Codechange: let NewGRF make use of SpriteFile instead of most of the FIO slot functions
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@@ -39,16 +39,15 @@ static const SpriteID * const _landscape_spriteindexes[] = {
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* Load an old fashioned GRF file.
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* @param filename The name of the file to open.
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* @param load_index The offset of the first sprite.
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* @param file_index The Fio offset to load the file in.
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* @param needs_palette_remap Whether the colours in the GRF file need a palette remap.
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* @return The number of loaded sprites.
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*/
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static uint LoadGrfFile(const char *filename, uint load_index, int file_index, bool needs_palette_remap)
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static uint LoadGrfFile(const char *filename, uint load_index, bool needs_palette_remap)
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{
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uint load_index_org = load_index;
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uint sprite_id = 0;
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SpriteFile &file = FioOpenFile(file_index, filename, BASESET_DIR, needs_palette_remap);
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SpriteFile &file = OpenCachedSpriteFile(filename, BASESET_DIR, needs_palette_remap);
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DEBUG(sprite, 2, "Reading grf-file '%s'", filename);
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@@ -77,16 +76,15 @@ static uint LoadGrfFile(const char *filename, uint load_index, int file_index, b
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* Load an old fashioned GRF file to replace already loaded sprites.
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* @param filename The name of the file to open.
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* @param index_tbl The offsets of each of the sprites.
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* @param file_index The Fio offset to load the file in.
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* @param needs_palette_remap Whether the colours in the GRF file need a palette remap.
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* @return The number of loaded sprites.
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*/
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static void LoadGrfFileIndexed(const char *filename, const SpriteID *index_tbl, int file_index, bool needs_palette_remap)
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static void LoadGrfFileIndexed(const char *filename, const SpriteID *index_tbl, bool needs_palette_remap)
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{
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uint start;
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uint sprite_id = 0;
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SpriteFile &file = FioOpenFile(file_index, filename, BASESET_DIR, needs_palette_remap);
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SpriteFile &file = OpenCachedSpriteFile(filename, BASESET_DIR, needs_palette_remap);
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DEBUG(sprite, 2, "Reading indexed grf-file '%s'", filename);
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@@ -161,10 +159,9 @@ void CheckExternalFiles()
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/** Actually load the sprite tables. */
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static void LoadSpriteTables()
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{
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uint i = FIRST_GRF_SLOT;
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const GraphicsSet *used_set = BaseGraphics::GetUsedSet();
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LoadGrfFile(used_set->files[GFT_BASE].filename, 0, i++, (PAL_DOS != used_set->palette));
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LoadGrfFile(used_set->files[GFT_BASE].filename, 0, PAL_DOS != used_set->palette);
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/*
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* The second basic file always starts at the given location and does
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@@ -172,7 +169,7 @@ static void LoadSpriteTables()
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* has a few sprites less. However, we do not care about those missing
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* sprites as they are not shown anyway (logos in intro game).
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*/
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LoadGrfFile(used_set->files[GFT_LOGOS].filename, 4793, i++, (PAL_DOS != used_set->palette));
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LoadGrfFile(used_set->files[GFT_LOGOS].filename, 4793, PAL_DOS != used_set->palette);
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/*
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* Load additional sprites for climates other than temperate.
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@@ -183,8 +180,7 @@ static void LoadSpriteTables()
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LoadGrfFileIndexed(
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used_set->files[GFT_ARCTIC + _settings_game.game_creation.landscape - 1].filename,
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_landscape_spriteindexes[_settings_game.game_creation.landscape - 1],
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i++,
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(PAL_DOS != used_set->palette)
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PAL_DOS != used_set->palette
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);
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}
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@@ -223,7 +219,7 @@ static void LoadSpriteTables()
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master->next = extra;
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_grfconfig = master;
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LoadNewGRF(SPR_NEWGRFS_BASE, i, 2);
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LoadNewGRF(SPR_NEWGRFS_BASE, 2);
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uint total_extra_graphics = SPR_NEWGRFS_BASE - SPR_OPENTTD_BASE;
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_missing_extra_graphics = GetSpriteCountForFile(used_set->files[GFT_EXTRA].filename, SPR_OPENTTD_BASE, SPR_NEWGRFS_BASE);
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