Add: Towns can build tunnels (#8473)
[openttd-github.git] / src / newgrf_spritegroup.cpp
blob871108ec4784bdfb3788cd54e2735d47e0efe1bd
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 "debug.h"
12 #include "newgrf_spritegroup.h"
13 #include "newgrf_profiling.h"
14 #include "core/pool_func.hpp"
16 #include "safeguards.h"
18 SpriteGroupPool _spritegroup_pool("SpriteGroup");
19 INSTANTIATE_POOL_METHODS(SpriteGroup)
21 TemporaryStorageArray<int32, 0x110> _temp_store;
24 /**
25 * ResolverObject (re)entry point.
26 * This cannot be made a call to a virtual function because virtual functions
27 * do not like nullptr and checking for nullptr *everywhere* is more cumbersome than
28 * this little helper function.
29 * @param group the group to resolve for
30 * @param object information needed to resolve the group
31 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
32 * @return the resolved group
34 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
36 if (group == nullptr) return nullptr;
38 const GRFFile *grf = object.grffile;
39 auto profiler = std::find_if(_newgrf_profilers.begin(), _newgrf_profilers.end(), [&](const NewGRFProfiler &pr) { return pr.grffile == grf; });
41 if (profiler == _newgrf_profilers.end() || !profiler->active) {
42 if (top_level) _temp_store.ClearChanges();
43 return group->Resolve(object);
44 } else if (top_level) {
45 profiler->BeginResolve(object);
46 _temp_store.ClearChanges();
47 const SpriteGroup *result = group->Resolve(object);
48 profiler->EndResolve(result);
49 return result;
50 } else {
51 profiler->RecursiveResolve();
52 return group->Resolve(object);
56 RealSpriteGroup::~RealSpriteGroup()
58 free(this->loaded);
59 free(this->loading);
62 DeterministicSpriteGroup::~DeterministicSpriteGroup()
64 free(this->adjusts);
65 free(this->ranges);
68 RandomizedSpriteGroup::~RandomizedSpriteGroup()
70 free(this->groups);
73 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
75 uint32 value;
76 switch (variable) {
77 case 0x0C: return object.callback;
78 case 0x10: return object.callback_param1;
79 case 0x18: return object.callback_param2;
80 case 0x1C: return object.last_value;
82 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
84 case 0x7D: return _temp_store.GetValue(parameter);
86 case 0x7F:
87 if (object.grffile == nullptr) return 0;
88 return object.grffile->GetParam(parameter);
90 default:
91 /* First handle variables common with Action7/9/D */
92 if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
93 /* Not a common variable, so evaluate the feature specific variables */
94 return scope->GetVariable(variable, parameter, available);
98 /**
99 * Get a few random bits. Default implementation has no random bits.
100 * @return Random bits.
102 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
104 return 0;
108 * Get the triggers. Base class returns \c 0 to prevent trouble.
109 * @return The triggers.
111 /* virtual */ uint32 ScopeResolver::GetTriggers() const
113 return 0;
117 * Get a variable value. Default implementation has no available variables.
118 * @param variable Variable to read
119 * @param parameter Parameter for 60+x variables
120 * @param[out] available Set to false, in case the variable does not exist.
121 * @return Value
123 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
125 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
126 *available = false;
127 return UINT_MAX;
131 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
132 * @param reg Position to store into.
133 * @param value Value to store.
135 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
138 * Get the real sprites of the grf.
139 * @param group Group to get.
140 * @return The available sprite group.
142 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
144 return nullptr;
148 * Get a resolver for the \a scope.
149 * @param scope Scope to return.
150 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
151 * @return The resolver for the requested scope.
153 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
155 return &this->default_scope;
158 /* Evaluate an adjustment for a variable of the given size.
