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author | rubidium <rubidium@openttd.org> | 2011-11-04 10:18:13 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2011-11-04 10:18:13 +0000 |
commit | 7757a2ed406996be35c7179185f2e4e7cba37e12 (patch) | |
tree | ccf4b25e4efba9fee88cfb65ccabd68972c09400 /src/saveload | |
parent | 47203dbeb5080a5d24131a61ec12d1d3164bcb42 (diff) | |
download | openttd-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.cpp | 20 |
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 */ |