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https://github.com/OpenTTD/OpenTTD.git
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(svn r3010) Get rid of quite some dubious casts, either by using GB(), proper types or just removing them
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b0a365ee67
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@ -1239,8 +1239,7 @@ static void MaybeCrashAirplane(Vehicle *v)
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prob = 0x10000 / 20;
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}
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if ((uint16)Random() > prob)
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return;
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if (GB(Random(), 0, 16) > prob) return;
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// Crash the airplane. Remove all goods stored at the station.
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for(i=0; i!=NUM_CARGO; i++) {
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@ -977,13 +977,13 @@ static void DoDisaster(void)
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if (j == 0)
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return;
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_disaster_initprocs[buf[(uint16)Random() * j >> 16]]();
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_disaster_initprocs[buf[GB(Random(), 0, 16) * j >> 16]]();
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}
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static void ResetDisasterDelay(void)
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{
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_disaster_delay = (int)(Random() & 0x1FF) + 730;
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_disaster_delay = GB(Random(), 0, 9) + 730;
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}
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void DisasterDailyLoop(void)
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@ -934,7 +934,7 @@ static void SetupFarmFieldFence(TileIndex tile, int size, byte type, int directi
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if (IsTileType(tile, MP_CLEAR) || IsTileType(tile, MP_TREES)) {
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or = type;
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if (or == 1 && (uint16)Random() <= 9362) or = 2;
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if (or == 1 && GB(Random(), 0, 16) <= 9362) or = 2;
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or <<= 2;
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and = (byte)~0x1C;
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@ -1486,9 +1486,9 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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i->town = t;
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i->owner = owner;
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r = Random() & 0xFFF;
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i->color_map = (byte)(r >> 8);
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i->counter = (uint16)r;
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r = Random();
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i->color_map = GB(r, 8, 8);
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i->counter = GB(r, 0, 16);
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i->cargo_waiting[0] = 0;
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i->cargo_waiting[1] = 0;
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i->last_mo_production[0] = 0;
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@ -1626,7 +1626,7 @@ Industry *CreateNewIndustry(TileIndex tile, int type)
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return NULL;
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/* pick a random layout */
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it = spec->table[(spec->num_table * (uint16)Random()) >> 16];
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it = spec->table[(spec->num_table * GB(Random(), 0, 16)) >> 16];
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if (!CheckIfIndustryTilesAreFree(tile, it, type, t))
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return NULL;
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6
misc.c
6
misc.c
@ -51,12 +51,12 @@ uint32 t;
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#if defined(RANDOM_DEBUG) && !defined(MERSENNE_TWISTER)
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uint DoRandomRange(uint max, int line, const char *file)
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{
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return (uint16)DoRandom(line, file) * max >> 16;
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return GB(DoRandom(line, file), 0, 16) * max >> 16;
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}
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#else
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uint RandomRange(uint max)
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{
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return (uint16)Random() * max >> 16;
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return GB(Random(), 0, 16) * max >> 16;
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}
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#endif
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@ -71,7 +71,7 @@ uint32 InteractiveRandom(void)
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uint InteractiveRandomRange(uint max)
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{
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return (uint16)InteractiveRandom() * max >> 16;
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return GB(InteractiveRandom(), 0, 16) * max >> 16;
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}
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void SetDate(uint date)
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@ -3,12 +3,13 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "macros.h"
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#include "namegen.h"
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#include "table/namegen.h"
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static inline uint32 SeedChance(int shift_by, int max, uint32 seed)
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{
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return ((uint16)(seed >> shift_by) * max) >> 16;
