mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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0b936c3222
nothing spectacular, just some stuff, which piled up
168 lines
4.6 KiB
C
168 lines
4.6 KiB
C
/* $Id$ */
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#ifndef SPRITE_H
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#define SPRITE_H
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/* The following describes bunch of sprites to be drawn together in a single 3D
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* bounding box. Used especially for various multi-sprite buildings (like
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* depots or stations): */
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typedef struct DrawTileSeqStruct {
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int8 delta_x; // 0x80 is sequence terminator
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int8 delta_y;
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int8 delta_z;
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byte width,height;
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byte unk; // 'depth', just z-size; TODO: rename
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uint32 image;
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} DrawTileSeqStruct;
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typedef struct DrawTileSprites {
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SpriteID ground_sprite;
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const DrawTileSeqStruct* seq;
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} DrawTileSprites;
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// Iterate through all DrawTileSeqStructs in DrawTileSprites.
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#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
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/* This is for custom sprites: */
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typedef struct SpriteGroup SpriteGroup;
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typedef struct RealSpriteGroup {
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// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
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// use even less, now we take whole 8kb for custom sprites table, oh my!
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byte sprites_per_set; // means number of directions - 4 or 8
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// Loaded = in motion, loading = not moving
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// Each group contains several spritesets, for various loading stages
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// XXX: For stations the meaning is different - loaded is for stations
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// with small amount of cargo whilst loading is for stations with a lot
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// of da stuff.
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byte loaded_count;
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SpriteGroup *loaded[16]; // sprite ids
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byte loading_count;
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SpriteGroup *loading[16]; // sprite ids
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} RealSpriteGroup;
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/* Shared by deterministic and random groups. */
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typedef enum VarSpriteGroupScope {
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VSG_SCOPE_SELF,
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// Engine of consists for vehicles, city for stations.
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VSG_SCOPE_PARENT,
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} VarSpriteGroupScope;
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typedef struct DeterministicSpriteGroupRanges DeterministicSpriteGroupRanges;
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typedef enum DeterministicSpriteGroupOperation {
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DSG_OP_NONE,
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DSG_OP_DIV,
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DSG_OP_MOD,
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} DeterministicSpriteGroupOperation;
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typedef struct DeterministicSpriteGroupRange DeterministicSpriteGroupRange;
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typedef struct DeterministicSpriteGroup {
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// Take this variable:
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VarSpriteGroupScope var_scope;
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byte variable;
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byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
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// Do this with it:
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byte shift_num;
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byte and_mask;
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// Then do this with it:
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DeterministicSpriteGroupOperation operation;
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byte add_val;
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byte divmod_val;
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// And apply it to this:
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byte num_ranges;
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DeterministicSpriteGroupRange *ranges; // Dynamically allocated
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// Dynamically allocated, this is the sole owner
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SpriteGroup *default_group;
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} DeterministicSpriteGroup;
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typedef enum RandomizedSpriteGroupCompareMode {
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RSG_CMP_ANY,
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RSG_CMP_ALL,
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} RandomizedSpriteGroupCompareMode;
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typedef struct RandomizedSpriteGroup {
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// Take this object:
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VarSpriteGroupScope var_scope;
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// Check for these triggers:
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RandomizedSpriteGroupCompareMode cmp_mode;
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byte triggers;
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// Look for this in the per-object randomized bitmask:
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byte lowest_randbit;
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byte num_groups; // must be power of 2
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// Take the group with appropriate index:
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SpriteGroup **groups;
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} RandomizedSpriteGroup;
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typedef struct CallbackResultSpriteGroup {
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uint16 result;
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} CallbackResultSpriteGroup;
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typedef struct ResultSpriteGroup {
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uint16 result;
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byte sprites;
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} ResultSpriteGroup;
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typedef enum SpriteGroupType {
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SGT_REAL,
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SGT_DETERMINISTIC,
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SGT_RANDOMIZED,
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SGT_CALLBACK,
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SGT_RESULT,
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} SpriteGroupType;
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struct SpriteGroup {
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SpriteGroupType type;
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byte ref_count;
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union {
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RealSpriteGroup real;
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DeterministicSpriteGroup determ;
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RandomizedSpriteGroup random;
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CallbackResultSpriteGroup callback;
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ResultSpriteGroup result;
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} g;
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};
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struct DeterministicSpriteGroupRange {
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SpriteGroup *group;
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byte low;
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byte high;
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};
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/* This takes value (probably of the variable specified in the group) and
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* chooses corresponding SpriteGroup accordingly to the given
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* DeterministicSpriteGroup. */
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SpriteGroup *EvalDeterministicSpriteGroup(const DeterministicSpriteGroup *dsg, int value);
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/* Get value of a common deterministic SpriteGroup variable. */
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int GetDeterministicSpriteValue(byte var);
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/* This takes randomized bitmask (probably associated with
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* vehicle/station/whatever) and chooses corresponding SpriteGroup
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* accordingly to the given RandomizedSpriteGroup. */
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SpriteGroup *EvalRandomizedSpriteGroup(const RandomizedSpriteGroup *rsg, byte random_bits);
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/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
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* of random bits to be reseeded, or zero if there were no triggers matched
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* (then they are |ed to @waiting_triggers instead). */
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byte RandomizedSpriteGroupTriggeredBits(const RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
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void UnloadSpriteGroup(SpriteGroup **group_ptr);
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#endif /* SPRITE_H */
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