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(svn r20126) -Fix [FS#3883]: Make railtype Terrain Type variable aware of RAIL_GROUND_HALF_SNOW. That is, resolve the sprites for upper and lower part of the foundation independently.
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@ -165,20 +165,20 @@ static TrackBits MaskWireBits(TileIndex t, TrackBits tracks)
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/**
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* Get the base wire sprite to use.
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*/
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static inline SpriteID GetWireBase(TileIndex tile)
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static inline SpriteID GetWireBase(TileIndex tile, bool upper_halftile = false)
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{
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const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
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SpriteID wires = GetCustomRailSprite(rti, tile, RTSG_WIRES);
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SpriteID wires = GetCustomRailSprite(rti, tile, RTSG_WIRES, upper_halftile);
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return wires == 0 ? SPR_WIRE_BASE : wires;
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}
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/**
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* Get the base pylon sprite to use.
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*/
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static inline SpriteID GetPylonBase(TileIndex tile)
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static inline SpriteID GetPylonBase(TileIndex tile, bool upper_halftile = false)
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{
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const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(tile));
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SpriteID pylons = GetCustomRailSprite(rti, tile, RTSG_PYLONS);
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SpriteID pylons = GetCustomRailSprite(rti, tile, RTSG_PYLONS, upper_halftile);
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return pylons == 0 ? SPR_PYLON_BASE : pylons;
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}
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@ -274,7 +274,11 @@ static void DrawCatenaryRailway(const TileInfo *ti)
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/* Half tile slopes coincide only with horizontal/vertical track.
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* Faking a flat slope results in the correct sprites on positions. */
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if (IsHalftileSlope(tileh[TS_HOME])) tileh[TS_HOME] = SLOPE_FLAT;
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Corner halftile_corner = CORNER_INVALID;
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if (IsHalftileSlope(tileh[TS_HOME])) {
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halftile_corner = GetHighestSlopeCorner(tileh[TS_HOME]);
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tileh[TS_HOME] = SLOPE_FLAT;
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}
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TLG tlg = GetTLG(ti->tile);
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byte PCPstatus = 0;
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@ -295,9 +299,17 @@ static void DrawCatenaryRailway(const TileInfo *ti)
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AdjustTileh(ti->tile, &tileh[TS_HOME]);
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SpriteID pylon_base = GetPylonBase(ti->tile);
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SpriteID pylon_normal = GetPylonBase(ti->tile);
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SpriteID pylon_halftile = (halftile_corner != CORNER_INVALID) ? GetPylonBase(ti->tile, true) : pylon_normal;
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for (DiagDirection i = DIAGDIR_BEGIN; i < DIAGDIR_END; i++) {
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static const uint edge_corners[] = {
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1 << CORNER_N | 1 << CORNER_E, // DIAGDIR_NE
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1 << CORNER_S | 1 << CORNER_E, // DIAGDIR_SE
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1 << CORNER_S | 1 << CORNER_W, // DIAGDIR_SW
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1 << CORNER_N | 1 << CORNER_W, // DIAGDIR_NW
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};
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SpriteID pylon_base = (halftile_corner != CORNER_INVALID && HasBit(edge_corners[i], halftile_corner)) ? pylon_halftile : pylon_normal;
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TileIndex neighbour = ti->tile + TileOffsByDiagDir(i);
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Foundation foundation = FOUNDATION_NONE;
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byte elevation = GetPCPElevation(ti->tile, i);
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@ -426,11 +438,21 @@ static void DrawCatenaryRailway(const TileInfo *ti)
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if (height <= GetTileMaxZ(ti->tile) + TILE_HEIGHT) return;
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}
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SpriteID wire_base = GetWireBase(ti->tile);
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SpriteID wire_normal = GetWireBase(ti->tile);
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SpriteID wire_halftile = (halftile_corner != CORNER_INVALID) ? GetWireBase(ti->tile, true) : wire_normal;
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Track halftile_track;
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switch (halftile_corner) {
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case CORNER_W: halftile_track = TRACK_LEFT; break;
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case CORNER_S: halftile_track = TRACK_LOWER; break;
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case CORNER_E: halftile_track = TRACK_RIGHT; break;
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case CORNER_N: halftile_track = TRACK_UPPER; break;
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default: halftile_track = INVALID_TRACK; break;
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}
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/* Drawing of pylons is finished, now draw the wires */
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Track t;
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FOR_EACH_SET_TRACK(t, wireconfig[TS_HOME]) {
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SpriteID wire_base = (t == halftile_track) ? wire_halftile : wire_normal;
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byte PCPconfig = HasBit(PCPstatus, PCPpositions[t][0]) +
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(HasBit(PCPstatus, PCPpositions[t][1]) << 1);
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@ -280,9 +280,10 @@ void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its)
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/** Function used by houses (and soon industries) to get information
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* on type of "terrain" the tile it is queries sits on.
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* @param tile TileIndex of the tile been queried
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* @param upper_halftile If true, query upper halftile in case of rail tiles.
