Files
@ r14714:d2cd13ebee30
Branch filter:
Location: cpp/openttd-patchpack/source/src/newgrf_spritegroup.cpp
r14714:d2cd13ebee30
7.5 KiB
text/x-c
(svn r19309) -Update: base set translations for Arabic, Catalan and Norwegian (Nynorsk)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 | /* $Id$ */
/*
* 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/bitmath_func.hpp"
#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) return 0;
return object->grffile->GetParam(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);
}
|