/* $Id$ */ /* * 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; VehicleUpdatePositionAndViewport(v); } 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) VehicleUpdatePositionAndViewport(v); 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++; VehicleUpdatePositionAndViewport(v); } else if ((v->progress & 7) == 1) { if (v->cur_image != SPR_DIESEL_SMOKE_5) { v->cur_image++; VehicleUpdatePositionAndViewport(v); } 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++; VehicleUpdatePositionAndViewport(v); } 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) VehicleUpdatePositionAndViewport(v); 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++; VehicleUpdatePositionAndViewport(v); } 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; } VehicleUpdatePositionAndViewport(v); } 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++; VehicleUpdatePositionAndViewport(v); } 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; } } VehicleUpdatePositionAndViewport(v); } 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) { VehicleUpdatePositionAndViewport(v); 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; VehicleUpdatePositionAndViewport(v); 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); VehicleUpdatePositionAndViewport(v); 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]; }