Merge branch 'adjacent_crossings' into jgrpp

# Conflicts:
#	src/road_func.h
pull/21/merge
Jonathan G Rennison 7 years ago
commit b76d594654

@ -179,7 +179,7 @@ bool HasRoadTypesAvail(const CompanyID company, const RoadTypes rts);
bool ValParamRoadType(const RoadType rt);
RoadTypes GetCompanyRoadtypes(const CompanyID company);
void UpdateLevelCrossing(TileIndex tile, bool sound = true);
void UpdateLevelCrossing(TileIndex tile, bool sound = true, bool force_close = false);
bool IsCrossingOccupiedByRoadVehicle(TileIndex t);
#endif /* ROAD_FUNC_H */

@ -1818,16 +1818,17 @@ static inline bool CheckLevelCrossing(TileIndex tile)
* Sets correct crossing state
* @param tile tile to update
* @param sound should we play sound?
* @param force_state force close the crossing due to an adjacent tile
* @param is_forced force set the crossing state to that of forced_state
* @param forced_state the crossing state to set when using is_forced
* @pre tile is a rail-road crossing
*/
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_state = false)
static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool is_forced, bool forced_state)
{
assert(IsLevelCrossingTile(tile));
bool new_state;
if (force_state) {
new_state = force_state;
if (is_forced) {
new_state = forced_state;
} else {
new_state = CheckLevelCrossing(tile);
}
@ -1845,28 +1846,33 @@ static void UpdateLevelCrossingTile(TileIndex tile, bool sound, bool force_state
* Cycles the adjacent crossings and sets their state
* @param tile tile to update
* @param sound should we play sound?
* @param force_close force close the crossing
*/
void UpdateLevelCrossing(TileIndex tile, bool sound)
void UpdateLevelCrossing(TileIndex tile, bool sound, bool force_close)
{
bool is_forced = false;
bool forced_state = force_close;
if (!IsLevelCrossingTile(tile)) return;
Axis axis = GetCrossingRoadAxis(tile);
const Axis axis = GetCrossingRoadAxis(tile);
const DiagDirection dir = AxisToDiagDir(axis);
const DiagDirection reverse_dir = ReverseDiagDir(dir);
if (_settings_game.vehicle.adjacent_crossings) {
for (TileIndex t = tile; !is_forced && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, AxisToDiagDir(GetCrossingRoadAxis(t)))) {
is_forced |= CheckLevelCrossing(t);
const bool adjacent_crossings = _settings_game.vehicle.adjacent_crossings;
if (adjacent_crossings) {
for (TileIndex t = tile; !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
forced_state |= CheckLevelCrossing(t);
}
for (TileIndex t = tile; !is_forced && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t))))) {
is_forced |= CheckLevelCrossing(t);
for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); !forced_state && IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) {
forced_state |= CheckLevelCrossing(t);
}
}
for (TileIndex t = tile; IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, AxisToDiagDir(GetCrossingRoadAxis(t)))) {
UpdateLevelCrossingTile(t, sound, is_forced);
UpdateLevelCrossingTile(tile, sound, adjacent_crossings || force_close, forced_state);
for (TileIndex t = TileAddByDiagDir(tile, dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, dir)) {
UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state);
}
for (TileIndex t = tile; IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, ReverseDiagDir(AxisToDiagDir(GetCrossingRoadAxis(t))))) {
UpdateLevelCrossingTile(t, sound, is_forced);
for (TileIndex t = TileAddByDiagDir(tile, reverse_dir); IsLevelCrossingTile(t) && GetCrossingRoadAxis(t) == axis; t = TileAddByDiagDir(t, reverse_dir)) {
UpdateLevelCrossingTile(t, sound, adjacent_crossings, forced_state);
}
}
@ -1893,8 +1899,7 @@ bool IsCrossingOccupiedByRoadVehicle(TileIndex t)
static inline void MaybeBarCrossingWithSound(TileIndex tile)
{
if (!IsCrossingBarred(tile)) {
SetCrossingReservation(tile, true);
UpdateLevelCrossing(tile, true);
UpdateLevelCrossing(tile, true, true);
}
}

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