OpenTTD Source  1.10.0-RC1
newgrf_spritegroup.cpp
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1 /*
2  * This file is part of OpenTTD.
3  * 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.
4  * 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.
5  * 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/>.
6  */
7 
10 #include "stdafx.h"
11 #include <algorithm>
12 #include "debug.h"
13 #include "newgrf_spritegroup.h"
14 #include "newgrf_profiling.h"
15 #include "core/pool_func.hpp"
16 
17 #include "safeguards.h"
18 
19 SpriteGroupPool _spritegroup_pool("SpriteGroup");
21 
23 
24 
35 /* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
36 {
37  if (group == nullptr) return nullptr;
38 
39  const GRFFile *grf = object.grffile;
40  auto profiler = std::find_if(_newgrf_profilers.begin(), _newgrf_profilers.end(), [&](const NewGRFProfiler &pr) { return pr.grffile == grf; });
41 
42  if (profiler == _newgrf_profilers.end() || !profiler->active) {
43  if (top_level) _temp_store.ClearChanges();
44  return group->Resolve(object);
45  } else if (top_level) {
46  profiler->BeginResolve(object);
47  _temp_store.ClearChanges();
48  const SpriteGroup *result = group->Resolve(object);
49  profiler->EndResolve(result);
50  return result;
51  } else {
52  profiler->RecursiveResolve();
53  return group->Resolve(object);
54  }
55 }
56 
57 RealSpriteGroup::~RealSpriteGroup()
58 {
59  free(this->loaded);
60  free(this->loading);
61 }
62 
63 DeterministicSpriteGroup::~DeterministicSpriteGroup()
64 {
65  free(this->adjusts);
66  free(this->ranges);
67 }
68 
69 RandomizedSpriteGroup::~RandomizedSpriteGroup()
70 {
71  free(this->groups);
72 }
73 
74 static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
75 {
76  uint32 value;
77  switch (variable) {
78  case 0x0C: return object.callback;
79  case 0x10: return object.callback_param1;
80  case 0x18: return object.callback_param2;
81  case 0x1C: return object.last_value;
82 
83  case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
84 
85  case 0x7D: return _temp_store.GetValue(parameter);
86 
87  case 0x7F:
88  if (object.grffile == nullptr) return 0;
89  return object.grffile->GetParam(parameter);
90 
91  default:
92  /* First handle variables common with Action7/9/D */
93  if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
94  /* Not a common variable, so evaluate the feature specific variables */
95  return scope->GetVariable(variable, parameter, available);
96  }
97 }
98 
103 /* virtual */ uint32 ScopeResolver::GetRandomBits() const
104 {
105  return 0;
106 }
107 
112 /* virtual */ uint32 ScopeResolver::GetTriggers() const
113 {
114  return 0;
115 }
116 
124 /* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
125 {
126  DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
127  *available = false;
128  return UINT_MAX;
129 }
130 
136 /* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
137 
143 /* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
144 {
145  return nullptr;
146 }
147 
154 /* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
155 {
156  return &this->default_scope;
157 }
158 
159 /* Evaluate an adjustment for a variable of the given size.
160  * U is the unsigned type and S is the signed type to use. */
161 template <typename U, typename S>
162 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
163 {
164  value >>= adjust->shift_num;
165  value &= adjust->and_mask;
166 
167  switch (adjust->type) {
168  case DSGA_TYPE_DIV: value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
169  case DSGA_TYPE_MOD: value = ((S)value + (S)adjust->add_val) % (S)adjust->divmod_val; break;
170  case DSGA_TYPE_NONE: break;
171  }
172 
173  switch (adjust->operation) {
174  case DSGA_OP_ADD: return last_value + value;
175  case DSGA_OP_SUB: return last_value - value;
176  case DSGA_OP_SMIN: return min((S)last_value, (S)value);
177  case DSGA_OP_SMAX: return max((S)last_value, (S)value);
178  case DSGA_OP_UMIN: return min((U)last_value, (U)value);
179  case DSGA_OP_UMAX: return max((U)last_value, (U)value);
180  case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
181  case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
182  case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
183  case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
184  case DSGA_OP_MUL: return last_value * value;
185  case DSGA_OP_AND: return last_value & value;
186  case DSGA_OP_OR: return last_value | value;
187  case DSGA_OP_XOR: return last_value ^ value;
188  case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
189  case DSGA_OP_RST: return value;
190  case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
191  case DSGA_OP_ROR: return ROR<uint32>((U)last_value, (U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
192  case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
193  case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
194  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.
