mirror of https://github.com/OpenTTD/OpenTTD.git
Cleanup: Use std::vector in RandomSpriteGroup.
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1aeaf39954
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913d8a7f28
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@ -5128,11 +5128,10 @@ static void NewSpriteGroup(ByteReader *buf)
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group->triggers = GB(triggers, 0, 7);
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group->cmp_mode = HasBit(triggers, 7) ? RSG_CMP_ALL : RSG_CMP_ANY;
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group->lowest_randbit = buf->ReadByte();
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group->num_groups = buf->ReadByte();
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group->groups = CallocT<const SpriteGroup*>(group->num_groups);
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for (uint i = 0; i < group->num_groups; i++) {
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group->groups[i] = GetGroupFromGroupID(setid, type, buf->ReadWord());
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byte num_groups = buf->ReadByte();
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for (uint i = 0; i < num_groups; i++) {
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group->groups.push_back(GetGroupFromGroupID(setid, type, buf->ReadWord()));
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}
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break;
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@ -53,11 +53,6 @@ TemporaryStorageArray<int32, 0x110> _temp_store;
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}
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}
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RandomizedSpriteGroup::~RandomizedSpriteGroup()
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{
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free(this->groups);
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}
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static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
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{
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uint32 value;
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@ -272,11 +267,11 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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if (res) {
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object.used_triggers |= match;
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object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
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object.reseed[this->var_scope] |= (this->groups.size() - 1) << this->lowest_randbit;
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}
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}
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uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
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uint32 mask = ((uint)this->groups.size() - 1) << this->lowest_randbit;
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byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
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return SpriteGroup::Resolve(this->groups[index], object, false);
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@ -189,7 +189,6 @@ enum RandomizedSpriteGroupCompareMode {
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struct RandomizedSpriteGroup : SpriteGroup {
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RandomizedSpriteGroup() : SpriteGroup(SGT_RANDOMIZED) {}
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~RandomizedSpriteGroup();
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VarSpriteGroupScope var_scope; ///< Take this object:
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@ -198,9 +197,8 @@ struct RandomizedSpriteGroup : SpriteGroup {
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byte count;
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byte lowest_randbit; ///< Look for this in the per-object randomized bitmask:
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byte num_groups; ///< must be power of 2
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const SpriteGroup **groups; ///< Take the group with appropriate index:
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std::vector<const SpriteGroup *> groups; ///< Take the group with appropriate index:
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protected:
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const SpriteGroup *Resolve(ResolverObject &object) const;
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