mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
291 lines
9.0 KiB
C++
291 lines
9.0 KiB
C++
/* $Id$ */
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/** @file newgrf_spritegroup.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "variables.h"
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#include "macros.h"
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#include "landscape.h"
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#include "oldpool.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_spritegroup.h"
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#include "date.h"
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#include "sprite.h"
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static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item);
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static uint _spritegroup_count = 0;
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STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, NULL, SpriteGroupPoolCleanBlock)
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static void DestroySpriteGroup(SpriteGroup *group)
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{
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/* Free dynamically allocated memory */
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/* XXX Cast away the consts due to MSVC being buggy... */
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switch (group->type) {
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case SGT_REAL:
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free((SpriteGroup**)group->g.real.loaded);
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free((SpriteGroup**)group->g.real.loading);
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break;
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case SGT_DETERMINISTIC:
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free(group->g.determ.adjusts);
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free(group->g.determ.ranges);
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break;
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case SGT_RANDOMIZED:
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free((SpriteGroup**)group->g.random.groups);
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break;
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case SGT_TILELAYOUT:
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free((void*)group->g.layout.dts->seq);
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free(group->g.layout.dts);
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break;
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default:
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break;
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}
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}
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static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
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{
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uint i;
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for (i = start_item; i <= end_item; i++) {
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DestroySpriteGroup(GetSpriteGroup(i));
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}
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}
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/* Allocate a new SpriteGroup */
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SpriteGroup *AllocateSpriteGroup()
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{
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/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
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if (_spritegroup_count == GetSpriteGroupPoolSize()) {
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if (!_SpriteGroup_pool.AddBlockToPool()) return NULL;
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}
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return GetSpriteGroup(_spritegroup_count++);
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}
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void InitializeSpriteGroupPool()
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{
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_SpriteGroup_pool.CleanPool();
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_spritegroup_count = 0;
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}
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TemporaryStorageArray<uint32, 0x110> _temp_store;
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static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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{
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/* Return common variables */
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switch (variable) {
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case 0x00: return max(_date - DAYS_TILL_ORIGINAL_BASE_YEAR, 0);
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case 0x01: return Clamp(_cur_year, ORIGINAL_BASE_YEAR, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR;
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case 0x02: return _cur_month;
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case 0x03: return _opt.landscape;
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case 0x09: return _date_fract;
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case 0x0A: return _tick_counter;
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case 0x0C: return object->callback;
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case 0x10: return object->callback_param1;
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case 0x11: return 0;
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case 0x18: return object->callback_param2;
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case 0x1A: return UINT_MAX;
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case 0x1B: return GB(_display_opt, 0, 6);
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case 0x1C: return object->last_value;
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case 0x20: return _opt.landscape == LT_ARCTIC ? GetSnowLine() : 0xFF;
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case 0x7D: return _temp_store.Get(parameter);
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/* Not a common variable, so evalute the feature specific variables */
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default: return object->GetVariable(object, variable, parameter, available);
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}
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}
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/**
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* Rotate val rot times to the right
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* @param val the value to rotate
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* @param rot the amount of times to rotate
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* @return the rotated value
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*/
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static uint32 RotateRight(uint32 val, uint32 rot)
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{
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/* Do not rotate more than necessary */
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rot %= 32;
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return (val >> rot) | (val << (32 - rot));
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}
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/* Evaluate an adjustment for a variable of the given size.
