Changeset - r5989:bdbc99aec5b3
[Not reviewed]
master
0 1 0
rubidium - 18 years ago 2007-02-12 22:46:10
rubidium@openttd.org
(svn r8692) -Cleanup: add comments to RoadVehController. Patch by mart3p.
1 file changed with 45 insertions and 6 deletions:
0 comments (0 inline, 0 general)
src/roadveh_cmd.cpp
Show inline comments
 
@@ -1273,6 +1273,7 @@ static void RoadVehController(Vehicle *v
 
	if (v->current_order.type == OT_LOADING) return;
 

	
 
	if (IsRoadVehInDepot(v)) {
 
		/* Vehicle is about to leave a depot */
 
		DiagDirection dir;
 
		const RoadDriveEntry* rdp;
 
		byte rd2;
 
@@ -1308,6 +1309,7 @@ static void RoadVehController(Vehicle *v
 
		return;
 
	}
 

	
 
	/* Check if vehicle needs to proceed, return if it doesn't */
 
	if (!RoadVehAccelerate(v)) return;
 

	
 
	if (v->u.road.overtaking != 0)  {
 
@@ -1323,9 +1325,11 @@ 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) {
 
		/* Vehicle is on a bridge or in a tunnel */
 
		GetNewVehiclePosResult gp;
 

	
 
		GetNewVehiclePos(v, &gp);
 
@@ -1337,7 +1341,7 @@ static void RoadVehController(Vehicle *v
 
		}
 

	
 
		if ((IsTunnelTile(gp.new_tile) || IsBridgeTile(gp.new_tile)) && VehicleEnterTile(v, gp.new_tile, gp.x, gp.y) & 4) {
 
			//new_dir = RoadGetNewDirection(v, gp.x, gp.y)
 
			/* Vehicle has just entered a bridge or tunnel */
 
			v->cur_image = GetRoadVehImage(v, v->direction);
 
			UpdateRoadVehDeltaXY(v);
 
			SetRoadVehPosition(v,gp.x,gp.y);
 
@@ -1351,10 +1355,11 @@ static void RoadVehController(Vehicle *v
 
		return;
 
	}
 

	
 
	/* 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];
 

	
 
// switch to another tile
 
	if (rd.x & 0x80) {
 
		/* Vehicle is moving to the next tile */
 
		TileIndex tile = v->tile + TileOffsByDiagDir(rd.x & 3);
 
		int dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
 
		uint32 r;
 
@@ -1362,6 +1367,7 @@ static void RoadVehController(Vehicle *v
 
		const RoadDriveEntry *rdp;
 

	
 
		if (dir == -1) {
 
			/* No path was found to destination */
 
			v->cur_speed = 0;
 
			return;
 
		}
 
@@ -1372,6 +1378,7 @@ again:
 
			tile = v->tile;
 
		}
 

	
 
		/* Get position data for first frame on the new tile */
 
		rdp = _road_drive_data[(dir + (_opt.road_side << 4)) ^ v->u.road.overtaking];
 

	
 
		x = TileX(tile) * TILE_SIZE + rdp[0].x;
 
@@ -1382,29 +1389,35 @@ again:
 

	
 
		r = VehicleEnterTile(v, tile, x, y);
 
		if (r & 8) {
 
			/* Vehicle cannot enter the tile */
 
			if (!IsTileType(tile, MP_TUNNELBRIDGE)) {
 
				v->cur_speed = 0;
 
				return;
 
			}
 
			/* Try an about turn to re-enter the previous tile */
 
			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) {
 
				/* 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;
 
				return;
 
			}
 
			if (IsRoadStop(v->tile)) {
 
				/* The tile that the vehicle is leaving is a road stop */
 
				RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
 

	
 
				// reached a loading bay, mark it as used and clear the usage bit
 
				SETBIT(rs->status, v->u.road.state & 2 ? 1 : 0); // occupied bay
 
				/* Vehicle is leaving a road stop tile, mark bay as free and clear the usage bit */
 
				SETBIT(rs->status, v->u.road.state & 2 ? 1 : 0); // set bay as free
 
				CLRBIT(rs->status, 7); // usage bit
 
			}
 
		}
 

	
 
		if (!(r & 4)) {
 
			/* Set vehicle to first frame on new tile */
 
			v->tile = tile;
 
			v->u.road.state = (byte)dir;
 
			v->u.road.frame = 0;
 
@@ -1421,6 +1434,7 @@ again:
 
	}
 

	
 
	if (rd.x & 0x40) {
 
		/* Vehicle has finished turning around, it will now head back onto the same tile */
 
		int dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
 
		uint32 r;
 
		int tmp;
 
@@ -1428,6 +1442,7 @@ again:
 
		const RoadDriveEntry *rdp;
 

	
 
		if (dir == -1) {
 
			/* No path was found to destination */
 
			v->cur_speed = 0;
 
			return;
 
		}
 
@@ -1443,10 +1458,12 @@ again:
 

