mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3064) Replace some numbers by sprite names
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cb67ee9bf5
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758ae7e8f6
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@ -17,6 +17,7 @@
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#include "airport_movement.h"
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#include "sound.h"
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#include "variables.h"
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#include "table/sprites.h"
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static void DisasterClearSquare(TileIndex tile)
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{
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@ -223,9 +224,9 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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if (++v->age == 1) {
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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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v->u.disaster.image_override = 0xF42;
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v->u.disaster.image_override = SPR_BLIMP_CRASHING;
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} else if (v->age == 70) {
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v->u.disaster.image_override = 0xF43;
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v->u.disaster.image_override = SPR_BLIMP_CRASHED;
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} else if (v->age <= 300) {
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if (!(v->tick_counter&7)) {
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uint32 r = Random();
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@ -261,7 +262,7 @@ static void DisasterTick_UFO(Vehicle *v)
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uint dist;
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byte z;
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v->u.disaster.image_override = (++v->tick_counter & 8) ? 0xF45 : 0xF44;
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v->u.disaster.image_override = (++v->tick_counter & 8) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
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if (v->current_order.station == 0) {
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// fly around randomly
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@ -351,7 +352,7 @@ static void DisasterTick_2(Vehicle *v)
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v->tick_counter++;
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v->u.disaster.image_override =
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(v->current_order.station == 1 && v->tick_counter&4) ? 0xF4F : 0;
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(v->current_order.station == 1 && v->tick_counter&4) ? SPR_F_15_FIRING : 0;
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GetNewVehiclePos(v, &gp);
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SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
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@ -422,7 +423,7 @@ static void DisasterTick_3(Vehicle *v)
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v->tick_counter++;
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v->u.disaster.image_override =
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(v->current_order.station == 1 && v->tick_counter&4) ? 0xF53 : 0;
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(v->current_order.station == 1 && v->tick_counter&4) ? SPR_AH_64A_FIRING : 0;
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GetNewVehiclePos(v, &gp);
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SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
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@ -492,8 +493,7 @@ static void DisasterTick_3b(Vehicle *v)
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if (++v->tick_counter & 1)
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return;
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if (++v->cur_image == 0xF40 + 1)
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v->cur_image = 0xF3E;
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if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
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VehiclePositionChanged(v);
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BeginVehicleMove(v);
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@ -360,7 +360,7 @@ static void DrawTile_Industry(TileInfo *ti)
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z = ti->z;
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/* Add bricks below the industry? */
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if (ti->tileh & 0xF) {
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AddSortableSpriteToDraw((ti->tileh & 0xF) + 0x3DD, ti->x, ti->y, 16, 16, 7, z);
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AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + (ti->tileh & 0xF), ti->x, ti->y, 16, 16, 7, z);
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AddChildSpriteScreen(image, 0x1F, 1);
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z += 8;
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} else {
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@ -215,7 +215,7 @@ void DrawFoundation(TileInfo *ti, uint f)
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if (f < 15) {
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// leveled foundation
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if( sprite_base < SPR_SLOPES_BASE ) sprite_base = 990; // use original slope sprites
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if (sprite_base < SPR_SLOPES_BASE) sprite_base = SPR_FOUNDATION_BASE + 1; // use original slope sprites
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AddSortableSpriteToDraw(f-1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z);
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ti->z += 8;
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@ -226,7 +226,7 @@ void DrawFoundation(TileInfo *ti, uint f)
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sprite_base += 14;
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AddSortableSpriteToDraw(
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HASBIT( (1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : ti->tileh + 0x3DE - 1,
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HASBIT((1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : SPR_FOUNDATION_BASE + ti->tileh,
