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Location: cpp/openttd-patchpack/source/sprite.h
r1088:d1a3f40d95b0
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(svn r1589) Adapt the AI to a slight behavior change of CmdBuildSignals() introduced in r1585
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 | #ifndef SPRITE_H
#define SPRITE_H
/* The following describes bunch of sprites to be drawn together in a single 3D
* bounding box. Used especially for various multi-sprite buildings (like
* depots or stations): */
typedef struct DrawTileSeqStruct {
int8 delta_x; // 0x80 is sequence terminator
int8 delta_y;
int8 delta_z;
byte width,height;
byte unk; // 'depth', just z-size; TODO: rename
uint32 image;
} DrawTileSeqStruct;
typedef struct DrawTileSprites {
SpriteID ground_sprite;
DrawTileSeqStruct const *seq;
} DrawTileSprites;
// Iterate through all DrawTileSeqStructs in DrawTileSprites.
#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
/* This is for custom sprites: */
struct SpriteGroup;
struct RealSpriteGroup {
// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
// use even less, now we take whole 8kb for custom sprites table, oh my!
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;
uint16 loaded[16]; // sprite ids
byte loading_count;
uint16 loading[16]; // sprite ids
};
/* Shared by deterministic and random groups. */
enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
// Engine of consists for vehicles, city for stations.
VSG_SCOPE_PARENT,
};
struct DeterministicSpriteGroupRanges;
struct DeterministicSpriteGroup {
// Take this variable:
enum VarSpriteGroupScope var_scope;
byte variable;
// Do this with it:
byte shift_num;
byte and_mask;
// Then do this with it:
enum DeterministicSpriteGroupOperation {
DSG_OP_NONE,
DSG_OP_DIV,
DSG_OP_MOD,
} operation;
byte add_val;
byte divmod_val;
// And apply it to this:
byte num_ranges;
struct DeterministicSpriteGroupRange *ranges; // Dynamically allocated
// Dynamically allocated, this is the sole owner
struct SpriteGroup *default_group;
};
struct RandomizedSpriteGroup {
// Take this object:
enum VarSpriteGroupScope var_scope;
// Check for these triggers:
enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
} 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:
struct SpriteGroup *groups;
};
struct SpriteGroup {
enum SpriteGroupType {
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
} type;
union {
struct RealSpriteGroup real;
struct DeterministicSpriteGroup determ;
struct RandomizedSpriteGroup random;
} g;
};
struct DeterministicSpriteGroupRange {
struct 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. */
struct SpriteGroup *EvalDeterministicSpriteGroup(struct DeterministicSpriteGroup *dsg, int value);
/* Get value of a common deterministic SpriteGroup variable. */
int GetDeterministicSpriteValue(byte var);
/* This takes randomized bitmask (probably associated with
* vehicle/station/whatever) and chooses corresponding SpriteGroup
* accordingly to the given RandomizedSpriteGroup. */
struct SpriteGroup *EvalRandomizedSpriteGroup(struct RandomizedSpriteGroup *rsg, byte random_bits);
/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
* of random bits to be reseeded, or zero if there were no triggers matched
* (then they are |ed to @waiting_triggers instead). */
byte RandomizedSpriteGroupTriggeredBits(struct RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
#endif
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