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(svn r27668) -Feature: [NewGRF] Allow composing vehicles from multiple sprites.
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@@ -1025,13 +1025,23 @@ VehicleResolverObject::VehicleResolverObject(EngineID engine_type, const Vehicle
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void GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction, EngineImageType image_type, VehicleSpriteSeq *result)
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{
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VehicleResolverObject object(engine, v, VehicleResolverObject::WO_CACHED, false, CBID_NO_CALLBACK, image_type);
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VehicleResolverObject object(engine, v, VehicleResolverObject::WO_CACHED, false, CBID_NO_CALLBACK);
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result->Clear();
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const SpriteGroup *group = object.Resolve();
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if (group == NULL || group->GetNumResults() == 0) return;
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result->Set(group->GetResult() + (direction % group->GetNumResults()));
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bool sprite_stack = HasBit(EngInfo(engine)->misc_flags, EF_SPRITE_STACK);
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uint max_stack = sprite_stack ? lengthof(result->seq) : 1;
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for (uint stack = 0; stack < max_stack; ++stack) {
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object.ResetState();
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object.callback_param1 = image_type | (stack << 8);
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const SpriteGroup *group = object.Resolve();
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uint32 reg100 = sprite_stack ? GetRegister(0x100) : 0;
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if (group != NULL && group->GetNumResults() != 0) {
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result->seq[result->count].sprite = group->GetResult() + (direction % group->GetNumResults());
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result->seq[result->count].pal = GB(reg100, 0, 16); // zero means default recolouring
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result->count++;
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}
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if (!HasBit(reg100, 31)) break;
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}
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}
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@@ -1043,15 +1053,24 @@ void GetRotorOverrideSprite(EngineID engine, const struct Aircraft *v, bool info
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assert(e->type == VEH_AIRCRAFT);
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assert(!(e->u.air.subtype & AIR_CTOL));
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VehicleResolverObject object(engine, v, VehicleResolverObject::WO_SELF, info_view, CBID_NO_CALLBACK, image_type);
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VehicleResolverObject object(engine, v, VehicleResolverObject::WO_SELF, info_view, CBID_NO_CALLBACK);
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result->Clear();
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uint rotor_pos = v == NULL || info_view ? 0 : v->Next()->Next()->state;
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const SpriteGroup *group = object.Resolve();
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if (group == NULL || group->GetNumResults() == 0) return;
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result->Set(group->GetResult() + (rotor_pos % group->GetNumResults()));
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bool sprite_stack = HasBit(e->info.misc_flags, EF_SPRITE_STACK);
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uint max_stack = sprite_stack ? lengthof(result->seq) : 1;
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for (uint stack = 0; stack < max_stack; ++stack) {
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object.ResetState();
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object.callback_param1 = image_type | (stack << 8);
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const SpriteGroup *group = object.Resolve();
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uint32 reg100 = sprite_stack ? GetRegister(0x100) : 0;
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if (group != NULL && group->GetNumResults() != 0) {
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result->seq[result->count].sprite = group->GetResult() + (rotor_pos % group->GetNumResults());
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result->seq[result->count].pal = GB(reg100, 0, 16); // zero means default recolouring
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result->count++;
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}
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if (!HasBit(reg100, 31)) break;
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}
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}
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