Simplify some rail/signalled tunnel/bridge tile checks
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@@ -74,9 +74,7 @@ static inline bool HasTunnelBridgeSnowOrDesert(TileIndex t)
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*/
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static inline bool IsRailTunnelBridgeTile(TileIndex t)
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{
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TransportType tt = Extract<TransportType, 2, 2>(_m[t].m5);
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return IsTileType(t, MP_TUNNELBRIDGE) && (tt == TRANSPORT_RAIL);
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return IsTileType(t, MP_TUNNELBRIDGE) && (Extract<TransportType, 2, 2>(_m[t].m5) == TRANSPORT_RAIL);
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}
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static inline void SetTunnelBridgeGroundBits(TileIndex t, uint8 bits)
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@@ -381,6 +379,17 @@ static inline bool IsTunnelBridgeSignalSimulationEntrance(TileIndex t)
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return HasBit(_m[t].m5, 5);
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}
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/**
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* Is this a tunnel/bridge entrance tile with signal?
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* Tunnel bridge signal simulation has allways bit 5 on at entrance.
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* @param t the tile that might be a tunnel/bridge.
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* @return true if and only if this tile is a tunnel/bridge entrance.
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*/
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static inline bool IsTunnelBridgeSignalSimulationEntranceTile(TileIndex t)
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{
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return IsTileType(t, MP_TUNNELBRIDGE) && HasBit(_m[t].m5, 5);
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}
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/**
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* Is this a tunnel/bridge entrance tile with signal only?
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* @param t the tile that might be a tunnel/bridge.
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@@ -405,6 +414,16 @@ static inline bool IsTunnelBridgeSignalSimulationExit(TileIndex t)
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return HasBit(_m[t].m5, 6);
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}
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/**
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* Is this a tunnel/bridge exit?
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* @param t the tile that might be a tunnel/bridge.
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* @return true if and only if this tile is a tunnel/bridge exit.
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*/
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static inline bool IsTunnelBridgeSignalSimulationExitTile(TileIndex t)
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{
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return IsTileType(t, MP_TUNNELBRIDGE) && HasBit(_m[t].m5, 6);
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}
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/**
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* Is this a tunnel/bridge exit only?
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* @param t the tile that might be a tunnel/bridge.
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