(svn r3037) Don't deduce the sprites for tunnels and level crossings from magic numbers, but fetch them from the central rail info array. This is a preparation step for electrified rails

This commit is contained in:
tron 2005-10-13 16:00:14 +00:00
parent d37639ac3e
commit 7520ef8f33
6 changed files with 32 additions and 20 deletions

2
rail.h
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@ -154,6 +154,8 @@ typedef struct RailtypeInfo {
SpriteID single_s; ///< single piece of rail in the southern corner
SpriteID single_e; ///< single piece of rail in the eastern corner
SpriteID single_w; ///< single piece of rail in the western corner
SpriteID crossing; ///< level crossing, rail in X direction
SpriteID tunnel; ///< tunnel sprites base
} base_sprites;
/** struct containing the sprites for the rail GUI. @note only sprites referred to

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@ -10,7 +10,10 @@ const RailtypeInfo _railtypes[RAILTYPE_END] = {
/** Railway */
{ /* Main Sprites */
{ SPR_RAIL_TRACK_Y, SPR_RAIL_TRACK_N_S, SPR_RAIL_TRACK_BASE, SPR_RAIL_SINGLE_Y, SPR_RAIL_SINGLE_X,
SPR_RAIL_SINGLE_NORTH, SPR_RAIL_SINGLE_SOUTH, SPR_RAIL_SINGLE_EAST, SPR_RAIL_SINGLE_WEST },
SPR_RAIL_SINGLE_NORTH, SPR_RAIL_SINGLE_SOUTH, SPR_RAIL_SINGLE_EAST, SPR_RAIL_SINGLE_WEST,
SPR_CROSSING_OFF_X_RAIL,
SPR_TUNNEL_ENTRY_REAR_RAIL
},
/* GUI sprites */
{ 0x4E3, 0x4E4, 0x4E5, 0x4E6,
@ -32,7 +35,10 @@ const RailtypeInfo _railtypes[RAILTYPE_END] = {
/** Monorail */
{ /* Main Sprites */
{ SPR_MONO_TRACK_Y, SPR_MONO_TRACK_N_S, SPR_MONO_TRACK_BASE, SPR_MONO_SINGLE_Y, SPR_MONO_SINGLE_X,
SPR_MONO_SINGLE_NORTH, SPR_MONO_SINGLE_SOUTH, SPR_MONO_SINGLE_EAST, SPR_MONO_SINGLE_WEST },
SPR_MONO_SINGLE_NORTH, SPR_MONO_SINGLE_SOUTH, SPR_MONO_SINGLE_EAST, SPR_MONO_SINGLE_WEST,
SPR_CROSSING_OFF_X_MONO,
SPR_TUNNEL_ENTRY_REAR_MONO
},
/* GUI sprites */
{ 0x4E7, 0x4E8, 0x4E9, 0x4EA,
@ -54,7 +60,10 @@ const RailtypeInfo _railtypes[RAILTYPE_END] = {
/** Maglev */
{ /* Main sprites */
{ SPR_MGLV_TRACK_Y, SPR_MGLV_TRACK_N_S, SPR_MGLV_TRACK_BASE, SPR_MGLV_SINGLE_Y, SPR_MGLV_SINGLE_X,
SPR_MGLV_SINGLE_NORTH, SPR_MGLV_SINGLE_SOUTH, SPR_MGLV_SINGLE_EAST, SPR_MGLV_SINGLE_WEST },
SPR_MGLV_SINGLE_NORTH, SPR_MGLV_SINGLE_SOUTH, SPR_MGLV_SINGLE_EAST, SPR_MGLV_SINGLE_WEST,
SPR_CROSSING_OFF_X_MAGLEV,
SPR_TUNNEL_ENTRY_REAR_MAGLEV
},
/* GUI sprites */
{ 0x4EB, 0x4EC, 0x4EE, 0x4ED,

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@ -850,10 +850,9 @@ static void DrawTile_Road(TileInfo *ti)
int f = GetRoadFoundation(ti->tileh, ti->map5 & 0xF);
if (f) DrawFoundation(ti, f);
image = 0x55B;
image = GetRailTypeInfo(GB(_m[ti->tile].m4, 0, 4))->base_sprites.crossing;
if ( (ti->map5 & 8) != 0)
image--;
if (GB(ti->map5, 3, 1) == 0) image++; /* direction */
if ( (ti->map5 & 4) != 0)
image += 2;
@ -866,7 +865,7 @@ static void DrawTile_Road(TileInfo *ti)
if (m2 > 1) image += 4;
}
DrawGroundSprite(image + GB(_m[ti->tile].m4, 0, 4) * 12);
DrawGroundSprite(image);
if (_debug_pbs_level >= 1) {
byte pbs = PBSTileReserved(ti->tile);

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@ -407,8 +407,15 @@ enum Sprites {
SPR_SHIPLIFT_Y_DOWN_TOP_FRONT = SPR_CANALS_BASE + 32,
/* Sprites for tunnels and bridges */
SPR_TUNNEL_ENTRY_REAR_RAIL = 2365,
SPR_TUNNEL_ENTRY_REAR_ROAD = 2389,
SPR_TUNNEL_ENTRY_REAR_RAIL = 2365,
SPR_TUNNEL_ENTRY_REAR_MONO = 2373,
SPR_TUNNEL_ENTRY_REAR_MAGLEV = 2381,
SPR_TUNNEL_ENTRY_REAR_ROAD = 2389,
/* Level crossings */
SPR_CROSSING_OFF_X_RAIL = 1370,
SPR_CROSSING_OFF_X_MONO = 1382,
SPR_CROSSING_OFF_X_MAGLEV = 1394,
/* bridge type sprites */

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@ -1,5 +0,0 @@
/* $Id$ */
static const SpriteID _draw_tunnel_table_1[] = {
0x93D, 0x955,
};

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@ -24,7 +24,6 @@
#include "bridge.h"
#include "table/bridge_land.h"
#include "table/tunnel_land.h"
extern const byte _track_sloped_sprites[14];
extern const SpriteID _water_shore_sprites[15];
@ -1040,13 +1039,14 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
// draw tunnel?
if ((ti->map5 & 0xF0) == 0) {
/* railway type */
image = GB(_m[ti->tile].m3, 0, 4) * 8;
if (GB(ti->map5, 2, 2) == 0) { /* Rail tunnel? */
image = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4))->base_sprites.tunnel;
} else {
image = SPR_TUNNEL_ENTRY_REAR_ROAD;
}
if (ice)
image += 32;
if (ice) image += 32;
image += _draw_tunnel_table_1[GB(ti->map5, 2, 2)];
image += GB(ti->map5, 0, 2) * 2;
DrawGroundSprite(image);