159 * U is the unsigned type and S is the signed type to use. */
160 template <typename U, typename S>
161 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
163 value >>= adjust->shift_num;
164 value &= adjust->and_mask;
166 switch (adjust->type) {
167 case DSGA_TYPE_DIV: value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
168 case DSGA_TYPE_MOD: value = ((S)value + (S)adjust->add_val) % (S)adjust->divmod_val; break;
169 case DSGA_TYPE_NONE: break;
172 switch (adjust->operation) {
173 case DSGA_OP_ADD: return last_value + value;
174 case DSGA_OP_SUB: return last_value - value;
175 case DSGA_OP_SMIN: return std::min<S>(last_value, value);
176 case DSGA_OP_SMAX: return std::max<S>(last_value, value);
177 case DSGA_OP_UMIN: return std::min<U>(last_value, value);
178 case DSGA_OP_UMAX: return std::max<U>(last_value, value);
179 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
180 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
181 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
182 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
183 case DSGA_OP_MUL: return last_value * value;
184 case DSGA_OP_AND: return last_value & value;
185 case DSGA_OP_OR: return last_value | value;
186 case DSGA_OP_XOR: return last_value ^ value;
187 case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
188 case DSGA_OP_RST: return value;
189 case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
190 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.
191 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
192 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
193 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.
194 case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
195 case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
196 default: return value;
201 static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
203 return range.high < value;
206 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
208 uint32 last_value = 0;
209 uint32 value = 0;
210 uint i;
212 ScopeResolver *scope = object.GetScope(this->var_scope);
214 for (i = 0; i < this->num_adjusts; i++) {
215 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
217 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
218 bool available = true;
219 if (adjust->variable == 0x7E) {
220 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
221 if (subgroup == nullptr) {
222 value = CALLBACK_FAILED;
223 } else {
224 value = subgroup->GetCallbackResult();
227 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
228 } else if (adjust->variable == 0x7B) {
229 value = GetVariable(object, scope, adjust->parameter, last_value, &available);
230 } else {
231 value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
234 if (!available) {
235 /* Unsupported variable: skip further processing and return either
236 * the group from the first range or the default group. */
237 return SpriteGroup::Resolve(this->error_group, object, false);
240 switch (this->size) {
241 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
242 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
243 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
244 default: NOT_REACHED();
246 last_value = value;
249 object.last_value = last_value;
251 if (this->calculated_result) {
252 /* nvar == 0 is a special case -- we turn our value into a callback result */
253 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
254 static CallbackResultSpriteGroup nvarzero(0, true);
255 nvarzero.result = value;
256 return &nvarzero;
259 if (this->num_ranges > 4) {
260 DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
261 if (lower != this->ranges + this->num_ranges && lower->low <= value) {
262 assert(lower->low <= value && value <= lower->high);
263 return SpriteGroup::Resolve(lower->group, object, false);
265 } else {
266 for (i = 0; i < this->num_ranges; i++) {
267 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
268 return SpriteGroup::Resolve(this->ranges[i].group, object, false);
273 return SpriteGroup::Resolve(this->default_group, object, false);
277 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
279 ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
280 if (object.callback == CBID_RANDOM_TRIGGER) {
281 /* Handle triggers */
282 byte match = this->triggers & object.waiting_triggers;
283 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
285 if (res) {
286 object.used_triggers |= match;
287 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
291 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
292 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
294 return SpriteGroup::Resolve(this->groups[index], object, false);
298 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
300 return object.ResolveReal(this);
304 * Process registers and the construction stage into the sprite layout.
305 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
306 * during the preprocessing.
307 * @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
308 * @return sprite layout to draw.
310 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
312 if (!this->dts.NeedsPreprocessing()) {
313 if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
314 return &this->dts;
317 static DrawTileSprites result;
318 uint8 actual_stage = stage != nullptr ? *stage : 0;
319 this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
320 this->dts.ProcessRegisters(0, 0, false);
321 result.seq = this->dts.GetLayout(&result.ground);
323 /* Stage has been processed by PrepareLayout(), set it to zero. */
324 if (stage != nullptr) *stage = 0;
326 return &result;