(svn r12804) -Codechange: move the effect vehicle handling out of vehicle.cpp
parent
40b19f3997
commit
8186344628
@ -0,0 +1,663 @@
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/* $Id$ */
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/** @file vehicle.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "road_map.h"
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#include "roadveh.h"
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#include "ship.h"
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#include "spritecache.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "timetable.h"
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#include "viewport_func.h"
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#include "gfx_func.h"
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#include "news_func.h"
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#include "command_func.h"
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#include "saveload.h"
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#include "player_func.h"
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "rail_type.h"
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#include "train.h"
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#include "aircraft.h"
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#include "industry_map.h"
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#include "station_map.h"
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#include "water_map.h"
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#include "network/network.h"
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#include "yapf/yapf.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "group.h"
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#include "order_func.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "functions.h"
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#include "date_func.h"
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "signal_func.h"
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#include "sound_func.h"
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#include "variables.h"
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#include "autoreplace_func.h"
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#include "autoreplace_gui.h"
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#include "string_func.h"
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#include "settings_type.h"
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#include "oldpool_func.h"
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#include "depot_map.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_base.h"
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#include "effectvehicle_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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static void ChimneySmokeInit(Vehicle *v)
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{
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uint32 r = Random();
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v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
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v->progress = GB(r, 16, 3);
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}
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static void ChimneySmokeTick(Vehicle *v)
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{
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if (v->progress > 0) {
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v->progress--;
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} else {
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BeginVehicleMove(v);
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TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
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if (!IsTileType(tile, MP_INDUSTRY)) {
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EndVehicleMove(v);
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delete v;
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return;
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}
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if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
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v->cur_image++;
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} else {
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v->cur_image = SPR_CHIMNEY_SMOKE_0;
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}
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v->progress = 7;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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}
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}
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static void SteamSmokeInit(Vehicle *v)
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{
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v->cur_image = SPR_STEAM_SMOKE_0;
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v->progress = 12;
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}
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static void SteamSmokeTick(Vehicle *v)
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{
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bool moved = false;
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BeginVehicleMove(v);
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v->progress++;
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if ((v->progress & 7) == 0) {
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v->z_pos++;
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moved = true;
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}
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if ((v->progress & 0xF) == 4) {
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if (v->cur_image != SPR_STEAM_SMOKE_4) {
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v->cur_image++;
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} else {
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EndVehicleMove(v);
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delete v;
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return;
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}
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moved = true;
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}
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if (moved) {
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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}
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}
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static void DieselSmokeInit(Vehicle *v)
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{
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v->cur_image = SPR_DIESEL_SMOKE_0;
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v->progress = 0;
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}
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static void DieselSmokeTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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BeginVehicleMove(v);
