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-rw-r--r--src/newgrf_spritegroup.cpp233
1 files changed, 233 insertions, 0 deletions
diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp
new file mode 100644
index 000000000..f97da9c90
--- /dev/null
+++ b/src/newgrf_spritegroup.cpp
@@ -0,0 +1,233 @@
+/* $Id$ */
+
+#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;
+ }
+}