newgrf_spritegroup.cpp

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00001 /* $Id: newgrf_spritegroup.cpp 19551 2010-04-03 19:48:01Z rubidium $ */
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.h"
00014 #include "newgrf_spritegroup.h"
00015 #include "sprite.h"
00016 #include "core/bitmath_func.hpp"
00017 #include "core/pool_func.hpp"
00018 
00019 SpriteGroupPool _spritegroup_pool("SpriteGroup");
00020 INSTANTIATE_POOL_METHODS(SpriteGroup)
00021 
00022 RealSpriteGroup::~RealSpriteGroup()
00023 {
00024   free((void*)this->loaded);
00025   free((void*)this->loading);
00026 }
00027 
00028 DeterministicSpriteGroup::~DeterministicSpriteGroup()
00029 {
00030   free(this->adjusts);
00031   free(this->ranges);
00032 }
00033 
00034 RandomizedSpriteGroup::~RandomizedSpriteGroup()
00035 {
00036   free((void*)this->groups);
00037 }
00038 
00039 TileLayoutSpriteGroup::~TileLayoutSpriteGroup()
00040 {
00041   free((void*)this->dts->seq);
00042   free(this->dts);
00043 }
00044 
00045 TemporaryStorageArray<int32, 0x110> _temp_store;
00046 
00047 
00048 static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
00049 {
00050   /* First handle variables common with Action7/9/D */
00051   uint32 value;
00052   if (GetGlobalVariable(variable, &value)) return value;
00053 
00054   /* Non-common variable */
00055   switch (variable) {
00056     case 0x0C: return object->callback;
00057     case 0x10: return object->callback_param1;
00058     case 0x18: return object->callback_param2;
00059     case 0x1C: return object->last_value;
00060 
00061     case 0x5F: return (object->GetRandomBits(object) << 8) | object->GetTriggers(object);
00062 
00063     case 0x7D: return _temp_store.Get(parameter);
00064 
00065     case 0x7F:
00066       if (object == NULL || object->grffile == NULL) return 0;
00067       return object->grffile->GetParam(parameter);
00068 
00069     /* Not a common variable, so evalute the feature specific variables */
00070     default: return object->GetVariable(object, variable, parameter, available);
00071   }
00072 }
00073 
00074 
00081 static uint32 RotateRight(uint32 val, uint32 rot)
00082 {
00083   /* Do not rotate more than necessary */
00084   rot %= 32;
00085 
00086   return (val >> rot) | (val << (32 - rot));
00087 }
00088 
00089 
00090 /* Evaluate an adjustment for a variable of the given size.
00091  * U is the unsigned type and S is the signed type to use. */
00092 template <typename U, typename S>
00093 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value)
00094 {
00095   value >>= adjust->shift_num;
00096   value  &= adjust->and_mask;
00097 
00098   if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val;
00099 
00100   switch (adjust->type) {
00101     case DSGA_TYPE_DIV:  value /= (S)adjust->divmod_val; break;
00102     case DSGA_TYPE_MOD:  value %= (U)adjust->divmod_val; break;
00103     case DSGA_TYPE_NONE: break;
00104   }
00105 
00106   switch (adjust->operation) {
00107     case DSGA_OP_ADD:  return last_value + value;
00108     case DSGA_OP_SUB:  return last_value - value;
00109     case DSGA_OP_SMIN: return min((S)last_value, (S)value);
00110     case DSGA_OP_SMAX: return max((S)last_value, (S)value);
00111     case DSGA_OP_UMIN: return min((U)last_value, (U)value);
00112     case DSGA_OP_UMAX: return max((U)last_value, (U)value);
00113     case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value;
00114     case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value;
00115     case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value;
00116     case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value;
00117     case DSGA_OP_MUL:  return last_value * value;
00118     case DSGA_OP_AND:  return last_value & value;
00119     case DSGA_OP_OR:   return last_value | value;
00120     case DSGA_OP_XOR:  return last_value ^ value;
00121     case DSGA_OP_STO:  _temp_store.Store((U)value, (S)last_value); return last_value;
00122     case DSGA_OP_RST:  return value;
00123     case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store((U)value, (S)last_value); return last_value;
00124     case DSGA_OP_ROR:  return RotateRight(last_value, value);
00125     case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
00126     case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
00127     default:           return value;
00128   }
00129 }
00130 
00131 
00132 const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
00133 {
00134   uint32 last_value = 0;
00135   uint32 value = 0;
00136   uint i;
00137 
00138   object->scope = this->var_scope;
00139 
00140   for (i = 0; i < this->num_adjusts; i++) {
00141     DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
00142 
00143     /* Try to get the variable. We shall assume it is available, unless told otherwise. */
00144     bool available = true;
00145     if (adjust->variable == 0x7E) {
00146       const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
00147       if (subgroup == NULL) {
00148         value = CALLBACK_FAILED;
00149       } else {
00150         value = subgroup->GetCallbackResult();
00151       }
00152 
00153       /* Reset values to current scope.
00154        * Note: 'last_value' and 'reseed' are shared between the main chain and the procedure */
00155       object->scope = this->var_scope;
00156     } else {
00157       value = GetVariable(object, adjust->variable, adjust->parameter, &available);
00158     }
00159 
00160     if (!available) {
00161       /* Unsupported property: skip further processing and return either
00162        * the group from the first range or the default group. */
00163       return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
00164     }
00165 
00166     switch (this->size) {
00167       case DSG_SIZE_BYTE:  value = EvalAdjustT<uint8,  int8> (adjust, object, last_value, value); break;
00168       case DSG_SIZE_WORD:  value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
00169       case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
00170       default: NOT_REACHED();
00171     }
00172     last_value = value;
00173   }
00174 
00175   object->last_value = last_value;
00176 
00177   if (this->num_ranges == 0) {
00178     /* nvar == 0 is a special case -- we turn our value into a callback result */
00179     if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
00180     static CallbackResultSpriteGroup nvarzero(0);
00181     nvarzero.result = value;
00182     return &nvarzero;
00183   }
00184 
00185   for (i = 0; i < this->num_ranges; i++) {
00186     if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
00187       return SpriteGroup::Resolve(this->ranges[i].group, object);
00188     }
00189   }
00190 
00191   return SpriteGroup::Resolve(this->default_group, object);
00192 }
00193 
00194 
00195 const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
00196 {
00197   uint32 mask;
00198   byte index;
00199 
00200   object->scope = this->var_scope;
00201   object->count = this->count;
00202 
00203   if (object->trigger != 0) {
00204     /* Handle triggers */
00205     /* Magic code that may or may not do the right things... */
00206     byte waiting_triggers = object->GetTriggers(object);
00207     byte match = this->triggers & (waiting_triggers | object->trigger);
00208     bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
00209 
00210     if (res) {
00211       waiting_triggers &= ~match;
00212       object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
00213     } else {
00214       waiting_triggers |= object->trigger;
00215     }
00216 
00217     object->SetTriggers(object, waiting_triggers);
00218   }
00219 
00220   mask  = (this->num_groups - 1) << this->lowest_randbit;
00221   index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
00222 
00223   return SpriteGroup::Resolve(this->groups[index], object);
00224 }
00225 
00226 
00227 const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
00228 {
00229   return object->ResolveReal(object, this);
00230 }

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