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return (GB(seed, shift_by, 16) * max) >> 16;
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}
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static inline uint32 SeedModChance(int shift_by, int max, uint32 seed)
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@ -1004,7 +1004,7 @@ int8 SaveHighScoreValueNetwork(void)
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memset(_highscore_table[LAST_HS_ITEM], 0, sizeof(_highscore_table[0]));
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/* Copy over Top5 companies */
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for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < (uint8)count; i++) {
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for (i = 0; i < lengthof(_highscore_table[LAST_HS_ITEM]) && i < count; i++) {
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char buf[sizeof(_highscore_table[0]->company)];
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hs = &_highscore_table[LAST_HS_ITEM][i];
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@ -1019,7 +1019,7 @@ int8 SaveHighScoreValueNetwork(void)
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hs->title = EndGameGetPerformanceTitleFromValue(hs->score);
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// get the ranking of the local player
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if ((*p_cur)->index == (int8)_local_player)
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if ((*p_cur)->index == _local_player)
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player = i;
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p_cur++;
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@ -987,7 +987,7 @@ static int PickRandomBit(uint bits)
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num++;
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} while (b >>= 1);
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num = ((uint16)Random() * num >> 16);
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num = GB(Random(), 0, 16) * num >> 16;
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for(i=0; !((bits & 1) && ((int)--num) < 0); bits>>=1,i++);
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return i;
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@ -1029,8 +1029,8 @@ static int RoadFindPathToDest(Vehicle *v, TileIndex tile, int enterdir)
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{
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uint32 r;
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r = GetTileTrackStatus(tile, TRANSPORT_ROAD);
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signal = (uint16)(r >> 16);
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bitmask = (uint16)r;
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signal = GB(r, 16, 16);
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bitmask = GB(r, 0, 16);
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}
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if (IsTileType(tile, MP_STREET)) {
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@ -318,7 +318,7 @@ static void DrawStationViewWindow(Window *w)
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StringID str;
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uint16 station_id;
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station_id = (uint16)w->window_number;
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station_id = w->window_number;
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st = GetStation(w->window_number);
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@ -593,9 +593,9 @@ static void GrowTownInTile(TileIndex *tile_ptr, uint mask, int block, Town *t1)
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// Randomize new road block numbers
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a = block;
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b = block ^ 2;
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r = (uint16)Random();
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r = GB(Random(), 0, 16);
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if (r <= 0x4000) do {
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a = (int)Random() & 3;
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a = GB(Random(), 0, 2);
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} while(a == b);
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if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
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34
train_cmd.c
34
train_cmd.c
@ -763,23 +763,25 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
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*/
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int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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VehicleID s = GB(p1, 0, 16);
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VehicleID d = GB(p1, 16, 16);
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Vehicle *src, *dst, *src_head, *dst_head;
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bool is_loco;
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if (!IsVehicleIndex(p1 & 0xFFFF)) return CMD_ERROR;
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if (!IsVehicleIndex(s)) return CMD_ERROR;
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src = GetVehicle(p1 & 0xFFFF);
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src = GetVehicle(s);
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if (src->type != VEH_Train) return CMD_ERROR;
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is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(src->spritenum);
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// if nothing is selected as destination, try and find a matching vehicle to drag to.
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if (((int32)p1 >> 16) == -1) {
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if (d == INVALID_VEHICLE) {
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dst = NULL;
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if (!is_loco) dst = FindGoodVehiclePos(src);
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} else {
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dst = GetVehicle((int32)p1 >> 16);
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dst = GetVehicle(d);
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}
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// don't move the same vehicle..
