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[openttd/fttd.git] / src / newgrf_spritegroup.cpp
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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 template<> SpriteGroup::Pool SpriteGroup::PoolItem::pool ("SpriteGroup");
18 INSTANTIATE_POOL_METHODS(SpriteGroup)
20 TemporaryStorageArray<int32, 0x110> _temp_store;
23 /**
24 * ResolverObject (re)entry point.
25 * This cannot be made a call to a virtual function because virtual functions
26 * do not like NULL and checking for NULL *everywhere* is more cumbersome than
27 * this little helper function.
28 * @param group the group to resolve for
29 * @param object information needed to resolve the group
30 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
31 * @return the resolved group
33 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
35 if (group == NULL) return NULL;
36 if (top_level) {
37 _temp_store.ClearChanges();
39 return group->Resolve(object);
42 RealSpriteGroup::~RealSpriteGroup()
44 free(this->loaded);
45 free(this->loading);
48 DeterministicSpriteGroup::~DeterministicSpriteGroup()
50 free(this->adjusts);
51 free(this->ranges);
54 RandomizedSpriteGroup::~RandomizedSpriteGroup()
56 free(this->groups);
59 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
61 /* First handle variables common with Action7/9/D */
62 uint32 value;
63 if (GetGlobalVariable(variable, &value, object.grffile)) return value;
65 /* Non-common variable */
66 switch (variable) {
67 case 0x0C: return object.callback;
68 case 0x10: return object.callback_param1;
69 case 0x18: return object.callback_param2;
70 case 0x1C: return object.last_value;
72 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
74 case 0x7D: return _temp_store.GetValue(parameter);
76 case 0x7F:
77 if (object.grffile == NULL) return 0;
78 return object.grffile->GetParam(parameter);
80 /* Not a common variable, so evaluate the feature specific variables */
81 default: return scope->GetVariable(variable, parameter, available);
85 /**
86 * Get a few random bits. Default implementation has no random bits.
87 * @return Random bits.
89 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
91 return 0;
94 /**
95 * Get the triggers. Base class returns \c 0 to prevent trouble.
96 * @return The triggers.
98 /* virtual */ uint32 ScopeResolver::GetTriggers() const
100 return 0;
104 * Set the triggers. Base class implementation does nothing.
105 * @param triggers Triggers to set.
107 /* virtual */ void ScopeResolver::SetTriggers(int triggers) const {}
110 * Get a variable value. Default implementation has no available variables.
111 * @param variable Variable to read
112 * @param parameter Parameter for 60+x variables
113 * @param[out] available Set to false, in case the variable does not exist.
114 * @return Value
116 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
118 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
119 *available = false;
120 return UINT_MAX;
124 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
125 * @param pos Position to store into.
126 * @param value Value to store.
128 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
131 * Resolver constructor.
132 * @param grffile NewGRF file associated with the object (or \c NULL if none).
133 * @param callback Callback code being resolved (default value is #CBID_NO_CALLBACK).
134 * @param callback_param1 First parameter (var 10) of the callback (only used when \a callback is also set).
135 * @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set).
137 ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2)
138 : grffile(grffile), default_scope()
140 this->callback = callback;
141 this->callback_param1 = callback_param1;
142 this->callback_param2 = callback_param2;
143 this->ResetState();
146 ResolverObject::~ResolverObject() {}
149 * Get the real sprites of the grf.
150 * @param group Group to get.
151 * @return The available sprite group.
153 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
155 return NULL;
159 * Get a resolver for the \a scope.
160 * @param scope Scope to return.
161 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
162 * @return The resolver for the requested scope.
164 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
166 return &this->default_scope;
170 * Rotate val rot times to the right
171 * @param val the value to rotate
172 * @param rot the amount of times to rotate
173 * @return the rotated value
175 static uint32 RotateRight(uint32 val, uint32 rot)
177 /* Do not rotate more than necessary */
178 rot %= 32;
180 return (val >> rot) | (val << (32 - rot));
184 /* Evaluate an adjustment for a variable of the given size.
