#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