Changeset - r3677:4f4e823a9993
[Not reviewed]
master
0 2 0
peter1138 - 18 years ago 2006-04-27 19:53:58
peter1138@openttd.org
(svn r4594) - NewGRF: introduce the basic sprite group resolver. This code isn't used yet.
2 files changed with 213 insertions and 1 deletions:
0 comments (0 inline, 0 general)
newgrf_spritegroup.c
Show inline comments
 
@@ -2,8 +2,10 @@
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "variables.h"
 
#include "macros.h"
 
#include "pool.h"
 
#include "sprite.h"
 
#include "newgrf_spritegroup.h"
 

	
 
enum {
 
	SPRITEGROUP_POOL_BLOCK_SIZE_BITS = 4, /* (1 << 4) == 16 items */
 
@@ -67,3 +69,178 @@ void InitializeSpriteGroupPool(void)
 

	
 
	_spritegroup_count = 0;
 
}
 

	
 

	
 
static const SpriteGroup *ResolveReal(const SpriteGroup *group, ResolverObject *object)
 
{
 
	bool in_motion;
 
	uint set;
 

	
 
	set = object->ResolveReal(object, group->g.real.num_loaded, group->g.real.num_loading, &in_motion);
 

	
 
	assert((in_motion && set < group->g.real.num_loaded) || (!in_motion && set < group->g.real.num_loading));
 

	
 
	return Resolve(in_motion ? group->g.real.loaded[set] : group->g.real.loading[set], object);
 
}
 

	
 

	
 
static uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter)
 
{
 
	/* Return common variables */
 
	switch (variable) {
 
		case 0x00: return _date;
 
		case 0x01: return _cur_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);
 
	}
 
}
 

	
 

	
 
/* 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 size EvalAdjust_ ## size(const DeterministicSpriteGroupAdjust *adjust, size last_value, size 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 %= (size)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(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 last_value / value; \
 
		case DSGA_OP_SMOD: return last_value % value; \
 
		case DSGA_OP_UDIV: return (usize)last_value / (usize)value; \
 
		case DSGA_OP_UMOD: return (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 const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
 
{
 
	static SpriteGroup nvarzero;
 
	const SpriteGroup *target;
 
	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];
 
		value = GetVariable(object, adjust->variable, adjust->parameter);
 
		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 (value == -1) {
 
		/* Unsupported property */
 
		target = group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group;
 
	} else {
 
		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) | 0x8000;
 
			return &nvarzero;
 
		}
 

	
 
		target = group->g.determ.default_group;
 
		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) {
 
				target = group->g.determ.ranges[i].group;
 
				break;
 
			}
 
		}
 
	}
 

	
 
	return Resolve(target, object);
 
}
 

	
 

	
 
static const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
 
{
 
	byte 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 ResolveReal(group, object);
 
		case SGT_DETERMINISTIC: return ResolveVariable(group, object);
 
		case SGT_RANDOMIZED:    return ResolveRandom(group, object);
 
		default:                return group;
 
	}
 
}
 

	
newgrf_spritegroup.h
Show inline comments
 
@@ -154,4 +154,39 @@ struct SpriteGroup {
 
SpriteGroup *AllocateSpriteGroup(void);
 
void InitializeSpriteGroupPool(void);
 

	
 

	
 
typedef struct ResolverObject {
 
	byte callback;
 
	uint32 callback_param1;
 
	uint32 callback_param2;
 

	
 
	byte trigger;
 
	uint32 last_value;
 
	uint32 reseed;
 
	VarSpriteGroupScope scope;
 

	
 
	union {
 
		struct {
 
			const struct Vehicle *self;
 
			const struct Vehicle *parent;
 
		} vehicle;
 
		struct {
 
			TileIndex tile;
 
			const struct Station *st;
 
			const struct StationSpec *statspec;
 
		} station;
 
	};
 

	
 
	uint32 (*GetRandomBits)(const struct ResolverObject*);
 
	uint32 (*GetTriggers)(const struct ResolverObject*);
 
	void (*SetTriggers)(const struct ResolverObject*, int);
 
	uint32 (*GetVariable)(const struct ResolverObject*, byte, byte);
 
	uint32 (*ResolveReal)(const struct ResolverObject*, uint, uint, bool*);
 
} ResolverObject;
 

	
 

	
 
/* Base sprite group resolver */
 
const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
 

	
 

	
 
#endif /* NEWGRF_SPRITEGROUP_H */
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