205 struct IndustryTypeSolver { |
205 struct IndustryTypeSolver { |
206 IndustryGfx MinGfx; ///< The first gfx index for the industry type |
206 IndustryGfx MinGfx; ///< The first gfx index for the industry type |
207 IndustryGfx MaxGfx; ///< The last gfx index for the industry type |
207 IndustryGfx MaxGfx; ///< The last gfx index for the industry type |
208 }; |
208 }; |
209 |
209 |
210 /** Mapping of industry gfx to industry type */ |
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211 static const IndustryTypeSolver industry_gfx_Solver[IT_END] = { |
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212 { 0, 6}, ///< IT_COAL_MINE |
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213 { 7, 10}, ///< IT_POWER_STATION, |
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214 { 11, 15}, ///< IT_SAWMILL, |
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215 { 16, 17}, ///< IT_FOREST, |
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216 { 18, 23}, ///< IT_OIL_REFINERY, |
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217 { 24, 28}, ///< IT_OIL_RIG, |
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218 { 29, 31}, ///< IT_OIL_WELL, |
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219 { 32, 38}, ///< IT_FARM, |
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220 { 39, 42}, ///< IT_FACTORY, |
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221 { 43, 46}, ///< IT_PRINTING_WORKS, |
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222 { 47, 51}, ///< IT_COPPER_MINE, |
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223 { 52, 57}, ///< IT_STEEL_MILL, |
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224 { 58, 59}, ///< IT_BANK_TEMP, |
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225 { 60, 63}, ///< IT_FOOD_PROCESS, |
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226 { 64, 71}, ///< IT_PAPER_MILL, |
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227 { 72, 88}, ///< IT_GOLD_MINE, |
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228 { 89, 90}, ///< IT_BANK_TROPIC_ARCTIC, |
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229 { 91, 99}, ///< IT_DIAMOND_MINE, |
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230 {100, 115}, ///< IT_IRON_MINE, |
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231 {116, 116}, ///< IT_FRUIT_PLANTATION, |
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232 {117, 117}, ///< IT_RUBBER_PLANTATION, |
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233 {118, 119}, ///< IT_WATER_SUPPLY, |
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234 {120, 120}, ///< IT_WATER_TOWER, |
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235 {121, 124}, ///< IT_FACTORY_2, |
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236 {125, 128}, ///< IT_LUMBER_MILL, |
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237 {129, 130}, ///< IT_COTTON_CANDY, |
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238 {131, 134}, ///< IT_CANDY_FACTORY or sweet factory |
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239 {135, 136}, ///< IT_BATTERY_FARM, |
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240 {137, 137}, ///< IT_COLA_WELLS, |
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241 {138, 141}, ///< IT_TOY_SHOP, |
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242 {142, 147}, ///< IT_TOY_FACTORY, |
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243 {148, 155}, ///< IT_PLASTIC_FOUNTAINS, |
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244 {156, 159}, ///< IT_FIZZY_DRINK_FACTORY, |
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245 {160, 163}, ///< IT_BUBBLE_GENERATOR, |
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246 {164, 166}, ///< IT_TOFFEE_QUARRY, |
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247 {167, 174} ///< IT_SUGAR_MINE, |
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248 }; |
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249 |
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250 /** |
210 /** |
251 * Get the animation loop number |
211 * Get the animation loop number |
252 * @param tile the tile to get the animation loop number of |
212 * @param tile the tile to get the animation loop number of |
253 * @pre IsTileType(tile, MP_INDUSTRY) |
213 * @pre IsTileType(tile, MP_INDUSTRY) |
254 */ |
214 */ |