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Codechange: Unify naming of NewGRF random trigger functions.

pull/14066/head
frosch 2025-04-15 14:22:00 +02:00 committed by frosch
parent 368d131fb7
commit 39220a5feb
9 changed files with 31 additions and 31 deletions

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@ -1167,7 +1167,7 @@ static void TriggerIndustryProduction(Industry *i)
}
}
TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
TriggerIndustryRandomisation(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
}
@ -1779,7 +1779,7 @@ static void LoadUnloadVehicle(Vehicle *front)
/* If there's goods waiting at the station, and the vehicle
* has capacity for it, load it on the vehicle. */
if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || (ge->HasData() && ge->GetData().cargo.AvailableCount() > 0)) && MayLoadUnderExclusiveRights(st, v)) {
if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
if (v->cargo.StoredCount() == 0) TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_NEW_CARGO);
if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
uint loaded = ge->GetOrCreateData().cargo.Load(cap_left, &v->cargo, next_station, v->GetCargoTile());
@ -1910,7 +1910,7 @@ static void LoadUnloadVehicle(Vehicle *front)
/* Make sure the vehicle is marked dirty, since we need to update the NewGRF
* properties such as weight, power and TE whenever the trigger runs. */
dirty_vehicle = true;
TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
TriggerVehicleRandomisation(front, VEHICLE_TRIGGER_EMPTY);
}
if (dirty_vehicle) {

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@ -844,7 +844,7 @@ static void TileLoop_Industry(TileIndex tile)
* returning from TileLoop_Water. */
if (!IsTileType(tile, MP_INDUSTRY)) return;
TriggerIndustryTile(tile, INDTILE_TRIGGER_TILE_LOOP);
TriggerIndustryTileRandomisation(tile, INDTILE_TRIGGER_TILE_LOOP);
if (!IsIndustryCompleted(tile)) {
MakeIndustryTileBigger(tile);
@ -1222,7 +1222,7 @@ static void ProduceIndustryGoods(Industry *i)
if (cut) ChopLumberMillTrees(i);
}
TriggerIndustry(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
TriggerIndustryRandomisation(i, INDUSTRY_TRIGGER_INDUSTRY_TICK);
StartStopIndustryTileAnimation(i, IAT_INDUSTRY_TICK);
}
}

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@ -1247,7 +1247,7 @@ bool TestVehicleBuildProbability(Vehicle *v, EngineID engine, BuildProbabilityTy
return p + RandomRange(PROBABILITY_RANGE) >= PROBABILITY_RANGE;
}
static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_random_bits, bool first)
static void DoTriggerVehicleRandomisation(Vehicle *v, VehicleTrigger trigger, uint16_t base_random_bits, bool first)
{
/* We can't trigger a non-existent vehicle... */
assert(v != nullptr);
@ -1278,14 +1278,14 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
* i.e.), so we give them all the NEW_CARGO triggered
* vehicle's portion of random bits. */
assert(first);
DoTriggerVehicle(v->First(), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
DoTriggerVehicleRandomisation(v->First(), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
break;
case VEHICLE_TRIGGER_DEPOT:
/* We now trigger the next vehicle in chain recursively.
* The random bits portions may be different for each
* vehicle in chain. */
if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), trigger, 0, true);
if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), trigger, 0, true);
break;
case VEHICLE_TRIGGER_EMPTY:
@ -1293,14 +1293,14 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
* recursively. The random bits portions must be same
* for each vehicle in chain, so we give them all
* first chained vehicle's portion of random bits. */
if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), trigger, first ? new_random_bits : base_random_bits, false);
if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), trigger, first ? new_random_bits : base_random_bits, false);
break;
case VEHICLE_TRIGGER_ANY_NEW_CARGO:
/* Now pass the trigger recursively to the next vehicle
* in chain. */
assert(!first);
if (v->Next() != nullptr) DoTriggerVehicle(v->Next(), VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
if (v->Next() != nullptr) DoTriggerVehicleRandomisation(v->Next(), VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
break;
case VEHICLE_TRIGGER_CALLBACK_32:
@ -1309,10 +1309,10 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_r
}
}
void TriggerVehicle(Vehicle *v, VehicleTrigger trigger)
void TriggerVehicleRandomisation(Vehicle *v, VehicleTrigger trigger)
{
v->InvalidateNewGRFCacheOfChain();
DoTriggerVehicle(v, trigger, 0, true);
DoTriggerVehicleRandomisation(v, trigger, 0, true);
v->InvalidateNewGRFCacheOfChain();
}

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@ -118,7 +118,7 @@ enum VehicleTrigger : uint8_t {
/* Externally triggered for each vehicle in chain */
VEHICLE_TRIGGER_CALLBACK_32 = 0x10,
};
void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger);
void TriggerVehicleRandomisation(Vehicle *veh, VehicleTrigger trigger);
void AlterVehicleListOrder(EngineID engine, uint16_t target);
void CommitVehicleListOrderChanges();

