newgrf_spritegroup.cpp

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00001 /* $Id: newgrf_spritegroup.cpp 13199 2008-05-20 20:03:45Z rubidium $ */
00002 
00005 #include "stdafx.h"
00006 #include "openttd.h"
00007 #include "variables.h"
00008 #include "landscape.h"
00009 #include "oldpool.h"
00010 #include "newgrf.h"
00011 #include "newgrf_callbacks.h"
00012 #include "newgrf_spritegroup.h"
00013 #include "sprite.h"
00014 #include "date_func.h"
00015 #include "settings_type.h"
00016 
00017 static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item);
00018 
00019 static uint _spritegroup_count = 0;
00020 STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, NULL, SpriteGroupPoolCleanBlock)
00021 
00022 static void DestroySpriteGroup(SpriteGroup *group)
00023 {
00024   /* Free dynamically allocated memory */
00025   /* XXX Cast away the consts due to MSVC being buggy... */
00026   switch (group->type) {
00027     case SGT_REAL:
00028       free((SpriteGroup**)group->g.real.loaded);
00029       free((SpriteGroup**)group->g.real.loading);
00030       break;
00031 
00032     case SGT_DETERMINISTIC:
00033       free(group->g.determ.adjusts);
00034       free(group->g.determ.ranges);
00035       break;
00036 
00037     case SGT_RANDOMIZED:
00038       free((SpriteGroup**)group->g.random.groups);
00039       break;
00040 
00041     case SGT_TILELAYOUT:
00042       free((void*)group->g.layout.dts->seq);
00043       free(group->g.layout.dts);
00044       break;
00045 
00046     default:
00047       break;
00048   }
00049 }
00050 
00051 static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
00052 {
00053   uint i;
00054 
00055   for (i = start_item; i <= end_item; i++) {
00056     DestroySpriteGroup(GetSpriteGroup(i));
00057   }
00058 }
00059 
00060 
00061 /* Allocate a new SpriteGroup */
00062 SpriteGroup *AllocateSpriteGroup()
00063 {
00064   /* This is totally different to the other pool allocators, as we never remove an item from the pool. */
00065   if (_spritegroup_count == GetSpriteGroupPoolSize()) {
00066     if (!_SpriteGroup_pool.AddBlockToPool()) return NULL;
00067   }
00068 
00069   return GetSpriteGroup(_spritegroup_count++);
00070 }
00071 
00072 
00073 void InitializeSpriteGroupPool()
00074 {
00075   _SpriteGroup_pool.CleanPool();
00076 
00077   _spritegroup_count = 0;
00078 }
00079 
00080 TemporaryStorageArray<uint32, 0x110> _temp_store;
00081 
00082 
00083 static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00084 {
00085   /* First handle variables common with Action7/9/D */
00086   uint32 value;
00087   if (GetGlobalVariable(variable, &value)) return value;
00088 
00089   /* Non-common variable */
00090   switch (variable) {
00091     case 0x0C: return object->callback;
00092     case 0x10: return object->callback_param1;
00093     case 0x18: return object->callback_param2;
00094     case 0x1C: return object->last_value;
00095 
00096     case 0x7D: return _temp_store.Get(parameter);
00097 
00098     /* Not a common variable, so evalute the feature specific variables */
00099     default: return object->GetVariable(object, variable, parameter, available);
00100   }
00101 }
00102 
00103 
00110 static uint32 RotateRight(uint32 val, uint32 rot)
00111 {
00112   /* Do not rotate more than necessary */
00113   rot %= 32;
00114 
00115   return (val >> rot) | (val << (32 - rot));
00116 }
00117 
00118 
00119 /* Evaluate an adjustment for a variable of the given size.
