newgrf_spritegroup.cpp

Go to the documentation of this file.
00001 /* $Id: newgrf_spritegroup.cpp 26388 2014-03-03 20:02:31Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "debug.h"
00014 #include "newgrf_spritegroup.h"
00015 #include "core/pool_func.hpp"
00016 
00017 SpriteGroupPool _spritegroup_pool("SpriteGroup");
00018 INSTANTIATE_POOL_METHODS(SpriteGroup)
00019 
00020 TemporaryStorageArray<int32, 0x110> _temp_store;
00021 
00022 
00033 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
00034 {
00035   if (group == NULL) return NULL;
00036   if (top_level) {
00037     _temp_store.ClearChanges();
00038   }
00039   return group->Resolve(object);
00040 }
00041 
00042 RealSpriteGroup::~RealSpriteGroup()
00043 {
00044   free(this->loaded);
00045   free(this->loading);
00046 }
00047 
00048 DeterministicSpriteGroup::~DeterministicSpriteGroup()
00049 {
00050   free(this->adjusts);
00051   free(this->ranges);
00052 }
00053 
00054 RandomizedSpriteGroup::~RandomizedSpriteGroup()
00055 {
00056   free(this->groups);
00057 }
00058 
00059 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
00060 {
00061   /* First handle variables common with Action7/9/D */
00062   uint32 value;
00063   if (GetGlobalVariable(variable, &value, object.grffile)) return value;
00064 
00065   /* Non-common variable */
00066   switch (variable) {
00067     case 0x0C: return object.callback;
00068     case 0x10: return object.callback_param1;
00069     case 0x18: return object.callback_param2;
00070     case 0x1C: return object.last_value;
00071 
00072     case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
00073 
00074     case 0x7D: return _temp_store.GetValue(parameter);
00075 
00076     case 0x7F:
00077       if (object.grffile == NULL) return 0;
00078       return object.grffile->GetParam(parameter);
00079 
00080     /* Not a common variable, so evaluate the feature specific variables */
00081     default: return scope->GetVariable(variable, parameter, available);
00082   }
00083 }
00084 
00085 ScopeResolver::ScopeResolver(ResolverObject &ro)
00086     : ro(ro)
00087 {
00088 }
00089 
00090 ScopeResolver::~ScopeResolver() {}
00091 
00096 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
00097 {
00098   return 0;
00099 }
00100 
00105 /* virtual */ uint32 ScopeResolver::GetTriggers() const
00106 {
00107   return 0;
00108 }
00109 
00114 /* virtual */ void ScopeResolver::SetTriggers(int triggers) const {}
00115 
00123 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
00124 {
00125   DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
00126   *available = false;
00127   return UINT_MAX;
00128 }
00129 
00135 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
00136 
00144 ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2)
00145     : default_scope(*this)
00146 {
00147   this->callback = callback;
00148   this->callback_param1 = callback_param1;
00149   this->callback_param2 = callback_param2;
00150   this->ResetState();
00151 
00152   this->grffile = grffile;
00153   this->root_spritegroup = NULL;
00154 }
00155 
00156 ResolverObject::~ResolverObject() {}
00157 
00163 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
00164 {
00165   return NULL;
00166 }
00167 
00174 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
00175 {
00176   return &this->default_scope;
00177 }
00178 
00185 static uint32 RotateRight(uint32 val, uint32 rot)
00186 {
00187   /* Do not rotate more than necessary */
00188   rot %= 32;
00189 
00190   return (val >> rot) | (val << (32 - rot));
00191 }
00192 
00193 
00194 /* Evaluate an adjustment for a variable of the given size.