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@ -1759,14 +1761,14 @@ static void HandleLocomotiveSmokeCloud(Vehicle *v)
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case 1:
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// diesel smoke
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if (u->cur_speed <= 40 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x1E00) {
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if (u->cur_speed <= 40 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && GB(Random(), 0, 16) <= 0x1E00) {
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CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
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}
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break;
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case 2:
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// blue spark
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if ( (v->tick_counter&0x3) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && (uint16)Random() <= 0x5B0) {
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if (GB(v->tick_counter, 0, 2) == 0 && !IsTileDepotType(v->tile, TRANSPORT_RAIL) && !IsTunnelTile(v->tile) && GB(Random(), 0, 16) <= 0x5B0) {
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CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
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}
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break;
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@ -3016,7 +3018,7 @@ static void HandleCrashedTrain(Vehicle *v)
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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}
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if (state <= 200 && (uint16)(r=Random()) <= 0x2492) {
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if (state <= 200 && GB(r = Random(), 0, 16) <= 0x2492) {
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index = (r * 10 >> 16);
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u = v;
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@ -3082,16 +3084,17 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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{
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TileIndex tile;
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uint x,y;
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uint16 break_speed;
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int t;
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uint32 ts;
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byte trackdir;
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if ((uint)(t=v->breakdown_ctr) > 1) {
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t = v->breakdown_ctr;
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if (t > 1) {
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v->vehstatus |= VS_TRAIN_SLOWING;
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t = _breakdown_speeds[ ((~t) >> 4) & 0xF];
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if ((uint16)t <= v->cur_speed)
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v->cur_speed = t;
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break_speed = _breakdown_speeds[GB(~t, 4, 4)];
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if (break_speed < v->cur_speed) v->cur_speed = break_speed;
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} else {
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v->vehstatus &= ~VS_TRAIN_SLOWING;
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}
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@ -3160,7 +3163,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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break;
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}
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if ( (uint16)ts != 0) {
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if (GB(ts, 0, 16) != 0) {
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/* If we approach a rail-piece which we can't enter, don't enter it! */
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if (x + 4 > 15 && !CheckCompatibleRail(v, tile)) {
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v->cur_speed = 0;
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@ -3208,10 +3211,9 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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// slow down
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v->vehstatus |= VS_TRAIN_SLOWING;
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t = _breakdown_speeds[x & 0xF];
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if (!(v->direction&1)) t>>=1;
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if ((uint16)t < v->cur_speed)
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v->cur_speed = t;
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break_speed = _breakdown_speeds[x & 0xF];
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if (!(v->direction&1)) break_speed >>= 1;
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if (break_speed < v->cur_speed) v->cur_speed = break_speed;
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return true;
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}
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14
train_gui.c
14
train_gui.c
@ -538,7 +538,7 @@ found_it:
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return 0;
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}
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static void TrainDepotMoveVehicle(Vehicle *wagon, int sel, Vehicle *head)
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static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head)
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{
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Vehicle *v;
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@ -559,13 +559,13 @@ static void TrainDepotMoveVehicle(Vehicle *wagon, int sel, Vehicle *head)
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if (wagon == v)
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return;
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DoCommandP(v->tile, v->index + ((wagon==NULL ? (uint32)-1 : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
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DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
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}
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static void TrainDepotClickTrain(Window *w, int x, int y)
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{
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GetDepotVehiclePtData gdvp;
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int mode, sel;
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int mode;
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Vehicle *v;
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mode = GetVehicleFromTrainDepotWndPt(w, x, y, &gdvp);
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@ -576,9 +576,10 @@ static void TrainDepotClickTrain(Window *w, int x, int y)
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v = gdvp.wagon;
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switch(mode) {
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case 0: // start dragging of vehicle
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sel = (int16)WP(w,traindepot_d).sel;
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if (sel != -1) {
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case 0: { // start dragging of vehicle
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VehicleID sel = WP(w, traindepot_d).sel;
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if (sel != INVALID_VEHICLE) {
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WP(w,traindepot_d).sel = INVALID_VEHICLE;
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TrainDepotMoveVehicle(v, sel, gdvp.head);
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} else if (v != NULL) {
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@ -587,6 +588,7 @@ static void TrainDepotClickTrain(Window *w, int x, int y)
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SetWindowDirty(w);
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}
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break;
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}
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case -1: // show info window
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ShowTrainViewWindow(v);
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@ -2229,7 +2229,7 @@ void SetObjectToPlace(CursorID icon, byte mode, WindowClass window_class, Window
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VpStartPreSizing();
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if ( (int)icon < 0)
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SetAnimatedMouseCursor(_animcursors[~(int32)icon]);
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SetAnimatedMouseCursor(_animcursors[~icon]);
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else
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SetMouseCursor(icon);
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}
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