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authorfrosch <frosch@openttd.org>2013-12-23 18:08:16 +0000
committerfrosch <frosch@openttd.org>2013-12-23 18:08:16 +0000
commit3eea1befa73099c6af00ea56c55087592b99039a (patch)
tree396f28548a495150af9bb5ee0dffa4aace3518f2
parent82eb9d13df0b12ab3125b81f362f4dcd2f907c43 (diff)
downloadopenttd-3eea1befa73099c6af00ea56c55087592b99039a.tar.xz
(svn r26172) -Codechange: Make SpriteGroup::Resolve aware of nested calls.
-rw-r--r--src/newgrf_spritegroup.cpp32
-rw-r--r--src/newgrf_spritegroup.h14
2 files changed, 25 insertions, 21 deletions
diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp
index 2c3d19ff1..451cd59be 100644
--- a/src/newgrf_spritegroup.cpp
+++ b/src/newgrf_spritegroup.cpp
@@ -17,6 +17,25 @@
SpriteGroupPool _spritegroup_pool("SpriteGroup");
INSTANTIATE_POOL_METHODS(SpriteGroup)
+TemporaryStorageArray<int32, 0x110> _temp_store;
+
+
+/**
+ * ResolverObject (re)entry point.
+ * This cannot be made a call to a virtual function because virtual functions
+ * do not like NULL and checking for NULL *everywhere* is more cumbersome than
+ * this little helper function.
+ * @param group the group to resolve for
+ * @param object information needed to resolve the group
+ * @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
+ * @return the resolved group
+ */
+/* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
+{
+ if (group == NULL) return NULL;
+ return group->Resolve(object);
+}
+
RealSpriteGroup::~RealSpriteGroup()
{
free(this->loaded);
@@ -34,9 +53,6 @@ RandomizedSpriteGroup::~RandomizedSpriteGroup()
free(this->groups);
}
-TemporaryStorageArray<int32, 0x110> _temp_store;
-
-
static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
{
/* First handle variables common with Action7/9/D */
@@ -230,7 +246,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
/* 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);
+ const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
if (subgroup == NULL) {
value = CALLBACK_FAILED;
} else {
@@ -247,7 +263,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
if (!available) {
/* Unsupported variable: 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);
+ return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
}
switch (this->size) {
@@ -271,11 +287,11 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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->ranges[i].group, object, false);
}
}
- return SpriteGroup::Resolve(this->default_group, object);
+ return SpriteGroup::Resolve(this->default_group, object, false);
}
@@ -302,7 +318,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
- return SpriteGroup::Resolve(this->groups[index], object);
+ return SpriteGroup::Resolve(this->groups[index], object, false);
}
diff --git a/src/newgrf_spritegroup.h b/src/newgrf_spritegroup.h
index da26c1a0e..e6eb4fbcb 100644
--- a/src/newgrf_spritegroup.h
+++ b/src/newgrf_spritegroup.h
@@ -81,19 +81,7 @@ public:
virtual byte GetNumResults() const { return 0; }
virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }
- /**
- * ResolverObject (re)entry point.
- * This cannot be made a call to a virtual function because virtual functions
- * do not like NULL and checking for NULL *everywhere* is more cumbersome than
- * this little helper function.
- * @param group the group to resolve for
- * @param object information needed to resolve the group
- * @return the resolved group
- */
- static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object)
- {
- return group == NULL ? NULL : group->Resolve(object);
- }
+ static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level = true);
};