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@ -591,8 +591,8 @@ bool NewHouseTileLoop(TileIndex tile)
return true;
}
TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP);
if (hs->building_flags.Any(BUILDING_HAS_1_TILE)) TriggerHouse(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
TriggerHouseRandomisation(tile, HOUSE_TRIGGER_TILE_LOOP);
if (hs->building_flags.Any(BUILDING_HAS_1_TILE)) TriggerHouseRandomisation(tile, HOUSE_TRIGGER_TILE_LOOP_TOP);
/* Call the unsynchronized tile loop trigger */
AnimationControl(tile, false, 0);
@ -620,7 +620,7 @@ bool NewHouseTileLoop(TileIndex tile)
return true;
}
static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, uint8_t base_random, bool first)
static void DoTriggerHouseRandomisation(TileIndex tile, HouseTrigger trigger, uint8_t base_random, bool first)
{
/* We can't trigger a non-existent building... */
assert(IsTileType(tile, MP_HOUSE));
@ -660,16 +660,16 @@ static void DoTriggerHouse(TileIndex tile, HouseTrigger trigger, uint8_t base_ra
break;
}
/* Random value of first tile already set. */
if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoTriggerHouse(TileAddXY(tile, 0, 1), trigger, random_bits, false);
if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoTriggerHouse(TileAddXY(tile, 1, 0), trigger, random_bits, false);
if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoTriggerHouse(TileAddXY(tile, 1, 1), trigger, random_bits, false);
if (hs->building_flags.Any(BUILDING_2_TILES_Y)) DoTriggerHouseRandomisation(TileAddXY(tile, 0, 1), trigger, random_bits, false);
if (hs->building_flags.Any(BUILDING_2_TILES_X)) DoTriggerHouseRandomisation(TileAddXY(tile, 1, 0), trigger, random_bits, false);
if (hs->building_flags.Any(BUILDING_HAS_4_TILES)) DoTriggerHouseRandomisation(TileAddXY(tile, 1, 1), trigger, random_bits, false);
break;
}
}
void TriggerHouse(TileIndex t, HouseTrigger trigger)
void TriggerHouseRandomisation(TileIndex t, HouseTrigger trigger)
{
DoTriggerHouse(t, trigger, 0, true);
DoTriggerHouseRandomisation(t, trigger, 0, true);
}
/**

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@ -118,6 +118,6 @@ enum HouseTrigger : uint8_t {
*/
HOUSE_TRIGGER_TILE_LOOP_TOP = 0x02,
};
void TriggerHouse(TileIndex t, HouseTrigger trigger);
void TriggerHouseRandomisation(TileIndex t, HouseTrigger trigger);
#endif /* NEWGRF_HOUSE_H */

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@ -310,7 +310,7 @@ bool StartStopIndustryTileAnimation(const Industry *ind, IndustryAnimationTrigge
* @param ind Industry of the tile.
* @param[in,out] reseed_industry Collects bits to reseed for the industry.
*/
static void DoTriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger, Industry *ind, uint32_t &reseed_industry)
static void DoTriggerIndustryTileRandomisation(TileIndex tile, IndustryTileTrigger trigger, Industry *ind, uint32_t &reseed_industry)
{
assert(IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
@ -359,11 +359,11 @@ static void DoReseedIndustry(Industry *ind, uint32_t reseed)
* @param tile Industry tile to trigger.
* @param trigger Trigger to trigger.
*/
void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
void TriggerIndustryTileRandomisation(TileIndex tile, IndustryTileTrigger trigger)
{
uint32_t reseed_industry = 0;
Industry *ind = Industry::GetByTile(tile);
DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
DoTriggerIndustryTileRandomisation(tile, trigger, ind, reseed_industry);
DoReseedIndustry(ind, reseed_industry);
}
@ -372,12 +372,12 @@ void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
* @param ind Industry to trigger.
* @param trigger Trigger to trigger.
*/
void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger)
void TriggerIndustryRandomisation(Industry *ind, IndustryTileTrigger trigger)
{
uint32_t reseed_industry = 0;
for (TileIndex tile : ind->location) {
if (ind->TileBelongsToIndustry(tile)) {
DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
DoTriggerIndustryTileRandomisation(tile, trigger, ind, reseed_industry);
}
}
DoReseedIndustry(ind, reseed_industry);

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@ -72,7 +72,7 @@ enum IndustryTileTrigger : uint8_t {
INDUSTRY_TRIGGER_INDUSTRY_TICK = 0x02, ///< The industry has been triggered via its tick.
INDUSTRY_TRIGGER_RECEIVED_CARGO = 0x04, ///< Cargo has been delivered.
};
void TriggerIndustryTile(TileIndex t, IndustryTileTrigger trigger);
void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger);
void TriggerIndustryTileRandomisation(TileIndex t, IndustryTileTrigger trigger);
void TriggerIndustryRandomisation(Industry *ind, IndustryTileTrigger trigger);
#endif /* NEWGRF_INDUSTRYTILES_H */

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@ -972,7 +972,7 @@ static void RunEconomyVehicleDayProc()
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED) {
if (HasBit(callback, 0)) {
TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
}
/* After a vehicle trigger, the graphics and properties of the vehicle could change.
@ -1614,7 +1614,7 @@ void VehicleEnterDepot(Vehicle *v)
VehicleEnteredDepotThisTick(v);
/* After a vehicle trigger, the graphics and properties of the vehicle could change. */
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
TriggerVehicleRandomisation(v, VEHICLE_TRIGGER_DEPOT);
v->MarkDirty();
InvalidateWindowData(WC_VEHICLE_VIEW, v->index);