mirror of https://github.com/OpenTTD/OpenTTD
(svn r10146) -Codechange: Silence a compiler warning
-Codechange: Comment style beautifying -Codechange: define (tentatively) var 0x44 and 0x61 for industry tilesrelease/0.6
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197a8fd5f3
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0b65070b36
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@ -61,28 +61,35 @@ static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variabl
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{
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const Industry *inds = object->u.industry.ind;
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TileIndex tile = object->u.industry.tile;
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IndustryGfx gfx = object->u.industry.gfx;
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if (object->scope == VSG_SCOPE_PARENT) {
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return IndustryGetVariable(object, variable, parameter, available);
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}
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switch (variable) {
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case 0x40 : return GetIndustryConstructionStage(tile); /* Construction state of the tile: a value between 0 and 3 */
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/* Construction state of the tile: a value between 0 and 3 */
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case 0x40 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0;
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case 0x41 : return GetTerrainType(tile);
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case 0x42 : return GetTownRadiusGroup(ClosestTownFromTile(tile, (uint)-1), tile); /* Current town zone of the tile in the nearest town */
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/* Current town zone of the tile in the nearest town */
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case 0x42 : return GetTownRadiusGroup(ClosestTownFromTile(tile, (uint)-1), tile);
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case 0x43 : return GetRelativePosition(tile, inds->xy); /* Relative position */
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/* Relative position */
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case 0x43 : return GetRelativePosition(tile, inds->xy);
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case 0x44 : break; /* Animation frame. Like house variable 46 but can contain anything 0..FF. */
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/* Animation frame. Like house variable 46 but can contain anything 0..FF. */
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case 0x44 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryAnimationState(tile) : 0;
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case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds->index); /* Land info of nearby tiles */
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/* Land info of nearby tiles */
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case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds->index);
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case 0x61 : {/* Animation stage of nearby tiles */
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tile = GetNearbyTile(parameter, tile);
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return 0; // TODO define the animation scheme for newgrf. Based on same as old one?
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryByTile(tile) == inds) {
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return GetIndustryAnimationState(tile);
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}
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return 0xFFFFFFFF;
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}
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/* Get industry tile ID at offset */
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