(svn r28004) -Update from Eints:
[openttd.git] / src / newgrf_spritegroup.cpp
bloba5d689bbf94e794a91fad73326b41821c70c2819
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 <algorithm>
14 #include "debug.h"
15 #include "newgrf_spritegroup.h"
16 #include "core/pool_func.hpp"
18 #include "safeguards.h"
20 SpriteGroupPool _spritegroup_pool("SpriteGroup");
21 INSTANTIATE_POOL_METHODS(SpriteGroup)
23 TemporaryStorageArray<int32, 0x110> _temp_store;
26 /**
27 * ResolverObject (re)entry point.
28 * This cannot be made a call to a virtual function because virtual functions
29 * do not like NULL and checking for NULL *everywhere* is more cumbersome than
30 * this little helper function.
31 * @param group the group to resolve for
32 * @param object information needed to resolve the group
33 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
34 * @return the resolved group
36 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
38 if (group == NULL) return NULL;
39 if (top_level) {
40 _temp_store.ClearChanges();
42 return group->Resolve(object);
45 RealSpriteGroup::~RealSpriteGroup()
47 free(this->loaded);
48 free(this->loading);
51 DeterministicSpriteGroup::~DeterministicSpriteGroup()
53 free(this->adjusts);
54 free(this->ranges);
57 RandomizedSpriteGroup::~RandomizedSpriteGroup()
59 free(this->groups);
62 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
64 uint32 value;
65 switch (variable) {
66 case 0x0C: return object.callback;
67 case 0x10: return object.callback_param1;
68 case 0x18: return object.callback_param2;
69 case 0x1C: return object.last_value;
71 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
73 case 0x7D: return _temp_store.GetValue(parameter);
75 case 0x7F:
76 if (object.grffile == NULL) return 0;
77 return object.grffile->GetParam(parameter);
79 default:
80 /* First handle variables common with Action7/9/D */
81 if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
82 /* Not a common variable, so evaluate the feature specific variables */
83 return scope->GetVariable(variable, parameter, available);
87 /**
88 * Get a few random bits. Default implementation has no random bits.
89 * @return Random bits.
91 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
93 return 0;
96 /**
97 * Get the triggers. Base class returns \c 0 to prevent trouble.
98 * @return The triggers.
100 /* virtual */ uint32 ScopeResolver::GetTriggers() const
102 return 0;
106 * Get a variable value. Default implementation has no available variables.
107 * @param variable Variable to read
108 * @param parameter Parameter for 60+x variables
109 * @param[out] available Set to false, in case the variable does not exist.
110 * @return Value
112 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
114 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
115 *available = false;
116 return UINT_MAX;
120 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
121 * @param pos Position to store into.
122 * @param value Value to store.
124 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
127 * Get the real sprites of the grf.
128 * @param group Group to get.
129 * @return The available sprite group.
131 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
133 return NULL;
137 * Get a resolver for the \a scope.
138 * @param scope Scope to return.
139 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
140 * @return The resolver for the requested scope.
142 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
144 return &this->default_scope;
148 * Rotate val rot times to the right
149 * @param val the value to rotate
150 * @param rot the amount of times to rotate
151 * @return the rotated value
153 static uint32 RotateRight(uint32 val, uint32 rot)
155 /* Do not rotate more than necessary */
156 rot %= 32;
158 return (val >> rot) | (val << (32 - rot));
162 /* Evaluate an adjustment for a variable of the given size.
163 * U is the unsigned type and S is the signed type to use. */
164 template <typename U, typename S>
165 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
167 value >>= adjust->shift_num;
168 value &= adjust->and_mask;
170 switch (adjust->type) {
171 case DSGA_TYPE_DIV: value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
172 case DSGA_TYPE_MOD: value = ((S)value + (S)adjust->add_val) % (S)adjust->divmod_val; break;
173 case DSGA_TYPE_NONE: break;
176 switch (adjust->operation) {
177 case DSGA_OP_ADD: return last_value + value;
178 case DSGA_OP_SUB: return last_value - value;
179 case DSGA_OP_SMIN: return min((S)last_value, (S)value);
180 case DSGA_OP_SMAX: return max((S)last_value, (S)value);
181 case DSGA_OP_UMIN: return min((U)last_value, (U)value);
182 case DSGA_OP_UMAX: return max((U)last_value, (U)value);
183 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
184 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
185 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
186 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
187 case DSGA_OP_MUL: return last_value * value;
188 case DSGA_OP_AND: return last_value & value;
189 case DSGA_OP_OR: return last_value | value;
190 case DSGA_OP_XOR: return last_value ^ value;
191 case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
192 case DSGA_OP_RST: return value;
193 case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
194 case DSGA_OP_ROR: return RotateRight(last_value, value);
195 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
196 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
197 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.
198 case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
199 case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
200 default: return value;
205 static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
207 return range.high < value;
210 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
212 uint32 last_value = 0;
213 uint32 value = 0;
214 uint i;
216 ScopeResolver *scope = object.GetScope(this->var_scope);
218 for (i = 0; i < this->num_adjusts; i++) {
219 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
221 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
222 bool available = true;
223 if (adjust->variable == 0x7E) {
224 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
225 if (subgroup == NULL) {
226 value = CALLBACK_FAILED;
227 } else {
228 value = subgroup->GetCallbackResult();
231 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
232 } else if (adjust->variable == 0x7B) {
233 value = GetVariable(object, scope, adjust->parameter, last_value, &available);
234 } else {
235 value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
238 if (!available) {
239 /* Unsupported variable: skip further processing and return either
240 * the group from the first range or the default group. */
241 return SpriteGroup::Resolve(this->error_group, object, false);
244 switch (this->size) {
245 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
246 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
247 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
248 default: NOT_REACHED();
250 last_value = value;
253 object.last_value = last_value;
255 if (this->calculated_result) {
256 /* nvar == 0 is a special case -- we turn our value into a callback result */
257 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
258 static CallbackResultSpriteGroup nvarzero(0, true);
259 nvarzero.result = value;
260 return &nvarzero;
263 if (this->num_ranges > 4) {
264 DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
265 if (lower != this->ranges + this->num_ranges && lower->low <= value) {
266 assert(lower->low <= value && value <= lower->high);
267 return SpriteGroup::Resolve(lower->group, object, false);
269 } else {
270 for (i = 0; i < this->num_ranges; i++) {
271 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
272 return SpriteGroup::Resolve(this->ranges[i].group, object, false);
277 return SpriteGroup::Resolve(this->default_group, object, false);
281 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
283 ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
284 if (object.callback == CBID_RANDOM_TRIGGER) {
285 /* Handle triggers */
286 byte match = this->triggers & object.waiting_triggers;
287 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
289 if (res) {
290 object.used_triggers |= match;
291 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
295 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
296 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
298 return SpriteGroup::Resolve(this->groups[index], object, false);
302 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
304 return object.ResolveReal(this);
308 * Process registers and the construction stage into the sprite layout.
309 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
310 * during the preprocessing.
311 * @param [in, out] stage Construction stage (0-3), or NULL if not applicable.
312 * @return sprite layout to draw.
314 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
316 if (!this->dts.NeedsPreprocessing()) {
317 if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
318 return &this->dts;
321 static DrawTileSprites result;
322 uint8 actual_stage = stage != NULL ? *stage : 0;
323 this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
324 this->dts.ProcessRegisters(0, 0, false);
325 result.seq = this->dts.GetLayout(&result.ground);
327 /* Stage has been processed by PrepareLayout(), set it to zero. */
328 if (stage != NULL) *stage = 0;
330 return &result;