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-rw-r--r--src/train_cmd.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 172ca934f..fb3f3c268 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1797,7 +1797,7 @@ void UpdateLevelCrossing(TileIndex tile, bool sound)
assert(IsLevelCrossingTile(tile));
/* train on crossing || train approaching crossing || reserved */
- bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || GetCrossingReservation(tile);
+ bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
if (new_state != IsCrossingBarred(tile)) {
if (new_state && sound) {
@@ -2459,7 +2459,7 @@ static bool CheckTrainStayInDepot(Train *v)
v->load_unload_time_rem = 0;
seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
- if (seg_state == SIGSEG_FULL || GetDepotWaypointReservation(v->tile)) {
+ if (seg_state == SIGSEG_FULL || HasDepotWaypointReservation(v->tile)) {
/* Full and no PBS signal in block or depot reserved, can't exit. */
InvalidateWindowClasses(WC_TRAINS_LIST);
return true;
@@ -2471,7 +2471,7 @@ static bool CheckTrainStayInDepot(Train *v)
/* We are leaving a depot, but have to go to the exact same one; re-enter */
if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
/* We need to have a reservation for this to work. */
- if (GetDepotWaypointReservation(v->tile)) return true;
+ if (HasDepotWaypointReservation(v->tile)) return true;
SetDepotWaypointReservation(v->tile, true);
VehicleEnterDepot(v);
return true;
@@ -3137,7 +3137,7 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
* at the depot tile itself but starts from the next tile. If we are still
* inside the depot, a depot reservation can never be ours. */
if (v->track == TRACK_BIT_DEPOT) {
- if (GetDepotWaypointReservation(v->tile)) {
+ if (HasDepotWaypointReservation(v->tile)) {
if (mark_as_stuck) MarkTrainAsStuck(v);
return false;
} else {
@@ -3892,7 +3892,7 @@ static void TrainController(Train *v, Vehicle *nomove)
/* If we are approching a crossing that is reserved, play the sound now. */
TileIndex crossing = TrainApproachingCrossingTile(v);
- if (crossing != INVALID_TILE && GetCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
+ if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
/* Always try to extend the reservation when entering a tile. */
CheckNextTrainTile(v);