Mercurial > hg > openttd
changeset 9009:870efbdb988d draft
(svn r12804) -Codechange: move the effect vehicle handling out of vehicle.cpp
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sun, 20 Apr 2008 11:12:07 +0000 |
parents | bc4efc6bfe0d |
children | b4fd0c0b6129 |
files | projects/openttd_vs80.vcproj projects/openttd_vs90.vcproj source.list src/aircraft_cmd.cpp src/disaster_cmd.cpp src/effectvehicle.cpp src/effectvehicle_base.h src/effectvehicle_func.h src/industry_cmd.cpp src/landscape.cpp src/oldloader.cpp src/road_cmd.cpp src/roadveh_cmd.cpp src/ship_cmd.cpp src/train_cmd.cpp src/vehicle.cpp src/vehicle_base.h src/vehicle_func.h src/vehicle_type.h src/water_cmd.cpp |
diffstat | 20 files changed, 793 insertions(+), 664 deletions(-) [+] |
line wrap: on
line diff
--- a/projects/openttd_vs80.vcproj +++ b/projects/openttd_vs80.vcproj @@ -460,6 +460,10 @@ > </File> <File + RelativePath=".\..\src\animated_tile.cpp" + > + </File> + <File RelativePath=".\..\src\articulated_vehicles.cpp" > </File> @@ -544,6 +548,10 @@ > </File> <File + RelativePath=".\..\src\effectvehicle.cpp" + > + </File> + <File RelativePath=".\..\src\elrail.cpp" > </File> @@ -812,6 +820,10 @@ > </File> <File + RelativePath=".\..\src\animated_tile_func.h" + > + </File> + <File RelativePath=".\..\src\articulated_vehicles.h" > </File> @@ -964,6 +976,14 @@ > </File> <File + RelativePath=".\..\src\effectvehicle_func.h" + > + </File> + <File + RelativePath=".\..\src\effectvehicle_base.h" + > + </File> + <File RelativePath=".\..\src\core\endian_func.hpp" > </File>
--- a/projects/openttd_vs90.vcproj +++ b/projects/openttd_vs90.vcproj @@ -457,6 +457,10 @@ > </File> <File + RelativePath=".\..\src\animated_tile.cpp" + > + </File> + <File RelativePath=".\..\src\articulated_vehicles.cpp" > </File> @@ -541,6 +545,10 @@ > </File> <File + RelativePath=".\..\src\effectvehicle.cpp" + > + </File> + <File RelativePath=".\..\src\elrail.cpp" > </File> @@ -809,6 +817,10 @@ > </File> <File + RelativePath=".\..\src\animated_tile_func.h" + > + </File> + <File RelativePath=".\..\src\articulated_vehicles.h" > </File> @@ -961,6 +973,14 @@ > </File> <File + RelativePath=".\..\src\effectvehicle_func.h" + > + </File> + <File + RelativePath=".\..\src\effectvehicle_base.h" + > + </File> + <File RelativePath=".\..\src\core\endian_func.hpp" > </File>
--- a/source.list +++ b/source.list @@ -23,6 +23,7 @@ driver.cpp widgets/dropdown.cpp economy.cpp +effectvehicle.cpp elrail.cpp engine.cpp fileio.cpp @@ -164,6 +165,8 @@ widgets/dropdown_type.h economy_func.h economy_type.h +effectvehicle_func.h +effectvehicle_base.h core/endian_func.hpp engine_func.h engine_type.h
--- a/src/aircraft_cmd.cpp +++ b/src/aircraft_cmd.cpp @@ -36,6 +36,7 @@ #include "player_func.h" #include "settings_type.h" #include "order_func.h" +#include "effectvehicle_func.h" #include "table/strings.h" #include "table/sprites.h"
--- a/src/disaster_cmd.cpp +++ b/src/disaster_cmd.cpp @@ -39,6 +39,7 @@ #include "vehicle_func.h" #include "vehicle_base.h" #include "sound_func.h" +#include "effectvehicle_func.h" #include "table/strings.h" #include "table/sprites.h"
