mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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020721565a
- Trailing whitespace - Trailing empty lines - Missing newline at EOF - Missing svn:eol-style native
237 lines
7.2 KiB
C
237 lines
7.2 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "variables.h"
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#include "macros.h"
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#include "pool.h"
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#include "newgrf_spritegroup.h"
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enum {
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SPRITEGROUP_POOL_BLOCK_SIZE_BITS = 4, /* (1 << 4) == 16 items */
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SPRITEGROUP_POOL_MAX_BLOCKS = 8000,
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};
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static uint _spritegroup_count = 0;
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static MemoryPool _spritegroup_pool;
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static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
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{
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uint i;
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for (i = start_item; i <= end_item; i++) {
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SpriteGroup *group = (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, i);
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/* Free dynamically allocated memory */
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switch (group->type) {
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case SGT_REAL:
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free(group->g.real.loaded);
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free(group->g.real.loading);
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break;
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case SGT_DETERMINISTIC:
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free(group->g.determ.adjusts);
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free(group->g.determ.ranges);
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break;
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case SGT_RANDOMIZED:
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free(group->g.random.groups);
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break;
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default:
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break;
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}
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}
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}
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/* Initialize the SpriteGroup pool */
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static MemoryPool _spritegroup_pool = { "SpriteGr", SPRITEGROUP_POOL_MAX_BLOCKS, SPRITEGROUP_POOL_BLOCK_SIZE_BITS, sizeof(SpriteGroup), NULL, &SpriteGroupPoolCleanBlock, 0, 0, NULL };
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/* Allocate a new SpriteGroup */
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SpriteGroup *AllocateSpriteGroup(void)
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{
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/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
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if (_spritegroup_count == _spritegroup_pool.total_items) {
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if (!AddBlockToPool(&_spritegroup_pool)) return NULL;
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}
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return (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, _spritegroup_count++);
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}
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void InitializeSpriteGroupPool(void)
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{
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CleanPool(&_spritegroup_pool);
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_spritegroup_count = 0;
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}
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static inline uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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{
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/* Return common variables */
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switch (variable) {
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case 0x00: return _date;
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case 0x01: return _cur_year;
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case 0x02: return _cur_month;
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case 0x03: return _opt.landscape;
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case 0x09: return _date_fract;
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case 0x0A: return _tick_counter;
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case 0x0C: return object->callback;
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case 0x10: return object->callback_param1;
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case 0x11: return 0;
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case 0x18: return object->callback_param2;
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case 0x1A: return -1;
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case 0x1B: return GB(_display_opt, 0, 6);
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case 0x1C: return object->last_value;
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case 0x20: return _opt.landscape == LT_HILLY ? _opt.snow_line : 0xFF;
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/* Not a common variable, so evalute the feature specific variables */
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default: return object->GetVariable(object, variable, parameter, available);
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}
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}
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/* Evaluate an adjustment for a variable of the given size. This is a bit of
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* an unwieldy macro, but it saves triplicating the code. */
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#define BUILD_EVAL_ADJUST(size, usize) \
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static inline usize EvalAdjust_ ## size(const DeterministicSpriteGroupAdjust *adjust, usize last_value, int32 value) \
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{ \
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value >>= adjust->shift_num; \
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value &= adjust->and_mask; \
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\
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if (adjust->type != DSGA_TYPE_NONE) value += (size)adjust->add_val; \
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\
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switch (adjust->type) { \
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case DSGA_TYPE_DIV: value /= (size)adjust->divmod_val; break; \
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case DSGA_TYPE_MOD: value %= (usize)adjust->divmod_val; break; \
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case DSGA_TYPE_NONE: break; \
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} \
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\
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/* Get our value to the correct range */ \
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value = (usize)value; \
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\
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switch (adjust->operation) { \
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case DSGA_OP_ADD: return last_value + value; \
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case DSGA_OP_SUB: return last_value - value; \
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case DSGA_OP_SMIN: return min(last_value, value); \
