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@@ -3347,52 +3347,24 @@ static byte AfterSetTrainPos(Vehicle *v,
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/* For some reason tunnel tiles are always given as sloped :(
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* But they are not sloped... */
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if (middle_z != v->z_pos && !IsTunnelTile(TileVirtXY(v->x_pos, v->y_pos))) {
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SetBit(v->u.rail.flags, (middle_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
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}
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}
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}
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VehicleMove(v, true);
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return old_z;
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}
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static const Direction _new_vehicle_direction_table[11] = {
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DIR_N , DIR_NW, DIR_W , INVALID_DIR,
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DIR_NE, DIR_N , DIR_SW, INVALID_DIR,
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DIR_E , DIR_SE, DIR_S
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};
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static inline int GetDirectionToVehicle(const Vehicle *v, int x, int y)
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{
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byte offs;
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x -= v->x_pos;
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if (x >= 0) {
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offs = (x > 2) ? 0 : 1;
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} else {
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offs = (x < -2) ? 2 : 1;
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}
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y -= v->y_pos;
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if (y >= 0) {
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offs += ((y > 2) ? 0 : 1) * 4;
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} else {
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offs += ((y < -2) ? 2 : 1) * 4;
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}
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assert(offs < 11);
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return _new_vehicle_direction_table[offs];
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}
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/* Check if the vehicle is compatible with the specified tile */
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static inline bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
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{
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return
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IsTileOwner(tile, v->owner) && (
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!IsFrontEngine(v) ||
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HasBit(v->u.rail.compatible_railtypes, GetRailType(tile))
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);
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}
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struct RailtypeSlowdownParams {
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byte small_turn, large_turn;
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@@ -3717,33 +3689,48 @@ static void TrainController(Vehicle *v,
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/* If we would reverse but are currently in a PBS block and
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* reversing of stuck trains is disabled, don't reverse. */
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if (_settings_game.pf.wait_for_pbs_path == 255 && UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
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v->load_unload_time_rem = 0;
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return;
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}
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goto reverse_train_direction;
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} else {
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TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track));
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}
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} else {
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static const TrackBits _matching_tracks[8] = {
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TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
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TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y,
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TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X,
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TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y
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/* The wagon is active, simply follow the prev vehicle. */
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if (prev->tile == gp.new_tile) {
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/* Choose the same track as prev */
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if (prev->u.rail.track == TRACK_BIT_WORMHOLE) {
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/* Vehicles entering tunnels enter the wormhole earlier than for bridges.
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* However, just choose the track into the wormhole. */
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assert(IsTunnel(prev->tile));
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chosen_track = bits;
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} else {
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chosen_track = prev->u.rail.track;
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}
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} else {
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/* Choose the track that leads to the tile where prev is. */
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static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
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{TRACK_BIT_Y, TRACK_BIT_LOWER, TRACK_BIT_NONE, TRACK_BIT_LEFT },
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{TRACK_BIT_UPPER, TRACK_BIT_X, TRACK_BIT_LEFT, TRACK_BIT_NONE },
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{TRACK_BIT_NONE, TRACK_BIT_RIGHT, TRACK_BIT_Y, TRACK_BIT_UPPER},
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{TRACK_BIT_RIGHT, TRACK_BIT_NONE, TRACK_BIT_LOWER, TRACK_BIT_X }
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};
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/* The wagon is active, simply follow the prev vehicle. */
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chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits);
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DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
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assert(IsValidDiagDirection(exitdir));
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chosen_track = _connecting_track[enterdir][exitdir];
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}
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chosen_track &= bits;
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}
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/* Make sure chosen track is a valid track */
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assert(
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chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
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chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
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chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
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/* Update XY to reflect the entrance to the new tile, and select the direction to use */
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const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
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gp.x = (gp.x & ~0xF) | b[0];
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gp.y = (gp.y & ~0xF) | b[1];
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