(svn r8715) -Codechange/cleanup: replace magic numbers related to state of road vehicles with enums. Original patch by mart3p.

pull/155/head
rubidium 18 years ago
parent fd645aa845
commit b5dade8098

@ -1458,7 +1458,7 @@ bool AfterLoadGame(void)
if (v->type == VEH_Train) {
v->u.rail.track = TRACK_BIT_WORMHOLE;
} else {
v->u.road.state = 0xFF;
v->u.road.state = RVSB_WORMHOLE;
}
}
}

@ -74,6 +74,23 @@ static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
};
/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
};
/** Checks whether the trackdir means that we are reversing */
static bool IsReversingRoadTrackdir(Trackdir dir)
{
return (dir & 0x07) >= 6;
}
/** Checks whether the given trackdir is a straight road */
static bool IsStraightRoadTrackdir(Trackdir dir)
{
return (dir & 0x06) == 0;
}
int GetRoadVehImage(const Vehicle* v, Direction direction)
{
int img = v->spritenum;
@ -161,7 +178,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.road.state = 254;
v->u.road.state = RVSB_IN_DEPOT;
v->vehstatus = VS_HIDDEN|VS_STOPPED|VS_DEFPAL;
v->spritenum = rvi->image_index;
@ -452,7 +469,7 @@ int32 CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->u.road.crashed_ctr != 0 ||
v->breakdown_ctr != 0 ||
v->u.road.overtaking != 0 ||
v->u.road.state == 255 ||
v->u.road.state == RVSB_WORMHOLE ||
IsRoadVehInDepot(v) ||
v->cur_speed < 5) {
return CMD_ERROR;
@ -502,7 +519,7 @@ static void ClearCrashedStation(Vehicle *v)
rs->SetEntranceBusy(false);
/* Free the parking bay */
rs->FreeBay(HASBIT(v->u.road.state, 1) ? 1 : 0);
rs->FreeBay(HASBIT(v->u.road.state, RVS_USING_SECOND_BAY) ? 1 : 0);
}
static void RoadVehDelete(Vehicle *v)
@ -607,7 +624,7 @@ static void RoadVehCheckTrainCrash(Vehicle *v)
{
TileIndex tile;
if (v->u.road.state == 255) return;
if (v->u.road.state == RVSB_WORMHOLE) return;
tile = v->tile;
@ -875,7 +892,7 @@ static bool RoadVehAccelerate(Vehicle *v)
// Clamp
spd = min(spd, v->max_speed);
if (v->u.road.state == 255) spd = min(spd, SetSpeedLimitOnBridge(v));
if (v->u.road.state == RVSB_WORMHOLE) spd = min(spd, SetSpeedLimitOnBridge(v));
//updates statusbar only if speed have changed to save CPU time
if (spd != v->cur_speed) {
@ -966,7 +983,8 @@ static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
if (v->direction != u->direction || !(v->direction & 1)) return;
if (v->u.road.state >= 32 || (v->u.road.state & 7) > 1) return;
/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
if (v->u.road.state >= RVS_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return;
tt = GetTileTrackStatus(v->tile, TRANSPORT_ROAD) & 0x3F;
if ((tt & 3) == 0) return;
@ -1242,11 +1260,6 @@ static const byte _road_veh_data_1[] = {
15, 15, 11, 11
};
/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
};
static void RoadVehController(Vehicle *v)
{
Direction new_dir;
@ -1327,11 +1340,8 @@ static void RoadVehController(Vehicle *v)
if (++v->u.road.overtaking_ctr >= 35)
/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
* if the vehicle started a corner. To protect that, only allow an abort of
* overtake if we are on straight road, which are the 8 states below */
if (v->u.road.state == 0 || v->u.road.state == 1 ||
v->u.road.state == 8 || v->u.road.state == 9 ||
v->u.road.state == 16 || v->u.road.state == 17 ||
v->u.road.state == 24 || v->u.road.state == 25) {
* overtake if we are on straight roads */
if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) {
v->u.road.overtaking = 0;
}
}
@ -1339,7 +1349,7 @@ static void RoadVehController(Vehicle *v)
/* Save old vehicle position to use at end of move to set viewport area dirty */
BeginVehicleMove(v);
if (v->u.road.state == 255) {
if (v->u.road.state == RVSB_WORMHOLE) {
/* Vehicle is on a bridge or in a tunnel */
GetNewVehiclePosResult gp;
@ -1367,7 +1377,7 @@ static void RoadVehController(Vehicle *v)
}
/* Get move position data for next frame */
rd = _road_drive_data[(v->u.road.state + (_opt.road_side << 4)) ^ v->u.road.overtaking][v->u.road.frame + 1];
rd = _road_drive_data[(v->u.road.state + (_opt.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
if (rd.x & 0x80) {
/* Vehicle is moving to the next tile */
@ -1384,7 +1394,7 @@ static void RoadVehController(Vehicle *v)
}
again:
if ((dir & 7) >= 6) {
if (IsReversingRoadTrackdir(dir)) {
/* Turning around */
tile = v->tile;
}
@ -1406,12 +1416,12 @@ again:
return;
}
/* Try an about turn to re-enter the previous tile */
dir = _road_reverse_table[rd.x&3];
dir = _road_reverse_table[rd.x & 3];
goto again;
}
if (IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30) && IsTileType(v->tile, MP_STATION)) {
if ((dir & 7) >= 6) {
if (IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
if (IsReversingRoadTrackdir(dir)) {
/* New direction is trying to turn vehicle around.
* We can't turn at the exit of a road stop so wait.*/
v->cur_speed = 0;
@ -1422,7 +1432,7 @@ again:
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
/* Vehicle is leaving a road stop tile, mark bay as free and clear the usage bit */
rs->FreeBay(HASBIT(v->u.road.state, 1) ? 1 : 0);
rs->FreeBay(HASBIT(v->u.road.state, RVS_USING_SECOND_BAY) ? 1 : 0);
rs->SetEntranceBusy(false);
}
}
@ -1475,7 +1485,7 @@ again:
}
/* Set vehicle to second frame on the tile */
v->u.road.state = tmp & ~16;
CLRBIT(v->u.road.state, RVS_DRIVE_SIDE);
v->u.road.frame = 1;
if (newdir != v->direction) {
@ -1495,7 +1505,7 @@ again:
new_dir = RoadVehGetSlidingDirection(v, x, y);
if (!IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30)) {
if (!IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
/* Vehicle is not in a road stop.
* Check for another vehicle to overtake */
Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
@ -1524,8 +1534,8 @@ again:
}
}
if (v->u.road.state >= 0x20 &&
_road_veh_data_1[v->u.road.state - 0x20 + (_opt.road_side<<4)] == v->u.road.frame) {
if (v->u.road.state >= RVSB_IN_ROAD_STOP &&
_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_opt.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) {
RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
Station* st = GetStationByTile(v->tile);