195  case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
196  case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
197  default: return value;
198  }
199 }
200 
201 
202 static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
203 {
204  return range.high < value;
205 }
206 
208 {
209  uint32 last_value = 0;
210  uint32 value = 0;
211  uint i;
212 
213  ScopeResolver *scope = object.GetScope(this->var_scope);
214 
215  for (i = 0; i < this->num_adjusts; i++) {
216  DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
217 
218  /* Try to get the variable. We shall assume it is available, unless told otherwise. */
219  bool available = true;
220  if (adjust->variable == 0x7E) {
221  const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
222  if (subgroup == nullptr) {
223  value = CALLBACK_FAILED;
224  } else {
225  value = subgroup->GetCallbackResult();
226  }
227 
228  /* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
229  } else if (adjust->variable == 0x7B) {
230  value = GetVariable(object, scope, adjust->parameter, last_value, &available);
231  } else {
232  value = GetVariable(object, scope, adjust->variable, adjust->parameter, &available);
233  }
234 
235  if (!available) {
236  /* Unsupported variable: skip further processing and return either
237  * the group from the first range or the default group. */
238  return SpriteGroup::Resolve(this->error_group, object, false);
239  }
240 
241  switch (this->size) {
242  case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
243  case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
244  case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
245  default: NOT_REACHED();
246  }
247  last_value = value;
248  }
249 
250  object.last_value = last_value;
251 
252  if (this->calculated_result) {
253  /* nvar == 0 is a special case -- we turn our value into a callback result */
254  if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
255  static CallbackResultSpriteGroup nvarzero(0, true);
256  nvarzero.result = value;
257  return &nvarzero;
258  }
259 
260  if (this->num_ranges > 4) {
261  DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
262  if (lower != this->ranges + this->num_ranges && lower->low <= value) {
263  assert(lower->low <= value && value <= lower->high);
264  return SpriteGroup::Resolve(lower->group, object, false);
265  }
266  } else {
267  for (i = 0; i < this->num_ranges; i++) {
268  if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
269  return SpriteGroup::Resolve(this->ranges[i].group, object, false);
270  }
271  }
272  }
273 
274  return SpriteGroup::Resolve(this->default_group, object, false);
275 }
276 
277 
279 {
280  ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
281  if (object.callback == CBID_RANDOM_TRIGGER) {
282  /* Handle triggers */
283  byte match = this->triggers & object.waiting_triggers;
284  bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
285 
286  if (res) {
287  object.used_triggers |= match;
288  object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
289  }
290  }
291 
292  uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
293  byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
294 
295  return SpriteGroup::Resolve(this->groups[index], object, false);
296 }
297 
298 
300 {
301  return object.ResolveReal(this);
302 }
303 
312 {
313  if (!this->dts.NeedsPreprocessing()) {
314  if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
315  return &this->dts;
316  }
317 
318  static DrawTileSprites result;
319  uint8 actual_stage = stage != nullptr ? *stage : 0;
320  this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
321  this->dts.ProcessRegisters(0, 0, false);
322  result.seq = this->dts.GetLayout(&result.ground);
323 
324  /* Stage has been processed by PrepareLayout(), set it to zero. */
325  if (stage != nullptr) *stage = 0;
326 
327  return &result;
328 }
rotate a b positions to the right
Interface to query and set values specific to a single VarSpriteGroupScope (action 2 scope)...
const SpriteGroup * Resolve(ResolverObject &object) const
Base sprite group resolver.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
Profiling of NewGRF action 2 handling.
