--- a/newgrf_engine.c Sat Oct 21 13:42:47 2006 +0000
+++ b/newgrf_engine.c Sat Oct 21 14:53:57 2006 +0000
@@ -858,27 +858,47 @@
}
+/** Retrieve the SpriteGroup for the specified vehicle.
+ * If the vehicle is not specified, the purchase list group for the engine is
+ * chosen. For trains, an additional engine override lookup is performed.
+ * @param engine Engine type of the vehicle.
+ * @param v The vehicle itself.
+ * @returns The selected SpriteGroup for the vehicle.
+ */
+static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
+{
+ const SpriteGroup *group;
+ CargoID cargo;
+
+ if (v == NULL) {
+ cargo = GC_PURCHASE;
+ } else {
+ cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
+ assert(cargo != GC_INVALID);
+
+ if (v->type == VEH_Train) {
+ group = GetWagonOverrideSpriteSet(engine, cargo, v->u.rail.first_engine);
+
+ if (group != NULL) return group;
+ }
+ }
+
+ group = engine_custom_sprites[engine][cargo];
+ if (group != NULL) return group;
+
+ /* Fall back to the default set if the selected cargo type is not defined */
+ return engine_custom_sprites[engine][GC_DEFAULT];
+}
+
+
SpriteID GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction)
{
const SpriteGroup *group;
ResolverObject object;
- CargoID cargo;
NewVehicleResolver(&object, engine, v);
- cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
- assert(cargo != GC_INVALID);
-
- group = engine_custom_sprites[engine][cargo];
-
- if (v != NULL && v->type == VEH_Train) {
- const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, cargo, v->u.rail.first_engine);
-
- if (overset != NULL) group = overset;
- }
-
- if (group == NULL) group = engine_custom_sprites[engine][GC_DEFAULT];
- group = Resolve(group, &object);
+ group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
if (group == NULL || group->type != SGT_RESULT) return 0;
return group->g.result.sprite + (direction % group->g.result.num_sprites);
@@ -935,7 +955,6 @@
{
const SpriteGroup *group;
ResolverObject object;
- CargoID cargo;
NewVehicleResolver(&object, engine, v);
@@ -943,19 +962,7 @@
object.callback_param1 = param1;
object.callback_param2 = param2;
- cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
- assert(cargo != GC_INVALID);
-
- group = engine_custom_sprites[engine][cargo];
-
- if (v != NULL && v->type == VEH_Train) {
- const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, cargo, v->u.rail.first_engine);
-
- if (overset != NULL) group = overset;
- }
-
- if (group == NULL) group = engine_custom_sprites[engine][GC_DEFAULT];
- group = Resolve(group, &object);
+ group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
@@ -975,7 +982,6 @@
{
const SpriteGroup *group;
ResolverObject object;
- CargoID cargo;
NewVehicleResolver(&object, engine, v);
@@ -985,19 +991,7 @@
object.u.vehicle.parent = parent;
- cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
- assert(cargo != GC_INVALID);
-
- group = engine_custom_sprites[engine][cargo];
-
- if (v != NULL && v->type == VEH_Train) {
- const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, cargo, v->u.rail.first_engine);
-
- if (overset != NULL) group = overset;
- }
-
- if (group == NULL) group = engine_custom_sprites[engine][GC_DEFAULT];
- group = Resolve(group, &object);
+ group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
@@ -1007,7 +1001,6 @@
{
const SpriteGroup *group;
ResolverObject object;
- CargoID cargo;
byte new_random_bits;
/* We can't trigger a non-existent vehicle... */
@@ -1017,18 +1010,7 @@
object.trigger = trigger;
- cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
- assert(cargo != GC_INVALID);
-
- group = engine_custom_sprites[v->engine_type][cargo];
-
- if (v->type == VEH_Train) {
- const SpriteGroup *overset = GetWagonOverrideSpriteSet(v->engine_type, cargo, v->u.rail.first_engine);
- if (overset != NULL) group = overset;
- }
-
- if (group == NULL) group = engine_custom_sprites[v->engine_type][GC_DEFAULT];
- group = Resolve(group, &object);
+ group = Resolve(GetVehicleSpriteGroup(v->engine_type, v), &object);
new_random_bits = Random();
v->random_bits &= ~object.reseed;