mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Unify naming of NewGRF random trigger functions.
parent
368d131fb7
commit
39220a5feb
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@ -1167,7 +1167,7 @@ static void TriggerIndustryProduction(Industry *i)
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}
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}
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TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
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TriggerIndustryRandomisation(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
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StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
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}
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@ -1779,7 +1779,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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/* If there's goods waiting at the station, and the vehicle
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* has capacity for it, load it on the vehicle. */
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if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || (ge->HasData() && ge->GetData().cargo.AvailableCount() > 0)) && MayLoadUnderExclusiveRights(st, v)) {
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if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
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if (v->cargo.StoredCount() == 0) TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_NEW_CARGO);
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if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
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uint loaded = ge->GetOrCreateData().cargo.Load(cap_left, &v->cargo, next_station, v->GetCargoTile());
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@ -1910,7 +1910,7 @@ static void LoadUnloadVehicle(Vehicle *front)
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/* Make sure the vehicle is marked dirty, since we need to update the NewGRF
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* properties such as weight, power and TE whenever the trigger runs. */
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dirty_vehicle = true;
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TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
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TriggerVehicleRandomisation(front, VEHICLE_TRIGGER_EMPTY);
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}
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if (dirty_vehicle) {
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@ -844,7 +844,7 @@ static void TileLoop_Industry(TileIndex tile)
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* returning from TileLoop_Water. */
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if (!IsTileType(tile, MP_INDUSTRY)) return;
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TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
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TriggerIndustryTileRandomisation(tile, INDTILE_TRIGGER_TILE_LOOP);
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if (!IsIndustryCompleted(tile)) {
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MakeIndustryTileBigger(tile);
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@ -1222,7 +1222,7 @@ static void ProduceIndustryGoods(Industry *i)
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if (cut) ChopLumberMillTrees(i);
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}
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TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
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TriggerIndustryRandomisation(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
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StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
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}
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}
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@ -1247,7 +1247,7 @@ bool TestVehicleBuildProbability(Vehicle *v, EngineID engine, BuildProbabilityTy
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return p + RandomRange(PROBABILITY_RANGE) >= PROBABILITY_RANGE;
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}
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static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_random_bits, bool first)
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static void DoTriggerVehicleRandomisation(Vehicle *v, VehicleTrigger trigger, uint16_t base_random_bits, bool first)
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{
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/* We can't trigger a non-existent vehicle... */
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assert(v != nullptr);
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@ -1278,14 +1278,14 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
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* i.e.), so we give them all the NEW_CARGO triggered
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* vehicle's portion of random bits. */
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assert(first);
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DoTriggerVehicle(v->First(), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
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DoTriggerVehicleRandomisation(v->First(), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
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break;
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case VEHICLE_TRIGGER_DEPOT:
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/* We now trigger the next vehicle in chain recursively.
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* The random bits portions may be different for each
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* vehicle in chain. */
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if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), trigger, 0, true);
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if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), trigger, 0, true);
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break;
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case VEHICLE_TRIGGER_EMPTY:
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@ -1293,14 +1293,14 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
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* recursively. The random bits portions must be same
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* for each vehicle in chain, so we give them all
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* first chained vehicle's portion of random bits. */
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if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), trigger, first ? new_random_bits : base_random_bits, false);
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if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), trigger, first ? new_random_bits : base_random_bits, false);
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break;
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case VEHICLE_TRIGGER_ANY_NEW_CARGO:
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/* Now pass the trigger recursively to the next vehicle
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* in chain. */
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assert(!first);
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if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
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if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
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break;
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case VEHICLE_TRIGGER_CALLBACK_32:
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@ -1309,10 +1309,10 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
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}
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}
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void TriggerVehicle(Vehicle *v, VehicleTrigger trigger)
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void TriggerVehicleRandomisation(Vehicle *v, VehicleTrigger trigger)
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{
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v->InvalidateNewGRFCacheOfChain();
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DoTriggerVehicle(v, trigger, 0, true);
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DoTriggerVehicleRandomisation(v, trigger, 0, true);
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v->InvalidateNewGRFCacheOfChain();
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}
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@ -118,7 +118,7 @@ enum VehicleTrigger : uint8_t {
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/* Externally triggered for each vehicle in chain */
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VEHICLE_TRIGGER_CALLBACK_32 = 0x10,
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};
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void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger);
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void TriggerVehicleRandomisation(Vehicle *veh, VehicleTrigger trigger);
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void AlterVehicleListOrder(EngineID engine, uint16_t target);
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void CommitVehicleListOrderChanges();
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@ -591,8 +591,8 @@ bool NewHouseTileLoop(TileIndex tile)
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return true;
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}
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TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
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if (hs->building_flags.Any(BUILDING_HAS_1_TILE)) TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