(unsigned) a & b
VarSpriteGroupScope
Functions related to debugging.
virtual const SpriteGroup * ResolveReal(const RealSpriteGroup *group) const
Get the real sprites of the grf.
Class for temporary storage of data.
Interface for SpriteGroup-s to access the gamestate.
(unsigned) comparison (a < b -> 0, a == b = 1, a > b = 2)
Tindex index
Index of this pool item.
Definition: pool_type.hpp:227
virtual ScopeResolver * GetScope(VarSpriteGroupScope scope=VSG_SCOPE_SELF, byte relative=0)
Get a resolver for the scope.
(signed) a / b
static T max(const T a, const T b)
Returns the maximum of two values.
Definition: math_func.hpp:24
const DrawTileSeqStruct * seq
Array of child sprites. Terminated with a terminator entry.
Definition: sprite.h:60
(signed) a >> b
Some methods of Pool are placed here in order to reduce compilation time and binary size...
virtual const SpriteGroup * Resolve(ResolverObject &object) const
Base sprite group resolver.
Action 2 handling.
const DrawTileSprites * ProcessRegisters(uint8 *stage) const
Process registers and the construction stage into the sprite layout.
Ground palette sprite of a tile, together with its sprite layout.
Definition: sprite.h:58
(signed) a % b
Definition of base types and functions in a cross-platform compatible way.
A number of safeguards to prevent using unsafe methods.
void StoreValue(uint pos, int32 value)
Stores some value at a given position.
(signed) min(a, b)
store a into temporary storage, indexed by b. return a
const SpriteGroup * Resolve(ResolverObject &object) const
Base sprite group resolver.
static T min(const T a, const T b)
Returns the minimum of two values.
Definition: math_func.hpp:40
Callback profiler for NewGRF development.
(unsigned) min(a, b)
const SpriteGroup * Resolve(ResolverObject &object) const
Base sprite group resolver.
virtual uint32 GetVariable(byte variable, uint32 parameter, bool *available) const
Get a variable value.
Base class for all pools.
Definition: pool_type.hpp:81
#define DEBUG(name, level,...)
Output a line of debugging information.
Definition: debug.h:35
#define INSTANTIATE_POOL_METHODS(name)
Force instantiation of pool methods so we don&#39;t get linker errors.
Definition: pool_func.hpp:224
PalSpriteID ground
Palette and sprite for the ground.
Definition: sprite.h:59
(unsigned) a / b
bool GetGlobalVariable(byte param, uint32 *value, const GRFFile *grffile)
Reads a variable common to VarAction2 and Action7/9/D.
Definition: newgrf.cpp:6236
virtual void StorePSA(uint reg, int32 value)
Store a value into the persistent storage area (PSA).
static uint GB(const T x, const uint8 s, const uint8 n)
Fetch n bits from x, started at bit s.
(signed) comparison (a < b -> 0, a == b = 1, a > b = 2)
store a into persistent storage, indexed by b, return a
(unsigned) a >> b
(signed) max(a, b)
static void free(const void *ptr)
Version of the standard free that accepts const pointers.
Definition: depend.cpp:129
virtual uint32 GetRandomBits() const
Get a few random bits.
Set when calling a randomizing trigger (almost undocumented).
(unsigned) max(a, b)
static uint GetConstructionStageOffset(uint construction_stage, uint num_sprites)
Determines which sprite to use from a spriteset for a specific construction stage.
TYPE GetValue(uint pos) const
Gets the value from a given position.
byte parameter
Used for variables between 0x60 and 0x7F inclusive.
Dynamic data of a loaded NewGRF.
Definition: newgrf.h:105
virtual uint32 GetTriggers() const
Get the triggers.