OpenTTD-patches/sprite.h

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#ifndef SPRITE_H
#define SPRITE_H
/* The following describes bunch of sprites to be drawn together in a single 3D
* bounding box. Used especially for various multi-sprite buildings (like
* depots or stations): */
typedef struct DrawTileSeqStruct {
int8 delta_x; // 0x80 is sequence terminator
int8 delta_y;
int8 delta_z;
byte width,height;
byte unk; // 'depth', just z-size; TODO: rename
uint32 image;
} DrawTileSeqStruct;
typedef struct DrawTileSprites {
SpriteID ground_sprite;
DrawTileSeqStruct const *seq;
} DrawTileSprites;
// Iterate through all DrawTileSeqStructs in DrawTileSprites.
#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
/* This is for custom sprites: */
struct SpriteGroup;
struct RealSpriteGroup {
// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
// use even less, now we take whole 8kb for custom sprites table, oh my!
byte sprites_per_set; // means number of directions - 4 or 8
// Loaded = in motion, loading = not moving
// Each group contains several spritesets, for various loading stages
// XXX: For stations the meaning is different - loaded is for stations
// with small amount of cargo whilst loading is for stations with a lot
// of da stuff.
byte loaded_count;
uint16 loaded[16]; // sprite ids
byte loading_count;
uint16 loading[16]; // sprite ids
};
/* Shared by deterministic and random groups. */
enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
// Engine of consists for vehicles, city for stations.
VSG_SCOPE_PARENT,
};
struct DeterministicSpriteGroupRanges;
struct DeterministicSpriteGroup {
// Take this variable:
enum VarSpriteGroupScope var_scope;
byte variable;
// Do this with it:
byte shift_num;
byte and_mask;
// Then do this with it:
enum DeterministicSpriteGroupOperation {
DSG_OP_NONE,
DSG_OP_DIV,
DSG_OP_MOD,
} operation;
byte add_val;
byte divmod_val;
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// And apply it to this:
byte num_ranges;
struct DeterministicSpriteGroupRange *ranges; // Dynamically allocated
// Dynamically allocated, this is the sole owner
struct SpriteGroup *default_group;
};
struct RandomizedSpriteGroup {
// Take this object:
enum VarSpriteGroupScope var_scope;
// Check for these triggers:
enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
} cmp_mode;
byte triggers;
// Look for this in the per-object randomized bitmask:
byte lowest_randbit;
byte num_groups; // must be power of 2
// Take the group with appropriate index:
struct SpriteGroup *groups;
};
struct SpriteGroup {
enum SpriteGroupType {
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
} type;
union {
struct RealSpriteGroup real;
struct DeterministicSpriteGroup determ;
struct RandomizedSpriteGroup random;
} g;
};
struct DeterministicSpriteGroupRange {
struct SpriteGroup group;
byte low;
byte high;
};
/* This takes value (probably of the variable specified in the group) and
* chooses corresponding SpriteGroup accordingly to the given
* DeterministicSpriteGroup. */
struct SpriteGroup *EvalDeterministicSpriteGroup(struct DeterministicSpriteGroup *dsg, int value);
/* Get value of a common deterministic SpriteGroup variable. */
int GetDeterministicSpriteValue(byte var);
/* This takes randomized bitmask (probably associated with
* vehicle/station/whatever) and chooses corresponding SpriteGroup
* accordingly to the given RandomizedSpriteGroup. */
struct SpriteGroup *EvalRandomizedSpriteGroup(struct RandomizedSpriteGroup *rsg, byte random_bits);
/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
* of random bits to be reseeded, or zero if there were no triggers matched
* (then they are |ed to @waiting_triggers instead). */
byte RandomizedSpriteGroupTriggeredBits(struct RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
#endif