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Codechange: Use 'construction stage' consistently, instead of 'construction state'.

pull/14066/head
frosch 2025-04-16 13:17:37 +02:00 committed by frosch
parent 98445088b1
commit 368d131fb7
7 changed files with 12 additions and 12 deletions

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@ -763,7 +763,7 @@ static void MakeIndustryTileBigger(TileIndex tile)
uint8_t stage = GetIndustryConstructionStage(tile) + 1;
SetIndustryConstructionCounter(tile, 0);
SetIndustryConstructionStage(tile, stage);
StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STATE_CHANGE);
StartStopIndustryTileAnimation(tile, IAT_CONSTRUCTION_STAGE_CHANGE);
if (stage == INDUSTRY_COMPLETED) SetIndustryCompleted(tile);
MarkTileDirtyByTile(tile);

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@ -157,7 +157,7 @@ struct IndustryTileSpec {
uint8_t anim_next; ///< Next frame in an animation
/**
* When true, the tile has to be drawn using the animation
* state instead of the construction state
* state instead of the construction stage
*/
bool anim_state;
/* Newgrf data */

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@ -37,7 +37,7 @@ enum StationAnimationTrigger : uint8_t {
/** Animation triggers of the industries. */
enum IndustryAnimationTrigger : uint8_t {
IAT_CONSTRUCTION_STATE_CHANGE, ///< Trigger whenever the construction state changes.
IAT_CONSTRUCTION_STAGE_CHANGE, ///< Trigger whenever the construction stage changes.
IAT_TILELOOP, ///< Trigger in the periodic tile loop.
IAT_INDUSTRY_TICK, ///< Trigger every tick.
IAT_INDUSTRY_RECEIVED_CARGO, ///< Trigger when cargo is received .

View File

@ -67,8 +67,8 @@ enum CallbackID : uint16_t {
/** Called for periodically starting or stopping the animation. */
CBID_HOUSE_ANIMATION_START_STOP = 0x1B, // 15 bit callback
/** Called whenever the construction state of a house changes. */
CBID_HOUSE_CONSTRUCTION_STATE_CHANGE = 0x1C, // 15 bit callback
/** Called whenever the construction stage of a house changes. */
CBID_HOUSE_CONSTRUCTION_STAGE_CHANGE = 0x1C, // 15 bit callback
/** Determine whether a wagon can be attached to an already existing train. */
CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
@ -342,7 +342,7 @@ enum class HouseCallbackMask : uint8_t {
AllowConstruction = 0, ///< decide whether the house can be built on a given tile
AnimationNextFrame = 1, ///< decides next animation frame
AnimationStartStop = 2, ///< periodically start/stop the animation
ConstructionStateChange = 3, ///< change animation when construction state changes
ConstructionStageChange = 3, ///< change animation when construction stage changes
Colour = 4, ///< decide the colour of the building
CargoAcceptance = 5, ///< decides amount of cargo acceptance
AnimationSpeed = 6, ///< decides animation speed

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@ -541,8 +541,8 @@ void AnimateNewHouseConstruction(TileIndex tile)
{
const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile));
if (hs->callback_mask.Test(HouseCallbackMask::ConstructionStateChange)) {
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, hs, Town::GetByTile(tile), tile, 0, 0);
if (hs->callback_mask.Test(HouseCallbackMask::ConstructionStageChange)) {
HouseAnimationBase::ChangeAnimationFrame(CBID_HOUSE_CONSTRUCTION_STAGE_CHANGE, hs, Town::GetByTile(tile), tile, 0, 0);
}
}

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@ -1531,7 +1531,7 @@ static const IndustrySpec _origin_industry_specs[NEW_INDUSTRYOFFSET] = {
* @param sl slope refused upon choosing a place to build
* @param a1 animation frame on production
* @param a2 next frame of animation
* @param a3 chooses between animation or construction state
* @param a3 chooses between animation or construction stage
*/
#define MT(ca1, c1, ca2, c2, ca3, c3, sl, a1, a2, a3) { \
{INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO, INVALID_CARGO}, \

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@ -161,7 +161,7 @@ static const NICallback _nic_house[] = {
NICH(CBID_HOUSE_ALLOW_CONSTRUCTION, HouseCallbackMask::AllowConstruction),
NICH(CBID_HOUSE_ANIMATION_NEXT_FRAME, HouseCallbackMask::AnimationNextFrame),
NICH(CBID_HOUSE_ANIMATION_START_STOP, HouseCallbackMask::AnimationStartStop),
NICH(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, HouseCallbackMask::ConstructionStateChange),
NICH(CBID_HOUSE_CONSTRUCTION_STAGE_CHANGE, HouseCallbackMask::ConstructionStageChange),
NICH(CBID_HOUSE_COLOUR, HouseCallbackMask::Colour),
NICH(CBID_HOUSE_CARGO_ACCEPTANCE, HouseCallbackMask::CargoAcceptance),
NICH(CBID_HOUSE_ANIMATION_SPEED, HouseCallbackMask::AnimationSpeed),
@ -176,7 +176,7 @@ static const NICallback _nic_house[] = {
};
static const NIVariable _niv_house[] = {
NIV(0x40, "construction state of tile and pseudo-random value"),
NIV(0x40, "construction stage of tile and pseudo-random value"),
NIV(0x41, "age of building in years"),
NIV(0x42, "town zone"),
NIV(0x43, "terrain type"),
@ -234,7 +234,7 @@ static const NICallback _nic_industrytiles[] = {
};
static const NIVariable _niv_industrytiles[] = {
NIV(0x40, "construction state of tile"),
NIV(0x40, "construction stage of tile"),
NIV(0x41, "ground type"),
NIV(0x42, "current town zone in nearest town"),
NIV(0x43, "relative position"),