diff options
author | rubidium <rubidium@openttd.org> | 2006-12-30 11:57:52 +0000 |
---|---|---|
committer | rubidium <rubidium@openttd.org> | 2006-12-30 11:57:52 +0000 |
commit | 5f88e816416ee78b3b693253c0ff298c36459a8b (patch) | |
tree | 208ddbfdccba148fd9aa969b5124fe9c495ba540 | |
parent | c7b1fd6fc2dd73e9b9bf150b5bb81e340fa75958 (diff) | |
download | openttd-5f88e816416ee78b3b693253c0ff298c36459a8b.tar.xz |
(svn r7642) -Codechange: unify all the different locations where the animation state is stored into a single location.
-rw-r--r-- | docs/landscape.html | 12 | ||||
-rw-r--r-- | docs/landscape_grid.html | 31 | ||||
-rw-r--r-- | industry_cmd.c | 7 | ||||
-rw-r--r-- | industry_map.h | 41 | ||||
-rw-r--r-- | openttd.c | 28 | ||||
-rw-r--r-- | saveload.c | 2 | ||||
-rw-r--r-- | table/industry_land.h | 31 |
7 files changed, 75 insertions, 77 deletions
diff --git a/docs/landscape.html b/docs/landscape.html index 30f71dff4..18d524a7e 100644 --- a/docs/landscape.html +++ b/docs/landscape.html @@ -440,13 +440,13 @@ Industry tile <tr><td nowrap valign=top><tt>00</tt>..<tt>06</tt> </td><td align=left>coal mine <table> <tr><td nowrap valign=top><tt>00</tt> </td><td align=left>wheel tower when not animated</td></tr> -<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr> +<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td></tr> </table> </td></tr> <tr><td nowrap valign=top><tt>07</tt>..<tt>0A</tt> </td><td align=left>power station <table> <tr><td nowrap valign=top><tt>08</tt> </td><td align=left>chimney</td></tr> -<tr><td nowrap valign=top><tt>0A</tt> </td><td align=left>transformer; animation progress in m1 bits 5..2 (valid range <tt>0</tt>..<tt>7</tt>)</td></tr> +<tr><td nowrap valign=top><tt>0A</tt> </td><td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td></tr> </table> </td></tr> <tr><td nowrap valign=top><tt>0B</tt>..<tt>0F</tt> </td><td align=left>sawmill</td></tr> @@ -460,7 +460,7 @@ Industry tile <tr><td nowrap valign=top><tt>1D</tt>..<tt>20</tt> </td><td align=left>oil wells <table> <tr><td nowrap valign=top><tt>1D</tt> </td><td align=left>not animated</td></tr> -<tr><td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td><td align=left>various stages of animation; progress of animation in m1 bits 1..0</td></tr> +<tr><td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td><td align=left>various stages of animation; progress of animation in m3</td></tr> </table> </td></tr> <tr><td nowrap valign=top><tt>21</tt>..<tt>26</tt> </td><td align=left>farm</td></tr> @@ -469,7 +469,7 @@ Industry tile <tr><td nowrap valign=top><tt>2F</tt>..<tt>33</tt> </td><td align=left>copper ore mine <table> <tr><td nowrap valign=top><tt>2F</tt> </td><td align=left>wheel tower when not animated</td></tr> -<tr><td nowrap valign=top><tt>30</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr> +<tr><td nowrap valign=top><tt>30</tt> </td><td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td></tr> <tr><td nowrap valign=top><tt>31</tt> </td><td align=left>chimney</td></tr> </table> </td></tr> @@ -480,7 +480,7 @@ Industry tile <tr><td nowrap valign=top><tt>48</tt>..<tt>58</tt> </td><td align=left>gold mine <table> <tr><td nowrap valign=top><tt>4F</tt> </td><td align=left>wheel tower when not animated</td></tr> -<tr><td nowrap valign=top><tt>58</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr> +<tr><td nowrap valign=top><tt>58</tt> </td><td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td></tr> </table> </td></tr> <tr><td nowrap valign=top><tt>59</tt>..