(svn r16402) -Codechange: make Resolve a function of SpriteGroup

This commit is contained in:
rubidium
2009-05-23 15:25:52 +00:00
parent 8d072585ae
commit f2317d0d9d
10 changed files with 67 additions and 56 deletions

View File

@@ -354,7 +354,7 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
object.callback_param1 = param1;
object.callback_param2 = param2;
group = Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
group = SpriteGroup::Resolve(GetHouseSpecs(house_id)->spritegroup, &object);
if (group == NULL) return CALLBACK_FAILED;
return group->GetCallbackResult();
@@ -422,7 +422,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id)
NewHouseResolver(&object, house_id, ti->tile, GetTownByTile(ti->tile));
group = Resolve(hs->spritegroup, &object);
group = SpriteGroup::Resolve(hs->spritegroup, &object);
if (group == NULL || group->type != SGT_TILELAYOUT) {
/* XXX: This is for debugging purposes really, and shouldn't stay. */
DrawGroundSprite(SPR_SHADOW_CELL, PAL_NONE);
@@ -601,7 +601,7 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, byte base_rando
object.callback = CBID_RANDOM_TRIGGER;
object.trigger = trigger;
const SpriteGroup *group = Resolve(hs->spritegroup, &object);
const SpriteGroup *group = SpriteGroup::Resolve(hs->spritegroup, &object);
if (group == NULL) return;
byte new_random_bits = Random();