141 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef SPRITE_H
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#define SPRITE_H
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/* The following describes bunch of sprites to be drawn together in a single 3D
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 * bounding box. Used especially for various multi-sprite buildings (like
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 * depots or stations): */
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typedef struct DrawTileSeqStruct {
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	int8 delta_x; // 0x80 is sequence terminator
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	int8 delta_y;
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	int8 delta_z;
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	byte width,height;
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	byte unk; // 'depth', just z-size; TODO: rename
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	uint32 image;
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} DrawTileSeqStruct;
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typedef struct DrawTileSprites {
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	SpriteID ground_sprite;
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	DrawTileSeqStruct const *seq;
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} DrawTileSprites;
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// Iterate through all DrawTileSeqStructs in DrawTileSprites.
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#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
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/* This is for custom sprites: */
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struct SpriteGroup;
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struct RealSpriteGroup {
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	// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
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	// use even less, now we take whole 8kb for custom sprites table, oh my!
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	byte sprites_per_set; // means number of directions - 4 or 8
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	// Loaded = in motion, loading = not moving
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	// Each group contains several spritesets, for various loading stages
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	// XXX: For stations the meaning is different - loaded is for stations
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	// with small amount of cargo whilst loading is for stations with a lot
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	// of da stuff.
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	byte loaded_count;
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	uint16 loaded[16]; // sprite ids
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	byte loading_count;
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	uint16 loading[16]; // sprite ids
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};
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/* Shared by deterministic and random groups. */
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enum VarSpriteGroupScope {
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	VSG_SCOPE_SELF,
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	// Engine of consists for vehicles, city for stations.
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	VSG_SCOPE_PARENT,
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};
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struct DeterministicSpriteGroupRanges;
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struct DeterministicSpriteGroup {
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	// Take this variable:
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	enum VarSpriteGroupScope var_scope;
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	byte variable;
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	// Do this with it:
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	byte shift_num;
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	byte and_mask;
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	// Then do this with it:
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	enum DeterministicSpriteGroupOperation {
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		DSG_OP_NONE,
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		DSG_OP_DIV,
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		DSG_OP_MOD,
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	} operation;
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	byte add_val;
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	byte divmod_val;
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	// And apply it to this:
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	byte num_ranges;
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	struct DeterministicSpriteGroupRange *ranges; // Dynamically allocated
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	// Dynamically allocated, this is the sole owner
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	struct SpriteGroup *default_group;
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};
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struct RandomizedSpriteGroup {
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	// Take this object:
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	enum VarSpriteGroupScope var_scope;
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	// Check for these triggers:
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	enum RandomizedSpriteGroupCompareMode {
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		RSG_CMP_ANY,
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		RSG_CMP_ALL,
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	} cmp_mode;
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	byte triggers;
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	// Look for this in the per-object randomized bitmask:
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	byte lowest_randbit;
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	byte num_groups; // must be power of 2
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	// Take the group with appropriate index:
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	struct SpriteGroup *groups;
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};
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struct SpriteGroup {
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	enum SpriteGroupType {
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		SGT_REAL,
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		SGT_DETERMINISTIC,
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		SGT_RANDOMIZED,
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	} type;
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	union {
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		struct RealSpriteGroup real;
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		struct DeterministicSpriteGroup determ;
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		struct RandomizedSpriteGroup random;
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	} g;
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};
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struct DeterministicSpriteGroupRange {
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	struct SpriteGroup group;
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	byte low;
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	byte high;
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};
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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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struct SpriteGroup *EvalDeterministicSpriteGroup(struct DeterministicSpriteGroup *dsg, int value);
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/* Get value of a common deterministic SpriteGroup variable. */
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int GetDeterministicSpriteValue(byte var);
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/* This takes randomized bitmask (probably associated with
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 * vehicle/station/whatever) and chooses corresponding SpriteGroup
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 * accordingly to the given RandomizedSpriteGroup. */
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struct SpriteGroup *EvalRandomizedSpriteGroup(struct RandomizedSpriteGroup *rsg, byte random_bits);
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/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
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 * of random bits to be reseeded, or zero if there were no triggers matched
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 * (then they are |ed to @waiting_triggers instead). */
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byte RandomizedSpriteGroupTriggeredBits(struct RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
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#endif
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