(svn r3213) - Codechange: Clean up handling of road stops, avoiding unnecessary use of pointers and using the *BIT() macros.

pull/155/head
peter1138 19 years ago
parent 479a9c2e47
commit 2a9d325930

@ -463,21 +463,13 @@ static void UpdateRoadVehDeltaXY(Vehicle *v)
static void ClearCrashedStation(Vehicle *v)
{
TileIndex tile = v->tile;
byte *b, bb;
RoadStop *rs = GetRoadStopByTile(tile, GetRoadStopType(tile));
b = &rs->status;
bb = *b;
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
// mark station as not busy
bb &= ~0x80;
CLRBIT(rs->status, 7);
// free parking bay
bb |= (v->u.road.state&0x02)?2:1;
*b = bb;
SETBIT(rs->status, HASBIT(v->u.road.state, 1) ? 1 : 0);
}
static void RoadVehDelete(Vehicle *v)

@ -2284,34 +2284,30 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
}
}
} else if (v->type == VEH_Road) {
if (v->u.road.state < 16 && (v->u.road.state&4)==0 && v->u.road.frame==0) {
byte m5 = _m[tile].m5;
byte *b, bb,state;
if (IS_BYTE_INSIDE(m5, 0x43, 0x4B)) {
if (v->u.road.state < 16 && !HASBIT(v->u.road.state, 2) && v->u.road.frame == 0) {
if (IS_BYTE_INSIDE(_m[tile].m5, 0x43, 0x4B)) {
/* Attempt to allocate a parking bay in a road stop */
RoadStop *rs = GetRoadStopByTile(tile, GetRoadStopType(tile));
b = &rs->status;
bb = *b;
/* bb bits 1..0 describe current the two parking spots.
0 means occupied, 1 means free. */
/* rs->status bits 0 and 1 describe current the two parking spots.
* 0 means occupied, 1 means free. */
// Station busy?
if (bb & 0x80 || (bb&3) == 0)
// Check if station is busy or if there are no free bays.
if (HASBIT(rs->status, 7) || GB(rs->status, 0, 2) == 0)
return 8;
state = v->u.road.state + 32;
if (bb & 1) {
bb &= ~1;
v->u.road.state += 32;
// if the first bay is free, allocate that, else the second bay must be free.
if (HASBIT(rs->status, 0)) {
CLRBIT(rs->status, 0);
} else {
bb &= ~2;
state += 2;
CLRBIT(rs->status, 1);
v->u.road.state += 2;
}
bb |= 0x80;
*b = bb;
v->u.road.state = state;
// mark the station as busy
SETBIT(rs->status, 7);
}
}
}

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