mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r8715) -Codechange/cleanup: replace magic numbers related to state of road vehicles with enums. Original patch by mart3p.
This commit is contained in:
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86a4b5e169
commit
154dff9873
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@ -1458,7 +1458,7 @@ bool AfterLoadGame(void)
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if (v->type == VEH_Train) {
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v->u.rail.track = TRACK_BIT_WORMHOLE;
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} else {
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v->u.road.state = 0xFF;
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v->u.road.state = RVSB_WORMHOLE;
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}
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}
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}
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@ -74,6 +74,23 @@ static const TrackdirBits _road_exit_dir_to_incoming_trackdirs[DIAGDIR_END] = {
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TRACKDIR_BIT_RIGHT_S | TRACKDIR_BIT_LOWER_E | TRACKDIR_BIT_Y_SE
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};
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/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
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static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
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TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
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};
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/** Checks whether the trackdir means that we are reversing */
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static bool IsReversingRoadTrackdir(Trackdir dir)
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{
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return (dir & 0x07) >= 6;
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}
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/** Checks whether the given trackdir is a straight road */
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static bool IsStraightRoadTrackdir(Trackdir dir)
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{
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return (dir & 0x06) == 0;
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}
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int GetRoadVehImage(const Vehicle* v, Direction direction)
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{
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int img = v->spritenum;
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@ -161,7 +178,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v->z_pos = GetSlopeZ(x,y);
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v->z_height = 6;
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v->u.road.state = 254;
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v->u.road.state = RVSB_IN_DEPOT;
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v->vehstatus = VS_HIDDEN|VS_STOPPED|VS_DEFPAL;
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v->spritenum = rvi->image_index;
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@ -452,7 +469,7 @@ int32 CmdTurnRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v->u.road.crashed_ctr != 0 ||
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v->breakdown_ctr != 0 ||
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v->u.road.overtaking != 0 ||
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v->u.road.state == 255 ||
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v->u.road.state == RVSB_WORMHOLE ||
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IsRoadVehInDepot(v) ||
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v->cur_speed < 5) {
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return CMD_ERROR;
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@ -502,7 +519,7 @@ static void ClearCrashedStation(Vehicle *v)
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rs->SetEntranceBusy(false);
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/* Free the parking bay */
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rs->FreeBay(HASBIT(v->u.road.state, 1) ? 1 : 0);
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rs->FreeBay(HASBIT(v->u.road.state, RVS_USING_SECOND_BAY) ? 1 : 0);
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}
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static void RoadVehDelete(Vehicle *v)
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@ -607,7 +624,7 @@ static void RoadVehCheckTrainCrash(Vehicle *v)
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{
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TileIndex tile;
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if (v->u.road.state == 255) return;
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if (v->u.road.state == RVSB_WORMHOLE) return;
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tile = v->tile;
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@ -875,7 +892,7 @@ static bool RoadVehAccelerate(Vehicle *v)
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// Clamp
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spd = min(spd, v->max_speed);
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if (v->u.road.state == 255) spd = min(spd, SetSpeedLimitOnBridge(v));
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if (v->u.road.state == RVSB_WORMHOLE) spd = min(spd, SetSpeedLimitOnBridge(v));
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//updates statusbar only if speed have changed to save CPU time
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if (spd != v->cur_speed) {
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@ -966,7 +983,8 @@ static void RoadVehCheckOvertake(Vehicle *v, Vehicle *u)
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if (v->direction != u->direction || !(v->direction & 1)) return;
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if (v->u.road.state >= 32 || (v->u.road.state & 7) > 1) return;
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/* Check if vehicle is in a road stop, depot, tunnel or bridge or not on a straight road */
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if (v->u.road.state >= RVS_IN_ROAD_STOP || !IsStraightRoadTrackdir((Trackdir)(v->u.road.state & RVSB_TRACKDIR_MASK))) return;
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tt = GetTileTrackStatus(v->tile, TRANSPORT_ROAD) & 0x3F;
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if ((tt & 3) == 0) return;
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@ -1242,11 +1260,6 @@ static const byte _road_veh_data_1[] = {
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15, 15, 11, 11
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};
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/** Converts the exit direction of a depot to trackdir the vehicle is going to drive to */
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static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
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TRACKDIR_X_NE, TRACKDIR_Y_SE, TRACKDIR_X_SW, TRACKDIR_Y_NW
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};
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static void RoadVehController(Vehicle *v)
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{
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Direction new_dir;
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@ -1327,11 +1340,8 @@ static void RoadVehController(Vehicle *v)
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if (++v->u.road.overtaking_ctr >= 35)
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/* If overtaking just aborts at a random moment, we can have a out-of-bound problem,
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* if the vehicle started a corner. To protect that, only allow an abort of
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* overtake if we are on straight road, which are the 8 states below */
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if (v->u.road.state == 0 || v->u.road.state == 1 ||
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v->u.road.state == 8 || v->u.road.state == 9 ||
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v->u.road.state == 16 || v->u.road.state == 17 ||
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v->u.road.state == 24 || v->u.road.state == 25) {
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* overtake if we are on straight roads */
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if (v->u.road.state < RVSB_IN_ROAD_STOP && IsStraightRoadTrackdir((Trackdir)v->u.road.state)) {
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v->u.road.overtaking = 0;
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}
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}
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@ -1339,7 +1349,7 @@ static void RoadVehController(Vehicle *v)
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/* Save old vehicle position to use at end of move to set viewport area dirty */
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BeginVehicleMove(v);
