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authorrubidium <rubidium@openttd.org>2007-10-20 20:06:55 +0000
committerrubidium <rubidium@openttd.org>2007-10-20 20:06:55 +0000
commit5718567d1ee860ca01fc927ca3cbb1c8c37d84d0 (patch)
tree5d2ab777da0af72af2a6805d4bac7c1927e89b34 /src/landscape.cpp
parent4e32964c18084280162d609bbda71eb3d53f0a38 (diff)
downloadopenttd-5718567d1ee860ca01fc927ca3cbb1c8c37d84d0.tar.xz
(svn r11316) -Codechange: add support for the half-tile (selection) graphics.
Diffstat (limited to 'src/landscape.cpp')
-rw-r--r--src/landscape.cpp41
1 files changed, 21 insertions, 20 deletions
diff --git a/src/landscape.cpp b/src/landscape.cpp
index d4e25e703..ddb1d73a8 100644
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -308,23 +308,28 @@ void DrawFoundation(TileInfo *ti, Foundation f)
{
if (!IsFoundation(f)) return;
- SpriteID sprite_base = SPR_SLOPES_VIRTUAL_BASE;
+ uint sprite_block = 0;
uint z;
Slope slope = GetFoundationSlope(ti->tile, &z);
- if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += SPR_SLOPES_NO_FOUNDATION_NW_OFFSET;
- if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += SPR_SLOPES_NO_FOUNDATION_NE_OFFSET;
+ /* Select the needed block of foundations sprites
+ * Block 0: Walls at NW and NE edge
+ * Block 1: Wall at NE edge
+ * Block 2: Wall at NW edge
+ * Block 3: No walls at NW or NE edge
+ */
+ if (!HasFoundationNW(ti->tile, slope, z)) sprite_block += 1;
+ if (!HasFoundationNE(ti->tile, slope, z)) sprite_block += 2;
- if (IsSteepSlope(ti->tileh)) {
- SpriteID lower_base;
+ /* Use the original slope sprites if NW and NE borders should be visible */
+ SpriteID leveled_base = (sprite_block == 0 ? (int)SPR_FOUNDATION_BASE : (SPR_SLOPES_VIRTUAL_BASE + sprite_block * SPR_TRKFOUND_BLOCK_SIZE));
+ SpriteID inclined_base = SPR_SLOPES_VIRTUAL_BASE + SPR_SLOPES_INCLINED_OFFSET + sprite_block * SPR_TRKFOUND_BLOCK_SIZE;
+ //SpriteID halftile_base = SPR_HALFTILE_FOUNDATION_BASE + sprite_block * SPR_HALFTILE_BLOCK_SIZE;
- /* Lower part of foundation
- * Use the original slope sprites if NW and NE borders should be visible
- */
- lower_base = sprite_base;
- if (lower_base == SPR_SLOPES_VIRTUAL_BASE) lower_base = SPR_FOUNDATION_BASE;
+ if (IsSteepSlope(ti->tileh)) {
+ /* Lower part of foundation */
AddSortableSpriteToDraw(
- lower_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
+ leveled_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
);
Corner highest_corner = GetHighestSlopeCorner(ti->tileh);
@@ -334,13 +339,13 @@ void DrawFoundation(TileInfo *ti, Foundation f)
/* inclined foundation */
byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
- AddSortableSpriteToDraw(sprite_base + SPR_SLOPES_INCLINED_OFFSET + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
+ AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
OffsetGroundSprite(31, 9);
} else if (f >= FOUNDATION_STEEP_HIGHER) {
/* three corners raised:
* Draw inclined foundations for both axes, that results in the needed image.
*/
- SpriteID upper = sprite_base + SPR_SLOPES_INCLINED_OFFSET + highest_corner * 2;
+ SpriteID upper = inclined_base + highest_corner * 2;
AddSortableSpriteToDraw(upper, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
AddChildSpriteScreen(upper + 1, PAL_NONE, 31, 9);
@@ -351,18 +356,14 @@ void DrawFoundation(TileInfo *ti, Foundation f)
}
} else {
if (IsLeveledFoundation(f)) {
- /* leveled foundation
- * Use the original slope sprites if NW and NE borders should be visible
- */
- if (sprite_base == SPR_SLOPES_VIRTUAL_BASE) sprite_base = SPR_FOUNDATION_BASE;
-
- AddSortableSpriteToDraw(sprite_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
+ /* leveled foundation */
+ AddSortableSpriteToDraw(leveled_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
OffsetGroundSprite(31, 1);
} else {
/* inclined foundation */
byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
- AddSortableSpriteToDraw(sprite_base + SPR_SLOPES_INCLINED_OFFSET + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
+ AddSortableSpriteToDraw(inclined_base + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
OffsetGroundSprite(31, 9);
}
ti->z += ApplyFoundationToSlope(f, &ti->tileh);