VarAction2: Fix calculated result groups being incorrectly pruned
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@@ -5526,7 +5526,7 @@ static const SpriteGroup *GetGroupFromGroupID(byte setid, byte type, uint16 grou
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while (result != nullptr) {
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if (result->type == SGT_DETERMINISTIC) {
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const DeterministicSpriteGroup *sg = static_cast<const DeterministicSpriteGroup *>(result);
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if (sg->adjusts.size() == 0 || (sg->adjusts.size() == 1 && sg->adjusts[0].variable == 0x1A && (sg->adjusts[0].operation == DSGA_OP_ADD || sg->adjusts[0].operation == DSGA_OP_RST))) {
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if (sg->GroupMayBeBypassed()) {
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/* Deterministic sprite group can be trivially resolved, skip it */
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uint32 value = (sg->adjusts.size() == 1) ? EvaluateDeterministicSpriteGroupAdjust(sg->size, sg->adjusts[0], nullptr, 0, UINT_MAX) : 0;
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result = sg->default_group;
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@@ -286,7 +286,7 @@ void DeterministicSpriteGroup::AnalyseCallbacks(AnalyseCallbackOperation &op) co
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}
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auto check_1A_range = [&]() -> bool {
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if (this->adjusts.size() == 0 || (this->adjusts.size() == 1 && this->adjusts[0].variable == 0x1A && (this->adjusts[0].operation == DSGA_OP_ADD || this->adjusts[0].operation == DSGA_OP_RST))) {
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if (this->GroupMayBeBypassed()) {
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/* Not clear why some GRFs do this, perhaps a way of commenting out a branch */
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uint32 value = (this->adjusts.size() == 1) ? EvaluateDeterministicSpriteGroupAdjust(this->size, this->adjusts[0], nullptr, 0, UINT_MAX) : 0;
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for (const auto &range : this->ranges) {
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@@ -442,6 +442,14 @@ void DeterministicSpriteGroup::AnalyseCallbacks(AnalyseCallbackOperation &op) co
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}
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}
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bool DeterministicSpriteGroup::GroupMayBeBypassed() const
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{
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if (this->calculated_result) return false;
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if (this->adjusts.size() == 0) return true;
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if ((this->adjusts.size() == 1 && this->adjusts[0].variable == 0x1A && (this->adjusts[0].operation == DSGA_OP_ADD || this->adjusts[0].operation == DSGA_OP_RST))) return true;
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return false;
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}
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void CallbackResultSpriteGroup::AnalyseCallbacks(AnalyseCallbackOperation &op) const
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{
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if (op.mode == ACOM_FIND_CB_RESULT) op.cb_result_found = true;
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@@ -316,6 +316,7 @@ struct DeterministicSpriteGroup : SpriteGroup {
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const SpriteGroup *error_group; // was first range, before sorting ranges
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void AnalyseCallbacks(AnalyseCallbackOperation &op) const override;
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bool GroupMayBeBypassed() const;
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protected:
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const SpriteGroup *Resolve(ResolverObject &object) const override;
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