Mercurial > hg > openttd
annotate src/newgrf_spritegroup.cpp @ 9088:5b5958727985 draft
(svn r12947) -Fix: keep only first 15 bits for non failed callback results
author | glx <glx@openttd.org> |
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date | Sun, 04 May 2008 22:32:25 +0000 |
parents | 94bb527c979f |
children | d48433370037 |
rev | line source |
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1 /* $Id$ */ |
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2 |
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3 /** @file newgrf_spritegroup.cpp */ |
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4 |
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5 #include "stdafx.h" |
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6 #include "openttd.h" |
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7 #include "variables.h" |
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8 #include "landscape.h" |
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9 #include "oldpool.h" |
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10 #include "newgrf.h" |
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11 #include "newgrf_callbacks.h" |
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12 #include "newgrf_spritegroup.h" |
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13 #include "sprite.h" |
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14 #include "date_func.h" |
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15 #include "settings_type.h" |
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16 |
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17 static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item); |
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18 |
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19 static uint _spritegroup_count = 0; |
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20 STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, NULL, SpriteGroupPoolCleanBlock) |
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21 |
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22 static void DestroySpriteGroup(SpriteGroup *group) |
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23 { |
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24 /* Free dynamically allocated memory */ |
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25 /* XXX Cast away the consts due to MSVC being buggy... */ |
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26 switch (group->type) { |
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27 case SGT_REAL: |
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28 free((SpriteGroup**)group->g.real.loaded); |
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29 free((SpriteGroup**)group->g.real.loading); |
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30 break; |
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31 |
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32 case SGT_DETERMINISTIC: |
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33 free(group->g.determ.adjusts); |
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34 free(group->g.determ.ranges); |
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35 break; |
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36 |
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37 case SGT_RANDOMIZED: |
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38 free((SpriteGroup**)group->g.random.groups); |
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39 break; |
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40 |
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41 case SGT_TILELAYOUT: |
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42 free((void*)group->g.layout.dts->seq); |
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43 free(group->g.layout.dts); |
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44 break; |
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45 |
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46 default: |
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47 break; |
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48 } |
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49 } |
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50 |
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51 static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item) |
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52 { |
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53 uint i; |
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54 |
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55 for (i = start_item; i <= end_item; i++) { |
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56 DestroySpriteGroup(GetSpriteGroup(i)); |
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57 } |
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58 } |
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59 |
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60 |
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61 /* Allocate a new SpriteGroup */ |
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62 SpriteGroup *AllocateSpriteGroup() |
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63 { |
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64 /* This is totally different to the other pool allocators, as we never remove an item from the pool. */ |
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65 if (_spritegroup_count == GetSpriteGroupPoolSize()) { |
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66 if (!_SpriteGroup_pool.AddBlockToPool()) return NULL; |
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67 } |
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68 |
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69 return GetSpriteGroup(_spritegroup_count++); |
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70 } |
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71 |
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72 |
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73 void InitializeSpriteGroupPool() |
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74 { |
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75 _SpriteGroup_pool.CleanPool(); |
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76 |
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77 _spritegroup_count = 0; |
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78 } |
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79 |
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80 TemporaryStorageArray<uint32, 0x110> _temp_store; |
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81 |
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82 |
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83 static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available) |
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84 { |
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85 /* First handle variables common with Action7/9/D */ |
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86 uint32 value; |
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87 if (GetGlobalVariable(variable, &value)) return value; |
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88 |
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89 /* Non-common variable */ |
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90 switch (variable) { |
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91 case 0x0C: return object->callback; |
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92 case 0x10: return object->callback_param1; |
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93 case 0x18: return object->callback_param2; |
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94 case 0x1C: return object->last_value; |
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95 |
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96 case 0x7D: return _temp_store.Get(parameter); |
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97 |
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98 /* Not a common variable, so evalute the feature specific variables */ |
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99 default: return object->GetVariable(object, variable, parameter, available); |
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100 } |
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101 } |
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102 |
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103 |
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104 /** |
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105 * Rotate val rot times to the right |
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106 * @param val the value to rotate |
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107 * @param rot the amount of times to rotate |
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108 * @return the rotated value |
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109 */ |
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110 static uint32 RotateRight(uint32 val, uint32 rot) |
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111 { |
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112 /* Do not rotate more than necessary */ |
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113 rot %= 32; |
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114 |
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115 return (val >> rot) | (val << (32 - rot)); |
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116 } |
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117 |
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118 |
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119 /* Evaluate an adjustment for a variable of the given size. |
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120 * U is the unsigned type and S is the signed type to use. */ |
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121 template <typename U, typename S> |
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122 static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObject *object, U last_value, uint32 value) |
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123 { |
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124 value >>= adjust->shift_num; |
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125 value &= adjust->and_mask; |
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126 |
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127 if (adjust->type != DSGA_TYPE_NONE) value += (S)adjust->add_val; |
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128 |
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129 switch (adjust->type) { |
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130 case DSGA_TYPE_DIV: value /= (S)adjust->divmod_val; break; |
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131 case DSGA_TYPE_MOD: value %= (U)adjust->divmod_val; break; |
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132 case DSGA_TYPE_NONE: break; |
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133 } |
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134 |
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135 switch (adjust->operation) { |
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136 case DSGA_OP_ADD: return last_value + value; |
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137 case DSGA_OP_SUB: return last_value - value; |
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138 case DSGA_OP_SMIN: return min((S)last_value, (S)value); |
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139 case DSGA_OP_SMAX: return max((S)last_value, (S)value); |
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140 case DSGA_OP_UMIN: return min((U)last_value, (U)value); |
