OpenTTD/src/effectvehicle.cpp

637 lines
14 KiB
C++

/*
* 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"
/**
* Increment the sprite unless it has reached the end of the animation.
* @param v Vehicle to increment sprite of.
* @param last Last sprite of animation.
* @return true if the sprite was incremented, false if the end was reached.
*/
static bool IncrementSprite(EffectVehicle *v, SpriteID last)
{
if (v->sprite_cache.sprite_seq.seq[0].sprite != last) {
v->sprite_cache.sprite_seq.seq[0].sprite++;
return true;
} else {
return false;
}
}
static void ChimneySmokeInit(EffectVehicle *v)
{
uint32_t r = Random();
v->sprite_cache.sprite_seq.Set(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 (!IncrementSprite(v, SPR_CHIMNEY_SMOKE_7)) {
v->sprite_cache.sprite_seq.Set(SPR_CHIMNEY_SMOKE_0);
}
v->progress = 7;
v->UpdatePositionAndViewport();
}
return true;
}
static void SteamSmokeInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(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 (!IncrementSprite(v, SPR_STEAM_SMOKE_4)) {
delete v;
return false;
}
moved = true;
}
if (moved) v->UpdatePositionAndViewport();
return true;
}
static void DieselSmokeInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(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 (!IncrementSprite(v, SPR_DIESEL_SMOKE_5)) {
delete v;
return false;
}
v->UpdatePositionAndViewport();
}
return true;
}
static void ElectricSparkInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(SPR_ELECTRIC_SPARK_0);
v->progress = 1;
}
static bool ElectricSparkTick(EffectVehicle *v)
{
if (v->progress < 2) {
v->progress++;
} else {
v->progress = 0;
if (!IncrementSprite(v, SPR_ELECTRIC_SPARK_5)) {
delete v;
return false;
}
v->UpdatePositionAndViewport();
}
return true;
}
static void SmokeInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(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 (!IncrementSprite(v, SPR_SMOKE_4)) {
delete v;
return false;
}
moved = true;
}
if (moved) v->UpdatePositionAndViewport();
return true;
}
static void ExplosionLargeInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_LARGE_0);
v->progress = 0;
}
static bool ExplosionLargeTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
if (!IncrementSprite(v, SPR_EXPLOSION_LARGE_F)) {
delete v;
return false;
}
v->UpdatePositionAndViewport();
}
return true;
}
static void BreakdownSmokeInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
v->progress = 0;
}
static bool BreakdownSmokeTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
if (!IncrementSprite(v, SPR_BREAKDOWN_SMOKE_3)) {
v->sprite_cache.sprite_seq.Set(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->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_SMALL_0);
v->progress = 0;
}
static bool ExplosionSmallTick(EffectVehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
if (!IncrementSprite(v, SPR_EXPLOSION_SMALL_B)) {
delete v;
return false;
}
v->UpdatePositionAndViewport();
}
return true;
}
static void BulldozerInit(EffectVehicle *v)
{
v->sprite_cache.sprite_seq.Set(SPR_BULLDOZER_NE);
v->progress = 0;
v->animation_state = 0;
v->animation_substate = 0;
}
struct BulldozerMovement {
uint8_t direction:2;
uint8_t image:2;
uint8_t 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_t x;
int8_t 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->sprite_cache.sprite_seq.Set(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->sprite_cache.sprite_seq.Set(SPR_BUBBLE_GENERATE_0);
v->spritenum = 0;
v->progress = 0;
}
struct BubbleMovement {
int8_t x:4;
int8_t y:4;
int8_t z:4;
uint8_t 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->sprite_cache.sprite_seq.seq[0].sprite++;
if (v->sprite_cache.sprite_seq.seq[0].sprite < 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_BUBBLE_GENERATOR_FAIL, v);
}
anim_state = 0;
}
if (b->y == 4 && b->x == 2) {
TileIndex tile;
anim_state++;
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_31_BUBBLE_GENERATOR_SUCCESS, 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->sprite_cache.sprite_seq.Set(SPR_BUBBLE_0 + b->image);
v->UpdatePositionAndViewport();
return true;
}
struct EffectProcs {
using InitProc = void(EffectVehicle *);
using TickProc = bool(EffectVehicle *);
InitProc *init_proc; ///< Function to initialise an effect vehicle after construction.
TickProc *tick_proc; ///< Functions for controlling effect vehicles at each tick.
TransparencyOption transparency; ///< Transparency option affecting the effect.
constexpr EffectProcs(InitProc *init_proc, TickProc *tick_proc, TransparencyOption transparency)
: init_proc(init_proc), tick_proc(tick_proc), transparency(transparency) {}
};
/** Per-EffectVehicleType handling. */
static std::array<EffectProcs, EV_END> _effect_procs = {{
{ ChimneySmokeInit, ChimneySmokeTick, TO_INDUSTRIES }, // EV_CHIMNEY_SMOKE
{ SteamSmokeInit, SteamSmokeTick, TO_INVALID }, // EV_STEAM_SMOKE
{ DieselSmokeInit, DieselSmokeTick, TO_INVALID }, // EV_DIESEL_SMOKE
{ ElectricSparkInit, ElectricSparkTick, TO_INVALID }, // EV_ELECTRIC_SPARK
{ SmokeInit, SmokeTick, TO_INVALID }, // EV_CRASH_SMOKE
{ ExplosionLargeInit, ExplosionLargeTick, TO_INVALID }, // EV_EXPLOSION_LARGE
{ BreakdownSmokeInit, BreakdownSmokeTick, TO_INVALID }, // EV_BREAKDOWN_SMOKE
{ ExplosionSmallInit, ExplosionSmallTick, TO_INVALID }, // EV_EXPLOSION_SMALL
{ BulldozerInit, BulldozerTick, TO_INVALID }, // EV_BULLDOZER
{ BubbleInit, BubbleTick, TO_INDUSTRIES }, // EV_BUBBLE
{ SmokeInit, SmokeTick, TO_INVALID }, // EV_BREAKDOWN_SMOKE_AIRCRAFT
{ SmokeInit, SmokeTick, TO_INDUSTRIES }, // EV_COPPER_MINE_SMOKE
}};
/**
* 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 nullptr;
EffectVehicle *v = new EffectVehicle();
v->subtype = type;
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = 0;
v->UpdateDeltaXY();
v->vehstatus = VS_UNCLICKABLE;
_effect_procs[type].init_proc(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, Map::MaxX() * TILE_SIZE);
int safe_y = Clamp(y, 0, Map::MaxY() * 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_procs[this->subtype].tick_proc(this);
}
void EffectVehicle::UpdateDeltaXY()
{
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_procs[this->subtype].transparency;
}