mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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376 lines
11 KiB
C++
376 lines
11 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file newgrf_spritegroup.h Action 2 handling. */
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#ifndef NEWGRF_SPRITEGROUP_H
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#define NEWGRF_SPRITEGROUP_H
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#include "town_type.h"
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#include "engine_type.h"
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#include "house_type.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_generic.h"
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#include "newgrf_storage.h"
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#include "newgrf_commons.h"
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/**
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* Gets the value of a so-called newgrf "register".
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* @param i index of the register
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* @pre i < 0x110
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* @return the value of the register
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*/
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static inline uint32 GetRegister(uint i)
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{
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extern TemporaryStorageArray<int32, 0x110> _temp_store;
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return _temp_store.GetValue(i);
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}
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/* List of different sprite group types */
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enum SpriteGroupType {
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SGT_REAL,
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SGT_DETERMINISTIC,
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SGT_RANDOMIZED,
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SGT_CALLBACK,
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SGT_RESULT,
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SGT_TILELAYOUT,
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SGT_INDUSTRY_PRODUCTION,
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};
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struct SpriteGroup;
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typedef uint32 SpriteGroupID;
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struct ResolverObject;
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/* SPRITE_WIDTH is 24. ECS has roughly 30 sprite groups per real sprite.
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* Adding an 'extra' margin would be assuming 64 sprite groups per real
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* sprite. 64 = 2^6, so 2^30 should be enough (for now) */
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typedef Pool<SpriteGroup, SpriteGroupID, 1024, 1 << 30, PT_DATA> SpriteGroupPool;
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extern SpriteGroupPool _spritegroup_pool;
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/* Common wrapper for all the different sprite group types */
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struct SpriteGroup : SpriteGroupPool::PoolItem<&_spritegroup_pool> {
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protected:
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SpriteGroup(SpriteGroupType type) : type(type) {}
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/** Base sprite group resolver */
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virtual const SpriteGroup *Resolve(ResolverObject &object) const { return this; };
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public:
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virtual ~SpriteGroup() {}
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SpriteGroupType type;
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virtual SpriteID GetResult() const { return 0; }
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virtual byte GetNumResults() const { return 0; }
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virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }
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static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level = true);
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};
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/* 'Real' sprite groups contain a list of other result or callback sprite
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* groups. */
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struct RealSpriteGroup : SpriteGroup {
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RealSpriteGroup() : SpriteGroup(SGT_REAL) {}
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~RealSpriteGroup();
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/* Loaded = in motion, loading = not moving
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* Each group contains several spritesets, for various loading stages */
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/* XXX: For stations the meaning is different - loaded is for stations
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* with small amount of cargo whilst loading is for stations with a lot
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* of da stuff. */
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byte num_loaded; ///< Number of loaded groups
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byte num_loading; ///< Number of loading groups
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const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
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const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
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protected:
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const SpriteGroup *Resolve(ResolverObject &object) const;
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};
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/* Shared by deterministic and random groups. */
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enum VarSpriteGroupScope {
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VSG_BEGIN,
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VSG_SCOPE_SELF = VSG_BEGIN, ///< Resolved object itself
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VSG_SCOPE_PARENT, ///< Related object of the resolved one
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VSG_SCOPE_RELATIVE, ///< Relative position (vehicles only)
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VSG_END
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};
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DECLARE_POSTFIX_INCREMENT(VarSpriteGroupScope)
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enum DeterministicSpriteGroupSize {
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DSG_SIZE_BYTE,
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DSG_SIZE_WORD,
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DSG_SIZE_DWORD,
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};
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enum DeterministicSpriteGroupAdjustType {
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DSGA_TYPE_NONE,
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DSGA_TYPE_DIV,
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DSGA_TYPE_MOD,
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};
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enum DeterministicSpriteGroupAdjustOperation {
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DSGA_OP_ADD, ///< a + b
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DSGA_OP_SUB, ///< a - b
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DSGA_OP_SMIN, ///< (signed) min(a, b)
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DSGA_OP_SMAX, ///< (signed) max(a, b)
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DSGA_OP_UMIN, ///< (unsigned) min(a, b)
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DSGA_OP_UMAX, ///< (unsigned) max(a, b)
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DSGA_OP_SDIV, ///< (signed) a / b
