mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r625) Almost complete support for deterministic variational vehicle spritegroups. (pasky)
This commit is contained in:
parent
57c472e093
commit
2f35fea097
155
engine.c
155
engine.c
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@ -243,6 +243,153 @@ void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteGroup *group)
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_engine_custom_sprites[engine][cargo] = *group;
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}
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static struct RealSpriteGroup *
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ResolveVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh)
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{
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switch (spritegroup->type) {
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case SGT_REAL:
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return &spritegroup->g.real;
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case SGT_DETERMINISTIC: {
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struct DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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struct SpriteGroup *target;
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int value = -1;
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//debug("[%p] Having fun resolving variable %x", dsg->variable);
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if ((dsg->variable >> 6) == 0) {
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/* General property */
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value = GetDeterministicSpriteValue(dsg->variable);
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} else {
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/* Station-specific property. */
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if (dsg->var_scope == VSG_SCOPE_PARENT) {
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/* First engine in the vehicle chain */
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if (veh != NULL && veh->type == VEH_Train)
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veh = GetFirstVehicleInChain(veh);
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}
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if (dsg->variable == 0x40) {
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if (veh && veh->type == VEH_Train) {
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Vehicle *u = GetFirstVehicleInChain(veh);
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byte chain_before = 0, chain_after = 0;
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while (u != veh) {
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u = u->next;
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chain_before++;
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}
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while (u->next != NULL) {
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u = u->next;
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chain_after++;
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};
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value = chain_before << 16 | chain_after << 8
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| (chain_before + chain_after + 1);
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} else {
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value = 1; /* 1 vehicle in the chain */
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}
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} else {
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// TTDPatch runs on little-endian arch;
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// Variable is 0x80 + offset in TTD's vehicle structure
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switch (dsg->variable - 0x80) {
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#define veh_prop(id_, value_) case id_: if (veh != NULL) value = value_; break /* XXX factorise "if" */
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veh_prop(0x00, veh->type);
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veh_prop(0x01, veh->subtype);
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veh_prop(0x04, veh->index);
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veh_prop(0x05, veh->index & 0xFF);
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/* XXX? Is THIS right? */
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veh_prop(0x0A, veh->next_order_param << 8 | veh->next_order);
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veh_prop(0x0B, veh->next_order);
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veh_prop(0x0C, veh->num_orders);
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veh_prop(0x0D, veh->cur_order_index);
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veh_prop(0x10, veh->load_unload_time_rem);
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veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
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veh_prop(0x12, veh->date_of_last_service);
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veh_prop(0x13, veh->date_of_last_service & 0xFF);
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veh_prop(0x14, veh->service_interval);
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veh_prop(0x15, veh->service_interval & 0xFF);
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veh_prop(0x16, veh->last_station_visited);
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veh_prop(0x17, veh->tick_counter);
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veh_prop(0x18, veh->max_speed);
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veh_prop(0x19, veh->max_speed & 0xFF);
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veh_prop(0x1F, veh->direction);
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veh_prop(0x28, veh->cur_image);
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veh_prop(0x29, veh->cur_image & 0xFF);
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veh_prop(0x32, veh->vehstatus);
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veh_prop(0x33, veh->vehstatus);
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veh_prop(0x34, veh->cur_speed);
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veh_prop(0x35, veh->cur_speed & 0xFF);
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veh_prop(0x36, veh->subspeed);
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veh_prop(0x37, veh->acceleration);
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veh_prop(0x39, veh->cargo_type);
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veh_prop(0x3A, veh->cargo_cap);
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veh_prop(0x3B, veh->cargo_cap & 0xFF);
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veh_prop(0x3C, veh->cargo_count);
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veh_prop(0x3D, veh->cargo_count & 0xFF);
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veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
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veh_prop(0x3F, veh->cargo_days);
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veh_prop(0x40, veh->age);
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veh_prop(0x41, veh->age & 0xFF);
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veh_prop(0x42, veh->max_age);
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veh_prop(0x43, veh->max_age & 0xFF);
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veh_prop(0x44, veh->build_year);
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veh_prop(0x45, veh->unitnumber);
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veh_prop(0x46, veh->engine_type);
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veh_prop(0x47, veh->engine_type & 0xFF);
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veh_prop(0x48, veh->spritenum);
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veh_prop(0x49, veh->day_counter);
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veh_prop(0x4A, veh->breakdowns_since_last_service);
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veh_prop(0x4B, veh->breakdown_ctr);
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veh_prop(0x4C, veh->breakdown_delay);
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veh_prop(0x4D, veh->breakdown_chance);
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veh_prop(0x4E, veh->reliability);
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veh_prop(0x4F, veh->reliability & 0xFF);
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veh_prop(0x50, veh->reliability_spd_dec);
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veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
