OpenTTD-patches/src/effectvehicle.cpp

666 lines
14 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file effectvehicle.cpp Implementation of everything generic to vehicles. */
#include "stdafx.h"
#include "landscape.h"
#include "core/random_func.hpp"
#include "industry_map.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "animated_tile_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "safeguards.h"
static void ChimneySmokeInit(EffectVehicle *v)
{
uint32 r = Random();
v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
v->progress = GB(r, 16, 3);
}
static bool ChimneySmokeTick(EffectVehicle *v)
{
if (v->progress > 0) {
v->progress--;
} else {
TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
delete v;
return false;
}
if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
v->cur_image++;
} else {
v->cur_image = SPR_CHIMNEY_SMOKE_0;
}
v->progress = 7;
v->UpdatePositionAndViewport();
}
return true;
}
static void SteamSmokeInit(EffectVehicle *v)
{
v->cur_image = SPR_STEAM_SMOKE_0;
v->progress = 12;
}
static bool SteamSmokeTick(EffectVehicle *v)
{
bool moved = false;
v->progress++;
if ((v->progress & 7) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_STEAM_SMOKE_4) {
v->cur_image++;
} else {
delete v;
return false;
}
moved = true;
}
if (moved) v->UpdatePositionAndViewport();
return true;
}
static void DieselSmokeInit(EffectVehicle *v)
{
v->cur_image = SPR_DIESEL_SMOKE_0;
v->progress = 0;
}
static bool DieselSmokeTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
v->z_pos++;
v->UpdatePositionAndViewport();
} else if ((v->progress & 7) == 1) {
if (v->cur_image != SPR_DIESEL_SMOKE_5) {
v->cur_image++;
v->UpdatePositionAndViewport();
} else {
delete v;
return false;
}
}
return true;
}
static void ElectricSparkInit(EffectVehicle *v)
{
v->cur_image = SPR_ELECTRIC_SPARK_0;
v->progress = 1;
}
static bool ElectricSparkTick(EffectVehicle *v)
{
if (v->progress < 2) {
v->progress++;
} else {
v->progress = 0;
if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
v->cur_image++;
v->UpdatePositionAndViewport();
} else {
delete v;
return false;
}
}
return true;
}
static void SmokeInit(EffectVehicle *v)
{
v->cur_image = SPR_SMOKE_0;
v->progress = 12;
}
static bool SmokeTick(EffectVehicle *v)
{
bool moved = false;
v->progress++;
if ((v->progress & 3) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_SMOKE_4) {
v->cur_image++;
} else {
delete v;
return false;
}
moved = true;
}
if (moved) v->UpdatePositionAndViewport();
return true;
}
static void ExplosionLargeInit(EffectVehicle *v)
{
v->cur_image = SPR_EXPLOSION_LARGE_0;
v->progress = 0;
}
static bool ExplosionLargeTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
v->cur_image++;
v->UpdatePositionAndViewport();
} else {
delete v;
return false;
}
}
return true;
}
static void BreakdownSmokeInit(EffectVehicle *v)
{
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
v->progress = 0;
}
static bool BreakdownSmokeTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
v->cur_image++;
} else {
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
}
v->UpdatePositionAndViewport();
}
v->animation_state--;
if (v->animation_state == 0) {
delete v;
return false;
}
return true;
}
static void ExplosionSmallInit(EffectVehicle *v)
{
v->cur_image = SPR_EXPLOSION_SMALL_0;
v->progress = 0;
}
static bool ExplosionSmallTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
v->cur_image++;
v->UpdatePositionAndViewport();
} else {
delete v;
return false;
