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authorrubidium <rubidium@openttd.org>2011-11-04 10:18:13 +0000
committerrubidium <rubidium@openttd.org>2011-11-04 10:18:13 +0000
commit7757a2ed406996be35c7179185f2e4e7cba37e12 (patch)
treeccf4b25e4efba9fee88cfb65ccabd68972c09400 /src/saveload
parent47203dbeb5080a5d24131a61ec12d1d3164bcb42 (diff)
downloadopenttd-7757a2ed406996be35c7179185f2e4e7cba37e12.tar.xz
(svn r23091) -Codechange: rename some Get*Z functions to Get*PixelZ functions if they return the Z in pixels (like TilePixelHeight)
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/afterload.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index d3fce84d0..c8cc0dd81 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -77,7 +77,7 @@ void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_wate
{
/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
* Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
- if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
+ if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) {
if (include_invalid_water_class) {
SetWaterClass(t, WATER_CLASS_INVALID);
return;
@@ -458,12 +458,12 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
case INVALID_DIR: break;
default: NOT_REACHED();
}
- byte entry_z = GetSlopeZ(entry_x, entry_y);
+ byte entry_z = GetSlopePixelZ(entry_x, entry_y);
/* Compute middle of the tile. */
int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + HALF_TILE_SIZE;
- byte middle_z = GetSlopeZ(middle_x, middle_y);
+ byte middle_z = GetSlopePixelZ(middle_x, middle_y);
/* middle_z == entry_z, no height change. */
if (middle_z == entry_z) return 0;
@@ -1060,7 +1060,7 @@ bool AfterLoadGame()
if (GB(_m[t].m5, 3, 2) == 0) {
MakeClear(t, CLEAR_GRASS, 3);
} else {
- if (GetTileSlope(t, NULL) != SLOPE_FLAT) {
+ if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) {
MakeShore(t);
} else {
if (GetTileOwner(t) == OWNER_WATER) {
@@ -1096,7 +1096,7 @@ bool AfterLoadGame()
case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
}
- } else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) {
+ } else if (v->z_pos > GetSlopePixelZ(v->x_pos, v->y_pos)) {
v->tile = GetNorthernBridgeEnd(v->tile);
} else {
continue;
@@ -1670,7 +1670,7 @@ bool AfterLoadGame()
* on its neighbouring tiles. Done after river and canal updates to
* ensure neighbours are correct. */
for (TileIndex t = 0; t < map_size; t++) {
- if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
+ if (GetTilePixelSlope(t, NULL) != SLOPE_FLAT) continue;
if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
@@ -2355,7 +2355,7 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(149)) {
for (TileIndex t = 0; t < map_size; t++) {
if (!IsTileType(t, MP_STATION)) continue;
- if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTileSlope(t, NULL) == SLOPE_FLAT)) {
+ if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && GetTilePixelSlope(t, NULL) == SLOPE_FLAT)) {
SetWaterClass(t, WATER_CLASS_INVALID);
}
}
@@ -2394,7 +2394,7 @@ bool AfterLoadGame()
if (!IsTunnelTile(vtile)) continue;
/* Are we actually in this tunnel? Or maybe a lower tunnel? */
- if (GetSlopeZ(v->x_pos, v->y_pos) != v->z_pos) continue;
+ if (GetSlopePixelZ(v->x_pos, v->y_pos) != v->z_pos) continue;
/* What way are we going? */
const DiagDirection dir = GetTunnelBridgeDirection(vtile);
@@ -2544,7 +2544,7 @@ bool AfterLoadGame()
/* In old versions, z_pos was 1 unit lower on bridge heads.
* However, this invalid state could be converted to new savegames
* by loading and saving the game in a new version. */
- v->z_pos = GetSlopeZ(v->x_pos, v->y_pos);
+ v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos);
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) &&
v->direction != DiagDirToDir(dir)) {
@@ -2558,7 +2558,7 @@ bool AfterLoadGame()
/* If the vehicle is really above v->tile (not in a wormhole),
* it should have set v->z_pos correctly. */
- assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopeZ(v->x_pos, v->y_pos));
+ assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos));
}
/* Fill Vehicle::cur_real_order_index */