mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r4600) - NewGRF: minor code style tidy up
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246e53d206
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@ -546,7 +546,7 @@ static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegro
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return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
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return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
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}
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}
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static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
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static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_random_bits, bool first)
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{
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{
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const SpriteGroup *group;
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const SpriteGroup *group;
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const RealSpriteGroup *rsg;
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const RealSpriteGroup *rsg;
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@ -554,12 +554,12 @@ static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_ran
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_vsg_random_triggers = trigger;
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_vsg_random_triggers = trigger;
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_vsg_bits_to_reseed = 0;
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_vsg_bits_to_reseed = 0;
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group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
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group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(v->engine_type, v), v, 0,
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(resolve_callback) TriggerVehicleSpriteGroup);
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(resolve_callback) TriggerVehicleSpriteGroup);
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if (group == NULL && veh->cargo_type != GC_DEFAULT) {
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if (group == NULL && v->cargo_type != GC_DEFAULT) {
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// This group turned out to be empty but perhaps there'll be a default one.
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// This group turned out to be empty but perhaps there'll be a default one.
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group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
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group = TriggerVehicleSpriteGroup(engine_custom_sprites[v->engine_type][GC_DEFAULT], v, 0,
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(resolve_callback) TriggerVehicleSpriteGroup);
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(resolve_callback) TriggerVehicleSpriteGroup);
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}
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}
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@ -570,8 +570,8 @@ static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_ran
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rsg = &group->g.real;
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rsg = &group->g.real;
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new_random_bits = Random();
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new_random_bits = Random();
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veh->random_bits &= ~_vsg_bits_to_reseed;
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v->random_bits &= ~_vsg_bits_to_reseed;
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veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
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v->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
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switch (trigger) {
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switch (trigger) {
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case VEHICLE_TRIGGER_NEW_CARGO:
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case VEHICLE_TRIGGER_NEW_CARGO:
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@ -583,41 +583,41 @@ static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_ran
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* i.e.), so we give them all the NEW_CARGO triggered
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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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* vehicle's portion of random bits. */
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assert(first);
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assert(first);
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DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
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DoTriggerVehicle(GetFirstVehicleInChain(v), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
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break;
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break;
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case VEHICLE_TRIGGER_DEPOT:
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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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/* 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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* The random bits portions may be different for each
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* vehicle in chain. */
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* vehicle in chain. */
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if (veh->next != NULL)
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if (v->next != NULL) DoTriggerVehicle(v->next, trigger, 0, true);
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DoTriggerVehicle(veh->next, trigger, 0, true);
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break;
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break;
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case VEHICLE_TRIGGER_EMPTY:
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case VEHICLE_TRIGGER_EMPTY:
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/* We now trigger the next vehicle in chain
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/* We now trigger the next vehicle in chain
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* recursively. The random bits portions must be same
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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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* 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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* first chained vehicle's portion of random bits. */
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if (veh->next != NULL)
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if (v->next != NULL) DoTriggerVehicle(v->next, trigger, first ? new_random_bits : base_random_bits, false);
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DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
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break;
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break;
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case VEHICLE_TRIGGER_ANY_NEW_CARGO:
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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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/* Now pass the trigger recursively to the next vehicle
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* in chain. */
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* in chain. */
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assert(!first);
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assert(!first);
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if (veh->next != NULL)
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if (v->next != NULL) DoTriggerVehicle(v->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
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DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
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break;
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break;
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}
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}
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}
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}
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void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
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void TriggerVehicle(Vehicle *v, VehicleTrigger trigger)
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{
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{
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if (trigger == VEHICLE_TRIGGER_DEPOT) {
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if (trigger == VEHICLE_TRIGGER_DEPOT) {
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// store that the vehicle entered a depot this tick
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// store that the vehicle entered a depot this tick
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VehicleEnteredDepotThisTick(veh);
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VehicleEnteredDepotThisTick(v);
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}
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}
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DoTriggerVehicle(veh, trigger, 0, true);
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DoTriggerVehicle(v, trigger, 0, true);
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}
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}
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StringID _engine_custom_names[TOTAL_NUM_ENGINES];
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StringID _engine_custom_names[TOTAL_NUM_ENGINES];
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