OpenTTD/src/industry_map.h

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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_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,
};
/**
* 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));
}
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/**
* 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 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);
}
/**
* 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)
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{
assert(IsTileType(t, MP_INDUSTRY));
return GetTranslatedIndustryTileID(_m[t].m5 | (GB(_m[t].m6, 2, 1) << 8));
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}
/**
* 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)
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{
assert(IsTileType(t, MP_INDUSTRY));
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_m[t].m5 = gfx;
}
/**
* 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
*/
static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx)
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{
SetTileType(t, MP_INDUSTRY);
_m[t].m1 = 0;
_m[t].m2 = index;
_m[t].m3 = 0;
_m[t].m4 = 0;
SetIndustryGfx(t, gfx);
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}
/**
* 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));
_m[tile].m1 = 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
* @todo implement the storage in map array
*/
static inline byte GetIndustryRandomBits(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return 0;
}
/**
* 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
* @todo implement the storage in map array
*/
static inline byte GetIndustryTriggers(TileIndex tile)
{
assert(IsTileType(tile, MP_INDUSTRY));
return 0;
}
/**
* Set 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)
* @todo implement the storage in map array
*/
static inline void SetIndustryTriggers(TileIndex tile, byte triggers)
{
assert(IsTileType(tile, MP_INDUSTRY));
}
#endif /* INDUSTRY_MAP_H */