Codechange: use enum class for TreeGround (#15222)

This commit is contained in:
Peter Nelson
2026-02-03 08:59:56 +00:00
committed by GitHub
parent 9ed9e42b2a
commit 10f9f13c64
10 changed files with 60 additions and 50 deletions
+35 -25
View File
@@ -70,6 +70,20 @@ static bool CanPlantTreesOnTile(TileIndex tile, bool allow_desert)
}
}
/**
* Get equivalent TreeGround for a ClearGround.
* @param clearground The ClearGround.
* @return Equivalent TreeGround.
*/
static TreeGround TreeGroundFromClearGround(ClearGround clearground)
{
switch (clearground) {
case ClearGround::Grass: return TreeGround::Grass;
case ClearGround::Rough: return TreeGround::Rough;
default: return TreeGround::SnowOrDesert;
}
}
/**
* Creates a tree tile
* Ground type and density is preserved.
@@ -91,20 +105,16 @@ static void PlantTreesOnTile(TileIndex tile, TreeType treetype, uint count, Tree
switch (GetTileType(tile)) {
case TileType::Water:
ground = TREE_GROUND_SHORE;
ground = TreeGround::Shore;
ClearNeighbourNonFloodingStates(tile);
break;
case TileType::Clear: {
ClearGround clearground = GetClearGround(tile);
if (IsSnowTile(tile)) {
ground = clearground == ClearGround::Rough ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
ground = clearground == ClearGround::Rough ? TreeGround::RoughSnow : TreeGround::SnowOrDesert;
} else {
switch (clearground) {
case ClearGround::Grass: ground = TREE_GROUND_GRASS; break;
case ClearGround::Rough: ground = TREE_GROUND_ROUGH; break;
default: ground = TREE_GROUND_SNOW_DESERT; break;
}
ground = TreeGroundFromClearGround(clearground);
}
if (clearground != ClearGround::Rough) density = GetClearDensity(tile);
break;
@@ -171,7 +181,7 @@ void PlaceTree(TileIndex tile, uint32_t r, bool keep_density)
/* Rerandomize ground, if neither snow nor shore */
TreeGround ground = GetTreeGround(tile);
if (ground != TREE_GROUND_SNOW_DESERT && ground != TREE_GROUND_ROUGH_SNOW && ground != TREE_GROUND_SHORE) {
if (ground != TreeGround::SnowOrDesert && ground != TreeGround::RoughSnow && ground != TreeGround::Shore) {
SetTreeGroundDensity(tile, (TreeGround)GB(r, 28, 1), 3);
}
}
@@ -634,9 +644,9 @@ struct TreeListEnt : PalSpriteID {
static void DrawTile_Trees(TileInfo *ti)
{
switch (GetTreeGround(ti->tile)) {
case TREE_GROUND_SHORE: DrawShoreTile(ti->tileh); break;
case TREE_GROUND_GRASS: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
case TREE_GROUND_ROUGH: DrawHillyLandTile(ti); break;
case TreeGround::Shore: DrawShoreTile(ti->tileh); break;
case TreeGround::Grass: DrawClearLandTile(ti, GetTreeDensity(ti->tile)); break;
case TreeGround::Rough: DrawHillyLandTile(ti); break;
default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break;
}
@@ -647,7 +657,7 @@ static void DrawTile_Trees(TileInfo *ti)
uint index = GB(tmp, 0, 2) + (GetTreeType(ti->tile) << 2);
/* different tree styles above one of the grounds */
if ((GetTreeGround(ti->tile) == TREE_GROUND_SNOW_DESERT || GetTreeGround(ti->tile) == TREE_GROUND_ROUGH_SNOW) &&
if ((GetTreeGround(ti->tile) == TreeGround::SnowOrDesert || GetTreeGround(ti->tile) == TreeGround::RoughSnow) &&
GetTreeDensity(ti->tile) >= 2 &&
IsInsideMM(index, TREE_SUB_ARCTIC << 2, TREE_RAINFOREST << 2)) {
