Files @ r27636:dd08900a2d5c
Branch filter:

Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.cpp - annotation

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
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/*
 * This file is part of OpenTTD.
 * 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.
 * 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.
 * 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/>.
 */

/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */

#include "stdafx.h"
#include "debug.h"
#include "newgrf_spritegroup.h"
#include "newgrf_profiling.h"
#include "core/pool_func.hpp"

#include "safeguards.h"

SpriteGroupPool _spritegroup_pool("SpriteGroup");
INSTANTIATE_POOL_METHODS(SpriteGroup)

TemporaryStorageArray<int32, 0x110> _temp_store;


/**
 * ResolverObject (re)entry point.
 * This cannot be made a call to a virtual function because virtual functions
 * do not like nullptr and checking for nullptr *everywhere* is more cumbersome than
 * this little helper function.
 * @param group the group to resolve for
 * @param object information needed to resolve the group
 * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
 * @return the resolved group
 */
/* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
{
	if (group == nullptr) return nullptr;

	const GRFFile *grf = object.grffile;
	auto profiler = std::find_if(_newgrf_profilers.begin(), _newgrf_profilers.end(), [&](const NewGRFProfiler &pr) { return pr.grffile == grf; });

	if (profiler == _newgrf_profilers.end() || !profiler->active) {
		if (top_level) _temp_store.ClearChanges();
		return group->Resolve(object);
	} else if (top_level) {
		profiler->BeginResolve(object);
		_temp_store.ClearChanges();
		const SpriteGroup *result = group->Resolve(object);
		profiler->EndResolve(result);
		return result;
	} else {
		profiler->RecursiveResolve();
		return group->Resolve(object);
	}
}

static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
{
	uint32 value;
	switch (variable) {
		case 0x0C: return object.callback;
		case 0x10: return object.callback_param1;
		case 0x18: return object.callback_param2;
		case 0x1C: return object.last_value;

		case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();

		case 0x7D: return _temp_store.GetValue(parameter);

		case 0x7F:
			if (object.grffile == nullptr) return 0;
			return object.grffile->GetParam(parameter);

		default:
			/* First handle variables common with Action7/9/D */
			if (variable < 0x40 && GetGlobalVariable(variable, &value, object.grffile)) return value;
			/* Not a common variable, so evaluate the feature specific variables */
			return scope->GetVariable(variable, parameter, available);
	}
}

/**
 * Get a few random bits. Default implementation has no random bits.
 * @return Random bits.
 */
/* virtual */ uint32 ScopeResolver::GetRandomBits() const
{
	return 0;
}

/**
 * Get the triggers. Base class returns \c 0 to prevent trouble.
 * @return The triggers.
 */
/* virtual */ uint32 ScopeResolver::GetTriggers() const
{
	return 0;
}

/**
 * Get a variable value. Default implementation has no available variables.
 * @param variable Variable to read
 * @param parameter Parameter for 60+x variables
 * @param[out] available Set to false, in case the variable does not exist.
 * @return Value
 */
/* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
{
	Debug(grf, 1, "Unhandled scope variable 0x{:X}", variable);
	*available = false;
	return UINT_MAX;
}

/**
 * Store a value into the persistent storage area (PSA). Default implementation does nothing (for newgrf classes without storage).
 * @param reg Position to store into.
 * @param value Value to store.
 */
/* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}

/**
 * Get the real sprites of the grf.
 * @param group Group to get.
 * @return The available sprite group.
 */
/* virtual */ const SpriteGroup *ResolverObject::ResolveReal(const RealSpriteGroup *group) const
{
	if (!group->loaded.empty())  return group->loaded[0];
	if (!group->loading.empty()) return group->loading[0];

	return nullptr;
}

/**
 * Get a resolver for the \a scope.
 * @param scope Scope to return.
 * @param relative Additional parameter for #VSG_SCOPE_RELATIVE.
 * @return The resolver for the requested scope.
 */
/* virtual */ ScopeResolver *ResolverObject::GetScope(VarSpriteGroupScope scope, byte relative)
{
	return &this->default_scope;
}

