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author | rubidium <rubidium@openttd.org> | 2009-05-23 15:25:52 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2009-05-23 15:25:52 +0000 |
commit | f2317d0d9d74c3f5d14530c14b314ad32d05ef80 (patch) | |
tree | fa8a51810dfc5e6bb93d389b67c2815ce1d90967 /src/newgrf_spritegroup.cpp | |
parent | 8d072585aecc4ff35c922f482d99aef194e0a311 (diff) | |
download | openttd-f2317d0d9d74c3f5d14530c14b314ad32d05ef80.tar.xz |
(svn r16402) -Codechange: make Resolve a function of SpriteGroup
Diffstat (limited to 'src/newgrf_spritegroup.cpp')
-rw-r--r-- | src/newgrf_spritegroup.cpp | 55 |
1 files changed, 23 insertions, 32 deletions
diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp index 03fa75f90..f6dc2aa13 100644 --- a/src/newgrf_spritegroup.cpp +++ b/src/newgrf_spritegroup.cpp @@ -121,23 +121,23 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObjec } -static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup *group, ResolverObject *object) +const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const { uint32 last_value = 0; uint32 value = 0; uint i; - object->scope = group->var_scope; + object->scope = this->var_scope; - for (i = 0; i < group->num_adjusts; i++) { - DeterministicSpriteGroupAdjust *adjust = &group->adjusts[i]; + for (i = 0; i < this->num_adjusts; i++) { + DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i]; /* Try to get the variable. We shall assume it is available, unless told otherwise. */ bool available = true; if (adjust->variable == 0x7E) { ResolverObject subobject = *object; subobject.procedure_call = true; - const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject); + const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, &subobject); if (subgroup == NULL) { value = CALLBACK_FAILED; } else { @@ -150,10 +150,10 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup if (!available) { /* Unsupported property: skip further processing and return either * the group from the first range or the default group. */ - return Resolve(group->num_ranges > 0 ? group->ranges[0].group : group->default_group, object); + return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object); } - switch (group->size) { + switch (this->size) { case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, object, last_value, value); break; case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break; case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break; @@ -164,7 +164,7 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup object->last_value = last_value; - if (group->num_ranges == 0) { + if (this->num_ranges == 0) { /* nvar == 0 is a special case -- we turn our value into a callback result */ if (value != CALLBACK_FAILED) value = GB(value, 0, 15); static CallbackResultSpriteGroup nvarzero(0); @@ -172,34 +172,34 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup return &nvarzero; } - for (i = 0; i < group->num_ranges; i++) { - if (group->ranges[i].low <= value && value <= group->ranges[i].high) { - return Resolve(group->ranges[i].group, object); + 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 Resolve(group->default_group, object); + return SpriteGroup::Resolve(this->default_group, object); } -static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *group, ResolverObject *object) +const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const { uint32 mask; byte index; - object->scope = group->var_scope; - object->count = group->count; + object->scope = this->var_scope; + object->count = this->count; 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->triggers & (waiting_triggers | object->trigger); - bool res = (group->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == group->triggers); + byte match = this->triggers & (waiting_triggers | object->trigger); + bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers); if (res) { waiting_triggers &= ~match; - object->reseed |= (group->num_groups - 1) << group->lowest_randbit; + object->reseed |= (this->num_groups - 1) << this->lowest_randbit; } else { waiting_triggers |= object->trigger; } @@ -207,23 +207,14 @@ static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *grou object->SetTriggers(object, waiting_triggers); } - mask = (group->num_groups - 1) << group->lowest_randbit; - index = (object->GetRandomBits(object) & mask) >> group->lowest_randbit; + mask = (this->num_groups - 1) << this->lowest_randbit; + index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit; - return Resolve(group->groups[index], object); + return SpriteGroup::Resolve(this->groups[index], object); } -/* ResolverObject (re)entry point */ -const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object) +const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const { - /* 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, (RealSpriteGroup *)group); - case SGT_DETERMINISTIC: return ResolveVariable((DeterministicSpriteGroup *)group, object); - case SGT_RANDOMIZED: return ResolveRandom((RandomizedSpriteGroup *)group, object); - default: return group; - } + return object->ResolveReal(object, this); } |