mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r7640) -Codechange: move a table from industry_cmd.c to table/industry_land
-Codechange: add a reference to the industry GFX enum and some comments to the tables -Codechange: remove some magic numbers
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@ -451,8 +451,10 @@ static void AnimateTile_Industry(TileIndex tile)
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}
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break;
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case 148: case 149: case 150: case 151:
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case 152: case 153: case 154: case 155:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
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if ((_tick_counter & 3) == 0) {
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IndustryGfx gfx = GetIndustryGfx(tile);
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@ -567,14 +569,10 @@ static void MakeIndustryTileBigger(TileIndex tile)
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SetIndustryAnimationLoop(tile, 0);
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break;
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_1:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_3:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_5:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_7:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_1: case GFX_PLASTIC_FOUNTAIN_ANIMATED_2:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_3: case GFX_PLASTIC_FOUNTAIN_ANIMATED_4:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_5: case GFX_PLASTIC_FOUNTAIN_ANIMATED_6:
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case GFX_PLASTIC_FOUNTAIN_ANIMATED_7: case GFX_PLASTIC_FOUNTAIN_ANIMATED_8:
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AddAnimatedTile(tile);
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break;
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}
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@ -1107,31 +1105,6 @@ static const Town *CheckMultipleIndustryInTown(TileIndex tile, int type)
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return t;
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}
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static const byte _industry_section_bits[] = {
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 4, 2, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 4, 2, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16,
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};
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static bool CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, int type)
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{
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_error_message = STR_0239_SITE_UNSUITABLE;
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@ -48,6 +48,7 @@ enum {
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GFX_BUBBLE_CATCHER = 162,
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GFX_TOFFEE_QUARY = 165,
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GFX_SUGAR_MINE_SIEVE = 174,
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NUM_INDUSTRY_GFXES = 175,
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};
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static inline IndustryID GetIndustryIndex(TileIndex t)
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@ -212,7 +213,7 @@ static const IndustryTypeSolver industry_gfx_Solver [IT_END] = {
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/**
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* Get the animation loop number
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* @param tile the tile to get the animation loop number of
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* @pre IsTileType(tile, MP_INDUSTRY
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline byte GetIndustryAnimationLoop(TileIndex tile)
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{
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@ -224,7 +225,7 @@ static inline byte GetIndustryAnimationLoop(TileIndex tile)
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* Set the animation loop number
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* @param tile the tile to set the animation loop number of
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* @param count the new animation frame number
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* @pre IsTileType(tile, MP_INDUSTRY
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* @pre IsTileType(tile, MP_INDUSTRY)
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*/
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static inline void SetIndustryAnimationLoop(TileIndex tile, byte count)
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{
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@ -15,7 +15,7 @@ typedef struct DrawIndustrySpec4Struct {
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#define M(s1, s2, sx, sy, w, h, dz, p) { s1, s2, sx, sy, w - 1, h - 1, dz, p }
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static const DrawBuildingsTileStruct _industry_draw_tile_data[700] = {
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static const DrawBuildingsTileStruct _industry_draw_tile_data[NUM_INDUSTRY_GFXES * 4] = {
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M( 0xf54, 0x7db, 7, 0, 9, 9, 10, 0),
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M( 0xf54, 0x7dc, 7, 0, 9, 9, 30, 0),
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M( 0xf54, 0x7dd, 7, 0, 9, 9, 30, 0),
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@ -898,12 +898,16 @@ static const byte _industry_anim_offs_2[] = {
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static const byte _coal_plant_sparks_x[] = {11, 11, 14, 13, 18, 15};
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static const byte _coal_plant_sparks_y[] = {23, 11, 6, 3, 1, 0};
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/* next frame in an animation */
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#define N 255
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static const byte _industry_section_animation_next[] = {
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/**
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* Next frame in an animation
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* The indices into this table are the ones as described by
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* the enum with GFX_*s in industry_map.h.
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*/
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static const byte _industry_section_animation_next[NUM_INDUSTRY_GFXES] = {
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, 16, N, N, N, N, N, N,
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N, 16, N, N, N, N, N, N, // <- growing forest
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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@ -917,19 +921,23 @@ N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, 129, N, N, N, N, N,
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135, N, N, N, N, N, N, N,
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N, N, 129, N, N, N, N, N, // <- growing candyfloss
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135, N, N, N, N, N, N, N, // <- 'growing' batteries
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N,
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};
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/* animation to start when goods is produced */
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static const byte _industry_produce_section[] = {
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/**
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* Animation to start when goods is produced
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* The indices into this table are the ones as described by
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* the enum with GFX_*s in industry_map.h.
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*/
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static const byte _industry_produce_section[NUM_INDUSTRY_GFXES] = {
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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17, N, N, N, N, N, N, N,
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17, N, N, N, N, N, N, N, // <- chopping forest
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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@ -943,7 +951,7 @@ N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, 130, N, N, N, N, N, 136,
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N, 130, N, N, N, N, N, 136, // <- chopping candyfloss and reaping batteries
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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N, N, N, N, N, N, N, N,
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@ -952,3 +960,32 @@ N, N, N, N, N, N, N,
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};
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#undef N
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/**
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* The indices into this table are the ones as described by
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* the enum with GFX_*s in industry_map.h.
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*/
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static const byte _industry_section_bits[NUM_INDUSTRY_GFXES] = {
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 4, 2, 16, 16, 16, 16, // <- temperate bank
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 4, 2, 16, 16, 16, 16, 16, // <- sub-arctic/sub-tropical bank
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16, 16,
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16, 16, 16, 16, 16, 16, 16,
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};
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