(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
/* $Id$ */
#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;
const DrawTileSeqStruct* 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: */
typedef struct SpriteGroup SpriteGroup;
typedef 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;
SpriteGroup *loaded[16]; // sprite ids
byte loading_count;
SpriteGroup *loading[16]; // sprite ids
} RealSpriteGroup;
/* Shared by deterministic and random groups. */
typedef enum VarSpriteGroupScope {
VSG_SCOPE_SELF,
// Engine of consists for vehicles, city for stations.
VSG_SCOPE_PARENT,
} VarSpriteGroupScope;
typedef struct DeterministicSpriteGroupRanges DeterministicSpriteGroupRanges;
typedef enum DeterministicSpriteGroupOperation {
DSG_OP_NONE,
DSG_OP_DIV,
DSG_OP_MOD,
} DeterministicSpriteGroupOperation;
typedef struct DeterministicSpriteGroupRange DeterministicSpriteGroupRange;
typedef struct DeterministicSpriteGroup {
// Take this variable:
VarSpriteGroupScope var_scope;
byte variable;
byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
// Do this with it:
byte shift_num;
byte and_mask;
// Then do this with it:
DeterministicSpriteGroupOperation operation;
byte add_val;
byte divmod_val;
// And apply it to this:
byte num_ranges;
DeterministicSpriteGroupRange *ranges; // Dynamically allocated
// Dynamically allocated, this is the sole owner
SpriteGroup *default_group;
} DeterministicSpriteGroup;
typedef enum RandomizedSpriteGroupCompareMode {
RSG_CMP_ANY,
RSG_CMP_ALL,
} RandomizedSpriteGroupCompareMode;
typedef struct RandomizedSpriteGroup {
// Take this object:
VarSpriteGroupScope var_scope;
// Check for these triggers:
RandomizedSpriteGroupCompareMode 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:
SpriteGroup **groups;
} RandomizedSpriteGroup;
typedef struct CallbackResultSpriteGroup {
uint16 result;
} CallbackResultSpriteGroup;
typedef struct ResultSpriteGroup {
uint16 result;
byte sprites;
} ResultSpriteGroup;
typedef enum SpriteGroupType {
SGT_REAL,
SGT_DETERMINISTIC,
SGT_RANDOMIZED,
SGT_CALLBACK,
SGT_RESULT,
} SpriteGroupType;
struct SpriteGroup {
SpriteGroupType type;
byte ref_count;
union {
RealSpriteGroup real;
DeterministicSpriteGroup determ;
RandomizedSpriteGroup random;
CallbackResultSpriteGroup callback;
ResultSpriteGroup result;
} g;
};
struct DeterministicSpriteGroupRange {
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. */
SpriteGroup *EvalDeterministicSpriteGroup(const 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. */
SpriteGroup *EvalRandomizedSpriteGroup(const 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(const RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
void UnloadSpriteGroup(SpriteGroup **group_ptr);
#endif /* SPRITE_H */