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if (v->u.road.state == 255) {
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if (v->u.road.state == RVSB_WORMHOLE) {
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/* Vehicle is on a bridge or in a tunnel */
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GetNewVehiclePosResult gp;
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@ -1367,7 +1377,7 @@ static void RoadVehController(Vehicle *v)
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}
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/* Get move position data for next frame */
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rd = _road_drive_data[(v->u.road.state + (_opt.road_side << 4)) ^ v->u.road.overtaking][v->u.road.frame + 1];
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rd = _road_drive_data[(v->u.road.state + (_opt.road_side << RVS_DRIVE_SIDE)) ^ v->u.road.overtaking][v->u.road.frame + 1];
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if (rd.x & 0x80) {
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/* Vehicle is moving to the next tile */
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@ -1384,7 +1394,7 @@ static void RoadVehController(Vehicle *v)
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}
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again:
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if ((dir & 7) >= 6) {
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if (IsReversingRoadTrackdir(dir)) {
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/* Turning around */
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tile = v->tile;
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}
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@ -1406,12 +1416,12 @@ again:
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return;
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}
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/* Try an about turn to re-enter the previous tile */
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dir = _road_reverse_table[rd.x&3];
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dir = _road_reverse_table[rd.x & 3];
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goto again;
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}
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if (IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30) && IsTileType(v->tile, MP_STATION)) {
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if ((dir & 7) >= 6) {
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if (IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) && IsTileType(v->tile, MP_STATION)) {
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if (IsReversingRoadTrackdir(dir)) {
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/* New direction is trying to turn vehicle around.
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* We can't turn at the exit of a road stop so wait.*/
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v->cur_speed = 0;
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@ -1422,7 +1432,7 @@ again:
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RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
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/* Vehicle is leaving a road stop tile, mark bay as free and clear the usage bit */
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rs->FreeBay(HASBIT(v->u.road.state, 1) ? 1 : 0);
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rs->FreeBay(HASBIT(v->u.road.state, RVS_USING_SECOND_BAY) ? 1 : 0);
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rs->SetEntranceBusy(false);
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}
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}
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@ -1475,7 +1485,7 @@ again:
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}
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/* Set vehicle to second frame on the tile */
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v->u.road.state = tmp & ~16;
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CLRBIT(v->u.road.state, RVS_DRIVE_SIDE);
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v->u.road.frame = 1;
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if (newdir != v->direction) {
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@ -1495,7 +1505,7 @@ again:
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new_dir = RoadVehGetSlidingDirection(v, x, y);
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if (!IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30)) {
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if (!IS_BYTE_INSIDE(v->u.road.state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
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/* Vehicle is not in a road stop.
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* Check for another vehicle to overtake */
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Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
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@ -1524,8 +1534,8 @@ again:
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}
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}
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if (v->u.road.state >= 0x20 &&
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_road_veh_data_1[v->u.road.state - 0x20 + (_opt.road_side<<4)] == v->u.road.frame) {
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if (v->u.road.state >= RVSB_IN_ROAD_STOP &&
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_road_veh_data_1[v->u.road.state - RVSB_IN_ROAD_STOP + (_opt.road_side << RVS_DRIVE_SIDE)] == v->u.road.frame) {
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RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
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Station* st = GetStationByTile(v->tile);
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@ -2222,7 +2222,7 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
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}
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}
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} else if (v->type == VEH_Road) {
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if (v->u.road.state < 16 && !HASBIT(v->u.road.state, 2) && v->u.road.frame == 0) {
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if (v->u.road.state < RVSB_IN_ROAD_STOP && v->u.road.frame == 0) {
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if (IsRoadStop(tile)) {
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/* Attempt to allocate a parking bay in a road stop */
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RoadStop *rs = GetRoadStopByTile(tile, GetRoadStopType(tile));
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@ -2230,11 +2230,11 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
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/* Check if station is busy or if there are no free bays. */
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if (rs->IsEntranceBusy() || !rs->HasFreeBay()) return VETSB_CANNOT_ENTER;
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v->u.road.state += 32;
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SETBIT(v->u.road.state, RVS_IN_ROAD_STOP);
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/* Allocate a bay and update the road state */
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uint bay_nr = rs->AllocateBay();
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SB(v->u.road.state, 1, 1, bay_nr);
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SB(v->u.road.state, RVS_USING_SECOND_BAY, 1, bay_nr);
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/* Mark the station entrace as busy */
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rs->SetEntranceBusy(true);
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@ -1250,7 +1250,10 @@ static const byte _tunnel_fractcoord_2[4] = {0x81, 0x98, 0x87, 0x38};
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static const byte _tunnel_fractcoord_3[4] = {0x82, 0x88, 0x86, 0x48};
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static const byte _exit_tunnel_track[4] = {1, 2, 1, 2};
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static const byte _road_exit_tunnel_state[4] = {8, 9, 0, 1};
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/** Get the trackdir of the exit of a tunnel */
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static const Trackdir _road_exit_tunnel_state[DIAGDIR_END] = {
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TRACKDIR_X_SW, TRACKDIR_Y_NW, TRACKDIR_X_NE, TRACKDIR_Y_SE
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};
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static const byte _road_exit_tunnel_frame[4] = {2, 7, 9, 4};
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static const byte _tunnel_fractcoord_4[4] = {0x52, 0x85, 0x98, 0x29};
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@ -1304,11 +1307,11 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
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vdir = DirToDiagDir(v->direction);
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// Enter tunnel?
