Codechange: Store the rail type of rail engines as a RailTypes bitmask.

This commit is contained in:
Michael Lutz
2025-06-13 21:01:31 +02:00
committed by dP
parent 715b1fb405
commit 4bcb58cf52
28 changed files with 185 additions and 88 deletions

View File

@@ -296,7 +296,7 @@ PBSTileInfo FollowTrainReservation(const Train *v, Vehicle **train_on_res)
if (IsRailDepotTile(tile) && !GetDepotReservationTrackBits(tile)) return PBSTileInfo(tile, trackdir, false);
FindTrainOnTrackInfo ftoti;
ftoti.res = FollowReservation(v->owner, GetRailTypeInfo(v->railtype)->compatible_railtypes, tile, trackdir);
ftoti.res = FollowReservation(v->owner, GetAllCompatibleRailTypes(v->railtypes), tile, trackdir);
ftoti.res.okay = IsSafeWaitingPosition(v, ftoti.res.tile, ftoti.res.trackdir, true, _settings_game.pf.forbid_90_deg);
if (train_on_res != nullptr) {
CheckTrainsOnTrack(ftoti, ftoti.res.tile);
@@ -388,7 +388,7 @@ bool IsSafeWaitingPosition(const Train *v, TileIndex tile, Trackdir trackdir, bo
}
/* Check next tile. For performance reasons, we check for 90 degree turns ourself. */
CFollowTrackRail ft(v, GetRailTypeInfo(v->railtype)->compatible_railtypes);
CFollowTrackRail ft(v, GetAllCompatibleRailTypes(v->railtypes));
/* End of track? */
if (!ft.Follow(tile, trackdir)) {