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/>.
10 /** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
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
;
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
;
40 _temp_store
.ClearChanges();
42 return group
->Resolve(object
);
45 RealSpriteGroup::~RealSpriteGroup()
51 DeterministicSpriteGroup::~DeterministicSpriteGroup()
57 RandomizedSpriteGroup::~RandomizedSpriteGroup()
62 static inline uint32
GetVariable(const ResolverObject
&object
, ScopeResolver
*scope
, byte variable
, uint32 parameter
, bool *available
)
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
);
76 if (object
.grffile
== NULL
) return 0;
77 return object
.grffile
->GetParam(parameter
);
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
);
88 * Get a few random bits. Default implementation has no random bits.
89 * @return Random bits.
91 /* virtual */ uint32
ScopeResolver::GetRandomBits() const
97 * Get the triggers. Base class returns \c 0 to prevent trouble.
98 * @return The triggers.
100 /* virtual */ uint32
ScopeResolver::GetTriggers() const
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.
112 /* virtual */ uint32
ScopeResolver::GetVariable(byte variable
, uint32 parameter
, bool *available
) const
114 DEBUG(grf
, 1, "Unhandled scope variable 0x%X", variable
);
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
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 */
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;
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
;
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
);
235 value
= GetVariable(object
, scope
, adjust
->variable
, adjust
->parameter
, &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();
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
;
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);
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
);
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
);
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;