newgrf_spritegroup.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "newgrf.h"
00014 #include "newgrf_spritegroup.h"
00015 #include "sprite.h"
00016 #include "core/pool_func.hpp"
00017 
00018 SpriteGroupPool _spritegroup_pool("SpriteGroup");
00019 INSTANTIATE_POOL_METHODS(SpriteGroup)
00020 
00021 RealSpriteGroup::~RealSpriteGroup()
00022 {
00023   free((void*)this->loaded);
00024   free((void*)this->loading);
00025 }
00026 
00027 DeterministicSpriteGroup::~DeterministicSpriteGroup()
00028 {
00029   free(this->adjusts);
00030   free(this->ranges);
00031 }
00032 
00033 RandomizedSpriteGroup::~RandomizedSpriteGroup()
00034 {
00035   free((void*)this->groups);
00036 }
00037 
00038 TemporaryStorageArray<int32, 0x110> _temp_store;
00039 
00040 
00041 static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00042 {
00043   /* First handle variables common with Action7/9/D */
00044   uint32 value;
00045   if (GetGlobalVariable(variable, &value)) return value;
00046 
00047   /* Non-common variable */
00048   switch (variable) {
00049     case 0x0C: return object->callback;
00050     case 0x10: return object->callback_param1;
00051     case 0x18: return object->callback_param2;
00052     case 0x1C: return object->last_value;
00053 
00054     case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
00055 
00056     case 0x7D: return _temp_store.Get(parameter);
00057 
00058     case 0x7F:
00059       if (object == NULL || object->grffile == NULL) return 0;
00060       return object->grffile->GetParam(parameter);
00061 
00062     /* Not a common variable, so evalute the feature specific variables */
00063     default: return object->GetVariable(object, variable, parameter, available);
00064   }
00065 }
00066 
00067 
00074 static uint32 RotateRight(uint32 val, uint32 rot)
00075 {
00076   /* Do not rotate more than necessary */
00077   rot %= 32;
00078 
00079   return (val >> rot) | (val << (32 - rot));
00080 }
00081 
00082 
00083 /* Evaluate an adjustment for a variable of the given size.
00084  * U is the unsigned type and S is the signed type to use. */
00085 template <typename U, typename S>
00086 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
00087 {
00088   value >>= adjust->shift_num;
00089   value  &= adjust->and_mask;
00090 
00091   if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00092 
00093   switch (adjust->type) {
00094     case DSGA_TYPE_DIV:  value /= (S)adjust->divmod_val; break;
00095     case DSGA_TYPE_MOD:  value %= (U)adjust->divmod_val; break;
00096     case DSGA_TYPE_NONE: break;
00097   }
00098 
00099   switch (adjust->operation) {
00100     case DSGA_OP_ADD:  return last_value + value;
00101     case DSGA_OP_SUB:  return last_value - value;
00102     case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00103     case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00104     case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00105     case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00106     case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00107     case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00108     case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00109     case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00110     case DSGA_OP_MUL:  return last_value * value;
00111     case DSGA_OP_AND:  return last_value & value;
00112     case DSGA_OP_OR:   return last_value | value;
00113     case DSGA_OP_XOR:  return last_value ^ value;
00114     case DSGA_OP_STO:  _temp_store.Store((U)value, (S)last_value); return last_value;
00115     case DSGA_OP_RST:  return value;
00116     case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store((U)value, (S)last_value); return last_value;
00117     case DSGA_OP_ROR:  return RotateRight(last_value, value);
00118     case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00119     case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00120     case DSGA_OP_SHL:  return (U)last_value << ((U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
00121     case DSGA_OP_SHR:  return (U)last_value >> ((U)value & 0x1F);
00122     case DSGA_OP_SAR:  return (S)last_value >> ((U)value & 0x1F);
00123     default:           return value;
00124   }
00125 }
00126 
00127 
00128 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
00129 {
00130   uint32 last_value = 0;
00131   uint32 value = 0;
00132   uint i;
00133 
00134   object->scope = this->var_scope;
00135 
00136   for (i = 0; i < this->num_adjusts; i++) {
00137     DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
00138 
00139     /* Try to get the variable. We shall assume it is available, unless told otherwise. */
00140     bool available = true;
00141     if (adjust->variable == 0x7E) {
00142       const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
00143       if (subgroup == NULL) {
00144         value = CALLBACK_FAILED;
00145       } else {
00146         value = subgroup->GetCallbackResult();
00147       }
00148 
00149       /* Reset values to current scope.
00150        * Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
00151       object->scope = this->var_scope;
00152     } else if (adjust->variable == 0x7B) {
00153       value = GetVariable(object, adjust->parameter, last_value, &available);
00154     } else {
00155       value = GetVariable(object, adjust->variable, adjust->parameter, &available);
00156     }
00157 
00158     if (!available) {
00159       /* Unsupported variable: skip further processing and return either
00160        * the group from the first range or the default group. */
00161       return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
00162     }
00163 
00164     switch (this->size) {
00165       case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, object, last_value, value); break;
00166       case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
00167       case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
00168       default: NOT_REACHED();
00169     }
00170     last_value = value;
00171   }
00172 
00173   object->last_value = last_value;
00174 
00175   if (this->num_ranges == 0) {
00176     /* nvar == 0 is a special case -- we turn our value into a callback result */
00177     if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00178     static CallbackResultSpriteGroup nvarzero(0);
00179     nvarzero.result = value;
00180     return &nvarzero;
00181   }
00182 
00183   for (i = 0; i < this->num_ranges; i++) {
00184     if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
00185       return SpriteGroup::Resolve(this->ranges[i].group, object);
00186     }
00187   }
00188 
00189   return SpriteGroup::Resolve(this->default_group, object);
00190 }
00191 
00192 
00193 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
00194 {
00195   uint32 mask;
00196   byte index;
00197 
00198   object->scope = this->var_scope;
00199   object->count = this->count;
00200 
00201   if (object->trigger != 0) {
00202     /* Handle triggers */
00203     /* Magic code that may or may not do the right things... */
00204     byte waiting_triggers = object->GetTriggers(object);
00205     byte match = this->triggers & (waiting_triggers | object->trigger);
00206     bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
00207 
00208     if (res) {
00209       waiting_triggers &= ~match;
00210       object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
00211     } else {
00212       waiting_triggers |= object->trigger;
00213     }
00214 
00215     object->SetTriggers(object, waiting_triggers);
00216   }
00217 
00218   mask  = (this->num_groups - 1) << this->lowest_randbit;
00219   index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
00220 
00221   return SpriteGroup::Resolve(this->groups[index], object);
00222 }
00223 
00224 
00225 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
00226 {
00227   return object->ResolveReal(object, this);
00228 }

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