newgrf_spritegroup.cpp
Go to the documentation of this file.00001
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00012 #include "stdafx.h"
00013 #include "newgrf.h"
00014 #include "newgrf_spritegroup.h"
00015 #include "sprite.h"
00016 #include "core/bitmath_func.hpp"
00017 #include "core/pool_func.hpp"
00018
00019 SpriteGroupPool _spritegroup_pool("SpriteGroup");
00020 INSTANTIATE_POOL_METHODS(SpriteGroup)
00021
00022 RealSpriteGroup::~RealSpriteGroup()
00023 {
00024 free((void*)this->loaded);
00025 free((void*)this->loading);
00026 }
00027
00028 DeterministicSpriteGroup::~DeterministicSpriteGroup()
00029 {
00030 free(this->adjusts);
00031 free(this->ranges);
00032 }
00033
00034 RandomizedSpriteGroup::~RandomizedSpriteGroup()
00035 {
00036 free((void*)this->groups);
00037 }
00038
00039 TileLayoutSpriteGroup::~TileLayoutSpriteGroup()
00040 {
00041 free((void*)this->dts->seq);
00042 free(this->dts);
00043 }
00044
00045 TemporaryStorageArray<int32, 0x110> _temp_store;
00046
00047
00048 static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00049 {
00050
00051 uint32 value;
00052 if (GetGlobalVariable(variable, &value)) return value;
00053
00054
00055 switch (variable) {
00056 case 0x0C: return object->callback;
00057 case 0x10: return object->callback_param1;
00058 case 0x18: return object->callback_param2;
00059 case 0x1C: return object->last_value;
00060
00061 case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
00062
00063 case 0x7D: return _temp_store.Get(parameter);
00064
00065 case 0x7F:
00066 if (object == NULL || object->grffile == NULL) return 0;
00067 return object->grffile->GetParam(parameter);
00068
00069
00070 default: return object->GetVariable(object, variable, parameter, available);
00071 }
00072 }
00073
00074
00081 static uint32 RotateRight(uint32 val, uint32 rot)
00082 {
00083
00084 rot %= 32;
00085
00086 return (val >> rot) | (val << (32 - rot));
00087 }
00088
00089
00090
00091
00092 template <typename U, typename S>
00093 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
00094 {
00095 value >>= adjust->shift_num;
00096 value &= adjust->and_mask;
00097
00098 if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00099
00100 switch (adjust->type) {
00101 case DSGA_TYPE_DIV: value /= (S)adjust->divmod_val; break;
00102 case DSGA_TYPE_MOD: value %= (U)adjust->divmod_val; break;
00103 case DSGA_TYPE_NONE: break;
00104 }
00105
00106 switch (adjust->operation) {
00107 case DSGA_OP_ADD: return last_value + value;
00108 case DSGA_OP_SUB: return last_value - value;
00109 case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00110 case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00111 case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00112 case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00113 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00114 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00115 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00116 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00117 case DSGA_OP_MUL: return last_value * value;
00118 case DSGA_OP_AND: return last_value & value;
00119 case DSGA_OP_OR: return last_value | value;
00120 case DSGA_OP_XOR: return last_value ^ value;
00121 case DSGA_OP_STO: _temp_store.Store((U)value, (S)last_value); return last_value;
00122 case DSGA_OP_RST: return value;
00123 case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store((U)value, (S)last_value); return last_value;
00124 case DSGA_OP_ROR: return RotateRight(last_value, value);
00125 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00126 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00127 default: return value;
00128 }
00129 }
00130
00131
00132 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
00133 {
00134 uint32 last_value = 0;
00135 uint32 value = 0;
00136 uint i;
00137
00138 object->scope = this->var_scope;
00139
00140 for (i = 0; i < this->num_adjusts; i++) {
00141 DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
00142
00143
00144 bool available = true;
00145 if (adjust->variable == 0x7E) {
00146 const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
00147 if (subgroup == NULL) {
00148 value = CALLBACK_FAILED;
00149 } else {
00150 value = subgroup->GetCallbackResult();
00151 }
00152
00153
00154
00155 object->scope = this->var_scope;
00156 } else {
00157 value = GetVariable(object, adjust->variable, adjust->parameter, &available);
00158 }
00159
00160 if (!available) {
00161
00162
00163 return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
00164 }
00165
00166 switch (this->size) {
00167 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, object, last_value, value); break;
00168 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
00169 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
00170 default: NOT_REACHED();
00171 }
00172 last_value = value;
00173 }
00174
00175 object->last_value = last_value;
00176
00177 if (this->num_ranges == 0) {
00178
00179 if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00180 static CallbackResultSpriteGroup nvarzero(0);
00181 nvarzero.result = value;
00182 return &nvarzero;
00183 }
00184
00185 for (i = 0; i < this->num_ranges; i++) {
00186 if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
00187 return SpriteGroup::Resolve(this->ranges[i].group, object);
00188 }
00189 }
00190
00191 return SpriteGroup::Resolve(this->default_group, object);
00192 }
00193
00194
00195 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
00196 {
00197 uint32 mask;
00198 byte index;
00199
00200 object->scope = this->var_scope;
00201 object->count = this->count;
00202
00203 if (object->trigger != 0) {
00204
00205
00206 byte waiting_triggers = object->GetTriggers(object);
00207 byte match = this->triggers & (waiting_triggers | object->trigger);
00208 bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
00209
00210 if (res) {
00211 waiting_triggers &= ~match;
00212 object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
00213 } else {
00214 waiting_triggers |= object->trigger;
00215 }
00216
00217 object->SetTriggers(object, waiting_triggers);
00218 }
00219
00220 mask = (this->num_groups - 1) << this->lowest_randbit;
00221 index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
00222
00223 return SpriteGroup::Resolve(this->groups[index], object);
00224 }
00225
00226
00227 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
00228 {
00229 return object->ResolveReal(object, this);
00230 }