	
 
		r = VehicleEnterTile(v, v->tile, x, y);
 
		if (r & 8) {
 
			/* Vehicle cannot enter the tile */
 
			v->cur_speed = 0;
 
			return;
 
		}
 

	
 
		/* Set vehicle to second frame on the tile */
 
		v->u.road.state = tmp & ~16;
 
		v->u.road.frame = 1;
 

	
 
@@ -1461,15 +1478,19 @@ again:
 
		return;
 
	}
 

	
 
	/* Calculate new position for the vehicle */
 
	x = (v->x_pos & ~15) + (rd.x & 15);
 
	y = (v->y_pos & ~15) + (rd.y & 15);
 

	
 
	new_dir = RoadVehGetSlidingDirection(v, x, y);
 

	
 
	if (!IS_BYTE_INSIDE(v->u.road.state, 0x20, 0x30)) {
 
		/* Vehicle is not in a road stop.
 
		 * Check for another vehicle to overtake */
 
		Vehicle* u = RoadVehFindCloseTo(v, x, y, new_dir);
 

	
 
		if (u != NULL) {
 
			/* There is a vehicle in front overtake it if possible */
 
			if (v->u.road.overtaking == 0) RoadVehCheckOvertake(v, u);
 
			return;
 
		}
 
@@ -1477,12 +1498,17 @@ again:
 

	
 
	old_dir = v->direction;
 
	if (new_dir != old_dir) {
 
		/* The vehicle's direction has changed. */
 
		v->direction = new_dir;
 
		v->cur_speed -= (v->cur_speed >> 2);
 
		if (old_dir != v->u.road.state) {
 
			/* The vehicle is in a road stop */
 
			v->cur_image = GetRoadVehImage(v, new_dir);
 
			UpdateRoadVehDeltaXY(v);
 
			SetRoadVehPosition(v, v->x_pos, v->y_pos);
 
			/* Note, return here means that the frame counter is not incremented
 
			 * for vehicles changing direction in a road stop. This causes frames to
 
			 * be repeated. Is this intended? */
 
			return;
 
		}
 
	}
 
@@ -1492,10 +1518,15 @@ again:
 
		RoadStop *rs = GetRoadStopByTile(v->tile, GetRoadStopType(v->tile));
 
		Station* st = GetStationByTile(v->tile);
 

	
 
		/* Vehicle is at the stop position (at a bay) in a road stop.
 
		 * Note, if vehicle is loading/unloading it has already been handled,
 
		 * so if we get here the vehicle has just arrived or is just ready to leave. */
 
		if (v->current_order.type != OT_LEAVESTATION &&
 
				v->current_order.type != OT_GOTO_DEPOT) {
 
			/* Vehicle has arrived at a bay in a road stop */
 
			Order old_order;
 

	
 
			/* Clear road stop busy bit to allow another vehicle to enter or leave */
 
			CLRBIT(rs->status, 7);
 

	
 
			v->last_station_visited = GetStationIndex(v->tile);
 
@@ -1521,8 +1552,10 @@ again:
 
			return;
 
		}
 

	
 
		/* Vehicle is ready to leave a bay in a road stop */
 
		if (v->current_order.type != OT_GOTO_DEPOT) {
 
			if (HASBIT(rs->status, 7)) {
 
				/* Road stop is busy, so wait */
 
				v->cur_speed = 0;
 
				return;
 
			}
 
@@ -1530,13 +1563,14 @@ again:
 
			v->current_order.flags = 0;
 
			ClearSlot(v);
 
		}
 
		/* Set road stop busy bit to prevent another vehicle trying to enter or leave */
 
		SETBIT(rs->status, 7);
 

	
 
		if (rs == v->u.road.slot) {
 
			//we have arrived at the correct station
 
			/* We are leaving the correct station */
 
			ClearSlot(v);
 
		} else if (v->u.road.slot != NULL) {
 
			//we have arrived at the wrong station
 
			/* We are leaving the wrong station */
 
			//XXX The question is .. what to do? Actually we shouldn't be here
 
			//but I guess we need to clear the slot
 
			DEBUG(ms, 0, "Vehicle %d (index %d) arrived at wrong stop", v->unitnumber, v->index);
 
@@ -1562,12 +1596,17 @@ again:
 
		InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
 
	}
 

	
 
	/* Check tile position conditions - i.e. stop position in depot,
 
	 * entry onto bridge or into tunnel */
 
	r = VehicleEnterTile(v, v->tile, x, y);
 
	if (r & 8) {
 
		/* Vehicle cannot continue */
 
		v->cur_speed = 0;
 
		return;
 
	}
 

	
 
	/* Move to next frame unless vehicle arrived at a stop position
 
	 * in a depot or entered a tunnel/bridge */
 
	if ((r & 4) == 0) v->u.road.frame++;
 

	
 
	v->cur_image = GetRoadVehImage(v, v->direction);
0 comments (0 inline, 0 general)