(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

@@ -121,23 +121,23 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust *adjust, ResolverObjec
}
static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup *group, ResolverObject *object)
const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject *object) const
{
uint32 last_value = 0;
uint32 value = 0;
uint i;
object->scope = group->var_scope;
object->scope = this->var_scope;
for (i = 0; i < group->num_adjusts; i++) {
DeterministicSpriteGroupAdjust *adjust = &group->adjusts[i];
for (i = 0; i < this->num_adjusts; i++) {
DeterministicSpriteGroupAdjust *adjust = &this->adjusts[i];
/* Try to get the variable. We shall assume it is available, unless told otherwise. */
bool available = true;
if (adjust->variable == 0x7E) {
ResolverObject subobject = *object;
subobject.procedure_call = true;
const SpriteGroup *subgroup = Resolve(adjust->subroutine, &subobject);
const SpriteGroup *subgroup = SpriteGroup::Resolve(adjust->subroutine, &subobject);
if (subgroup == NULL) {
value = CALLBACK_FAILED;
} else {
@@ -150,10 +150,10 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
if (!available) {
/* Unsupported property: skip further processing and return either
* the group from the first range or the default group. */
return Resolve(group->num_ranges > 0 ? group->ranges[0].group : group->default_group, object);
return SpriteGroup::Resolve(this->num_ranges > 0 ? this->ranges[0].group : this->default_group, object);
}
switch (group->size) {
switch (this->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;
@@ -164,7 +164,7 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
object->last_value = last_value;
if (group->num_ranges == 0) {
if (this->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);
static CallbackResultSpriteGroup nvarzero(0);
@@ -172,34 +172,34 @@ static inline const SpriteGroup *ResolveVariable(const DeterministicSpriteGroup
return &nvarzero;
}
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);
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 Resolve(group->default_group, object);
return SpriteGroup::Resolve(this->default_group, object);
}
static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *group, ResolverObject *object)
const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject *object) const
{
uint32 mask;
byte index;
object->scope = group->var_scope;
object->count = group->count;
object->scope = this->var_scope;
object->count = this->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->triggers & (waiting_triggers | object->trigger);
bool res = (group->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == group->triggers);
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 |= (group->num_groups - 1) << group->lowest_randbit;
object->reseed |= (this->num_groups - 1) << this->lowest_randbit;
} else {
waiting_triggers |= object->trigger;
}
@@ -207,23 +207,14 @@ static inline const SpriteGroup *ResolveRandom(const RandomizedSpriteGroup *grou
object->SetTriggers(object, waiting_triggers);
}
mask = (group->num_groups - 1) << group->lowest_randbit;
index = (object->GetRandomBits(object) & mask) >> group->lowest_randbit;
mask = (this->num_groups - 1) << this->lowest_randbit;
index = (object->GetRandomBits(object) & mask) >> this->lowest_randbit;
return Resolve(group->groups[index], object);
return SpriteGroup::Resolve(this->groups[index], object);
}
/* ResolverObject (re)entry point */
const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject *object) const
{
/* We're called even if there is no group, so quietly return nothing */
if (group == NULL) return NULL;
switch (group->type) {
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;
}
return object->ResolveReal(object, this);
}