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v->z_pos++;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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} else if ((v->progress & 7) == 1) {
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BeginVehicleMove(v);
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if (v->cur_image != SPR_DIESEL_SMOKE_5) {
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v->cur_image++;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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} else {
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EndVehicleMove(v);
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delete v;
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}
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}
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}
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static void ElectricSparkInit(Vehicle *v)
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{
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v->cur_image = SPR_ELECTRIC_SPARK_0;
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v->progress = 1;
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}
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static void ElectricSparkTick(Vehicle *v)
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{
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if (v->progress < 2) {
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v->progress++;
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} else {
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v->progress = 0;
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BeginVehicleMove(v);
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if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
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v->cur_image++;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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} else {
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EndVehicleMove(v);
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delete v;
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}
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}
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}
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static void SmokeInit(Vehicle *v)
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{
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v->cur_image = SPR_SMOKE_0;
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v->progress = 12;
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}
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static void SmokeTick(Vehicle *v)
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{
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bool moved = false;
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BeginVehicleMove(v);
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v->progress++;
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if ((v->progress & 3) == 0) {
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v->z_pos++;
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moved = true;
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}
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if ((v->progress & 0xF) == 4) {
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if (v->cur_image != SPR_SMOKE_4) {
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v->cur_image++;
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} else {
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EndVehicleMove(v);
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delete v;
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return;
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}
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moved = true;
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}
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if (moved) {
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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}
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}
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static void ExplosionLargeInit(Vehicle *v)
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{
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v->cur_image = SPR_EXPLOSION_LARGE_0;
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v->progress = 0;
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}
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static void ExplosionLargeTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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BeginVehicleMove(v);
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if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
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v->cur_image++;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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} else {
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EndVehicleMove(v);
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delete v;
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}
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}
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}
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static void BreakdownSmokeInit(Vehicle *v)
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{
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v->cur_image = SPR_BREAKDOWN_SMOKE_0;
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v->progress = 0;
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}
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static void BreakdownSmokeTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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BeginVehicleMove(v);
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if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
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v->cur_image++;
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} else {
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v->cur_image = SPR_BREAKDOWN_SMOKE_0;
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}
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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}
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v->u.effect.animation_state--;
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if (v->u.effect.animation_state == 0) {
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BeginVehicleMove(v);
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EndVehicleMove(v);
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delete v;
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}
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}
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static void ExplosionSmallInit(Vehicle *v)
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{
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v->cur_image = SPR_EXPLOSION_SMALL_0;
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v->progress = 0;
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}