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case DSGA_OP_SMAX: return max(last_value, value); \
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case DSGA_OP_UMIN: return min((usize)last_value, (usize)value); \
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case DSGA_OP_UMAX: return max((usize)last_value, (usize)value); \
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case DSGA_OP_SDIV: return last_value / value; \
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case DSGA_OP_SMOD: return last_value % value; \
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case DSGA_OP_UDIV: return (usize)last_value / (usize)value; \
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case DSGA_OP_UMOD: return (usize)last_value % (usize)value; \
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case DSGA_OP_MUL: return last_value * value; \
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case DSGA_OP_AND: return last_value & value; \
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case DSGA_OP_OR: return last_value | value; \
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case DSGA_OP_XOR: return last_value ^ value; \
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default: return value; \
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} \
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}
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BUILD_EVAL_ADJUST(int8, uint8)
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BUILD_EVAL_ADJUST(int16, uint16)
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BUILD_EVAL_ADJUST(int32, uint32)
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static inline const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
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{
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static SpriteGroup nvarzero;
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int32 last_value = object->last_value;
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int32 value = -1;
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uint i;
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object->scope = group->g.determ.var_scope;
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for (i = 0; i < group->g.determ.num_adjusts; i++) {
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DeterministicSpriteGroupAdjust *adjust = &group->g.determ.adjusts[i];
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/* Try to get the variable. We shall assume it is available, unless told otherwise. */
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bool available = true;
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value = GetVariable(object, adjust->variable, adjust->parameter, &available);
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if (!available) {
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/* Unsupported property: skip further processing and return either
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* the group from the first range or the default group. */
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return Resolve(group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group, object);
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}
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switch (group->g.determ.size) {
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case DSG_SIZE_BYTE: value = EvalAdjust_int8(adjust, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjust_int16(adjust, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjust_int32(adjust, last_value, value); break;
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default: NOT_REACHED(); break;
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}
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last_value = value;
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}
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if (group->g.determ.num_ranges == 0) {
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/* nvar == 0 is a special case -- we turn our value into a callback result */
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nvarzero.type = SGT_CALLBACK;
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nvarzero.g.callback.result = GB(value, 0, 15);
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return &nvarzero;
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}
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for (i = 0; i < group->g.determ.num_ranges; i++) {
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if (group->g.determ.ranges[i].low <= (uint32)value && (uint32)value <= group->g.determ.ranges[i].high) {
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return Resolve(group->g.determ.ranges[i].group, object);
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}
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}
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return Resolve(group->g.determ.default_group, object);
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}
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static inline const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
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{
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uint32 mask;
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byte index;
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object->scope = group->g.random.var_scope;
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if (object->trigger != 0) {
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/* Handle triggers */
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/* Magic code that may or may not do the right things... */
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byte waiting_triggers = object->GetTriggers(object);
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byte match = group->g.random.triggers & (waiting_triggers | object->trigger);
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bool res;
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res = (group->g.random.cmp_mode == RSG_CMP_ANY) ?
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(match != 0) : (match == group->g.random.triggers);
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if (res) {
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waiting_triggers &= ~match;
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object->reseed |= (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
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} else {
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waiting_triggers |= object->trigger;
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}
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object->SetTriggers(object, waiting_triggers);
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}
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mask = (group->g.random.num_groups - 1) << group->g.random.lowest_randbit;
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index = (object->GetRandomBits(object) & mask) >> group->g.random.lowest_randbit;
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return Resolve(group->g.random.groups[index], object);
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}
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/* ResolverObject (re)entry point */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
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{
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/* We're called even if there is no group, so quietly return nothing */
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if (group == NULL) return NULL;
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switch (group->type) {
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case SGT_REAL: return object->ResolveReal(object, group);
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case SGT_DETERMINISTIC: return ResolveVariable(group, object);
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case SGT_RANDOMIZED: return ResolveRandom(group, object);
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default: return group;
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}
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}
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