(svn r4190) -Codechange: Add and make use of an accessor function to create houses
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28
town_map.h
28
town_map.h
@@ -18,3 +18,31 @@ static inline Town* GetTownByTile(TileIndex t)
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{
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return GetTown(GetTownIndex(t));
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}
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static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, byte type)
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{
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assert(IsTileType(t, MP_CLEAR));
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SetTileType(t, MP_HOUSE);
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_m[t].m1 = 0;
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_m[t].m2 = tid;
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SB(_m[t].m3, 6, 2, stage);
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_m[t].m4 = type;
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SB(_m[t].m5, 0, 2, counter);
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MarkTileDirtyByTile(t);
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}
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enum {
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TWO_BY_TWO_BIT = 2, ///< House is two tiles in X and Y directions
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ONE_BY_TWO_BIT = 1, ///< House is two tiles in Y direction
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TWO_BY_ONE_BIT = 0, ///< House is two tiles in X direction
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};
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static inline void MakeTownHouse(TileIndex t, TownID tid, byte counter, byte stage, byte size, byte type)
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{
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MakeHouseTile(t, tid, counter, stage, type);
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if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, ONE_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(0, 1), tid, counter, stage, ++type);
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if (HASBIT(size, TWO_BY_TWO_BIT) || HASBIT(size, TWO_BY_ONE_BIT)) MakeHouseTile(t + TileDiffXY(1, 0), tid, counter, stage, ++type);
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if (HASBIT(size, TWO_BY_TWO_BIT)) MakeHouseTile(t + TileDiffXY(1, 1), tid, counter, stage, ++type);
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}
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