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* @return value corresponding to the grf expected format:
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* Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline */
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uint32 GetTerrainType(TileIndex tile)
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uint32 GetTerrainType(TileIndex tile, bool upper_halftile)
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{
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switch (_settings_game.game_creation.landscape) {
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case LT_TROPIC: return GetTropicZone(tile);
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@ -295,7 +296,7 @@ uint32 GetTerrainType(TileIndex tile)
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case MP_RAILWAY: {
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RailGroundType ground = GetRailGroundType(tile);
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has_snow = (ground == RAIL_GROUND_ICE_DESERT);
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has_snow = (ground == RAIL_GROUND_ICE_DESERT || (upper_halftile && ground == RAIL_GROUND_HALF_SNOW));
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break;
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}
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@ -123,7 +123,7 @@ extern IndustryTileOverrideManager _industile_mngr;
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extern AirportOverrideManager _airport_mngr;
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extern AirportTileOverrideManager _airporttile_mngr;
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uint32 GetTerrainType(TileIndex tile);
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uint32 GetTerrainType(TileIndex tile, bool upper_halftile = false);
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TileIndex GetNearbyTile(byte parameter, TileIndex tile);
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uint32 GetNearbyTileInformation(TileIndex tile);
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@ -49,7 +49,7 @@ static uint32 RailTypeGetVariable(const ResolverObject *object, byte variable, b
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}
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switch (variable) {
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case 0x40: return GetTerrainType(tile);
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case 0x40: return GetTerrainType(tile, object->u.routes.upper_halftile);
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case 0x41: return 0;
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case 0x42: return IsLevelCrossingTile(tile) && IsCrossingBarred(tile);
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case 0x43:
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@ -70,7 +70,7 @@ static const SpriteGroup *RailTypeResolveReal(const ResolverObject *object, cons
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return NULL;
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}
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static inline void NewRailTypeResolver(ResolverObject *res, TileIndex tile)
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static inline void NewRailTypeResolver(ResolverObject *res, TileIndex tile, bool upper_halftile)
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{
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res->GetRandomBits = &RailTypeGetRandomBits;
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res->GetTriggers = &RailTypeGetTriggers;
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@ -79,6 +79,7 @@ static inline void NewRailTypeResolver(ResolverObject *res, TileIndex tile)
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res->ResolveReal = &RailTypeResolveReal;
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res->u.routes.tile = tile;
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res->u.routes.upper_halftile = upper_halftile;
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res->callback = CBID_NO_CALLBACK;
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res->callback_param1 = 0;
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@ -89,7 +90,7 @@ static inline void NewRailTypeResolver(ResolverObject *res, TileIndex tile)
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res->count = 0;
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}
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SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg)
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SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg, bool upper_halftile)
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{
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assert(rtsg < RTSG_END);
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@ -98,7 +99,7 @@ SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSp
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const SpriteGroup *group;
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ResolverObject object;
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NewRailTypeResolver(&object, tile);
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NewRailTypeResolver(&object, tile, upper_halftile);
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group = SpriteGroup::Resolve(rti->group[rtsg], &object);
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if (group == NULL || group->GetNumResults() == 0) return 0;
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@ -128,5 +129,5 @@ uint8 GetReverseRailTypeTranslation(RailType railtype, const GRFFile *grffile)
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*/
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void GetRailTypeResolver(ResolverObject *ro, uint index)
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{
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NewRailTypeResolver(ro, index);
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NewRailTypeResolver(ro, index, false);
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}
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@ -5,7 +5,7 @@
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#include "rail.h"
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SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg);
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SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg, bool upper_halftile = false);
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uint8 GetReverseRailTypeTranslation(RailType railtype, const GRFFile *grffile);
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@ -343,6 +343,7 @@ struct ResolverObject {
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} generic;
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struct {
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TileIndex tile;
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bool upper_halftile; ///< Are we resolving sprites for the upper halftile?
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} routes;
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struct {
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const struct Station *st;
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@ -1791,8 +1791,9 @@ static void DrawTrackFence_WE_2(const TileInfo *ti, SpriteID base_image)
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static void DrawTrackDetails(const TileInfo *ti, const RailtypeInfo *rti)
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{
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/* Base sprite for track fences. */
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SpriteID base_image = GetCustomRailSprite(rti, ti->tile, RTSG_FENCES);
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/* Base sprite for track fences.
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* Note: Halftile slopes only have fences on the upper part. */
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SpriteID base_image = GetCustomRailSprite(rti, ti->tile, RTSG_FENCES, IsHalftileSlope(ti->tileh));
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if (base_image == 0) base_image = SPR_TRACK_FENCE_FLAT_X;
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switch (GetRailGroundType(ti->tile)) {
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@ -1951,6 +1952,8 @@ static void DrawTrackBitsOverlay(TileInfo *ti, TrackBits track, const RailtypeIn
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if (IsValidCorner(halftile_corner)) {
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DrawFoundation(ti, HalftileFoundation(halftile_corner));
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overlay = GetCustomRailSprite(rti, ti->tile, RTSG_OVERLAY, true);
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ground = GetCustomRailSprite(rti, ti->tile, RTSG_GROUND, true);
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/* Draw higher halftile-overlay: Use the sloped sprites with three corners raised. They probably best fit the lightning. */
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Slope fake_slope = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
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