mirror of https://github.com/OpenTTD/OpenTTD
(svn r10127) -Add: Addition of basic structure for industry tiles callbacks (unfinished).
-Codechange: ResolverObject receives member gfx, making it compatible for both industries and industry tiles -Codechange: NewIndustryResolver now has his randombits and triggers (even if not implemented)release/0.6
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da1743e980
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30863358f9
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@ -545,6 +545,9 @@
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<File
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<File
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RelativePath=".\..\src\newgrf_industries.h">
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RelativePath=".\..\src\newgrf_industries.h">
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</File>
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</File>
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<File
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RelativePath=".\..\src\newgrf_industrytiles.h">
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</File>
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<File
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<File
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RelativePath=".\..\src\newgrf_sound.h">
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RelativePath=".\..\src\newgrf_sound.h">
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</File>
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</File>
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@ -1048,6 +1051,9 @@
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<File
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<File
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RelativePath=".\..\src\newgrf_industries.cpp">
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RelativePath=".\..\src\newgrf_industries.cpp">
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</File>
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</File>
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<File
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RelativePath=".\..\src\newgrf_industrytiles.cpp">
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</File>
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<File
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<File
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RelativePath=".\..\src\newgrf_sound.cpp">
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RelativePath=".\..\src\newgrf_sound.cpp">
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</File>
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</File>
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@ -955,6 +955,10 @@
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RelativePath=".\..\src\newgrf_industries.h"
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RelativePath=".\..\src\newgrf_industries.h"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\newgrf_industrytiles.h"
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>
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</File>
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<File
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<File
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RelativePath=".\..\src\newgrf_sound.h"
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RelativePath=".\..\src\newgrf_sound.h"
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>
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>
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@ -1615,6 +1619,10 @@
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RelativePath=".\..\src\newgrf_industries.cpp"
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RelativePath=".\..\src\newgrf_industries.cpp"
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>
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>
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</File>
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</File>
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<File
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RelativePath="..\src\newgrf_industrytiles.cpp"
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>
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</File>
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<File
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<File
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RelativePath=".\..\src\newgrf_sound.cpp"
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RelativePath=".\..\src\newgrf_sound.cpp"
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>
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>
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@ -149,6 +149,7 @@ newgrf_config.h
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newgrf_engine.h
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newgrf_engine.h
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newgrf_house.h
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newgrf_house.h
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newgrf_industries.h
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newgrf_industries.h
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newgrf_industrytiles.h
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newgrf_sound.h
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newgrf_sound.h
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newgrf_spritegroup.h
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newgrf_spritegroup.h
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newgrf_station.h
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newgrf_station.h
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@ -322,6 +323,7 @@ newgrf_config.cpp
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newgrf_engine.cpp
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newgrf_engine.cpp
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newgrf_house.cpp
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newgrf_house.cpp
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newgrf_industries.cpp
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newgrf_industries.cpp
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newgrf_industrytiles.cpp
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newgrf_sound.cpp
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newgrf_sound.cpp
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newgrf_spritegroup.cpp
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newgrf_spritegroup.cpp
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newgrf_station.cpp
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newgrf_station.cpp
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@ -227,16 +227,17 @@ static const SpriteGroup *IndustryResolveReal(const ResolverObject *object, cons
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return NULL;
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return NULL;
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}
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}
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static void NewIndustryResolver(ResolverObject *res, IndustryType ind_id, TileIndex tile, Industry *indus)
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static void NewIndustryResolver(ResolverObject *res, TileIndex tile, Industry *indus)
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{
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{
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res->GetRandomBits = NULL;//IndustryTileGetRandomBits;
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res->GetRandomBits = IndustryTileGetRandomBits;
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res->GetTriggers = NULL;//IndustryTileGetTriggers;
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res->GetTriggers = IndustryTileGetTriggers;
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res->SetTriggers = NULL;//IndustryTileSetTriggers;
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res->SetTriggers = IndustryTileSetTriggers;
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res->GetVariable = IndustryGetVariable;
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res->GetVariable = IndustryGetVariable;
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res->ResolveReal = IndustryResolveReal;
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res->ResolveReal = IndustryResolveReal;
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res->u.industry.tile = tile;
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res->u.industry.tile = tile;
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res->u.industry.ind = indus;
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res->u.industry.ind = indus;
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res->u.industry.gfx = INVALID_INDUSTRYTILE;
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res->callback = 0;
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res->callback = 0;
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res->callback_param1 = 0;
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res->callback_param1 = 0;
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@ -251,7 +252,7 @@ uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Indust
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ResolverObject object;
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ResolverObject object;
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const SpriteGroup *group;
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const SpriteGroup *group;
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NewIndustryResolver(&object, industry->type, tile, industry);
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NewIndustryResolver(&object, tile, industry);
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object.callback = callback;
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object.callback = callback;
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object.callback_param1 = param1;
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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object.callback_param2 = param2;
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@ -8,8 +8,14 @@
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#include "industry.h"
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#include "industry.h"
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#include "newgrf_spritegroup.h"
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#include "newgrf_spritegroup.h"
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/* in newgrf_industry.cpp */
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uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available);
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uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available);
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uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Industry *industry, TileIndex tile);
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uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Industry *industry, TileIndex tile);
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uint32 GetIndustryIDAtOffset(TileIndex new_tile, TileIndex old_tile, const Industry *i);
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uint32 GetIndustryIDAtOffset(TileIndex new_tile, TileIndex old_tile, const Industry *i);
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/* in newgrf_industrytiles.cpp*/
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uint32 IndustryTileGetRandomBits(const ResolverObject *object);
