mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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b7ddd486cf
# Conflicts: # cmake/CompileFlags.cmake # src/aircraft_cmd.cpp # src/blitter/32bpp_anim.cpp # src/cargopacket.cpp # src/cheat_gui.cpp # src/company_cmd.cpp # src/company_gui.cpp # src/core/pool_func.hpp # src/date.cpp # src/economy.cpp # src/error_gui.cpp # src/ground_vehicle.cpp # src/ground_vehicle.hpp # src/group_gui.cpp # src/industry_cmd.cpp # src/lang/dutch.txt # src/lang/french.txt # src/lang/german.txt # src/linkgraph/linkgraph_gui.cpp # src/linkgraph/mcf.cpp # src/network/network_content.cpp # src/network/network_server.cpp # src/network/network_udp.cpp # src/newgrf_engine.cpp # src/newgrf_station.cpp # src/order_cmd.cpp # src/order_gui.cpp # src/pathfinder/follow_track.hpp # src/pathfinder/yapf/yapf_common.hpp # src/saveload/saveload.cpp # src/settings_gui.cpp # src/station_cmd.cpp # src/station_kdtree.h # src/string_func.h # src/table/settings.ini # src/tgp.cpp # src/timetable_cmd.cpp # src/timetable_gui.cpp # src/toolbar_gui.cpp # src/town_cmd.cpp # src/train_cmd.cpp # src/train_gui.cpp # src/tree_gui.cpp # src/tunnelbridge_cmd.cpp # src/vehicle.cpp # src/vehicle_gui.cpp # src/video/sdl2_v.cpp # src/video/sdl_v.cpp # src/video/win32_v.cpp # src/viewport.cpp # src/viewport_sprite_sorter_sse4.cpp # src/window.cpp
331 lines
12 KiB
C++
331 lines
12 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
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#include "stdafx.h"
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#include "debug.h"
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#include "newgrf_spritegroup.h"
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#include "newgrf_profiling.h"
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#include "core/pool_func.hpp"
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#include "vehicle_type.h"
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#include "newgrf_cache_check.h"
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#include "scope_info.h"
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#include "safeguards.h"
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SpriteGroupPool _spritegroup_pool("SpriteGroup");
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INSTANTIATE_POOL_METHODS(SpriteGroup)
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TemporaryStorageArray<int32, 0x110> _temp_store;
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/**
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* ResolverObject (re)entry point.
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* This cannot be made a call to a virtual function because virtual functions
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* do not like nullptr and checking for nullptr *everywhere* is more cumbersome than
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* this little helper function.
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* @param group the group to resolve for
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* @param object information needed to resolve the group
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* @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
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* @return the resolved group
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*/
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/* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
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{
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if (group == nullptr) return nullptr;
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const GRFFile *grf = object.grffile;
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auto profiler = std::find_if(_newgrf_profilers.begin(), _newgrf_profilers.end(), [&](const NewGRFProfiler &pr) { return pr.grffile == grf; });
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if (profiler == _newgrf_profilers.end() || !profiler->active) {
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if (top_level) _temp_store.ClearChanges();
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return group->Resolve(object);
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} else if (top_level) {
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profiler->BeginResolve(object);
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_temp_store.ClearChanges();
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const SpriteGroup *result = group->Resolve(object);
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profiler->EndResolve(result);
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return result;
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} else {
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profiler->RecursiveResolve();
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return group->Resolve(object);
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}
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}
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RealSpriteGroup::~RealSpriteGroup()
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{
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free(this->loaded);
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free(this->loading);
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}
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DeterministicSpriteGroup::~DeterministicSpriteGroup()
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{
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free(this->adjusts);
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free(this->ranges);
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}
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RandomizedSpriteGroup::~RandomizedSpriteGroup()
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{
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free(this->groups);
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}
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static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, GetVariableExtra *extra)
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{
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uint32 value;
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switch (variable) {
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case 0x0C: return object.callback;
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case 0x10: return object.callback_param1;
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case 0x18: return object.callback_param2;
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case 0x1C: return object.last_value;
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case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
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case 0x7D: return _temp_store.GetValue(parameter);
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case 0x7F:
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if (object.grffile == nullptr) return 0;
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return object.grffile->GetParam(parameter);
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default:
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/* First handle variables common with Action7/9/D */
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if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
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/* Not a common variable, so evaluate the feature specific variables */
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return scope->GetVariable(variable, parameter, extra);
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}
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}
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/**
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* Get a few random bits. Default implementation has no random bits.
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* @return Random bits.
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*/
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/* virtual */ uint32 ScopeResolver::GetRandomBits() const
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{
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return 0;
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}
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/**
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* Get the triggers. Base class returns \c 0 to prevent trouble.
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* @return The triggers.
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*/
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/* virtual */ uint32 ScopeResolver::GetTriggers() const
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{
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return 0;
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}
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/**
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* Get a variable value. Default implementation has no available variables.
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* @param variable Variable to read
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* @param parameter Parameter for 60+x variables
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* @param[out] available Set to false, in case the variable does not exist.
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* @return Value
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*/
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/* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, GetVariableExtra *extra) const
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{
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DEBUG(grf, 1, "Unhandled scope variable 0x%X", variable);
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extra->available = false;
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return UINT_MAX;
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}
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/**
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* Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
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* @param reg Position to store into.
