def pre_process(self): # Check parameter names seen_names = set() for param in self.param_list: if not isinstance(param, expression.Identifier): raise generic.ScriptError( "switch parameter names must be identifiers.", param.pos) if param.value in seen_names: raise generic.ScriptError( "Duplicate parameter name '{}' encountered.".format( param.value), param.pos) seen_names.add(param.value) feature = next(iter(self.feature_set)) var_feature = action2var.get_feature( self) # Feature of the accessed variables # Allocate registers param_map = {} param_registers = [] for param in self.param_list: reg = action2var.VarAction2CallParam(param.value) param_registers.append(reg) param_map[param.value] = reg param_map = (param_map, lambda name, value, pos: action2var. VarAction2LoadCallParam(value, name)) self.register_map[feature] = param_registers self.expr = action2var.reduce_varaction2_expr(self.expr, var_feature, [param_map]) self.body.reduce_expressions(var_feature, [param_map]) switch_base_class.pre_process(self)
def get_layout_action2s(spritelayout, feature, spr_pos): """ @param spr_pos: Position information of the sprite view. @type spr_pos: L{Position} """ ground_sprite = None building_sprites = [] actions = [] if feature not in action2.features_sprite_layout: raise generic.ScriptError( "Sprite layouts are not supported for feature '{}'.".format( general.feature_name(feature))) # Allocate registers param_map = {} param_registers = [] for param in spritelayout.param_list: reg = action2var.VarAction2CallParam(param.value) param_registers.append(reg) param_map[param.value] = reg param_map = (param_map, lambda name, value, pos: action2var. VarAction2LoadCallParam(value, name)) spritelayout.register_map[feature] = param_registers # Reduce all expressions, can't do that earlier as feature is not known all_sprite_sets = [] layout_sprite_list = [] # Create a new structure for layout_sprite in spritelayout.layout_sprite_list: param_list = [] layout_sprite_list.append( (layout_sprite.type, layout_sprite.pos, param_list)) for param in layout_sprite.param_list: param_val = action2var.reduce_varaction2_expr( param.value, action2var.get_scope(feature), [param_map]) param_list.append((param.name, param_val)) if isinstance(param_val, expression.SpriteGroupRef): spriteset = action2.resolve_spritegroup(param_val.name) if not spriteset.is_spriteset(): raise generic.ScriptError( "Expected a reference to a spriteset.", param_val.pos) all_sprite_sets.append(spriteset) actions.extend( action1.add_to_action1(all_sprite_sets, feature, spritelayout.pos)) temp_registers = [] for type, pos, param_list in layout_sprite_list: if type.value not in layout_sprite_types: raise generic.ScriptError( "Invalid sprite type '{}' encountered. Expected 'ground', 'building', or 'childsprite'." .format(type.value), type.pos, ) sprite = Action2LayoutSprite(feature, layout_sprite_types[type.value], pos, [param_map]) for name, value in param_list: sprite.set_param(name, value) temp_registers.extend(sprite.get_all_registers()) if sprite.type == Action2LayoutSpriteType.GROUND: if ground_sprite is not None: raise generic.ScriptError( "Sprite layout can have no more than one ground sprite", spritelayout.pos) ground_sprite = sprite else: building_sprites.append(sprite) if ground_sprite is None: if len(building_sprites) == 0: # no sprites defined at all, that's not very much. raise generic.ScriptError( "Sprite layout requires at least one sprite", spr_pos) # set to 0 for no ground sprite ground_sprite = Action2LayoutSprite(feature, Action2LayoutSpriteType.GROUND) ground_sprite.set_param(expression.Identifier("sprite"), expression.ConstantNumeric(0)) action6.free_parameters.save() act6 = action6.Action6() advanced = any(x.is_advanced_sprite() for x in building_sprites + [ground_sprite]) offset = 4 sprite_num = ground_sprite.get_sprite_number() sprite_num, offset = actionD.write_action_value(sprite_num, actions, act6, offset, 4) if advanced: offset += ground_sprite.get_registers_size() for sprite in building_sprites: sprite_num = sprite.get_sprite_number() sprite_num, offset = actionD.write_action_value( sprite_num, actions, act6, offset, 4) if advanced: offset += sprite.get_registers_size() offset += 3 if sprite.type == Action2LayoutSpriteType.CHILD else 6 if len(act6.modifications) > 0: actions.append(act6) layout_action = Action2Layout( feature, spritelayout.name.value + " - feature {:02X}".format(feature), spritelayout.pos, ground_sprite, building_sprites, param_registers, ) actions.append(layout_action) if temp_registers: varact2parser = action2var.Varaction2Parser( feature, action2var.get_scope(feature)) for register_info in temp_registers: reg, expr = register_info[1], register_info[2] if reg is None: continue varact2parser.parse_expr(expr) varact2parser.var_list.append(nmlop.STO_TMP) varact2parser.var_list.append(reg) varact2parser.var_list.append(nmlop.VAL2) varact2parser.var_list_size += reg.get_size() + 2 # Only continue if we actually needed any new registers if temp_registers and varact2parser.var_list: # lgtm[py/uninitialized-local-variable] # Remove the last VAL2 operator varact2parser.var_list.pop() varact2parser.var_list_size -= 1 actions.extend(varact2parser.extra_actions) extra_act6 = action6.Action6() for mod in varact2parser.mods: extra_act6.modify_bytes(mod.param, mod.size, mod.offset + 4) if len(extra_act6.modifications) > 0: actions.append(extra_act6) varaction2 = action2var.Action2Var( feature, "{}@registers - feature {:02X}".format(spritelayout.name.value, feature), spritelayout.pos, 0x89) varaction2.var_list = varact2parser.var_list ref = expression.SpriteGroupRef(spritelayout.name, [], None, layout_action) varaction2.ranges.append( action2var.VarAction2Range(expression.ConstantNumeric(0), expression.ConstantNumeric(0), ref, "")) varaction2.default_result = ref varaction2.default_comment = "" # Add two references (default + range) # Make sure that registers allocated here are not used by the spritelayout action2.add_ref(ref, varaction2, True) action2.add_ref(ref, varaction2, True) spritelayout.set_action2(varaction2, feature) actions.append(varaction2) else: spritelayout.set_action2(layout_action, feature) action6.free_parameters.restore() return actions