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/* $Id$ */
/** @file newgrf_spritegroup.h */
#ifndef NEWGRF_SPRITEGROUP_H
#define NEWGRF_SPRITEGROUP_H
#include "town.h"
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
};
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;
};
/* List of different sprite group types */
enum SpriteGroupType {
SGT_INVALID,
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
SGT_CALLBACK,
SGT_RESULT,
SGT_TILELAYOUT,
};
/* 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;
} g;
};
SpriteGroup *AllocateSpriteGroup();
void InitializeSpriteGroupPool();
struct ResolverObject {
uint16 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
union {
struct {
const struct Vehicle *self;
const struct Vehicle *parent;
EngineID self_type;
} vehicle;
struct {
TileIndex tile;
const struct Station *st;
const struct StationSpec *statspec;
CargoID cargo_type;
} station;
struct {
TileIndex tile;
Town *town;
HouseID house_id;
} house;
} 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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