Files @ r17613:a9b2554a5d79
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Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.h - annotation

rubidium
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file newgrf_spritegroup.h Action 2 handling. */

#ifndef NEWGRF_SPRITEGROUP_H
#define NEWGRF_SPRITEGROUP_H

#include "town_type.h"
#include "gfx_type.h"
#include "engine_type.h"
#include "core/pool_type.hpp"
#include "house_type.h"

#include "newgrf_callbacks.h"
#include "newgrf_generic.h"
#include "newgrf_storage.h"
#include "newgrf_commons.h"

/**
 * Gets the value of a so-called newgrf "register".
 * @param i index of the register
 * @pre i < 0x110
 * @return the value of the register
 */
static inline uint32 GetRegister(uint i)
{
	extern TemporaryStorageArray<int32, 0x110> _temp_store;
	return _temp_store.Get(i);
}

/* List of different sprite group types */
enum SpriteGroupType {
	SGT_REAL,
	SGT_DETERMINISTIC,
	SGT_RANDOMIZED,
	SGT_CALLBACK,
	SGT_RESULT,
	SGT_TILELAYOUT,
	SGT_INDUSTRY_PRODUCTION,
};

struct SpriteGroup;
typedef uint32 SpriteGroupID;

/* SPRITE_WIDTH is 24. ECS has roughly 30 sprite groups per real sprite.
 * Adding an 'extra' margin would be assuming 64 sprite groups per real
 * sprite. 64 = 2^6, so 2^30 should be enough (for now) */
typedef Pool<SpriteGroup, SpriteGroupID, 1024, 1 << 30, PT_DATA> SpriteGroupPool;
extern SpriteGroupPool _spritegroup_pool;

/* Common wrapper for all the different sprite group types */
struct SpriteGroup : SpriteGroupPool::PoolItem<&_spritegroup_pool> {
protected:
	SpriteGroup(SpriteGroupType type) : type(type) {}
	/** Base sprite group resolver */
	virtual const SpriteGroup *Resolve(struct ResolverObject *object) const { return this; };

public:
	virtual ~SpriteGroup() {}

	SpriteGroupType type;

	virtual SpriteID GetResult() const { return 0; }
	virtual byte GetNumResults() const { return 0; }
	virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }

	/**
	 * ResolverObject (re)entry point.
	 * This cannot be made a call to a virtual function because virtual functions
	 * do not like NULL and checking for NULL *everywhere* is more cumbersome than
	 * this little helper function.
	 * @param group the group to resolve for
	 * @param object information needed to resolve the group
	 * @return the resolved group
	 */
	static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
	{
		return group == NULL ? NULL : group->Resolve(object);
	}
};


/* 'Real' sprite groups contain a list of other result or callback sprite
 * groups. */
struct RealSpriteGroup : SpriteGroup {
	RealSpriteGroup() : SpriteGroup(SGT_REAL) {}
	~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)

protected:
	const SpriteGroup *Resolve(ResolverObject *object) const;
};

/* Shared by deterministic and random groups. */
enum VarSpriteGroupScope {
	VSG_SCOPE_SELF,
	/* Engine of consists for vehicles, city for stations. */
	VSG_SCOPE_PARENT,
	/* Any vehicle in the consist (vehicles only) */
	VSG_SCOPE_RELATIVE,
};

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
	DSGA_OP_STO,  ///< store a into temporary storage, indexed by b. return a
	DSGA_OP_RST,  ///< return b
	DSGA_OP_STOP, ///< store a into persistent storage, indexed by b, return a
	DSGA_OP_ROR,  ///< rotate a b positions to the right
	DSGA_OP_SCMP, ///< (signed) comparision (a < b -> 0, a == b = 1, a > b = 2)
	DSGA_OP_UCMP, ///< (unsigned) comparision (a < b -> 0, a == b = 1, a > b = 2)
	DSGA_OP_SHL,  ///< a << b
	DSGA_OP_SHR,  ///< (unsigned) a >> b
	DSGA_OP_SAR,  ///< (signed) 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 : SpriteGroup {
	DeterministicSpriteGroup() : SpriteGroup(SGT_DETERMINISTIC) {}
	~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;

protected:
	const SpriteGroup *Resolve(ResolverObject *object) const;
};

enum RandomizedSpriteGroupCompareMode {
	RSG_CMP_ANY,
	RSG_CMP_ALL,
};

struct RandomizedSpriteGroup : SpriteGroup {
	RandomizedSpriteGroup() : SpriteGroup(SGT_RANDOMIZED) {}
	~RandomizedSpriteGroup();

	VarSpriteGroupScope var_scope;  ///< Take this object:

	RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers:
	byte triggers;
	byte count;

	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:

protected:
	const SpriteGroup *Resolve(ResolverObject *object) const;
};


