(svn r16907) -Codechange: make a more clear distinction between reservation functions that return a bool and that return TrackBits; GetRailStationReservation vs GetRailwayStationReservation, which one returns the bool and which one the TrackBits?
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@@ -1797,7 +1797,7 @@ void UpdateLevelCrossing(TileIndex tile, bool sound)
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assert(IsLevelCrossingTile(tile));
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/* train on crossing || train approaching crossing || reserved */
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bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
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bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
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if (new_state != IsCrossingBarred(tile)) {
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if (new_state && sound) {
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@@ -2459,7 +2459,7 @@ static bool CheckTrainStayInDepot(Train *v)
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v->load_unload_time_rem = 0;
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seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
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if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
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if (seg_state == SIGSEG_FULL || HasDepotWaypointReservation(v->tile)) {
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/* Full and no PBS signal in block or depot reserved, can't exit. */
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InvalidateWindowClasses(WC_TRAINS_LIST);
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return true;
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@@ -2471,7 +2471,7 @@ static bool CheckTrainStayInDepot(Train *v)
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/* We are leaving a depot, but have to go to the exact same one; re-enter */
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if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
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/* We need to have a reservation for this to work. */
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if (GetDepotWaypointReservation(v->tile)) return true;
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if (HasDepotWaypointReservation(v->tile)) return true;
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SetDepotWaypointReservation(v->tile, true);
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VehicleEnterDepot(v);
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return true;
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@@ -3137,7 +3137,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
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* at the depot tile itself but starts from the next tile. If we are still
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* inside the depot, a depot reservation can never be ours. */
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if (v->track == TRACK_BIT_DEPOT) {
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if (GetDepotWaypointReservation(v->tile)) {
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if (HasDepotWaypointReservation(v->tile)) {
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if (mark_as_stuck) MarkTrainAsStuck(v);
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return false;
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} else {
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@@ -3892,7 +3892,7 @@ static void TrainController(Train *v, Vehicle *nomove)
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/* If we are approching a crossing that is reserved, play the sound now. */
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TileIndex crossing = TrainApproachingCrossingTile(v);
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if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
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if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
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/* Always try to extend the reservation when entering a tile. */
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CheckNextTrainTile(v);
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