File diff r14325:2c7a8f8feb01 → r14326:1841c0b7ac36
src/industry_cmd.cpp
Show inline comments
 
@@ -307,14 +307,12 @@ static IndustryDrawTileProc * const _ind
 
static void DrawTile_Industry(TileInfo *ti)
 
{
 
	IndustryGfx gfx = GetIndustryGfx(ti->tile);
 
	Industry *ind = Industry::GetByTile(ti->tile);
 
	const IndustryTileSpec *indts = GetIndustryTileSpec(gfx);
 
	const DrawBuildingsTileStruct *dits;
 
	SpriteID image;
 
	PaletteID pal;
 

	
 
	/* Retrieve pointer to the draw industry tile struct */
 
	if (gfx >= NEW_INDUSTRYTILEOFFSET) {
 
		/* Draw the tile using the specialized method of newgrf industrytile.
 
		 * DrawNewIndustry will return false if ever the resolver could not
 
		 * find any sprite to display.  So in this case, we will jump on the
 
@@ -333,38 +331,32 @@ static void DrawTile_Industry(TileInfo *
 
	}
 

	
 
	dits = &_industry_draw_tile_data[gfx << 2 | (indts->anim_state ?
 
			GetIndustryAnimationState(ti->tile) & INDUSTRY_COMPLETED :
 
			GetIndustryConstructionStage(ti->tile))];
 

	
 
	image = dits->ground.sprite;
 
	if (HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->ground.pal == PAL_NONE) {
 
		pal = GENERAL_SPRITE_COLOUR(ind->random_colour);
 
	} else {
 
		pal = dits->ground.pal;
 
	}
 
	SpriteID image = dits->ground.sprite;
 

	
 
	/* DrawFoundation() modifes ti->z and ti->tileh */
 
	if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
 

	
 
	/* If the ground sprite is the default flat water sprite, draw also canal/river borders.
 
	 * Do not do this if the tile's WaterClass is 'land'. */
 
	if (image == SPR_FLAT_WATER_TILE && IsIndustryTileOnWater(ti->tile)) {
 
		DrawWaterClassGround(ti);
 
	} else {
 
		DrawGroundSprite(image, pal);
 
		DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
 
	}
 

	
 
	/* If industries are transparent and invisible, do not draw the upper part */
 
	if (IsInvisibilitySet(TO_INDUSTRIES)) return;
 

	
 
	/* Add industry on top of the ground? */
 
	image = dits->building.sprite;
 
	if (image != 0) {
 
		AddSortableSpriteToDraw(image,
 
			(HasBit(image, PALETTE_MODIFIER_COLOUR) && dits->building.pal == PAL_NONE) ? GENERAL_SPRITE_COLOUR(ind->random_colour) : dits->building.pal,
 
		AddSortableSpriteToDraw(image, SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)),
 
			ti->x + dits->subtile_x,
 
			ti->y + dits->subtile_y,
 
			dits->width,
 
			dits->height,
 
			dits->dz,
 
			ti->z,