(svn r5351) -Fix: Several graphical glitches at adjacent tiles with foundations. Some borders were missing, some were superfluous

This commit is contained in:
tron 2006-06-24 22:19:28 +00:00
parent 5fad8a1829
commit 7f444dde30
1 changed files with 34 additions and 16 deletions

View File

@ -181,31 +181,49 @@ uint GetSlopeZ(int x, int y)
return _tile_type_procs[ti.type]->get_slope_z_proc(&ti);
}
// direction=true: check for foundation in east and south corner
// direction=false: check for foundation in west and south corner
static bool HasFoundation(TileIndex tile, bool direction)
static Slope GetFoundationSlope(TileIndex tile, uint* z)
{
bool south, other; // southern corner and east/west corner
Slope tileh = GetTileSlope(tile, NULL);
Slope tileh = GetTileSlope(tile, z);
Slope slope = _tile_type_procs[GetTileType(tile)]->get_slope_tileh_proc(tile, tileh);
if (slope == SLOPE_FLAT && slope != tileh) tileh = SLOPE_ELEVATED;
south = (tileh & SLOPE_S) != (slope & SLOPE_S);
if (direction) {
other = (tileh & SLOPE_E) != (slope & SLOPE_E);
} else {
other = (tileh & SLOPE_W) != (slope & SLOPE_W);
}
return south || other;
// Flatter slope -> higher base height
if (slope < tileh) *z += TILE_HEIGHT;
return slope;
}
static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
{
uint z;
Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
return
(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_E ? TILE_HEIGHT : 0)) ||
(z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
}
static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
{
uint z;
Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
return
(z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) > z + (slope & SLOPE_W ? TILE_HEIGHT : 0)) ||
(z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) > z + (slope & SLOPE_S ? TILE_HEIGHT : 0));
}
void DrawFoundation(TileInfo *ti, uint f)
{
uint32 sprite_base = SPR_SLOPES_BASE-14;
Slope slope;
uint z;
if (HasFoundation(TILE_ADDXY(ti->tile, 0, -1), true)) sprite_base += 22; // foundation in NW direction
if (HasFoundation(TILE_ADDXY(ti->tile, -1, 0), false)) sprite_base += 44; // foundation in NE direction
slope = GetFoundationSlope(ti->tile, &z);
if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += 22;
if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += 44;
if (f < 15) {
// leveled foundation