}
}
return true;
}
static void BulldozerInit(EffectVehicle *v)
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
v->animation_state = 0;
v->animation_substate = 0;
}
struct BulldozerMovement {
byte direction:2;
byte image:2;
byte duration:3;
};
static const BulldozerMovement _bulldozer_movement[] = {
{ 0, 0, 4 },
{ 3, 3, 4 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 3, 3, 6 },
{ 2, 2, 6 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 }
};
static const struct {
int8 x;
int8 y;
} _inc_by_dir[] = {
{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 }
};
static bool BulldozerTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
const BulldozerMovement *b = &_bulldozer_movement[v->animation_state];
v->cur_image = SPR_BULLDOZER_NE + b->image;
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
v->animation_substate++;
if (v->animation_substate >= b->duration) {
v->animation_substate = 0;
v->animation_state++;
if (v->animation_state == lengthof(_bulldozer_movement)) {
delete v;
return false;
}
}
v->UpdatePositionAndViewport();
}
return true;
}
static void BubbleInit(EffectVehicle *v)
{
v->cur_image = SPR_BUBBLE_GENERATE_0;
v->spritenum = 0;
v->progress = 0;
}
struct BubbleMovement {
int8 x:4;
int8 y:4;
int8 z:4;
byte image:4;
};
#define MK(x, y, z, i) { x, y, z, i }
#define ME(i) { i, 4, 0, 0 }
static const BubbleMovement _bubble_float_sw[] = {
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_ne[] = {
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 1),
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_se[] = {
MK(0, 0, 1, 0),
MK(0, 1, 1, 1),
MK(0, 0, 1, 0),
MK(0, 1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_nw[] = {
MK(0, 0, 1, 0),
MK(0, -1, 1, 1),
MK(0, 0, 1, 0),
MK(0, -1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_burst[] = {
MK(0, 0, 1, 2),
MK(0, 0, 1, 7),
MK(0, 0, 1, 8),
MK(0, 0, 1, 9),
ME(0)
};
static const BubbleMovement _bubble_absorb[] = {
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 2),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(2),
MK(0, 0, 0, 0xA),
MK(0, 0, 0, 0xB),
MK(0, 0, 0, 0xC),
MK(0, 0, 0, 0xD),
MK(0, 0, 0, 0xE),
ME(0)
};
#undef ME
#undef MK
static const BubbleMovement * const _bubble_movement[] = {
_bubble_float_sw,
_bubble_float_ne,
_bubble_float_se,
_bubble_float_nw,
_bubble_burst,
_bubble_absorb,
};
static bool BubbleTick(EffectVehicle *v)
{
uint anim_state;
v->progress++;
if ((v->progress & 3) != 0) return true;
if (v->spritenum == 0) {
v->cur_image++;
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
v->UpdatePositionAndViewport();
return true;
}
if (v->animation_substate != 0) {
v->spritenum = GB(Random(), 0, 2) + 1;
} else {
v->spritenum = 6;
}
anim_state = 0;
} else {
anim_state = v->animation_state + 1;
}
const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
if (b->y == 4 && b->x == 0) {
delete v;
return false;
}
if (b->y == 4 && b->x == 1) {
if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
v->spritenum = 5;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_POP, v);
}
anim_state = 0;
}
if (b->y == 4 && b->x == 2) {
TileIndex tile;
anim_state++;
if (_settings_client.sound.ambient) 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->animation_state = anim_state;
b = &_bubble_movement[v->spritenum - 1][anim_state];
v->x_pos += b->x;
v->y_pos += b->y;
v->z_pos += b->z;
v->cur_image = SPR_BUBBLE_0 + b->image;
v->UpdatePositionAndViewport();
return true;
}
