(svn r18514) -Codechange: make it a bit clearer that for tile layouts num_sprites (as in number of sprite sets) is not the same as num_sprites (as in number of building sprites)

This commit is contained in:
rubidium 2009-12-16 11:35:05 +00:00
parent f0728ca1d1
commit d46127a723
4 changed files with 14 additions and 15 deletions

View File

@ -2896,13 +2896,13 @@ static void NewSpriteGroup(byte *buf, size_t len)
case GSF_TOWNHOUSE:
case GSF_INDUSTRYTILES: {
byte sprites = _cur_grffile->spriteset_numents;
byte num_sprites = max((uint8)1, type);
byte num_sprite_sets = _cur_grffile->spriteset_numents;
byte num_building_sprites = max((uint8)1, type);
uint i;
TileLayoutSpriteGroup *group = new TileLayoutSpriteGroup();
act_group = group;
group->num_sprites = sprites;
group->num_building_stages = num_sprite_sets;
group->dts = CallocT<DrawTileSprites>(1);
/* Groundsprite */
@ -2915,14 +2915,14 @@ static void NewSpriteGroup(byte *buf, size_t len)
if (HasBit(group->dts->ground.pal, 15)) {
/* Bit 31 set means this is a custom sprite, so rewrite it to the
* last spriteset defined. */
SpriteID sprite = _cur_grffile->spriteset_start + GB(group->dts->ground.sprite, 0, 14) * sprites;
SpriteID sprite = _cur_grffile->spriteset_start + GB(group->dts->ground.sprite, 0, 14) * num_sprite_sets;
SB(group->dts->ground.sprite, 0, SPRITE_WIDTH, sprite);
ClrBit(group->dts->ground.pal, 15);
}
group->dts->seq = CallocT<DrawTileSeqStruct>(num_sprites + 1);
group->dts->seq = CallocT<DrawTileSeqStruct>(num_building_sprites + 1);
for (i = 0; i < num_sprites; i++) {
for (i = 0; i < num_building_sprites; i++) {
DrawTileSeqStruct *seq = const_cast<DrawTileSeqStruct*>(&group->dts->seq[i]);
seq->image.sprite = grf_load_word(&buf);
@ -2935,7 +2935,7 @@ static void NewSpriteGroup(byte *buf, size_t len)
if (HasBit(seq->image.pal, 15)) {
/* Bit 31 set means this is a custom sprite, so rewrite it to the
* last spriteset defined. */
SpriteID sprite = _cur_grffile->spriteset_start + GB(seq->image.sprite, 0, 14) * sprites;
SpriteID sprite = _cur_grffile->spriteset_start + GB(seq->image.sprite, 0, 14) * num_sprite_sets;
SB(seq->image.sprite, 0, SPRITE_WIDTH, sprite);
ClrBit(seq->image.pal, 15);
}

View File

@ -439,14 +439,13 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
group = SpriteGroup::Resolve(hs->spritegroup, &object);
if (group == NULL || group->type != SGT_TILELAYOUT) {
/* XXX: This is for debugging purposes really, and shouldn't stay. */
DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_building_stages == 0) {
return;
} else {
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
/* Limit the building stage to the number of stages supplied. */
byte stage = GetHouseBuildingStage(ti->tile);
stage = Clamp(stage - 4 + tlgroup->num_sprites, 0, tlgroup->num_sprites - 1);
stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
DrawTileLayout(ti, tlgroup, stage, house_id);
}
}

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@ -254,12 +254,12 @@ bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const Indus
group = SpriteGroup::Resolve(inds->grf_prop.spritegroup, &object);
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_sprites == 0) {
if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_building_stages == 0) {
return false;
} else {
/* Limit the building stage to the number of stages supplied. */
byte stage = GetIndustryConstructionStage(ti->tile);
stage = Clamp(stage - 4 + tlgroup->num_sprites, 0, tlgroup->num_sprites - 1);
stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
IndustryDrawTileLayout(ti, tlgroup, i->random_colour, stage, gfx);
return true;
}

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@ -270,7 +270,7 @@ struct TileLayoutSpriteGroup : SpriteGroup {
TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
~TileLayoutSpriteGroup();
byte num_sprites; ///< Number of sprites in the spriteset, used for loading stages
byte num_building_stages; ///< Number of building stages to show for this house/industry tile
struct DrawTileSprites *dts;
};