index += 164 - (TREE_SUB_ARCTIC << 2);
@@ -749,8 +759,8 @@ static void TileLoopTreesDesert(TileIndex tile)
{
switch (GetTropicZone(tile)) {
case TROPICZONE_DESERT:
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
if (GetTreeGround(tile) != TreeGround::SnowOrDesert) {
SetTreeGroundDensity(tile, TreeGround::SnowOrDesert, 3);
MarkTileDirtyByTile(tile);
}
break;
@@ -778,15 +788,15 @@ static void TileLoopTreesAlps(TileIndex tile)
if (k < 0) {
switch (GetTreeGround(tile)) {
case TREE_GROUND_SNOW_DESERT: SetTreeGroundDensity(tile, TREE_GROUND_GRASS, 3); break;
case TREE_GROUND_ROUGH_SNOW: SetTreeGroundDensity(tile, TREE_GROUND_ROUGH, 3); break;
case TreeGround::SnowOrDesert: SetTreeGroundDensity(tile, TreeGround::Grass, 3); break;
case TreeGround::RoughSnow: SetTreeGroundDensity(tile, TreeGround::Rough, 3); break;
default: return;
}
} else {
uint density = std::min<uint>(k, 3);
if (GetTreeGround(tile) != TREE_GROUND_SNOW_DESERT && GetTreeGround(tile) != TREE_GROUND_ROUGH_SNOW) {
TreeGround tg = GetTreeGround(tile) == TREE_GROUND_ROUGH ? TREE_GROUND_ROUGH_SNOW : TREE_GROUND_SNOW_DESERT;
if (GetTreeGround(tile) != TreeGround::SnowOrDesert && GetTreeGround(tile) != TreeGround::RoughSnow) {
TreeGround tg = GetTreeGround(tile) == TreeGround::Rough ? TreeGround::RoughSnow : TreeGround::SnowOrDesert;
SetTreeGroundDensity(tile, tg, density);
} else if (GetTreeDensity(tile) != density) {
SetTreeGroundDensity(tile, GetTreeGround(tile), density);
@@ -829,7 +839,7 @@ static bool TreesOnTileCanSpread(TileIndex tile)
static void TileLoop_Trees(TileIndex tile)
{
if (GetTreeGround(tile) == TREE_GROUND_SHORE) {
if (GetTreeGround(tile) == TreeGround::Shore) {
TileLoop_Water(tile);
} else {
switch (_settings_game.game_creation.landscape) {
@@ -848,10 +858,10 @@ static void TileLoop_Trees(TileIndex tile)
uint32_t cycle = 11 * TileX(tile) + 9 * TileY(tile) + (TimerGameTick::counter >> 8);
/* Handle growth of grass (under trees/on TileType::Trees tiles) at every 8th processings, like it's done for grass on TileType::Clear tiles. */
if ((cycle & 7) == 7 && GetTreeGround(tile) == TREE_GROUND_GRASS) {
if ((cycle & 7) == 7 && GetTreeGround(tile) == TreeGround::Grass) {
uint density = GetTreeDensity(tile);
if (density < 3) {
SetTreeGroundDensity(tile, TREE_GROUND_GRASS, density + 1);
SetTreeGroundDensity(tile, TreeGround::Grass, density + 1);
MarkTileDirtyByTile(tile);
}
}
@@ -915,10 +925,10 @@ static void TileLoop_Trees(TileIndex tile)
} else {
/* just one tree, change type into TileType::Clear */
switch (GetTreeGround(tile)) {
case TREE_GROUND_SHORE: MakeShore(tile); break;
case TREE_GROUND_GRASS: MakeClear(tile, ClearGround::Grass, GetTreeDensity(tile)); break;
case TREE_GROUND_ROUGH: MakeClear(tile, ClearGround::Rough, 3); break;
case TREE_GROUND_ROUGH_SNOW: {
case TreeGround::Shore: MakeShore(tile); break;
case TreeGround::Grass: MakeClear(tile, ClearGround::Grass, GetTreeDensity(tile)); break;
case TreeGround::Rough: MakeClear(tile, ClearGround::Rough, 3); break;
case TreeGround::RoughSnow: {
uint density = GetTreeDensity(tile);
MakeClear(tile, ClearGround::Rough, 3);
MakeSnow(tile, density);