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Codechange: Rename storage of random triggers to include the term 'random'.

This commit is contained in:
frosch
2025-04-15 20:27:28 +02:00
committed by frosch
parent 39220a5feb
commit 264abfafe6
20 changed files with 59 additions and 59 deletions

View File

@@ -309,9 +309,9 @@ static uint8_t MapAircraftMovementAction(const Aircraft *v)
return this->v == nullptr ? 0 : this->v->random_bits;
}
/* virtual */ uint32_t VehicleScopeResolver::GetTriggers() const
/* virtual */ uint32_t VehicleScopeResolver::GetRandomTriggers() const
{
return this->v == nullptr ? 0 : this->v->waiting_triggers;
return this->v == nullptr ? 0 : this->v->waiting_random_triggers;
}
@@ -626,7 +626,7 @@ static uint32_t VehicleGetVariable(Vehicle *v, const VehicleScopeResolver *objec
if (parameter == 0x5F) {
/* This seems to be the only variable that makes sense to access via var 61, but is not handled by VehicleGetVariable */
return (u->random_bits << 8) | u->waiting_triggers;
return (u->random_bits << 8) | u->waiting_random_triggers;
} else {
return VehicleGetVariable(u, object, parameter, GetRegister(0x10E), available);
}
@@ -891,7 +891,7 @@ static uint32_t VehicleGetVariable(Vehicle *v, const VehicleScopeResolver *objec
case 0x78: break; // not implemented
case 0x79: break; // not implemented
case 0x7A: return v->random_bits;
case 0x7B: return v->waiting_triggers;
case 0x7B: return v->waiting_random_triggers;
case 0x7C: break; // vehicle specific, see below
case 0x7D: break; // vehicle specific, see below
case 0x7E: break; // not implemented
@@ -1253,14 +1253,14 @@ static void DoTriggerVehicleRandomisation(Vehicle *v, VehicleTrigger trigger, ui
assert(v != nullptr);
VehicleResolverObject object(v->engine_type, v, VehicleResolverObject::WO_CACHED, false, CBID_RANDOM_TRIGGER);
object.waiting_triggers = v->waiting_triggers | trigger;
v->waiting_triggers = object.waiting_triggers; // store now for var 5F
object.waiting_random_triggers = v->waiting_random_triggers | trigger;
v->waiting_random_triggers = object.waiting_random_triggers; // store now for var 5F
const SpriteGroup *group = object.Resolve();
if (group == nullptr) return;
/* Store remaining triggers. */
v->waiting_triggers = object.GetRemainingTriggers();
v->waiting_random_triggers = object.GetRemainingRandomTriggers();
/* Rerandomise bits. Scopes other than SELF are invalid for rerandomisation. For bug-to-bug-compatibility with TTDP we ignore the scope. */
uint16_t new_random_bits = Random();