(svn r4568) CodeChange : Bring definitions and uses of DrawTypesStructures toguether.

This commit is contained in:
belugas
2006-04-24 21:10:56 +00:00
parent 7aed9a62f2
commit ebf6797678
8 changed files with 70 additions and 87 deletions

View File

@@ -26,6 +26,7 @@
#include "water_map.h"
#include "variables.h"
#include "bridge.h"
#include "table/town_land.h"
enum {
/* Max towns: 64000 (8 * 8000) */
@@ -54,21 +55,6 @@ static bool BuildTownHouse(Town *t, TileIndex tile);
static void ClearTownHouse(Town *t, TileIndex tile);
static void DoBuildTownHouse(Town *t, TileIndex tile);
typedef struct DrawTownTileStruct {
SpriteID sprite_1;
SpriteID sprite_2;
byte subtile_x:4;
byte subtile_y:4;
byte width:4;
byte height:4;
byte dz;
byte proc;
} DrawTownTileStruct;
#include "table/town_land.h"
static void TownDrawHouseLift(const TileInfo *ti)
{
AddChildSpriteScreen(SPR_LIFT, 14, 60 - GetLiftPosition(ti->tile));
@@ -82,22 +68,20 @@ static TownDrawTileProc * const _town_draw_tile_procs[1] = {
static void DrawTile_Town(TileInfo *ti)
{
const DrawTownTileStruct *dcts;
const DrawBuildingsTileStruct *dcts;
byte z;
uint32 image;
/* Retrieve pointer to the draw town tile struct */
{
/* this "randomizes" on the (up to) 4 variants of a building */
byte gfx = GetHouseType(ti->tile);
byte stage = GetHouseBuildingStage(ti->tile);
uint variant;
variant = ti->x >> 4;
variant ^= ti->x >> 6;
variant ^= ti->y >> 4;
variant -= ti->y >> 6;
variant &= 3;
dcts = &_town_draw_tile_data[gfx << 4 | variant << 2 | stage];
dcts = &_town_draw_tile_data[GetHouseType(ti->tile) << 4 | variant << 2 | GetHouseBuildingStage(ti->tile)];
}
z = ti->z;
@@ -105,15 +89,15 @@ static void DrawTile_Town(TileInfo *ti)
/* Add bricks below the house? */
if (ti->tileh != SLOPE_FLAT) {
AddSortableSpriteToDraw(SPR_FOUNDATION_BASE + ti->tileh, ti->x, ti->y, 16, 16, 7, z);
AddChildSpriteScreen(dcts->sprite_1, 31, 1);
AddChildSpriteScreen(dcts->ground, 31, 1);
z += TILE_HEIGHT;
} else {
/* Else draw regular ground */
DrawGroundSprite(dcts->sprite_1);
DrawGroundSprite(dcts->ground);
}
/* Add a house on top of the ground? */
image = dcts->sprite_2;
image = dcts->building;
if (image != 0) {
if (_display_opt & DO_TRANS_BUILDINGS) MAKE_TRANSPARENT(image);
@@ -129,7 +113,7 @@ static void DrawTile_Town(TileInfo *ti)
}
{
int proc = dcts->proc - 1;
int proc = dcts->draw_proc - 1;
if (proc >= 0) _town_draw_tile_procs[proc](ti);
}