/* Evaluate an adjustment for a variable of the given size.
 * U is the unsigned type and S is the signed type to use. */
template <typename U, typename S>
static U EvalAdjustT(const DeterministicSpriteGroupAdjust &adjust, ScopeResolver *scope, U last_value, uint32 value)
{
	value >>= adjust.shift_num;
	value  &= adjust.and_mask;

	switch (adjust.type) {
		case DSGA_TYPE_DIV:  value = ((S)value + (S)adjust.add_val) / (S)adjust.divmod_val; break;
		case DSGA_TYPE_MOD:  value = ((S)value + (S)adjust.add_val) % (S)adjust.divmod_val; break;
		case DSGA_TYPE_NONE: break;
	}

	switch (adjust.operation) {
		case DSGA_OP_ADD:  return last_value + value;
		case DSGA_OP_SUB:  return last_value - value;
		case DSGA_OP_SMIN: return std::min<S>(last_value, value);
		case DSGA_OP_SMAX: return std::max<S>(last_value, value);
		case DSGA_OP_UMIN: return std::min<U>(last_value, value);
		case DSGA_OP_UMAX: return std::max<U>(last_value, value);
		case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
		case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
		case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
		case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
		case DSGA_OP_MUL:  return last_value * value;
		case DSGA_OP_AND:  return last_value & value;
		case DSGA_OP_OR:   return last_value | value;
		case DSGA_OP_XOR:  return last_value ^ value;
		case DSGA_OP_STO:  _temp_store.StoreValue((U)value, (S)last_value); return last_value;
		case DSGA_OP_RST:  return value;
		case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
		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.
		case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
		case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
		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.
		case DSGA_OP_SHR:  return (uint32)(U)last_value >> ((U)value & 0x1F);
		case DSGA_OP_SAR:  return (int32)(S)last_value >> ((U)value & 0x1F);
		default:           return value;
	}
}


static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
{
	return range.high < value;
}

const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
{
	uint32 last_value = 0;
	uint32 value = 0;

	ScopeResolver *scope = object.GetScope(this->var_scope);

	for (const auto &adjust : this->adjusts) {
		/* Try to get the variable. We shall assume it is available, unless told otherwise. */
		bool available = true;
		if (adjust.variable == 0x7E) {
			const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust.subroutine, object, false);
			if (subgroup == nullptr) {
				value = CALLBACK_FAILED;
			} else {
				value = subgroup->GetCallbackResult();
			}

			/* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
		} else if (adjust.variable == 0x7B) {
			value = GetVariable(object, scope, adjust.parameter, last_value, &available);
		} else {
			value = GetVariable(object, scope, adjust.variable, adjust.parameter, &available);
		}

		if (!available) {
			/* Unsupported variable: skip further processing and return either
			 * the group from the first range or the default group. */
			return SpriteGroup::Resolve(this->error_group, object, false);
		}

		switch (this->size) {
			case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, scope, last_value, value); break;
			case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
			case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
			default: NOT_REACHED();
		}
		last_value = value;
	}

	object.last_value = last_value;

	if (this->calculated_result) {
		/* nvar == 0 is a special case -- we turn our value into a callback result */
		if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
		static CallbackResultSpriteGroup nvarzero(0, true);
		nvarzero.result = value;
		return &nvarzero;
	}

	if (this->ranges.size() > 4) {
		const auto &lower = std::lower_bound(this->ranges.begin(), this->ranges.end(), value, RangeHighComparator);
		if (lower != this->ranges.end() && lower->low <= value) {
			assert(lower->low <= value && value <= lower->high);
			return SpriteGroup::Resolve(lower->group, object, false);
		}
	} else {
		for (const auto &range : this->ranges) {
			if (range.low <= value && value <= range.high) {
				return SpriteGroup::Resolve(range.group, object, false);
			}
		}
	}

	return SpriteGroup::Resolve(this->default_group, object, false);
}


const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
{
	ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
	if (object.callback == CBID_RANDOM_TRIGGER) {
		/* Handle triggers */
		byte match = this->triggers & object.waiting_triggers;
		bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);

		if (res) {
			object.used_triggers |= match;
			object.reseed[this->var_scope] |= (this->groups.size() - 1) << this->lowest_randbit;
		}
	}

	uint32 mask = ((uint)this->groups.size() - 1) << this->lowest_randbit;
	byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;

	return SpriteGroup::Resolve(this->groups[index], object, false);
}


const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
{
	return object.ResolveReal(this);
}

/**
 * Process registers and the construction stage into the sprite layout.
 * The passed construction stage might get reset to zero, if it gets incorporated into the layout
 * during the preprocessing.
 * @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
 * @return sprite layout to draw.
 */
const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
{
	if (!this->dts.NeedsPreprocessing()) {
		if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
		return &this->dts;
	}

	static DrawTileSprites result;
	uint8 actual_stage = stage != nullptr ? *stage : 0;
	this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
	this->dts.ProcessRegisters(0, 0, false);
	result.seq = this->dts.GetLayout(&result.ground);

	/* Stage has been processed by PrepareLayout(), set it to zero. */
	if (stage != nullptr) *stage = 0;

	return &result;
}