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TriggerHouseRandomisation(tile, HOUSE_TRIGGER_TILE_LOOP);
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if (hs->building_flags.Any(BUILDING_HAS_1_TILE)) TriggerHouseRandomisation(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
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/* Call the unsynchronized tile loop trigger */
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AnimationControl(tile, false, 0);
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@ -620,7 +620,7 @@ bool NewHouseTileLoop(TileIndex tile)
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return true;
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}
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static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, uint8_t base_random, bool first)
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static void DoTriggerHouseRandomisation(TileIndex tile, HouseTrigger trigger, uint8_t base_random, bool first)
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{
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/* We can't trigger a non-existent building... */
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assert(IsTileType(tile, MP_HOUSE));
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@ -660,16 +660,16 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, uint8_t base_ra
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break;
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}
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/* Random value of first tile already set. */
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if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoTriggerHouse(TileAddXY(tile, 0, 1), trigger, random_bits, false);
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if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoTriggerHouse(TileAddXY(tile, 1, 0), trigger, random_bits, false);
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if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoTriggerHouse(TileAddXY(tile, 1, 1), trigger, random_bits, false);
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if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoTriggerHouseRandomisation(TileAddXY(tile, 0, 1), trigger, random_bits, false);
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if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoTriggerHouseRandomisation(TileAddXY(tile, 1, 0), trigger, random_bits, false);
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if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoTriggerHouseRandomisation(TileAddXY(tile, 1, 1), trigger, random_bits, false);
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break;
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}
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}
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void TriggerHouse(TileIndex t, HouseTrigger trigger)
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void TriggerHouseRandomisation(TileIndex t, HouseTrigger trigger)
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{
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DoTriggerHouse(t, trigger, 0, true);
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DoTriggerHouseRandomisation(t, trigger, 0, true);
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}
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/**
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@ -118,6 +118,6 @@ enum HouseTrigger : uint8_t {
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*/
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HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
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};
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void TriggerHouse(TileIndex t, HouseTrigger trigger);
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void TriggerHouseRandomisation(TileIndex t, HouseTrigger trigger);
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#endif /* NEWGRF_HOUSE_H */
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@ -310,7 +310,7 @@ bool StartStopIndustryTileAnimation(const Industry *ind, IndustryAnimationTrigge
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* @param ind Industry of the tile.
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* @param[in,out] reseed_industry Collects bits to reseed for the industry.
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*/
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static void DoTriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger, Industry *ind, uint32_t &reseed_industry)
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static void DoTriggerIndustryTileRandomisation(TileIndex tile, IndustryTileTrigger trigger, Industry *ind, uint32_t &reseed_industry)
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{
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assert(IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
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@ -359,11 +359,11 @@ static void DoReseedIndustry(Industry *ind, uint32_t reseed)
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* @param tile Industry tile to trigger.
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* @param trigger Trigger to trigger.
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*/
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void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
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void TriggerIndustryTileRandomisation(TileIndex tile, IndustryTileTrigger trigger)
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{
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uint32_t reseed_industry = 0;
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Industry *ind = Industry::GetByTile(tile);
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DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
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DoTriggerIndustryTileRandomisation(tile, trigger, ind, reseed_industry);
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DoReseedIndustry(ind, reseed_industry);
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}
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@ -372,12 +372,12 @@ void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
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* @param ind Industry to trigger.
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* @param trigger Trigger to trigger.
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*/
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void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger)
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void TriggerIndustryRandomisation(Industry *ind, IndustryTileTrigger trigger)
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{
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uint32_t reseed_industry = 0;
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for (TileIndex tile : ind->location) {
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if (ind->TileBelongsToIndustry(tile)) {
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DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
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DoTriggerIndustryTileRandomisation(tile, trigger, ind, reseed_industry);
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}
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}
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DoReseedIndustry(ind, reseed_industry);
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@ -72,7 +72,7 @@ enum IndustryTileTrigger : uint8_t {
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INDUSTRY_TRIGGER_INDUSTRY_TICK = 0x02, ///< The industry has been triggered via its tick.
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INDUSTRY_TRIGGER_RECEIVED_CARGO = 0x04, ///< Cargo has been delivered.
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};
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void TriggerIndustryTile(TileIndex t, IndustryTileTrigger trigger);
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void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger);
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void TriggerIndustryTileRandomisation(TileIndex t, IndustryTileTrigger trigger);
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void TriggerIndustryRandomisation(Industry *ind, IndustryTileTrigger trigger);
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#endif /* NEWGRF_INDUSTRYTILES_H */
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@ -972,7 +972,7 @@ static void RunEconomyVehicleDayProc()
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uint16_t callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
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if (callback != CALLBACK_FAILED) {
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if (HasBit(callback, 0)) {
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TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
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TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
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}
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/* After a vehicle trigger, the graphics and properties of the vehicle could change.
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@ -1614,7 +1614,7 @@ void VehicleEnterDepot(Vehicle *v)
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VehicleEnteredDepotThisTick(v);
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/* After a vehicle trigger, the graphics and properties of the vehicle could change. */
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TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
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TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_DEPOT);
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v->MarkDirty();
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InvalidateWindowData(WC_VEHICLE_VIEW, v->index);
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