mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r16402) -Codechange: make Resolve a function of SpriteGroup
This commit is contained in:
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8d072585ae
commit
f2317d0d9d
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@ -96,7 +96,7 @@ SpriteID GetCanalSprite(CanalFeature feature, TileIndex tile)
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NewCanalResolver(&object, tile, _water_feature[feature].grffile);
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group = Resolve(_water_feature[feature].group, &object);
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group = SpriteGroup::Resolve(_water_feature[feature].group, &object);
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if (group == NULL) return 0;
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return group->GetResult();
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@ -74,7 +74,7 @@ SpriteID GetCustomCargoSprite(const CargoSpec *cs)
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NewCargoResolver(&object, cs);
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group = Resolve(cs->group, &object);
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group = SpriteGroup::Resolve(cs->group, &object);
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if (group == NULL) return 0;
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return group->GetResult();
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@ -91,7 +91,7 @@ uint16 GetCargoCallback(CallbackID callback, uint32 param1, uint32 param2, const
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(cs->group, &object);
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group = SpriteGroup::Resolve(cs->group, &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -912,7 +912,7 @@ SpriteID GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction dire
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NewVehicleResolver(&object, engine, v);
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group = Resolve(GetVehicleSpriteGroup(engine, v), &object);
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group = SpriteGroup::Resolve(GetVehicleSpriteGroup(engine, v), &object);
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if (group == NULL || group->GetNumResults() == 0) return 0;
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return group->GetResult() + (direction % group->GetNumResults());
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@ -934,7 +934,7 @@ SpriteID GetRotorOverrideSprite(EngineID engine, const Aircraft *v, bool info_vi
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object.info_view = info_view;
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const SpriteGroup *group = GetWagonOverrideSpriteSet(engine, CT_DEFAULT, engine);
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group = Resolve(group, &object);
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group = SpriteGroup::Resolve(group, &object);
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if (group == NULL || group->GetNumResults() == 0) return 0;
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@ -975,7 +975,7 @@ uint16 GetVehicleCallback(CallbackID callback, uint32 param1, uint32 param2, Eng
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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group = SpriteGroup::Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -1004,7 +1004,7 @@ uint16 GetVehicleCallbackParent(CallbackID callback, uint32 param1, uint32 param
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object.u.vehicle.parent = parent;
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group = Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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group = SpriteGroup::Resolve(GetVehicleSpriteGroup(engine, v, false), &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -1043,7 +1043,7 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_rando
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object.callback = CBID_RANDOM_TRIGGER;
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object.trigger = trigger;
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group = Resolve(GetVehicleSpriteGroup(v->engine_type, v), &object);
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group = SpriteGroup::Resolve(GetVehicleSpriteGroup(v->engine_type, v), &object);
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if (group == NULL) return;
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new_random_bits = Random();
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@ -139,7 +139,7 @@ static uint16 GetGenericCallbackResult(uint8 feature, ResolverObject *object, co
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/* Test each feature callback sprite group. */
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for (GenericCallbackList::const_iterator it = _gcl[feature].begin(); it != _gcl[feature].end(); ++it) {
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const SpriteGroup *group = it->group;
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group = Resolve(group, object);
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group = SpriteGroup::Resolve(group, object);
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if (group == NULL) continue;
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/* Return NewGRF file if necessary */
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@ -354,7 +354,7 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
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group = SpriteGroup::Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -422,7 +422,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
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NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
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group = Resolve(hs->spritegroup, &object);
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group = SpriteGroup::Resolve(hs->spritegroup, &object);
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if (group == NULL || group->type != SGT_TILELAYOUT) {
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/* XXX: This is for debugging purposes really, and shouldn't stay. */
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DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
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@ -601,7 +601,7 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_rando
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object.callback = CBID_RANDOM_TRIGGER;
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object.trigger = trigger;
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const SpriteGroup *group = Resolve(hs->spritegroup, &object);
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const SpriteGroup *group = SpriteGroup::Resolve(hs->spritegroup, &object);
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if (group == NULL) return;
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byte new_random_bits = Random();
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@ -387,7 +387,7 @@ uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, In
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
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if (group == NULL) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -461,7 +461,7 @@ bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspe
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object.callback = CBID_INDUSTRY_LOCATION;
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_industry_creation_random_bits = seed;
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group = Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
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/* Unlike the "normal" cases, not having a valid result means we allow
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* the building of the industry, as that's how it's done in TTDP. */
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@ -531,7 +531,7 @@ void IndustryProductionCallback(Industry *ind, int reason)
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}
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SB(object.callback_param2, 8, 16, loop);
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const SpriteGroup *tgroup = Resolve(spec->grf_prop.spritegroup, &object);
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const SpriteGroup *tgroup = SpriteGroup::Resolve(spec->grf_prop.spritegroup, &object);
