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authortruebrain <truebrain@openttd.org>2011-12-20 17:57:56 +0000
committertruebrain <truebrain@openttd.org>2011-12-20 17:57:56 +0000
commit1c9bec19993417b1f3b240f2bdb0745aa26c0cb3 (patch)
treed09407cc962ee87ac1bbbbc60951cad74c6b1db7 /src/vehicle_base.h
parent7a38642a1c83531a65907ae784bc03a82d35132a (diff)
downloadopenttd-1c9bec19993417b1f3b240f2bdb0745aa26c0cb3.tar.xz
(svn r23640) -Fix: stop using FORCEINLINE (1/3rd of the instances were, the others were still regular inline), but make sure inline is always a 'forced' inline (I am looking at you MSVC)
Diffstat (limited to 'src/vehicle_base.h')
-rw-r--r--src/vehicle_base.h68
1 files changed, 34 insertions, 34 deletions
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
index 0723817fc..16d258832 100644
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -295,7 +295,7 @@ public:
* @param speed Direction-independent unscaled speed.
* @return speed scaled by movement direction. 256 units are required for each movement step.
*/
- FORCEINLINE uint GetOldAdvanceSpeed(uint speed)
+ inline uint GetOldAdvanceSpeed(uint speed)
{
return (this->direction & 1) ? speed : speed * 3 / 4;
}
@@ -312,7 +312,7 @@ public:
* @param speed Direction-independent unscaled speed.
* @return speed, scaled to match #GetAdvanceDistance().
*/
- static FORCEINLINE uint GetAdvanceSpeed(uint speed)
+ static inline uint GetAdvanceSpeed(uint speed)
{
return speed * 3 / 4;
}
@@ -324,7 +324,7 @@ public:
*
* @return distance to drive for a movement step on the map.
*/
- FORCEINLINE uint GetAdvanceDistance()
+ inline uint GetAdvanceDistance()
{
return (this->direction & 1) ? 192 : 256;
}
@@ -361,7 +361,7 @@ public:
* Invalidates cached NewGRF variables
* @see InvalidateNewGRFCacheOfChain
*/
- FORCEINLINE void InvalidateNewGRFCache()
+ inline void InvalidateNewGRFCache()
{
this->grf_cache.cache_valid = 0;
}
@@ -370,7 +370,7 @@ public:
* Invalidates cached NewGRF variables of all vehicles in the chain (after the current vehicle)
* @see InvalidateNewGRFCache
*/
- FORCEINLINE void InvalidateNewGRFCacheOfChain()
+ inline void InvalidateNewGRFCacheOfChain()
{
for (Vehicle *u = this; u != NULL; u = u->Next()) {
u->InvalidateNewGRFCache();
@@ -381,7 +381,7 @@ public:
* Check if the vehicle is a ground vehicle.
* @return True iff the vehicle is a train or a road vehicle.
*/
- FORCEINLINE bool IsGroundVehicle() const
+ inline bool IsGroundVehicle() const
{
return this->type == VEH_TRAIN || this->type == VEH_ROAD;
}
@@ -739,7 +739,7 @@ public:
* Check if the vehicle is a front engine.
* @return Returns true if the vehicle is a front engine.
*/
- FORCEINLINE bool IsFrontEngine() const
+ inline bool IsFrontEngine() const
{
return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_FRONT);
}
@@ -748,7 +748,7 @@ public:
* Check if the vehicle is an articulated part of an engine.
* @return Returns true if the vehicle is an articulated part.
*/
- FORCEINLINE bool IsArticulatedPart() const
+ inline bool IsArticulatedPart() const
{
return this->IsGroundVehicle() && HasBit(this->subtype, GVSF_ARTICULATED_PART);
}
@@ -757,7 +757,7 @@ public:
* Check if an engine has an articulated part.
* @return True if the engine has an articulated part.
*/
- FORCEINLINE bool HasArticulatedPart() const
+ inline bool HasArticulatedPart() const
{
return this->Next() != NULL && this->Next()->IsArticulatedPart();
}
@@ -767,7 +767,7 @@ public:
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
- FORCEINLINE Vehicle *GetNextArticulatedPart() const
+ inline Vehicle *GetNextArticulatedPart() const
{
assert(this->HasArticulatedPart());
return this->Next();
@@ -777,7 +777,7 @@ public:
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
- FORCEINLINE Vehicle *GetFirstEnginePart()
+ inline Vehicle *GetFirstEnginePart()
{
Vehicle *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
@@ -788,7 +788,7 @@ public:
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
- FORCEINLINE const Vehicle *GetFirstEnginePart() const
+ inline const Vehicle *GetFirstEnginePart() const
{
const Vehicle *v = this;
while (v->IsArticulatedPart()) v = v->Previous();
@@ -799,7 +799,7 @@ public:
* Get the last part of an articulated engine.
* @return Last part of the engine.
*/
- FORCEINLINE Vehicle *GetLastEnginePart()
+ inline Vehicle *GetLastEnginePart()
{
Vehicle *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
@@ -810,7 +810,7 @@ public:
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
- FORCEINLINE Vehicle *GetNextVehicle() const
+ inline Vehicle *GetNextVehicle() const
{
const Vehicle *v = this;
while (v->HasArticulatedPart()) v = v->GetNextArticulatedPart();
@@ -823,7 +823,7 @@ public:
* Get the previous real (non-articulated part) vehicle in the consist.