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* U is the unsigned type and S is the signed type to use. */
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template <typename U, typename S>
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static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
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{
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value >>= adjust->shift_num;
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value &= adjust->and_mask;
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if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
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switch (adjust->type) {
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case DSGA_TYPE_DIV: value /= (S)adjust->divmod_val; break;
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case DSGA_TYPE_MOD: value %= (U)adjust->divmod_val; break;
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case DSGA_TYPE_NONE: break;
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}
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switch (adjust->operation) {
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case DSGA_OP_ADD: return last_value + value;
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case DSGA_OP_SUB: return last_value - value;
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case DSGA_OP_SMIN: return min((S)last_value, (S)value);
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case DSGA_OP_SMAX: return max((S)last_value, (S)value);
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case DSGA_OP_UMIN: return min((U)last_value, (U)value);
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case DSGA_OP_UMAX: return max((U)last_value, (U)value);
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case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
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case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
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case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
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case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
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case DSGA_OP_MUL: return last_value * value;
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case DSGA_OP_AND: return last_value & value;
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case DSGA_OP_OR: return last_value | value;
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case DSGA_OP_XOR: return last_value ^ value;
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case DSGA_OP_STO: _temp_store.Store(value, last_value); return last_value;
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case DSGA_OP_RST: return value;
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case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store(value, last_value); return last_value;
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case DSGA_OP_ROR: return RotateRight(last_value, value);
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case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
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case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
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default: return value;
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}
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}
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static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
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{
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static SpriteGroup nvarzero;
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uint32 last_value = 0;
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uint32 value = 0;
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uint i;
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object->scope = group->g.determ.var_scope;
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for (i = 0; i < group->g.determ.num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i];
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/* Try to get the variable. We shall assume it is available, unless told otherwise. */
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bool available = true;
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if (adjust->variable == 0x7E) {
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ResolverObject subobject = *object;
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const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
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if (subgroup == NULL || subgroup->type != SGT_CALLBACK) {
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value = CALLBACK_FAILED;
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} else {
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value = subgroup->g.callback.result;
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}
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} else {
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value = GetVariable(object, adjust->variable, adjust->parameter, &available);
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}
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if (!available) {
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/* Unsupported property: skip further processing and return either
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* the group from the first range or the default group. */
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return Resolve(group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group, object);
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}
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switch (group->g.determ.size) {
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, object, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
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default: NOT_REACHED(); break;
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}
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last_value = value;
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}
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object->last_value = last_value;
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if (group->g.determ.num_ranges == 0) {
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/* nvar == 0 is a special case -- we turn our value into a callback result */
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nvarzero.type = SGT_CALLBACK;
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switch (object->callback) {
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/* All these functions are 15 bit callbacks */
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case CBID_VEHICLE_REFIT_CAPACITY:
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case CBID_HOUSE_COLOUR:
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case CBID_HOUSE_CARGO_ACCEPTANCE:
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case CBID_INDUSTRY_LOCATION:
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case CBID_INDTILE_CARGO_ACCEPTANCE:
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case CBID_VEHICLE_COLOUR_MAPPING:
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case CBID_HOUSE_PRODUCE_CARGO:
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case CBID_VEHICLE_SOUND_EFFECT:
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case CBID_SOUNDS_AMBIENT_EFFECT:
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nvarzero.g.callback.result = GB(value, 0, 15);
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break;
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/* The rest is a 8 bit callback, which should be truncated properly */
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default:
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nvarzero.g.callback.result = GB(value, 0, 8);
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break;
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}
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return &nvarzero;
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}
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for (i = 0; i < group->g.determ.num_ranges; i++) {
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if (group->g.determ.ranges[i].low <= value && value <= group->g.determ.ranges[i].high) {
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return Resolve(group->g.determ.ranges[i].group, object);
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}
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}
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return Resolve(group->g.determ.default_group, object);
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}
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static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
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{
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uint32 mask;
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byte index;
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object->scope = group->g.random.var_scope;
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if (object->trigger != 0) {
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/* Handle triggers */
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/* Magic code that may or may not do the right things... */
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byte waiting_triggers = object->GetTriggers(object);
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byte match = group->g.random.triggers & (waiting_triggers | object->trigger);
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bool res;
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res = (group->g.random.cmp_mode == RSG_CMP_ANY) ?
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(match != 0) : (match == group->g.random.triggers);
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if (res) {
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waiting_triggers &= ~match;
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object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
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} else {
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waiting_triggers |= object->trigger;
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}
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object->SetTriggers(object, waiting_triggers);
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}
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mask = (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
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index = (object->GetRandomBits(object) & mask) >> group->g.random.lowest_randbit;
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return Resolve(group->g.random.groups[index], object);
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}
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/* ResolverObject (re)entry point */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
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{
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/* We're called even if there is no group, so quietly return nothing */
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if (group == NULL) return NULL;
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switch (group->type) {
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case SGT_REAL: return object->ResolveReal(object, group);
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case SGT_DETERMINISTIC: return ResolveVariable(group, object);
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case SGT_RANDOMIZED: return ResolveRandom(group, object);
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default: return group;
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}
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}
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