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veh_prop(0x52, veh->profit_this_year);
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veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
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veh_prop(0x54, veh->profit_this_year & 0xFFFF);
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veh_prop(0x55, veh->profit_this_year & 0xFF);
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veh_prop(0x56, veh->profit_last_year);
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veh_prop(0x57, veh->profit_last_year & 0xFF);
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veh_prop(0x58, veh->profit_last_year);
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veh_prop(0x59, veh->profit_last_year & 0xFF);
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veh_prop(0x5A, veh->next_in_chain_old);
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veh_prop(0x5B, veh->next_in_chain_old & 0xFF);
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veh_prop(0x5C, veh->value);
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veh_prop(0x5D, veh->value & 0xFFFFFF);
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veh_prop(0x5E, veh->value & 0xFFFF);
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veh_prop(0x5F, veh->value & 0xFF);
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veh_prop(0x60, veh->string_id);
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veh_prop(0x61, veh->string_id & 0xFF);
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/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
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* aircraft: >=13h when in flight
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* train, ship: 80h=in depot
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* rv: 0feh=in depot */
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/* TODO veh_prop(0x62, veh->???); */
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/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
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* But they won't let us have an easy ride so surely *some* GRF
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* file does. So someone needs to do this too. --pasky */
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#undef veh_prop
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}
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}
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}
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target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
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//debug("Resolved variable %x: %d", dsg->variable, value);
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return ResolveVehicleSpriteGroup(target, veh);
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}
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default:
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case SGT_RANDOM:
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error("I don't know how to handle random spritegroups yet!");
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return NULL;
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}
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}
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int GetCustomEngineSprite(byte engine, Vehicle *v, byte direction)
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{
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struct SpriteGroup *group;
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@ -270,13 +417,11 @@ int GetCustomEngineSprite(byte engine, Vehicle *v, byte direction)
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if (overset) group = overset;
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}
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/* TODO: Resolve surreal groups properly. --pasky */
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rsg = TriviallyGetRSG(group);
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rsg = ResolveVehicleSpriteGroup(group, v);
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if (!rsg->sprites_per_set && cargo != 29) {
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if (rsg->sprites_per_set == 0 && cargo != 29) { /* XXX magic number */
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// This group is empty but perhaps there'll be a default one.
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/* TODO: Resolve surreal groups properly. --pasky */
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rsg = TriviallyGetRSG(&_engine_custom_sprites[engine][29]);
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rsg = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][29], v);
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}
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if (!rsg->sprites_per_set) {
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15
sprite.h
15
sprite.h
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@ -101,10 +101,6 @@ struct DeterministicSpriteGroupRange {
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byte high;
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};
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/* This is a temporary helper for SpriteGroup users not supporting variational
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* sprite groups yet - it just traverses those cowardly, always taking the
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* default choice until it hits a real sprite group, returning it. */
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static struct RealSpriteGroup *TriviallyGetRSG(struct SpriteGroup *sg);
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/* This takes value (probably of the variable specified in the group) and
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* chooses corresponding SpriteGroup accordingly to the given
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* DeterministicSpriteGroup. */
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@ -112,15 +108,4 @@ struct SpriteGroup *EvalDeterministicSpriteGroup(struct DeterministicSpriteGroup
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/* Get value of a common deterministic SpriteGroup variable. */
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int GetDeterministicSpriteValue(byte var);
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/**** Inline functions ****/
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static INLINE struct RealSpriteGroup *TriviallyGetRSG(struct SpriteGroup *sg)
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{
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if (sg->type == SGT_REAL)
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return &sg->g.real;
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return TriviallyGetRSG(sg->g.determ.default_group);
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}
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#endif
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@ -1035,7 +1035,8 @@ ResolveStationSpriteGroup(struct SpriteGroup *spritegroup, struct Station *stat)
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value = 0x01010000;
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} else {
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/* TODO: Only small fraction done. */
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// 0x80 + offset - 0x10
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// TTDPatch runs on little-endian arch;
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// Variable is 0x70 + offset in the TTD's station structure
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switch (dsg->variable - 0x70) {
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case 0x80:
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if (stat) value = stat->facilities;
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@ -1053,7 +1054,7 @@ ResolveStationSpriteGroup(struct SpriteGroup *spritegroup, struct Station *stat)
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if (stat) value = stat->airport_flags & 0xFFFF;
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break;
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case 0x87:
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if (stat) value = (stat->airport_flags >> 8) & 0xFF;
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if (stat) value = stat->airport_flags & 0xFF;
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break;
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case 0x8A:
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if (stat) value = stat->build_date;
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