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(svn r20125) -Change: [NewGRF] If a tile has a snow-flag in the map array, use that for Terrain Type variables, instead of always only using the tile Z position. Also use the maximum Z of a tile for tiles which usually have levelling foundations (stations, houses, industries, unmovables).
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@ -17,8 +17,10 @@
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#include "industrytype.h"
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#include "newgrf.h"
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#include "newgrf_commons.h"
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#include "clear_map.h"
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#include "station_map.h"
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#include "tree_map.h"
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#include "tunnelbridge_map.h"
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#include "core/mem_func.hpp"
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/** Constructor of generic class
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@ -284,7 +286,49 @@ uint32 GetTerrainType(TileIndex tile)
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{
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switch (_settings_game.game_creation.landscape) {
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case LT_TROPIC: return GetTropicZone(tile);
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case LT_ARCTIC: return GetTileZ(tile) > GetSnowLine() ? 4 : 0;
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case LT_ARCTIC: {
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bool has_snow;
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switch (GetTileType(tile)) {
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case MP_CLEAR:
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has_snow = IsSnowTile(tile);
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break;
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case MP_RAILWAY: {
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RailGroundType ground = GetRailGroundType(tile);
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has_snow = (ground == RAIL_GROUND_ICE_DESERT);
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break;
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}
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case MP_ROAD:
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has_snow = IsOnSnow(tile);
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break;
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case MP_TREES: {
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TreeGround ground = GetTreeGround(tile);
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has_snow = (ground == TREE_GROUND_SNOW_DESERT || ground == TREE_GROUND_ROUGH_SNOW);
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break;
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}
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case MP_TUNNELBRIDGE:
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has_snow = HasTunnelBridgeSnowOrDesert(tile);
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break;
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case MP_STATION:
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case MP_HOUSE:
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case MP_INDUSTRY:
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case MP_UNMOVABLE:
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/* These tiles usually have a levelling foundation. So use max Z */
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has_snow = (GetTileMaxZ(tile) > GetSnowLine());
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break;
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case MP_WATER:
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has_snow = (GetTileZ(tile) > GetSnowLine());
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break;
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default: NOT_REACHED();
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}
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return has_snow ? 4 : 0;
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}
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default: return 0;
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}
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}
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