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-rw-r--r--src/town_cmd.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 550f85dcf..e1c0f2cdc 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -255,9 +255,9 @@ static void DrawTile_Town(TileInfo *ti)
}
}
-static uint GetSlopeZ_Town(TileIndex tile, uint x, uint y)
+static uint GetSlopePixelZ_Town(TileIndex tile, uint x, uint y)
{
- return GetTileMaxZ(tile);
+ return GetTileMaxPixelZ(tile);
}
/** Tile callback routine */
@@ -787,7 +787,7 @@ static bool IsRoadAllowedHere(Town *t, TileIndex tile, DiagDirection dir)
}
}
- Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationSlope(tile, NULL) : GetTileSlope(tile, NULL);
+ Slope cur_slope = _settings_game.construction.build_on_slopes ? GetFoundationPixelSlope(tile, NULL) : GetTilePixelSlope(tile, NULL);
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 = GetTileSlope(tile, NULL);
+ Slope tileh = GetTilePixelSlope(tile, NULL);
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 (GetTileSlope(tile, NULL)) {
+ switch (GetTilePixelSlope(tile, NULL)) {
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 = GetTileSlope(tile, NULL);
+ const Slope slope = GetTilePixelSlope(tile, NULL);
/* 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) && GetTileSlope(tile, NULL) == SLOPE_FLAT) {
+ if (!IsTileType(tile, MP_HOUSE) && GetTilePixelSlope(tile, NULL) == 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)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
+ if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTilePixelSlope(tile, NULL) != 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) &&
- GetTileSlope(tile, NULL) == SLOPE_FLAT &&
+ GetTilePixelSlope(tile, NULL) == 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 = GetTileSlope(tile, NULL);
+ Slope slope = GetTilePixelSlope(tile, NULL);
if ((noslope && slope != SLOPE_FLAT) || IsSteepSlope(slope)) return false;
/* building under a bridge? */
@@ -1935,7 +1935,7 @@ static inline bool CheckBuildHouseSameZ(TileIndex tile, TownID town, uint z, boo
if (!CanBuildHouseHere(tile, town, noslope)) return false;
/* if building on slopes is allowed, there will be flattening foundation (to tile max z) */
- if (GetTileMaxZ(tile) != z) return false;
+ if (GetTileMaxPixelZ(tile) != z) return false;
return true;
}
@@ -2096,7 +2096,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
if (!CanBuildHouseHere(tile, t->index, false)) return false;
uint z;
- Slope slope = GetTileSlope(tile, &z);
+ Slope slope = GetTilePixelSlope(tile, &z);
/* Get the town zone type of the current tile, as well as the climate.
* This will allow to easily compare with the specs of the new house to build */
@@ -2139,7 +2139,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
houses[num++] = (HouseID)i;
}
- uint maxz = GetTileMaxZ(tile);
+ uint maxz = GetTileMaxPixelZ(tile);
TileIndex baseTile = tile;
while (probability_max > 0) {
@@ -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(GetTileSlope(tile, NULL))) return false;
+ if (IsSteepSlope(GetTilePixelSlope(tile, NULL))) return false;
/* Don't build statues under bridges. */
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return false;
@@ -3055,7 +3055,7 @@ static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint
/* Here we differ from TTDP by checking TILE_NOT_SLOPED */
if (((hs->building_flags & TILE_NOT_SLOPED) == 0) && !IsSteepSlope(tileh_new) &&
- (GetTileMaxZ(tile) == z_new + GetSlopeMaxZ(tileh_new))) {
+ (GetTileMaxPixelZ(tile) == z_new + GetSlopeMaxPixelZ(tileh_new))) {
bool allow_terraform = true;
/* Call the autosloping callback per tile, not for the whole building at once. */
@@ -3077,7 +3077,7 @@ static CommandCost TerraformTile_Town(TileIndex tile, DoCommandFlag flags, uint
/** Tile callback functions for a town */
extern const TileTypeProcs _tile_type_town_procs = {
DrawTile_Town, // draw_tile_proc
- GetSlopeZ_Town, // get_slope_z_proc
+ GetSlopePixelZ_Town, // get_slope_z_proc
ClearTile_Town, // clear_tile_proc
AddAcceptedCargo_Town, // add_accepted_cargo_proc
GetTileDesc_Town, // get_tile_desc_proc