Add: INR currency (#8136)
[openttd-github.git] / src / newgrf_spritegroup.cpp
blob824ba0439e4cdb24668a1cbffbd4d1a333b54633
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
10 #include "stdafx.h"
11 #include <algorithm>
12 #include "debug.h"
13 #include "newgrf_spritegroup.h"
14 #include "newgrf_profiling.h"
15 #include "core/pool_func.hpp"
17 #include "safeguards.h"
19 SpriteGroupPool _spritegroup_pool("SpriteGroup");
20 INSTANTIATE_POOL_METHODS(SpriteGroup)
22 TemporaryStorageArray<int32, 0x110> _temp_store;
25 /**
26 * ResolverObject (re)entry point.
27 * This cannot be made a call to a virtual function because virtual functions
28 * do not like nullptr and checking for nullptr *everywhere* is more cumbersome than
29 * this little helper function.
30 * @param group the group to resolve for
31 * @param object information needed to resolve the group
32 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
33 * @return the resolved group
35 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
37 if (group == nullptr) return nullptr;
39 const GRFFile *grf = object.grffile;
40 auto profiler = std::find_if(_newgrf_profilers.begin(), _newgrf_profilers.end(), [&](const NewGRFProfiler &pr) { return pr.grffile == grf; });
42 if (profiler == _newgrf_profilers.end() || !profiler->active) {
43 if (top_level) _temp_store.ClearChanges();
44 return group->Resolve(object);
45 } else if (top_level) {
46 profiler->BeginResolve(object);
47 _temp_store.ClearChanges();
48 const SpriteGroup *result = group->Resolve(object);
49 profiler->EndResolve(result);
50 return result;
51 } else {
52 profiler->RecursiveResolve();
53 return group->Resolve(object);
57 RealSpriteGroup::~RealSpriteGroup()
59 free(this->loaded);
60 free(this->loading);
63 DeterministicSpriteGroup::~DeterministicSpriteGroup()
65 free(this->adjusts);
66 free(this->ranges);
69 RandomizedSpriteGroup::~RandomizedSpriteGroup()
71 free(this->groups);
74 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
76 uint32 value;
77 switch (variable) {
78 case 0x0C: return object.callback;
79 case 0x10: return object.callback_param1;
80 case 0x18: return object.callback_param2;
81 case 0x1C: return object.last_value;
83 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
85 case 0x7D: return _temp_store.GetValue(parameter);
87 case 0x7F:
88 if (object.grffile == nullptr) return 0;
89 return object.grffile->GetParam(parameter);
91 default:
92 /* First handle variables common with Action7/9/D */
93 if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
94 /* Not a common variable, so evaluate the feature specific variables */
95 return scope->GetVariable(variable, parameter, available);
99 /**
100 * Get a few random bits. Default implementation has no random bits.
101 * @return Random bits.
103 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
105 return 0;
109 * Get the triggers. Base class returns \c 0 to prevent trouble.
110 * @return The triggers.
112 /* virtual */ uint32 ScopeResolver::GetTriggers() const
114 return 0;
118 * Get a variable value. Default implementation has no available variables.
119 * @param variable Variable to read
120 * @param parameter Parameter for 60+x variables
121 * @param[out] available Set to false, in case the variable does not exist.
122 * @return Value
124 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
126 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
127 *available = false;
128 return UINT_MAX;
132 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
133 * @param reg Position to store into.
134 * @param value Value to store.
136 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
139 * Get the real sprites of the grf.
140 * @param group Group to get.
141 * @return The available sprite group.
143 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
145 return nullptr;
149 * Get a resolver for the \a scope.
150 * @param scope Scope to return.
151 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
152 * @return The resolver for the requested scope.
154 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
156 return &this->default_scope;
159 /* Evaluate an adjustment for a variable of the given size.