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* @param value Value to store.
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*/
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/* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
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/**
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* Get the real sprites of the grf.
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* @param group Group to get.
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* @return The available sprite group.
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*/
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/* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
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{
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return nullptr;
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}
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/**
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* Get a resolver for the \a scope.
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* @param scope Scope to return.
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* @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
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* @return The resolver for the requested scope.
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*/
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/* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
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{
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return &this->default_scope;
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}
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/* Evaluate an adjustment for a variable of the given size.
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* U is the unsigned type and S is the signed type to use. */
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template <typename U, typename S>
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static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver *scope, U last_value, uint32 value)
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{
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value >>= adjust->shift_num;
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value &= adjust->and_mask;
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switch (adjust->type) {
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case DSGA_TYPE_DIV: value = ((S)value + (S)adjust->add_val) / (S)adjust->divmod_val; break;
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case DSGA_TYPE_MOD: value = ((S)value + (S)adjust->add_val) % (S)adjust->divmod_val; break;
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case DSGA_TYPE_NONE: break;
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}
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switch (adjust->operation) {
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case DSGA_OP_ADD: return last_value + value;
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case DSGA_OP_SUB: return last_value - value;
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case DSGA_OP_SMIN: return std::min<S>(last_value, value);
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case DSGA_OP_SMAX: return std::max<S>(last_value, value);
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case DSGA_OP_UMIN: return std::min<U>(last_value, value);
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case DSGA_OP_UMAX: return std::max<U>(last_value, value);
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case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
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case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
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case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
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case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
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case DSGA_OP_MUL: return last_value * value;
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case DSGA_OP_AND: return last_value & value;
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case DSGA_OP_OR: return last_value | value;
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case DSGA_OP_XOR: return last_value ^ value;
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case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
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case DSGA_OP_RST: return value;
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case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
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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.
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case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
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case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
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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.
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case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
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case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
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default: return value;
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}
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}
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static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
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{
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return range.high < value;
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}
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const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
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{
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uint32 last_value = 0;
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uint32 value = 0;
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uint i;
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ScopeResolver *scope = object.GetScope(this->var_scope);
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for (i = 0; i < this->num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
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/* Try to get the variable. We shall assume it is available, unless told otherwise. */
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GetVariableExtra extra(adjust->and_mask << adjust->shift_num);
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if (adjust->variable == 0x7E) {
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const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
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if (subgroup == nullptr) {
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value = CALLBACK_FAILED;
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} else {
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value = subgroup->GetCallbackResult();
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}
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/* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
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} else if (adjust->variable == 0x7B) {
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_sprite_group_resolve_check_veh_check = false;
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value = GetVariable(object, scope, adjust->parameter, last_value, &extra);
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} else {
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value = GetVariable(object, scope, adjust->variable, adjust->parameter, &extra);
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}
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if (!extra.available) {
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/* Unsupported variable: skip further processing and return either
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* the group from the first range or the default group. */
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return SpriteGroup::Resolve(this->error_group, object, false);
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}
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switch (this->size) {
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
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default: NOT_REACHED();
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}
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last_value = value;
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}
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object.last_value = last_value;
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if (this->calculated_result) {
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/* nvar == 0 is a special case -- we turn our value into a callback result */
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if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
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static CallbackResultSpriteGroup nvarzero(0, true);
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nvarzero.result = value;
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return &nvarzero;
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}
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if (this->num_ranges > 4) {
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DeterministicSpriteGroupRange *lower = std::lower_bound(this->ranges + 0, this->ranges + this->num_ranges, value, RangeHighComparator);
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if (lower != this->ranges + this->num_ranges && lower->low <= value) {
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assert(lower->low <= value && value <= lower->high);
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return SpriteGroup::Resolve(lower->group, object, false);
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}
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} else {
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for (i = 0; i < this->num_ranges; i++) {
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if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
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return SpriteGroup::Resolve(this->ranges[i].group, object, false);
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}
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}
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}
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return SpriteGroup::Resolve(this->default_group, object, false);
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}
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const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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{
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ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
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if (object.callback == CBID_RANDOM_TRIGGER) {
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/* Handle triggers */
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byte match = this->triggers & object.waiting_triggers;
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bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
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if (res) {
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object.used_triggers |= match;
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object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
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}
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}
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uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
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byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
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return SpriteGroup::Resolve(this->groups[index], object, false);
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}
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const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
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{
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return object.ResolveReal(this);
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}
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/**
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* Process registers and the construction stage into the sprite layout.
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* The passed construction stage might get reset to zero, if it gets incorporated into the layout
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* during the preprocessing.
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* @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
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* @return sprite layout to draw.
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*/
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const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
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{
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if (!this->dts.NeedsPreprocessing()) {
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if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
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return &this->dts;
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}
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static DrawTileSprites result;
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uint8 actual_stage = stage != nullptr ? *stage : 0;
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this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
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this->dts.ProcessRegisters(0, 0, false);
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result.seq = this->dts.GetLayout(&result.ground);
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/* Stage has been processed by PrepareLayout(), set it to zero. */
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if (stage != nullptr) *stage = 0;
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return &result;
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}
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