(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)
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		@@ -2896,13 +2896,13 @@ static void NewSpriteGroup(byte *buf, size_t len)
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				case GSF_TOWNHOUSE:
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				case GSF_INDUSTRYTILES: {
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					byte sprites     = _cur_grffile->spriteset_numents;
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					byte num_sprites = max((uint8)1, type);
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					byte num_sprite_sets      = _cur_grffile->spriteset_numents;
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					byte num_building_sprites = max((uint8)1, type);
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					uint i;
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					TileLayoutSpriteGroup *group = new TileLayoutSpriteGroup();
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					act_group = group;
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					group->num_sprites = sprites;
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					group->num_building_stages = num_sprite_sets;
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					group->dts = CallocT<DrawTileSprites>(1);
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					/* Groundsprite */
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@@ -2915,14 +2915,14 @@ static void NewSpriteGroup(byte *buf, size_t len)
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					if (HasBit(group->dts->ground.pal, 15)) {
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						/* Bit 31 set means this is a custom sprite, so rewrite it to the
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						 * last spriteset defined. */
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						SpriteID sprite = _cur_grffile->spriteset_start + GB(group->dts->ground.sprite, 0, 14) * sprites;
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						SpriteID sprite = _cur_grffile->spriteset_start + GB(group->dts->ground.sprite, 0, 14) * num_sprite_sets;
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						SB(group->dts->ground.sprite, 0, SPRITE_WIDTH, sprite);
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						ClrBit(group->dts->ground.pal, 15);
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					}
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					group->dts->seq = CallocT<DrawTileSeqStruct>(num_sprites + 1);
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					group->dts->seq = CallocT<DrawTileSeqStruct>(num_building_sprites + 1);
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					for (i = 0; i < num_sprites; i++) {
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					for (i = 0; i < num_building_sprites; i++) {
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						DrawTileSeqStruct *seq = const_cast<DrawTileSeqStruct*>(&group->dts->seq[i]);
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						seq->image.sprite = grf_load_word(&buf);
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@@ -2935,7 +2935,7 @@ static void NewSpriteGroup(byte *buf, size_t len)
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						if (HasBit(seq->image.pal, 15)) {
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							/* Bit 31 set means this is a custom sprite, so rewrite it to the
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							 * last spriteset defined. */
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							SpriteID sprite = _cur_grffile->spriteset_start + GB(seq->image.sprite, 0, 14) * sprites;
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							SpriteID sprite = _cur_grffile->spriteset_start + GB(seq->image.sprite, 0, 14) * num_sprite_sets;
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							SB(seq->image.sprite, 0, SPRITE_WIDTH, sprite);
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							ClrBit(seq->image.pal, 15);
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						}
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@@ -439,14 +439,13 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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	NewHouseResolver(&object, house_id, ti->tile, Town::GetByTile(ti->tile));
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	group = SpriteGroup::Resolve(hs->spritegroup, &object);
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	if (group == NULL || group->type != SGT_TILELAYOUT) {
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		/* XXX: This is for debugging purposes really, and shouldn't stay. */
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		DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
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	const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
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	if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_building_stages == 0) {
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		return;
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	} else {
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		const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
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		/* Limit the building stage to the number of stages supplied. */
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		byte stage = GetHouseBuildingStage(ti->tile);
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		stage = Clamp(stage - 4 + tlgroup->num_sprites, 0, tlgroup->num_sprites - 1);
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		stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
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		DrawTileLayout(ti, tlgroup, stage, house_id);
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	}
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}
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@@ -254,12 +254,12 @@ bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const Indus
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	group = SpriteGroup::Resolve(inds->grf_prop.spritegroup, &object);
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	const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
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	if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_sprites == 0) {
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	if (group == NULL || group->type != SGT_TILELAYOUT || tlgroup->num_building_stages == 0) {
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		return false;
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	} else {
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		/* Limit the building stage to the number of stages supplied. */
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		byte stage = GetIndustryConstructionStage(ti->tile);
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		stage = Clamp(stage - 4 + tlgroup->num_sprites, 0, tlgroup->num_sprites - 1);
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		stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
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		IndustryDrawTileLayout(ti, tlgroup, i->random_colour, stage, gfx);
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		return true;
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	}
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@@ -270,7 +270,7 @@ struct TileLayoutSpriteGroup : SpriteGroup {
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	TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
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	~TileLayoutSpriteGroup();
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	byte num_sprites; ///< Number of sprites in the spriteset, used for loading stages
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	byte num_building_stages;    ///< Number of building stages to show for this house/industry tile
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	struct DrawTileSprites *dts;
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};
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