(svn r4579) - NewGRF: move sprite group struct to newgrf_spritegroup.h. Temporary include in sprite.h until new spritegroup code is in place.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
peter1138 18 years ago
parent 8d622e04f8
commit 2c5a6909a0

@ -3,6 +3,123 @@
#ifndef NEWGRF_SPRITEGROUP_H
#define NEWGRF_SPRITEGROUP_H
typedef struct SpriteGroup SpriteGroup;
typedef struct RealSpriteGroup {
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; ///< Number of loaded groups
SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
byte loading_count; ///< Number of loading groups
SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
} RealSpriteGroup;
/* Shared by deterministic and random groups. */
typedef enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
// Engine of consists for vehicles, city for stations.
VSG_SCOPE_PARENT,
} VarSpriteGroupScope;
typedef struct DeterministicSpriteGroupRanges DeterministicSpriteGroupRanges;
typedef enum DeterministicSpriteGroupOperation {
DSG_OP_NONE,
DSG_OP_DIV,
DSG_OP_MOD,
} DeterministicSpriteGroupOperation;
typedef struct DeterministicSpriteGroupRange DeterministicSpriteGroupRange;
typedef struct DeterministicSpriteGroup {
// Take this variable:
VarSpriteGroupScope var_scope;
byte variable;
byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
// Do this with it:
byte shift_num;
byte and_mask;
// Then do this with it:
DeterministicSpriteGroupOperation operation;
byte add_val;
byte divmod_val;
// And apply it to this:
byte num_ranges;
DeterministicSpriteGroupRange *ranges; // Dynamically allocated
// Dynamically allocated, this is the sole owner
SpriteGroup *default_group;
} DeterministicSpriteGroup;
typedef enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
} RandomizedSpriteGroupCompareMode;
typedef struct RandomizedSpriteGroup {
// Take this object:
VarSpriteGroupScope var_scope;
// Check for these triggers:
RandomizedSpriteGroupCompareMode 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:
SpriteGroup **groups;
} RandomizedSpriteGroup;
typedef struct CallbackResultSpriteGroup {
uint16 result;
} CallbackResultSpriteGroup;
typedef struct ResultSpriteGroup {
uint16 result;
byte sprites;
} ResultSpriteGroup;
typedef enum SpriteGroupType {
SGT_INVALID,
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
SGT_CALLBACK,
SGT_RESULT,
} SpriteGroupType;
struct SpriteGroup {
SpriteGroupType type;
union {
RealSpriteGroup real;
DeterministicSpriteGroup determ;
RandomizedSpriteGroup random;
CallbackResultSpriteGroup callback;
ResultSpriteGroup result;
} g;
};
struct DeterministicSpriteGroupRange {
SpriteGroup *group;
byte low;
byte high;
};
SpriteGroup *AllocateSpriteGroup(void);
void InitializeSpriteGroupPool(void);

@ -41,124 +41,10 @@ typedef struct DrawBuildingsTileStruct {
#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
/* This is for custom sprites: */
// XXX Temporary include while juggling about
#include "newgrf_spritegroup.h"
typedef struct SpriteGroup SpriteGroup;
typedef struct RealSpriteGroup {
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; ///< Number of loaded groups
SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
byte loading_count; ///< Number of loading groups
SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
} RealSpriteGroup;
/* Shared by deterministic and random groups. */
typedef enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
// Engine of consists for vehicles, city for stations.
VSG_SCOPE_PARENT,
} VarSpriteGroupScope;
typedef struct DeterministicSpriteGroupRanges DeterministicSpriteGroupRanges;
typedef enum DeterministicSpriteGroupOperation {
DSG_OP_NONE,
DSG_OP_DIV,
DSG_OP_MOD,
} DeterministicSpriteGroupOperation;
typedef struct DeterministicSpriteGroupRange DeterministicSpriteGroupRange;
typedef struct DeterministicSpriteGroup {
// Take this variable:
VarSpriteGroupScope var_scope;
byte variable;
byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
// Do this with it:
byte shift_num;
byte and_mask;
// Then do this with it:
DeterministicSpriteGroupOperation operation;
byte add_val;
byte divmod_val;
// And apply it to this:
byte num_ranges;
DeterministicSpriteGroupRange *ranges; // Dynamically allocated
// Dynamically allocated, this is the sole owner
SpriteGroup *default_group;
} DeterministicSpriteGroup;
typedef enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
} RandomizedSpriteGroupCompareMode;
typedef struct RandomizedSpriteGroup {
// Take this object:
VarSpriteGroupScope var_scope;
// Check for these triggers:
RandomizedSpriteGroupCompareMode 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:
SpriteGroup **groups;
} RandomizedSpriteGroup;
typedef struct CallbackResultSpriteGroup {
uint16 result;
} CallbackResultSpriteGroup;
typedef struct ResultSpriteGroup {
uint16 result;
byte sprites;
} ResultSpriteGroup;
typedef enum SpriteGroupType {
SGT_INVALID,
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
SGT_CALLBACK,
SGT_RESULT,
} SpriteGroupType;
struct SpriteGroup {
SpriteGroupType type;
union {
RealSpriteGroup real;
DeterministicSpriteGroup determ;
RandomizedSpriteGroup random;
CallbackResultSpriteGroup callback;
ResultSpriteGroup result;
} g;
};
struct DeterministicSpriteGroupRange {
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. */

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