(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)

This commit is contained in:
truebrain
2011-12-20 17:57:56 +00:00
parent 990045e2b3
commit aa1a0053b0
75 changed files with 673 additions and 672 deletions

View File

@@ -111,7 +111,7 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
* Calculates the total slope resistance for this vehicle.
* @return Slope resistance.
*/
FORCEINLINE int32 GetSlopeResistance() const
inline int32 GetSlopeResistance() const
{
int32 incl = 0;
@@ -132,7 +132,7 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
* @pre The vehicle has to be at (or near to) a border of the tile,
* directed towards tile centre
*/
FORCEINLINE void UpdateZPositionAndInclination()
inline void UpdateZPositionAndInclination()
{
this->z_pos = GetSlopePixelZ(this->x_pos, this->y_pos);
ClrBit(this->gv_flags, GVF_GOINGUP_BIT);
@@ -157,7 +157,7 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
* The faster code is used for trains and road vehicles unless they are
* reversing on a sloped tile.
*/
FORCEINLINE void UpdateZPosition()
inline void UpdateZPosition()
{
#if 0
/* The following code does this: */
@@ -229,7 +229,7 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
* @param turned Indicates if the vehicle has turned.
* @return Old height of the vehicle.
*/
FORCEINLINE byte UpdateInclination(bool new_tile, bool turned)
inline byte UpdateInclination(bool new_tile, bool turned)
{
byte old_z = this->z_pos;
@@ -246,99 +246,99 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
/**
* Set front engine state.
*/
FORCEINLINE void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
inline void SetFrontEngine() { SetBit(this->subtype, GVSF_FRONT); }
/**
* Remove the front engine state.
*/
FORCEINLINE void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
inline void ClearFrontEngine() { ClrBit(this->subtype, GVSF_FRONT); }
/**
* Set a vehicle to be an articulated part.
*/
FORCEINLINE void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
inline void SetArticulatedPart() { SetBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Clear a vehicle from being an articulated part.
*/
FORCEINLINE void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
inline void ClearArticulatedPart() { ClrBit(this->subtype, GVSF_ARTICULATED_PART); }
/**
* Set a vehicle to be a wagon.
*/
FORCEINLINE void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
inline void SetWagon() { SetBit(this->subtype, GVSF_WAGON); }
/**
* Clear wagon property.
*/
FORCEINLINE void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
inline void ClearWagon() { ClrBit(this->subtype, GVSF_WAGON); }
/**
* Set engine status.
*/
FORCEINLINE void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
inline void SetEngine() { SetBit(this->subtype, GVSF_ENGINE); }
/**
* Clear engine status.
*/
FORCEINLINE void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
inline void ClearEngine() { ClrBit(this->subtype, GVSF_ENGINE); }
/**
* Set a vehicle as a free wagon.
*/
FORCEINLINE void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
inline void SetFreeWagon() { SetBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Clear a vehicle from being a free wagon.
*/
FORCEINLINE void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
inline void ClearFreeWagon() { ClrBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Set a vehicle as a multiheaded engine.
*/
FORCEINLINE void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
inline void SetMultiheaded() { SetBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Clear multiheaded engine property.
*/
FORCEINLINE void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
inline void ClearMultiheaded() { ClrBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Check if the vehicle is a free wagon (got no engine in front of it).
* @return Returns true if the vehicle is a free wagon.
*/
FORCEINLINE bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
inline bool IsFreeWagon() const { return HasBit(this->subtype, GVSF_FREE_WAGON); }
/**
* Check if a vehicle is an engine (can be first in a consist).
* @return Returns true if vehicle is an engine.
*/
FORCEINLINE bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
inline bool IsEngine() const { return HasBit(this->subtype, GVSF_ENGINE); }
/**
* Check if a vehicle is a wagon.
* @return Returns true if vehicle is a wagon.
*/
FORCEINLINE bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
inline bool IsWagon() const { return HasBit(this->subtype, GVSF_WAGON); }
/**
* Check if the vehicle is a multiheaded engine.
* @return Returns true if the vehicle is a multiheaded engine.
*/
FORCEINLINE bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
inline bool IsMultiheaded() const { return HasBit(this->subtype, GVSF_MULTIHEADED); }
/**
* Tell if we are dealing with the rear end of a multiheaded engine.
* @return True if the engine is the rear part of a dualheaded engine.
*/
FORCEINLINE bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
inline bool IsRearDualheaded() const { return this->IsMultiheaded() && !this->IsEngine(); }
/**
* Update the GUI variant of the current speed of the vehicle.
* Also mark the widget dirty when that is needed, i.e. when
* the speed of this vehicle has changed.
*/
FORCEINLINE void SetLastSpeed()
inline void SetLastSpeed()
{
if (this->cur_speed != this->gcache.last_speed) {
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
@@ -360,7 +360,7 @@ protected:
* @param max_speed The maximum speed here, in vehicle specific units.
* @return Distance to drive.
*/
FORCEINLINE uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
inline uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
{
uint spd = this->subspeed + accel;
this->subspeed = (byte)spd;