(svn r23099) -Codechange: remove pointless multiplications by TILE_HEIGHT for the water/river code

This commit is contained in:
rubidium 2011-11-04 10:29:26 +00:00
parent f0f17a77ba
commit 0b6dbaf664
2 changed files with 9 additions and 9 deletions

View File

@ -927,7 +927,7 @@ static void CreateDesertOrRainForest()
static bool FindSpring(TileIndex tile, void *user_data)
{
uint referenceHeight;
Slope s = GetTilePixelSlope(tile, &referenceHeight);
Slope s = GetTileSlope(tile, &referenceHeight);
if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
/* In the tropics rivers start in the rainforest. */
@ -938,7 +938,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxPixelZ(t) > referenceHeight) num++;
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
}
}
@ -948,7 +948,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
for (int dx = -16; dx <= 16; dx++) {
for (int dy = -16; dy <= 16; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxPixelZ(t) > referenceHeight + 2 * TILE_HEIGHT) return false;
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
}
}
@ -990,8 +990,8 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
uint heightBegin;
uint heightEnd;
Slope slopeBegin = GetTilePixelSlope(begin, &heightBegin);
Slope slopeEnd = GetTilePixelSlope(end, &heightEnd);
Slope slopeBegin = GetTileSlope(begin, &heightBegin);
Slope slopeEnd = GetTileSlope(end, &heightEnd);
return heightEnd <= heightBegin &&
/* Slope either is inclined or flat; rivers don't support other slopes. */

View File

@ -150,7 +150,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o)
/* Autoslope might turn an originally canal or river tile into land */
uint z;
if (GetTilePixelSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
if (GetTileSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
@ -860,7 +860,7 @@ static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
default: break;
case VEH_AIRCRAFT: {
if (!IsAirportTile(v->tile) || GetTileMaxPixelZ(v->tile) != 0) break;
if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
if (v->subtype == AIR_SHADOW) break;
/* We compare v->z_pos against delta_z + 1 because the shadow
@ -1080,7 +1080,7 @@ void TileLoop_Water(TileIndex tile)
if (IsTileType(dest, MP_WATER)) continue;
uint z_dest;
Slope slope_dest = GetFoundationPixelSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
Slope slope_dest = GetFoundationSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
if (z_dest > 0) continue;
if (!HasBit(_flood_from_dirs[slope_dest], ReverseDir(dir))) continue;
@ -1112,7 +1112,7 @@ void ConvertGroundTilesIntoWaterTiles()
uint z;
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
Slope slope = GetTilePixelSlope(tile, &z);
Slope slope = GetTileSlope(tile, &z);
if (IsTileType(tile, MP_CLEAR) && z == 0) {
/* Make both water for tiles at level 0
* and make shore, as that looks much better