newgrf_spritegroup.c
author KUDr
Sat, 30 Dec 2006 18:25:01 +0000
branchcustombridgeheads
changeset 5609 ec38986d2c8e
parent 5216 d581e4db95b6
child 5497 b9c8c76d31b7
child 5642 bfa6074e2833
permissions -rw-r--r--
(svn r7655) [cbh] - Fix: [YAPF] another assert (on opposite cbh when it contained choice). Now it is possible to reach choice when exiting wormhole. So the wormhole cost must be taken into consideration when starting new YAPF node.
/* $Id$ */

#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 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 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;
	}
}