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https://github.com/JGRennison/OpenTTD-patches.git
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214 lines
5.4 KiB
C
214 lines
5.4 KiB
C
/* $Id$ */
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/** @file industry_map.h Accessors for industries */
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#ifndef INDUSTRY_MAP_H
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#define INDUSTRY_MAP_H
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#include "industry.h"
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#include "macros.h"
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#include "tile.h"
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/**
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* The following enums are indices used to know what to draw for this industry tile.
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* They all are pointing toward array _industry_draw_tile_data, in table/industry_land.h
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* How to calculate the correct position ? GFXid << 2 | IndustryStage (0 to 3)
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*/
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enum {
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GFX_POWERPLANT_SPARKS = 10,
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GFX_OILWELL_BASE = 29,
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GFX_OILWELL_ANIM1 = 30,
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GFX_OILWELL_ANIM2 = 31,
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GFX_OILWELL_ANIM3 = 32,
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GFX_BUBBLE_CATCHER = 162,
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GFX_TOFFEE_QUARY = 165,
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GFX_SUGAR_MINE_SIEVE = 174,
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GFX_TOY_FACTORY = 143
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};
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static inline uint GetIndustryIndex(TileIndex t)
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{
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assert(IsTileType(t, MP_INDUSTRY));
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return _m[t].m2;
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}
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static inline Industry* GetIndustryByTile(TileIndex t)
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{
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return GetIndustry(GetIndustryIndex(t));
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}
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static inline bool IsIndustryCompleted(TileIndex t)
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{
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assert(IsTileType(t, MP_INDUSTRY));
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return HASBIT(_m[t].m1, 7);
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}
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IndustryType GetIndustryType(TileIndex tile);
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/**
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* Set if the industry that owns the tile as under construction or not
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* @param tile the tile to query
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* @param isCompleted whether it is completed or not
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline void SetIndustryCompleted(TileIndex tile, bool isCompleted)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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SB(_m[tile].m1, 7, 1, isCompleted ? 1 :0);
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}
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/**
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* Returns the industry construction stage of the specified tile
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* @param tile the tile to query
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* @pre IsTileType(tile, MP_INDUSTRY)
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* @return the construction stage
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*/
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static inline byte GetIndustryConstructionStage(TileIndex tile)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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return GB(_m[tile].m1, 0, 2);
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}
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/**
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* Sets the industry construction stage of the specified tile
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* @param tile the tile to query
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* @param value the new construction stage
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline void SetIndustryConstructionStage(TileIndex tile, byte value)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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SB(_m[tile].m1, 0, 2, value);
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}
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static inline IndustryGfx GetIndustryGfx(TileIndex t)
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{
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assert(IsTileType(t, MP_INDUSTRY));
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return _m[t].m5;
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}
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static inline void SetIndustryGfx(TileIndex t, IndustryGfx gfx)
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{
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assert(IsTileType(t, MP_INDUSTRY));
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_m[t].m5 = gfx;
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}
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static inline void MakeIndustry(TileIndex t, uint index, IndustryGfx gfx)
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{
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SetTileType(t, MP_INDUSTRY);
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_m[t].m1 = 0;
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_m[t].m2 = index;
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_m[t].m3 = 0;
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_m[t].m4 = 0;
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_m[t].m5 = gfx;
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}
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/**
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* Returns this indutry tile's construction counter value
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* @param tile the tile to query
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* @pre IsTileType(tile, MP_INDUSTRY)
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* @return the construction counter
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*/
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static inline byte GetIndustryConstructionCounter(TileIndex tile)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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return GB(_m[tile].m1, 2, 2);
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}
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/**
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* Sets this indutry tile's construction counter value
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* @param tile the tile to query
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* @param value the new value for the construction counter
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline void SetIndustryConstructionCounter(TileIndex tile, byte value)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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SB(_m[tile].m1, 2, 2, value);
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}
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/**
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* Reset the construction stage counter of the industry,
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* as well as the completion bit.
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* In fact, it is the same as restarting construction frmo ground up
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* @param tile the tile to query
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* @param generating_world whether generating a world or not
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline void ResetIndustryConstructionStage(TileIndex tile)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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_m[tile].m1 = 0;
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}
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typedef struct IndustryTypeSolver {
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IndustryGfx MinGfx;
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IndustryGfx MaxGfx;
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} IndustryTypeSolver;
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static const IndustryTypeSolver industry_gfx_Solver [IT_END] = {
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{ 0, 6}, //IT_COAL_MINE
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{ 7, 10}, //IT_POWER_STATION,
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{ 11, 15}, //IT_SAWMILL,
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{ 16, 17}, //IT_FOREST,
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{ 18, 23}, //IT_OIL_REFINERY,
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{ 24, 28}, //IT_OIL_RIG,
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{ 29, 31}, //IT_OIL_WELL,
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{ 32, 38}, //IT_FARM,
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{ 39, 42}, //IT_FACTORY,
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{ 43, 46}, //IT_PRINTING_WORKS,
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{ 47, 51}, //IT_COPPER_MINE,
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{ 52, 57}, //IT_STEEL_MILL,
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{ 58, 59}, //IT_BANK_TEMP,
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{ 60, 63}, //IT_FOOD_PROCESS,
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{ 64, 71}, //IT_PAPER_MILL,
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{ 72, 88}, //IT_GOLD_MINE,
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{ 89, 90}, //IT_BANK_TROPIC_ARCTIC,
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{ 91, 99}, //IT_DIAMOND_MINE,
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{100, 115}, //IT_IRON_MINE,
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{116, 116}, //IT_FRUIT_PLANTATION,
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{117, 117}, //IT_RUBBER_PLANTATION,
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{118, 119}, //IT_WATER_SUPPLY,
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{120, 120}, //IT_WATER_TOWER,
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{121, 124}, //IT_FACTORY_2,
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{125, 128}, //IT_LUMBER_MILL,
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{129, 130}, //IT_COTTON_CANDY,
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{131, 134}, //IT_CANDY_FACTORY or sweet factory
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{135, 136}, //IT_BATTERY_FARM,
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{137, 137}, //IT_COLA_WELLS,
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{138, 141}, //IT_TOY_SHOP,
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{142, 147}, //IT_TOY_FACTORY,
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{148, 155}, //IT_PLASTIC_FOUNTAINS,
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{156, 159}, //IT_FIZZY_DRINK_FACTORY,
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{160, 163}, //IT_BUBBLE_GENERATOR,
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{164, 166}, //IT_TOFFEE_QUARRY,
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{167, 174} //IT_SUGAR_MINE,
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};
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/**
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* Get the animation loop number
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* @param tile the tile to get the animation loop number of
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* @pre IsTileType(tile, MP_INDUSTRY
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*/
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static inline byte GetIndustryAnimationLoop(TileIndex tile)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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return _m[tile].m4;
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}
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/**
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* Set the animation loop number
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* @param tile the tile to set the animation loop number of
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* @param count the new animation frame number
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* @pre IsTileType(tile, MP_INDUSTRY
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*/
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static inline void SetIndustryAnimationLoop(TileIndex tile, byte count)
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{
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assert(IsTileType(tile, MP_INDUSTRY));
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_m[tile].m4 = count;
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}
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#endif /* INDUSTRY_MAP_H */
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