Tint every grount/structure tile when using new highlights

This commit is contained in:
Pavel Stupnikov
2020-02-05 00:44:34 +03:00
parent a3890d4e5f
commit abbc38728e
12 changed files with 154 additions and 120 deletions

View File

@@ -44,8 +44,6 @@
#include "table/industry_land.h"
#include "table/build_industry.h"
#include "citymania/zoning.hpp"
#include "safeguards.h"
IndustryPool _industry_pool("Industry");
@@ -350,14 +348,12 @@ static void DrawTile_Industry(TileInfo *ti)
/* DrawFoundation() modifies ti->z and ti->tileh */
if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED);
auto zoning_pal = citymania::GetIndustryTileZoningPalette(ti->tile, ind);
/* 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 && IsTileOnWater(ti->tile)) {
DrawWaterClassGround(ti);
} else {
DrawGroundSprite(image, zoning_pal == PAL_NONE ? GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)) : zoning_pal);
DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
// DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)));
}
@@ -367,7 +363,7 @@ static void DrawTile_Industry(TileInfo *ti)
/* Add industry on top of the ground? */
image = dits->building.sprite;
if (image != 0) {
AddSortableSpriteToDraw(image, zoning_pal == PAL_NONE ? SpriteLayoutPaletteTransform(image, dits->building.pal, GENERAL_SPRITE_COLOUR(ind->random_colour)) : zoning_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,