(svn r26085) -Codechange: Pass ResolverObjects as reference instead of pointer since they are never NULL.

This commit is contained in:
frosch
2013-11-24 14:41:19 +00:00
parent 926fb4c6c5
commit 6c63c98d7f
27 changed files with 155 additions and 156 deletions

View File

@@ -37,35 +37,35 @@ RandomizedSpriteGroup::~RandomizedSpriteGroup()
TemporaryStorageArray<int32, 0x110> _temp_store;
static inline uint32 GetVariable(const ResolverObject *object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
{
/* First handle variables common with Action7/9/D */
uint32 value;
if (GetGlobalVariable(variable, &value, object->grffile)) return value;
if (GetGlobalVariable(variable, &value, object.grffile)) return value;
/* Non-common variable */
switch (variable) {
case 0x0C: return object->callback;
case 0x10: return object->callback_param1;
case 0x18: return object->callback_param2;
case 0x1C: return object->last_value;
case 0x0C: return object.callback;
case 0x10: return object.callback_param1;
case 0x18: return object.callback_param2;
case 0x1C: return object.last_value;
case 0x5F: return (scope->GetRandomBits() << 8) | scope->GetTriggers();
case 0x7D: return _temp_store.GetValue(parameter);
case 0x7F:
if (object == NULL || object->grffile == NULL) return 0;
return object->grffile->GetParam(parameter);
if (object.grffile == NULL) return 0;
return object.grffile->GetParam(parameter);
/* Not a common variable, so evaluate the feature specific variables */
default: return scope->GetVariable(variable, parameter, available);
}
}
ScopeResolver::ScopeResolver(ResolverObject *ro)
ScopeResolver::ScopeResolver(ResolverObject &ro)
: ro(ro)
{
this->ro = ro;
}
ScopeResolver::~ScopeResolver() {}
@@ -123,7 +123,7 @@ ScopeResolver::~ScopeResolver() {}
* @param callback_param2 Second parameter (var 18) of the callback (only used when \a callback is also set).
*/
ResolverObject::ResolverObject(const GRFFile *grffile, CallbackID callback, uint32 callback_param1, uint32 callback_param2)
: default_scope(this)
: default_scope(*this)
{
this->callback = callback;
this->callback_param1 = callback_param1;
@@ -216,13 +216,13 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ScopeResolver
}
const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
{
uint32 last_value = 0;
uint32 value = 0;
uint i;
ScopeResolver *scope = object->GetScope(this->var_scope);
ScopeResolver *scope = object.GetScope(this->var_scope);
for (i = 0; i < this->num_adjusts; i++) {
DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
@@ -259,7 +259,7 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) con
last_value = value;
}
object->last_value = last_value;
object.last_value = last_value;
if (this->num_ranges == 0) {
/* nvar == 0 is a special case -- we turn our value into a callback result */
@@ -279,21 +279,21 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) con
}
const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
{
ScopeResolver *scope = object->GetScope(this->var_scope, this->count);
if (object->trigger != 0) {
ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
if (object.trigger != 0) {
/* Handle triggers */
/* Magic code that may or may not do the right things... */
byte waiting_triggers = scope->GetTriggers();
byte match = this->triggers & (waiting_triggers | object->trigger);
byte match = this->triggers & (waiting_triggers | object.trigger);
bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
if (res) {
waiting_triggers &= ~match;
object->reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
} else {
waiting_triggers |= object->trigger;
waiting_triggers |= object.trigger;
}
scope->SetTriggers(waiting_triggers);
@@ -306,9 +306,9 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
}
const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
{
return object->ResolveReal(this);
return object.ResolveReal(this);
}
/**