Merge branch 'signal_tunnels_bridges-sx' into jgrpp

pull/3/head
Jonathan G Rennison 9 years ago
commit 3b60379a42

@ -1041,7 +1041,7 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
}
if (flags & DC_EXEC) {
if (p2 == 0 && HasWormholeSignals(tile)) { // Toggle signal if already signals present.
if (IsTunnelBridgeEntrance (tile)) {
if (IsTunnelBridgeEntrance(tile)) {
ClrBitTunnelBridgeSignal(tile);
ClrBitTunnelBridgeExit(tile_exit);
SetBitTunnelBridgeExit(tile);
@ -1052,7 +1052,7 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
SetBitTunnelBridgeExit(tile_exit);
SetBitTunnelBridgeSignal(tile);
}
} else{
} else {
/* Create one direction tunnel/bridge if required. */
if (p2 == 0) {
SetBitTunnelBridgeSignal(tile);
@ -1072,7 +1072,7 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1,
}
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile_exit);
AddSideToSignalBuffer(tile, INVALID_DIAGDIR, _current_company);
AddSideToSignalBuffer(tile, INVALID_DIAGDIR, GetTileOwner(tile));
YapfNotifyTrackLayoutChange(tile, track);
}
return cost;
@ -1526,6 +1526,8 @@ CommandCost CmdRemoveSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1
_m[end].m2 = 0;
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(end);
AddSideToSignalBuffer(tile, INVALID_DIAGDIR, GetTileOwner(tile));
YapfNotifyTrackLayoutChange(tile, track);
return CommandCost(EXPENSES_CONSTRUCTION, cost);
}

@ -3324,6 +3324,7 @@ static bool CheckTrainStayInWormHole(Train *t, TileIndex tile)
}
SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner);
if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) {
t->vehstatus |= VS_TRAIN_SLOWING;
t->cur_speed = 0;
return true;
}
@ -3565,6 +3566,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
if (v->IsFrontEngine() && v->force_proceed == 0) {
if (IsTunnelBridgeWithSignRed(gp.new_tile)) {
v->cur_speed = 0;
v->vehstatus |= VS_TRAIN_SLOWING;
return false;
}
if (IsTunnelBridgeExit(gp.new_tile)) {
@ -3653,6 +3655,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) {
if (distance == 0) v->wait_counter = 0;
v->cur_speed = 0;
v->vehstatus |= VS_TRAIN_SLOWING;
return false;
}
/* flip signal in front to red on bridges*/

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