185 * U is the unsigned type and S is the signed type to use. */
186 template <typename U, typename S>
187 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
189 value >>= adjust->shift_num;
190 value &= adjust->and_mask;
192 if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
194 switch (adjust->type) {
195 case DSGA_TYPE_DIV: value = (S)value / (S)adjust->divmod_val; break;
196 case DSGA_TYPE_MOD: value = (S)value % (S)adjust->divmod_val; break;
197 case DSGA_TYPE_NONE: break;
200 switch (adjust->operation) {
201 case DSGA_OP_ADD: return last_value + value;
202 case DSGA_OP_SUB: return last_value - value;
203 case DSGA_OP_SMIN: return min((S)last_value, (S)value);
204 case DSGA_OP_SMAX: return max((S)last_value, (S)value);
205 case DSGA_OP_UMIN: return min((U)last_value, (U)value);
206 case DSGA_OP_UMAX: return max((U)last_value, (U)value);
207 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
208 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
209 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
210 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
211 case DSGA_OP_MUL: return last_value * value;
212 case DSGA_OP_AND: return last_value & value;
213 case DSGA_OP_OR: return last_value | value;
214 case DSGA_OP_XOR: return last_value ^ value;
215 case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
216 case DSGA_OP_RST: return value;
217 case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
218 case DSGA_OP_ROR: return RotateRight(last_value, value);
219 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
220 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
221 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.
222 case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
223 case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
224 default: return value;
229 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
231 uint32 last_value = 0;
232 uint32 value = 0;
233 uint i;
235 ScopeResolver *scope = object.GetScope(this->var_scope);
237 for (i = 0; i < this->num_adjusts; i++) {
238 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
240 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
241 bool available = true;
242 if (adjust->variable == 0x7E) {
243 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
244 if (subgroup == NULL) {
245 value = CALLBACK_FAILED;
246 } else {
247 value = subgroup->GetCallbackResult();
250 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
251 } else if (adjust->variable == 0x7B) {
252 value = GetVariable(object, scope, adjust->parameter, last_value, &available);
253 } else {
254 value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
257 if (!available) {
258 /* Unsupported variable: skip further processing and return either
259 * the group from the first range or the default group. */
260 return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
263 switch (this->size) {
264 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
265 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
266 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
267 default: NOT_REACHED();
269 last_value = value;
272 object.last_value = last_value;
274 if (this->num_ranges == 0) {
275 /* nvar == 0 is a special case -- we turn our value into a callback result */
276 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
277 static CallbackResultSpriteGroup nvarzero(0, true);
278 nvarzero.result = value;
279 return &nvarzero;
282 for (i = 0; i < this->num_ranges; i++) {
283 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
284 return SpriteGroup::Resolve(this->ranges[i].group, object, false);
288 return SpriteGroup::Resolve(this->default_group, object, false);
292 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
294 ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
295 if (object.trigger != 0) {
296 /* Handle triggers */
297 /* Magic code that may or may not do the right things... */
298 byte waiting_triggers = scope->GetTriggers();
299 byte match = this->triggers & (waiting_triggers | object.trigger);
300 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
302 if (res) {
303 waiting_triggers &= ~match;
304 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
305 } else {
306 waiting_triggers |= object.trigger;
309 scope->SetTriggers(waiting_triggers);
312 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
313 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
315 return SpriteGroup::Resolve(this->groups[index], object, false);
319 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
321 return object.ResolveReal(this);
325 * Process registers and the construction stage into the sprite layout.
326 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
327 * during the preprocessing.
328 * @param [in, out] stage Construction stage (0-3), or NULL if not applicable.
329 * @return sprite layout to draw.
331 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
333 if (!this->dts.NeedsPreprocessing()) {
334 if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
335 return &this->dts;
338 static DrawTileSprites result;
339 uint8 actual_stage = stage != NULL ? *stage : 0;
340 this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
341 this->dts.ProcessRegisters(0, 0, false);
342 result.seq = this->dts.GetLayout(&result.ground);
344 /* Stage has been processed by PrepareLayout(), set it to zero. */
345 if (stage != NULL) *stage = 0;
347 return &result;