Files @ r17952:b3b330b8aebd
Branch filter:

Location: cpp/openttd-patchpack/source/src/effectvehicle.cpp

rubidium
(svn r22771) -Codechange: unify some NewGRFScan calling code
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
/* $Id$ */

/*
 * 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 "table/sprites.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;
		VehicleMove(v, true);
	}

	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) VehicleMove(v, true);

	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++;
		VehicleMove(v, true);
	} else if ((v->progress & 7) == 1) {
		if (v->cur_image != SPR_DIESEL_SMOKE_5) {
			v->cur_image++;
			VehicleMove(v, true);
		} 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++;
			VehicleMove(v, true);
		} 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) VehicleMove(v, true);

	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++;
			VehicleMove(v, true);
		} 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;
		}
		VehicleMove(v, true);
	}

	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++;
			VehicleMove(v, true);
		} 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;
			}
		}
		VehicleMove(v, true);
	}

	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) {
			VehicleMove(v, true);
			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;
			SndPlayVehicleFx(SND_2F_POP, v);
		}
		anim_state = 0;
	}

	if (b->y == 4 && b->x == 2) {
		TileIndex tile;

		anim_state++;
		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;

	VehicleMove(v, true);

	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 controling 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);

	VehicleMove(v, false);
	MarkSingleVehicleDirty(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, GetSlopeZ(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];
}