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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 std::deque <ttd_unique_ptr <SpriteGroup> > SpriteGroup::pool;
19 TemporaryStorageArray<int32, 0x110> _temp_store;
22 /**
23 * ResolverObject (re)entry point.
24 * This cannot be made a call to a virtual function because virtual functions
25 * do not like NULL and checking for NULL *everywhere* is more cumbersome than
26 * this little helper function.
27 * @param group the group to resolve for
28 * @param object information needed to resolve the group
29 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
30 * @return the resolved group
32 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
34 if (group == NULL) return NULL;
35 if (top_level) {
36 _temp_store.ClearChanges();
38 return group->Resolve(object);
42 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
44 /* First handle variables common with Action7/9/D */
45 uint32 value;
46 if (GetGlobalVariable(variable, &value, object.grffile)) return value;
48 /* Non-common variable */
49 switch (variable) {
50 case 0x0C: return object.callback;
51 case 0x10: return object.callback_param1;
52 case 0x18: return object.callback_param2;
53 case 0x1C: return object.last_value;
55 case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
57 case 0x7D: return _temp_store.GetValue(parameter);
59 case 0x7F:
60 if (object.grffile == NULL) return 0;
61 return object.grffile->GetParam(parameter);
63 /* Not a common variable, so evaluate the feature specific variables */
64 default: return scope->GetVariable(variable, parameter, available);
68 /**
69 * Get a few random bits. Default implementation has no random bits.
70 * @return Random bits.
72 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
74 return 0;
77 /**
78 * Get the triggers. Base class returns \c 0 to prevent trouble.
79 * @return The triggers.
81 /* virtual */ uint32 ScopeResolver::GetTriggers() const
83 return 0;
86 /**
87 * Set the triggers. Base class implementation does nothing.
88 * @param triggers Triggers to set.
90 /* virtual */ void ScopeResolver::SetTriggers(int triggers) const {}
92 /**
93 * Get a variable value. Default implementation has no available variables.
94 * @param variable Variable to read
95 * @param parameter Parameter for 60+x variables
96 * @param[out] available Set to false, in case the variable does not exist.
97 * @return Value
99 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
101 DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
102 *available = false;
103 return UINT_MAX;
107 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
108 * @param pos Position to store into.
109 * @param value Value to store.
111 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
114 * Resolver constructor.
115 * @param grffile NewGRF file associated with the object (or \c NULL if none).
116 * @param callback Callback code being resolved (default value is #CBID_NO_CALLBACK).
117 * @param callback_param1 First parameter (var 10) of the callback (only used when \a callback is also set).
118 * @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set).
120 ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2)
121 : grffile(grffile), default_scope()
123 this->callback = callback;
124 this->callback_param1 = callback_param1;
125 this->callback_param2 = callback_param2;
126 this->ResetState();
129 ResolverObject::~ResolverObject() {}
132 * Get the real sprites of the grf.
133 * @param group Group to get.
134 * @return The available sprite group.
136 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
138 return NULL;
142 * Get a resolver for the \a scope.
143 * @param scope Scope to return.
144 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
145 * @return The resolver for the requested scope.
147 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
149 return &this->default_scope;
153 * Rotate val rot times to the right
154 * @param val the value to rotate
155 * @param rot the amount of times to rotate
156 * @return the rotated value
158 static uint32 RotateRight(uint32 val, uint32 rot)
160 /* Do not rotate more than necessary */
161 rot %= 32;
163 return (val >> rot) | (val << (32 - rot));
167 /* Evaluate an adjustment for a variable of the given size.
