(svn r16396) -Codechange: split NewGRF spritegroup into multiple subclasses instead of using a big union

This commit is contained in:
rubidium
2009-05-23 12:13:42 +00:00
parent b270ca84ba
commit f490394aa8
11 changed files with 271 additions and 270 deletions

View File

@@ -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;
free((SpriteGroup**)this->loaded);
free((SpriteGroup**)this->loading);
}
case SGT_DETERMINISTIC:
free(this->g.determ.adjusts);
free(this->g.determ.ranges);
break;
DeterministicSpriteGroup::~DeterministicSpriteGroup()
{
free(this->adjusts);
free(this->ranges);
}
case SGT_RANDOMIZED:
free((SpriteGroup**)this->g.random.groups);
break;
RandomizedSpriteGroup::~RandomizedSpriteGroup()
{
free((SpriteGroup**)this->groups);
}
case SGT_TILELAYOUT:
free((void*)this->g.layout.dts->seq);
free(this->g.layout.dts);
break;
default:
break;
}
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;
}
}