Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436)

This commit is contained in:
Peter Nelson
2025-02-01 23:09:18 +00:00
committed by GitHub
parent 9ff485b329
commit 59354576d4
49 changed files with 521 additions and 503 deletions

View File

@@ -335,7 +335,7 @@ static StringID GenerateStationName(Station *st, TileIndex tile, StationNaming n
CountMapSquareAround(tile, CMSATree) >= 8 ||
CountMapSquareAround(tile, IsTileForestIndustry) >= 2)
) {
return _settings_game.game_creation.landscape == LT_TROPIC ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS;
return _settings_game.game_creation.landscape == LandscapeType::Tropic ? STR_SV_STNAME_FOREST : STR_SV_STNAME_WOODS;
}
/* check elevation compared to town */
@@ -3066,11 +3066,11 @@ bool SplitGroundSpriteForOverlay(const TileInfo *ti, SpriteID *ground, RailTrack
if (ti != nullptr) {
/* Decide snow/desert from tile */
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
case LandscapeType::Arctic:
snow_desert = (uint)ti->z > GetSnowLine() * TILE_HEIGHT;
break;
case LT_TROPIC:
case LandscapeType::Tropic:
snow_desert = GetTropicZone(ti->tile) == TROPICZONE_DESERT;
break;
@@ -3630,14 +3630,14 @@ static void TileLoop_Station(TileIndex tile)
case StationType::RoadWaypoint: {
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
case LandscapeType::Arctic:
if (IsRoadWaypointOnSnowOrDesert(tile) != (GetTileZ(tile) > GetSnowLine())) {
ToggleRoadWaypointOnSnowOrDesert(tile);
MarkTileDirtyByTile(tile);
}
break;
case LT_TROPIC:
case LandscapeType::Tropic:
if (GetTropicZone(tile) == TROPICZONE_DESERT && !IsRoadWaypointOnSnowOrDesert(tile)) {
ToggleRoadWaypointOnSnowOrDesert(tile);
MarkTileDirtyByTile(tile);