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-rw-r--r--table/bridge_land.h38
1 files changed, 27 insertions, 11 deletions
diff --git a/table/bridge_land.h b/table/bridge_land.h
index 3859d4fa5..5de4c1acd 100644
--- a/table/bridge_land.h
+++ b/table/bridge_land.h
@@ -1,17 +1,33 @@
/* $Id$ */
-static const SpriteID _bridge_land_below[] = {
- 0xF8D, 0xFDD,0x11C6, 0xFDD,
-};
+/** @file bridge_land.h This file contains all the sprites for bridges
+ * It consists of a number of arrays.
+ * <ul><li>_bridge_sprite_table_n_m. Defines all the sprites of a bridge besides the pylons.
+ * n defines the number of the bridge type, m the number of the section. the highest m for
+ * each bridge set defines the heads.<br>
+ * Sprites for middle secionts are arranged in groups of four, the elements are:
+ * <ol><li>Element containing the track. This element is logically behind the vehicle.</li>
+ * <li>Element containing the structure that is logically between the vehicle and the camera</li>
+ * <li>Element containing the pylons.</li></ol>
+ * First group is for railway in X direction, second for railway in Y direction, two groups each follow for road, monorail and maglev<p>
+ * <br>Elements for heads are arranged in groups of eight:
+ * <ol><li>X direction, north end, flat</li>
+ * <li>Y direction, north end, flat</li>
+ * <li>X direction, south end, flat</li>
+ * <li>Y direction, south end, flat</li>
+ * <li>X direction, north end, sloped</li>
+ * <li>Y direction, north end, sloped</li>
+ * <li>X direction, south end, sloped</li>
+ * <li>Y direction, south end, sloped</li></ol>
+ * This is repeated 4 times, for rail, road, monorail, maglev</li>
+ * <li>_bridge_sprite_table_n_poles. Defines all the sprites needed for the pylons. The first 6 elements are for each
+ * bridge piece (max 5 currently) in X direction, the next 6 elements are for the bridge pieces in Y direction.
+ * The last two elements are used for cantilever bridges</li>
+ * </ul>
+ */
-static const SpriteID _bridge_transp_below[] = {
- 0x3F3, 0x3F4, 0xF8D, 0xF8D, // without ice
- 0x40D, 0x40E, 0x11C6, 0x11C6, // with ice
-};
-
-static const SpriteID _bridge_transp_overlay[] = {
- 0, 0, 0x534, 0x535, // without ice
- 0, 0, 0x547, 0x548, // with ice
+static const SpriteID _bridge_land_below[] = {
+ SPR_FLAT_GRASS_TILE, SPR_FLAT_WATER_TILE, SPR_FLAT_SNOWY_TILE, SPR_FLAT_WATER_TILE
};
static const PalSpriteID _bridge_sprite_table_2_0[] = {