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https://github.com/JGRennison/OpenTTD-patches.git
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250 lines
5.8 KiB
C
250 lines
5.8 KiB
C
/* $Id$ */
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/** @file newgrf_spritegroup.h */
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#ifndef NEWGRF_SPRITEGROUP_H
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#define NEWGRF_SPRITEGROUP_H
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#include "town.h"
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#include "industry.h"
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/**
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* Gets the value of a so-called newgrf "register".
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* @param i index of the register
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* @pre i < 0x110
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* @return the value of the register
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*/
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static inline uint32 GetRegister(uint i)
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{
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assert(i < 0x110);
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extern uint32 _temp_store[0x110];
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return _temp_store[i];
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}
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struct SpriteGroup;
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/* 'Real' sprite groups contain a list of other result or callback sprite
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* groups. */
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struct RealSpriteGroup {
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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 num_loaded; ///< Number of loaded groups
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byte num_loading; ///< Number of loading groups
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const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
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const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
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};
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/* Shared by deterministic and random groups. */
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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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};
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enum DeterministicSpriteGroupSize {
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DSG_SIZE_BYTE,
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DSG_SIZE_WORD,
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DSG_SIZE_DWORD,
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};
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enum DeterministicSpriteGroupAdjustType {
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DSGA_TYPE_NONE,
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DSGA_TYPE_DIV,
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DSGA_TYPE_MOD,
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};
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enum DeterministicSpriteGroupAdjustOperation {
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DSGA_OP_ADD, ///< a + b
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DSGA_OP_SUB, ///< a - b
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DSGA_OP_SMIN, ///< (signed) min(a, b)
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DSGA_OP_SMAX, ///< (signed) max(a, b)
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DSGA_OP_UMIN, ///< (unsigned) min(a, b)
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DSGA_OP_UMAX, ///< (unsigned) max(a, b)
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DSGA_OP_SDIV, ///< (signed) a / b
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DSGA_OP_SMOD, ///< (signed) a % b
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DSGA_OP_UDIV, ///< (unsigned) a / b
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DSGA_OP_UMOD, ///< (unsigned) a & b
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DSGA_OP_MUL, ///< a * b
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DSGA_OP_AND, ///< a & b
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DSGA_OP_OR, ///< a | b
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DSGA_OP_XOR, ///< a ^ b
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DSGA_OP_STO, ///< store a into temporary storage, indexed by b. return a
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DSGA_OP_RST, ///< return b
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};
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struct DeterministicSpriteGroupAdjust {
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DeterministicSpriteGroupAdjustOperation operation;
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DeterministicSpriteGroupAdjustType type;
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byte variable;
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byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
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byte shift_num;
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uint32 and_mask;
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uint32 add_val;
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uint32 divmod_val;
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const SpriteGroup *subroutine;
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};
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struct DeterministicSpriteGroupRange {
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const SpriteGroup *group;
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uint32 low;
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uint32 high;
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};
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struct DeterministicSpriteGroup {
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VarSpriteGroupScope var_scope;
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DeterministicSpriteGroupSize size;
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byte num_adjusts;
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byte num_ranges;
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DeterministicSpriteGroupAdjust *adjusts;
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DeterministicSpriteGroupRange *ranges; // Dynamically allocated
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/* Dynamically allocated, this is the sole owner */
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const SpriteGroup *default_group;
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};
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enum RandomizedSpriteGroupCompareMode {
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RSG_CMP_ANY,
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RSG_CMP_ALL,
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};
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struct RandomizedSpriteGroup {
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VarSpriteGroupScope var_scope; ///< Take this object:
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RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers:
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byte triggers;
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byte lowest_randbit; ///< Look for this in the per-object randomized bitmask:
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byte num_groups; ///< must be power of 2
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const SpriteGroup **groups; ///< Take the group with appropriate index:
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};
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/* This contains a callback result. A failed callback has a value of
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* CALLBACK_FAILED */
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struct CallbackResultSpriteGroup {
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uint16 result;
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};
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/* A result sprite group returns the first SpriteID and the number of
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* sprites in the set */
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struct ResultSpriteGroup {
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SpriteID sprite;
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byte num_sprites;
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};
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struct TileLayoutSpriteGroup {
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byte num_sprites; ///< Number of sprites in the spriteset, used for loading stages
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struct DrawTileSprites *dts;
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};
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struct IndustryProductionSpriteGroup {
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uint8 version;
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uint16 substract_input[3];
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uint16 add_output[2];
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uint8 again;
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};
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/* List of different sprite group types */
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enum SpriteGroupType {
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SGT_INVALID,
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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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SGT_TILELAYOUT,
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SGT_INDUSTRY_PRODUCTION,
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};
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/* Common wrapper for all the different sprite group types */
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struct SpriteGroup {
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SpriteGroupType type;
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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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TileLayoutSpriteGroup layout;
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IndustryProductionSpriteGroup indprod;
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} g;
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};
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SpriteGroup *AllocateSpriteGroup();
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void InitializeSpriteGroupPool();
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struct ResolverObject {
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CallbackID callback;
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uint32 callback_param1;
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uint32 callback_param2;
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byte trigger;
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uint32 last_value;
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uint32 reseed;
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VarSpriteGroupScope scope;
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bool info_view; ///< Indicates if the item is being drawn in an info window
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union {
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struct {
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const struct Vehicle *self;
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const struct Vehicle *parent;
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EngineID self_type;
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} vehicle;
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struct {
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TileIndex tile;
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} canal;
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struct {
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TileIndex tile;
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const struct Station *st;
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const struct StationSpec *statspec;
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CargoID cargo_type;
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} station;
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struct {
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TileIndex tile;
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Town *town;
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HouseID house_id;
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} house;
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struct {
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TileIndex tile;
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Industry *ind;
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IndustryGfx gfx;
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} industry;
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struct {
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TileIndex tile;
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const IndustrySpec *spec;
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uint itspec_index;
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} industry_location;
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struct {
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const struct CargoSpec *cs;
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} cargo;
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} u;
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uint32 (*GetRandomBits)(const struct ResolverObject*);
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uint32 (*GetTriggers)(const struct ResolverObject*);
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void (*SetTriggers)(const struct ResolverObject*, int);
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uint32 (*GetVariable)(const struct ResolverObject*, byte, byte, bool*);
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const SpriteGroup *(*ResolveReal)(const struct ResolverObject*, const SpriteGroup*);
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};
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/* Base sprite group resolver */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
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#endif /* NEWGRF_SPRITEGROUP_H */
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