# 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 }