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@ -55,7 +55,7 @@ void ResetBridges()
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/* First, free sprite table data */
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for (BridgeType i = 0; i < MAX_BRIDGES; i++) {
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if (_bridge[i].sprite_table != NULL) {
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for (uint j = 0; j < 7; j++) free(_bridge[i].sprite_table[j]);
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for (BridgePieces j = BRIDGE_PIECE_NORTH; j < BRIDGE_PIECE_INVALID; j++) free(_bridge[i].sprite_table[j]);
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free(_bridge[i].sprite_table);
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}
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}
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@ -106,10 +106,10 @@ bool HasBridgeFlatRamp(Slope tileh, Axis axis)
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return (tileh != SLOPE_FLAT);
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}
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static inline const PalSpriteID *GetBridgeSpriteTable(int index, byte table)
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static inline const PalSpriteID *GetBridgeSpriteTable(int index, BridgePieces table)
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{
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const BridgeSpec *bridge = GetBridgeSpec(index);
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assert(table < 7);
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assert(table < BRIDGE_PIECE_INVALID);
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if (bridge->sprite_table == NULL || bridge->sprite_table[table] == NULL) {
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return _bridge_sprite_table[index][table];
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} else {
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@ -940,9 +940,9 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
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/* Table number 6 always refers to the bridge heads for any bridge type */
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/* Table number BRIDGE_PIECE_HEAD always refers to the bridge heads for any bridge type */
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if (transport_type != TRANSPORT_WATER) {
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psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), 6)[base_offset];
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psid = &GetBridgeSpriteTable(GetBridgeType(ti->tile), BRIDGE_PIECE_HEAD)[base_offset];
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} else {
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psid = _aqueduct_sprites + base_offset;
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}
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@ -990,14 +990,15 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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/** Compute bridge piece. Computes the bridge piece to display depending on the position inside the bridge.
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* bridges pieces sequence (middle parts)
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* bridge len 1: 0
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* bridge len 2: 0 1
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* bridge len 3: 0 4 1
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* bridge len 4: 0 2 3 1
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* bridge len 5: 0 2 5 3 1
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* bridge len 6: 0 2 3 2 3 1
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* bridge len 7: 0 2 3 4 2 3 1
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* bridges pieces sequence (middle parts).
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* Note that it is not covering the bridge heads, which are always referenced by the same sprite table.
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* bridge len 1: BRIDGE_PIECE_NORTH
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* bridge len 2: BRIDGE_PIECE_NORTH BRIDGE_PIECE_SOUTH
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* bridge len 3: BRIDGE_PIECE_NORTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_SOUTH
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* bridge len 4: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
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* bridge len 5: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_MIDDLE_EVEN BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
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* bridge len 6: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
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* bridge len 7: BRIDGE_PIECE_NORTH BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_MIDDLE_ODD BRIDGE_PIECE_INNER_NORTH BRIDGE_PIECE_INNER_SOUTH BRIDGE_PIECE_SOUTH
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* #0 - always as first, #1 - always as last (if len>1)
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* #2,#3 are to pair in order
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* for odd bridges: #5 is going in the bridge middle if on even position, #4 on odd (counting from 0)
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@ -1005,18 +1006,18 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
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* @param south Southernmost tile of bridge
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* @return Index of bridge piece
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*/
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static uint CalcBridgePiece(uint north, uint south)
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static BridgePieces CalcBridgePiece(uint north, uint south)
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{
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if (north == 1) {
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return 0;
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return BRIDGE_PIECE_NORTH;
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} else if (south == 1) {
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return 1;
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return BRIDGE_PIECE_SOUTH;
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} else if (north < south) {
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return north & 1 ? 3 : 2;
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return north & 1 ? BRIDGE_PIECE_INNER_SOUTH : BRIDGE_PIECE_INNER_NORTH;
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} else if (north > south) {
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return south & 1 ? 2 : 3;
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return south & 1 ? BRIDGE_PIECE_INNER_NORTH : BRIDGE_PIECE_INNER_SOUTH;
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} else {
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return north & 1 ? 5 : 4;
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return north & 1 ? BRIDGE_PIECE_MIDDLE_EVEN : BRIDGE_PIECE_MIDDLE_ODD;
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}
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}
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@ -1049,7 +1050,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
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TransportType transport_type = GetTunnelBridgeTransportType(rampsouth);
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Axis axis = GetBridgeAxis(ti->tile);
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uint piece = CalcBridgePiece(
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BridgePieces piece = CalcBridgePiece(
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GetTunnelBridgeLength(ti->tile, rampnorth) + 1,
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GetTunnelBridgeLength(ti->tile, rampsouth) + 1
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);
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