summaryrefslogtreecommitdiff
path: root/src/newgrf_spritegroup.cpp
blob: 59b845f106d5c365af3ce15a6f1fc085756f4efc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
/* $Id$ */

/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */

#include "stdafx.h"
#include <algorithm>
#include "debug.h"
#include "newgrf_spritegroup.h"
#include "core/pool_func.hpp"

#include "safeguards.h"

SpriteGroupPool _spritegroup_pool("SpriteGroup");
INSTANTIATE_POOL_METHODS(SpriteGroup)

TemporaryStorageArray<int32, 0x110> _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);
	}
}

/**
 * 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 reg Position to store into.
 * @param value Value to store.
 */
/* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}

/**
 * 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;
	assert(rot > 0);

	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 <typename U, typename S>
static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
{
	value >>= adjust->shift_num;
	value  &= adjust->and_mask;

	switch (adjust->type) {
		case DSGA_TYPE_DIV:  value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
		case DSGA_TYPE_MOD:  value = ((S)value + (S)adjust->add_val) % (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;
	}
}


static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
{
	return range.high < 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->error_group, object, false);
		}

		switch (this->size) {
			case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, scope, last_value, value); break;
			case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
			case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
			default: NOT_REACHED();
		}
		last_value = value;
	}

	object.last_value = last_value;

	if (this->calculated_result) {
		/* 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;
	}

	if (this->num_ranges > 4) {
		DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
		if (lower != this->ranges + this->num_ranges && lower->low <= value) {
			assert(lower->low <= value && value <= lower->high);
			return SpriteGroup::Resolve(lower->group, object, false);
		}
	} else {
		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;
}