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authorrubidium <rubidium@openttd.org>2009-05-23 12:13:42 +0000
committerrubidium <rubidium@openttd.org>2009-05-23 12:13:42 +0000
commitf490394aa8d78f4118e73beccc724cbad3b44854 (patch)
tree066d0254c6624bdb2646e30d9b43076fc7de6726 /src/newgrf_spritegroup.cpp
parentb270ca84ba0002ae23aed3bb614e06b19c7197f5 (diff)
downloadopenttd-f490394aa8d78f4118e73beccc724cbad3b44854.tar.xz
(svn r16396) -Codechange: split NewGRF spritegroup into multiple subclasses instead of using a big union
Diffstat (limited to 'src/newgrf_spritegroup.cpp')
-rw-r--r--src/newgrf_spritegroup.cpp103
1 files changed, 47 insertions, 56 deletions
diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp
index d29c193e3..03fa75f90 100644
--- a/src/newgrf_spritegroup.cpp
+++ b/src/newgrf_spritegroup.cpp
@@ -11,32 +11,27 @@
SpriteGroupPool _spritegroup_pool("SpriteGroup");
INSTANTIATE_POOL_METHODS(SpriteGroup)
-SpriteGroup::~SpriteGroup()
+RealSpriteGroup::~RealSpriteGroup()
{
- /* Free dynamically allocated memory */
- switch (this->type) {
- case SGT_REAL:
- free((SpriteGroup**)this->g.real.loaded);
- free((SpriteGroup**)this->g.real.loading);
- break;
-
- case SGT_DETERMINISTIC:
- free(this->g.determ.adjusts);
- free(this->g.determ.ranges);
- break;
-
- case SGT_RANDOMIZED:
- free((SpriteGroup**)this->g.random.groups);
- break;
-
- case SGT_TILELAYOUT:
- free((void*)this->g.layout.dts->seq);
- free(this->g.layout.dts);
- break;
-
- default:
- break;
- }
+ free((SpriteGroup**)this->loaded);
+ free((SpriteGroup**)this->loading);
+}
+
+DeterministicSpriteGroup::~DeterministicSpriteGroup()
+{
+ free(this->adjusts);
+ free(this->ranges);
+}
+
+RandomizedSpriteGroup::~RandomizedSpriteGroup()
+{
+ free((SpriteGroup**)this->groups);
+}
+
+TileLayoutSpriteGroup::~TileLayoutSpriteGroup()
+{
+ free((void*)this->dts->seq);
+ free(this->dts);
}
TemporaryStorageArray<uint32, 0x110> _temp_store;
@@ -126,17 +121,16 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObjec
}
-static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
+static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup *group, ResolverObject *object)
{
- static SpriteGroup nvarzero;
uint32 last_value = 0;
uint32 value = 0;
uint i;
- object->scope = group->g.determ.var_scope;
+ object->scope = group->var_scope;
- for (i = 0; i < group->g.determ.num_adjusts; i++) {
- DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i];
+ for (i = 0; i < group->num_adjusts; i++) {
+ DeterministicSpriteGroupAdjust *adjust = &group->adjusts[i];
/* Try to get the variable. We shall assume it is available, unless told otherwise. */
bool available = true;
@@ -144,10 +138,10 @@ static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, Resol
ResolverObject subobject = *object;
subobject.procedure_call = true;
const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
- if (subgroup == NULL || subgroup->type != SGT_CALLBACK) {
+ if (subgroup == NULL) {
value = CALLBACK_FAILED;
} else {
- value = subgroup->g.callback.result;
+ value = subgroup->GetCallbackResult();
}
} else {
value = GetVariable(object, adjust->variable, adjust->parameter, &available);
@@ -156,10 +150,10 @@ static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, Resol
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);
+ return Resolve(group->num_ranges > 0 ? group->ranges[0].group : group->default_group, object);
}
- switch (group->g.determ.size) {
+ switch (group->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;
@@ -170,45 +164,42 @@ static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, Resol
object->last_value = last_value;
- if (group->g.determ.num_ranges == 0) {
+ if (group->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);
- nvarzero.type = SGT_CALLBACK;
- nvarzero.g.callback.result = value;
+ static CallbackResultSpriteGroup nvarzero(0);
+ nvarzero.result = value;
return &nvarzero;
}
- for (i = 0; i < group->g.determ.num_ranges; i++) {
- if (group->g.determ.ranges[i].low <= value && value <= group->g.determ.ranges[i].high) {
- return Resolve(group->g.determ.ranges[i].group, object);
+ 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);
}
}
- return Resolve(group->g.determ.default_group, object);
+ return Resolve(group->default_group, object);
}
-static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
+static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *group, ResolverObject *object)
{
uint32 mask;
byte index;
- object->scope = group->g.random.var_scope;
- object->count = group->g.random.count;
+ object->scope = group->var_scope;
+ object->count = group->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->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);
+ byte match = group->triggers & (waiting_triggers | object->trigger);
+ bool res = (group->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == group->triggers);
if (res) {
waiting_triggers &= ~match;
- object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
+ object->reseed |= (group->num_groups - 1) << group->lowest_randbit;
} else {
waiting_triggers |= object->trigger;
}
@@ -216,10 +207,10 @@ static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, Resolve
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;
+ mask = (group->num_groups - 1) << group->lowest_randbit;
+ index = (object->GetRandomBits(object) & mask) >> group->lowest_randbit;
- return Resolve(group->g.random.groups[index], object);
+ return Resolve(group->groups[index], object);
}
@@ -230,9 +221,9 @@ const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
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);
+ 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;
}
}