OpenTTD-patches/src/newgrf_spritegroup.cpp

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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "macros.h"
#include "oldpool.h"
#include "newgrf_callbacks.h"
#include "newgrf_spritegroup.h"
#include "date.h"
static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item);
static uint _spritegroup_count = 0;
STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, NULL, SpriteGroupPoolCleanBlock)
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static void DestroySpriteGroup(SpriteGroup *group)
{
/* Free dynamically allocated memory */
/* XXX Cast away the consts due to MSVC being buggy... */
switch (group->type) {
case SGT_REAL:
free((SpriteGroup**)group->g.real.loaded);
free((SpriteGroup**)group->g.real.loading);
break;
case SGT_DETERMINISTIC:
free(group->g.determ.adjusts);
free(group->g.determ.ranges);
break;
case SGT_RANDOMIZED:
free((SpriteGroup**)group->g.random.groups);
break;
default:
break;
}
}
static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
{
uint i;
for (i = start_item; i <= end_item; i++) {
DestroySpriteGroup(GetSpriteGroup(i));
}
}
/* Allocate a new SpriteGroup */
SpriteGroup *AllocateSpriteGroup()
{
/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
if (_spritegroup_count == GetSpriteGroupPoolSize()) {
if (!AddBlockToPool(&_SpriteGroup_pool)) return NULL;
}
return GetSpriteGroup(_spritegroup_count++);
}
void InitializeSpriteGroupPool()
{
CleanPool(&_SpriteGroup_pool);
_spritegroup_count = 0;
}
static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
/* Return common variables */
switch (variable) {
case 0x00: return max(_date - DAYS_TILL_ORIGINAL_BASE_YEAR, 0);
case 0x01: return clamp(_cur_year, ORIGINAL_BASE_YEAR, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR;
case 0x02: return _cur_month;
case 0x03: return _opt.landscape;
case 0x09: return _date_fract;
case 0x0A: return _tick_counter;
case 0x0C: return object->callback;
case 0x10: return object->callback_param1;
case 0x11: return 0;
case 0x18: return object->callback_param2;
case 0x1A: return UINT_MAX;
case 0x1B: return GB(_display_opt, 0, 6);
case 0x1C: return object->last_value;
case 0x20: return _opt.landscape == LT_HILLY ? _opt.snow_line : 0xFF;
/* Not a common variable, so evalute the feature specific variables */
default: return object->GetVariable(object, variable, parameter, available);
}
}
/* Evaluate an adjustment for a variable of the given size.
* U is the unsigned type and S is the signed type to use. */
template <typename U, typename S>
static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, U last_value, uint32 value)
{
value >>= adjust->shift_num;
value &= adjust->and_mask;
if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
switch (adjust->type) {
case DSGA_TYPE_DIV: value /= (S)adjust->divmod_val; break;
case DSGA_TYPE_MOD: value %= (U)adjust->divmod_val; break;
case DSGA_TYPE_NONE: break;
}
switch (adjust->operation) {
case DSGA_OP_ADD: return last_value + value;
case DSGA_OP_SUB: return last_value - value;
case DSGA_OP_SMIN: return min((S)last_value, (S)value);
case DSGA_OP_SMAX: return max((S)last_value, (S)value);
case DSGA_OP_UMIN: return min((U)last_value, (U)value);
case DSGA_OP_UMAX: return max((U)last_value, (U)value);
case DSGA_OP_SDIV: return (S)last_value / (S)value;
case DSGA_OP_SMOD: return (S)last_value % (S)value;
case DSGA_OP_UDIV: return (U)last_value / (U)value;
case DSGA_OP_UMOD: return (U)last_value % (U)value;
case DSGA_OP_MUL: return last_value * value;
case DSGA_OP_AND: return last_value & value;
case DSGA_OP_OR: return last_value | value;
case DSGA_OP_XOR: return last_value ^ value;
default: return value;
}
}
static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
{
static SpriteGroup nvarzero;
uint32 last_value = 0;
uint32 value = 0;
uint i;
object->scope = group->g.determ.var_scope;
for (i = 0; i < group->g.determ.num_adjusts; i++) {
DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i];
/* Try to get the variable. We shall assume it is available, unless told otherwise. */
bool available = true;
if (adjust->variable == 0x7E) {
ResolverObject subobject = *object;
const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
if (subgroup == NULL || subgroup->type != SGT_CALLBACK) {
value = CALLBACK_FAILED;
} else {
value = subgroup->g.callback.result;
}
} else {
value = GetVariable(object, adjust->variable, adjust->parameter, &available);
}
if (!available) {
/* Unsupported property: skip further processing and return either
* the group from the first range or the default group. */
return Resolve(group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group, object);
}
switch (group->g.determ.size) {
case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8>(adjust, last_value, value); break;
case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, last_value, value); break;
case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, last_value, value); break;
default: NOT_REACHED(); break;
}
last_value = value;
}
object->last_value = last_value;
if (group->g.determ.num_ranges == 0) {
/* nvar == 0 is a special case -- we turn our value into a callback result */
nvarzero.type = SGT_CALLBACK;
nvarzero.g.callback.result = GB(value, 0, 15);
return &nvarzero;
}
for (i = 0; i < group->g.determ.num_ranges; i++) {
if (group->g.determ.ranges[i].low <= value && value <= group->g.determ.ranges[i].high) {
return Resolve(group->g.determ.ranges[i].group, object);
}
}
return Resolve(group->g.determ.default_group, object);
}
static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
{
uint32 mask;
byte index;
object->scope = group->g.random.var_scope;
if (object->trigger != 0) {
/* Handle triggers */
/* Magic code that may or may not do the right things... */
byte waiting_triggers = object->GetTriggers(object);
byte match = group->g.random.triggers & (waiting_triggers | object->trigger);
bool res;
res = (group->g.random.cmp_mode == RSG_CMP_ANY) ?
(match != 0) : (match == group->g.random.triggers);
if (res) {
waiting_triggers &= ~match;
object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
} else {
waiting_triggers |= object->trigger;
}
object->SetTriggers(object, waiting_triggers);
}
mask = (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
index = (object->GetRandomBits(object) & mask) >> group->g.random.lowest_randbit;
return Resolve(group->g.random.groups[index], object);
}
/* ResolverObject (re)entry point */
const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
{
/* We're called even if there is no group, so quietly return nothing */
if (group == NULL) return NULL;
switch (group->type) {
case SGT_REAL: return object->ResolveReal(object, group);
case SGT_DETERMINISTIC: return ResolveVariable(group, object);
case SGT_RANDOMIZED: return ResolveRandom(group, object);
default: return group;
}
}