@ -2222,7 +2222,7 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
}
}
} else if (v->type == VEH_Road) {
if (v->u.road.state < 16 && !HASBIT(v->u.road.state, 2) && v->u.road.frame == 0) {
if (v->u.road.state < RVSB_IN_ROAD_STOP && v->u.road.frame == 0) {
if (IsRoadStop(tile)) {
/* Attempt to allocate a parking bay in a road stop */
RoadStop *rs = GetRoadStopByTile(tile, GetRoadStopType(tile));
@ -2230,11 +2230,11 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
/* Check if station is busy or if there are no free bays. */
if (rs->IsEntranceBusy() || !rs->HasFreeBay()) return VETSB_CANNOT_ENTER;
v->u.road.state += 32;
SETBIT(v->u.road.state, RVS_IN_ROAD_STOP);
/* Allocate a bay and update the road state */
uint bay_nr = rs->AllocateBay();
SB(v->u.road.state, 1, 1, bay_nr);
SB(v->u.road.state, RVS_USING_SECOND_BAY, 1, bay_nr);
/* Mark the station entrace as busy */
rs->SetEntranceBusy(true);

@ -1250,7 +1250,10 @@ static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
/** Get the trackdir of the exit of a tunnel */
static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
};
static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
@ -1304,11 +1307,11 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
vdir = DirToDiagDir(v->direction);
// Enter tunnel?
if (v->u.road.state != 0xFF && dir == vdir) {
if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {
v->tile = tile;
v->u.road.state = 0xFF;
v->u.road.state = RVSB_WORMHOLE;
v->vehstatus |= VS_HIDDEN;
return VETSB_ENTERED_WORMHOLE;
} else {
@ -1354,7 +1357,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
CLRBIT(v->u.rail.flags, VRF_GOINGUP);
CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
} else {
v->u.road.state = 0xFF;
v->u.road.state = RVSB_WORMHOLE;
}
return VETSB_ENTERED_WORMHOLE;
} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
@ -1365,7 +1368,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
return VETSB_ENTERED_WORMHOLE;
}
} else {
if (v->u.road.state == 0xFF) {
if (v->u.road.state == RVSB_WORMHOLE) {
v->u.road.state = _road_exit_tunnel_state[dir];
v->u.road.frame = 0;
return VETSB_ENTERED_WORMHOLE;

@ -2524,7 +2524,7 @@ void VehicleEnterDepot(Vehicle *v)
case VEH_Road:
InvalidateWindowClasses(WC_ROADVEH_LIST);
v->u.road.state = 254;
v->u.road.state = RVSB_IN_DEPOT;
break;
case VEH_Ship:

@ -27,6 +27,37 @@ enum VehicleEnterTileStatus {
VETSB_CANNOT_ENTER = 1 << VETS_CANNOT_ENTER, ///< The vehicle cannot enter the tile
};
/** Road vehicle states */
enum RoadVehicleStates {
/*
* Lower 4 bits are used for vehicle track direction. (Trackdirs)
* When in a road stop (bit 5 set) these bits give the
* track direction of the entry to the road stop.
* As the entry direction will always be a diagonal
* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
* are needed to hold this direction. Bit 1 is then used to show
* that the vehicle is using the second road stop bay.
*/
/* Numeric values */
RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
/* Bit numbers */
RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data and for turning vehicles
RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
/* Bit sets of the above specified bits */
RVSB_USING_SECOND_BAY = 1 << RVS_USING_SECOND_BAY, ///< Only used while in a road stop
RVSB_DRIVE_SIDE = 1 << RVS_DRIVE_SIDE, ///< Only used when retrieving move data and for turning vehicles
RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
};
enum {
VEH_Train,
VEH_Road,
@ -136,7 +167,7 @@ typedef struct VehicleAir {
} VehicleAir;
typedef struct VehicleRoad {
byte state;
byte state; /// @see RoadVehicleStates
byte frame;
uint16 blocked_ctr;
byte overtaking;

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