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141 case DSGA_OP_UMAX: return max((U)last_value, (U)value); |
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142 case DSGA_OP_SDIV: return value == 0 ? (S)last_value : (S)last_value / (S)value; |
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143 case DSGA_OP_SMOD: return value == 0 ? (S)last_value : (S)last_value % (S)value; |
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144 case DSGA_OP_UDIV: return value == 0 ? (U)last_value : (U)last_value / (U)value; |
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145 case DSGA_OP_UMOD: return value == 0 ? (U)last_value : (U)last_value % (U)value; |
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146 case DSGA_OP_MUL: return last_value * value; |
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147 case DSGA_OP_AND: return last_value & value; |
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148 case DSGA_OP_OR: return last_value | value; |
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149 case DSGA_OP_XOR: return last_value ^ value; |
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150 case DSGA_OP_STO: _temp_store.Store(value, last_value); return last_value; |
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151 case DSGA_OP_RST: return value; |
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152 case DSGA_OP_STOP: if (object->psa != NULL) object->psa->Store(value, last_value); return last_value; |
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153 case DSGA_OP_ROR: return RotateRight(last_value, value); |
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154 case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2); |
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155 case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2); |
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156 default: return value; |
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157 } |
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158 } |
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159 |
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160 |
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161 static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object) |
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162 { |
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163 static SpriteGroup nvarzero; |
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164 uint32 last_value = 0; |
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165 uint32 value = 0; |
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166 uint i; |
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167 |
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168 object->scope = group->g.determ.var_scope; |
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169 |
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170 for (i = 0; i < group->g.determ.num_adjusts; i++) { |
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171 DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i]; |
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172 |
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173 /* Try to get the variable. We shall assume it is available, unless told otherwise. */ |
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174 bool available = true; |
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175 if (adjust->variable == 0x7E) { |
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176 ResolverObject subobject = *object; |
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177 subobject.procedure_call = true; |
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178 const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject); |
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179 if (subgroup == NULL || subgroup->type != SGT_CALLBACK) { |
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180 value = CALLBACK_FAILED; |
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181 } else { |
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182 value = subgroup->g.callback.result; |
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183 } |
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184 } else { |
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185 value = GetVariable(object, adjust->variable, adjust->parameter, &available); |
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186 } |
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187 |
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188 if (!available) { |
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189 /* Unsupported property: skip further processing and return either |
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190 * the group from the first range or the default group. */ |
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191 return Resolve(group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group, object); |
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192 } |
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193 |
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194 switch (group->g.determ.size) { |
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195 case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, object, last_value, value); break; |
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196 case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break; |
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197 case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break; |
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198 default: NOT_REACHED(); break; |
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199 } |
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200 last_value = value; |
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201 } |
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202 |
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203 object->last_value = last_value; |
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204 |
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205 if (group->g.determ.num_ranges == 0) { |
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206 /* nvar == 0 is a special case -- we turn our value into a callback result */ |
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207 if (value != CALLBACK_FAILED) value = GB(value, 0, 15); |
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208 nvarzero.type = SGT_CALLBACK; |
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209 nvarzero.g.callback.result = value; |
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210 return &nvarzero; |
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211 } |
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212 |
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213 for (i = 0; i < group->g.determ.num_ranges; i++) { |
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214 if (group->g.determ.ranges[i].low <= value && value <= group->g.determ.ranges[i].high) { |
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215 return Resolve(group->g.determ.ranges[i].group, object); |
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216 } |
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217 } |
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218 |
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219 return Resolve(group->g.determ.default_group, object); |
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220 } |
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221 |
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222 |
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223 static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object) |
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224 { |
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225 uint32 mask; |
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226 byte index; |
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227 |
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228 object->scope = group->g.random.var_scope; |
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229 object->count = group->g.random.count; |
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230 |
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231 if (object->trigger != 0) { |
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232 /* Handle triggers */ |
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233 /* Magic code that may or may not do the right things... */ |
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234 byte waiting_triggers = object->GetTriggers(object); |
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235 byte match = group->g.random.triggers & (waiting_triggers | object->trigger); |
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236 bool res; |
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237 |
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238 res = (group->g.random.cmp_mode == RSG_CMP_ANY) ? |
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239 (match != 0) : (match == group->g.random.triggers); |
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240 |
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241 if (res) { |
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242 waiting_triggers &= ~match; |
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243 object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit; |
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244 } else { |
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245 waiting_triggers |= object->trigger; |
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246 } |
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247 |
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248 object->SetTriggers(object, waiting_triggers); |
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249 } |
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250 |
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251 mask = (group->g.random.num_groups - 1) << group->g.random.lowest_randbit; |
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252 index = (object->GetRandomBits(object) & mask) >> group->g.random.lowest_randbit; |
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253 |
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254 return Resolve(group->g.random.groups[index], object); |
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255 } |
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256 |
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257 |
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258 /* ResolverObject (re)entry point */ |
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259 const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object) |
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260 { |
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261 /* We're called even if there is no group, so quietly return nothing */ |
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262 if (group == NULL) return NULL; |
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263 |
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264 switch (group->type) { |
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265 case SGT_REAL: return object->ResolveReal(object, group); |
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266 case SGT_DETERMINISTIC: return ResolveVariable(group, object); |
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267 case SGT_RANDOMIZED: return ResolveRandom(group, object); |
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268 default: return group; |
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269 } |
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270 } |