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/>.
8 /** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
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_t, 0x110> _temp_store
;
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
);
51 profiler
->RecursiveResolve();
52 return group
->Resolve(object
);
56 static inline uint32_t GetVariable(const ResolverObject
&object
, ScopeResolver
*scope
, byte variable
, uint32_t parameter
, bool *available
)
60 case 0x0C: return object
.callback
;
61 case 0x10: return object
.callback_param1
;
62 case 0x18: return object
.callback_param2
;
63 case 0x1C: return object
.last_value
;
65 case 0x5F: return (scope
->GetRandomBits() << 8) | scope
->GetTriggers();
67 case 0x7D: return _temp_store
.GetValue(parameter
);
70 if (object
.grffile
== nullptr) return 0;
71 return object
.grffile
->GetParam(parameter
);
74 /* First handle variables common with Action7/9/D */
75 if (variable
< 0x40 && GetGlobalVariable(variable
, &value
, object
.grffile
)) return value
;
76 /* Not a common variable, so evaluate the feature specific variables */
77 return scope
->GetVariable(variable
, parameter
, available
);
82 * Get a few random bits. Default implementation has no random bits.
83 * @return Random bits.
85 /* virtual */ uint32_t ScopeResolver::GetRandomBits() const
91 * Get the triggers. Base class returns \c 0 to prevent trouble.
92 * @return The triggers.
94 /* virtual */ uint32_t ScopeResolver::GetTriggers() const
100 * Get a variable value. Default implementation has no available variables.
101 * @param variable Variable to read
102 * @param parameter Parameter for 60+x variables
103 * @param[out] available Set to false, in case the variable does not exist.
106 /* virtual */ uint32_t ScopeResolver::GetVariable(byte variable
, [[maybe_unused
]] uint32_t parameter
, bool *available
) const
108 Debug(grf
, 1, "Unhandled scope variable 0x{:X}", variable
);
114 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
116 /* virtual */ void ScopeResolver::StorePSA(uint
, int32_t) {}
119 * Get the real sprites of the grf.
120 * @param group Group to get.
121 * @return The available sprite group.
123 /* virtual */ const SpriteGroup
*ResolverObject::ResolveReal(const RealSpriteGroup
*group
) const
125 if (!group
->loaded
.empty()) return group
->loaded
[0];
126 if (!group
->loading
.empty()) return group
->loading
[0];
132 * Get a resolver for the \a scope.
133 * @return The resolver for the requested scope.
135 /* virtual */ ScopeResolver
*ResolverObject::GetScope(VarSpriteGroupScope
, byte
)
137 return &this->default_scope
;
140 /* Evaluate an adjustment for a variable of the given size.
141 * U is the unsigned type and S is the signed type to use. */
142 template <typename U
, typename S
>
143 static U
EvalAdjustT(const DeterministicSpriteGroupAdjust
&adjust
, ScopeResolver
*scope
, U last_value
, uint32_t value
)
145 value
>>= adjust
.shift_num
;
146 value
&= adjust
.and_mask
;
148 switch (adjust
.type
) {
149 case DSGA_TYPE_DIV
: value
= ((S
)value
+ (S
)adjust
.add_val
) / (S
)adjust
.divmod_val
; break;
150 case DSGA_TYPE_MOD
: value
= ((S
)value
+ (S
)adjust
.add_val
) % (S
)adjust
.divmod_val
; break;
151 case DSGA_TYPE_NONE
: break;
154 switch (adjust
.operation
) {
155 case DSGA_OP_ADD
: return last_value
+ value
;
156 case DSGA_OP_SUB
: return last_value
- value
;
157 case DSGA_OP_SMIN
: return std::min
<S
>(last_value
, value
);
158 case DSGA_OP_SMAX
: return std::max
<S
>(last_value
, value
);
159 case DSGA_OP_UMIN
: return std::min
<U
>(last_value
, value
);
160 case DSGA_OP_UMAX
: return std::max
<U
>(last_value
, value
);
161 case DSGA_OP_SDIV
: return value
== 0 ? (S
)last_value
: (S
)last_value
/ (S
)value
;
162 case DSGA_OP_SMOD
: return value
== 0 ? (S
)last_value
: (S
)last_value
% (S
)value
;
163 case DSGA_OP_UDIV
: return value
== 0 ? (U
)last_value
: (U
)last_value
/ (U
)value
;
164 case DSGA_OP_UMOD
: return value
== 0 ? (U
)last_value
: (U
)last_value
% (U
)value
;
165 case DSGA_OP_MUL
: return last_value
* value
;
166 case DSGA_OP_AND
: return last_value
& value
;
167 case DSGA_OP_OR
: return last_value
| value
;
168 case DSGA_OP_XOR
: return last_value
^ value
;
169 case DSGA_OP_STO
: _temp_store
.StoreValue((U
)value
, (S
)last_value
); return last_value
;
170 case DSGA_OP_RST
: return value
;
171 case DSGA_OP_STOP
: scope
->StorePSA((U
)value
, (S
)last_value
); return last_value
;
172 case DSGA_OP_ROR
: return std::rotr
<uint32_t>((U
)last_value
, (U
)value
& 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
173 case DSGA_OP_SCMP
: return ((S
)last_value
== (S
)value
) ? 1 : ((S
)last_value
< (S
)value
? 0 : 2);
174 case DSGA_OP_UCMP
: return ((U
)last_value
== (U
)value
) ? 1 : ((U
)last_value
< (U
)value
? 0 : 2);
175 case DSGA_OP_SHL
: return (uint32_t)(U
)last_value
<< ((U
)value
& 0x1F); // Same behaviour as in ParamSet, mask 'value' to 5 bits, which should behave the same on all architectures.