<tt>5A</tt> </td><td align=left>bank (sub-arctic or sub-tropical climate)</td></tr> @@ -538,10 +538,10 @@ while the animation is in progress (see the <a href="#_AnimatedTilesList">array <ul> <li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing </li> -</ul></li> <li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around <br>the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above) </li> +</ul></li> </ul> </td></tr> diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html index cf0aa2eaa..88988d9d2 100644 --- a/docs/landscape_grid.html +++ b/docs/landscape_grid.html @@ -170,7 +170,7 @@ the array so you can quickly see what is used and what is not. <td class="bits">XXXX XXXX</td> </tr> <tr> - <td rowspan=6>8</td> + <td rowspan=3>8</td> <td class="caption">industry</td> <td class="bits"><span class="abuse">X</span><span class="free">OO</span><span class="abuse">X XXXX</span></td> <td class="bits">XXXX XXXX XXXX XXXX</td> @@ -180,7 +180,7 @@ the array so you can quickly see what is used and what is not. <td class="bits">XXXX XXXX</td> </tr> <tr> - <td>bubble/sugar/toffee</td> + <td>bubble/sugar/toffee, gold/copper/coal, oil wells, power station</td> <td class="bits"><span class="abuse">X</span><span class="free">OOO OOOO</span></td> <td class="bits">-inherit-</td> <td class="bits">XXXX XXXX</td> @@ -198,33 +198,6 @@ the array so you can quickly see what is used and what is not. <td class="bits">-inherit-</td> </tr> <tr> - <td>gold/copper/coal</td> - <td class="bits"><span class="abuse">XX</span><span class="free">OO OO</span><span class="abuse">XX</span></td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - </tr> - <tr> - <td>oil wells</td> - <td class="bits"><span class="abuse">X</span><span class="free">OOO OO</span><span class="abuse">XX</span></td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - </tr> - <tr> - <td>power station</td> - <td class="bits"><span class="abuse">X</span><span class="free">O</span><span class="abuse">XX XX</span><span class="free">OO</span></td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - <td class="bits">-inherit-</td> - </tr> - <tr> <td rowspan=2>9</td> <td class="caption">tunnel</td> <td class="bits">XXXX XXXX</td> diff --git a/industry_cmd.c b/industry_cmd.c index a200ccf4e..38e2c516b 100644 --- a/industry_cmd.c +++ b/industry_cmd.c @@ -203,6 +203,7 @@ static IndustryDrawTileProc * const _industry_draw_tile_procs[5] = { static void DrawTile_Industry(TileInfo *ti) { + const IndustryGfx gfx = GetIndustryGfx(ti->tile); const Industry *ind; const DrawBuildingsTileStruct *dits; byte z; @@ -213,7 +214,9 @@ static void DrawTile_Industry(TileInfo *ti) ormod = GENERAL_SPRITE_COLOR(ind->random_color); /* Retrieve pointer to the draw industry tile struct */ - dits = &_industry_draw_tile_data[GetIndustryGfx(ti->tile) << 2 | GetIndustryConstructionStage(ti->tile)]; + dits = &_industry_draw_tile_data[gfx << 2 | (_industry_section_draw_animation_state[gfx] ? + GetIndustryAnimationState(ti->tile) & 3 : + GetIndustryConstructionStage(ti->tile))]; image = dits->ground; if (image & PALETTE_MODIFIER_COLOR && (image & PALETTE_SPRITE_MASK) == 0) @@ -496,7 +499,7 @@ static void AnimateTile_Industry(TileIndex tile) if (state < 0x20 || state >= 0x180) { m = GetIndustryAnimationState(tile); if (!(m & 0x40)) { - SetIndustryAnimationState(tile, m |= 0x40); + SetIndustryAnimationState(tile, m | 0x40); SndPlayTileFx(SND_0B_MINING_MACHINERY, tile); } if (state & 7) diff --git a/industry_map.h b/industry_map.h index b55ecd749..5a3512fd3 100644 --- a/industry_map.h +++ b/industry_map.h @@ -241,24 +241,7 @@ static inline void SetIndustryAnimationLoop(TileIndex tile, byte count) static inline byte GetIndustryAnimationState(TileIndex tile) { assert(IsTileType(tile, MP_INDUSTRY)); - switch (GetIndustryGfx(tile)) { - case GFX_POWERPLANT_SPARKS: - return GB(_m[tile].m1, 2, 5); - break; - - case GFX_OILWELL_ANIMATED_1: - case GFX_OILWELL_ANIMATED_2: - case GFX_OILWELL_ANIMATED_3: - return GB(_m[tile].m1, 0, 2); - - case GFX_COAL_MINE_TOWER_ANIMATED: - case GFX_COPPER_MINE_TOWER_ANIMATED: - case GFX_GOLD_MINE_TOWER_ANIMATED: - return _m[tile].m1; - - default: - return _m[tile].m3; - } + return _m[tile].m3; } /** @@ -270,27 +253,7 @@ static inline byte GetIndustryAnimationState(TileIndex tile) static inline void SetIndustryAnimationState(TileIndex tile, byte state) { assert(IsTileType(tile, MP_INDUSTRY)); - switch (GetIndustryGfx(tile)) { - case GFX_POWERPLANT_SPARKS: - SB(_m[tile].m1, 2, 5, state); - break; - - case GFX_OILWELL_ANIMATED_1: - case GFX_OILWELL_ANIMATED_2: - case GFX_OILWELL_ANIMATED_3: - SB(_m[tile].m1, 0, 2, state); - break; - - case GFX_COAL_MINE_TOWER_ANIMATED: - case GFX_COPPER_MINE_TOWER_ANIMATED: - case GFX_GOLD_MINE_TOWER_ANIMATED: - _m[tile].m1 = state; - break; - - default: - _m[tile].m3 = state; - break; - } + _m[tile].m3 = state; } #endif /* INDUSTRY_MAP_H */ @@ -60,6 +60,7 @@ #include "rail_map.h" #include "road_map.h" #include "water_map.h" +#include "industry_map.h" #include <stdarg.h> @@ -1632,6 +1633,33 @@ bool AfterLoadGame(void) SettingsDisableElrail(_patches.disable_elrails); } + if (CheckSavegameVersion(43)) { + BEGIN_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0) { + if (IsTileType(tile_cur, MP_INDUSTRY)) { + switch (GetIndustryGfx(tile_cur)) { + case GFX_POWERPLANT_SPARKS: + SetIndustryAnimationState(tile_cur, GB(_m[tile_cur].m1, 2, 5)); + break; + + case GFX_OILWELL_ANIMATED_1: + case GFX_OILWELL_ANIMATED_2: + case GFX_OILWELL_ANIMATED_3: + SetIndustryAnimationState(tile_cur, GB(_m[tile_cur].m1, 0, 2)); + break; + + case GFX_COAL_MINE_TOWER_ANIMATED: + case GFX_COPPER_MINE_TOWER_ANIMATED: + case GFX_GOLD_MINE_TOWER_ANIMATED: + SetIndustryAnimationState(tile_cur, _m[tile_cur].m1); + break; + + default: /* No animation states to change */ + break; + } + } + } END_TILE_LOOP(tile_cur, MapSizeX(), MapSizeY(), 0) + } + return true; } diff --git a/saveload.c b/saveload.c index bb821ccda..d21d45289 100644 --- a/saveload.c +++ b/saveload.c @@ -30,7 +30,7 @@ #include "variables.h" #include <setjmp.h> -const uint16 SAVEGAME_VERSION = 42; +const uint16 SAVEGAME_VERSION = 43; uint16 _sl_version; /// the major savegame version identifier byte _sl_minor_version; /// the minor savegame version, DO NOT USE! diff --git a/table/industry_land.h b/table/industry_land.h index 22d731706..60beb74fb 100644 --- a/table/industry_land.h +++ b/table/industry_land.h @@ -989,3 +989,34 @@ static const byte _industry_section_bits[NUM_INDUSTRY_GFXES] = { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, }; + +/** + * When true, the tile has to be drawn using the animation + * state instead of the construction state. + * The indices into this table are the ones as described by + * the enum with GFX_*s in industry_map.h. + */ +static const bool _industry_section_draw_animation_state[NUM_INDUSTRY_GFXES] = { + false, true, false, false, false, false, false, false, // <- animated wheel tower of coal mine + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, true, true, // <- animated oil well + true, false, false, false, false, false, false, false, // <- animated oil well + false, false, false, false, false, false, false, false, + true, false, false, false, false, false, false, false, // <- animated wheel tower of copper mine + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + true, false, false, false, false, false, false, false, // <- animated wheel tower of gold mine + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, false, + false, false, false, false, false, false, false, +}; 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