X : TRACK_BIT_Y);
 						return VETSB_ENTERED_WORMHOLE;
 					}
 				} break;
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -982,7 +982,7 @@
 			if (!IsFrontEngine(v)) v = v->First();
 			UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
 			v->load_unload_time_rem = 0;
-			ClrBit(((Train *)v)->u.rail.flags, VRF_TOGGLE_REVERSE);
+			ClrBit(((Train *)v)->flags, VRF_TOGGLE_REVERSE);
 			TrainConsistChanged((Train *)v, true);
 			break;
 
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -45,14 +45,10 @@
 };
 
 struct VehicleRail {
-	/* Link between the two ends of a multiheaded engine */
-	Train *other_multiheaded_part;
-
 	/* Cached wagon override spritegroup */
 	const struct SpriteGroup *cached_override;
 
 	uint16 last_speed; // NOSAVE: only used in UI
-	uint16 crash_anim_pos;
 
 	/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
 	uint32 cached_power;        ///< total power of the consist.
@@ -79,38 +75,6 @@
 	/* NOSAVE: for wagon override - id of the first engine in train
 	 * 0xffff == not in train */
 	EngineID first_engine;
-
-	uint16 flags;
-	TrackBitsByte track;
-	byte force_proceed;
-	RailTypeByte railtype;
-	RailTypes compatible_railtypes;
-};
-
-enum VehicleRailFlags {
-	VRF_REVERSING         = 0,
-
-	/* used to calculate if train is going up or down */
-	VRF_GOINGUP           = 1,
-	VRF_GOINGDOWN         = 2,
-
-	/* used to store if a wagon is powered or not */
-	VRF_POWEREDWAGON      = 3,
-
-	/* used to reverse the visible direction of the vehicle */
-	VRF_REVERSE_DIRECTION = 4,
-
-	/* used to mark train as lost because PF can't find the route */
-	VRF_NO_PATH_TO_DESTINATION = 5,
-
-	/* used to mark that electric train engine is allowed to run on normal rail */
-	VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
-
-	/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
-	VRF_TOGGLE_REVERSE = 7,
-
-	/* used to mark a train that can't get a path reservation */
-	VRF_TRAIN_STUCK    = 8,
 };
 
 typedef Pool<Vehicle, VehicleID, 512, 64000> VehiclePool;
--- a/src/vehicle_cmd.cpp
+++ b/src/vehicle_cmd.cpp
@@ -349,7 +349,7 @@
 
 	if (!CheckOwnership(v->owner)) return CMD_ERROR;
 
-	if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
+	if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || ((Train *)v)->crash_anim_pos >= 4400)) return CMD_ERROR;
 
 	/* check that we can allocate enough vehicles */
 	if (!(flags & DC_EXEC)) {
@@ -381,8 +381,8 @@
 		if (flags & DC_EXEC) {
 			w = Vehicle::Get(_new_vehicle_id);
 
-			if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_REVERSE_DIRECTION)) {
-				SetBit(((Train *)w)->u.rail.flags, VRF_REVERSE_DIRECTION);
+			if (v->type == VEH_TRAIN && HasBit(((Train *)v)->flags, VRF_REVERSE_DIRECTION)) {
+				SetBit(((Train *)w)->flags, VRF_REVERSE_DIRECTION);
 			}
 
