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[openttd/fttd.git] / src / newgrf_spritegroup.h
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1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file newgrf_spritegroup.h Action 2 handling. */
12 #ifndef NEWGRF_SPRITEGROUP_H
13 #define NEWGRF_SPRITEGROUP_H
15 #include "town_type.h"
16 #include "engine_type.h"
17 #include "house_type.h"
19 #include "newgrf_callbacks.h"
20 #include "newgrf_generic.h"
21 #include "newgrf_storage.h"
22 #include "newgrf_commons.h"
24 /**
25 * Gets the value of a so-called newgrf "register".
26 * @param i index of the register
27 * @pre i < 0x110
28 * @return the value of the register
30 static inline uint32 GetRegister(uint i)
32 extern TemporaryStorageArray<int32, 0x110> _temp_store;
33 return _temp_store.GetValue(i);
36 /**
37 * Clears the value of a so-called newgrf "register".
38 * @param i index of the register
39 * @pre i < 0x110
41 static inline void ClearRegister(uint i)
43 extern TemporaryStorageArray<int32, 0x110> _temp_store;
44 _temp_store.StoreValue(i, 0);
47 /* List of different sprite group types */
48 enum SpriteGroupType {
49 SGT_REAL,
50 SGT_DETERMINISTIC,
51 SGT_RANDOMIZED,
52 SGT_CALLBACK,
53 SGT_RESULT,
54 SGT_TILELAYOUT,
55 SGT_INDUSTRY_PRODUCTION,
58 struct SpriteGroup;
59 typedef uint32 SpriteGroupID;
61 /* SPRITE_WIDTH is 24. ECS has roughly 30 sprite groups per real sprite.
62 * Adding an 'extra' margin would be assuming 64 sprite groups per real
63 * sprite. 64 = 2^6, so 2^30 should be enough (for now) */
64 typedef Pool<SpriteGroup, SpriteGroupID, 1024, 1 << 30, PT_DATA> SpriteGroupPool;
65 extern SpriteGroupPool _spritegroup_pool;
67 /* Common wrapper for all the different sprite group types */
68 struct SpriteGroup : SpriteGroupPool::PoolItem<&_spritegroup_pool> {
69 protected:
70 SpriteGroup(SpriteGroupType type) : type(type) {}
71 /** Base sprite group resolver */
72 virtual const SpriteGroup *Resolve(struct ResolverObject *object) const { return this; };
74 public:
75 virtual ~SpriteGroup() {}
77 SpriteGroupType type;
79 virtual SpriteID GetResult() const { return 0; }
80 virtual byte GetNumResults() const { return 0; }
81 virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }
83 /**
84 * ResolverObject (re)entry point.
85 * This cannot be made a call to a virtual function because virtual functions
86 * do not like NULL and checking for NULL *everywhere* is more cumbersome than
87 * this little helper function.
88 * @param group the group to resolve for
89 * @param object information needed to resolve the group
90 * @return the resolved group
92 static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
94 return group == NULL ? NULL : group->Resolve(object);
99 /* 'Real' sprite groups contain a list of other result or callback sprite
100 * groups. */
101 struct RealSpriteGroup : SpriteGroup {
102 RealSpriteGroup() : SpriteGroup(SGT_REAL) {}
103 ~RealSpriteGroup();
105 /* Loaded = in motion, loading = not moving
106 * Each group contains several spritesets, for various loading stages */
108 /* XXX: For stations the meaning is different - loaded is for stations
109 * with small amount of cargo whilst loading is for stations with a lot
110 * of da stuff. */
112 byte num_loaded; ///< Number of loaded groups
113 byte num_loading; ///< Number of loading groups
114 const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
115 const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
117 protected:
118 const SpriteGroup *Resolve(ResolverObject *object) const;
121 /* Shared by deterministic and random groups. */
122 enum VarSpriteGroupScope {
123 VSG_BEGIN,
125 VSG_SCOPE_SELF = VSG_BEGIN, ///< Resolved object itself
