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Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.h

rubidium
(svn r26708) -Codechange: replace C preprocessor with all kinds of options to prevent adding certain things to the result and the sed script to remove everything that shouldn't be in the resulting nfo file but came out of the C preprocessor by a small-ish awk program. This means no more breaking if a C preprocessor decides to add more data to the processed file (like GCC's inclusion of stdc-predef.h when not passing -nostdinc). It furthermore more than halfs the time needed for the assemble step of the extra GRF compilation
/* $Id$ */

/*
 * 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 "engine_type.h"
#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.GetValue(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;
struct ResolverObject;

/* 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(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; }

	static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level = true);
};


/* '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_BEGIN,

	VSG_SCOPE_SELF = VSG_BEGIN, ///< Resolved object itself
	VSG_SCOPE_PARENT,           ///< Related object of the resolved one
	VSG_SCOPE_RELATIVE,         ///< Relative position (vehicles only)

	VSG_END
};
DECLARE_POSTFIX_INCREMENT(VarSpriteGroupScope)

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) comparison (a < b -> 0, a == b = 1, a > b = 2)
	DSGA_OP_UCMP, ///< (unsigned) comparison (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;
	uint 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
	 * @param grf_version8 True, if we are dealing with a new NewGRF which uses GRF version >= 8.
	 */
	CallbackResultSpriteGroup(uint16 value, bool grf_version8) :
		SpriteGroup(SGT_CALLBACK),
		result(value)
	{
		/* Old style callback results (only valid for version < 8) 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 (!grf_version8 && (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; }
};

/**
 * Action 2 sprite layout for houses, industry tiles, objects and airport tiles.
 */
struct TileLayoutSpriteGroup : SpriteGroup {
	TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
	~TileLayoutSpriteGroup() {}

	NewGRFSpriteLayout dts;

	const DrawTileSprites *ProcessRegisters(uint8 *stage) const;
};

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

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

/**
 * Interface to query and set values specific to a single #VarSpriteGroupScope (action 2 scope).
 *
 * Multiple of these interfaces are combined into a #ResolverObject to allow access
 * to different game entities from a #SpriteGroup-chain (action 1-2-3 chain).
 */
struct ScopeResolver {
	ResolverObject &ro; ///< Surrounding resolver object.

	ScopeResolver(ResolverObject &ro);
	virtual ~ScopeResolver();

	virtual uint32 GetRandomBits() const;
	virtual uint32 GetTriggers() const;
	virtual void SetTriggers(int triggers) const;

	virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
	virtual void StorePSA(uint reg, int32 value);
};

/**
 * Interface for #SpriteGroup-s to access the gamestate.
 *
 * Using this interface #SpriteGroup-chains (action 1-2-3 chains) can be resolved,
 * to get the results of callbacks, rerandomisations or normal sprite lookups.
 */
struct ResolverObject {
	ResolverObject(const GRFFile *grffile, CallbackID callback = CBID_NO_CALLBACK, uint32 callback_param1 = 0, uint32 callback_param2 = 0);
	virtual ~ResolverObject();

	ScopeResolver default_scope; ///< Default implementation of the grf scope.

	CallbackID callback;        ///< Callback being resolved.
	uint32 callback_param1;     ///< First parameter (var 10) of the callback.
	uint32 callback_param2;     ///< Second parameter (var 18) of the callback.

	byte trigger;

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

	const GRFFile *grffile;     ///< GRFFile the resolved SpriteGroup belongs to
	const SpriteGroup *root_spritegroup; ///< Root SpriteGroup to use for resolving

	/**
	 * Resolve SpriteGroup.
	 * @return Result spritegroup.
	 */
	const SpriteGroup *Resolve()
	{
		return SpriteGroup::Resolve(this->root_spritegroup, *this);
	}

	/**
	 * Resolve callback.
	 * @return Callback result.
	 */
	uint16 ResolveCallback()
	{
		const SpriteGroup *result = Resolve();
		return result != NULL ? result->GetCallbackResult() : CALLBACK_FAILED;
	}

	virtual const SpriteGroup *ResolveReal(const RealSpriteGroup *group) const;

	virtual ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0);

	/**
	 * Returns the OR-sum of all bits that need reseeding
	 * independent of the scope they were accessed with.
	 * @return OR-sum of the bits.
	 */
	uint32 GetReseedSum() const
	{
		uint32 sum = 0;
		for (VarSpriteGroupScope vsg = VSG_BEGIN; vsg < VSG_END; vsg++) {
			sum |= this->reseed[vsg];
		}
		return sum;
	}

	/**
	 * Resets the dynamic state of the resolver object.
	 * To be called before resolving an Action-1-2-3 chain.
	 */
	void ResetState()
	{
		this->last_value = 0;
		this->trigger    = 0;
		memset(this->reseed, 0, sizeof(this->reseed));
	}
};

#endif /* NEWGRF_SPRITEGROUP_H */