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-rw-r--r--landscape.c34
1 files changed, 17 insertions, 17 deletions
diff --git a/landscape.c b/landscape.c
index b8e86dc5a..d93be1ebe 100644
--- a/landscape.c
+++ b/landscape.c
@@ -14,7 +14,7 @@ byte _map_owner[TILES_X * TILES_Y];
byte _map2[TILES_X * TILES_Y];
byte _map_extra_bits[TILES_X * TILES_Y/4];
-extern const TileTypeProcs
+extern const TileTypeProcs
_tile_type_clear_procs,
_tile_type_rail_procs,
_tile_type_road_procs,
@@ -67,7 +67,7 @@ uint GetTileSlope(uint tile, int *h)
if (min >= c) min = c;
d = _map_type_and_height[tile+TILE_XY(1,1)] & 0xF;
if (min >= d) min = d;
-
+
r = 0;
if ((a-=min)!=0) { r += (--a << 4) + 8; }
if ((c-=min)!=0) { r += (--c << 4) + 4; }
@@ -136,7 +136,7 @@ uint GetPartialZ(int x, int y, int corners)
if (x - y >= 0)
z = (x - y) >> 1;
break;
-
+
case 2:
y^=0xF;
if ( (x - y) >= 0)
@@ -213,7 +213,7 @@ uint GetPartialZ(int x, int y, int corners)
case 29:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
-
+
case 30:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
@@ -270,7 +270,7 @@ void DrawFoundation(TileInfo *ti, uint f)
if(hasFoundation( &ti2, false )) sprite_base += 22*2; // foundation in NE direction
if (f < 15) {
- // leveled foundation
+ // leveled foundation
if( sprite_base < SPR_SLOPES_BASE ) sprite_base = 990; // use original slope sprites
AddSortableSpriteToDraw(f-1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z);
@@ -280,12 +280,12 @@ void DrawFoundation(TileInfo *ti, uint f)
} else {
// inclined foundation
sprite_base += 14;
-
+
AddSortableSpriteToDraw(
HASBIT( (1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : ti->tileh + 0x3DE - 1,
ti->x, ti->y, 1, 1, 1, ti->z
);
-
+
ti->tileh = _inclined_tileh[f - 15];
OffsetGroundSprite(31, 9);
}
@@ -380,7 +380,7 @@ int32 CmdClearArea(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
_additional_cash_required = ret;
return cost - ret;
}
- DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
+ DoCommandByTile(TILE_FROM_XY(x,y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
// draw explosion animation...
if ((x==sx || x==ex) && (y==sy || y==ey)) {
@@ -547,7 +547,7 @@ static void GenerateTerrain(int type, int flag)
w = p[2];
h = p[1];
if (direction & 1) { w = p[1]; h = p[2]; }
- p += 8;
+ p += 8;
if (flag & 4) {
if (!(flag & 2)) {
@@ -644,10 +644,10 @@ static void CreateDesertOrRainForest()
SetMapExtraBits(tile, 1);
break;
}
- mt = _map_type_and_height[tile + i];
+ mt = _map_type_and_height[TILE_MASK(tile + i)];
} while ((mt & 0xC) == 0 && (mt >> 4) != MP_WATER);
} while (++tile != TILES_X*TILES_Y);
-
+
for(i=0; i!=256; i++)
RunTileLoop();
@@ -659,7 +659,7 @@ static void CreateDesertOrRainForest()
SetMapExtraBits(tile, 2);
break;
}
- } while ( !IS_TILETYPE(tile+i, MP_CLEAR) || (_map5[tile + i]&0x1C) != 0x14);
+ } while ( !IS_TILETYPE(TILE_MASK(tile+i), MP_CLEAR) || (_map5[TILE_MASK(tile + i)]&0x1C) != 0x14);
} while (++tile != TILES_X*TILES_Y);
}
@@ -667,13 +667,13 @@ void GenerateLandscape()
{
int i,flag;
uint32 r;
-
+
if (_opt.landscape == LT_HILLY) {
i = ((Random() & 0x7F) + 950) * LANDSCAPE_SIZE_FACTOR;
do {
GenerateTerrain(2, 0);
} while (--i);
-
+
r = Random();
flag = (r & 3) | 4;
i = (((r >> 16) & 0x7F) + 450) * LANDSCAPE_SIZE_FACTOR;
@@ -685,7 +685,7 @@ void GenerateLandscape()
do {
GenerateTerrain(0, 0);
} while (--i);
-
+
r = Random();
flag = (r & 3) | 4;
i = (((r >> 16) & 0xFF) + 1700) * LANDSCAPE_SIZE_FACTOR;
@@ -697,7 +697,7 @@ void GenerateLandscape()
i = ((Random() & 0x7F) + 410) * LANDSCAPE_SIZE_FACTOR;
do {
- GenerateTerrain(3, flag);
+ GenerateTerrain(3, flag);
} while (--i);
} else {
i = ((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes)*256 + 100) * LANDSCAPE_SIZE_FACTOR;
@@ -753,7 +753,7 @@ uint TileAddWrap(TileIndex tile, int addx, int addy)
int x, y;
x = GET_TILE_X(tile) + addx;
y = GET_TILE_Y(tile) + addy;
-
+
// Are we about to wrap?
if (x > 0 && x < TILE_X_MAX && y > 0 && y < TILE_Y_MAX)
return tile + TILE_XY(addx, addy);