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DSGA_OP_SMOD, ///< (signed) a % b
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DSGA_OP_UDIV, ///< (unsigned) a / b
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DSGA_OP_UMOD, ///< (unsigned) a & b
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DSGA_OP_MUL, ///< a * b
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DSGA_OP_AND, ///< a & b
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DSGA_OP_OR, ///< a | b
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DSGA_OP_XOR, ///< a ^ b
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DSGA_OP_STO, ///< store a into temporary storage, indexed by b. return a
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DSGA_OP_RST, ///< return b
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DSGA_OP_STOP, ///< store a into persistent storage, indexed by b, return a
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DSGA_OP_ROR, ///< rotate a b positions to the right
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DSGA_OP_SCMP, ///< (signed) comparison (a < b -> 0, a == b = 1, a > b = 2)
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DSGA_OP_UCMP, ///< (unsigned) comparison (a < b -> 0, a == b = 1, a > b = 2)
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DSGA_OP_SHL, ///< a << b
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DSGA_OP_SHR, ///< (unsigned) a >> b
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DSGA_OP_SAR, ///< (signed) a >> b
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};
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struct DeterministicSpriteGroupAdjust {
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DeterministicSpriteGroupAdjustOperation operation;
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DeterministicSpriteGroupAdjustType type;
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byte variable;
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byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
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byte shift_num;
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uint32 and_mask;
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uint32 add_val;
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uint32 divmod_val;
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const SpriteGroup *subroutine;
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};
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struct DeterministicSpriteGroupRange {
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const SpriteGroup *group;
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uint32 low;
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uint32 high;
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};
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struct DeterministicSpriteGroup : SpriteGroup {
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DeterministicSpriteGroup() : SpriteGroup(SGT_DETERMINISTIC) {}
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~DeterministicSpriteGroup();
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VarSpriteGroupScope var_scope;
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DeterministicSpriteGroupSize size;
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uint num_adjusts;
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byte num_ranges;
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DeterministicSpriteGroupAdjust *adjusts;
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DeterministicSpriteGroupRange *ranges; // Dynamically allocated
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/* Dynamically allocated, this is the sole owner */
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const SpriteGroup *default_group;
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protected:
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const SpriteGroup *Resolve(ResolverObject &object) const;
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};
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enum RandomizedSpriteGroupCompareMode {
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RSG_CMP_ANY,
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RSG_CMP_ALL,
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};
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struct RandomizedSpriteGroup : SpriteGroup {
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RandomizedSpriteGroup() : SpriteGroup(SGT_RANDOMIZED) {}
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~RandomizedSpriteGroup();
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VarSpriteGroupScope var_scope; ///< Take this object:
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RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers:
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byte triggers;
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byte count;
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byte lowest_randbit; ///< Look for this in the per-object randomized bitmask:
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byte num_groups; ///< must be power of 2
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const SpriteGroup **groups; ///< Take the group with appropriate index:
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protected:
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const SpriteGroup *Resolve(ResolverObject &object) const;
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};
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/* This contains a callback result. A failed callback has a value of
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* CALLBACK_FAILED */
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struct CallbackResultSpriteGroup : SpriteGroup {
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/**
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* Creates a spritegroup representing a callback result
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* @param value The value that was used to represent this callback result
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* @param grf_version8 True, if we are dealing with a new NewGRF which uses GRF version >= 8.
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*/
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CallbackResultSpriteGroup(uint16 value, bool grf_version8) :
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SpriteGroup(SGT_CALLBACK),
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result(value)
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{
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/* Old style callback results (only valid for version < 8) have the highest byte 0xFF so signify it is a callback result.
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* New style ones only have the highest bit set (allows 15-bit results, instead of just 8) */
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if (!grf_version8 && (this->result >> 8) == 0xFF) {
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this->result &= ~0xFF00;
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} else {
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this->result &= ~0x8000;
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}
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}
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uint16 result;
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uint16 GetCallbackResult() const { return this->result; }
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};
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/* A result sprite group returns the first SpriteID and the number of
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* sprites in the set */
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struct ResultSpriteGroup : SpriteGroup {
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/**
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* Creates a spritegroup representing a sprite number result.
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* @param sprite The sprite number.
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* @param num_sprites The number of sprites per set.
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* @return A spritegroup representing the sprite number result.
