(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ functions if they return the Z in pixels (like TilePixelHeight)
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@@ -70,7 +70,7 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
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{
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switch (GetTileType(tile)) {
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case MP_WATER:
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL));
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return !IsBridgeAbove(tile) && IsCoast(tile) && !IsSlopeWithOneCornerRaised(GetTilePixelSlope(tile, NULL));
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case MP_CLEAR:
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return !IsBridgeAbove(tile) && !IsClearGround(tile, CLEAR_FIELDS) && GetRawClearGround(tile) != CLEAR_ROCKS &&
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@@ -232,7 +232,7 @@ static void PlaceTreeAtSameHeight(TileIndex tile, uint height)
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if (!CanPlantTreesOnTile(cur_tile, true)) continue;
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/* Not too much height difference */
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if (Delta(GetTileZ(cur_tile), height) > 2) continue;
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if (Delta(GetTilePixelZ(cur_tile), height) > 2) continue;
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/* Place one tree and quit */
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PlaceTree(cur_tile, r);
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@@ -264,9 +264,9 @@ void PlaceTreesRandomly()
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/* Place a number of trees based on the tile height.
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* This gives a cool effect of multiple trees close together.
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* It is almost real life ;) */
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ht = GetTileZ(tile);
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ht = GetTilePixelZ(tile);
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/* The higher we get, the more trees we plant */
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j = GetTileZ(tile) / TILE_HEIGHT * 2;
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j = GetTilePixelZ(tile) / TILE_HEIGHT * 2;
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/* Above snowline more trees! */
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if (_settings_game.game_creation.landscape == LT_ARCTIC && ht > GetSnowLine()) j *= 3;
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while (j--) {
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@@ -363,7 +363,7 @@ CommandCost CmdPlantTree(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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break;
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case MP_WATER:
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if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTileSlope(tile, NULL))) {
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if (!IsCoast(tile) || IsSlopeWithOneCornerRaised(GetTilePixelSlope(tile, NULL))) {
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msg = STR_ERROR_CAN_T_BUILD_ON_WATER;
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continue;
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}
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@@ -493,7 +493,7 @@ static void DrawTile_Trees(TileInfo *ti)
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}
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/* draw them in a sorted way */
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byte z = ti->z + GetSlopeMaxZ(ti->tileh) / 2;
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byte z = ti->z + GetSlopeMaxPixelZ(ti->tileh) / 2;
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for (; trees > 0; trees--) {
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uint min = te[0].x + te[0].y;
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@@ -516,12 +516,12 @@ static void DrawTile_Trees(TileInfo *ti)
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}
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static uint GetSlopeZ_Trees(TileIndex tile, uint x, uint y)
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static uint GetSlopePixelZ_Trees(TileIndex tile, uint x, uint y)
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{
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uint z;
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Slope tileh = GetTileSlope(tile, &z);
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Slope tileh = GetTilePixelSlope(tile, &z);
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return z + GetPartialZ(x & 0xF, y & 0xF, tileh);
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return z + GetPartialPixelZ(x & 0xF, y & 0xF, tileh);
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}
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static Foundation GetFoundation_Trees(TileIndex tile, Slope tileh)
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@@ -588,7 +588,7 @@ static void TileLoopTreesDesert(TileIndex tile)
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static void TileLoopTreesAlps(TileIndex tile)
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{
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int k = GetTileZ(tile) - GetSnowLine() + TILE_HEIGHT;
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int k = GetTilePixelZ(tile) - GetSnowLine() + TILE_HEIGHT;
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if (k < 0) {
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switch (GetTreeGround(tile)) {
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@@ -784,7 +784,7 @@ static CommandCost TerraformTile_Trees(TileIndex tile, DoCommandFlag flags, uint
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extern const TileTypeProcs _tile_type_trees_procs = {
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DrawTile_Trees, // draw_tile_proc
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GetSlopeZ_Trees, // get_slope_z_proc
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GetSlopePixelZ_Trees, // get_slope_z_proc
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ClearTile_Trees, // clear_tile_proc
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NULL, // add_accepted_cargo_proc
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GetTileDesc_Trees, // get_tile_desc_proc
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