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static void ExplosionSmallTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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BeginVehicleMove(v);
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if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
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v->cur_image++;
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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} else {
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EndVehicleMove(v);
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delete v;
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}
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}
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}
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static void BulldozerInit(Vehicle *v)
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{
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v->cur_image = SPR_BULLDOZER_NE;
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v->progress = 0;
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v->u.effect.animation_state = 0;
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v->u.effect.animation_substate = 0;
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}
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struct BulldozerMovement {
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byte direction:2;
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byte image:2;
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byte duration:3;
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};
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static const BulldozerMovement _bulldozer_movement[] = {
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{ 0, 0, 4 },
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{ 3, 3, 4 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 1, 1, 3 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 1, 1, 3 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 3, 3, 6 },
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{ 2, 2, 6 },
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{ 1, 1, 7 },
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{ 3, 1, 7 },
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{ 0, 0, 3 },
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{ 1, 1, 7 },
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{ 3, 1, 7 },
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{ 0, 0, 3 },
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{ 1, 1, 7 },
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{ 3, 1, 7 }
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};
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static const struct {
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int8 x;
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int8 y;
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} _inc_by_dir[] = {
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{ -1, 0 },
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{ 0, 1 },
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{ 1, 0 },
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{ 0, -1 }
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};
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static void BulldozerTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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const BulldozerMovement* b = &_bulldozer_movement[v->u.effect.animation_state];
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BeginVehicleMove(v);
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v->cur_image = SPR_BULLDOZER_NE + b->image;
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v->x_pos += _inc_by_dir[b->direction].x;
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v->y_pos += _inc_by_dir[b->direction].y;
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v->u.effect.animation_substate++;
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if (v->u.effect.animation_substate >= b->duration) {
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v->u.effect.animation_substate = 0;
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v->u.effect.animation_state++;
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if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) {
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EndVehicleMove(v);
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delete v;
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return;
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}
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}
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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}
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}
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static void BubbleInit(Vehicle *v)
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{
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v->cur_image = SPR_BUBBLE_GENERATE_0;
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v->spritenum = 0;
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v->progress = 0;
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}
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struct BubbleMovement {
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int8 x:4;
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int8 y:4;
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int8 z:4;
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byte image:4;
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};
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#define MK(x, y, z, i) { x, y, z, i }
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#define ME(i) { i, 4, 0, 0 }
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static const BubbleMovement _bubble_float_sw[] = {
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_float_ne[] = {
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MK( 0, 0, 1, 0),
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MK(-1, 0, 1, 1),
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MK( 0, 0, 1, 0),
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MK(-1, 0, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_float_se[] = {
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MK(0, 0, 1, 0),
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MK(0, 1, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 1, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_float_nw[] = {
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MK(0, 0, 1, 0),
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MK(0, -1, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, -1, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_burst[] = {
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 7),
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MK(0, 0, 1, 8),
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MK(0, 0, 1, 9),
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ME(0)
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};
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static const BubbleMovement _bubble_absorb[] = {
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(2, 1, 3, 0),