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uint32 IndustryTileGetTriggers(const ResolverObject *object);
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void IndustryTileSetTriggers(const ResolverObject *object, int triggers);
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#endif /* NEWGRF_INDUSTRIES_H */
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#endif /* NEWGRF_INDUSTRIES_H */
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@ -0,0 +1,153 @@
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/* $Id$ */
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/** @file newgrf_industrytiles.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "variables.h"
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#include "debug.h"
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#include "viewport.h"
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#include "landscape.h"
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#include "newgrf.h"
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#include "industry.h"
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#include "newgrf_commons.h"
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#include "newgrf_spritegroup.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_industries.h"
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#include "industry_map.h"
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#include "clear_map.h"
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#include "table/sprites.h"
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#include "sprite.h"
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/**
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* Based on newhouses equivalent, but adapted for newindustries
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* @param parameter from callback. It's in fact a pair of coordinates
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* @param tile TileIndex from which the callback was initiated
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* @param index of the industry been queried for
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* @return a construction of bits obeying the newgrf format
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*/
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static uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index)
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{
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byte tile_type;
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bool is_same_industry;
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tile = GetNearbyTile(parameter, tile);
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is_same_industry = (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == index);
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tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1 | (is_same_industry ? 1 : 0);
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return GetTileType(tile) << 24 | (TileHeight(tile) * 8) << 16 | tile_type << 8 | GetTileSlope(tile, NULL);
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}
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/** This is the position of the tile relative to the northernmost tile of the industry.
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* Format: 00yxYYXX
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* Variable Content
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* x the x offset from the northernmost tile
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* XX same, but stored in a byte instead of a nibble
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* y the y offset from the northernmost tile
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* YY same, but stored in a byte instead of a nibble
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* @param tile TileIndex of the tile to evaluate
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* @param ind_tile northernmost tile of the industry
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*/
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static uint32 GetRelativePosition(TileIndex tile, TileIndex ind_tile)
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{
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byte x = TileX(ind_tile) - TileX(tile);
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byte y = TileY(ind_tile) - TileY(tile);
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return ((y & 0xF) << 20) | ((x & 0xF) << 16) | (y << 8) | x;
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}
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static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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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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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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case 0x43 : return GetRelativePosition(tile, inds->xy); /* Relative position */
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case 0x44 : break; /* Animation frame. Like house variable 46 but can contain anything 0..FF. */
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case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds->index); /* Land info of nearby tiles */
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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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}
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/* Get industry tile ID at offset */
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case 0x62 : return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), tile, inds);
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}
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return 0;
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}
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static const SpriteGroup *IndustryTileResolveReal(const ResolverObject *object, const SpriteGroup *group)
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{
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/* IndustryTile do not have 'real' groups. Or do they?? */
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return NULL;
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}
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uint32 IndustryTileGetRandomBits(const ResolverObject *object)
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{
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const TileIndex tile = object->u.industry.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryRandomBits(tile);
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}
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uint32 IndustryTileGetTriggers(const ResolverObject *object)
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{
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const TileIndex tile = object->u.industry.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryTriggers(tile);
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}
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void IndustryTileSetTriggers(const ResolverObject *object, int triggers)
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{
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const TileIndex tile = object->u.industry.tile;
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if (IsTileType(tile, MP_INDUSTRY)) SetIndustryTriggers(tile, triggers);
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}
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static void NewIndustryTileResolver(ResolverObject *res, IndustryGfx gfx, TileIndex tile, Industry *indus)
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{
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res->GetRandomBits = IndustryTileGetRandomBits;
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res->GetTriggers = IndustryTileGetTriggers;
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res->SetTriggers = IndustryTileSetTriggers;
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res->GetVariable = IndustryTileGetVariable;
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res->ResolveReal = IndustryTileResolveReal;
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res->u.industry.tile = tile;
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res->u.industry.ind = indus;
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res->u.industry.gfx = gfx;
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res->callback = 0;
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res->callback_param1 = 0;
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res->callback_param2 = 0;
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res->last_value = 0;
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res->trigger = 0;
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res->reseed = 0;
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}
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uint16 GetIndustryTileCallback(uint16 callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile)
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{
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ResolverObject object;
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const SpriteGroup *group;
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NewIndustryTileResolver(&object, gfx_id, tile, industry);
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object.callback = callback;
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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group = Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup, &object);
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if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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return group->g.callback.result;
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}
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@ -0,0 +1,11 @@
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/* $Id$ */
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/** @file newgrf_industrytiles.h */
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#ifndef NEWGRF_INDUSTRYTILES_H
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#define NEWGRF_INDUSTRYTILES_H
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void DrawNewIndustryTile(TileInfo *ti, IndustryGfx gfx);
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uint16 GetIndustryTileCallback(uint16 callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile);
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#endif /* NEWGRF_INDUSTRYTILES_H */
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@ -200,6 +200,7 @@ struct ResolverObject {
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struct {
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struct {
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TileIndex tile;
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TileIndex tile;
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Industry *ind;
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Industry *ind;
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IndustryGfx gfx;
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} industry;
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} industry;
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struct {
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struct {
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const struct CargoSpec *cs;
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const struct CargoSpec *cs;
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Loading…
Reference in New Issue