* @return Previous vehicle in the consist.
*/
- FORCEINLINE Vehicle *GetPrevVehicle() const
+ inline Vehicle *GetPrevVehicle() const
{
Vehicle *v = this->Previous();
while (v != NULL && v->IsArticulatedPart()) v = v->Previous();
@@ -858,88 +858,88 @@ struct SpecializedVehicle : public Vehicle {
/**
* Set vehicle type correctly
*/
- FORCEINLINE SpecializedVehicle<T, Type>() : Vehicle(Type) { }
+ inline SpecializedVehicle<T, Type>() : Vehicle(Type) { }
/**
* Get the first vehicle in the chain
* @return first vehicle in the chain
*/
- FORCEINLINE T *First() const { return (T *)this->Vehicle::First(); }
+ inline T *First() const { return (T *)this->Vehicle::First(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
- FORCEINLINE T *Last() { return (T *)this->Vehicle::Last(); }
+ inline T *Last() { return (T *)this->Vehicle::Last(); }
/**
* Get the last vehicle in the chain
* @return last vehicle in the chain
*/
- FORCEINLINE const T *Last() const { return (const T *)this->Vehicle::Last(); }
+ inline const T *Last() const { return (const T *)this->Vehicle::Last(); }
/**
* Get next vehicle in the chain
* @return next vehicle in the chain
*/
- FORCEINLINE T *Next() const { return (T *)this->Vehicle::Next(); }
+ inline T *Next() const { return (T *)this->Vehicle::Next(); }
/**
* Get previous vehicle in the chain
* @return previous vehicle in the chain
*/
- FORCEINLINE T *Previous() const { return (T *)this->Vehicle::Previous(); }
+ inline T *Previous() const { return (T *)this->Vehicle::Previous(); }
/**
* Get the next part of an articulated engine.
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
- FORCEINLINE T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
+ inline T *GetNextArticulatedPart() { return (T *)this->Vehicle::GetNextArticulatedPart(); }
/**
* Get the next part of an articulated engine.
* @return Next part of the articulated engine.
* @pre The vehicle is an articulated engine.
*/
- FORCEINLINE T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
+ inline T *GetNextArticulatedPart() const { return (T *)this->Vehicle::GetNextArticulatedPart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
- FORCEINLINE T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
+ inline T *GetFirstEnginePart() { return (T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the first part of an articulated engine.
* @return First part of the engine.
*/
- FORCEINLINE const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
+ inline const T *GetFirstEnginePart() const { return (const T *)this->Vehicle::GetFirstEnginePart(); }
/**
* Get the last part of an articulated engine.
* @return Last part of the engine.
*/
- FORCEINLINE T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
+ inline T *GetLastEnginePart() { return (T *)this->Vehicle::GetLastEnginePart(); }
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @return Next vehicle in the consist.
*/
- FORCEINLINE T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
+ inline T *GetNextVehicle() const { return (T *)this->Vehicle::GetNextVehicle(); }
/**
* Get the previous real (non-articulated part) vehicle in the consist.
* @return Previous vehicle in the consist.
*/
- FORCEINLINE T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
+ inline T *GetPrevVehicle() const { return (T *)this->Vehicle::GetPrevVehicle(); }
/**
* Tests whether given index is a valid index for vehicle of this type
* @param index tested index
* @return is this index valid index of T?
*/
- static FORCEINLINE bool IsValidID(size_t index)
+ static inline bool IsValidID(size_t index)
{
return Vehicle::IsValidID(index) && Vehicle::Get(index)->type == Type;
}
@@ -948,7 +948,7 @@ struct SpecializedVehicle : public Vehicle {
* Gets vehicle with given index
* @return pointer to vehicle with given index casted to T *
*/
- static FORCEINLINE T *Get(size_t index)
+ static inline T *Get(size_t index)
{
return (T *)Vehicle::Get(index);
}
@@ -957,7 +957,7 @@ struct SpecializedVehicle : public Vehicle {
* Returns vehicle if the index is a valid index for this vehicle type
* @return pointer to vehicle with given index if it's a vehicle of this type
*/
- static FORCEINLINE T *GetIfValid(size_t index)
+ static inline T *GetIfValid(size_t index)
{
return IsValidID(index) ? Get(index) : NULL;
}
@@ -967,7 +967,7 @@ struct SpecializedVehicle : public Vehicle {
* @param v Vehicle pointer
* @return pointer to SpecializedVehicle
*/
- static FORCEINLINE T *From(Vehicle *v)
+ static inline T *From(Vehicle *v)
{
assert(v->type == Type);
return (T *)v;
@@ -978,7 +978,7 @@ struct SpecializedVehicle : public Vehicle {
* @param v Vehicle pointer
* @return pointer to SpecializedVehicle
*/
- static FORCEINLINE const T *From(const Vehicle *v)
+ static inline const T *From(const Vehicle *v)
{
assert(v->type == Type);
return (const T *)v;
@@ -989,7 +989,7 @@ struct SpecializedVehicle : public Vehicle {
* @param moved Was the vehicle moved?
* @param turned Did the vehicle direction change?
*/
- FORCEINLINE void UpdateViewport(bool moved, bool turned)
+ inline void UpdateViewport(bool moved, bool turned)
{
extern void VehicleMove(Vehicle *v, bool update_viewport);