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authorrubidium <rubidium@openttd.org>2010-08-26 14:36:00 +0000
committerrubidium <rubidium@openttd.org>2010-08-26 14:36:00 +0000
commit7f86dcca90b20241a210dd5f088e249a902f725c (patch)
tree6793ebbb3e7395db1e51b19fb18ea3b6e196a337
parent193800e0faef9711b48cedcf37feb896d9e0c448 (diff)
downloadopenttd-7f86dcca90b20241a210dd5f088e249a902f725c.tar.xz
(svn r20621) -Codechange: move animation frames of houses, objects and industries to m7 (same as airports and stations)
-rw-r--r--docs/landscape.html24
-rw-r--r--docs/landscape_grid.html9
-rw-r--r--src/industry_map.h12
-rw-r--r--src/newgrf.cpp2
-rw-r--r--src/object_map.h4
-rw-r--r--src/saveload/afterload.cpp41
-rw-r--r--src/saveload/saveload.cpp3
-rw-r--r--src/town_map.h61
8 files changed, 94 insertions, 62 deletions
diff --git a/docs/landscape.html b/docs/landscape.html
index 6460dd1ef..af35fb0bc 100644
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -669,7 +669,7 @@
</li>
</ul>
<li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li>
- <li>m3 bit 5 : bit 6 of current animation frame (see m6)</li>
+ <li>m3 bit 5 : free</li>
<li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li>
<li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li>
<li>m5 : see m3 bit 7</li>
@@ -677,7 +677,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
- <li>bits 7..2 : Current animation frame (bits 5..0); bit 6 in m3</li>
+ <li>bits 7..2 : Periodic processing time remaining</li>
</ul>
</li>
<li>Standard behaviour
@@ -692,7 +692,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
- <li>Periodic processing time remaining</li>
+ <li>Current animation frame</li>
</ul>
</li>
<li>Standard behaviour (only for houses type 04 and 05)
@@ -1090,7 +1090,7 @@
</ul>
</li>
<li>m2: index into the array of industries</li>
- <li>m3: animation state</li>
+ <li>m3: random bits (NewGRF)</li>
<li>m4: animation loop</li>
<li>m5: type (plus m6 bit 2):<br>
<small>(note: this is not the same as the industry type, which is stored in the array of industries)</small>
@@ -1107,7 +1107,7 @@
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>wheel tower when animated<br>
- animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
+ animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table>
</td>
@@ -1123,7 +1123,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>0A</tt>&nbsp; </td>
- <td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td>
+ <td align=left>transformer; animation progress in m7(valid range <tt>0</tt>..<tt>7</tt>)</td>
</tr>
</table>
</td>
@@ -1166,7 +1166,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>1E</tt>..<tt>20</tt>&nbsp; </td>
- <td align=left>various stages of animation; progress of animation in m3</td>
+ <td align=left>various stages of animation; progress of animation in m7</td>
</tr>
</table>
</td>
@@ -1197,7 +1197,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>30</tt>&nbsp; </td>
- <td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
+ <td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
<tr>
<td nowrap valign=top><tt>31</tt>&nbsp; </td>
@@ -1237,7 +1237,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>58</tt>&nbsp; </td>
- <td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
+ <td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table></td>
</tr>
@@ -1332,7 +1332,7 @@
<table>
<tr>
<td nowrap valign=top><tt>8F</tt>&nbsp; </td>
- <td align=left>Animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
+ <td align=left>Animated part; animation state in m7 (valid range <tt>00</tt>..<tt>31</tt>)<br>
Tile animation is started (m4 zeroed) on the periodic processing.<br>
While the animation is in progress, m4 holds the number
of animation cycles that have already taken place.<br>
@@ -1362,7 +1362,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>A2</tt>&nbsp; </td>
- <td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td>
+ <td align=left>bubble capture facility; animation state in m7 (valid range <tt>00</tt>..<tt>27</tt>)</td>
</tr>
</table>
</td>
@@ -1400,7 +1400,7 @@
<li>m6 bits 5..3: random triggers (NewGRF)</li>
<li>m6 bit 2: bit 8 of type (see m5)</li>
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
- <li>m7: random bits (NewGRF)</li>
+ <li>m7: animation frame</li>
</ul>
</td>
</tr>
diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html
index 42450cb08..226b999bf 100644
--- a/docs/landscape_grid.html
+++ b/docs/landscape_grid.html
@@ -159,7 +159,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
- <td class="bits">XXX<span class="option">~ ~~</span>XX</td>
+ <td class="bits">XX<span class="free">O</span><span class="option">~ ~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXX<span class="abuse">X XXXX</span></td>
<td class="bits"><span class="abuse">XXXX XX</span>XX</td>
@@ -293,8 +293,7 @@ the array so you can quickly see what is used and what is not.
