Codechange: Use EnumBitSet for LandscapeTypes and remove LandscapeID. (#13436)
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+5
-5
@@ -52,8 +52,8 @@ const PalSpriteID tree_sprites[] = {
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*/
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static Dimension GetMaxTreeSpriteSize()
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{
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const uint16_t base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const uint16_t count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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const uint16_t base = _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)];
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const uint16_t count = _tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)];
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Dimension size, this_size;
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Point offset;
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@@ -130,7 +130,7 @@ class BuildTreesWindow : public Window
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{
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TreeType treetype = (TreeType)this->tree_to_plant;
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if (this->tree_to_plant == TREE_INVALID) {
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treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
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treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)]) + _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)]);
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}
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const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
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const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
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@@ -258,8 +258,8 @@ public:
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*/
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static std::unique_ptr<NWidgetBase> MakeTreeTypeButtons()
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{
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const uint8_t type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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const uint8_t type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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const uint8_t type_base = _tree_base_by_landscape[to_underlying(_settings_game.game_creation.landscape)];
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const uint8_t type_count = _tree_count_by_landscape[to_underlying(_settings_game.game_creation.landscape)];
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/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
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const int num_columns = type_count == 9 ? 3 : 4;
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