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authorrubidium <rubidium@openttd.org>2011-11-04 10:22:27 +0000
committerrubidium <rubidium@openttd.org>2011-11-04 10:22:27 +0000
commit2ed0f93bfbd27ba4b4dc3e590556ffae6d9b9338 (patch)
tree9086d7e7b83871e60d43d838fd5f005ef50c5063 /src/town_cmd.cpp
parenta36551dbb4a6aa8a10e99df8331ac4ecb8586270 (diff)
downloadopenttd-2ed0f93bfbd27ba4b4dc3e590556ffae6d9b9338.tar.xz
(svn r23093) -Codechange: add a default NULL for the Z of GetTileSlope and use it
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r--src/town_cmd.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index e1c0f2cdc..4c7a6d348 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -787,7 +787,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
}
}
- Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationPixelSlope(tile, NULL) : GetTilePixelSlope(tile, NULL);
+ Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationPixelSlope(tile, NULL) : GetTileSlope(tile);
bool ret = !IsNeighborRoadTile(tile, dir, t->layout == TL_ORIGINAL ? 1 : 2);
if (cur_slope == SLOPE_FLAT) return ret;
@@ -828,7 +828,7 @@ static void LevelTownLand(TileIndex tile)
/* Don't terraform if land is plain or if there's a house there. */
if (IsTileType(tile, MP_HOUSE)) return;
- Slope tileh = GetTilePixelSlope(tile, NULL);
+ Slope tileh = GetTileSlope(tile);
if (tileh == SLOPE_FLAT) return;
/* First try up, then down */
@@ -871,7 +871,7 @@ static RoadBits GetTownRoadGridElement(Town *t, TileIndex tile, DiagDirection di
RoadBits rb_template;
- switch (GetTilePixelSlope(tile, NULL)) {
+ switch (GetTileSlope(tile)) {
default: rb_template = ROAD_ALL; break;
case SLOPE_W: rb_template = ROAD_NW | ROAD_SW; break;
case SLOPE_SW: rb_template = ROAD_Y | ROAD_SW; break;
@@ -970,7 +970,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
{
assert(bridge_dir < DIAGDIR_END);
- const Slope slope = GetTilePixelSlope(tile, NULL);
+ const Slope slope = GetTileSlope(tile);
/* Make sure the direction is compatible with the slope.
* Well we check if the slope has an up bit set in the
@@ -1337,7 +1337,7 @@ static bool GrowTown(Town *t)
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
- if (!IsTileType(tile, MP_HOUSE) && GetTilePixelSlope(tile, NULL) == SLOPE_FLAT) {
+ if (!IsTileType(tile, MP_HOUSE) && GetTileSlope(tile) == SLOPE_FLAT) {
if (DoCommand(tile, 0, 0, DC_AUTO | DC_NO_WATER, CMD_LANDSCAPE_CLEAR).Succeeded()) {
DoCommand(tile, GenRandomRoadBits(), t->index, DC_EXEC | DC_AUTO, CMD_BUILD_ROAD);
cur_company.Restore();
@@ -1500,7 +1500,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
}
/* Can only build on clear flat areas, possibly with trees. */
- if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTilePixelSlope(tile, NULL) != SLOPE_FLAT) {
+ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile) != SLOPE_FLAT) {
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
@@ -1697,7 +1697,7 @@ static bool FindFurthestFromWater(TileIndex tile, void *user_data)
uint dist = GetClosestWaterDistance(tile, true);
if (IsTileType(tile, MP_CLEAR) &&
- GetTilePixelSlope(tile, NULL) == SLOPE_FLAT &&
+ GetTileSlope(tile) == SLOPE_FLAT &&
IsTileAlignedToGrid(tile, sp->layout) &&
dist > sp->max_dist) {
sp->tile = tile;
@@ -1907,7 +1907,7 @@ static void MakeTownHouse(TileIndex t, Town *town, byte counter, byte stage, Hou
static inline bool CanBuildHouseHere(TileIndex tile, TownID town, bool noslope)
{
/* cannot build on these slopes... */
- Slope slope = GetTilePixelSlope(tile, NULL);
+ Slope slope = GetTileSlope(tile);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
/* building under a bridge? */
@@ -2525,7 +2525,7 @@ static CommandCost TownActionRoadRebuild(Town *t, DoCommandFlag flags)
static bool SearchTileForStatue(TileIndex tile, void *user_data)
{
/* Statues can be build on slopes, just like houses. Only the steep slopes is a no go. */
- if (IsSteepSlope(GetTilePixelSlope(tile, NULL))) return false;
+ if (IsSteepSlope(GetTileSlope(tile))) return false;
/* Don't build statues under bridges. */
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;