/* This contains a callback result. A failed callback has a value of
 * CALLBACK_FAILED */
struct CallbackResultSpriteGroup : SpriteGroup {
	/**
	 * Creates a spritegroup representing a callback result
	 * @param value The value that was used to represent this callback result
	 */
	CallbackResultSpriteGroup(uint16 value) :
		SpriteGroup(SGT_CALLBACK),
		result(value)
	{
		/* Old style callback results have the highest byte 0xFF so signify it is a callback result
		 * New style ones only have the highest bit set (allows 15-bit results, instead of just 8) */
		if ((this->result >> 8) == 0xFF) {
			this->result &= ~0xFF00;
		} else {
			this->result &= ~0x8000;
		}
	}

	uint16 result;
	uint16 GetCallbackResult() const { return this->result; }
};


/* A result sprite group returns the first SpriteID and the number of
 * sprites in the set */
struct ResultSpriteGroup : SpriteGroup {
	/**
	 * Creates a spritegroup representing a sprite number result.
	 * @param sprite The sprite number.
	 * @param num_sprites The number of sprites per set.
	 * @return A spritegroup representing the sprite number result.
	 */
	ResultSpriteGroup(SpriteID sprite, byte num_sprites) :
		SpriteGroup(SGT_RESULT),
		sprite(sprite),
		num_sprites(num_sprites)
	{
	}

	SpriteID sprite;
	byte num_sprites;
	SpriteID GetResult() const { return this->sprite; }
	byte GetNumResults() const { return this->num_sprites; }
};

struct TileLayoutSpriteGroup : SpriteGroup {
	TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
	~TileLayoutSpriteGroup();

	byte num_building_stages;    ///< Number of building stages to show for this house/industry tile
	struct DrawTileSprites *dts;
};

struct IndustryProductionSpriteGroup : SpriteGroup {
	IndustryProductionSpriteGroup() : SpriteGroup(SGT_INDUSTRY_PRODUCTION) {}

	uint8 version;
	int16 subtract_input[3];  // signed
	uint16 add_output[2];     // unsigned
	uint8 again;
};


struct ResolverObject {
	CallbackID callback;
	uint32 callback_param1;
	uint32 callback_param2;

	byte trigger;

	uint32 last_value;          ///< Result of most recent DeterministicSpriteGroup (including procedure calls)
	uint32 reseed;              ///< Collects bits to rerandomise while triggering triggers.

	VarSpriteGroupScope scope;  ///< Scope of currently resolved DeterministicSpriteGroup resp. RandomizedSpriteGroup
	byte count;                 ///< Additional scope for RandomizedSpriteGroup

	BaseStorageArray *psa;      ///< The persistent storage array of this resolved object.

	const GRFFile *grffile;     ///< GRFFile the resolved SpriteGroup belongs to

	union {
		struct {
			const struct Vehicle *self;
			const struct Vehicle *parent;
			EngineID self_type;
			bool info_view;                ///< Indicates if the item is being drawn in an info window
		} vehicle;
		struct {
			TileIndex tile;
		} canal;
		struct {
			TileIndex tile;
			const struct BaseStation *st;
			const struct StationSpec *statspec;
			CargoID cargo_type;
		} station;
		struct {
			TileIndex tile;
			const Town *town;
			HouseID house_id;
			uint16 initial_random_bits;    ///< Random bits during construction checks
			bool not_yet_constructed;      ///< True for construction check
		} house;
		struct {
			TileIndex tile;
			Industry *ind;
			IndustryGfx gfx;
			IndustryType type;
		} industry;
		struct {
			const struct CargoSpec *cs;
		} cargo;
		struct {
			CargoID cargo_type;
			uint8 default_selection;
			uint8 src_industry;            ///< Source industry substitute type. 0xFF for "town", 0xFE for "unknown".
			uint8 dst_industry;            ///< Destination industry substitute type. 0xFF for "town", 0xFE for "unknown".
			uint8 distance;
			AIConstructionEvent event;
			uint8 count;
			uint8 station_size;
		} generic;
		struct {
			TileIndex tile;                ///< Tracktile. For track on a bridge this is the southern bridgehead.
			TileContext context;           ///< Are we resolving sprites for the upper halftile, or on a bridge?
		} routes;
		struct {
			const struct Station *st;      ///< Station of the airport for which the callback is run, or NULL for build gui.
			byte airport_id;               ///< Type of airport for which the callback is run
			byte layout;                   ///< Layout of the airport to build.
			TileIndex tile;                ///< Tile for the callback, only valid for airporttile callbacks.
		} airport;
		struct {
			const struct Object *o;        ///< The object the callback is ran for.
			TileIndex tile;                ///< The tile related to the object.
			uint8 view;                    ///< The view of the object.
		} object;
	} 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 RealSpriteGroup*);
};

#endif /* NEWGRF_SPRITEGROUP_H */