Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436)
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@@ -404,7 +404,7 @@ static bool FixTTOEngines()
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TimerGameCalendar::date -= CalendarTime::DAYS_TILL_ORIGINAL_BASE_YEAR;
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/* Make sure for example monorail and maglev are available when they should be */
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if (TimerGameCalendar::date >= e->intro_date && HasBit(e->info.climates, 0)) {
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if (TimerGameCalendar::date >= e->intro_date && e->info.climates.Test(LandscapeType::Temperate)) {
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e->flags.Set(EngineFlag::Available);
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e->company_avail = std::numeric_limits<CompanyMask>::max();
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e->age = TimerGameCalendar::date > e->intro_date ? (TimerGameCalendar::date - e->intro_date).base() / 30 : 0;
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@@ -437,7 +437,7 @@ static bool FixTTOEngines()
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}
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}
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e->info.climates = 1;
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e->info.climates = LandscapeType::Temperate;
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}
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e->preview_company = INVALID_COMPANY;
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@@ -1794,7 +1794,7 @@ bool LoadTTDMain(LoadgameState *ls)
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FixTTDDepots();
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/* Fix some general stuff */
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_settings_game.game_creation.landscape = _settings_game.game_creation.landscape & 0xF;
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if (to_underlying(_settings_game.game_creation.landscape) >= NUM_LANDSCAPE) _settings_game.game_creation.landscape = LandscapeType::Temperate;
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/* Fix the game to be compatible with OpenTTD */
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FixOldTowns();
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@@ -1831,7 +1831,7 @@ bool LoadTTOMain(LoadgameState *ls)
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if (_settings_game.game_creation.town_name != 0) _settings_game.game_creation.town_name++;
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_settings_game.game_creation.landscape = 0;
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_settings_game.game_creation.landscape = LandscapeType::Temperate;
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_trees_tick_ctr = 0xFF;
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if (!FixTTOMapArray() || !FixTTOEngines()) {
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