typedef void EffectInitProc(EffectVehicle *v);
typedef bool EffectTickProc(EffectVehicle *v);
/** Functions to initialise an effect vehicle after construction. */
static EffectInitProc * const _effect_init_procs[] = {
ChimneySmokeInit, // EV_CHIMNEY_SMOKE
SteamSmokeInit, // EV_STEAM_SMOKE
DieselSmokeInit, // EV_DIESEL_SMOKE
ElectricSparkInit, // EV_ELECTRIC_SPARK
SmokeInit, // EV_CRASH_SMOKE
ExplosionLargeInit, // EV_EXPLOSION_LARGE
BreakdownSmokeInit, // EV_BREAKDOWN_SMOKE
ExplosionSmallInit, // EV_EXPLOSION_SMALL
BulldozerInit, // EV_BULLDOZER
BubbleInit, // EV_BUBBLE
SmokeInit, // EV_BREAKDOWN_SMOKE_AIRCRAFT
SmokeInit, // EV_COPPER_MINE_SMOKE
};
assert_compile(lengthof(_effect_init_procs) == EV_END);
/** Functions for controlling effect vehicles at each tick. */
static EffectTickProc * const _effect_tick_procs[] = {
ChimneySmokeTick, // EV_CHIMNEY_SMOKE
SteamSmokeTick, // EV_STEAM_SMOKE
DieselSmokeTick, // EV_DIESEL_SMOKE
ElectricSparkTick, // EV_ELECTRIC_SPARK
SmokeTick, // EV_CRASH_SMOKE
ExplosionLargeTick, // EV_EXPLOSION_LARGE
BreakdownSmokeTick, // EV_BREAKDOWN_SMOKE
ExplosionSmallTick, // EV_EXPLOSION_SMALL
BulldozerTick, // EV_BULLDOZER
BubbleTick, // EV_BUBBLE
SmokeTick, // EV_BREAKDOWN_SMOKE_AIRCRAFT
SmokeTick, // EV_COPPER_MINE_SMOKE
};
assert_compile(lengthof(_effect_tick_procs) == EV_END);
/** Transparency options affecting the effects. */
static const TransparencyOption _effect_transparency_options[] = {
TO_INDUSTRIES, // EV_CHIMNEY_SMOKE
TO_INVALID, // EV_STEAM_SMOKE
TO_INVALID, // EV_DIESEL_SMOKE
TO_INVALID, // EV_ELECTRIC_SPARK
TO_INVALID, // EV_CRASH_SMOKE
TO_INVALID, // EV_EXPLOSION_LARGE
TO_INVALID, // EV_BREAKDOWN_SMOKE
TO_INVALID, // EV_EXPLOSION_SMALL
TO_INVALID, // EV_BULLDOZER
TO_INDUSTRIES, // EV_BUBBLE
TO_INVALID, // EV_BREAKDOWN_SMOKE_AIRCRAFT
TO_INDUSTRIES, // EV_COPPER_MINE_SMOKE
};
assert_compile(lengthof(_effect_transparency_options) == EV_END);
/**
* Create an effect vehicle at a particular location.
* @param x The x location on the map.
* @param y The y location on the map.
* @param z The z location on the map.
* @param type The type of effect vehicle.
* @return The effect vehicle.
*/
EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
{
if (!Vehicle::CanAllocateItem()) return NULL;
EffectVehicle *v = new EffectVehicle();
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);
v->UpdatePositionAndViewport();
return v;
}
/**
* Create an effect vehicle above a particular location.
* @param x The x location on the map.
* @param y The y location on the map.
* @param z The offset from the ground.
* @param type The type of effect vehicle.
* @return The effect vehicle.
*/
EffectVehicle *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, GetSlopePixelZ(safe_x, safe_y) + z, type);
}
/**
* Create an effect vehicle above a particular vehicle.
* @param v The vehicle to base the position on.
* @param x The x offset to the vehicle.
* @param y The y offset to the vehicle.
* @param z The z offset to the vehicle.
* @param type The type of effect vehicle.
* @return The effect vehicle.
*/
EffectVehicle *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);
}
bool EffectVehicle::Tick()
{
return _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;
}
/**
* Determines the transparency option affecting the effect.
* @return Transparency option, or TO_INVALID if none.
*/
TransparencyOption EffectVehicle::GetTransparencyOption() const
{
return _effect_transparency_options[this->subtype];
}