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
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
|
/* $Id$ */
/** @file industry_map.h Accessors for industries */
#ifndef INDUSTRY_MAP_H
#define INDUSTRY_MAP_H
#include "industry.h"
#include "tile_map.h"
#include "water_map.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_COAL_MINE_TOWER_NOT_ANIMATED = 0,
GFX_COAL_MINE_TOWER_ANIMATED = 1,
GFX_POWERPLANT_CHIMNEY = 8,
GFX_POWERPLANT_SPARKS = 10,
GFX_OILRIG_1 = 24,
GFX_OILRIG_2 = 25,
GFX_OILRIG_3 = 26,
GFX_OILRIG_4 = 27,
GFX_OILRIG_5 = 28,
GFX_OILWELL_NOT_ANIMATED = 29,
GFX_OILWELL_ANIMATED_1 = 30,
GFX_OILWELL_ANIMATED_2 = 31,
GFX_OILWELL_ANIMATED_3 = 32,
GFX_COPPER_MINE_TOWER_NOT_ANIMATED = 47,
GFX_COPPER_MINE_TOWER_ANIMATED = 48,
GFX_COPPER_MINE_CHIMNEY = 49,
GFX_GOLD_MINE_TOWER_NOT_ANIMATED = 79,
GFX_GOLD_MINE_TOWER_ANIMATED = 88,
GFX_TOY_FACTORY = 143,
GFX_PLASTIC_FOUNTAIN_ANIMATED_1 = 148,
GFX_PLASTIC_FOUNTAIN_ANIMATED_2 = 149,
GFX_PLASTIC_FOUNTAIN_ANIMATED_3 = 150,
GFX_PLASTIC_FOUNTAIN_ANIMATED_4 = 151,
GFX_PLASTIC_FOUNTAIN_ANIMATED_5 = 152,
GFX_PLASTIC_FOUNTAIN_ANIMATED_6 = 153,
GFX_PLASTIC_FOUNTAIN_ANIMATED_7 = 154,
GFX_PLASTIC_FOUNTAIN_ANIMATED_8 = 155,
GFX_BUBBLE_GENERATOR = 161,
GFX_BUBBLE_CATCHER = 162,
GFX_TOFFEE_QUARY = 165,
GFX_SUGAR_MINE_SIEVE = 174,
GFX_WATERTILE_SPECIALCHECK = 255, ///< not really a tile, but rather a very special check
};
/**
* Get the industry ID of the given tile
* @param t the tile to get the industry ID from
* @pre IsTileType(t, MP_INDUSTRY)
* @return the industry ID
*/
static inline IndustryID GetIndustryIndex(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return _m[t].m2;
}
/**
* Get the industry of the given tile
* @param t the tile to get the industry from
* @pre IsTileType(t, MP_INDUSTRY)
* @return the industry
*/
static inline Industry *GetIndustryByTile(TileIndex t)
{
return GetIndustry(GetIndustryIndex(t));
}
/**
* Is this industry tile fully built?
* @param t the tile to analyze
* @pre IsTileType(t, MP_INDUSTRY)
* @return true if and only if the industry tile is fully built
*/
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 IsIndustryCompleted(tile) ? (byte)INDUSTRY_COMPLETED : 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 GetCleanIndustryGfx(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return _m[t].m5 | (GB(_m[t].m6, 2, 1) << 8);
}
/**
* Get the industry graphics ID for the given industry tile
* @param t the tile to get the gfx for
* @pre IsTileType(t, MP_INDUSTRY)
* @return the gfx ID
*/
static inline IndustryGfx GetIndustryGfx(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return GetTranslatedIndustryTileID(GetCleanIndustryGfx(t));
}
/**
* Set the industry graphics ID for the given industry tile
* @param t the tile to set the gfx for
* @pre IsTileType(t, MP_INDUSTRY)
* @param gfx the graphics ID
*/
static inline void SetIndustryGfx(TileIndex t, IndustryGfx gfx)
{
assert(IsTileType(t, MP_INDUSTRY));
_m[t].m5 = GB(gfx, 0, 8);
SB(_m[t].m6, 2, 1, GB(gfx, 8, 1));
}
/**
* Tests if the industry tile was built on water.
* @param t the industry tile
* @return true iff on water
*/
static inline bool IsIndustryTileOnWater(TileIndex t)
{
assert(IsTileType(t, MP_INDUSTRY));
return (GetWaterClass(t) != WATER_CLASS_INVALID);
}
/**
* Make the given tile an industry tile
* @param t the tile to make an industry tile
* @param index the industry this tile belongs to
* @param gfx the graphics to use for the tile
* @param random the random value
*/
static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx, uint8 random, WaterClass wc)
{
SetTileType(t, MP_INDUSTRY);
_m[t].m1 = 0;
_m[t].m2 = index;
_m[t].m3 = 0;
_m[t].m4 = 0;
SetIndustryGfx(t, gfx);
_me[t].m7 = random;
SetWaterClass(t, wc);
}
/**
* 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
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void ResetIndustryConstructionStage(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
SB(_m[tile].m1, 0, 4, 0);
SB(_m[tile].m1, 7, 1, 0);
}
/**
* 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;
}
/**
* Get the animation state
* @param tile the tile to get the animation state of
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline byte GetIndustryAnimationState(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return _m[tile].m3;
}
/**
* Set the animation state
* @param tile the tile to set the animation state of
* @param state the new animation state
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryAnimationState(TileIndex tile, byte state)
{
assert(IsTileType(tile, MP_INDUSTRY));
_m[tile].m3 = state;
}
/**
* Get the random bits for this tile.
* Used for grf callbacks
* @param tile TileIndex of the tile to query
* @pre IsTileType(tile, MP_INDUSTRY)
* @return requested bits
*/
static inline byte GetIndustryRandomBits(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return _me[tile].m7;
}
/**
* Set the random bits for this tile.
* Used for grf callbacks
* @param tile TileIndex of the tile to query
* @param bits the random bits
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryRandomBits(TileIndex tile, byte bits)
{
assert(IsTileType(tile, MP_INDUSTRY));
_me[tile].m7 = bits;
}
/**
* Get the activated triggers bits for this industry tile
* Used for grf callbacks
* @param tile TileIndex of the tile to query
* @pre IsTileType(tile, MP_INDUSTRY)
* @return requested triggers
*/
static inline byte GetIndustryTriggers(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return GB(_m[tile].m6, 3, 3);
}
/**
* Set the activated triggers bits for this industry tile
* Used for grf callbacks
* @param tile TileIndex of the tile to query
* @param triggers the triggers to set
* @pre IsTileType(tile, MP_INDUSTRY)
*/
static inline void SetIndustryTriggers(TileIndex tile, byte triggers)
{
assert(IsTileType(tile, MP_INDUSTRY));
SB(_m[tile].m6, 3, 3, triggers);
}
#endif /* INDUSTRY_MAP_H */
|