mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
607 lines
11 KiB
C++
607 lines
11 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file effectvehicle.cpp Implementation of everything generic to vehicles. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "core/random_func.hpp"
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#include "industry_map.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "table/sprites.h"
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static void ChimneySmokeInit(EffectVehicle *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 bool ChimneySmokeTick(EffectVehicle *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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TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
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if (!IsTileType(tile, MP_INDUSTRY)) {
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delete v;
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return false;
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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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VehicleMove(v, true);
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}
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return true;
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}
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static void SteamSmokeInit(EffectVehicle *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 bool SteamSmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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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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delete v;
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return false;
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}
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moved = true;
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}
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if (moved) VehicleMove(v, true);
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return true;
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}
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static void DieselSmokeInit(EffectVehicle *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 bool DieselSmokeTick(EffectVehicle *v)
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{
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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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VehicleMove(v, true);
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} else if ((v->progress & 7) == 1) {
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if (v->cur_image != SPR_DIESEL_SMOKE_5) {
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v->cur_image++;
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VehicleMove(v, true);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void ElectricSparkInit(EffectVehicle *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 bool ElectricSparkTick(EffectVehicle *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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if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
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v->cur_image++;
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VehicleMove(v, true);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void SmokeInit(EffectVehicle *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 bool SmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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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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delete v;
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return false;
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}
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moved = true;
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}
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if (moved) VehicleMove(v, true);
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return true;
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}
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static void ExplosionLargeInit(EffectVehicle *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 bool ExplosionLargeTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
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v->cur_image++;
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VehicleMove(v, true);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void BreakdownSmokeInit(EffectVehicle *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 bool BreakdownSmokeTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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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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VehicleMove(v, true);
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}
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v->animation_state--;
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if (v->animation_state == 0) {
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delete v;
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return false;
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}
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return true;
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}
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static void ExplosionSmallInit(EffectVehicle *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 bool ExplosionSmallTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
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v->cur_image++;
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VehicleMove(v, true);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void BulldozerInit(EffectVehicle *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->animation_state = 0;
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v->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 bool BulldozerTick(EffectVehicle *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->animation_state];
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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->animation_substate++;
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if (v->animation_substate >= b->duration) {
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v->animation_substate = 0;
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v->animation_state++;
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if (v->animation_state == lengthof(_bulldozer_movement)) {
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delete v;
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return false;
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}
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}
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VehicleMove(v, true);
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}
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return true;
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}
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static void BubbleInit(EffectVehicle *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[] = {
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_bubble_float_sw,
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_bubble_float_ne,
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_bubble_float_se,
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_bubble_float_nw,
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_bubble_burst,
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_bubble_absorb,
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};
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static bool BubbleTick(EffectVehicle *v)
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{
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uint anim_state;
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v->progress++;
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if ((v->progress & 3) != 0) return true;
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if (v->spritenum == 0) {
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v->cur_image++;
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if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
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VehicleMove(v, true);
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return true;
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}
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if (v->animation_substate != 0) {
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v->spritenum = GB(Random(), 0, 2) + 1;
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} else {
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v->spritenum = 6;
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}
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anim_state = 0;
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} else {
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anim_state = v->animation_state + 1;
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}
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const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
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if (b->y == 4 && b->x == 0) {
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delete v;
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return false;
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}
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if (b->y == 4 && b->x == 1) {
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if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
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v->spritenum = 5;
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SndPlayVehicleFx(SND_2F_POP, v);
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}
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anim_state = 0;
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}
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if (b->y == 4 && b->x == 2) {
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TileIndex tile;
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anim_state++;
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SndPlayVehicleFx(SND_31_EXTRACT, v);
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tile = TileVirtXY(v->x_pos, v->y_pos);
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
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}
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v->animation_state = anim_state;
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b = &_bubble_movement[v->spritenum - 1][anim_state];
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v->x_pos += b->x;
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v->y_pos += b->y;
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v->z_pos += b->z;
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v->cur_image = SPR_BUBBLE_0 + b->image;
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VehicleMove(v, true);
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return true;
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}
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typedef void EffectInitProc(EffectVehicle *v);
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typedef bool EffectTickProc(EffectVehicle *v);
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static EffectInitProc * const _effect_init_procs[] = {
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ChimneySmokeInit,
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SteamSmokeInit,
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DieselSmokeInit,
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ElectricSparkInit,
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SmokeInit,
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ExplosionLargeInit,
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BreakdownSmokeInit,
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ExplosionSmallInit,
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BulldozerInit,
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BubbleInit,
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};
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static EffectTickProc * const _effect_tick_procs[] = {
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ChimneySmokeTick,
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SteamSmokeTick,
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DieselSmokeTick,
|
|
ElectricSparkTick,
|
|
SmokeTick,
|
|
ExplosionLargeTick,
|
|
BreakdownSmokeTick,
|
|
ExplosionSmallTick,
|
|
BulldozerTick,
|
|
BubbleTick,
|
|
};
|
|
|
|
|
|
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);
|
|
|
|
VehicleMove(v, false);
|
|
MarkSingleVehicleDirty(v);
|
|
|
|
return v;
|
|
}
|
|
|
|
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, GetSlopeZ(safe_x, safe_y) + z, type);
|
|
}
|
|
|
|
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;
|
|
}
|