mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r23713) -Codechange: split VehicleMove() into two functions, to minimalize the work done where possible
This commit is contained in:
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19004a77f8
commit
0d929e877f
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@ -314,8 +314,8 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *
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UpdateAircraftCache(v, true);
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VehicleMove(v, false);
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VehicleMove(u, false);
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VehicleUpdatePosition(v);
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VehicleUpdatePosition(u);
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/* Aircraft with 3 vehicles (chopper)? */
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if (v->subtype == AIR_HELICOPTER) {
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@ -336,7 +336,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *
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w->UpdateDeltaXY(INVALID_DIR);
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u->SetNext(w);
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VehicleMove(w, false);
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VehicleUpdatePosition(w);
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}
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}
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@ -464,7 +464,7 @@ static void HelicopterTickHandler(Aircraft *v)
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u->cur_image = img;
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VehicleMove(u, true);
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VehicleUpdatePositionAndViewport(u);
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}
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/**
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@ -494,7 +494,7 @@ void SetAircraftPosition(Aircraft *v, int x, int y, int z)
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u->z_pos = GetSlopePixelZ(safe_x, safe_y);
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u->cur_image = v->cur_image;
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VehicleMove(u, true);
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VehicleUpdatePositionAndViewport(u);
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u = u->Next();
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if (u != NULL) {
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@ -502,7 +502,7 @@ void SetAircraftPosition(Aircraft *v, int x, int y, int z)
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u->y_pos = y;
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u->z_pos = z + ROTOR_Z_OFFSET;
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VehicleMove(u, true);
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VehicleUpdatePositionAndViewport(u);
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}
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}
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@ -397,6 +397,6 @@ void AddArticulatedParts(Vehicle *first)
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if (flip_image) v->spritenum++;
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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}
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}
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@ -149,8 +149,7 @@ static void InitializeDisasterVehicle(DisasterVehicle *v, int x, int y, int z, D
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v->current_order.Free();
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DisasterVehicleUpdateImage(v);
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VehicleMove(v, false);
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MarkSingleVehicleDirty(v);
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VehicleUpdatePositionAndViewport(v);
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}
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static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
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@ -161,7 +160,7 @@ static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
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v->tile = TileVirtXY(x, y);
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DisasterVehicleUpdateImage(v);
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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DisasterVehicle *u = v->Next();
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if (u != NULL) {
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@ -175,13 +174,13 @@ static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
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u->direction = v->direction;
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DisasterVehicleUpdateImage(u);
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VehicleMove(u, true);
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VehicleUpdatePositionAndViewport(u);
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if ((u = u->Next()) != NULL) {
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u->x_pos = x;
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u->y_pos = y;
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u->z_pos = z + 5;
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VehicleMove(u, true);
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VehicleUpdatePositionAndViewport(u);
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}
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}
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}
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@ -479,7 +478,7 @@ static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
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if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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return true;
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}
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@ -45,7 +45,7 @@ static bool ChimneySmokeTick(EffectVehicle *v)
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v->cur_image = SPR_CHIMNEY_SMOKE_0;
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}
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v->progress = 7;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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}
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return true;
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@ -78,7 +78,7 @@ static bool SteamSmokeTick(EffectVehicle *v)
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moved = true;
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}
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if (moved) VehicleMove(v, true);
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if (moved) VehicleUpdatePositionAndViewport(v);
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return true;
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}
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@ -95,11 +95,11 @@ static bool DieselSmokeTick(EffectVehicle *v)
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if ((v->progress & 3) == 0) {
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v->z_pos++;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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} else if ((v->progress & 7) == 1) {
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if (v->cur_image != SPR_DIESEL_SMOKE_5) {
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v->cur_image++;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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@ -123,7 +123,7 @@ static bool ElectricSparkTick(EffectVehicle *v)
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v->progress = 0;
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if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
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v->cur_image++;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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@ -160,7 +160,7 @@ static bool SmokeTick(EffectVehicle *v)
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moved = true;
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}
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if (moved) VehicleMove(v, true);
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if (moved) VehicleUpdatePositionAndViewport(v);
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return true;
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}
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@ -177,7 +177,7 @@ static bool ExplosionLargeTick(EffectVehicle *v)
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
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v->cur_image++;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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@ -202,7 +202,7 @@ static bool BreakdownSmokeTick(EffectVehicle *v)
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} else {
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v->cur_image = SPR_BREAKDOWN_SMOKE_0;
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}
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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}
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v->animation_state--;
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@ -226,7 +226,7 @@ static bool ExplosionSmallTick(EffectVehicle *v)
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
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v->cur_image++;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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@ -303,7 +303,7 @@ static bool BulldozerTick(EffectVehicle *v)
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return false;
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}
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}
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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}
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return true;
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@ -476,7 +476,7 @@ static bool BubbleTick(EffectVehicle *v)
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if (v->spritenum == 0) {
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v->cur_image++;
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if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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return true;
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}
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if (v->animation_substate != 0) {
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@ -522,7 +522,7 @@ static bool BubbleTick(EffectVehicle *v)
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v->z_pos += b->z;
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v->cur_image = SPR_BUBBLE_0 + b->image;
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VehicleMove(v, true);
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VehicleUpdatePositionAndViewport(v);
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return true;
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}
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@ -606,8 +606,7 @@ EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
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_effect_init_procs[type](v);
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VehicleMove(v, false);
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MarkSingleVehicleDirty(v);
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VehicleUpdatePositionAndViewport(v);
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return v;
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}
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@ -300,7 +300,7 @@ CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engin
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/* Initialize cached values for realistic acceleration. */
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if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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CheckConsistencyOfArticulatedVehicle(v);
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}
