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Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.h
r9859:8c15dba58099
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(svn r14004) -Codechange: Clean of drop down lists.
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
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/** @file newgrf_spritegroup.h Action 2 handling. */
#ifndef NEWGRF_SPRITEGROUP_H
#define NEWGRF_SPRITEGROUP_H
#include "town_type.h"
#include "industry_type.h"
#include "core/bitmath_func.hpp"
#include "gfx_type.h"
#include "engine_type.h"
#include "tile_type.h"
#include "newgrf_cargo.h"
#include "newgrf_callbacks.h"
#include "newgrf_generic.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,
/* Any vehicle in the consist (vehicles only) */
VSG_SCOPE_RELATIVE,
};
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 count;
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;
bool procedure_call; ///< true if we are currently resolving a var 0x7E procedure result.
byte trigger;
byte count;
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.
const GRFFile *grffile; ///< GRFFile the resolved SpriteGroup belongs to
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;
IndustryType type;
} industry;
struct {
const struct CargoSpec *cs;
} cargo;
struct {
CargoID cargo_type;
uint8 default_selection;
IndustryType src_industry;
IndustryType dst_industry;
uint8 distance;
AIConstructionEvent event;
uint8 count;
uint8 station_size;
} generic;
} 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*);
ResolverObject() : procedure_call(false) { }
};
/* Base sprite group resolver */
const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
#endif /* NEWGRF_SPRITEGROUP_H */
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