/* $Id$ */ /* * 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.cpp Handling of primarily NewGRF action 2. */ #include "stdafx.h" #include "newgrf.h" #include "newgrf_spritegroup.h" #include "sprite.h" #include "core/pool_func.hpp" SpriteGroupPool _spritegroup_pool("SpriteGroup"); INSTANTIATE_POOL_METHODS(SpriteGroup) RealSpriteGroup::~RealSpriteGroup() { free((void*)this->loaded); free((void*)this->loading); } DeterministicSpriteGroup::~DeterministicSpriteGroup() { free(this->adjusts); free(this->ranges); } RandomizedSpriteGroup::~RandomizedSpriteGroup() { free((void*)this->groups); } TemporaryStorageArray _temp_store; static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available) { /* First handle variables common with Action7/9/D */ uint32 value; if (GetGlobalVariable(variable, &value)) return value; /* Non-common variable */ switch (variable) { case 0x0C: return object->callback; case 0x10: return object->callback_param1; case 0x18: return object->callback_param2; case 0x1C: return object->last_value; case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object); case 0x7D: return _temp_store.GetValue(parameter); case 0x7F: if (object == NULL || object->grffile == NULL) return 0; return object->grffile->GetParam(parameter); /* Not a common variable, so evalute the feature specific variables */ default: return object->GetVariable(object, variable, parameter, available); } } /** * Rotate val rot times to the right * @param val the value to rotate * @param rot the amount of times to rotate * @return the rotated value */ static uint32 RotateRight(uint32 val, uint32 rot) { /* Do not rotate more than necessary */ rot %= 32; return (val >> rot) | (val << (32 - rot)); } /* Evaluate an adjustment for a variable of the given size. * U is the unsigned type and S is the signed type to use. */ template static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value) { value >>= adjust->shift_num; value &= adjust->and_mask; if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val; switch (adjust->type) { case DSGA_TYPE_DIV: value /= (S)adjust->divmod_val; break; case DSGA_TYPE_MOD: value %= (U)adjust->divmod_val; break; case DSGA_TYPE_NONE: break; } switch (adjust->operation) { case DSGA_OP_ADD: return last_value + value; case DSGA_OP_SUB: return last_value - value; case DSGA_OP_SMIN: return min((S)last_value, (S)value); case DSGA_OP_SMAX: return max((S)last_value, (S)value); case DSGA_OP_UMIN: return min((U)last_value, (U)value); case DSGA_OP_UMAX: return max((U)last_value, (U)value); case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value; case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value; case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value; case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value; case DSGA_OP_MUL: return last_value * value; case DSGA_OP_AND: return last_value & value; case DSGA_OP_OR: return last_value | value; case DSGA_OP_XOR: return last_value ^ value; case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value; case DSGA_OP_RST: return value; case DSGA_OP_STOP: if (object->StorePSA != NULL) object->StorePSA(object, (U)value, (S)last_value); return last_value; case DSGA_OP_ROR: return RotateRight(last_value, value); case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2); case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2); case DSGA_OP_SHL: return (U)last_value << ((U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures. case DSGA_OP_SHR: return (U)last_value >> ((U)value & 0x1F); case DSGA_OP_SAR: return (S)last_value >> ((U)value & 0x1F); default: return value; } } const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const { uint32 last_value = 0; uint32 value = 0; uint i; object->scope = this->var_scope; for (i = 0; i < this->num_adjusts; i++) { DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i]; /* Try to get the variable. We shall assume it is available, unless told otherwise. */ bool available = true; if (adjust->variable == 0x7E) { const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object); if (subgroup == NULL) { value = CALLBACK_FAILED; } else { value = subgroup->GetCallbackResult(); } /* Reset values to current scope. * Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */ object->scope = this->var_scope; } else if (adjust->variable == 0x7B) { value = GetVariable(object, adjust->parameter, last_value, &available); } else { value = GetVariable(object, adjust->variable, adjust->parameter, &available); } if (!available) { /* Unsupported variable: skip further processing and return either * the group from the first range or the default group. */ return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object); } switch (this->size) { case DSG_SIZE_BYTE: value = EvalAdjustT (adjust, object, last_value, value); break; case DSG_SIZE_WORD: value = EvalAdjustT(adjust, object, last_value, value); break; case DSG_SIZE_DWORD: value = EvalAdjustT(adjust, object, last_value, value); break; default: NOT_REACHED(); } last_value = value; } object->last_value = last_value; if (this->num_ranges == 0) { /* nvar == 0 is a special case -- we turn our value into a callback result */ if (value != CALLBACK_FAILED) value = GB(value, 0, 15); static CallbackResultSpriteGroup nvarzero(0); nvarzero.result = value; return &nvarzero; } for (i = 0; i < this->num_ranges; i++) { if (this->ranges[i].low <= value && value <= this->ranges[i].high) { return SpriteGroup::Resolve(this->ranges[i].group, object); } } return SpriteGroup::Resolve(this->default_group, object); } const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const { uint32 mask; byte index; object->scope = this->var_scope; object->count = this->count; if (object->trigger != 0) { /* Handle triggers */ /* Magic code that may or may not do the right things... */ byte waiting_triggers = object->GetTriggers(object); byte match = this->triggers & (waiting_triggers | object->trigger); bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers); if (res) { waiting_triggers &= ~match; object->reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit; } else { waiting_triggers |= object->trigger; } object->SetTriggers(object, waiting_triggers); } mask = (this->num_groups - 1) << this->lowest_randbit; index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit; return SpriteGroup::Resolve(this->groups[index], object); } const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const { return object->ResolveReal(object, this); } /** * Process registers and the construction stage into the sprite layout. * The passed construction stage might get reset to zero, if it gets incorporated into the layout * during the preprocessing. * @param [in, out] stage Construction stage (0-3), or NULL if not applicable. * @return sprite layout to draw. */ const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const { if (stage != NULL) *stage = GetConstructionStageOffset(*stage, this->num_building_stages); if (!this->dts.NeedsPreprocessing()) return &this->dts; static DrawTileSprites result; uint8 actual_stage = stage != NULL ? *stage : 0; this->dts.PrepareLayout(0, actual_stage, actual_stage, false); this->dts.ProcessRegisters(0, 0, false); result.seq = this->dts.GetLayout(&result.ground); /* Stage has been processed by PrepareLayout(), set it to zero. */ if (stage != NULL) *stage = 0; return &result; }