<td>8</td>
<td class="caption">industry</td>
<td class="bits">XXXX XXXX</td>
- <td class="bits">XXX<span class="free">O</span> <span class="abuse">
- XXXX</span></td>
+ <td class="bits">XXX<span class="free">O</span> <span class="abuse">XXXX</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
@@ -331,11 +330,11 @@ the array so you can quickly see what is used and what is not.
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
- <td class="bits">XXXX XXXX</td>
+ <td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
- <td class="bits"><span class="free">OOOO OOOO</span></td>
+ <td class="bits">XXXX XXXX</td>
</tr>
</tbody>
</table>
diff --git a/src/industry_map.h b/src/industry_map.h
index 8888de808..5cf335be0 100644
--- a/src/industry_map.h
+++ b/src/industry_map.h
@@ -236,7 +236,7 @@ static inline void SetIndustryAnimationLoop(TileIndex tile, byte count)
static inline byte GetIndustryAnimationState(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
- return _m[tile].m3;
+ return _me[tile].m7;
}
/**
@@ -248,7 +248,7 @@ static inline byte GetIndustryAnimationState(TileIndex tile)
static inline void SetIndustryAnimationState(TileIndex tile, byte state)
{
assert(IsTileType(tile, MP_INDUSTRY));
- _m[tile].m3 = state;
+ _me[tile].m7 = state;
}
/**
@@ -261,7 +261,7 @@ static inline void SetIndustryAnimationState(TileIndex tile, byte state)
static inline byte GetIndustryRandomBits(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
- return _me[tile].m7;
+ return _m[tile].m3;
}
/**
@@ -274,7 +274,7 @@ static inline byte GetIndustryRandomBits(TileIndex tile)
static inline void SetIndustryRandomBits(TileIndex tile, byte bits)
{
assert(IsTileType(tile, MP_INDUSTRY));
- _me[tile].m7 = bits;
+ _m[tile].m3 = bits;
}
/**
@@ -317,12 +317,12 @@ static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx,
SetTileType(t, MP_INDUSTRY);
_m[t].m1 = 0;
_m[t].m2 = index;
- _m[t].m3 = 0;
+ SetIndustryRandomBits(t, random); // m3
_m[t].m4 = 0;
SetIndustryGfx(t, gfx); // m5, part of m6
SetIndustryTriggers(t, 0); // rest of m6
- SetIndustryRandomBits(t, random); // m7
SetWaterClass(t, wc);
+ _me[t].m7 = 0;
}
#endif /* INDUSTRY_MAP_H */
diff --git a/src/newgrf.cpp b/src/newgrf.cpp
index c10e40638..442b6560b 100644
--- a/src/newgrf.cpp
+++ b/src/newgrf.cpp
@@ -1684,7 +1684,7 @@ static ChangeInfoResult TownHouseChangeInfo(uint hid, int numinfo, int prop, Byt
}
case 0x16: // Periodic refresh multiplier
- housespec->processing_time = buf->ReadByte();
+ housespec->processing_time = min(buf->ReadByte(), 63);
break;
case 0x17: // Four random colours to use
diff --git a/src/object_map.h b/src/object_map.h
index d26279f88..bf6e33858 100644
--- a/src/object_map.h
+++ b/src/object_map.h
@@ -115,7 +115,7 @@ static inline bool IsStatueTile(TileIndex t)
static inline byte GetObjectAnimationStage(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
- return _m[t].m3;
+ return _me[t].m7;
}
/**
@@ -127,7 +127,7 @@ static inline byte GetObjectAnimationStage(TileIndex t)
static inline void SetObjectAnimationStage(TileIndex t, uint8 stage)
{
assert(IsTileType(t, MP_OBJECT));
- _m[t].m3 = stage;
+ _me[t].m7 = stage;
}
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 17b356aae..23b7aebfd 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -1283,19 +1283,19 @@ bool AfterLoadGame()
if (IsTileType(t, MP_INDUSTRY)) {
switch (GetIndustryGfx(t)) {
case GFX_POWERPLANT_SPARKS:
- SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
+ _m[t].m3 = GB(_m[t].m1, 2, 5);
break;
case GFX_OILWELL_ANIMATED_1:
case GFX_OILWELL_ANIMATED_2:
case GFX_OILWELL_ANIMATED_3:
- SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2));
+ _m[t].m3 = GB(_m[t].m1, 0, 2);
break;
case GFX_COAL_MINE_TOWER_ANIMATED:
case GFX_COPPER_MINE_TOWER_ANIMATED:
case GFX_GOLD_MINE_TOWER_ANIMATED:
- SetIndustryAnimationState(t, _m[t].m1);
+ _m[t].m3 = _m[t].m1;
break;
default: // No animation states to change
@@ -1684,7 +1684,8 @@ bool AfterLoadGame()
/* Increase HouseAnimationFrame from 5 to 7 bits */
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
- SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
+ SB(_m[t].m6, 2, 6, GB(_m[t].m6, 3, 5));
+ SB(_m[t].m3, 5, 1, 0);
}
}
}
@@ -2249,6 +2250,38 @@ bool AfterLoadGame()
