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(svn r23099) -Codechange: remove pointless multiplications by TILE_HEIGHT for the water/river code
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@ -927,7 +927,7 @@ static void CreateDesertOrRainForest()
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static bool FindSpring(TileIndex tile, void *user_data)
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{
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uint referenceHeight;
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Slope s = GetTilePixelSlope(tile, &referenceHeight);
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Slope s = GetTileSlope(tile, &referenceHeight);
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if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
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/* In the tropics rivers start in the rainforest. */
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@ -938,7 +938,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
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for (int dx = -1; dx <= 1; dx++) {
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for (int dy = -1; dy <= 1; dy++) {
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TileIndex t = TileAddWrap(tile, dx, dy);
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if (t != INVALID_TILE && GetTileMaxPixelZ(t) > referenceHeight) num++;
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if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
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}
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}
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@ -948,7 +948,7 @@ static bool FindSpring(TileIndex tile, void *user_data)
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for (int dx = -16; dx <= 16; dx++) {
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for (int dy = -16; dy <= 16; dy++) {
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TileIndex t = TileAddWrap(tile, dx, dy);
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if (t != INVALID_TILE && GetTileMaxPixelZ(t) > referenceHeight + 2 * TILE_HEIGHT) return false;
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if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2) return false;
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}
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}
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@ -990,8 +990,8 @@ static bool FlowsDown(TileIndex begin, TileIndex end)
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uint heightBegin;
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uint heightEnd;
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Slope slopeBegin = GetTilePixelSlope(begin, &heightBegin);
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Slope slopeEnd = GetTilePixelSlope(end, &heightEnd);
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Slope slopeBegin = GetTileSlope(begin, &heightBegin);
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Slope slopeEnd = GetTileSlope(end, &heightEnd);
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return heightEnd <= heightBegin &&
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/* Slope either is inclined or flat; rivers don't support other slopes. */
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@ -150,7 +150,7 @@ void MakeWaterKeepingClass(TileIndex tile, Owner o)
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/* Autoslope might turn an originally canal or river tile into land */
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uint z;
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if (GetTilePixelSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
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if (GetTileSlope(tile, &z) != SLOPE_FLAT) wc = WATER_CLASS_INVALID;
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if (wc == WATER_CLASS_SEA && z > 0) wc = WATER_CLASS_CANAL;
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@ -860,7 +860,7 @@ static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
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default: break;
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case VEH_AIRCRAFT: {
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if (!IsAirportTile(v->tile) || GetTileMaxPixelZ(v->tile) != 0) break;
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if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
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if (v->subtype == AIR_SHADOW) break;
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/* We compare v->z_pos against delta_z + 1 because the shadow
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@ -1080,7 +1080,7 @@ void TileLoop_Water(TileIndex tile)
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if (IsTileType(dest, MP_WATER)) continue;
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uint z_dest;
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Slope slope_dest = GetFoundationPixelSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
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Slope slope_dest = GetFoundationSlope(dest, &z_dest) & ~SLOPE_HALFTILE_MASK & ~SLOPE_STEEP;
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if (z_dest > 0) continue;
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if (!HasBit(_flood_from_dirs[slope_dest], ReverseDir(dir))) continue;
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@ -1112,7 +1112,7 @@ void ConvertGroundTilesIntoWaterTiles()
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uint z;
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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Slope slope = GetTilePixelSlope(tile, &z);
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Slope slope = GetTileSlope(tile, &z);
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if (IsTileType(tile, MP_CLEAR) && z == 0) {
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/* Make both water for tiles at level 0
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* and make shore, as that looks much better
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