160 * U is the unsigned type and S is the signed type to use. */
161 template <typename U, typename S>
162 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
164 value >>= adjust->shift_num;
165 value &= adjust->and_mask;
167 switch (adjust->type) {
168 case DSGA_TYPE_DIV: value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
169 case DSGA_TYPE_MOD: value = ((S)value + (S)adjust->add_val) % (S)adjust->divmod_val; break;
170 case DSGA_TYPE_NONE: break;
173 switch (adjust->operation) {
174 case DSGA_OP_ADD: return last_value + value;
175 case DSGA_OP_SUB: return last_value - value;
176 case DSGA_OP_SMIN: return min((S)last_value, (S)value);
177 case DSGA_OP_SMAX: return max((S)last_value, (S)value);
178 case DSGA_OP_UMIN: return min((U)last_value, (U)value);
179 case DSGA_OP_UMAX: return max((U)last_value, (U)value);
180 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
181 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
182 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
183 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
184 case DSGA_OP_MUL: return last_value * value;
185 case DSGA_OP_AND: return last_value & value;
186 case DSGA_OP_OR: return last_value | value;
187 case DSGA_OP_XOR: return last_value ^ value;
188 case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
189 case DSGA_OP_RST: return value;
190 case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
191 case DSGA_OP_ROR: return ROR<uint32>((U)last_value, (U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
192 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
193 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
194 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.
195 case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
196 case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
197 default: return value;
202 static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
204 return range.high < value;
207 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
209 uint32 last_value = 0;
210 uint32 value = 0;
211 uint i;
213 ScopeResolver *scope = object.GetScope(this->var_scope);
215 for (i = 0; i < this->num_adjusts; i++) {
216 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
218 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
219 bool available = true;
220 if (adjust->variable == 0x7E) {
221 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
222 if (subgroup == nullptr) {
223 value = CALLBACK_FAILED;
224 } else {
225 value = subgroup->GetCallbackResult();
228 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
229 } else if (adjust->variable == 0x7B) {
230 value = GetVariable(object, scope, adjust->parameter, last_value, &available);
231 } else {
232 value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
235 if (!available) {
236 /* Unsupported variable: skip further processing and return either
237 * the group from the first range or the default group. */
238 return SpriteGroup::Resolve(this->error_group, object, false);
241 switch (this->size) {
242 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
243 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
244 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
245 default: NOT_REACHED();
247 last_value = value;
250 object.last_value = last_value;
252 if (this->calculated_result) {
253 /* nvar == 0 is a special case -- we turn our value into a callback result */
254 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
255 static CallbackResultSpriteGroup nvarzero(0, true);
256 nvarzero.result = value;
257 return &nvarzero;
260 if (this->num_ranges > 4) {
261 DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
262 if (lower != this->ranges + this->num_ranges && lower->low <= value) {
263 assert(lower->low <= value && value <= lower->high);
264 return SpriteGroup::Resolve(lower->group, object, false);
266 } else {
267 for (i = 0; i < this->num_ranges; i++) {
268 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
269 return SpriteGroup::Resolve(this->ranges[i].group, object, false);
274 return SpriteGroup::Resolve(this->default_group, object, false);
278 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
280 ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
281 if (object.callback == CBID_RANDOM_TRIGGER) {
282 /* Handle triggers */
283 byte match = this->triggers & object.waiting_triggers;
284 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
286 if (res) {
287 object.used_triggers |= match;
288 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
292 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
293 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
295 return SpriteGroup::Resolve(this->groups[index], object, false);
299 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
301 return object.ResolveReal(this);
305 * Process registers and the construction stage into the sprite layout.
306 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
307 * during the preprocessing.
308 * @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
309 * @return sprite layout to draw.
311 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
313 if (!this->dts.NeedsPreprocessing()) {
314 if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
315 return &this->dts;
318 static DrawTileSprites result;
319 uint8 actual_stage = stage != nullptr ? *stage : 0;
320 this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
321 this->dts.ProcessRegisters(0, 0, false);
322 result.seq = this->dts.GetLayout(&result.ground);
324 /* Stage has been processed by PrepareLayout(), set it to zero. */
325 if (stage != nullptr) *stage = 0;
327 return &result;