/* $Id$ */
/*
* 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 .
*/
/** @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 _temp_store;
return _temp_store.GetValue(i);
}
/**
* Clears the value of a so-called newgrf "register".
* @param i index of the register
* @pre i < 0x110
*/
static inline void ClearRegister(uint i)
{
extern TemporaryStorageArray _temp_store;
_temp_store.StoreValue(i, 0);
}
/* 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 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_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) 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;
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
*/
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; }
};
/**
* Action 2 sprite layout for houses, industry tiles, objects and airport tiles.
*/
struct TileLayoutSpriteGroup : SpriteGroup {
TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
~TileLayoutSpriteGroup() {}
byte num_building_stages; ///< Number of building stages to show for this house/industry tile
NewGRFSpriteLayout dts;
const DrawTileSprites *ProcessRegisters(uint8 *stage) const;
/**
* Determines which sprite to use from a spriteset for a specific construction stage.
* @param construction_stage Construction stage 0 - 3.
* @return Sprite to use
*/
uint GetConstructionStageOffset(uint construction_stage) const
{
uint num_sprites = this->num_building_stages;
assert(num_sprites > 0);
if (num_sprites > 4) num_sprites = 4;
switch (construction_stage) {
case 0: return 0;
case 1: return num_sprites > 2 ? 1 : 0;
case 2: return num_sprites > 2 ? num_sprites - 2 : 0;
case 3: return num_sprites - 1;
default: NOT_REACHED();
}
}
};
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[VSG_END]; ///< Collects bits to rerandomise while triggering triggers.
VarSpriteGroupScope scope; ///< Scope of currently resolved DeterministicSpriteGroup resp. RandomizedSpriteGroup
byte count; ///< Additional scope for RandomizedSpriteGroup
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;
struct BaseStation *st;
const struct StationSpec *statspec;
CargoID cargo_type;
Axis axis; ///< Station axis, used only for the slope check callback.
} station;
struct {
TileIndex tile;
Town *town; ///< Town of this house
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 {
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 {
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*);
void (*StorePSA)(struct ResolverObject*, uint, int32);
/**
* 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 */