(svn r2142) - Fix: Game no longer crashes when you want to remove a piece of road under a bridge that belongs to the town. TODO: railcrossings store owner somewhere else, put it into _map_owner[]!
/* 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
const int AutorailTilehSprite[31][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
{ 2, 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)
{ RED(6), RED(11), RED(17), RED(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)
{ RED(7), RED(15), RED(24), RED(33), RED(36), RED(44) }, // tileh = 27
{ 0, 1, 2, 3, 4, 5 }, // invalid (28)
{ RED(3), RED(14), RED(18), RED(26), RED(41), RED(49) }, // tileh = 29
{ RED(4), RED(12), RED(21), RED(30), RED(37), RED(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
const int AutorailPiece[16][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 }
};