diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2995,7 +2995,7 @@ static void TrainController(Vehicle *v, { Vehicle *prev; GetNewVehiclePosResult gp; - uint32 r, tracks,ts; + uint32 r, tracks, ts; Trackdir i; DiagDirection enterdir; Direction dir; @@ -3013,11 +3013,11 @@ static void TrainController(Vehicle *v, if (GetNewVehiclePos(v, &gp)) { /* Staying in the old tile */ if (v->u.rail.track == TRACK_BIT_DEPOT) { - /* inside depot */ + /* Inside depot */ gp.x = v->x_pos; gp.y = v->y_pos; } else { - /* is not inside depot */ + /* Not inside depot */ if (IsFrontEngine(v) && !TrainCheckIfLineEnds(v)) return; @@ -3043,7 +3043,7 @@ static void TrainController(Vehicle *v, /* Determine what direction we're entering the new tile from */ dir = GetNewVehicleDirectionByTile(gp.new_tile, gp.old_tile); enterdir = DirToDiagDir(dir); - assert(enterdir==0 || enterdir==1 || enterdir==2 || enterdir==3); + assert(IsValidDiagDirection(enterdir)); /* Get the status of the tracks in the new tile and mask * away the bits that aren't reachable. */ @@ -3060,17 +3060,11 @@ static void TrainController(Vehicle *v, bits &= ~TrackCrossesTracks(FindFirstTrack(v->u.rail.track)); } - if (bits == TRACK_BIT_NONE) { - //debug("%x == 0", bits); - goto invalid_rail; - } + if (bits == TRACK_BIT_NONE) goto invalid_rail; /* Check if the new tile contrains tracks that are compatible * with the current train, if not, bail out. */ - if (!CheckCompatibleRail(v, gp.new_tile)) { - //debug("!CheckCompatibleRail(%p, %x)", v, gp.new_tile); - goto invalid_rail; - } + if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail; if (prev == NULL) { /* Currently the locomotive is active. Determine which one of the @@ -3079,16 +3073,24 @@ static void TrainController(Vehicle *v, assert(chosen_track & tracks); /* Check if it's a red signal and that force proceed is not clicked. */ - if ( (tracks>>16)&chosen_track && v->u.rail.force_proceed == 0) goto red_light; + if ((tracks >> 16) & chosen_track && v->u.rail.force_proceed == 0) goto red_light; } else { - static byte _matching_tracks[8] = {0x30, 1, 0xC, 2, 0x30, 1, 0xC, 2}; + static const TrackBits _matching_tracks[8] = { + TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X, + TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y, + TRACK_BIT_LEFT | TRACK_BIT_RIGHT, TRACK_BIT_X, + TRACK_BIT_UPPER | TRACK_BIT_LOWER, TRACK_BIT_Y + }; /* The wagon is active, simply follow the prev vehicle. */ chosen_track = (TrackBits)(byte)(_matching_tracks[GetDirectionToVehicle(prev, gp.x, gp.y)] & bits); } - /* make sure chosen track is a valid track */ - assert(chosen_track==1 || chosen_track==2 || chosen_track==4 || chosen_track==8 || chosen_track==16 || chosen_track==32); + /* Make sure chosen track is a valid track */ + assert( + chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y || + chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER || + chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT); /* Update XY to reflect the entrance to the new tile, and select the direction to use */ { @@ -3126,15 +3128,14 @@ static void TrainController(Vehicle *v, /* Signals can only change when the first * (above) or the last vehicle moves. */ - if (v->next == NULL) - TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir)); + if (v->next == NULL) TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir)); if (prev == NULL) AffectSpeedByDirChange(v, chosen_dir); v->direction = chosen_dir; } } else { - /* in tunnel on on a bridge */ + /* In tunnel or on a bridge */ GetNewVehiclePos(v, &gp); SetSpeedLimitOnBridge(v);