126 VSG_SCOPE_PARENT, ///< Related object of the resolved one
127 VSG_SCOPE_RELATIVE, ///< Relative position (vehicles only)
129 VSG_END
131 DECLARE_POSTFIX_INCREMENT(VarSpriteGroupScope)
133 enum DeterministicSpriteGroupSize {
134 DSG_SIZE_BYTE,
135 DSG_SIZE_WORD,
136 DSG_SIZE_DWORD,
139 enum DeterministicSpriteGroupAdjustType {
140 DSGA_TYPE_NONE,
141 DSGA_TYPE_DIV,
142 DSGA_TYPE_MOD,
145 enum DeterministicSpriteGroupAdjustOperation {
146 DSGA_OP_ADD, ///< a + b
147 DSGA_OP_SUB, ///< a - b
148 DSGA_OP_SMIN, ///< (signed) min(a, b)
149 DSGA_OP_SMAX, ///< (signed) max(a, b)
150 DSGA_OP_UMIN, ///< (unsigned) min(a, b)
151 DSGA_OP_UMAX, ///< (unsigned) max(a, b)
152 DSGA_OP_SDIV, ///< (signed) a / b
153 DSGA_OP_SMOD, ///< (signed) a % b
154 DSGA_OP_UDIV, ///< (unsigned) a / b
155 DSGA_OP_UMOD, ///< (unsigned) a & b
156 DSGA_OP_MUL, ///< a * b
157 DSGA_OP_AND, ///< a & b
158 DSGA_OP_OR, ///< a | b
159 DSGA_OP_XOR, ///< a ^ b
160 DSGA_OP_STO, ///< store a into temporary storage, indexed by b. return a
161 DSGA_OP_RST, ///< return b
162 DSGA_OP_STOP, ///< store a into persistent storage, indexed by b, return a
163 DSGA_OP_ROR, ///< rotate a b positions to the right
164 DSGA_OP_SCMP, ///< (signed) comparison (a < b -> 0, a == b = 1, a > b = 2)
165 DSGA_OP_UCMP, ///< (unsigned) comparison (a < b -> 0, a == b = 1, a > b = 2)
166 DSGA_OP_SHL, ///< a << b
167 DSGA_OP_SHR, ///< (unsigned) a >> b
168 DSGA_OP_SAR, ///< (signed) a >> b
172 struct DeterministicSpriteGroupAdjust {
173 DeterministicSpriteGroupAdjustOperation operation;
174 DeterministicSpriteGroupAdjustType type;
175 byte variable;
176 byte parameter; ///< Used for variables between 0x60 and 0x7F inclusive.
177 byte shift_num;
178 uint32 and_mask;
179 uint32 add_val;
180 uint32 divmod_val;
181 const SpriteGroup *subroutine;
185 struct DeterministicSpriteGroupRange {
186 const SpriteGroup *group;
187 uint32 low;
188 uint32 high;
192 struct DeterministicSpriteGroup : SpriteGroup {
193 DeterministicSpriteGroup() : SpriteGroup(SGT_DETERMINISTIC) {}
194 ~DeterministicSpriteGroup();
196 VarSpriteGroupScope var_scope;
197 DeterministicSpriteGroupSize size;
198 uint num_adjusts;
199 byte num_ranges;
200 DeterministicSpriteGroupAdjust *adjusts;
201 DeterministicSpriteGroupRange *ranges; // Dynamically allocated
203 /* Dynamically allocated, this is the sole owner */
204 const SpriteGroup *default_group;
206 protected:
207 const SpriteGroup *Resolve(ResolverObject *object) const;
210 enum RandomizedSpriteGroupCompareMode {
211 RSG_CMP_ANY,
212 RSG_CMP_ALL,
215 struct RandomizedSpriteGroup : SpriteGroup {
216 RandomizedSpriteGroup() : SpriteGroup(SGT_RANDOMIZED) {}
217 ~RandomizedSpriteGroup();
219 VarSpriteGroupScope var_scope; ///< Take this object:
221 RandomizedSpriteGroupCompareMode cmp_mode; ///< Check for these triggers:
222 byte triggers;
223 byte count;
225 byte lowest_randbit; ///< Look for this in the per-object randomized bitmask:
226 byte num_groups; ///< must be power of 2
228 const SpriteGroup **groups; ///< Take the group with appropriate index:
230 protected:
231 const SpriteGroup *Resolve(ResolverObject *object) const;
235 /* This contains a callback result. A failed callback has a value of
236 * CALLBACK_FAILED */
237 struct CallbackResultSpriteGroup : SpriteGroup {
239 * Creates a spritegroup representing a callback result
240 * @param value The value that was used to represent this callback result
241 * @param grf_version8 True, if we are dealing with a new NewGRF which uses GRF version >= 8.
243 CallbackResultSpriteGroup(uint16 value, bool grf_version8) :
244 SpriteGroup(SGT_CALLBACK),
245 result(value)
247 /* Old style callback results (only valid for version < 8) have the highest byte 0xFF so signify it is a callback result.