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if (tgroup == NULL || tgroup->type != SGT_INDUSTRY_PRODUCTION) break;
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const IndustryProductionSpriteGroup *group = (const IndustryProductionSpriteGroup *)tgroup;
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@ -221,7 +221,7 @@ uint16 GetIndustryTileCallback(CallbackID callback, uint32 param1, uint32 param2
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup, &object);
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if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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return group->GetCallbackResult();
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@ -245,7 +245,7 @@ bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const Indus
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NewIndustryTileResolver(&object, gfx, ti->tile, i);
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group = Resolve(inds->grf_prop.spritegroup, &object);
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group = SpriteGroup::Resolve(inds->grf_prop.spritegroup, &object);
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if (group == NULL || group->type != SGT_TILELAYOUT) {
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return false;
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} else {
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@ -416,7 +416,7 @@ static void DoTriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger, I
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object.callback = CBID_RANDOM_TRIGGER;
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object.trigger = trigger;
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const SpriteGroup *group = Resolve(itspec->grf_prop.spritegroup, &object);
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const SpriteGroup *group = SpriteGroup::Resolve(itspec->grf_prop.spritegroup, &object);
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if (group == NULL) return;
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byte new_random_bits = Random();
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@ -121,23 +121,23 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObjec
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}
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static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup *group, ResolverObject *object)
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const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
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{
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uint32 last_value = 0;
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uint32 value = 0;
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uint i;
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object->scope = group->var_scope;
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object->scope = this->var_scope;
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for (i = 0; i < group->num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &group->adjusts[i];
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for (i = 0; i < this->num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
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/* Try to get the variable. We shall assume it is available, unless told otherwise. */
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bool available = true;
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if (adjust->variable == 0x7E) {
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ResolverObject subobject = *object;
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subobject.procedure_call = true;
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const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
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const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, &subobject);
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if (subgroup == NULL) {
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value = CALLBACK_FAILED;
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} else {
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@ -150,10 +150,10 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
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if (!available) {
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/* Unsupported property: skip further processing and return either
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* the group from the first range or the default group. */
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return Resolve(group->num_ranges > 0 ? group->ranges[0].group : group->default_group, object);
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return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
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}
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switch (group->size) {
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switch (this->size) {
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, object, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, object, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, object, last_value, value); break;
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@ -164,7 +164,7 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
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object->last_value = last_value;
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if (group->num_ranges == 0) {
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if (this->num_ranges == 0) {
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/* nvar == 0 is a special case -- we turn our value into a callback result */
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if (value != CALLBACK_FAILED) value = GB(value, 0, 15);
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static CallbackResultSpriteGroup nvarzero(0);
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@ -172,34 +172,34 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
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return &nvarzero;
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}
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for (i = 0; i < group->num_ranges; i++) {
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if (group->ranges[i].low <= value && value <= group->ranges[i].high) {
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return Resolve(group->ranges[i].group, object);
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for (i = 0; i < this->num_ranges; i++) {
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if (this->ranges[i].low <= value && value <= this->ranges[i].high) {
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return SpriteGroup::Resolve(this->ranges[i].group, object);
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}
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}
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return Resolve(group->default_group, object);
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return SpriteGroup::Resolve(this->default_group, object);
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}
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static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *group, ResolverObject *object)
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const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
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{
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uint32 mask;
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byte index;
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object->scope = group->var_scope;
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object->count = group->count;
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object->scope = this->var_scope;
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object->count = this->count;
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if (object->trigger != 0) {
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/* Handle triggers */
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/* Magic code that may or may not do the right things... */
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byte waiting_triggers = object->GetTriggers(object);
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byte match = group->triggers & (waiting_triggers | object->trigger);
