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Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436)
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@@ -1366,7 +1366,7 @@ static uint GetRoadSpriteOffset(Slope slope, RoadBits bits)
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static bool DrawRoadAsSnowDesert(bool snow_or_desert, Roadside roadside)
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{
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return (snow_or_desert &&
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!(_settings_game.game_creation.landscape == LT_TROPIC && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
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!(_settings_game.game_creation.landscape == LandscapeType::Tropic && HasGrfMiscBit(GMB_DESERT_PAVED_ROADS) &&
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roadside != ROADSIDE_BARREN && roadside != ROADSIDE_GRASS && roadside != ROADSIDE_GRASS_ROAD_WORKS));
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}
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@@ -1979,7 +1979,7 @@ static_assert(lengthof(_town_road_types_2) == HZB_END);
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static void TileLoop_Road(TileIndex tile)
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{
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switch (_settings_game.game_creation.landscape) {
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case LT_ARCTIC: {
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case LandscapeType::Arctic: {
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/* Roads on flat foundations use the snow level of the height they are elevated to. All others use the snow level of their minimum height. */
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int tile_z = (std::get<Slope>(GetFoundationSlope(tile)) == SLOPE_FLAT) ? GetTileMaxZ(tile) : GetTileZ(tile);
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if (IsOnSnow(tile) != (tile_z > GetSnowLine())) {
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@@ -1989,12 +1989,15 @@ static void TileLoop_Road(TileIndex tile)
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break;
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}
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case LT_TROPIC:
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case LandscapeType::Tropic:
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if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsOnDesert(tile)) {
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ToggleDesert(tile);
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MarkTileDirtyByTile(tile);
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}
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break;
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default:
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break;
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}
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if (IsRoadDepot(tile)) return;
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@@ -2027,7 +2030,7 @@ static void TileLoop_Road(TileIndex tile)
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{
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/* Adjust road ground type depending on 'grp' (grp is the distance to the center) */
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const Roadside *new_rs = (_settings_game.game_creation.landscape == LT_TOYLAND) ? _town_road_types_2[grp] : _town_road_types[grp];
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const Roadside *new_rs = (_settings_game.game_creation.landscape == LandscapeType::Toyland) ? _town_road_types_2[grp] : _town_road_types[grp];
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Roadside cur_rs = GetRoadside(tile);
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/* We have our desired type, do nothing */
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