168 * U is the unsigned type and S is the signed type to use. */
169 template <typename U, typename S>
170 static U EvalAdjustT (const DeterministicSpriteGroup::Adjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
172 value >>= adjust->shift_num;
173 value &= adjust->and_mask;
175 if (adjust->type != 0) {
176 value += (S)adjust->add_val;
178 if (adjust->type == 1) {
179 value = (S)value / (S)adjust->divmod_val;
180 } else {
181 value = (S)value % (S)adjust->divmod_val;
185 switch (adjust->operation) {
186 case 0: return last_value + value;
187 case 1: return last_value - value;
188 case 2: return min ((S)last_value, (S)value);
189 case 3: return max ((S)last_value, (S)value);
190 case 4: return min ((U)last_value, (U)value);
191 case 5: return max ((U)last_value, (U)value);
192 case 6: return value == 0 ? (S)last_value : (S)last_value / (S)value;
193 case 7: return value == 0 ? (S)last_value : (S)last_value % (S)value;
194 case 8: return value == 0 ? (U)last_value : (U)last_value / (U)value;
195 case 9: return value == 0 ? (U)last_value : (U)last_value % (U)value;
196 case 10: return last_value * value;
197 case 11: return last_value & value;
198 case 12: return last_value | value;
199 case 13: return last_value ^ value;
200 case 14: _temp_store.StoreValue ((U)value, (S)last_value); return last_value;
201 case 15: return value;
202 case 16: scope->StorePSA ((U)value, (S)last_value); return last_value;
203 case 17: return RotateRight (last_value, value);
204 case 18: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
205 case 19: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
206 case 20: 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.
207 case 21: return (uint32)(U)last_value >> ((U)value & 0x1F);
208 case 22: return (int32) (S)last_value >> ((U)value & 0x1F);
209 default: return value;
214 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
216 uint32 last_value = 0;
217 uint32 value = 0;
218 uint i;
220 ScopeResolver *scope = object.GetScope(this->var_scope);
222 for (i = 0; i < this->num_adjusts; i++) {
223 Adjust *adjust = &this->adjusts[i];
225 /* Try to get the variable. We shall assume it is available, unless told otherwise. */
226 bool available = true;
227 if (adjust->variable == 0x7E) {
228 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
229 if (subgroup == NULL) {
230 value = CALLBACK_FAILED;
231 } else {
232 value = subgroup->GetCallbackResult();
235 /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
236 } else {
237 byte variable = adjust->variable;
238 uint32 parameter = adjust->parameter;
239 if (variable == 0x7B) {
240 variable = parameter;
241 parameter = last_value;
243 value = GetVariable (object, scope, variable, parameter, &available);
246 if (!available) {
247 /* Unsupported variable: skip further processing and return either
248 * the group from the first range or the default group. */
249 return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
252 switch (this->size) {
253 case 0: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
254 case 1: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
255 case 2: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
256 default: NOT_REACHED();
258 last_value = value;
261 object.last_value = last_value;
263 if (this->num_ranges == 0) {
264 /* nvar == 0 is a special case -- we turn our value into a callback result */
265 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
266 static CallbackResultSpriteGroup nvarzero(0, true);
267 nvarzero.result = value;
268 return &nvarzero;
271 for (i = 0; i < this->num_ranges; i++) {
272 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
273 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.trigger != 0) {
285 /* Handle triggers */
286 /* Magic code that may or may not do the right things... */
287 byte waiting_triggers = scope->GetTriggers();
288 byte match = this->triggers & (waiting_triggers | object.trigger);
289 bool res = this->cmp_mode ? (match == this->triggers) : (match != 0);
291 if (res) {
292 waiting_triggers &= ~match;
293 object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
294 } else {
295 waiting_triggers |= object.trigger;
298 scope->SetTriggers(waiting_triggers);
301 uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
302 byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
304 return SpriteGroup::Resolve(this->groups[index], object, false);
308 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
310 return object.ResolveReal(this);
314 * Process registers and the construction stage into the sprite layout.
315 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
316 * during the preprocessing.
317 * @param group Source layout.
318 * @param stage Construction stage (0-3).
320 TileLayoutSpriteGroup::Result::Result (const TileLayoutSpriteGroup *group, byte stage)
322 if (!group->dts.NeedsPreprocessing()) {
323 this->seq = group->dts.seq;
324 this->ground = group->dts.ground;
325 uint n = group->dts.consistent_max_offset;
326 this->stage = (n > 0) ? GetConstructionStageOffset (stage, n) : 0;
327 return;
330 this->prepare (&group->dts, stage);
331 this->process (&group->dts);
332 this->ground = this->get_ground();
333 this->seq = this->get_seq();
335 /* Stage has been processed by PrepareLayout(), set it to zero. */
336 this->stage = 0;