Adds a console command newgrf_profile to collect some profiling data about NewGRF action 2 callbacks and produce a CSV file.
		
			
				
	
	
		
			417 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			417 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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 "industry_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) : nfo_line(0), 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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	uint32 nfo_line;
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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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	uint num_ranges;
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	bool calculated_result;
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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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	const SpriteGroup *error_group; // was first range, before sorting ranges
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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;                              ///< Production callback version used, or 0xFF if marked invalid
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	uint8 num_input;                            ///< How many subtract_input values are valid
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	int16 subtract_input[INDUSTRY_NUM_INPUTS];  ///< Take this much of the input cargo (can be negative, is indirect in cb version 1+)
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	CargoID cargo_input[INDUSTRY_NUM_INPUTS];   ///< Which input cargoes to take from (only cb version 2)
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	uint8 num_output;                           ///< How many add_output values are valid
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	uint16 add_output[INDUSTRY_NUM_OUTPUTS];    ///< Add this much output cargo when successful (unsigned, is indirect in cb version 1+)
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	CargoID cargo_output[INDUSTRY_NUM_OUTPUTS]; ///< Which output cargoes to add to (only cb version 2)
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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) : ro(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 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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	/**
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	 * Resolver constructor.
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	 * @param grffile NewGRF file associated with the object (or \c nullptr if none).
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	 * @param callback Callback code being resolved (default value is #CBID_NO_CALLBACK).
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	 * @param callback_param1 First parameter (var 10) of the callback (only used when \a callback is also set).
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	 * @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set).
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	 */
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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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		: default_scope(*this), callback(callback), callback_param1(callback_param1), callback_param2(callback_param2), grffile(grffile), root_spritegroup(nullptr)
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	{
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		this->ResetState();
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	}
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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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	uint32 last_value;          ///< Result of most recent DeterministicSpriteGroup (including procedure calls)
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	uint32 waiting_triggers;    ///< Waiting triggers to be used by any rerandomisation. (scope independent)
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	uint32 used_triggers;       ///< Subset of cur_triggers, which actually triggered some rerandomisation. (scope independent)
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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 != nullptr ? 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 waiting triggers that did not trigger any rerandomisation.
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	 */
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	uint32 GetRemainingTriggers() const
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	{
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		return this->waiting_triggers & ~this->used_triggers;
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	}
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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->waiting_triggers = 0;
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		this->used_triggers = 0;
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		memset(this->reseed, 0, sizeof(this->reseed));
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	}
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	/**
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	 * Get the feature number being resolved for.
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	 * This function is mainly intended for the callback profiling feature.
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	 */
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	virtual GrfSpecFeature GetFeature() const { return GSF_INVALID; }
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	/**
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	 * Get an identifier for the item being resolved.
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	 * This function is mainly intended for the callback profiling feature,
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	 * and should return an identifier recognisable by the NewGRF developer.
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	 */
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	virtual uint32 GetDebugID() const { return 0; }
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};
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#endif /* NEWGRF_SPRITEGROUP_H */
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