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*/
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ResultSpriteGroup(SpriteID sprite, byte num_sprites) :
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SpriteGroup(SGT_RESULT),
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sprite(sprite),
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num_sprites(num_sprites)
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{
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}
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SpriteID sprite;
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byte num_sprites;
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SpriteID GetResult() const { return this->sprite; }
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byte GetNumResults() const { return this->num_sprites; }
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};
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/**
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* Action 2 sprite layout for houses, industry tiles, objects and airport tiles.
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*/
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struct TileLayoutSpriteGroup : SpriteGroup {
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TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
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~TileLayoutSpriteGroup() {}
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NewGRFSpriteLayout dts;
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const DrawTileSprites *ProcessRegisters(uint8 *stage) const;
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};
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struct IndustryProductionSpriteGroup : SpriteGroup {
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IndustryProductionSpriteGroup() : SpriteGroup(SGT_INDUSTRY_PRODUCTION) {}
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uint8 version;
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int16 subtract_input[3]; // signed
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uint16 add_output[2]; // unsigned
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uint8 again;
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};
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/**
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* Interface to query and set values specific to a single #VarSpriteGroupScope (action 2 scope).
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*
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* Multiple of these interfaces are combined into a #ResolverObject to allow access
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* to different game entities from a #SpriteGroup-chain (action 1-2-3 chain).
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*/
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struct ScopeResolver {
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ResolverObject &ro; ///< Surrounding resolver object.
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ScopeResolver(ResolverObject &ro);
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virtual ~ScopeResolver();
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virtual uint32 GetRandomBits() const;
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virtual uint32 GetTriggers() const;
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virtual void SetTriggers(int triggers) const;
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virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
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virtual void StorePSA(uint reg, int32 value);
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};
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/**
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* Interface for #SpriteGroup-s to access the gamestate.
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*
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* Using this interface #SpriteGroup-chains (action 1-2-3 chains) can be resolved,
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* to get the results of callbacks, rerandomisations or normal sprite lookups.
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*/
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struct ResolverObject {
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ResolverObject(const GRFFile *grffile, CallbackID callback = CBID_NO_CALLBACK, uint32 callback_param1 = 0, uint32 callback_param2 = 0);
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virtual ~ResolverObject();
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ScopeResolver default_scope; ///< Default implementation of the grf scope.
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CallbackID callback; ///< Callback being resolved.
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uint32 callback_param1; ///< First parameter (var 10) of the callback.
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uint32 callback_param2; ///< Second parameter (var 18) of the callback.
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byte trigger;
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uint32 last_value; ///< Result of most recent DeterministicSpriteGroup (including procedure calls)
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uint32 reseed[VSG_END]; ///< Collects bits to rerandomise while triggering triggers.
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const GRFFile *grffile; ///< GRFFile the resolved SpriteGroup belongs to
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const SpriteGroup *root_spritegroup; ///< Root SpriteGroup to use for resolving
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/**
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* Resolve SpriteGroup.
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* @return Result spritegroup.
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*/
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const SpriteGroup *Resolve()
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{
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return SpriteGroup::Resolve(this->root_spritegroup, *this);
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}
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/**
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* Resolve callback.
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* @return Callback result.
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*/
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uint16 ResolveCallback()
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{
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const SpriteGroup *result = Resolve();
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return result != NULL ? result->GetCallbackResult() : CALLBACK_FAILED;
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}
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virtual const SpriteGroup *ResolveReal(const RealSpriteGroup *group) const;
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virtual ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0);
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/**
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* Returns the OR-sum of all bits that need reseeding
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* independent of the scope they were accessed with.
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* @return OR-sum of the bits.
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*/
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uint32 GetReseedSum() const
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{
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uint32 sum = 0;
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for (VarSpriteGroupScope vsg = VSG_BEGIN; vsg < VSG_END; vsg++) {
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sum |= this->reseed[vsg];
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}
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return sum;
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}
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/**
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* Resets the dynamic state of the resolver object.
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* To be called before resolving an Action-1-2-3 chain.
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*/
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void ResetState()
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{
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this->last_value = 0;
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this->trigger = 0;
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memset(this->reseed, 0, sizeof(this->reseed));
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}
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};
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#endif /* NEWGRF_SPRITEGROUP_H */
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