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bool res = (group->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == group->triggers);
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byte match = this->triggers & (waiting_triggers | object->trigger);
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bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
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if (res) {
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waiting_triggers &= ~match;
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object->reseed |= (group->num_groups - 1) << group->lowest_randbit;
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object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
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} else {
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waiting_triggers |= object->trigger;
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}
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@ -207,23 +207,14 @@ static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *grou
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object->SetTriggers(object, waiting_triggers);
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}
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mask = (group->num_groups - 1) << group->lowest_randbit;
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index = (object->GetRandomBits(object) & mask) >> group->lowest_randbit;
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mask = (this->num_groups - 1) << this->lowest_randbit;
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index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
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return Resolve(group->groups[index], object);
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return SpriteGroup::Resolve(this->groups[index], object);
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}
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/* ResolverObject (re)entry point */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
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const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
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{
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/* We're called even if there is no group, so quietly return nothing */
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if (group == NULL) return NULL;
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switch (group->type) {
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case SGT_REAL: return object->ResolveReal(object, (RealSpriteGroup *)group);
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case SGT_DETERMINISTIC: return ResolveVariable((DeterministicSpriteGroup *)group, object);
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case SGT_RANDOMIZED: return ResolveRandom((RandomizedSpriteGroup *)group, object);
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default: return group;
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}
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return object->ResolveReal(object, this);
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}
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@ -50,6 +50,8 @@ extern SpriteGroupPool _spritegroup_pool;
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struct SpriteGroup : SpriteGroupPool::PoolItem<&_spritegroup_pool> {
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protected:
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SpriteGroup(SpriteGroupType type) : type(type) {}
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/** Base sprite group resolver */
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virtual const SpriteGroup *Resolve(struct ResolverObject *object) const { return this; };
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public:
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virtual ~SpriteGroup() {}
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@ -59,6 +61,20 @@ public:
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virtual SpriteID GetResult() const { return 0; }
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virtual byte GetNumResults() const { return 0; }
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virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }
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/**
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* ResolverObject (re)entry point.
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* This cannot be made a call to a virtual function because virtual functions
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* do not like NULL and checking for NULL *everywhere* is more cumbersome than
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* this little helper function.
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* @param group the group to resolve for
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* @param object information needed to resolve the group
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* @return the resolved group
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*/
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static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
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{
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return group == NULL ? NULL : group->Resolve(object);
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}
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};
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@ -79,6 +95,9 @@ struct RealSpriteGroup : SpriteGroup {
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byte num_loading; ///< Number of loading groups
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const SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
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const SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
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protected:
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const SpriteGroup *Resolve(ResolverObject *object) const;
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};
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/* Shared by deterministic and random groups. */
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@ -159,6 +178,9 @@ struct DeterministicSpriteGroup : SpriteGroup {
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/* Dynamically allocated, this is the sole owner */
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const SpriteGroup *default_group;
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protected:
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const SpriteGroup *Resolve(ResolverObject *object) const;
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};
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enum RandomizedSpriteGroupCompareMode {
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@ -180,6 +202,9 @@ struct RandomizedSpriteGroup : SpriteGroup {
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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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protected:
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const SpriteGroup *Resolve(ResolverObject *object) const;
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};
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@ -316,9 +341,4 @@ struct ResolverObject {
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ResolverObject() : procedure_call(false) { }
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};
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/* Base sprite group resolver */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
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#endif /* NEWGRF_SPRITEGROUP_H */
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@ -633,7 +633,7 @@ static const SpriteGroup *ResolveStation(ResolverObject *object)
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/* Invalidate all cached vars */
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_svc.valid = 0;
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return Resolve(group, object);
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return SpriteGroup::Resolve(group, object);
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}
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SpriteID GetCustomStationRelocation(const StationSpec *statspec, const Station *st, TileIndex tile)
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