(svn r26172) -Codechange: Make SpriteGroup::Resolve aware of nested calls.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
frosch 11 years ago
parent 82eb9d13df
commit 3eea1befa7

@ -17,6 +17,25 @@
SpriteGroupPool _spritegroup_pool("SpriteGroup");
INSTANTIATE_POOL_METHODS(SpriteGroup)
TemporaryStorageArray<int32, 0x110> _temp_store;
/**
* ResolverObject (re)entry point.
* This cannot be made a call to a virtual function because virtual functions
* do not like NULL and checking for NULL *everywhere* is more cumbersome than
* this little helper function.
* @param group the group to resolve for
* @param object information needed to resolve the group
* @param top_level true if this is a top-level SpriteGroup, false if used nested in another SpriteGroup.
* @return the resolved group
*/
/* static */ const SpriteGroup *SpriteGroup::Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level)
{
if (group == NULL) return NULL;
return group->Resolve(object);
}
RealSpriteGroup::~RealSpriteGroup()
{
free(this->loaded);
@ -34,9 +53,6 @@ RandomizedSpriteGroup::~RandomizedSpriteGroup()
free(this->groups);
}
TemporaryStorageArray<int32, 0x110> _temp_store;
static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
{
/* First handle variables common with Action7/9/D */
@ -230,7 +246,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
/* Try to get the variable. We shall assume it is available, unless told otherwise. */
bool available = true;
if (adjust->variable == 0x7E) {
const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object);
const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, object, false);
if (subgroup == NULL) {
value = CALLBACK_FAILED;
} else {
@ -247,7 +263,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
if (!available) {
/* Unsupported variable: skip further processing and return either
* the group from the first range or the default group. */
return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object, false);
}
switch (this->size) {
@ -271,11 +287,11 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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 SpriteGroup::Resolve(this->ranges[i].group, object, false);
}
}
return SpriteGroup::Resolve(this->default_group, object);
return SpriteGroup::Resolve(this->default_group, object, false);
}
@ -302,7 +318,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
uint32 mask = (this->num_groups - 1) << this->lowest_randbit;
byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
return SpriteGroup::Resolve(this->groups[index], object);
return SpriteGroup::Resolve(this->groups[index], object, false);
}

@ -81,19 +81,7 @@ public:
virtual byte GetNumResults() const { return 0; }
virtual uint16 GetCallbackResult() const { return CALLBACK_FAILED; }
/**
* ResolverObject (re)entry point.
* This cannot be made a call to a virtual function because virtual functions
* do not like NULL and checking for NULL *everywhere* is more cumbersome than
* this little helper function.
* @param group the group to resolve for
* @param object information needed to resolve the group
* @return the resolved group
*/
static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object)
{
return group == NULL ? NULL : group->Resolve(object);
}
static const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject &object, bool top_level = true);
};

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