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/* $Id$ */
/** @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 IndustryID 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, IndustryID 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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