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(svn r557) -newgrf: Rename all 'superset' tokens to 'group' and some other small renamings (pasky and octo).

This commit is contained in:
darkvater
2004-11-12 23:59:51 +00:00
parent 76341a9173
commit 22f627c8e1
3 changed files with 68 additions and 68 deletions

View File

@@ -175,7 +175,7 @@ uint32 _engine_refit_masks[256];
struct WagonOverride {
byte *train_id;
int trains;
struct SpriteSuperSet superset;
struct SpriteGroup group;
};
static struct WagonOverrides {
@@ -183,7 +183,7 @@ static struct WagonOverrides {
struct WagonOverride *overrides;
} _engine_wagon_overrides[256];
void SetWagonOverrideSprites(byte engine, struct SpriteSuperSet *superset,
void SetWagonOverrideSprites(byte engine, struct SpriteGroup *group,
byte *train_id, int trains)
{
struct WagonOverrides *wos;
@@ -195,13 +195,13 @@ void SetWagonOverrideSprites(byte engine, struct SpriteSuperSet *superset,
wos->overrides_count * sizeof(struct WagonOverride));
wo = &wos->overrides[wos->overrides_count - 1];
wo->superset = *superset;
wo->group = *group;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static struct SpriteSuperSet *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
static struct SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
{
struct WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
@@ -215,7 +215,7 @@ static struct SpriteSuperSet *GetWagonOverrideSpriteSet(byte engine, byte overri
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return &wo->superset;
return &wo->group;
}
}
return NULL;
@@ -227,44 +227,44 @@ byte _engine_original_sprites[256];
// (It isn't and shouldn't be like this in the GRF files since new cargo types
// may appear in future - however it's more convenient to store it like this in
// memory. --pasky)
static struct SpriteSuperSet _engine_custom_sprites[256][NUM_CID];
static struct SpriteGroup _engine_custom_sprites[256][NUM_CID];
void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteSuperSet *superset)
void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteGroup *group)
{
assert(superset->sprites_per_set == 4 || superset->sprites_per_set == 8);
_engine_custom_sprites[engine][cargo] = *superset;
assert(group->sprites_per_set == 4 || group->sprites_per_set == 8);
_engine_custom_sprites[engine][cargo] = *group;
}
int GetCustomEngineSprite(byte engine, uint16 overriding_engine, byte cargo,
byte loaded, byte in_motion, byte direction)
{
struct SpriteSuperSet *superset = &_engine_custom_sprites[engine][cargo];
struct SpriteGroup *group = &_engine_custom_sprites[engine][cargo];
int totalsets, spriteset;
int r;
if (overriding_engine != 0xffff) {
struct SpriteSuperSet *overset;
struct SpriteGroup *overset;
overset = GetWagonOverrideSpriteSet(engine, overriding_engine);
if (overset) superset = overset;
if (overset) group = overset;
}
if (!superset->sprites_per_set && cargo != 29) {
// This superset is empty but perhaps there'll be a default one.
superset = &_engine_custom_sprites[engine][29];
if (!group->sprites_per_set && cargo != 29) {
// This group is empty but perhaps there'll be a default one.
group = &_engine_custom_sprites[engine][29];
}
if (!superset->sprites_per_set) {
// This superset is empty. This function users should therefore
if (!group->sprites_per_set) {
// This group is empty. This function users should therefore
// look up the sprite number in _engine_original_sprites.
return 0;
}
direction %= 8;
if (superset->sprites_per_set == 4)
if (group->sprites_per_set == 4)
direction %= 4;
totalsets = in_motion ? superset->loaded_count : superset->loading_count;
totalsets = in_motion ? group->loaded_count : group->loading_count;
// My aim here is to make it possible to visually determine absolutely
// empty and totally full vehicles. --pasky
@@ -281,7 +281,7 @@ int GetCustomEngineSprite(byte engine, uint16 overriding_engine, byte cargo,
spriteset--;
}
r = (in_motion ? superset->loaded[spriteset] : superset->loading[spriteset]) + direction;
r = (in_motion ? group->loaded[spriteset] : group->loading[spriteset]) + direction;
return r;
}