230 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
 | 
						|
 | 
						|
/*
 | 
						|
 * This file is part of OpenTTD.
 | 
						|
 * 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.
 | 
						|
 * 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.
 | 
						|
 * 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/>.
 | 
						|
 */
 | 
						|
 | 
						|
/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */
 | 
						|
 | 
						|
#include "stdafx.h"
 | 
						|
#include "newgrf.h"
 | 
						|
#include "newgrf_spritegroup.h"
 | 
						|
#include "sprite.h"
 | 
						|
#include "core/pool_func.hpp"
 | 
						|
 | 
						|
SpriteGroupPool _spritegroup_pool("SpriteGroup");
 | 
						|
INSTANTIATE_POOL_METHODS(SpriteGroup)
 | 
						|
 | 
						|
RealSpriteGroup::~RealSpriteGroup()
 | 
						|
{
 | 
						|
	free((void*)this->loaded);
 | 
						|
	free((void*)this->loading);
 | 
						|
}
 | 
						|
 | 
						|
DeterministicSpriteGroup::~DeterministicSpriteGroup()
 | 
						|
{
 | 
						|
	free(this->adjusts);
 | 
						|
	free(this->ranges);
 | 
						|
}
 | 
						|
 | 
						|
RandomizedSpriteGroup::~RandomizedSpriteGroup()
 | 
						|
{
 | 
						|
	free((void*)this->groups);
 | 
						|
}
 | 
						|
 | 
						|
TileLayoutSpriteGroup::~TileLayoutSpriteGroup()
 | 
						|
{
 | 
						|
	free((void*)this->dts->seq);
 | 
						|
	free(this->dts);
 | 
						|
}
 | 
						|
 | 
						|
TemporaryStorageArray<uint32, 0x110> _temp_store;
 | 
						|
 | 
						|
 | 
						|
static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
 | 
						|
{
 | 
						|
	/* First handle variables common with Action7/9/D */
 | 
						|
	uint32 value;
 | 
						|
	if (GetGlobalVariable(variable, &value)) return value;
 | 
						|
 | 
						|
	/* Non-common variable */
 | 
						|
	switch (variable) {
 | 
						|
		case 0x0C: return object->callback;
 | 
						|
		case 0x10: return object->callback_param1;
 | 
						|
		case 0x18: return object->callback_param2;
 | 
						|
		case 0x1C: return object->last_value;
 | 
						|
 | 
						|
		case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
 | 
						|
 | 
						|
		case 0x7D: return _temp_store.Get(parameter);
 | 
						|
 | 
						|
		case 0x7F:
 | 
						|
			if (object == NULL || object->grffile == NULL || parameter >= object->grffile->param_end) return 0;
 | 
						|
			return object->grffile->param[parameter];
 | 
						|
 | 
						|
		/* Not a common variable, so evalute the feature specific variables */
 | 
						|
		default: return object->GetVariable(object, variable, parameter, available);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/**
 | 
						|
 * Rotate val rot times to the right
 | 
						|
 * @param val the value to rotate
 | 
						|
 * @param rot the amount of times to rotate
 | 
						|
 * @return the rotated value
 | 
						|
 */
 | 
						|
static uint32 RotateRight(uint32 val, uint32 rot)
 | 
						|
{
 | 
						|
	/* Do not rotate more than necessary */
 | 
						|
	rot %= 32;
 | 
						|
 | 
						|
	return (val >> rot) | (val << (32 - rot));
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* 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, ResolverObject *object, 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 value == 0 ? (S)last_value : (S)last_value / (S)value;
 | 
						|
		case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
 | 
						|
		case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
 | 
						|
		case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (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;
 | 
						|
		case DSGA_OP_STO:  _temp_store.Store(value, last_value); return last_value;
 | 
						|
		case DSGA_OP_RST:  return value;
 | 
						|
		case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store(value, last_value); return last_value;
 | 
						|
		case DSGA_OP_ROR:  return RotateRight(last_value, value);
 | 
						|
		case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
 | 
						|
		case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
 | 
						|
		default:           return value;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
 | 
						|
{
 | 
						|
	uint32 last_value = 0;
 | 
						|
	uint32 value = 0;
 | 
						|
	uint i;
 | 
						|
 | 
						|
	object->scope = this->var_scope;
 | 
						|
 | 
						|
	for (i = 0; i < this->num_adjusts; i++) {
 | 
						|
		DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
 | 
						|
 | 
						|
		/* Try to get the variable. We shall assume it is available, unless told otherwise. */
 | 
						|
		bool available = true;
 | 
						|
		if (adjust->variable == 0x7E) {
 | 
						|
			const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
 | 
						|
			if (subgroup == NULL) {
 | 
						|
				value = CALLBACK_FAILED;
 | 
						|
			} else {
 | 
						|
				value = subgroup->GetCallbackResult();
 | 
						|
			}
 | 
						|
 | 
						|
			/* Reset values to current scope.
 | 
						|
			 * Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
 | 
						|
			object->scope = this->var_scope;
 | 
						|
		} 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 SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
 | 
						|
		}
 | 
						|
 | 
						|
		switch (this->size) {
 | 
						|
			case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, object, last_value, value); break;
 | 
						|
			case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
 | 
						|
			case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
 | 
						|
			default: NOT_REACHED();
 | 
						|
		}
 | 
						|
		last_value = value;
 | 
						|
	}
 | 
						|
 | 
						|
	object->last_value = last_value;
 | 
						|
 | 
						|
	if (this->num_ranges == 0) {
 | 
						|
		/* nvar == 0 is a special case -- we turn our value into a callback result */
 | 
						|
		if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
 | 
						|
		static CallbackResultSpriteGroup nvarzero(0);
 | 
						|
		nvarzero.result = value;
 | 
						|
		return &nvarzero;
 | 
						|
	}
 | 
						|
 | 
						|
	for (i = 0; i < this->num_ranges; i++) {
 | 
						|
		if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
 | 
						|
			return SpriteGroup::Resolve(this->ranges[i].group, object);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return SpriteGroup::Resolve(this->default_group, object);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
 | 
						|
{
 | 
						|
	uint32 mask;
 | 
						|
	byte index;
 | 
						|
 | 
						|
	object->scope = this->var_scope;
 | 
						|
	object->count = this->count;
 | 
						|
 | 
						|
	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 = this->triggers & (waiting_triggers | object->trigger);
 | 
						|
		bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
 | 
						|
 | 
						|
		if (res) {
 | 
						|
			waiting_triggers &= ~match;
 | 
						|
			object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
 | 
						|
		} else {
 | 
						|
			waiting_triggers |= object->trigger;
 | 
						|
		}
 | 
						|
 | 
						|
		object->SetTriggers(object, waiting_triggers);
 | 
						|
	}
 | 
						|
 | 
						|
	mask  = (this->num_groups - 1) << this->lowest_randbit;
 | 
						|
	index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
 | 
						|
 | 
						|
	return SpriteGroup::Resolve(this->groups[index], object);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
 | 
						|
{
 | 
						|
	return object->ResolveReal(object, this);
 | 
						|
}
 |