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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | /* $Id$ */
/** @file industry_map.h Accessors for industries */
#ifndef INDUSTRY_MAP_H
#define INDUSTRY_MAP_H
#include "industry.h"
#include "macros.h"
#include "tile.h"
/**
* The following enums are indices used to know what to draw for this industry tile.
* They all are pointing toward array _industry_draw_tile_data, in table/industry_land.h
* How to calculate the correct position ? GFXid << 2 | IndustryStage (0 to 3)
*/
enum {
GFX_POWERPLANT_SPARKS = 10,
GFX_OILWELL_BASE = 29,
GFX_OILWELL_ANIM1 = 30,
GFX_OILWELL_ANIM2 = 31,
GFX_OILWELL_ANIM3 = 32,
GFX_BUBBLE_CATCHER = 162,
GFX_TOFFEE_QUARY = 165,
GFX_SUGAR_MINE_SIEVE = 174,
GFX_TOY_FACTORY = 143
};
static inline uint GetIndustryIndex(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return _m[t].m2;
}
static inline Industry* GetIndustryByTile(TileIndex t)
{
return GetIndustry(GetIndustryIndex(t));
}
static inline bool IsIndustryCompleted(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return HASBIT(_m[t].m1, 7);
}
IndustryType GetIndustryType(TileIndex tile);
/**
* Set if the industry that owns the tile as under construction or not
* @param tile the tile to query
* @param isCompleted whether it is completed or not
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryCompleted(TileIndex tile, bool isCompleted)
{
assert(IsTileType(tile, MP_INDUSTRY));
SB(_m[tile].m1, 7, 1, isCompleted ? 1 :0);
}
/**
* Returns the industry construction stage of the specified tile
* @param tile the tile to query
* @pre IsTileType(tile, MP_INDUSTRY)
* @return the construction stage
*/
static inline byte GetIndustryConstructionStage(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return GB(_m[tile].m1, 0, 2);
}
/**
* Sets the industry construction stage of the specified tile
* @param tile the tile to query
* @param value the new construction stage
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryConstructionStage(TileIndex tile, byte value)
{
assert(IsTileType(tile, MP_INDUSTRY));
SB(_m[tile].m1, 0, 2, value);
}
static inline IndustryGfx GetIndustryGfx(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return _m[t].m5;
}
static inline void SetIndustryGfx(TileIndex t, IndustryGfx gfx)
{
assert(IsTileType(t, MP_INDUSTRY));
_m[t].m5 = gfx;
}
static inline void MakeIndustry(TileIndex t, uint index, IndustryGfx gfx)
{
SetTileType(t, MP_INDUSTRY);
_m[t].m1 = 0;
_m[t].m2 = index;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = gfx;
}
/**
* Returns this indutry tile's construction counter value
* @param tile the tile to query
* @pre IsTileType(tile, MP_INDUSTRY)
* @return the construction counter
*/
static inline byte GetIndustryConstructionCounter(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return GB(_m[tile].m1, 2, 2);
}
/**
* Sets this indutry tile's construction counter value
* @param tile the tile to query
* @param value the new value for the construction counter
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryConstructionCounter(TileIndex tile, byte value)
{
assert(IsTileType(tile, MP_INDUSTRY));
SB(_m[tile].m1, 2, 2, value);
}
/**
* Reset the construction stage counter of the industry,
* as well as the completion bit.
* In fact, it is the same as restarting construction frmo ground up
* @param tile the tile to query
* @param generating_world whether generating a world or not
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void ResetIndustryConstructionStage(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
_m[tile].m1 = 0;
}
typedef struct IndustryTypeSolver {
IndustryGfx MinGfx;
IndustryGfx MaxGfx;
} IndustryTypeSolver;
static const IndustryTypeSolver industry_gfx_Solver [IT_END] = {
{ 0, 6}, //IT_COAL_MINE
{ 7, 10}, //IT_POWER_STATION,
{ 11, 15}, //IT_SAWMILL,
{ 16, 17}, //IT_FOREST,
{ 18, 23}, //IT_OIL_REFINERY,
{ 24, 28}, //IT_OIL_RIG,
{ 29, 31}, //IT_OIL_WELL,
{ 32, 38}, //IT_FARM,
{ 39, 42}, //IT_FACTORY,
{ 43, 46}, //IT_PRINTING_WORKS,
{ 47, 51}, //IT_COPPER_MINE,
{ 52, 57}, //IT_STEEL_MILL,
{ 58, 59}, //IT_BANK_TEMP,
{ 60, 63}, //IT_FOOD_PROCESS,
{ 64, 71}, //IT_PAPER_MILL,
{ 72, 88}, //IT_GOLD_MINE,
{ 89, 90}, //IT_BANK_TROPIC_ARCTIC,
{ 91, 99}, //IT_DIAMOND_MINE,
{100, 115}, //IT_IRON_MINE,
{116, 116}, //IT_FRUIT_PLANTATION,
{117, 117}, //IT_RUBBER_PLANTATION,
{118, 119}, //IT_WATER_SUPPLY,
{120, 120}, //IT_WATER_TOWER,
{121, 124}, //IT_FACTORY_2,
{125, 128}, //IT_LUMBER_MILL,
{129, 130}, //IT_COTTON_CANDY,
{131, 134}, //IT_CANDY_FACTORY or sweet factory
{135, 136}, //IT_BATTERY_FARM,
{137, 137}, //IT_COLA_WELLS,
{138, 141}, //IT_TOY_SHOP,
{142, 147}, //IT_TOY_FACTORY,
{148, 155}, //IT_PLASTIC_FOUNTAINS,
{156, 159}, //IT_FIZZY_DRINK_FACTORY,
{160, 163}, //IT_BUBBLE_GENERATOR,
{164, 166}, //IT_TOFFEE_QUARRY,
{167, 174} //IT_SUGAR_MINE,
};
/**
* Get the animation loop number
* @param tile the tile to get the animation loop number of
* @pre IsTileType(tile, MP_INDUSTRY
*/
static inline byte GetIndustryAnimationLoop(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return _m[tile].m4;
}
/**
* Set the animation loop number
* @param tile the tile to set the animation loop number of
* @param count the new animation frame number
* @pre IsTileType(tile, MP_INDUSTRY
*/
static inline void SetIndustryAnimationLoop(TileIndex tile, byte count)
{
assert(IsTileType(tile, MP_INDUSTRY));
_m[tile].m4 = count;
}
#endif /* INDUSTRY_MAP_H */
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