(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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@@ -77,7 +77,7 @@ void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_wate
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{
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/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
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* Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
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if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
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if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) {
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if (include_invalid_water_class) {
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SetWaterClass(t, WATER_CLASS_INVALID);
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return;
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@@ -458,12 +458,12 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
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case INVALID_DIR: break;
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default: NOT_REACHED();
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}
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byte entry_z = GetSlopeZ(entry_x, entry_y);
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byte entry_z = GetSlopePixelZ(entry_x, entry_y);
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/* Compute middle of the tile. */
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int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
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int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
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byte middle_z = GetSlopeZ(middle_x, middle_y);
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byte middle_z = GetSlopePixelZ(middle_x, middle_y);
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/* middle_z == entry_z, no height change. */
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if (middle_z == entry_z) return 0;
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@@ -1060,7 +1060,7 @@ bool AfterLoadGame()
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if (GB(_m[t].m5, 3, 2) == 0) {
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MakeClear(t, CLEAR_GRASS, 3);
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} else {
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if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
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if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) {
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MakeShore(t);
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} else {
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if (GetTileOwner(t) == OWNER_WATER) {
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@@ -1096,7 +1096,7 @@ bool AfterLoadGame()
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case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
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case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
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}
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} else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
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} else if (v->z_pos > GetSlopePixelZ(v->x_pos, v->y_pos)) {
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v->tile = GetNorthernBridgeEnd(v->tile);
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} else {
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continue;
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@@ -1670,7 +1670,7 @@ bool AfterLoadGame()
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* on its neighbouring tiles. Done after river and canal updates to
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* ensure neighbours are correct. */
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for (TileIndex t = 0; t < map_size; t++) {
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if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
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if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) continue;
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if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
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if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
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@@ -2355,7 +2355,7 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(149)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (!IsTileType(t, MP_STATION)) continue;
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if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTileSlope(t, NULL) == SLOPE_FLAT)) {
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if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTilePixelSlope(t, NULL) == SLOPE_FLAT)) {
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SetWaterClass(t, WATER_CLASS_INVALID);
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}
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}
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@@ -2394,7 +2394,7 @@ bool AfterLoadGame()
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if (!IsTunnelTile(vtile)) continue;
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/* Are we actually in this tunnel? Or maybe a lower tunnel? */
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if (GetSlopeZ(v->x_pos, v->y_pos) != v->z_pos) continue;
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if (GetSlopePixelZ(v->x_pos, v->y_pos) != v->z_pos) continue;
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/* What way are we going? */
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const DiagDirection dir = GetTunnelBridgeDirection(vtile);
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@@ -2544,7 +2544,7 @@ bool AfterLoadGame()
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/* In old versions, z_pos was 1 unit lower on bridge heads.
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* However, this invalid state could be converted to new savegames
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* by loading and saving the game in a new version. */
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v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
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v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos);
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DiagDirection dir = GetTunnelBridgeDirection(v->tile);
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if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) &&
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v->direction != DiagDirToDir(dir)) {
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@@ -2558,7 +2558,7 @@ bool AfterLoadGame()
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/* If the vehicle is really above v->tile (not in a wormhole),
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* it should have set v->z_pos correctly. */
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assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopeZ(v->x_pos, v->y_pos));
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assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos));
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}
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/* Fill Vehicle::cur_real_order_index */
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