mirror of https://github.com/OpenTTD/OpenTTD
(svn r18762) -Codechange: unduplicate sprite layout drawing between industries and houses
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5b422d0c64
commit
7f6016031e
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@ -19,6 +19,7 @@
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#include "newgrf_commons.h"
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#include "station_map.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "core/mem_func.hpp"
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/** Constructor of generic class
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@ -322,3 +323,42 @@ uint32 GetNearbyTileInformation(TileIndex tile)
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byte terrain_type = GetTerrainType(tile) << 2 | (tile_type == MP_WATER ? 1 : 0) << 1;
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return tile_type << 24 | z << 16 | terrain_type << 8 | tileh;
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}
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/**
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* Draws a building including all subsprites on a tile.
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* @param ti The tile to draw on
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* @param dts Sprite and subsprites to draw
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* @param to The transparancy bit that toggles drawing of these sprites
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* @param stage The construction stage (0-3)
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* @param default_palette The default recolour sprite to use (typically company colour resp. random industry/house colour)
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*/
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void DrawTileSeq(const TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, byte stage, SpriteID default_palette)
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{
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const DrawTileSeqStruct *dtss;
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foreach_draw_tile_seq(dtss, dts->seq) {
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if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
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SpriteID image = dtss->image.sprite;
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SpriteID pal = dtss->image.pal;
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/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
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if (IsInvisibilitySet(to) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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pal = SpriteLayoutPaletteTransform(image, pal, default_palette);
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if ((byte)dtss->delta_z != 0x80) {
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AddSortableSpriteToDraw(
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image, pal,
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ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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dtss->size_x, dtss->size_y,
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dtss->size_z, ti->z + dtss->delta_z,
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!HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(to)
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);
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} else {
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/* For industries and houses delta_x and delta_y are unsigned */
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AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(to));
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}
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}
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}
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@ -15,6 +15,9 @@
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#define NEWGRF_COMMONS_H
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#include "core/bitmath_func.hpp"
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#include "tile_cmd.h"
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#include "transparency.h"
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#include "sprite.h"
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#include "table/sprites.h"
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@ -146,4 +149,6 @@ static inline SpriteID GroundSpritePaletteTransform(SpriteID image, SpriteID pal
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}
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}
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void DrawTileSeq(const TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, byte stage, SpriteID default_palette);
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#endif /* NEWGRF_COMMONS_H */
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@ -403,7 +403,6 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
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static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte stage, HouseID house_id)
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{
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const DrawTileSprites *dts = group->dts;
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const DrawTileSeqStruct *dtss;
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const HouseSpec *hs = HouseSpec::Get(house_id);
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SpriteID palette = hs->random_colour[TileHash2Bit(ti->x, ti->y)] + PALETTE_RECOLOUR_START;
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@ -424,32 +423,7 @@ static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *grou
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DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
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}
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foreach_draw_tile_seq(dtss, dts->seq) {
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if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
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image = dtss->image.sprite;
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pal = dtss->image.pal;
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/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
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if (IsInvisibilitySet(TO_HOUSES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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pal = SpriteLayoutPaletteTransform(image, pal, palette);
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if ((byte)dtss->delta_z != 0x80) {
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AddSortableSpriteToDraw(
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image, pal,
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ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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dtss->size_x, dtss->size_y,
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dtss->size_z, ti->z + dtss->delta_z,
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!HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES)
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);
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} else {
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/* For industries and houses delta_x and delta_y are unsigned */
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AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_HOUSES));
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}
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}
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DrawTileSeq(ti, dts, TO_HOUSES, stage, palette);
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}
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void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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@ -173,7 +173,6 @@ static void NewIndustryTileResolver(ResolverObject *res, IndustryGfx gfx, TileIn
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static void IndustryDrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte rnd_colour, byte stage, IndustryGfx gfx)
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{
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const DrawTileSprites *dts = group->dts;
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const DrawTileSeqStruct *dtss;
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SpriteID image = dts->ground.sprite;
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SpriteID pal = dts->ground.pal;
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@ -190,32 +189,7 @@ static void IndustryDrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGro
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}
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}
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foreach_draw_tile_seq(dtss, dts->seq) {
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if (GB(dtss->image.sprite, 0, SPRITE_WIDTH) == 0) continue;
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image = dtss->image.sprite;
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pal = dtss->image.pal;
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/* Stop drawing sprite sequence once we meet a sprite that doesn't have to be opaque */
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if (IsInvisibilitySet(TO_INDUSTRIES) && !HasBit(image, SPRITE_MODIFIER_OPAQUE)) return;
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if (IS_CUSTOM_SPRITE(image)) image += stage;
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pal = SpriteLayoutPaletteTransform(image, pal, GENERAL_SPRITE_COLOUR(rnd_colour));
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if ((byte)dtss->delta_z != 0x80) {
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AddSortableSpriteToDraw(
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image, pal,
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ti->x + dtss->delta_x, ti->y + dtss->delta_y,
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dtss->size_x, dtss->size_y,
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dtss->size_z, ti->z + dtss->delta_z,
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!HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_INDUSTRIES)
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);
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} else {
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/* For industries and houses delta_x and delta_y are unsigned */
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AddChildSpriteScreen(image, pal, (byte)dtss->delta_x, (byte)dtss->delta_y, !HasBit(image, SPRITE_MODIFIER_OPAQUE) && IsTransparencySet(TO_INDUSTRIES));
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}
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}
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DrawTileSeq(ti, dts, TO_INDUSTRIES, stage, GENERAL_SPRITE_COLOUR(rnd_colour));
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}
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uint16 GetIndustryTileCallback(CallbackID callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile)
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@ -13,6 +13,7 @@
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#define TRANSPARENCY_H
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#include "gfx_func.h"
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#include "openttd.h"
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/**
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* Transparency option bits: which position in _transparency_opt stands for which transparency.
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