table/autorail.h
author bjarni
Wed, 04 Oct 2006 12:01:59 +0000
changeset 4725 40cccaaa042c
parent 4549 106ed18a7675
permissions -rw-r--r--
(svn r6637) -Codechange: merged all (vehicle type)EnterDepot into VehicleEnterDepot()
This revealed duplicated code like aircraft lists got invalidated twice
Moved invalidation of the vehicle detail window to VehicleServiceInDepot() as it should always be updated when serviced
/* $Id$ */

/* Rail selection types (directions):
 *  / \    / \    / \    / \   / \   / \
 * /  /\  /\  \  /===\  /   \ /|  \ /  |\
 * \/  /  \  \/  \   /  \===/ \|  / \  |/
 *  \ /    \ /    \ /    \ /   \ /   \ /
 *   0      1      2      3     4     5
 */

// mark invalid tiles red
#define RED(c) c | PALETTE_SEL_TILE_RED

// table maps each of the six rail directions and tileh combinations to a sprite
// invalid entries are required to make sure that this array can be quickly accessed
static const int _AutorailTilehSprite[][6] = {
// type   0        1        2        3        4        5
	{       0,       8,      16,      25,      34,      42 }, // tileh = 0
	{       5,      13, RED(22), RED(31),      35,      42 }, // tileh = 1
	{       5,      10,      16,      26, RED(38), RED(46) }, // tileh = 2
	{       5,       9, RED(23),      26,      35, RED(46) }, // tileh = 3
	{       2,      10, RED(19), RED(28),      34,      43 }, // tileh = 4
	{       1,       9,      17,      26,      35,      43 }, // tileh = 5
	{       1,      10, RED(20),      26, RED(38),      43 }, // tileh = 6
	{       1,       9,      17,      26,      35,      43 }, // tileh = 7
	{       2,      13,      17,      25, RED(40), RED(48) }, // tileh = 8
	{       1,      13,      17, RED(32),      35, RED(48) }, // tileh = 9
	{       1,       9,      17,      26,      35,      43 }, // tileh = 10
	{       1,       9,      17,      26,      35,      43 }, // tileh = 11
	{       2,       9,      17, RED(29), RED(40),      43 }, // tileh = 12
	{       1,       9,      17,      26,      35,      43 }, // tileh = 13
	{       1,       9,      17,      26,      35,      43 }, // tileh = 14
	{       0,       1,       2,       3,       4,       5 }, // invalid (15)
	{       0,       1,       2,       3,       4,       5 }, // invalid (16)
	{       0,       1,       2,       3,       4,       5 }, // invalid (17)
	{       0,       1,       2,       3,       4,       5 }, // invalid (18)
	{       0,       1,       2,       3,       4,       5 }, // invalid (19)
	{       0,       1,       2,       3,       4,       5 }, // invalid (20)
	{       0,       1,       2,       3,       4,       5 }, // invalid (21)
	{       0,       1,       2,       3,       4,       5 }, // invalid (22)
	{       6,      11,      17,      27, RED(39), RED(47) }, // tileh = 23
	{       0,       1,       2,       3,       4,       5 }, // invalid (24)
	{       0,       1,       2,       3,       4,       5 }, // invalid (25)
	{       0,       1,       2,       3,       4,       5 }, // invalid (26)
	{       7,      15, RED(24), RED(33),      36,      44 }, // tileh = 27
	{       0,       1,       2,       3,       4,       5 }, // invalid (28)
	{       3,      14,      18,      26, RED(41), RED(49) }, // tileh = 29
	{       4,      12, RED(21), RED(30),      37,      45 }  // tileh = 30
};
#undef RED


// maps each pixel of a tile (16x16) to a selection type
// (0,0) is the top corner, (16,16) the bottom corner
static const byte _AutorailPiece[][16] = {
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 5, 5, 5, 5, 5, 5 },
	{ 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1 },
	{ 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1 },
	{ 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1 },
	{ 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 },
	{ 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3 }
};