mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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231 lines
7.5 KiB
C++
231 lines
7.5 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
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#include "stdafx.h"
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#include "newgrf.h"
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#include "newgrf_spritegroup.h"
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#include "sprite.h"
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#include "core/bitmath_func.hpp"
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#include "core/pool_func.hpp"
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SpriteGroupPool _spritegroup_pool("SpriteGroup");
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INSTANTIATE_POOL_METHODS(SpriteGroup)
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RealSpriteGroup::~RealSpriteGroup()
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{
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free((void*)this->loaded);
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free((void*)this->loading);
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}
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DeterministicSpriteGroup::~DeterministicSpriteGroup()
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{
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free(this->adjusts);
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free(this->ranges);
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}
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RandomizedSpriteGroup::~RandomizedSpriteGroup()
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{
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free((void*)this->groups);
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}
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TileLayoutSpriteGroup::~TileLayoutSpriteGroup()
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{
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free((void*)this->dts->seq);
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free(this->dts);
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}
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TemporaryStorageArray<int32, 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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/* First handle variables common with Action7/9/D */
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uint32 value;
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if (GetGlobalVariable(variable, &value)) return value;
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/* Non-common variable */
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switch (variable) {
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case 0x0C: return object->callback;
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case 0x10: return object->callback_param1;
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case 0x18: return object->callback_param2;
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case 0x1C: return object->last_value;
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case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
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case 0x7D: return _temp_store.Get(parameter);
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case 0x7F:
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if (object == NULL || object->grffile == NULL) return 0;
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return object->grffile->GetParam(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((U)value, (S)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((U)value, (S)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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const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
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{
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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 = this->var_scope;
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for (i = 0; i < this->num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &this->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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const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
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if (subgroup == NULL) {
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value = CALLBACK_FAILED;
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} else {
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value = subgroup->GetCallbackResult();
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}
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/* Reset values to current scope.
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* Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
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object->scope = this->var_scope;
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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 SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
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}
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switch (this->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();
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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 (this->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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if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
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static CallbackResultSpriteGroup nvarzero(0);
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nvarzero.result = value;
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return &nvarzero;
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}
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for (i = 0; i < this->num_ranges; i++) {
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if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
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return SpriteGroup::Resolve(this->ranges[i].group, object);
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}
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}
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return SpriteGroup::Resolve(this->default_group, object);
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}
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const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
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{
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uint32 mask;
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byte index;
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object->scope = this->var_scope;
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object->count = this->count;
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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 = this->triggers & (waiting_triggers | object->trigger);
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bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
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if (res) {
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waiting_triggers &= ~match;
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object->reseed |= (this->num_groups - 1) << this->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 = (this->num_groups - 1) << this->lowest_randbit;
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index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
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return SpriteGroup::Resolve(this->groups[index], object);
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}
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const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
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{
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return object->ResolveReal(object, this);
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}
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