00195  * U is the unsigned type and S is the signed type to use. */
00196 template <typename U, typename S>
00197 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
00198 {
00199   value >>= adjust->shift_num;
00200   value  &= adjust->and_mask;
00201 
00202   if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00203 
00204   switch (adjust->type) {
00205     case DSGA_TYPE_DIV:  value /= (S)adjust->divmod_val; break;
00206     case DSGA_TYPE_MOD:  value %= (U)adjust->divmod_val; break;
00207     case DSGA_TYPE_NONE: break;
00208   }
00209 
00210   switch (adjust->operation) {
00211     case DSGA_OP_ADD:  return last_value + value;
00212     case DSGA_OP_SUB:  return last_value - value;
00213     case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00214     case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00215     case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00216     case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00217     case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00218     case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00219     case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00220     case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00221     case DSGA_OP_MUL:  return last_value * value;
00222     case DSGA_OP_AND:  return last_value & value;
00223     case DSGA_OP_OR:   return last_value | value;
00224     case DSGA_OP_XOR:  return last_value ^ value;
00225     case DSGA_OP_STO:  _temp_store.StoreValue((U)value, (S)last_value); return last_value;
00226     case DSGA_OP_RST:  return value;
00227     case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
00228     case DSGA_OP_ROR:  return RotateRight(last_value, value);
00229     case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00230     case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00231     case DSGA_OP_SHL:  return (U)last_value << ((U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
00232     case DSGA_OP_SHR:  return (U)last_value >> ((U)value & 0x1F);
00233     case DSGA_OP_SAR:  return (S)last_value >> ((U)value & 0x1F);
00234     default:           return value;
00235   }
00236 }
00237 
00238 
00239 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
00240 {
00241   uint32 last_value = 0;
00242   uint32 value = 0;
00243   uint i;
00244 
00245   ScopeResolver *scope = object.GetScope(this->var_scope);
00246 
00247   for (i = 0; i < this->num_adjusts; i++) {
00248     DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
00249 
00250     /* Try to get the variable. We shall assume it is available, unless told otherwise. */
00251     bool available = true;
00252     if (adjust->variable == 0x7E) {
00253       const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
00254       if (subgroup == NULL) {
00255         value = CALLBACK_FAILED;
00256       } else {
00257         value = subgroup->GetCallbackResult();
00258       }
00259 
00260       /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
00261     } else if (adjust->variable == 0x7B) {
00262       value = GetVariable(object, scope, adjust->parameter, last_value, &available);
00263     } else {
00264       value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
00265     }
00266 
00267     if (!available) {
00268       /* Unsupported variable: skip further processing and return either
00269        * the group from the first range or the default group. */
00270       return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
00271     }
00272 
00273     switch (this->size) {
00274       case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, scope, last_value, value); break;
00275       case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
00276       case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
00277       default: NOT_REACHED();
00278     }
00279     last_value = value;
00280   }
00281 
00282   object.last_value = last_value;
00283 
00284   if (this->num_ranges == 0) {
00285     /* nvar == 0 is a special case -- we turn our value into a callback result */
00286     if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00287     static CallbackResultSpriteGroup nvarzero(0, true);
00288     nvarzero.result = value;
00289     return &nvarzero;
00290   }
00291 
00292   for (i = 0; i < this->num_ranges; i++) {
00293     if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
00294       return SpriteGroup::Resolve(this->ranges[i].group, object, false);
00295     }
00296   }
00297 
00298   return SpriteGroup::Resolve(this->default_group, object, false);
00299 }
00300 
00301 
00302 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
00303 {
00304   ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
00305   if (object.trigger != 0) {
00306     /* Handle triggers */
00307     /* Magic code that may or may not do the right things... */
00308     byte waiting_triggers = scope->GetTriggers();
00309     byte match = this->triggers & (waiting_triggers | object.trigger);
00310     bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
00311 
00312     if (res) {
00313       waiting_triggers &= ~match;
00314       object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
00315     } else {
00316       waiting_triggers |= object.trigger;
00317     }
00318 
00319     scope->SetTriggers(waiting_triggers);
00320   }
00321 
00322   uint32 mask  = (this->num_groups - 1) << this->lowest_randbit;
00323   byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
00324 
00325   return SpriteGroup::Resolve(this->groups[index], object, false);
00326 }
00327 
00328 
00329 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
00330 {
00331   return object.ResolveReal(this);
00332 }
00333 
00341 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
00342 {
00343   if (!this->dts.NeedsPreprocessing()) {
00344     if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
00345     return &this->dts;
00346   }
00347 
00348   static DrawTileSprites result;
00349   uint8 actual_stage = stage != NULL ? *stage : 0;
00350   this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
00351   this->dts.ProcessRegisters(0, 0, false);
00352   result.seq = this->dts.GetLayout(&result.ground);
00353 
00354   /* Stage has been processed by PrepareLayout(), set it to zero. */
00355   if (stage != NULL) *stage = 0;
00356 
00357   return &result;
00358 }