(svn r27756) -Codechange: Add StringTab enum
[openttd.git] / src / newgrf_spritegroup.cpp
blobc6fcd0a9e593de096e28ac36c0a80b1e7dbac0ca
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 */
10 /** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
12 #include "stdafx.h"
13 #include "debug.h"
14 #include "newgrf_spritegroup.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 NULL and checking for NULL *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 == NULL) return NULL;
38 if (top_level) {
39 _temp_store.ClearChanges();
41 return group->Resolve(object);
44 RealSpriteGroup::~RealSpriteGroup()
46 free(this->loaded);
47 free(this->loading);
50 DeterministicSpriteGroup::~DeterministicSpriteGroup()
52 free(this->adjusts);
53 free(this->ranges);
56 RandomizedSpriteGroup::~RandomizedSpriteGroup()
58 free(this->groups);
61 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
63 /* First handle variables common with Action7/9/D */
64 uint32 value;
65 if (GetGlobalVariable(variable, &value, object.grffile)) return value;
67 /* Non-common variable */
68 switch (variable) {
69 case 0x0C: return object.callback;
70 case 0x10: return object.callback_param1;
71 case 0x18: return object.callback_param2;
72 case 0x1C: return object.last_value;
74 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
76 case 0x7D: return _temp_store.GetValue(parameter);
78 case 0x7F:
79 if (object.grffile == NULL) return 0;
80 return object.grffile->GetParam(parameter);
82 /* Not a common variable, so evaluate the feature specific variables */
83 default: return scope->GetVariable(variable, parameter, available);
87 ScopeResolver::ScopeResolver(ResolverObject &ro)
88 : ro(ro)
92 ScopeResolver::~ScopeResolver() {}
94 /**
95 * Get a few random bits. Default implementation has no random bits.
96 * @return Random bits.
98 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
100 return 0;
104 * Get the triggers. Base class returns \c 0 to prevent trouble.
105 * @return The triggers.
107 /* virtual */ uint32 ScopeResolver::GetTriggers() const
109 return 0;
113 * Set the triggers. Base class implementation does nothing.
114 * @param triggers Triggers to set.
116 /* virtual */ void ScopeResolver::SetTriggers(int triggers) const {}
119 * Get a variable value. Default implementation has no available variables.
120 * @param variable Variable to read
121 * @param parameter Parameter for 60+x variables
122 * @param[out] available Set to false, in case the variable does not exist.
123 * @return Value
125 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
127 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
128 *available = false;
129 return UINT_MAX;
133 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
134 * @param pos Position to store into.
135 * @param value Value to store.
137 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
140 * Resolver constructor.
141 * @param grffile NewGRF file associated with the object (or \c NULL if none).
142 * @param callback Callback code being resolved (default value is #CBID_NO_CALLBACK).
143 * @param callback_param1 First parameter (var 10) of the callback (only used when \a callback is also set).
144 * @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set).
146 ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2)
147 : default_scope(*this)
149 this->callback = callback;
150 this->callback_param1 = callback_param1;
151 this->callback_param2 = callback_param2;
152 this->ResetState();
154 this->grffile = grffile;
155 this->root_spritegroup = NULL;
158 ResolverObject::~ResolverObject() {}
161 * Get the real sprites of the grf.
162 * @param group Group to get.
163 * @return The available sprite group.
165 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
167 return NULL;
171 * Get a resolver for the \a scope.
172 * @param scope Scope to return.
173 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
174 * @return The resolver for the requested scope.
176 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
178 return &this->default_scope;
182 * Rotate val rot times to the right
183 * @param val the value to rotate
184 * @param rot the amount of times to rotate
185 * @return the rotated value
187 static uint32 RotateRight(uint32 val, uint32 rot)
189 /* Do not rotate more than necessary */
190 rot %= 32;
192 return (val >> rot) | (val << (32 - rot));
196 /* Evaluate an adjustment for a variable of the given size.
