Adjust signal on bridge/tunnel map bits, rename accessors, add docs.
Use same bit to store red/green state for entrances and exits. No longer re-use exit bit to store red/green state of entrance. Avoid modifying the M2 of tunnel entrances/exits. Rename and rationalise map accessor functions. Document bits used in landscape HTML docs.
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@@ -2972,13 +2972,28 @@ bool AfterLoadGame()
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/* set the semaphore bit to match what it would have been in v1 */
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/* clear the PBS bit, update the end signal state */
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL && HasWormholeSignals(t)) {
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if (IsTileType(t, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL && IsTunnelBridgeWithSignalSimulation(t)) {
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SetTunnelBridgeSemaphore(t, _cur_year < _settings_client.gui.semaphore_build_before);
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SetTunnelBridgePBS(t, false);
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UpdateSignalsOnSegment(t, INVALID_DIAGDIR, GetTileOwner(t));
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}
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}
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}
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if (SlXvIsFeaturePresent(XSLFI_SIG_TUNNEL_BRIDGE, 1, 2)) {
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/* red/green signal state bit for tunnel entrances moved
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* to no longer re-use signalled tunnel exit bit
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*/
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_TUNNELBRIDGE) && GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL && IsTunnelBridgeWithSignalSimulation(t)) {
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if (HasBit(_m[t].m5, 5)) {
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/* signalled tunnel entrance */
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SignalState state = HasBit(_m[t].m5, 6) ? SIGNAL_STATE_RED : SIGNAL_STATE_GREEN;
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ClrBit(_m[t].m5, 6);
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SetTunnelBridgeSignalState(t, state);
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}
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}
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}
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}
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/* Station acceptance is some kind of cache */
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if (IsSavegameVersionBefore(127)) {
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