/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "variables.h" #include "macros.h" #include "oldpool.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, 4, 8000, NULL, SpriteGroupPoolCleanBlock) 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(void) { /* 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(void) { 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 -1; 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. This is a bit of * an unwieldy macro, but it saves triplicating the code. */ #define BUILD_EVAL_ADJUST(size, usize) \ static inline usize EvalAdjust_ ## size(const DeterministicSpriteGroupAdjust *adjust, usize last_value, int32 value) \ { \ value >>= adjust->shift_num; \ value &= adjust->and_mask; \ \ if (adjust->type != DSGA_TYPE_NONE) value += (size)adjust->add_val; \ \ switch (adjust->type) { \ case DSGA_TYPE_DIV: value /= (size)adjust->divmod_val; break; \ case DSGA_TYPE_MOD: value %= (usize)adjust->divmod_val; break; \ case DSGA_TYPE_NONE: break; \ } \ \ /* Get our value to the correct range */ \ value = (usize)value; \ \ 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(last_value, value); \ case DSGA_OP_SMAX: return max(last_value, value); \ case DSGA_OP_UMIN: return min((usize)last_value, (usize)value); \ case DSGA_OP_UMAX: return max((usize)last_value, (usize)value); \ case DSGA_OP_SDIV: return value == 0 ? last_value : last_value / value; \ case DSGA_OP_SMOD: return value == 0 ? last_value : last_value % value; \ case DSGA_OP_UDIV: return value == 0 ? (usize)last_value : (usize)last_value / (usize)value; \ case DSGA_OP_UMOD: return value == 0 ? (usize)last_value : (usize)last_value % (usize)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; \ } \ } BUILD_EVAL_ADJUST(int8, uint8) BUILD_EVAL_ADJUST(int16, uint16) BUILD_EVAL_ADJUST(int32, uint32) static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object) { static SpriteGroup nvarzero; int32 last_value = object->last_value; int32 value = -1; 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; 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 = EvalAdjust_int8(adjust, last_value, value); break; case DSG_SIZE_WORD: value = EvalAdjust_int16(adjust, last_value, value); break; case DSG_SIZE_DWORD: value = EvalAdjust_int32(adjust, last_value, value); break; default: NOT_REACHED(); break; } last_value = 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 <= (uint32)value && (uint32)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; } }