Files @ r9334:6d079081ec24
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Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.cpp

belugas
(svn r13226) -Feature: Allow to have more than only two airports per town. The number of airports is now controlled by the noise each of them generates, the distance from town's center and how tolerant the town is.
Initial concept : TTDPatch (moreairpots), Initial code : Pasky
Thanks to BigBB (help coding), Smatz Skidd13 and frosch for bugcatches and advices
/* $Id$ */

/** @file newgrf_spritegroup.cpp Handling of primarily NewGRF action 2. */

#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "landscape.h"
#include "oldpool.h"
#include "newgrf.h"
#include "newgrf_callbacks.h"
#include "newgrf_spritegroup.h"
#include "sprite.h"
#include "date_func.h"
#include "settings_type.h"

static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item);

static uint _spritegroup_count = 0;
STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, 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;

		case SGT_TILELAYOUT:
			free((void*)group->g.layout.dts->seq);
			free(group->g.layout.dts);
			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()
{
	/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
	if (_spritegroup_count == GetSpriteGroupPoolSize()) {
		if (!_SpriteGroup_pool.AddBlockToPool()) return NULL;
	}

	return GetSpriteGroup(_spritegroup_count++);
}


void InitializeSpriteGroupPool()
{
	_SpriteGroup_pool.CleanPool();

	_spritegroup_count = 0;
}

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 0x7D: return _temp_store.Get(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;
	}
}


static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
{
	static SpriteGroup nvarzero;
	uint32 last_value = 0;
	uint32 value = 0;
	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;
		if (adjust->variable == 0x7E) {
			ResolverObject subobject = *object;
			subobject.procedure_call = true;
			const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
			if (subgroup == NULL || subgroup->type != SGT_CALLBACK) {
				value = CALLBACK_FAILED;
			} else {
				value = subgroup->g.callback.result;
			}
		} 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 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 = 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(); break;
		}
		last_value = value;
	}

	object->last_value = last_value;

	if (group->g.determ.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);
		nvarzero.type = SGT_CALLBACK;
		nvarzero.g.callback.result = value;
		return &nvarzero;
	}

	for (i = 0; i < group->g.determ.num_ranges; i++) {
		if (group->g.determ.ranges[i].low <= value && 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;
	object->count = group->g.random.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 = 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;
	}
}