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Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.h - annotation
r8104:df12a5e083b5
6.1 KiB
text/x-c
(svn r11665) -Fix: Animation informations should not be copied from original industry tile spec, while doing an action 00, industry tile, prop 08.
Fix directly inspired by Csaboka
Fix directly inspired by Csaboka
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/** @file newgrf_spritegroup.h */
#ifndef NEWGRF_SPRITEGROUP_H
#define NEWGRF_SPRITEGROUP_H
#include "town.h"
#include "industry.h"
#include "newgrf_storage.h"
/**
* Gets the value of a so-called newgrf "register".
* @param i index of the register
* @pre i < 0x110
* @return the value of the register
*/
static inline uint32 GetRegister(uint i)
{
extern TemporaryStorageArray<uint32, 0x110> _temp_store;
return _temp_store.Get(i);
}
struct SpriteGroup;
/* 'Real' sprite groups contain a list of other result or callback sprite
* groups. */
struct RealSpriteGroup {
/* 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 num_loaded; ///< Number of loaded groups
byte num_loading; ///< Number of loading groups
const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
};
/* Shared by deterministic and random groups. */
enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
/* Engine of consists for vehicles, city for stations. */
VSG_SCOPE_PARENT,
};
enum DeterministicSpriteGroupSize {
DSG_SIZE_BYTE,
DSG_SIZE_WORD,
DSG_SIZE_DWORD,
};
enum DeterministicSpriteGroupAdjustType {
DSGA_TYPE_NONE,
DSGA_TYPE_DIV,
DSGA_TYPE_MOD,
};
enum DeterministicSpriteGroupAdjustOperation {
DSGA_OP_ADD, ///< a + b
DSGA_OP_SUB, ///< a - b
DSGA_OP_SMIN, ///< (signed) min(a, b)
DSGA_OP_SMAX, ///< (signed) max(a, b)
DSGA_OP_UMIN, ///< (unsigned) min(a, b)
DSGA_OP_UMAX, ///< (unsigned) max(a, b)
DSGA_OP_SDIV, ///< (signed) a / b
DSGA_OP_SMOD, ///< (signed) a % b
DSGA_OP_UDIV, ///< (unsigned) a / b
DSGA_OP_UMOD, ///< (unsigned) a & b
DSGA_OP_MUL, ///< a * b
DSGA_OP_AND, ///< a & b
DSGA_OP_OR, ///< a | b
DSGA_OP_XOR, ///< a ^ b
DSGA_OP_STO, ///< store a into temporary storage, indexed by b. return a
DSGA_OP_RST, ///< return b
DSGA_OP_STOP, ///< store a into persistent storage, indexed by b, return a
DSGA_OP_ROR, ///< rotate a b positions to the right
DSGA_OP_SCMP, ///< (signed) comparision (a < b -> 0, a == b = 1, a > b = 2)
DSGA_OP_UCMP, ///< (unsigned) comparision (a < b -> 0, a == b = 1, a > b = 2)
};
struct DeterministicSpriteGroupAdjust {
DeterministicSpriteGroupAdjustOperation operation;
DeterministicSpriteGroupAdjustType type;
byte variable;
byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
byte shift_num;
uint32 and_mask;
uint32 add_val;
uint32 divmod_val;
const SpriteGroup *subroutine;
};
struct DeterministicSpriteGroupRange {
const SpriteGroup *group;
uint32 low;
uint32 high;
};
struct DeterministicSpriteGroup {
VarSpriteGroupScope var_scope;
DeterministicSpriteGroupSize size;
byte num_adjusts;
byte num_ranges;
DeterministicSpriteGroupAdjust *adjusts;
DeterministicSpriteGroupRange *ranges; // Dynamically allocated
/* Dynamically allocated, this is the sole owner */
const SpriteGroup *default_group;
};
enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
};
struct RandomizedSpriteGroup {
VarSpriteGroupScope var_scope; ///< Take this object:
RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers:
byte triggers;
byte lowest_randbit; ///< Look for this in the per-object randomized bitmask:
byte num_groups; ///< must be power of 2
const SpriteGroup **groups; ///< Take the group with appropriate index:
};
/* This contains a callback result. A failed callback has a value of
* CALLBACK_FAILED */
struct CallbackResultSpriteGroup {
uint16 result;
};
/* A result sprite group returns the first SpriteID and the number of
* sprites in the set */
struct ResultSpriteGroup {
SpriteID sprite;
byte num_sprites;
};
struct TileLayoutSpriteGroup {
byte num_sprites; ///< Number of sprites in the spriteset, used for loading stages
struct DrawTileSprites *dts;
};
struct IndustryProductionSpriteGroup {
uint8 version;
uint16 substract_input[3];
uint16 add_output[2];
uint8 again;
};
/* List of different sprite group types */
enum SpriteGroupType {
SGT_INVALID,
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
SGT_CALLBACK,
SGT_RESULT,
SGT_TILELAYOUT,
SGT_INDUSTRY_PRODUCTION,
};
/* Common wrapper for all the different sprite group types */
struct SpriteGroup {
SpriteGroupType type;
union {
RealSpriteGroup real;
DeterministicSpriteGroup determ;
RandomizedSpriteGroup random;
CallbackResultSpriteGroup callback;
ResultSpriteGroup result;
TileLayoutSpriteGroup layout;
IndustryProductionSpriteGroup indprod;
} g;
};
SpriteGroup *AllocateSpriteGroup();
void InitializeSpriteGroupPool();
struct ResolverObject {
CallbackID callback;
uint32 callback_param1;
uint32 callback_param2;
byte trigger;
uint32 last_value;
uint32 reseed;
VarSpriteGroupScope scope;
bool info_view; ///< Indicates if the item is being drawn in an info window
BaseStorageArray *psa; ///< The persistent storage array of this resolved object.
union {
struct {
const struct Vehicle *self;
const struct Vehicle *parent;
EngineID self_type;
} vehicle;
struct {
TileIndex tile;
} canal;
struct {
TileIndex tile;
const struct Station *st;
const struct StationSpec *statspec;
CargoID cargo_type;
} station;
struct {
TileIndex tile;
Town *town;
HouseID house_id;
} house;
struct {
TileIndex tile;
Industry *ind;
IndustryGfx gfx;
} industry;
struct {
const struct CargoSpec *cs;
} cargo;
} u;
uint32 (*GetRandomBits)(const struct ResolverObject*);
uint32 (*GetTriggers)(const struct ResolverObject*);
void (*SetTriggers)(const struct ResolverObject*, int);
uint32 (*GetVariable)(const struct ResolverObject*, byte, byte, bool*);
const SpriteGroup *(*ResolveReal)(const struct ResolverObject*, const SpriteGroup*);
};
/* Base sprite group resolver */
const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
#endif /* NEWGRF_SPRITEGROUP_H */
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