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(svn r4594) - NewGRF: introduce the basic sprite group resolver. This code isn't used yet.
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187013b6a3
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2f3401b487
@ -2,8 +2,10 @@
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#include "stdafx.h"
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#include "stdafx.h"
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#include "openttd.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 "pool.h"
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#include "sprite.h"
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#include "newgrf_spritegroup.h"
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enum {
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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_BLOCK_SIZE_BITS = 4, /* (1 << 4) == 16 items */
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@ -67,3 +69,178 @@ void InitializeSpriteGroupPool(void)
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_spritegroup_count = 0;
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_spritegroup_count = 0;
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}
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}
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static const SpriteGroup *ResolveReal(const SpriteGroup *group, ResolverObject *object)
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{
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bool in_motion;
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uint set;
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set = object->ResolveReal(object, group->g.real.num_loaded, group->g.real.num_loading, &in_motion);
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assert((in_motion && set < group->g.real.num_loaded) || (!in_motion && set < group->g.real.num_loading));
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return Resolve(in_motion ? group->g.real.loaded[set] : group->g.real.loading[set], object);
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}
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static uint32 GetVariable(const ResolverObject *object, byte variable, byte parameter)
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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);
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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 size EvalAdjust_ ## size(const DeterministicSpriteGroupAdjust *adjust, size last_value, size 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 %= (size)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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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 const SpriteGroup *ResolveVariable(const SpriteGroup *group, ResolverObject *object)
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{
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static SpriteGroup nvarzero;
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const SpriteGroup *target;
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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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value = GetVariable(object, adjust->variable, adjust->parameter);
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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 (value == -1) {
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/* Unsupported property */
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target = group->g.determ.num_ranges > 0 ? group->g.determ.ranges[0].group : group->g.determ.default_group;
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} else {
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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) | 0x8000;
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return &nvarzero;
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}
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target = group->g.determ.default_group;
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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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target = group->g.determ.ranges[i].group;
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break;
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}
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}
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}
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return Resolve(target, object);
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}
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static const SpriteGroup *ResolveRandom(const SpriteGroup *group, ResolverObject *object)
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{
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byte 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 ResolveReal(group, object);
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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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@ -154,4 +154,39 @@ struct SpriteGroup {
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SpriteGroup *AllocateSpriteGroup(void);
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SpriteGroup *AllocateSpriteGroup(void);
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void InitializeSpriteGroupPool(void);
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void InitializeSpriteGroupPool(void);
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typedef struct ResolverObject {
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byte callback;
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uint32 callback_param1;
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uint32 callback_param2;
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byte trigger;
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uint32 last_value;
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uint32 reseed;
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VarSpriteGroupScope scope;
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union {
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struct {
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const struct Vehicle *self;
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const struct Vehicle *parent;
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} vehicle;
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struct {
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TileIndex tile;
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const struct Station *st;
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const struct StationSpec *statspec;
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} station;
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};
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uint32 (*GetRandomBits)(const struct ResolverObject*);
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uint32 (*GetTriggers)(const struct ResolverObject*);
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void (*SetTriggers)(const struct ResolverObject*, int);
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uint32 (*GetVariable)(const struct ResolverObject*, byte, byte);
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uint32 (*ResolveReal)(const struct ResolverObject*, uint, uint, bool*);
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} ResolverObject;
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/* Base sprite group resolver */
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const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object);
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#endif /* NEWGRF_SPRITEGROUP_H */
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#endif /* NEWGRF_SPRITEGROUP_H */
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