197 * U is the unsigned type and S is the signed type to use. */
198 template <typename U, typename S>
199 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
201 value >>= adjust->shift_num;
202 value &= adjust->and_mask;
204 if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
206 switch (adjust->type) {
207 case DSGA_TYPE_DIV: value = (S)value / (S)adjust->divmod_val; break;
208 case DSGA_TYPE_MOD: value = (S)value % (S)adjust->divmod_val; break;
209 case DSGA_TYPE_NONE: break;
212 switch (adjust->operation) {
213 case DSGA_OP_ADD: return last_value + value;
214 case DSGA_OP_SUB: return last_value - value;
215 case DSGA_OP_SMIN: return min((S)last_value, (S)value);
216 case DSGA_OP_SMAX: return max((S)last_value, (S)value);
217 case DSGA_OP_UMIN: return min((U)last_value, (U)value);
218 case DSGA_OP_UMAX: return max((U)last_value, (U)value);
219 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
220 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
221 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
222 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
223 case DSGA_OP_MUL: return last_value * value;
224 case DSGA_OP_AND: return last_value & value;
225 case DSGA_OP_OR: return last_value | value;
226 case DSGA_OP_XOR: return last_value ^ value;
227 case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
228 case DSGA_OP_RST: return value;
229 case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
230 case DSGA_OP_ROR: return RotateRight(last_value, value);
231 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
232 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
233 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.
234 case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
235 case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
236 default: return value;
241 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
243 uint32 last_value = 0;
244 uint32 value = 0;
245 uint i;
247 ScopeResolver *scope = object.GetScope(this->var_scope);
249 for (i = 0; i < this->num_adjusts; i++) {
250 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
252 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
253 bool available = true;
254 if (adjust->variable == 0x7E) {
255 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
256 if (subgroup == NULL) {
257 value = CALLBACK_FAILED;
258 } else {
259 value = subgroup->GetCallbackResult();
262 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
263 } else if (adjust->variable == 0x7B) {
264 value = GetVariable(object, scope, adjust->parameter, last_value, &available);
265 } else {
266 value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
269 if (!available) {
270 /* Unsupported variable: skip further processing and return either
271 * the group from the first range or the default group. */
272 return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
275 switch (this->size) {
276 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
277 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
278 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
279 default: NOT_REACHED();
281 last_value = value;
284 object.last_value = last_value;
286 if (this->num_ranges == 0) {
287 /* nvar == 0 is a special case -- we turn our value into a callback result */
288 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
289 static CallbackResultSpriteGroup nvarzero(0, true);
290 nvarzero.result = value;
291 return &nvarzero;
294 for (i = 0; i < this->num_ranges; i++) {
295 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
296 return SpriteGroup::Resolve(this->ranges[i].group, object, false);
300 return SpriteGroup::Resolve(this->default_group, object, false);
304 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
306 ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
307 if (object.trigger != 0) {
308 /* Handle triggers */
309 /* Magic code that may or may not do the right things... */
310 byte waiting_triggers = scope->GetTriggers();
311 byte match = this->triggers & (waiting_triggers | object.trigger);
312 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
314 if (res) {
315 waiting_triggers &= ~match;
316 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
317 } else {
318 waiting_triggers |= object.trigger;
321 scope->SetTriggers(waiting_triggers);
324 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
325 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
327 return SpriteGroup::Resolve(this->groups[index], object, false);
331 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
333 return object.ResolveReal(this);
337 * Process registers and the construction stage into the sprite layout.
338 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
339 * during the preprocessing.
340 * @param [in, out] stage Construction stage (0-3), or NULL if not applicable.
341 * @return sprite layout to draw.
343 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
345 if (!this->dts.NeedsPreprocessing()) {
346 if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
347 return &this->dts;
350 static DrawTileSprites result;
351 uint8 actual_stage = stage != NULL ? *stage : 0;
352 this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
353 this->dts.ProcessRegisters(0, 0, false);
354 result.seq = this->dts.GetLayout(&result.ground);
356 /* Stage has been processed by PrepareLayout(), set it to zero. */
357 if (stage != NULL) *stage = 0;
359 return &result;