176 case DSGA_OP_SHR
: return (uint32_t)(U
)last_value
>> ((U
)value
& 0x1F);
177 case DSGA_OP_SAR
: return (int32_t)(S
)last_value
>> ((U
)value
& 0x1F);
178 default: return value
;
183 static bool RangeHighComparator(const DeterministicSpriteGroupRange
&range
, uint32_t value
)
185 return range
.high
< value
;
188 const SpriteGroup
*DeterministicSpriteGroup::Resolve(ResolverObject
&object
) const
190 uint32_t last_value
= 0;
193 ScopeResolver
*scope
= object
.GetScope(this->var_scope
);
195 for (const auto &adjust
: this->adjusts
) {
196 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
197 bool available
= true;
198 if (adjust
.variable
== 0x7E) {
199 const SpriteGroup
*subgroup
= SpriteGroup::Resolve(adjust
.subroutine
, object
, false);
200 if (subgroup
== nullptr) {
201 value
= CALLBACK_FAILED
;
203 value
= subgroup
->GetCallbackResult();
206 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
207 } else if (adjust
.variable
== 0x7B) {
208 value
= GetVariable(object
, scope
, adjust
.parameter
, last_value
, &available
);
210 value
= GetVariable(object
, scope
, adjust
.variable
, adjust
.parameter
, &available
);
214 /* Unsupported variable: skip further processing and return either
215 * the group from the first range or the default group. */
216 return SpriteGroup::Resolve(this->error_group
, object
, false);
219 switch (this->size
) {
220 case DSG_SIZE_BYTE
: value
= EvalAdjustT
<uint8_t, int8_t> (adjust
, scope
, last_value
, value
); break;
221 case DSG_SIZE_WORD
: value
= EvalAdjustT
<uint16_t, int16_t>(adjust
, scope
, last_value
, value
); break;
222 case DSG_SIZE_DWORD
: value
= EvalAdjustT
<uint32_t, int32_t>(adjust
, scope
, last_value
, value
); break;
223 default: NOT_REACHED();
228 object
.last_value
= last_value
;
230 if (this->calculated_result
) {
231 /* nvar == 0 is a special case -- we turn our value into a callback result */
232 if (value
!= CALLBACK_FAILED
) value
= GB(value
, 0, 15);
233 static CallbackResultSpriteGroup
nvarzero(0, true);
234 nvarzero
.result
= value
;
238 if (this->ranges
.size() > 4) {
239 const auto &lower
= std::lower_bound(this->ranges
.begin(), this->ranges
.end(), value
, RangeHighComparator
);
240 if (lower
!= this->ranges
.end() && lower
->low
<= value
) {
241 assert(lower
->low
<= value
&& value
<= lower
->high
);
242 return SpriteGroup::Resolve(lower
->group
, object
, false);
245 for (const auto &range
: this->ranges
) {
246 if (range
.low
<= value
&& value
<= range
.high
) {
247 return SpriteGroup::Resolve(range
.group
, object
, false);
252 return SpriteGroup::Resolve(this->default_group
, object
, false);
256 const SpriteGroup
*RandomizedSpriteGroup::Resolve(ResolverObject
&object
) const
258 ScopeResolver
*scope
= object
.GetScope(this->var_scope
, this->count
);
259 if (object
.callback
== CBID_RANDOM_TRIGGER
) {
260 /* Handle triggers */
261 byte match
= this->triggers
& object
.waiting_triggers
;
262 bool res
= (this->cmp_mode
== RSG_CMP_ANY
) ? (match
!= 0) : (match
== this->triggers
);
265 object
.used_triggers
|= match
;
266 object
.reseed
[this->var_scope
] |= (this->groups
.size() - 1) << this->lowest_randbit
;
270 uint32_t mask
= ((uint
)this->groups
.size() - 1) << this->lowest_randbit
;
271 byte index
= (scope
->GetRandomBits() & mask
) >> this->lowest_randbit
;
273 return SpriteGroup::Resolve(this->groups
[index
], object
, false);
277 const SpriteGroup
*RealSpriteGroup::Resolve(ResolverObject
&object
) const
279 return object
.ResolveReal(this);
283 * Process registers and the construction stage into the sprite layout.
284 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
285 * during the preprocessing.
286 * @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
287 * @return sprite layout to draw.
289 const DrawTileSprites
*TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage
) const
291 if (!this->dts
.NeedsPreprocessing()) {
292 if (stage
!= nullptr && this->dts
.consistent_max_offset
> 0) *stage
= GetConstructionStageOffset(*stage
, this->dts
.consistent_max_offset
);
296 static DrawTileSprites result
;
297 uint8_t actual_stage
= stage
!= nullptr ? *stage
: 0;
298 this->dts
.PrepareLayout(0, 0, 0, actual_stage
, false);
299 this->dts
.ProcessRegisters(0, 0, false);
300 result
.seq
= this->dts
.GetLayout(&result
.ground
);
302 /* Stage has been processed by PrepareLayout(), set it to zero. */
303 if (stage
!= nullptr) *stage
= 0;