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if (v->u.road.state != 0xFF && dir == vdir) {
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if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
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if (fc == _tunnel_fractcoord_4[dir] ||
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fc == _tunnel_fractcoord_5[dir]) {
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v->tile = tile;
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v->u.road.state = 0xFF;
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v->u.road.state = RVSB_WORMHOLE;
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v->vehstatus |= VS_HIDDEN;
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return VETSB_ENTERED_WORMHOLE;
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} else {
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@ -1354,7 +1357,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
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CLRBIT(v->u.rail.flags, VRF_GOINGUP);
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CLRBIT(v->u.rail.flags, VRF_GOINGDOWN);
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} else {
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v->u.road.state = 0xFF;
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v->u.road.state = RVSB_WORMHOLE;
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}
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return VETSB_ENTERED_WORMHOLE;
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} else if (DirToDiagDir(v->direction) == ReverseDiagDir(dir)) {
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@ -1365,7 +1368,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
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return VETSB_ENTERED_WORMHOLE;
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}
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} else {
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if (v->u.road.state == 0xFF) {
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if (v->u.road.state == RVSB_WORMHOLE) {
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v->u.road.state = _road_exit_tunnel_state[dir];
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v->u.road.frame = 0;
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return VETSB_ENTERED_WORMHOLE;
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@ -2524,7 +2524,7 @@ void VehicleEnterDepot(Vehicle *v)
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case VEH_Road:
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InvalidateWindowClasses(WC_ROADVEH_LIST);
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v->u.road.state = 254;
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v->u.road.state = RVSB_IN_DEPOT;
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break;
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case VEH_Ship:
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@ -27,6 +27,37 @@ enum VehicleEnterTileStatus {
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VETSB_CANNOT_ENTER = 1 << VETS_CANNOT_ENTER, ///< The vehicle cannot enter the tile
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};
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/** Road vehicle states */
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enum RoadVehicleStates {
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/*
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* Lower 4 bits are used for vehicle track direction. (Trackdirs)
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* When in a road stop (bit 5 set) these bits give the
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* track direction of the entry to the road stop.
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* As the entry direction will always be a diagonal
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* direction (X_NE, Y_SE, X_SW or Y_NW) only bits 0 and 3
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* are needed to hold this direction. Bit 1 is then used to show
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* that the vehicle is using the second road stop bay.
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*/
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/* Numeric values */
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RVSB_IN_DEPOT = 0xFE, ///< The vehicle is in a depot
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RVSB_WORMHOLE = 0xFF, ///< The vehicle is in a tunnel and/or bridge
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/* Bit numbers */
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RVS_USING_SECOND_BAY = 1, ///< Only used while in a road stop
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RVS_DRIVE_SIDE = 4, ///< Only used when retrieving move data and for turning vehicles
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RVS_IN_ROAD_STOP = 5, ///< The vehicle is in a road stop
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/* Bit sets of the above specified bits */
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RVSB_USING_SECOND_BAY = 1 << RVS_USING_SECOND_BAY, ///< Only used while in a road stop
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RVSB_DRIVE_SIDE = 1 << RVS_DRIVE_SIDE, ///< Only used when retrieving move data and for turning vehicles
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RVSB_IN_ROAD_STOP = 1 << RVS_IN_ROAD_STOP, ///< The vehicle is in a road stop
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RVSB_IN_ROAD_STOP_END = RVSB_IN_ROAD_STOP + TRACKDIR_END,
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RVSB_TRACKDIR_MASK = 0x0F, ///< The mask used to extract track dirs
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RVSB_ROAD_STOP_TRACKDIR_MASK = 0x09 ///< Only bits 0 and 3 are used to encode the trackdir for road stops
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};
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enum {
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VEH_Train,
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VEH_Road,
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@ -136,7 +167,7 @@ typedef struct VehicleAir {
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} VehicleAir;
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typedef struct VehicleRoad {
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byte state;
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byte state; /// @see RoadVehicleStates
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byte frame;
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uint16 blocked_ctr;
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byte overtaking;
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