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@ -1127,7 +1127,8 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
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VehicleUpdatePosition(v);
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if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
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return true;
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}
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@ -442,7 +442,8 @@ void AfterLoadVehicles(bool part_of_load)
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v->UpdateDeltaXY(v->direction);
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v->coord.left = INVALID_COORD;
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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VehicleUpdateViewport(v, false);
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}
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}
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@ -588,7 +588,8 @@ static void ShipController(Ship *v)
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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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v->x_pos = gp.x;
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v->y_pos = gp.y;
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VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
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VehicleUpdatePosition(v);
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if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
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return;
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}
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}
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@ -680,7 +681,7 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, u
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v->InvalidateNewGRFCacheOfChain();
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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}
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return CommandCost();
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@ -595,7 +595,7 @@ static CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const
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_new_vehicle_id = v->index;
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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v->First()->ConsistChanged(false);
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UpdateTrainGroupID(v->First());
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@ -657,7 +657,7 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
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v->SetMultiheaded();
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u->SetMultiheaded();
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v->SetNext(u);
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VehicleMove(u, false);
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VehicleUpdatePosition(u);
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/* Now we need to link the front and rear engines together */
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v->other_multiheaded_part = u;
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@ -726,7 +726,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engin
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v->SetFrontEngine();
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v->SetEngine();
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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AddRearEngineToMultiheadedTrain(v);
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@ -2157,7 +2157,8 @@ static bool CheckTrainStayInDepot(Train *v)
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v->UpdateDeltaXY(v->direction);
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v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
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VehicleMove(v, false);
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VehicleUpdatePosition(v);
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VehicleUpdateViewport(v, false);
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UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
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v->UpdateAcceleration();
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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@ -3309,7 +3310,8 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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} else {
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v->x_pos = gp.x;
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v->y_pos = gp.y;
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VehicleMove(v, !(v->vehstatus & VS_HIDDEN));
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VehicleUpdatePosition(v);
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if ((v->vehstatus & VS_HIDDEN) == 0) VehicleUpdateViewport(v, true);
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continue;
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}
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}
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@ -1386,16 +1386,23 @@ void VehicleEnterDepot(Vehicle *v)
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/**
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* Move a vehicle in the game state; that is moving its position in
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* the position hashes and marking its location in the viewport dirty
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* if requested.
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* @param v vehicle to move
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* @param update_viewport whether to dirty the viewport
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* Update the position of the vehicle. This will update the hash that tells
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* which vehicles are on a tile.
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* @param v The vehicle to update.
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*/
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void VehicleMove(Vehicle *v, bool update_viewport)
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void VehicleUpdatePosition(Vehicle *v)
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{
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UpdateVehicleTileHash(v, false);
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}
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/**
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* Update the vehicle on the viewport, updating the right hash and setting the
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* new coordinates.
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* @param v The vehicle to update.
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* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
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*/
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void VehicleUpdateViewport(Vehicle *v, bool dirty)
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{
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int img = v->cur_image;
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Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
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const Sprite *spr = GetSprite(img, ST_NORMAL);
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@ -1411,7 +1418,7 @@ void VehicleMove(Vehicle *v, bool update_viewport)
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v->coord.right = pt.x + spr->width + 2 * ZOOM_LVL_BASE;
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v->coord.bottom = pt.y + spr->height + 2 * ZOOM_LVL_BASE;
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if (update_viewport) {
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if (dirty) {
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MarkAllViewportsDirty(
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min(old_coord.left, v->coord.left),
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min(old_coord.top, v->coord.top),
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@ -1422,12 +1429,18 @@ void VehicleMove(Vehicle *v, bool update_viewport)
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}
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/**
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* Marks viewports dirty where the vehicle's image is
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* In fact, it equals
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* BeginVehicleMove(v); EndVehicleMove(v);
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* Update the position of the vehicle, and update the viewport.
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* @param v The vehicle to update.
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*/
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void VehicleUpdatePositionAndViewport(Vehicle *v)
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{
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VehicleUpdatePosition(v);
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VehicleUpdateViewport(v, true);
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}
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/**
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* Marks viewports dirty where the vehicle's image is.
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* @param v vehicle to mark dirty
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* @see BeginVehicleMove()
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* @see EndVehicleMove()
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*/
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void MarkSingleVehicleDirty(const Vehicle *v)
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{
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@ -991,14 +991,14 @@ struct SpecializedVehicle : public Vehicle {
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*/
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inline void UpdateViewport(bool moved, bool turned)
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{
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extern void VehicleMove(Vehicle *v, bool update_viewport);
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extern void VehicleUpdatePositionAndViewport(Vehicle *v);
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/* Explicitly choose method to call to prevent vtable dereference -
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* it gives ~3% runtime improvements in games with many vehicles */
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if (turned) ((T *)this)->T::UpdateDeltaXY(this->direction);
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SpriteID old_image = this->cur_image;
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this->cur_image = ((T *)this)->T::GetImage(this->direction, EIT_ON_MAP);
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if (moved || this->cur_image != old_image) VehicleMove(this, true);
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if (moved || this->cur_image != old_image) VehicleUpdatePositionAndViewport(this);
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}
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};
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@ -59,7 +59,9 @@ void CheckVehicleBreakdown(Vehicle *v);
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void AgeVehicle(Vehicle *v);
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void VehicleEnteredDepotThisTick(Vehicle *v);
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void VehicleMove(Vehicle *v, bool update_viewport);
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void VehicleUpdatePosition(Vehicle *v);
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void VehicleUpdateViewport(Vehicle *v, bool dirty);
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void VehicleUpdatePositionAndViewport(Vehicle *v);
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void MarkSingleVehicleDirty(const Vehicle *v);
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UnitID GetFreeUnitNumber(VehicleType type);
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