Sprites to use and how to display them for town tiles. More...
Go to the source code of this file.
Defines | |
#define | M(s1, p1, s2, p2, sx, sy, w, h, dz, p) { { s1, p1 }, { s2, p2 }, sx, sy, w, h, dz, p} |
Writes the data into the Town Tile Drawing Struct. | |
#define | MS(mnd, mxd, p, rc, bn, rr, mg, ca1, ca2, ca3, bf, ba, cg1, cg2, cg3) |
Describes the data that defines each house in the game. | |
Functions | |
assert_compile (lengthof(_town_draw_tile_data)==(NEW_HOUSE_OFFSET)*4 *4) | |
Make sure we have the right number of elements: 4 variants * 4 build stages for each house. | |
assert_compile (lengthof(_original_house_specs)==NEW_HOUSE_OFFSET) | |
Make sure we have the right number of elements: one entry for each house. | |
Variables | |
static const DrawBuildingsTileStruct | _town_draw_tile_data [] |
structure of houses graphics | |
static const HouseSpec | _original_house_specs [] |
House specifications from original data. |
Sprites to use and how to display them for town tiles.
Definition in file town_land.h.
#define M | ( | s1, | ||
p1, | ||||
s2, | ||||
p2, | ||||
sx, | ||||
sy, | ||||
w, | ||||
h, | ||||
dz, | ||||
p | ||||
) | { { s1, p1 }, { s2, p2 }, sx, sy, w, h, dz, p} |
Writes the data into the Town Tile Drawing Struct.
s1 | The first sprite of the building, mostly the ground sprite | |
p1 | The first sprite's palette of the building, mostly the ground sprite | |
s2 | The second sprite of the building. | |
p2 | The second sprite's palette of the building. | |
sx | The x-position of the sprite within the tile | |
sy | the y-position of the sprite within the tile | |
w | the width of the sprite | |
h | the height of the sprite | |
dz | the virtual height of the sprite | |
p | set to 1 if a lift is present () |
Definition at line 26 of file town_land.h.
#define MS | ( | mnd, | ||
mxd, | ||||
p, | ||||
rc, | ||||
bn, | ||||
rr, | ||||
mg, | ||||
ca1, | ||||
ca2, | ||||
ca3, | ||||
bf, | ||||
ba, | ||||
cg1, | ||||
cg2, | ||||
cg3 | ||||
) |
{mnd, mxd, p, rc, bn, rr, mg, {ca1, ca2, ca3}, {cg1, cg2, cg3}, bf, ba, true, \ GRFFileProps(INVALID_HOUSE_ID), 0, {0, 0, 0, 0}, 16, NO_EXTRA_FLAG, HOUSE_NO_CLASS, {0, 2, 0, 0}, 0, 0, 0}
Describes the data that defines each house in the game.
mnd | introduction year of the house | |
mxd | last year it can be built | |
p | population | |
rc | cost multiplier for removing it | |
bn | building name | |
rr | rating decrease if removed | |
mg | mail generation multiplier | |
ca1 | acceptance for 1st CargoID | |
ca2 | acceptance for 2nd CargoID | |
ca3 | acceptance for 3rd CargoID | |
bf | building flags (size, stadium etc...) | |
ba | building availability (zone, climate...) | |
cg1 | 1st CargoID available | |
cg2 | 2nd CargoID available | |
cg3 | 3rd CargoID available |
Definition at line 1814 of file town_land.h.