 			if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -1469,7 +1469,7 @@
 				SetDParam(1, v->u.rail.cached_power);
 				SetDParam(0, v->u.rail.cached_weight);
 				SetDParam(3, v->u.rail.cached_max_te / 1000);
-				DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->u.rail.railtype != RAILTYPE_MAGLEV) ?
+				DrawString(2, this->width - 2, 25, (_settings_game.vehicle.train_acceleration_model != TAM_ORIGINAL && ((Train *)v)->railtype != RAILTYPE_MAGLEV) ?
 					STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :
 					STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED);
 				break;
@@ -1949,7 +1949,7 @@
 			} else { // no train
 				str = STR_VEHICLE_STATUS_STOPPED;
 			}
-		} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->u.rail.flags, VRF_TRAIN_STUCK)) {
+		} else if (v->type == VEH_TRAIN && HasBit(((Train *)v)->flags, VRF_TRAIN_STUCK)) {
 			str = STR_TRAIN_STUCK;
 		} else { // vehicle is in a "normal" state, show current order
 			switch (v->current_order.GetType()) {
--- a/src/vehiclelist.cpp
+++ b/src/vehiclelist.cpp
@@ -29,7 +29,7 @@
 		switch (type) {
 			case VEH_TRAIN:
 				if (IsArticulatedPart(v) || IsRearDualheaded(v)) continue;
-				if (((Train *)v)->u.rail.track != TRACK_BIT_DEPOT) continue;
+				if (((Train *)v)->track != TRACK_BIT_DEPOT) continue;
 				if (wagons != NULL && IsFreeWagon(v->First())) {
 					if (individual_wagons || IsFreeWagon(v)) *wagons->Append() = v;
 					continue;
--- a/src/water_cmd.cpp
+++ b/src/water_cmd.cpp
@@ -816,7 +816,7 @@
 						FreeTrainTrackReservation((Train *)v);
 						v->vehstatus |= VS_CRASHED;
 					}
-					v->u.rail.crash_anim_pos = 4000; // max 4440, disappear pretty fast
+					((Train *)v)->crash_anim_pos = 4000; // max 4440, disappear pretty fast
 					InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
 					break;
 
--- a/src/yapf/follow_track.hpp
+++ b/src/yapf/follow_track.hpp
@@ -55,7 +55,7 @@
 	{
 		assert(!IsRailTT() || (v != NULL && v->type == VEH_TRAIN));
 		m_veh = v;
-		Init(v != NULL ? v->owner : INVALID_OWNER, railtype_override == INVALID_RAILTYPES ? ((Train *)v)->u.rail.compatible_railtypes : railtype_override, pPerf);
+		Init(v != NULL ? v->owner : INVALID_OWNER, railtype_override == INVALID_RAILTYPES ? ((Train *)v)->compatible_railtypes : railtype_override, pPerf);
 	}
 
 	FORCEINLINE void Init(Owner o, RailTypes railtype_override, CPerformanceTimer *pPerf)
--- a/src/yapf/yapf_destrail.hpp
+++ b/src/yapf/yapf_destrail.hpp
@@ -13,8 +13,8 @@
 public:
 	void SetDestination(const Vehicle *v, bool override_rail_type = false)
 	{
-		m_compatible_railtypes = v->u.rail.compatible_railtypes;
-		if (override_rail_type) m_compatible_railtypes |= GetRailTypeInfo(v->u.rail.railtype)->compatible_railtypes;
+		m_compatible_railtypes = ((Train *)v)->compatible_railtypes;
+		if (override_rail_type) m_compatible_railtypes |= GetRailTypeInfo(((Train *)v)->railtype)->compatible_railtypes;
 	}
 
 	bool IsCompatibleRailType(RailType rt)
--- a/src/yapf/yapf_rail.cpp
+++ b/src/yapf/yapf_rail.cpp
@@ -550,7 +550,7 @@
 
 	int reverse_penalty = 0;
 
-	if (v->u.rail.track == TRACK_BIT_WORMHOLE) {
+	if (v->track == TRACK_BIT_WORMHOLE) {
 		/* front in tunnel / on bridge */
 		DiagDirection dir_into_wormhole = GetTunnelBridgeDirection(tile);
 
@@ -565,7 +565,7 @@
 		reverse_penalty -= DistanceManhattan(cur_tile, tile) * YAPF_TILE_LENGTH;
 	}
 
-	if (last_veh->u.rail.track == TRACK_BIT_WORMHOLE) {
+	if (last_veh->track == TRACK_BIT_WORMHOLE) {
 		/* back in tunnel / on bridge */
 		DiagDirection dir_into_wormhole = GetTunnelBridgeDirection(tile_rev);