1
0
mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-12 09:09:09 +00:00

(svn r27668) -Feature: [NewGRF] Allow composing vehicles from multiple sprites.

This commit is contained in:
frosch
2016-10-16 14:59:44 +00:00
parent c175067ed9
commit 117e73751c
10 changed files with 106 additions and 44 deletions

View File

@@ -1025,13 +1025,23 @@ VehicleResolverObject::VehicleResolverObject(EngineID engine_type, const Vehicle
void GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction, EngineImageType image_type, VehicleSpriteSeq *result)
{
VehicleResolverObject object(engine, v, VehicleResolverObject::WO_CACHED, false, CBID_NO_CALLBACK, image_type);
VehicleResolverObject object(engine, v, VehicleResolverObject::WO_CACHED, false, CBID_NO_CALLBACK);
result->Clear();
const SpriteGroup *group = object.Resolve();
if (group == NULL || group->GetNumResults() == 0) return;
result->Set(group->GetResult() + (direction % group->GetNumResults()));
bool sprite_stack = HasBit(EngInfo(engine)->misc_flags, EF_SPRITE_STACK);
uint max_stack = sprite_stack ? lengthof(result->seq) : 1;
for (uint stack = 0; stack < max_stack; ++stack) {
object.ResetState();
object.callback_param1 = image_type | (stack << 8);
const SpriteGroup *group = object.Resolve();
uint32 reg100 = sprite_stack ? GetRegister(0x100) : 0;
if (group != NULL && group->GetNumResults() != 0) {
result->seq[result->count].sprite = group->GetResult() + (direction % group->GetNumResults());
result->seq[result->count].pal = GB(reg100, 0, 16); // zero means default recolouring
result->count++;
}
if (!HasBit(reg100, 31)) break;
}
}
@@ -1043,15 +1053,24 @@ void GetRotorOverrideSprite(EngineID engine, const struct Aircraft *v, bool info
assert(e->type == VEH_AIRCRAFT);
assert(!(e->u.air.subtype & AIR_CTOL));
VehicleResolverObject object(engine, v, VehicleResolverObject::WO_SELF, info_view, CBID_NO_CALLBACK, image_type);
VehicleResolverObject object(engine, v, VehicleResolverObject::WO_SELF, info_view, CBID_NO_CALLBACK);
result->Clear();
uint rotor_pos = v == NULL || info_view ? 0 : v->Next()->Next()->state;
const SpriteGroup *group = object.Resolve();
if (group == NULL || group->GetNumResults() == 0) return;
result->Set(group->GetResult() + (rotor_pos % group->GetNumResults()));
bool sprite_stack = HasBit(e->info.misc_flags, EF_SPRITE_STACK);
uint max_stack = sprite_stack ? lengthof(result->seq) : 1;
for (uint stack = 0; stack < max_stack; ++stack) {
object.ResetState();
object.callback_param1 = image_type | (stack << 8);
const SpriteGroup *group = object.Resolve();
uint32 reg100 = sprite_stack ? GetRegister(0x100) : 0;
if (group != NULL && group->GetNumResults() != 0) {
result->seq[result->count].sprite = group->GetResult() + (rotor_pos % group->GetNumResults());
result->seq[result->count].pal = GB(reg100, 0, 16); // zero means default recolouring
result->count++;
}
if (!HasBit(reg100, 31)) break;
}
}