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@ -54,24 +54,6 @@ void ShowTrainDepotWindow(TileIndex tile);
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*/
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// Constants for lower part of Map2 byte.
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enum RailMap2Lower4 {
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RAIL_MAP2LO_GROUND_MASK = 0xF,
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RAIL_GROUND_BROWN = 0,
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RAIL_GROUND_GREEN = 1,
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RAIL_GROUND_FENCE_NW = 2,
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RAIL_GROUND_FENCE_SE = 3,
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RAIL_GROUND_FENCE_SENW = 4,
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RAIL_GROUND_FENCE_NE = 5,
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RAIL_GROUND_FENCE_SW = 6,
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RAIL_GROUND_FENCE_NESW = 7,
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RAIL_GROUND_FENCE_VERT1 = 8,
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RAIL_GROUND_FENCE_VERT2 = 9,
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RAIL_GROUND_FENCE_HORIZ1 = 10,
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RAIL_GROUND_FENCE_HORIZ2 = 11,
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RAIL_GROUND_ICE_DESERT = 12,
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};
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/* MAP2 byte: abcd???? => Signal On? Same coding as map3lo
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* MAP3LO byte: abcd???? => Signal Exists?
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@ -290,7 +272,7 @@ int32 CmdBuildSingleRail(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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cost += ret;
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if (flags & DC_EXEC) {
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_m[tile].m2 &= ~RAIL_MAP2LO_GROUND_MASK; // Bare land
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SetRailGroundType(tile, RAIL_GROUND_BARREN);
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_m[tile].m5 |= trackbit;
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}
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break;
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@ -1197,11 +1179,13 @@ static void DrawSpecialBuilding(
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* @param snow Draw as snow
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* @param flat Always draw foundation
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*/
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static void DrawTrackBits(TileInfo* ti, TrackBits track, bool earth, bool snow, bool flat)
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static void DrawTrackBits(TileInfo* ti, TrackBits track, bool flat)
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{
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const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile));
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PalSpriteID image;
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bool junction = false;
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bool earth = IsBarrenRailGround(ti->tile);
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bool snow = IsSnowRailGround(ti->tile);
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// Select the sprite to use.
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(image = rti->base_sprites.track_y, track == TRACK_BIT_Y) ||
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@ -1309,14 +1293,10 @@ static void DrawTile_Track(TileInfo *ti)
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if (GetRailTileType(ti->tile) != RAIL_TYPE_DEPOT_WAYPOINT) {
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TrackBits rails = GetTrackBits(ti->tile);
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bool earth = (_m[ti->tile].m2 & RAIL_MAP2LO_GROUND_MASK) == RAIL_GROUND_BROWN;
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bool snow = (_m[ti->tile].m2 & RAIL_MAP2LO_GROUND_MASK) == RAIL_GROUND_ICE_DESERT;
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DrawTrackBits(ti, rails, earth, snow, false);
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DrawTrackBits(ti, rails, false);
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if (_display_opt & DO_FULL_DETAIL) {
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_detailed_track_proc[_m[ti->tile].m2 & RAIL_MAP2LO_GROUND_MASK](ti);
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}
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if (_display_opt & DO_FULL_DETAIL) _detailed_track_proc[GetRailGroundType(ti->tile)](ti);
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/* draw signals also? */
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if (GetRailTileType(ti->tile) == RAIL_TYPE_SIGNALS) DrawSignals(ti->tile, rails);
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@ -1756,37 +1736,34 @@ static void AnimateTile_Track(TileIndex tile)
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static void TileLoop_Track(TileIndex tile)
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{
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byte old_ground;
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byte new_ground;
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if (GetRailTileType(tile) == RAIL_TYPE_DEPOT_WAYPOINT) {
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old_ground = GB(_m[tile].m4, 0, 4);
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} else {
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old_ground = GB(_m[tile].m2, 0, 4);
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}
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RailGroundType old_ground = GetRailGroundType(tile);
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RailGroundType new_ground = old_ground;
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switch (_opt.landscape) {
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case LT_HILLY:
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if (GetTileZ(tile) > _opt.snow_line) { /* convert into snow? */
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new_ground = RAIL_GROUND_ICE_DESERT;
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goto modify_me;
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}
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if (GetTileZ(tile) > _opt.snow_line) new_ground = RAIL_GROUND_ICE_DESERT;
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break;
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case LT_DESERT:
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if (GetTropicZone(tile) == TROPICZONE_DESERT) { /* convert into desert? */
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new_ground = RAIL_GROUND_ICE_DESERT;
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goto modify_me;
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}
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if (GetTropicZone(tile) == TROPICZONE_DESERT) new_ground = RAIL_GROUND_ICE_DESERT;
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break;
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default:
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break;
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}
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if (new_ground != old_ground) {
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SetRailGroundType(tile, new_ground);
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MarkTileDirtyByTile(tile);
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return;
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}
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// Don't continue tile loop for depots
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if (GetRailTileType(tile) == RAIL_TYPE_DEPOT_WAYPOINT) return;
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new_ground = RAIL_GROUND_GREEN;
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new_ground = RAIL_GROUND_GRASS;
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if (old_ground != RAIL_GROUND_BROWN) { /* wait until bottom is green */
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if (old_ground != RAIL_GROUND_BARREN) { /* wait until bottom is green */
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/* determine direction of fence */
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TrackBits rail = GetTrackBits(tile);
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@ -1861,14 +1838,8 @@ static void TileLoop_Track(TileIndex tile)
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}
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}
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modify_me:;
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/* tile changed? */
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if (old_ground != new_ground) {
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if (GetRailTileType(tile) == RAIL_TYPE_DEPOT_WAYPOINT) {
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SB(_m[tile].m4, 0, 4, new_ground);
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} else {
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SB(_m[tile].m2, 0, 4, new_ground);
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}
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SetRailGroundType(tile, new_ground);
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MarkTileDirtyByTile(tile);
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}
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}
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