00120 * U is the unsigned type and S is the signed type to use. */
00121 template <typename U, typename S>
00122 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
00123 {
00124   value >>= adjust->shift_num;
00125   value  &= adjust->and_mask;
00126 
00127   if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00128 
00129   switch (adjust->type) {
00130     case DSGA_TYPE_DIV:  value /= (S)adjust->divmod_val; break;
00131     case DSGA_TYPE_MOD:  value %= (U)adjust->divmod_val; break;
00132     case DSGA_TYPE_NONE: break;
00133   }
00134 
00135   switch (adjust->operation) {
00136     case DSGA_OP_ADD:  return last_value + value;
00137     case DSGA_OP_SUB:  return last_value - value;
00138     case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00139     case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00140     case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00141     case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00142     case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00143     case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00144     case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00145     case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00146     case DSGA_OP_MUL:  return last_value * value;
00147     case DSGA_OP_AND:  return last_value & value;
00148     case DSGA_OP_OR:   return last_value | value;
00149     case DSGA_OP_XOR:  return last_value ^ value;
00150     case DSGA_OP_STO:  _temp_store.Store(value, last_value); return last_value;
00151     case DSGA_OP_RST:  return value;
00152     case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store(value, last_value); return last_value;
00153     case DSGA_OP_ROR:  return RotateRight(last_value, value);
00154     case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00155     case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00156     default:           return value;
00157   }
00158 }
00159 
00160 
00161 static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
00162 {
00163   static SpriteGroup nvarzero;
00164   uint32 last_value = 0;
00165   uint32 value = 0;
00166   uint i;
00167 
00168   object->scope = group->g.determ.var_scope;
00169 
00170   for (i = 0; i < group->g.determ.num_adjusts; i++) {
00171     DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i];
00172 
00173     /* Try to get the variable. We shall assume it is available, unless told otherwise. */
00174     bool available = true;
00175     if (adjust->variable == 0x7E) {
00176       ResolverObject subobject = *object;
00177       subobject.procedure_call = true;
00178       const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
00179       if (subgroup == NULL || subgroup->type != SGT_CALLBACK) {
00180         value = CALLBACK_FAILED;
00181       } else {
00182         value = subgroup->g.callback.result;
00183       }
00184     } else {
00185       value = GetVariable(object, adjust->variable, adjust->parameter, &available);
00186     }
00187 
00188     if (!available) {
00189       /* Unsupported property: skip further processing and return either
00190        * the group from the first range or the default group. */
00191       return Resolve(group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group, object);
00192     }
00193 
00194     switch (group->g.determ.size) {
00195       case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, object, last_value, value); break;
00196       case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
00197       case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
00198       default: NOT_REACHED(); break;
00199     }
00200     last_value = value;
00201   }
00202 
00203   object->last_value = last_value;
00204 
00205   if (group->g.determ.num_ranges == 0) {
00206     /* nvar == 0 is a special case -- we turn our value into a callback result */
00207     if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00208     nvarzero.type = SGT_CALLBACK;
00209     nvarzero.g.callback.result = value;
00210     return &nvarzero;
00211   }
00212 
00213   for (i = 0; i < group->g.determ.num_ranges; i++) {
00214     if (group->g.determ.ranges[i].low <= value && value <= group->g.determ.ranges[i].high) {
00215       return Resolve(group->g.determ.ranges[i].group, object);
00216     }
00217   }
00218 
00219   return Resolve(group->g.determ.default_group, object);
00220 }
00221 
00222 
00223 static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
00224 {
00225   uint32 mask;
00226   byte index;
00227 
00228   object->scope = group->g.random.var_scope;
00229 
00230   if (object->trigger != 0) {
00231     /* Handle triggers */
00232     /* Magic code that may or may not do the right things... */
00233     byte waiting_triggers = object->GetTriggers(object);
00234     byte match = group->g.random.triggers & (waiting_triggers | object->trigger);
00235     bool res;
00236 
00237     res = (group->g.random.cmp_mode == RSG_CMP_ANY) ?
00238       (match != 0) : (match == group->g.random.triggers);
00239 
00240     if (res) {
00241       waiting_triggers &= ~match;
00242       object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
00243     } else {
00244       waiting_triggers |= object->trigger;
00245     }
00246 
00247     object->SetTriggers(object, waiting_triggers);
00248   }
00249 
00250   mask  = (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
00251   index = (object->GetRandomBits(object) & mask) >> group->g.random.lowest_randbit;
00252 
00253   return Resolve(group->g.random.groups[index], object);
00254 }
00255 
00256 
00257 /* ResolverObject (re)entry point */
00258 const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
00259 {
00260   /* We're called even if there is no group, so quietly return nothing */
00261   if (group == NULL) return NULL;
00262 
00263   switch (group->type) {
00264     case SGT_REAL:          return object->ResolveReal(object, group);
00265     case SGT_DETERMINISTIC: return ResolveVariable(group, object);
00266     case SGT_RANDOMIZED:    return ResolveRandom(group, object);
00267     default:                return group;
00268   }
00269 }

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