Assign parameters and calculate results.
Action D allows you to set the value of grf parameter (i.e. those usually set as options in the newgrf(w).cfg file), as well as do math on them.
The data looks as follows:
<Sprite-number> * <Length> 0D <target> <operation> <source1> <source2> 
|<Sprite-number>||dec||A sequential sprite number|
|<length>||dec||The total number of bytes used in this action|
|0D||B||Defines action 0D|
|<operation>||B||Calculation to carry out|
|D||Value to use as source if not parameter|
target, source1, source2
These bytes specify the target parameter and source parameters. They can either be simply the numbers of grf parameters, or they can be a global variable.
If either source1 or source2 is FF, the value from is used instead of a parameter value.
If <source2> is FE, then this action D will perform one of the following special variable accesses. In this case, <operation> must be assignment and is an argument to the data access, not a source value.
- Read parameters of another GRF
- Read game configuration settings
- Reserve GRF resources to prevent conflicts with other GRFs
The operation to carry out on the source arguments. This byte has an escape sequence for each of its possible values, as listed below. See the discussion of escape sequences for further information on escape sequences in general. The result of this calculation will be stored in the target parameter.
You can add 80 to the operation number to make it apply only if the target is not defined yet. In this respect, a parameter is taken to be defined if any of the following applies:
- it has been set to any value in the newgrf(w).cfg parameter list
- it or a parameter with higher number has been set to any value by an earlier action D
If, for example, parameters 0 and 1 are set in the newgrf(w).cfg file, and action D sets parameter 4, then parameters 2 and 3 automatically become defined and get a value of zero.
You can do a bitwise NOT of <param> by calculating "-1 - <param>", i.e. operation=02, source1=FF, source2=param, data=FF FF FF FF.
The target operand can also refer to the special variables from action 7, see below for the list of variables that it is valid to write to.
Because the patch has to reallocate memory for the whole parameter list whenever a new parameter is added, you should set the parameter with the highest number first (whenever possible, at least) so that all memory can be allocated right away.
Note that parameters are never reset after the game has started, therefore you must not modify newgrf(w).cfg parameters with any kind of irreversible operation. It is valid to, for example, add a value to a parameter only if the same value is later subtracted, to keep the parameter the same across loading or starting several games.
Those global variables which can be written to are indicated in a separate column in the global variable list. Note that Action D only supports writing dword values. The size given there is merely used to convey how much of that dword value will be used by the game, i.e. what the maximum value is.
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