248 * New style ones only have the highest bit set (allows 15-bit results, instead of just 8) */
249 if (!grf_version8 && (this->result >> 8) == 0xFF) {
250 this->result &= ~0xFF00;
251 } else {
252 this->result &= ~0x8000;
256 uint16 result;
257 uint16 GetCallbackResult() const { return this->result; }
261 /* A result sprite group returns the first SpriteID and the number of
262 * sprites in the set */
263 struct ResultSpriteGroup : SpriteGroup {
265 * Creates a spritegroup representing a sprite number result.
266 * @param sprite The sprite number.
267 * @param num_sprites The number of sprites per set.
268 * @return A spritegroup representing the sprite number result.
270 ResultSpriteGroup(SpriteID sprite, byte num_sprites) :
271 SpriteGroup(SGT_RESULT),
272 sprite(sprite),
273 num_sprites(num_sprites)
277 SpriteID sprite;
278 byte num_sprites;
279 SpriteID GetResult() const { return this->sprite; }
280 byte GetNumResults() const { return this->num_sprites; }
284 * Action 2 sprite layout for houses, industry tiles, objects and airport tiles.
286 struct TileLayoutSpriteGroup : SpriteGroup {
287 TileLayoutSpriteGroup() : SpriteGroup(SGT_TILELAYOUT) {}
288 ~TileLayoutSpriteGroup() {}
290 NewGRFSpriteLayout dts;
292 const DrawTileSprites *ProcessRegisters(uint8 *stage) const;
295 struct IndustryProductionSpriteGroup : SpriteGroup {
296 IndustryProductionSpriteGroup() : SpriteGroup(SGT_INDUSTRY_PRODUCTION) {}
298 uint8 version;
299 int16 subtract_input[3]; // signed
300 uint16 add_output[2]; // unsigned
301 uint8 again;
304 struct ResolverObject;
307 * Interface to query and set values specific to a single #VarSpriteGroupScope (action 2 scope).
309 * Multiple of these interfaces are combined into a #ResolverObject to allow access
310 * to different game entities from a #SpriteGroup-chain (action 1-2-3 chain).
312 struct ScopeResolver {
313 ResolverObject *ro; ///< Surrounding resolver object.
315 ScopeResolver(ResolverObject *ro);
316 virtual ~ScopeResolver();
318 virtual uint32 GetRandomBits() const;
319 virtual uint32 GetTriggers() const;
320 virtual void SetTriggers(int triggers) const;
322 virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const;
323 virtual void StorePSA(uint reg, int32 value);
327 * Interface for #SpriteGroup-s to access the gamestate.
329 * Using this interface #SpriteGroup-chains (action 1-2-3 chains) can be resolved,
330 * to get the results of callbacks, rerandomisations or normal sprite lookups.
332 struct ResolverObject {
333 ResolverObject(const GRFFile *grffile, CallbackID callback = CBID_NO_CALLBACK, uint32 callback_param1 = 0, uint32 callback_param2 = 0);
334 virtual ~ResolverObject();
336 ScopeResolver default_scope; ///< Default implementation of the grf scope.
338 CallbackID callback; ///< Callback being resolved.
339 uint32 callback_param1; ///< First parameter (var 10) of the callback.
340 uint32 callback_param2; ///< Second parameter (var 18) of the callback.
342 byte trigger;
344 uint32 last_value; ///< Result of most recent DeterministicSpriteGroup (including procedure calls)
345 uint32 reseed[VSG_END]; ///< Collects bits to rerandomise while triggering triggers.
347 const GRFFile *grffile; ///< GRFFile the resolved SpriteGroup belongs to
349 virtual const SpriteGroup *ResolveReal(const RealSpriteGroup *group) const;
351 virtual ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0);
354 * Returns the OR-sum of all bits that need reseeding
355 * independent of the scope they were accessed with.
356 * @return OR-sum of the bits.
358 uint32 GetReseedSum() const
360 uint32 sum = 0;
361 for (VarSpriteGroupScope vsg = VSG_BEGIN; vsg < VSG_END; vsg++) {
362 sum |= this->reseed[vsg];
364 return sum;
368 * Resets the dynamic state of the resolver object.
369 * To be called before resolving an Action-1-2-3 chain.
371 void ResetState()
373 this->last_value = 0;
374 this->trigger = 0;
375 memset(this->reseed, 0, sizeof(this->reseed));
379 #endif /* NEWGRF_SPRITEGROUP_H */