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(svn r19344) -Codechange: RoadVehicle uses UpdateInclination instead of its own function.
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06a3faa651
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@ -281,10 +281,10 @@ protected: // These functions should not be called outside acceleration code.
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*/
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FORCEINLINE bool TileMayHaveSlopedTrack() const
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{
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if (!IsNormalRoadTile(this->tile)) return false;
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RoadBits cur_road = GetAllRoadBits(this->tile);
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/* Any road that isn't ROAD_X or ROAD_Y cannot be sloped. */
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return cur_road == ROAD_X || cur_road == ROAD_Y;
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TrackStatus ts = GetTileTrackStatus(this->tile, TRANSPORT_ROAD, this->compatible_roadtypes);
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TrackBits trackbits = TrackStatusToTrackBits(ts);
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return trackbits == TRACK_BIT_X || trackbits == TRACK_BIT_Y;
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}
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};
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@ -468,22 +468,6 @@ static void DeleteLastRoadVeh(RoadVehicle *v)
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delete v;
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}
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static byte SetRoadVehPosition(RoadVehicle *v, int x, int y, bool turned)
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{
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byte new_z, old_z;
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/* need this hint so it returns the right z coordinate on bridges. */
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v->x_pos = x;
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v->y_pos = y;
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new_z = GetSlopeZ(x, y);
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old_z = v->z_pos;
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v->z_pos = new_z;
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v->UpdateViewport(true, turned);
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return old_z;
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}
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static void RoadVehSetRandomDirection(RoadVehicle *v)
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{
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static const DirDiff delta[] = {
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@ -494,7 +478,7 @@ static void RoadVehSetRandomDirection(RoadVehicle *v)
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uint32 r = Random();
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v->direction = ChangeDir(v->direction, delta[r & 3]);
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SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
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v->UpdateInclination(false, true);
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} while ((v = v->Next()) != NULL);
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}
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@ -1054,7 +1038,9 @@ static bool RoadVehLeaveDepot(RoadVehicle *v, bool first)
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v->state = tdir;
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v->frame = RVC_DEPOT_START_FRAME;
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SetRoadVehPosition(v, x, y, true);
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v->x_pos = x;
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v->y_pos = y;
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v->UpdateInclination(true, true);
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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@ -1181,7 +1167,9 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
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if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) {
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/* Vehicle has just entered a bridge or tunnel */
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SetRoadVehPosition(v, gp.x, gp.y, true);
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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v->UpdateInclination(true, true);
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return true;
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}
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@ -1331,8 +1319,9 @@ again:
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v->direction = new_dir;
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v->cur_speed -= v->cur_speed >> 2;
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}
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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v->x_pos = x;
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v->y_pos = y;
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RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
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return true;
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}
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@ -1396,7 +1385,9 @@ again:
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v->cur_speed -= v->cur_speed >> 2;
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}
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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v->x_pos = x;
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v->y_pos = y;
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RoadZPosAffectSpeed(v, v->UpdateInclination(true, true));
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return true;
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}
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@ -1446,7 +1437,7 @@ again:
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v->cur_speed -= (v->cur_speed >> 2);
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if (old_dir != v->state) {
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/* The vehicle is in a road stop */
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SetRoadVehPosition(v, v->x_pos, v->y_pos, true);
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v->UpdateInclination(false, true);
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/* Note, return here means that the frame counter is not incremented
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* for vehicles changing direction in a road stop. This causes frames to
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* be repeated. (XXX) Is this intended? */
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@ -1482,7 +1473,9 @@ again:
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/* Check if next inline bay is free and has compatible road. */
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if (RoadStop::IsDriveThroughRoadStopContinuation(v->tile, next_tile) && (GetRoadTypes(next_tile) & v->compatible_roadtypes) != 0) {
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v->frame++;
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, false));
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v->x_pos = x;
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v->y_pos = y;
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RoadZPosAffectSpeed(v, v->UpdateInclination(true, false));
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return true;
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}
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}
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@ -1527,8 +1520,9 @@ again:
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/* Move to next frame unless vehicle arrived at a stop position
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* in a depot or entered a tunnel/bridge */
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if (!HasBit(r, VETS_ENTERED_WORMHOLE)) v->frame++;
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RoadZPosAffectSpeed(v, SetRoadVehPosition(v, x, y, true));
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v->x_pos = x;
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v->y_pos = y;
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RoadZPosAffectSpeed(v, v->UpdateInclination(false, true));
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return true;
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}
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