/* $Id$ */ /* * 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 "debug.h" #include "newgrf_spritegroup.h" #include "core/pool_func.hpp" #include "safeguards.h" SpriteGroupPool _spritegroup_pool("SpriteGroup"); INSTANTIATE_POOL_METHODS(SpriteGroup) TemporaryStorageArray _temp_store; /** * 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 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup. * @return the resolved group */ /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level) { if (group == NULL) return NULL; if (top_level) { _temp_store.ClearChanges(); } return group->Resolve(object); } RealSpriteGroup::~RealSpriteGroup() { free(this->loaded); free(this->loading); } DeterministicSpriteGroup::~DeterministicSpriteGroup() { free(this->adjusts); free(this->ranges); } RandomizedSpriteGroup::~RandomizedSpriteGroup() { free(this->groups); } static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available) { uint32 value; 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 (scope->GetRandomBits() << 8) | scope->GetTriggers(); case 0x7D: return _temp_store.GetValue(parameter); case 0x7F: if (object.grffile == NULL) return 0; return object.grffile->GetParam(parameter); default: /* First handle variables common with Action7/9/D */ if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value; /* Not a common variable, so evaluate the feature specific variables */ return scope->GetVariable(variable, parameter, available); } } ScopeResolver::ScopeResolver(ResolverObject &ro) : ro(ro) { } ScopeResolver::~ScopeResolver() {} /** * Get a few random bits. Default implementation has no random bits. * @return Random bits. */ /* virtual */ uint32 ScopeResolver::GetRandomBits() const { return 0; } /** * Get the triggers. Base class returns \c 0 to prevent trouble. * @return The triggers. */ /* virtual */ uint32 ScopeResolver::GetTriggers() const { return 0; } /** * Get a variable value. Default implementation has no available variables. * @param variable Variable to read * @param parameter Parameter for 60+x variables * @param[out] available Set to false, in case the variable does not exist. * @return Value */ /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const { DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable); *available = false; return UINT_MAX; } /** * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage). * @param pos Position to store into. * @param value Value to store. */ /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {} /** * Resolver constructor. * @param grffile NewGRF file associated with the object (or \c NULL if none). * @param callback Callback code being resolved (default value is #CBID_NO_CALLBACK). * @param callback_param1 First parameter (var 10) of the callback (only used when \a callback is also set). * @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set). */ ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2) : default_scope(*this) { this->callback = callback; this->callback_param1 = callback_param1; this->callback_param2 = callback_param2; this->ResetState(); this->grffile = grffile; this->root_spritegroup = NULL; } ResolverObject::~ResolverObject() {} /** * Get the real sprites of the grf. * @param group Group to get. * @return The available sprite group. */ /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const { return NULL; } /** * Get a resolver for the \a scope. * @param scope Scope to return. * @param relative Additional parameter for #VSG_SCOPE_RELATIVE. * @return The resolver for the requested scope. */ /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative) { return &this->default_scope; } /** * 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, ScopeResolver *scope, 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)value / (S)adjust->divmod_val; break; case DSGA_TYPE_MOD: value = (S)value % (S)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: scope->StorePSA((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 (uint32)(U)last_value << ((U)value & 0x1F); // Same behaviour as in ParamSet, mask 'value' to 5 bits, which should behave the same on all architectures. case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F); case DSGA_OP_SAR: return (int32)(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; ScopeResolver *scope = object.GetScope(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, false); if (subgroup == NULL) { value = CALLBACK_FAILED; } else { value = subgroup->GetCallbackResult(); } /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */ } else if (adjust->variable == 0x7B) { value = GetVariable(object, scope, adjust->parameter, last_value, &available); } else { value = GetVariable(object, scope, 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, false); } switch (this->size) { case DSG_SIZE_BYTE: value = EvalAdjustT (adjust, scope, last_value, value); break; case DSG_SIZE_WORD: value = EvalAdjustT(adjust, scope, last_value, value); break; case DSG_SIZE_DWORD: value = EvalAdjustT(adjust, scope, 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, true); 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, false); } } return SpriteGroup::Resolve(this->default_group, object, false); } const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const { ScopeResolver *scope = object.GetScope(this->var_scope, this->count); if (object.callback == CBID_RANDOM_TRIGGER) { /* Handle triggers */ byte match = this->triggers & object.waiting_triggers; bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers); if (res) { object.used_triggers |= match; object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit; } } uint32 mask = (this->num_groups - 1) << this->lowest_randbit; byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit; return SpriteGroup::Resolve(this->groups[index], object, false); } const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const { return object.ResolveReal(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 (!this->dts.NeedsPreprocessing()) { if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset); return &this->dts; } static DrawTileSprites result; uint8 actual_stage = stage != NULL ? *stage : 0; this->dts.PrepareLayout(0, 0, 0, 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; }