mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r11199) -Fix: variable 67 and 68 not working correctly.
-Refactor: some code so there is less code duplication.
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@ -153,8 +153,8 @@ static uint32 GetCountAndDistanceOfClosestInstance(byte param_setID, byte layout
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break;
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case 0xFFFFFFFF: // current grf
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ind_index = GetIndustrySpec(current->type)->grf_prop.grffile->grfid;
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/*Fall through*/
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GrfID = GetIndustrySpec(current->type)->grf_prop.grffile->grfid;
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/* Fall through */
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default: //use the grfid specified in register 100h
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ind_index = MapNewGRFIndustryType(param_setID, GrfID);
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@ -206,7 +206,7 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
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}
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/* Manhattan distance of closes dry/water tile */
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case 0x43: return GetClosestWaterDistance(tile, (object->u.industry_location.spec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
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case 0x43: return GetClosestWaterDistance(tile, (indspec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
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/* Layout number */
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case 0x44: return industry->selected_layout;
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@ -372,55 +372,47 @@ uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, In
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uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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{
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TileIndex tile = object->u.industry_location.tile;
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const Industry *industry = object->u.industry.ind;
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TileIndex tile = object->u.industry.tile;
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if (object->scope == VSG_SCOPE_PARENT) {
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return TownGetVariable(variable, parameter, available, ClosestTownFromTile(tile, (uint)-1));
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return TownGetVariable(variable, parameter, available, industry->town);
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}
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switch (variable) {
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/* Land info of nearby tiles */
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case 0x62: return GetNearbyIndustryTileInformation(parameter, tile, INVALID_INDUSTRY);
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/* Distance of nearest industry of given type */
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case 0x64: return GetClosestIndustry(tile, MapNewGRFIndustryType(parameter, object->u.industry_location.spec->grf_prop.grffile->grfid), NULL);
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/* Location where to build the industry */
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case 0x80: return tile;
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case 0x81: return GB(tile, 8, 8);
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/* Pointer to the town the industry is associated with */
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case 0x82: return ClosestTownFromTile(tile, (uint)-1)->index;
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case 0x82: return industry->town->index;
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case 0x83:
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case 0x84:
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case 0x85: DEBUG(grf, 0, "NewGRFs shouldn't be doing pointer magic"); break; // not supported
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/* Number of the layout */
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case 0x86: return object->u.industry_location.itspec_index;
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case 0x86: return industry->selected_layout;
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/* Ground type */
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case 0x87: return GetTerrainType(tile);
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/* Town zone */
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case 0x88: return GetTownRadiusGroup(ClosestTownFromTile(tile, (uint)-1), tile);
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case 0x88: return GetTownRadiusGroup(industry->town, tile);
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/* Manhattan distance of the closest town */
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case 0x89: return min(DistanceManhattan(ClosestTownFromTile(tile, (uint)-1)->xy, tile), 255);
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case 0x89: return min(DistanceManhattan(industry->town->xy, tile), 255);
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/* Lowest height of the tile */
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case 0x8A: return GetTileZ(tile);
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/* Distance to the nearest water/land tile */
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case 0x8B: return GetClosestWaterDistance(tile, (object->u.industry_location.spec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
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case 0x8B: return GetClosestWaterDistance(tile, (GetIndustrySpec(industry->type)->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
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/* Square of Euclidian distance from town */
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case 0x8D: return min(DistanceSquare(ClosestTownFromTile(tile, (uint)-1)->xy, tile), 65535);
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case 0x8D: return min(DistanceSquare(industry->town->xy, tile), 65535);
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}
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DEBUG(grf, 1, "Unhandled location industry property 0x%X", variable);
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*available = false;
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return (uint32)-1;
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/* None of the special ones, so try the general ones */
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return IndustryGetVariable(object, variable, parameter, available);
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}
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bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspec_index)
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@ -430,12 +422,17 @@ bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspe
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ResolverObject object;
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const SpriteGroup *group;
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NewIndustryResolver(&object, tile, NULL);
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Industry ind;
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ind.index = INVALID_INDUSTRY;
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ind.xy = tile;
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ind.width = 0;
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ind.type = type;
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ind.selected_layout = itspec_index;
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ind.town = ClosestTownFromTile(tile, (uint)-1);
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NewIndustryResolver(&object, tile, &ind);
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object.GetVariable = IndustryLocationGetVariable;
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object.callback = CBID_INDUSTRY_LOCATION;
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object.u.industry_location.tile = tile;
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object.u.industry_location.spec = indspec;
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object.u.industry_location.itspec_index = itspec_index;
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group = Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
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@ -230,11 +230,6 @@ struct ResolverObject {
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Industry *ind;
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IndustryGfx gfx;
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} industry;
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struct {
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TileIndex tile;
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const IndustrySpec *spec;
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uint itspec_index;
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} industry_location;
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struct {
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const struct CargoSpec *cs;
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} cargo;
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