Elide vehicle random trigger callbacks

This commit is contained in:
Jonathan G Rennison
2021-05-18 22:06:56 +01:00
parent 6ea97d6068
commit 55915d8d55
4 changed files with 28 additions and 8 deletions

View File

@@ -1378,19 +1378,28 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_rando
/* We can't trigger a non-existent vehicle... */
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
uint32 reseed = 0;
if (Engine::Get(v->engine_type)->callbacks_used & SGCU_RANDOM_TRIGGER) {
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
const SpriteGroup *group = object.Resolve();
if (group == nullptr) return;
const SpriteGroup *group = object.Resolve();
if (group == nullptr) return;
/* Store remaining triggers. */
v->waiting_triggers = object.GetRemainingTriggers();
/* Store remaining triggers. */
v->waiting_triggers = object.GetRemainingTriggers();
reseed = object.GetReseedSum();
} else {
v->waiting_triggers |= trigger;
const Engine *e = Engine::Get(v->engine_type);
if (!(e->grf_prop.spritegroup[v->cargo_type] || e->grf_prop.spritegroup[CT_DEFAULT])) return;
}
/* Rerandomise bits. Scopes other than SELF are invalid for rerandomisation. For bug-to-bug-compatibility with TTDP we ignore the scope. */
byte new_random_bits = Random();
uint32 reseed = object.GetReseedSum();
v->random_bits &= ~reseed;
v->random_bits |= (first ? new_random_bits : base_random_bits) & reseed;