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ti->x, ti->y, 1, 1, 1, ti->z
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);
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@ -1753,8 +1753,7 @@ static void CheatsWndProc(Window *w, WindowEvent *e)
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y=45;
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for(i=0; i!=lengthof(_cheats_ui); i++,ce++) {
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DrawSprite((SPR_OPENTTD_BASE + ((*ce->been_used)?67:66)), x+5, y+2);
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DrawSprite((*ce->been_used) ? SPR_BOX_CHECKED : SPR_BOX_EMPTY, x + 5, y + 2);
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if (ce->type == CE_BOOL) {
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DrawFrameRect(x+20, y+1, x+30+9, y+9, (*(bool*)ce->variable) ? 6 : 4, (*(bool*)ce->variable) ? FR_LOWERED : 0);
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@ -44,7 +44,7 @@ void DrawPlayerFace(uint32 face, int color, int x, int y)
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flag |= 2;
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/* draw the gradient */
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DrawSprite( (color + 0x307) << PALETTE_SPRITE_START | PALETTE_MODIFIER_COLOR | 0x36A, x, y);
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DrawSprite((color + 0x307) << PALETTE_SPRITE_START | PALETTE_MODIFIER_COLOR | SPR_GRADIENT, x, y);
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/* draw the cheeks */
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DrawSprite(cheeks_table[flag&3], x, y);
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@ -822,7 +822,7 @@ void DrawRoadBits(TileInfo *ti, byte road, byte ground_type, bool snow, bool fla
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if (ground_type >= 6) {
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// Road works
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DrawGroundSprite(0x586 + (HASBIT(road, 4) ? 0 : 1));
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DrawGroundSprite(HASBIT(road, 4) ? SPR_EXCAVATION_X : SPR_EXCAVATION_Y);
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return;
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}
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@ -57,6 +57,8 @@ enum Sprites {
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SPR_PIN_UP = SPR_OPENTTD_BASE + 62, // pin icon
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SPR_PIN_DOWN = SPR_OPENTTD_BASE + 63,
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SPR_BOX_EMPTY = SPR_OPENTTD_BASE + 66,
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SPR_BOX_CHECKED = SPR_OPENTTD_BASE + 67,
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SPR_WINDOW_RESIZE = SPR_OPENTTD_BASE + 94, // resize icon
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// arrow icons pointing in all 4 directions
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SPR_ARROW_DOWN = SPR_OPENTTD_BASE + 95,
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@ -78,6 +80,9 @@ enum Sprites {
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/* Manager face sprites */
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SPR_GRADIENT = 874, // background gradient behind manager face
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/* is itself no foundation sprite, because tileh 0 has no foundation */
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SPR_FOUNDATION_BASE = 989,
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/* Shadow cell */
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SPR_SHADOW_CELL = 1004,
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@ -315,6 +320,9 @@ enum Sprites {
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SPR_ROAD_Y_SNOW = 1351,
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SPR_ROAD_X_SNOW = 1352,
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SPR_EXCAVATION_X = 1414,
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SPR_EXCAVATION_Y = 1415,
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/* Landscape sprites */
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SPR_FLAT_BARE_LAND = 3924,
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SPR_FLAT_1_THIRD_GRASS_TILE = 3943,
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@ -111,7 +111,7 @@ static void DrawTile_Town(TileInfo *ti)
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/* Add bricks below the house? */
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if (ti->tileh) {
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AddSortableSpriteToDraw(0x3DD + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
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AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
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AddChildSpriteScreen(dcts->sprite_1, 0x1F, 1);
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z += 8;
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} else {
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@ -1126,13 +1126,13 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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if (!(image&1)) {
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const RailtypeInfo *rti = GetRailTypeInfo(GB(_m[ti->tile].m3, 0, 4));
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// railway
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image = 0x3F3 + (ti->map5 & 1);
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if (ti->tileh != 0) image = _track_sloped_sprites[ti->tileh - 1] + 0x3F3;
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image = SPR_RAIL_TRACK_Y + (ti->map5 & 1);
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if (ti->tileh != 0) image = SPR_RAIL_TRACK_Y + _track_sloped_sprites[ti->tileh - 1];
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image += rti->total_offset;
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if (ice) image += rti->snow_offset;
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} else {
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// road
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image = 1332 + (ti->map5 & 1);
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image = SPR_ROAD_Y + (ti->map5 & 1);
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if (ti->tileh != 0) image = _road_sloped_sprites[ti->tileh - 1] + 0x53F;
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if (ice) image += 19; // ice?
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}
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