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MK(1, 1, 3, 1),
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MK(2, 1, 3, 0),
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MK(1, 1, 3, 2),
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MK(2, 1, 3, 0),
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MK(1, 1, 3, 1),
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MK(2, 1, 3, 0),
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MK(1, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 2),
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ME(2),
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MK(0, 0, 0, 0xA),
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MK(0, 0, 0, 0xB),
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MK(0, 0, 0, 0xC),
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MK(0, 0, 0, 0xD),
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MK(0, 0, 0, 0xE),
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ME(0)
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};
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#undef ME
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#undef MK
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||||
static const BubbleMovement * const _bubble_movement[] = {
|
||||
_bubble_float_sw,
|
||||
_bubble_float_ne,
|
||||
_bubble_float_se,
|
||||
_bubble_float_nw,
|
||||
_bubble_burst,
|
||||
_bubble_absorb,
|
||||
};
|
||||
|
||||
static void BubbleTick(Vehicle *v)
|
||||
{
|
||||
/*
|
||||
* Warning: those effects can NOT use Random(), and have to use
|
||||
* InteractiveRandom(), because somehow someone forgot to save
|
||||
* spritenum to the savegame, and so it will cause desyncs in
|
||||
* multiplayer!! (that is: in ToyLand)
|
||||
*/
|
||||
uint et;
|
||||
|
||||
v->progress++;
|
||||
if ((v->progress & 3) != 0) return;
|
||||
|
||||
BeginVehicleMove(v);
|
||||
|
||||
if (v->spritenum == 0) {
|
||||
v->cur_image++;
|
||||
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
|
||||
VehiclePositionChanged(v);
|
||||
EndVehicleMove(v);
|
||||
return;
|
||||
}
|
||||
if (v->u.effect.animation_substate != 0) {
|
||||
v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
|
||||
} else {
|
||||
v->spritenum = 6;
|
||||
}
|
||||
et = 0;
|
||||
} else {
|
||||
et = v->engine_type + 1;
|
||||
}
|
||||
|
||||
const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et];
|
||||
|
||||
if (b->y == 4 && b->x == 0) {
|
||||
EndVehicleMove(v);
|
||||
delete v;
|
||||
return;
|
||||
}
|
||||
|
||||
if (b->y == 4 && b->x == 1) {
|
||||
if (v->z_pos > 180 || Chance16I(1, 96, InteractiveRandom())) {
|
||||
v->spritenum = 5;
|
||||
SndPlayVehicleFx(SND_2F_POP, v);
|
||||
}
|
||||
et = 0;
|
||||
}
|
||||
|
||||
if (b->y == 4 && b->x == 2) {
|
||||
TileIndex tile;
|
||||
|
||||
et++;
|
||||
SndPlayVehicleFx(SND_31_EXTRACT, v);
|
||||
|
||||
tile = TileVirtXY(v->x_pos, v->y_pos);
|
||||
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
|
||||
}
|
||||
|
||||
v->engine_type = et;
|
||||
b = &_bubble_movement[v->spritenum - 1][et];
|
||||
|
||||
v->x_pos += b->x;
|
||||
v->y_pos += b->y;
|
||||
v->z_pos += b->z;
|
||||
v->cur_image = SPR_BUBBLE_0 + b->image;
|
||||
|
||||
VehiclePositionChanged(v);
|
||||
EndVehicleMove(v);
|
||||
}
|
||||
|
||||
|
||||
typedef void EffectInitProc(Vehicle *v);
|
||||
typedef void EffectTickProc(Vehicle *v);
|
||||
|
||||
static EffectInitProc * const _effect_init_procs[] = {
|
||||
ChimneySmokeInit,
|
||||
SteamSmokeInit,
|
||||
DieselSmokeInit,
|
||||
ElectricSparkInit,
|
||||
SmokeInit,
|
||||
ExplosionLargeInit,
|
||||
BreakdownSmokeInit,
|
||||
ExplosionSmallInit,
|
||||
BulldozerInit,
|
||||
BubbleInit,
|
||||
};
|
||||
|
||||
static EffectTickProc * const _effect_tick_procs[] = {
|
||||
ChimneySmokeTick,
|
||||
SteamSmokeTick,
|
||||
DieselSmokeTick,
|
||||
ElectricSparkTick,
|
||||
SmokeTick,
|
||||
ExplosionLargeTick,
|
||||
BreakdownSmokeTick,
|
||||
ExplosionSmallTick,
|
||||
BulldozerTick,
|
||||
BubbleTick,
|
||||
};
|
||||
|
||||
|
||||
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
|
||||
{
|
||||
Vehicle *v = new EffectVehicle();
|
||||
if (v != NULL) {
|
||||
v->subtype = type;
|
||||
v->x_pos = x;
|
||||
v->y_pos = y;
|
||||
v->z_pos = z;
|
||||
v->tile = 0;
|
||||
v->UpdateDeltaXY(INVALID_DIR);
|
||||
v->vehstatus = VS_UNCLICKABLE;
|
||||
|
||||
_effect_init_procs[type](v);
|
||||
|
||||
VehiclePositionChanged(v);
|
||||
BeginVehicleMove(v);
|
||||
EndVehicleMove(v);
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
|
||||
{
|
||||
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
|
||||
int safe_y = Clamp(y, 0, MapMaxY() * TILE_SIZE);
|
||||
return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
|
||||
}
|
||||
|
||||
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
|
||||
{
|
||||
return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
|
||||
}
|
||||
|
||||
void EffectVehicle::Tick()
|
||||
{
|
||||
_effect_tick_procs[this->subtype](this);
|
||||
}
|
||||
|
||||
void EffectVehicle::UpdateDeltaXY(Direction direction)
|
||||
{
|
||||
this->x_offs = 0;
|
||||
this->y_offs = 0;
|
||||
this->x_extent = 1;
|
||||
this->y_extent = 1;
|
||||
this->z_extent = 1;
|
||||
}
|
@ -0,0 +1,37 @@
|
||||
/* $Id$ */
|
||||
|
||||
/** @file effectvehicle_base.h Base class for all effect vehicles. */
|
||||
|
||||
#ifndef EFFECTVEHICLE_BASE_H
|
||||
#define EFFECTVEHICLE_BASE_H
|
||||
|
||||
#include "vehicle_base.h"
|
||||
|
||||
/**
|
||||
* This class 'wraps' Vehicle; you do not actually instantiate this class.
|
||||
* You create a Vehicle using AllocateVehicle, so it is added to the pool
|
||||
* and you reinitialize that to a Train using:
|
||||
* v = new (v) Train();
|
||||
*
|
||||
* As side-effect the vehicle type is set correctly.
|
||||
*
|
||||
* A special vehicle is one of the following:
|
||||
* - smoke
|
||||
* - electric sparks for trains
|
||||
* - explosions
|
||||
* - bulldozer (road works)
|
||||
* - bubbles (industry)
|
||||
*/
|
||||
struct EffectVehicle : public Vehicle {
|
||||
/** Initializes the Vehicle to a special vehicle */
|
||||
EffectVehicle() { this->type = VEH_EFFECT; }
|
||||
|
||||
/** We want to 'destruct' the right class. */
|
||||
virtual ~EffectVehicle() {}
|
||||
|
||||
const char *GetTypeString() const { return "special vehicle"; }
|
||||
void UpdateDeltaXY(Direction direction);
|
||||
void Tick();
|
||||
};
|
||||
|
||||
#endif /* EFFECTVEHICLE_BASE_H */
|
@ -0,0 +1,28 @@
|
||||
/* $Id$ */
|
||||
|
||||
/** @file effectvehicle.h Functions related to effect vehicles. */
|
||||
|
||||
#ifndef EFFECTVEHICLE_FUNC_H
|
||||
#define EFFECTVEHICLE_FUNC_H
|
||||
|
||||
#include "vehicle_type.h"
|
||||
|
||||
/** Effect vehicle types */
|
||||
enum EffectVehicleType {
|
||||
EV_CHIMNEY_SMOKE = 0,
|
||||
EV_STEAM_SMOKE = 1,
|
||||
EV_DIESEL_SMOKE = 2,
|
||||
EV_ELECTRIC_SPARK = 3,
|
||||
EV_SMOKE = 4,
|
||||
EV_EXPLOSION_LARGE = 5,
|
||||
EV_BREAKDOWN_SMOKE = 6,
|
||||
EV_EXPLOSION_SMALL = 7,
|
||||
EV_BULLDOZER = 8,
|
||||
EV_BUBBLE = 9
|
||||
};
|
||||
|
||||
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
|
||||
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
|
||||
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);
|
||||
|
||||
#endif /* EFFECTVEHICLE_FUNC_H */
|
Loading…
Reference in New Issue