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(svn r26169) -Fix-ish [FS#5831-ish]: Unify the time a RV needs to travel through a curve.
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@ -1107,7 +1107,7 @@ static bool CanBuildTramTrackOnTile(CompanyID c, TileIndex t, RoadBits r)
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return ret.Succeeded();
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}
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static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
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bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev)
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{
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if (v->overtaking != 0) {
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if (IsTileType(v->tile, MP_STATION)) {
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@ -1417,17 +1417,12 @@ again:
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v->direction = new_dir;
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if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
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/* Delay the vehicle in curves by making it require one or two additional frames per curve.
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/* Delay the vehicle in curves by making it require one additional frame per turning direction (two in total).
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* A vehicle has to spend at least 9 frames on a tile, so the following articulated part can follow.
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* (The following part may only be one tile behind, and the front part is moved before the following ones.)
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* The short (inner) curve has 8 frames, this elongates it to 9 or 10.
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*
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* The difference between 9 and 10 is arbitrary, and completely bollocks (i.e. a bug).
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* Unifying this requires a complicated savegame conversion. */
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if (old_dir != v->state) {
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v->UpdateInclination(false, true);
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return true;
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}
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* The short (inner) curve has 8 frames, this elongates it to 10. */
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v->UpdateInclination(false, true);
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return true;
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}
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/* If the vehicle is in a normal road stop and the frame equals the stop frame OR
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@ -2832,6 +2832,64 @@ bool AfterLoadGame()
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}
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}
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if (IsSavegameVersionBefore(188)) {
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/* Fix articulated road vehicles.
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* Some curves were shorter than other curves.
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* Now they have the same length, but that means that trailing articulated parts will
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* take longer to go through the curve than the parts in front which already left the courve.
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* So, make articulated parts catch up. */
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RoadVehicle *v;
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bool roadside = _settings_game.vehicle.road_side == 1;
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SmallVector<uint, 16> skip_frames;
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FOR_ALL_ROADVEHICLES(v) {
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if (!v->IsFrontEngine()) continue;
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skip_frames.Clear();
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TileIndex prev_tile = v->tile;
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uint prev_tile_skip = 0;
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uint cur_skip = 0;
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for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
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if (u->tile != prev_tile) {
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prev_tile_skip = cur_skip;
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prev_tile = u->tile;
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} else {
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cur_skip = prev_tile_skip;
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}
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uint *this_skip = skip_frames.Append();
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*this_skip = prev_tile_skip;
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/* The following 3 curves now take longer than before */
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switch (u->state) {
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case 2:
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cur_skip++;
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if (u->frame <= (roadside ? 9 : 5)) *this_skip = cur_skip;
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break;
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case 4:
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cur_skip++;
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if (u->frame <= (roadside ? 5 : 9)) *this_skip = cur_skip;
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break;
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case 5:
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cur_skip++;
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if (u->frame <= (roadside ? 4 : 2)) *this_skip = cur_skip;
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break;
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default:
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break;
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}
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}
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while (cur_skip > skip_frames[0]) {
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RoadVehicle *u = v;
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RoadVehicle *prev = NULL;
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for (uint *it = skip_frames.Begin(); it != skip_frames.End(); ++it, prev = u, u = u->Next()) {
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extern bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev);
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if (*it >= cur_skip) IndividualRoadVehicleController(u, prev);
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}
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cur_skip--;
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}
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}
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}
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/* Station acceptance is some kind of cache */
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@ -253,8 +253,9 @@
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* 185 25620
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* 186 25833
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* 187 25899
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* 188 26169
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*/
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extern const uint16 SAVEGAME_VERSION = 187; ///< Current savegame version of OpenTTD.
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extern const uint16 SAVEGAME_VERSION = 188; ///< Current savegame version of OpenTTD.
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SavegameType _savegame_type; ///< type of savegame we are loading
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