}
}
+ /* Move the animation frame to the same location (m7) for all objects. */
+ if (CheckSavegameVersion(147)) {
+ for (TileIndex t = 0; t < map_size; t++) {
+ switch (GetTileType(t)) {
+ case MP_HOUSE:
+ if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
+ uint per_proc = _me[t].m7;
+ _me[t].m7 = GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
+ SB(_m[t].m3, 5, 1, 0);
+ SB(_m[t].m6, 2, 6, min(per_proc, 63));
+ }
+ break;
+
+ case MP_INDUSTRY: {
+ uint rand = _me[t].m7;
+ _me[t].m7 = _m[t].m3;
+ _m[t].m3 = rand;
+ break;
+ }
+
+ case MP_OBJECT:
+ _me[t].m7 = _m[t].m3;
+ _m[t].m3 = 0;
+ break;
+
+ default:
+ /* For stations/airports it's already at m7 */
+ break;
+ }
+ }
+ }
+
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 935ebe61d..cd5ae3329 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -210,8 +210,9 @@
* 144 20334
* 145 20376
* 146 20446
+ * 147 20621
*/
-extern const uint16 SAVEGAME_VERSION = 146; ///< current savegame version of OpenTTD
+extern const uint16 SAVEGAME_VERSION = 147; ///< current savegame version of OpenTTD
SavegameType _savegame_type; ///< type of savegame we are loading
diff --git a/src/town_map.h b/src/town_map.h
index c7bd2f527..41f1e96e4 100644
--- a/src/town_map.h
+++ b/src/town_map.h
@@ -148,7 +148,7 @@ static inline void SetLiftPosition(TileIndex t, byte pos)
static inline byte GetHouseAnimationFrame(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- return GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
+ return _me[t].m7;
}
/**
@@ -160,8 +160,7 @@ static inline byte GetHouseAnimationFrame(TileIndex t)
static inline void SetHouseAnimationFrame(TileIndex t, byte frame)
{
assert(IsTileType(t, MP_HOUSE));
- SB(_m[t].m6, 2, 6, GB(frame, 0, 6));
- SB(_m[t].m3, 5, 1, GB(frame, 6, 1));
+ _me[t].m7 = frame;
}
/**
@@ -187,31 +186,6 @@ static inline void SetHouseCompleted(TileIndex t, bool status)
}
/**
- * Make the tile a house.
- * @param t tile index
- * @param tid Town index
- * @param counter of construction step
- * @param stage of construction (used for drawing)
- * @param type of house. Index into house specs array
- * @param random_bits required for newgrf houses
- * @pre IsTileType(t, MP_CLEAR)
- */
-static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
-{
- assert(IsTileType(t, MP_CLEAR));
-
- SetTileType(t, MP_HOUSE);
- _m[t].m1 = random_bits;
- _m[t].m2 = tid;
- _m[t].m3 = 0;
- SetHouseType(t, type);
- SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
- _m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
- SetHouseAnimationFrame(t, 0);
- _me[t].m7 = HouseSpec::Get(type)->processing_time;
-}
-
-/**
* House Construction Scheme.
* Construction counter, for buildings under construction. Incremented on every
* periodic tile processing.
@@ -365,7 +339,7 @@ static inline byte GetHouseTriggers(TileIndex t)
static inline byte GetHouseProcessingTime(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- return _me[t].m7;
+ return GB(_m[t].m6, 2, 6);
}
/**
@@ -377,7 +351,7 @@ static inline byte GetHouseProcessingTime(TileIndex t)
static inline void SetHouseProcessingTime(TileIndex t, byte time)
{
assert(IsTileType(t, MP_HOUSE));
- _me[t].m7 = time;
+ SB(_m[t].m6, 2, 6, time);
}
/**
@@ -388,7 +362,32 @@ static inline void SetHouseProcessingTime(TileIndex t, byte time)
static inline void DecHouseProcessingTime(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- _me[t].m7--;
+ _m[t].m6 -= 1 << 2;
+}
+
+/**
+ * Make the tile a house.
+ * @param t tile index
+ * @param tid Town index
+ * @param counter of construction step
+ * @param stage of construction (used for drawing)
+ * @param type of house. Index into house specs array
+ * @param random_bits required for newgrf houses
+ * @pre IsTileType(t, MP_CLEAR)
+ */
+static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
+{
+ assert(IsTileType(t, MP_CLEAR));
+
+ SetTileType(t, MP_HOUSE);
+ _m[t].m1 = random_bits;
+ _m[t].m2 = tid;
+ _m[t].m3 = 0;
+ SetHouseType(t, type);
+ SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
+ _m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
+ SetHouseAnimationFrame(t, 0);
+ SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time);
}
#endif /* TOWN_MAP_H */