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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /newgrf_spritegroup.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'newgrf_spritegroup.c')
-rw-r--r--newgrf_spritegroup.c233
1 files changed, 0 insertions, 233 deletions
diff --git a/newgrf_spritegroup.c b/newgrf_spritegroup.c
deleted file mode 100644
index f97da9c90..000000000
--- a/newgrf_spritegroup.c
+++ /dev/null
@@ -1,233 +0,0 @@
-/* $Id$ */
-
-#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, 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;
-
- 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;
- }
-}