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Location: cpp/openttd-patchpack/source/src/table/object_land.h
r28657:ee447a88ccab
6.2 KiB
text/x-c
Feature: Order flag to unbunch vehicles at depot (#11945)
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 | /*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file object_land.h Sprites to use and how to display them for object tiles. */
#define TILE_SEQ_LINE(sz, img) { 0, 0, 0, 16, 16, sz, {img, PAL_NONE} },
#define TILE_SEQ_END() { (int8_t)0x80, 0, 0, 0, 0, 0, {0, 0} }
static const DrawTileSeqStruct _object_nothing[] = {
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_transmitter_seq[] = {
{ 7, 7, 0, 2, 2, 70, {SPR_TRANSMITTER, PAL_NONE}},
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_lighthouse_seq[] = {
{ 4, 4, 0, 7, 7, 61, {SPR_LIGHTHOUSE, PAL_NONE}},
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_statue_seq[] = {
{ 0, 0, 0, 16, 16, 25, {SPR_STATUE_COMPANY | (1 << PALETTE_MODIFIER_COLOUR), PAL_NONE}},
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_owned_land_seq[] = {
{ 8, 8, 0, 1, 1, 6, {SPR_BOUGHT_LAND | (1 << PALETTE_MODIFIER_COLOUR), PAL_NONE}},
TILE_SEQ_END()
};
extern const DrawTileSprites _objects[] = {
{ { SPR_FLAT_2_THIRD_GRASS_TILE, PAL_NONE }, _object_transmitter_seq },
{ { SPR_FLAT_2_THIRD_GRASS_TILE, PAL_NONE }, _object_lighthouse_seq },
{ { SPR_CONCRETE_GROUND, PAL_NONE }, _object_statue_seq },
{ { SPR_FLAT_BARE_LAND, PAL_NONE }, _object_owned_land_seq },
};
static const DrawTileSeqStruct _object_hq_medium_north[] = {
TILE_SEQ_LINE(20, SPR_MEDIUMHQ_NORTH_WALL | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_medium_east[] = {
TILE_SEQ_LINE(20, SPR_MEDIUMHQ_EAST_WALL | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_medium_west[] = {
TILE_SEQ_LINE(20, SPR_MEDIUMHQ_WEST_WALL | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_large_north[] = {
TILE_SEQ_LINE(50, SPR_LARGEHQ_NORTH_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_large_east[] = {
TILE_SEQ_LINE(50, SPR_LARGEHQ_EAST_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_large_west[] = {
TILE_SEQ_LINE(50, SPR_LARGEHQ_WEST_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_huge_north[] = {
TILE_SEQ_LINE(60, SPR_HUGEHQ_NORTH_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_huge_east[] = {
TILE_SEQ_LINE(60, SPR_HUGEHQ_EAST_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
static const DrawTileSeqStruct _object_hq_huge_west[] = {
TILE_SEQ_LINE(60, SPR_HUGEHQ_WEST_BUILD | (1 << PALETTE_MODIFIER_COLOUR))
TILE_SEQ_END()
};
#undef TILE_SEQ_LINE
#undef TILE_SEQ_END
#define TILE_SPRITE_LINE(img, dtss) { {img | (1 << PALETTE_MODIFIER_COLOUR), PAL_NONE}, dtss },
static const DrawTileSprites _object_hq[] = {
TILE_SPRITE_LINE(SPR_TINYHQ_NORTH, _object_nothing)
TILE_SPRITE_LINE(SPR_TINYHQ_WEST, _object_nothing)
TILE_SPRITE_LINE(SPR_TINYHQ_EAST, _object_nothing)
TILE_SPRITE_LINE(SPR_TINYHQ_SOUTH, _object_nothing)
TILE_SPRITE_LINE(SPR_SMALLHQ_NORTH, _object_nothing)
TILE_SPRITE_LINE(SPR_SMALLHQ_WEST, _object_nothing)
TILE_SPRITE_LINE(SPR_SMALLHQ_EAST, _object_nothing)
TILE_SPRITE_LINE(SPR_SMALLHQ_SOUTH, _object_nothing)
TILE_SPRITE_LINE(SPR_MEDIUMHQ_NORTH, _object_hq_medium_north)
TILE_SPRITE_LINE(SPR_MEDIUMHQ_WEST, _object_hq_medium_west)
TILE_SPRITE_LINE(SPR_MEDIUMHQ_EAST, _object_hq_medium_east)
TILE_SPRITE_LINE(SPR_MEDIUMHQ_SOUTH, _object_nothing)
TILE_SPRITE_LINE(SPR_LARGEHQ_NORTH_GROUND, _object_hq_large_north)
TILE_SPRITE_LINE(SPR_LARGEHQ_WEST_GROUND, _object_hq_large_west)
TILE_SPRITE_LINE(SPR_LARGEHQ_EAST_GROUND, _object_hq_large_east)
TILE_SPRITE_LINE(SPR_LARGEHQ_SOUTH, _object_nothing)
TILE_SPRITE_LINE(SPR_HUGEHQ_NORTH_GROUND, _object_hq_huge_north)
TILE_SPRITE_LINE(SPR_HUGEHQ_WEST_GROUND, _object_hq_huge_west)
TILE_SPRITE_LINE(SPR_HUGEHQ_EAST_GROUND, _object_hq_huge_east)
TILE_SPRITE_LINE(SPR_HUGEHQ_SOUTH, _object_nothing)
};
#undef TILE_SPRITE_LINE
#define M(name, size, build_cost_multiplier, clear_cost_multiplier, height, climate, gen_amount, flags) { GRFFilePropsBase<2>(), {0, 0, 0, 0}, INVALID_OBJECT_CLASS, name, climate, size, build_cost_multiplier, clear_cost_multiplier, 0, CalendarTime::MAX_DATE + 1, flags, 0, height, 1, gen_amount }
/* Climates
* T = Temperate
* A = Sub-Arctic
* S = Sub-Tropic
* Y = Toyland */
#define T 1
#define A 2
#define S 4
#define Y 8
/** Specification of the original object structures. */
extern const ObjectSpec _original_objects[] = {
M(STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER, 0x11, 0, 0, 10, T|A|S , 15, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT),
M(STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE, 0x11, 0, 0, 8, T|A , 8, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_SCENEDIT | OBJECT_FLAG_SCALE_BY_WATER),
M(STR_TOWN_BUILDING_NAME_STATUE_1, 0x11, 0, 0, 5, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_ONLY_IN_SCENEDIT), // Yes, we disallow building this everywhere. Happens in "special" case!
M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND, 0x11, 10, 10, 0, T|S|A|Y, 0, OBJECT_FLAG_AUTOREMOVE | OBJECT_FLAG_ONLY_IN_GAME | OBJECT_FLAG_CLEAR_INCOME | OBJECT_FLAG_HAS_NO_FOUNDATION ), // Only non-silly use case is to use it when you cannot build a station, so disallow bridges
M(STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS, 0x22, 0, 0, 7, T|S|A|Y, 0, OBJECT_FLAG_CANNOT_REMOVE | OBJECT_FLAG_ONLY_IN_GAME),
};
#undef M
#undef Y
#undef S
#undef A
#undef T
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