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authorfrosch <frosch@openttd.org>2017-10-25 15:38:14 +0000
committerfrosch <frosch@openttd.org>2017-10-25 15:38:14 +0000
commit82ae414e8d81718687b88db98346cee594fb2858 (patch)
tree1225534a7f9f17933b48c7426d77d2876adf8dd9 /src/newgrf_spritegroup.cpp
parent146e4eddb631d597f1296162d3bf520e4fc524a1 (diff)
downloadopenttd-82ae414e8d81718687b88db98346cee594fb2858.tar.xz
(svn r27928) -Fix: [NewGRF] While executing random triggers, var 5F should include the new triggers.
-Fix: [NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shard triggers. This also includes multiple RA2 in the same A123 chain. -Fix: [NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry.
Diffstat (limited to 'src/newgrf_spritegroup.cpp')
-rw-r--r--src/newgrf_spritegroup.cpp18
1 files changed, 3 insertions, 15 deletions
diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp
index c6fcd0a9e..a838a1388 100644
--- a/src/newgrf_spritegroup.cpp
+++ b/src/newgrf_spritegroup.cpp
@@ -110,12 +110,6 @@ ScopeResolver::~ScopeResolver() {}
}
/**
- * Set the triggers. Base class implementation does nothing.
- * @param triggers Triggers to set.
- */
-/* virtual */ void ScopeResolver::SetTriggers(int triggers) const {}
-
-/**
* Get a variable value. Default implementation has no available variables.
* @param variable Variable to read
* @param parameter Parameter for 60+x variables
@@ -304,21 +298,15 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
{
ScopeResolver *scope = object.GetScope(this->var_scope, this->count);
- if (object.trigger != 0) {
+ if (object.callback == CBID_RANDOM_TRIGGER) {
/* Handle triggers */
- /* Magic code that may or may not do the right things... */
- byte waiting_triggers = scope->GetTriggers();
- byte match = this->triggers & (waiting_triggers | object.trigger);
+ byte match = this->triggers & object.waiting_triggers;
bool res = (this->cmp_mode == RSG_CMP_ANY) ? (match != 0) : (match == this->triggers);
if (res) {
- waiting_triggers &= ~match;
+ object.used_triggers |= match;
object.reseed[this->var_scope] |= (this->num_groups - 1) << this->lowest_randbit;
- } else {
- waiting_triggers |= object.trigger;
}
-
- scope->SetTriggers(waiting_triggers);
}
uint32 mask = (this->num_groups - 1) << this->lowest_randbit;