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@ -69,34 +69,34 @@ static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variabl
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}
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switch (variable) {
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/* Construction state of the tile: a value between 0 and 3 */
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case 0x40 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0;
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/* Construction state of the tile: a value between 0 and 3 */
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case 0x40: return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0;
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case 0x41 : return GetTerrainType(tile);
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/* Terrain type */
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case 0x41: return GetTerrainType(tile);
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/* Current town zone of the tile in the nearest town */
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case 0x42 : return GetTownRadiusGroup(ClosestTownFromTile(tile, UINT_MAX), tile);
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case 0x42: return GetTownRadiusGroup(ClosestTownFromTile(tile, UINT_MAX), tile);
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/* Relative position */
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case 0x43 : return GetRelativePosition(tile, inds->xy);
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case 0x43: return GetRelativePosition(tile, inds->xy);
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/* Animation frame. Like house variable 46 but can contain anything 0..FF. */
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case 0x44 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryAnimationState(tile) : 0;
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case 0x44: return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryAnimationState(tile) : 0;
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/* Land info of nearby tiles */
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case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds == NULL ? (IndustryID)INVALID_INDUSTRY : inds->index);
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case 0x60: return GetNearbyIndustryTileInformation(parameter, tile, inds == NULL ? (IndustryID)INVALID_INDUSTRY : inds->index);
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/* Animation stage of nearby tiles */
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case 0x61 : {
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case 0x61:
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tile = GetNearbyTile(parameter, tile);
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryByTile(tile) == inds) {
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return GetIndustryAnimationState(tile);
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}
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return 0xFFFFFFFF;
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}
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return UINT_MAX;
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/* Get industry tile ID at offset */
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case 0x62 : return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), inds);
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case 0x62: return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), inds);
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}
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DEBUG(grf, 1, "Unhandled industry tile property 0x%X", variable);
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