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#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 SpriteGroup {
enum SpriteGroupType {
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOM, /* TODO */
} type;
union {
struct RealSpriteGroup real;
struct DeterministicSpriteGroup determ;
} g;
};
struct DeterministicSpriteGroupRange {
struct SpriteGroup group;
byte low;
byte high;
};
/* This is a temporary helper for SpriteGroup users not supporting variational
* sprite groups yet - it just traverses those cowardly, always taking the
* default choice until it hits a real sprite group, returning it. */
static struct RealSpriteGroup *TriviallyGetRSG(struct SpriteGroup *sg);
/* 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);
/**** Inline functions ****/
static INLINE struct RealSpriteGroup *TriviallyGetRSG(struct SpriteGroup *sg)
{
if (sg->type == SGT_REAL)
return &sg->g.real;
return TriviallyGetRSG(sg->g.determ.default_group);
}
#endif
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