/* $Id$ */ /** @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; struct { const struct CargoSpec *cs; } cargo; } 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 */