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_spritegroup.h"
00014 #include "core/pool_func.hpp"
00015 
00016 SpriteGroupPool _spritegroup_pool("SpriteGroup");
00017 INSTANTIATE_POOL_METHODS(SpriteGroup)
00018 
00019 RealSpriteGroup::~RealSpriteGroup()
00020 {
00021   free(this->loaded);
00022   free(this->loading);
00023 }
00024 
00025 DeterministicSpriteGroup::~DeterministicSpriteGroup()
00026 {
00027   free(this->adjusts);
00028   free(this->ranges);
00029 }
00030 
00031 RandomizedSpriteGroup::~RandomizedSpriteGroup()
00032 {
00033   free(this->groups);
00034 }
00035 
00036 TemporaryStorageArray<int32, 0x110> _temp_store;
00037 
00038 
00039 static inline uint32 GetVariable(const ResolverObject *object, byte variable, uint32 parameter, bool *available)
00040 {
00041   /* First handle variables common with Action7/9/D */
00042   uint32 value;
00043   if (GetGlobalVariable(variable, &value, object->grffile)) return value;
00044 
00045   /* Non-common variable */
00046   switch (variable) {
00047     case 0x0C: return object->callback;
00048     case 0x10: return object->callback_param1;
00049     case 0x18: return object->callback_param2;
00050     case 0x1C: return object->last_value;
00051 
00052     case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
00053 
00054     case 0x7D: return _temp_store.GetValue(parameter);
00055 
00056     case 0x7F:
00057       if (object == NULL || object->grffile == NULL) return 0;
00058       return object->grffile->GetParam(parameter);
00059 
00060     /* Not a common variable, so evalute the feature specific variables */
00061     default: return object->GetVariable(object, variable, parameter, available);
00062   }
00063 }
00064 
00065 
00072 static uint32 RotateRight(uint32 val, uint32 rot)
00073 {
00074   /* Do not rotate more than necessary */
00075   rot %= 32;
00076 
00077   return (val >> rot) | (val << (32 - rot));
00078 }
00079 
00080 
00081 /* Evaluate an adjustment for a variable of the given size.
00082  * U is the unsigned type and S is the signed type to use. */
00083 template <typename U, typename S>
00084 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
00085 {
00086   value >>= adjust->shift_num;
00087   value  &= adjust->and_mask;
00088 
00089   if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00090 
00091   switch (adjust->type) {
00092     case DSGA_TYPE_DIV:  value /= (S)adjust->divmod_val; break;
00093     case DSGA_TYPE_MOD:  value %= (U)adjust->divmod_val; break;
00094     case DSGA_TYPE_NONE: break;
00095   }
00096 
00097   switch (adjust->operation) {
00098     case DSGA_OP_ADD:  return last_value + value;
00099     case DSGA_OP_SUB:  return last_value - value;
00100     case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00101     case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00102     case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00103     case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00104     case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00105     case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00106     case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00107     case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00108     case DSGA_OP_MUL:  return last_value * value;
00109     case DSGA_OP_AND:  return last_value & value;
00110     case DSGA_OP_OR:   return last_value | value;
00111     case DSGA_OP_XOR:  return last_value ^ value;
00112     case DSGA_OP_STO:  _temp_store.StoreValue((U)value, (S)last_value); return last_value;
00113     case DSGA_OP_RST:  return value;
00114     case DSGA_OP_STOP: if (object->StorePSA != NULL) object->StorePSA(object, (U)value, (S)last_value); return last_value;
00115     case DSGA_OP_ROR:  return RotateRight(last_value, value);
00116     case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00117     case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00118     case DSGA_OP_SHL:  return (U)last_value << ((U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
00119     case DSGA_OP_SHR:  return (U)last_value >> ((U)value & 0x1F);
00120     case DSGA_OP_SAR:  return (S)last_value >> ((U)value & 0x1F);
00121     default:           return value;
00122   }
00123 }
00124 
00125 
00126 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
00127 {
00128   uint32 last_value = 0;
00129   uint32 value = 0;
00130   uint i;
00131 
00132   object->scope = this->var_scope;
00133 
00134   for (i = 0; i < this->num_adjusts; i++) {
00135     DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
00136 
00137     /* Try to get the variable. We shall assume it is available, unless told otherwise. */
00138     bool available = true;
00139     if (adjust->variable == 0x7E) {
00140       const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
00141       if (subgroup == NULL) {
00142         value = CALLBACK_FAILED;
00143       } else {
00144         value = subgroup->GetCallbackResult();
00145       }
00146 
00147       /* Reset values to current scope.
00148        * Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
00149       object->scope = this->var_scope;
00150     } else if (adjust->variable == 0x7B) {
00151       value = GetVariable(object, adjust->parameter, last_value, &available);
00152     } else {
00153       value = GetVariable(object, adjust->variable, adjust->parameter, &available);
00154     }
00155 
00156     if (!available) {
00157       /* Unsupported variable: skip further processing and return either
00158        * the group from the first range or the default group. */
00159       return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
00160     }
00161 
00162     switch (this->size) {
00163       case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, object, last_value, value); break;
00164       case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
00165       case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
00166       default: NOT_REACHED();
00167     }
00168     last_value = value;
00169   }
00170 
00171   object->last_value = last_value;
00172 
00173   if (this->num_ranges == 0) {
00174     /* nvar == 0 is a special case -- we turn our value into a callback result */
00175     if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00176     static CallbackResultSpriteGroup nvarzero(0, true);
00177     nvarzero.result = value;
00178     return &nvarzero;
00179   }
00180 
00181   for (i = 0; i < this->num_ranges; i++) {
00182     if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
00183       return SpriteGroup::Resolve(this->ranges[i].group, object);
00184     }
00185   }
00186 
00187   return SpriteGroup::Resolve(this->default_group, object);
00188 }
00189 
00190 
00191 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
00192 {
00193   uint32 mask;
00194   byte index;
00195 
00196   object->scope = this->var_scope;
00197   object->count = this->count;
00198 
00199   if (object->trigger != 0) {
00200     /* Handle triggers */
00201     /* Magic code that may or may not do the right things... */
00202     byte waiting_triggers = object->GetTriggers(object);
00203     byte match = this->triggers & (waiting_triggers | object->trigger);
00204     bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
00205 
00206     if (res) {
00207       waiting_triggers &= ~match;
00208       object->reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
00209     } else {
00210       waiting_triggers |= object->trigger;
00211     }
00212 
00213     object->SetTriggers(object, waiting_triggers);
00214   }
00215 
00216   mask  = (this->num_groups - 1) << this->lowest_randbit;
00217   index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
00218 
00219   return SpriteGroup::Resolve(this->groups[index], object);
00220 }
00221 
00222 
00223 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
00224 {
00225   return object->ResolveReal(object, this);
00226 }
00227 
00235 const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
00236 {
00237   if (!this->dts.NeedsPreprocessing()) {
00238     if (stage != NULL && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
00239     return &this->dts;
00240   }
00241 
00242   static DrawTileSprites result;
00243   uint8 actual_stage = stage != NULL ? *stage : 0;
00244   this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
00245   this->dts.ProcessRegisters(0, 0, false);
00246   result.seq = this->dts.GetLayout(&result.ground);
00247 
00248   /* Stage has been processed by PrepareLayout(), set it to zero. */
00249   if (stage != NULL) *stage = 0;
00250 
00251   return &result;
00252 }