new file mode 100644 --- /dev/null +++ b/src/effectvehicle.cpp @@ -0,0 +1,663 @@ +/* $Id$ */ + +/** @file vehicle.cpp */ + +#include "stdafx.h" +#include "openttd.h" +#include "road_map.h" +#include "roadveh.h" +#include "ship.h" +#include "spritecache.h" +#include "tile_cmd.h" +#include "landscape.h" +#include "timetable.h" +#include "viewport_func.h" +#include "gfx_func.h" +#include "news_func.h" +#include "command_func.h" +#include "saveload.h" +#include "player_func.h" +#include "debug.h" +#include "vehicle_gui.h" +#include "rail_type.h" +#include "train.h" +#include "aircraft.h" +#include "industry_map.h" +#include "station_map.h" +#include "water_map.h" +#include "network/network.h" +#include "yapf/yapf.h" +#include "newgrf_callbacks.h" +#include "newgrf_engine.h" +#include "newgrf_sound.h" +#include "group.h" +#include "order_func.h" +#include "strings_func.h" +#include "zoom_func.h" +#include "functions.h" +#include "date_func.h" +#include "window_func.h" +#include "vehicle_func.h" +#include "signal_func.h" +#include "sound_func.h" +#include "variables.h" +#include "autoreplace_func.h" +#include "autoreplace_gui.h" +#include "string_func.h" +#include "settings_type.h" +#include "oldpool_func.h" +#include "depot_map.h" +#include "animated_tile_func.h" +#include "effectvehicle_base.h" +#include "effectvehicle_func.h" + +#include "table/sprites.h" +#include "table/strings.h" + +static void ChimneySmokeInit(Vehicle *v) +{ + uint32 r = Random(); + v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3); + v->progress = GB(r, 16, 3); +} + +static void ChimneySmokeTick(Vehicle *v) +{ + if (v->progress > 0) { + v->progress--; + } else { + BeginVehicleMove(v); + + TileIndex tile = TileVirtXY(v->x_pos, v->y_pos); + if (!IsTileType(tile, MP_INDUSTRY)) { + EndVehicleMove(v); + delete v; + return; + } + + if (v->cur_image != SPR_CHIMNEY_SMOKE_7) { + v->cur_image++; + } else { + v->cur_image = SPR_CHIMNEY_SMOKE_0; + } + v->progress = 7; + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void SteamSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_STEAM_SMOKE_0; + v->progress = 12; +} + +static void SteamSmokeTick(Vehicle *v) +{ + bool moved = false; + + BeginVehicleMove(v); + + 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 { + EndVehicleMove(v); + delete v; + return; + } + moved = true; + } + + if (moved) { + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void DieselSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_DIESEL_SMOKE_0; + v->progress = 0; +} + +static void DieselSmokeTick(Vehicle *v) +{ + v->progress++; + + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + v->z_pos++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else if ((v->progress & 7) == 1) { + BeginVehicleMove(v); + if (v->cur_image != SPR_DIESEL_SMOKE_5) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + delete v; + } + } +} + +static void ElectricSparkInit(Vehicle *v) +{ + v->cur_image = SPR_ELECTRIC_SPARK_0; + v->progress = 1; +} + +static void ElectricSparkTick(Vehicle *v) +{ + if (v->progress < 2) { + v->progress++; + } else { + v->progress = 0; + BeginVehicleMove(v); + if (v->cur_image != SPR_ELECTRIC_SPARK_5) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + delete v; + } + } +} + +static void SmokeInit(Vehicle *v) +{ + v->cur_image = SPR_SMOKE_0; + v->progress = 12; +} + +static void SmokeTick(Vehicle *v) +{ + bool moved = false; + + BeginVehicleMove(v); + + 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 { + EndVehicleMove(v); + delete v; + return; + } + moved = true; + } + + if (moved) { + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void ExplosionLargeInit(Vehicle *v) +{ + v->cur_image = SPR_EXPLOSION_LARGE_0; + v->progress = 0; +} + +static void ExplosionLargeTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_EXPLOSION_LARGE_F) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + delete v; + } + } +} + +static void BreakdownSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_BREAKDOWN_SMOKE_0; + v->progress = 0; +} + +static void BreakdownSmokeTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 7) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) { + v->cur_image++; + } else { + v->cur_image = SPR_BREAKDOWN_SMOKE_0; + } + VehiclePositionChanged(v); + EndVehicleMove(v); + } + + v->u.effect.animation_state--; + if (v->u.effect.animation_state == 0) { + BeginVehicleMove(v); + EndVehicleMove(v); + delete v; + } +} + +static void ExplosionSmallInit(Vehicle *v) +{ + v->cur_image = SPR_EXPLOSION_SMALL_0; + v->progress = 0; +} + +static void ExplosionSmallTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_EXPLOSION_SMALL_B) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + delete v; + } + } +} + +static void BulldozerInit(Vehicle *v) +{ + v->cur_image = SPR_BULLDOZER_NE; + v->progress = 0; + v->u.effect.animation_state = 0; + v->u.effect.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 void BulldozerTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 7) == 0) { + const BulldozerMovement* b = &_bulldozer_movement[v->u.effect.animation_state]; + + BeginVehicleMove(v); + + 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->u.effect.animation_substate++; + if (v->u.effect.animation_substate >= b->duration) { + v->u.effect.animation_substate = 0; + v->u.effect.animation_state++; + if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) { + EndVehicleMove(v); + delete v; + return; + } + } + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void BubbleInit(Vehicle *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 void BubbleTick(Vehicle *v) +{ + /* + * Warning: those effects can NOT use Random(), and have to use + * InteractiveRandom(), because somehow someone forgot to save + * spritenum to the savegame, and so it will cause desyncs in + * multiplayer!! (that is: in ToyLand) + */ + uint et; + + v->progress++; + if ((v->progress & 3) != 0) return; + + BeginVehicleMove(v); + + if (v->spritenum == 0) { + v->cur_image++; + if (v->cur_image < SPR_BUBBLE_GENERATE_3) { + VehiclePositionChanged(v); + EndVehicleMove(v); + return; + } + if (v->u.effect.animation_substate != 0) { + v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; + } else { + v->spritenum = 6; + } + et = 0; + } else { + et = v->engine_type + 1; + } + + const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et]; + + if (b->y == 4 && b->x == 0) { + EndVehicleMove(v); + delete v; + return; + } + + if (b->y == 4 && b->x == 1) { + if (v->z_pos > 180 || Chance16I(1, 96, InteractiveRandom())) { + v->spritenum = 5; + SndPlayVehicleFx(SND_2F_POP, v); + } + et = 0; + } + + if (b->y == 4 && b->x == 2) { + TileIndex tile; + + et++; + 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->engine_type = et; + b = &_bubble_movement[v->spritenum - 1][et]; + + v->x_pos += b->x; + v->y_pos += b->y; + v->z_pos += b->z; + v->cur_image = SPR_BUBBLE_0 + b->image; + + VehiclePositionChanged(v); + EndVehicleMove(v); +} + + +typedef void EffectInitProc(Vehicle *v); +typedef void EffectTickProc(Vehicle *v); + +static EffectInitProc * const _effect_init_procs[] = { + ChimneySmokeInit, + SteamSmokeInit, + DieselSmokeInit, + ElectricSparkInit, + SmokeInit, + ExplosionLargeInit, + BreakdownSmokeInit, + ExplosionSmallInit, + BulldozerInit, + BubbleInit, +}; + +static EffectTickProc * const _effect_tick_procs[] = { + ChimneySmokeTick, + SteamSmokeTick, + DieselSmokeTick, + ElectricSparkTick, + SmokeTick, + ExplosionLargeTick, + BreakdownSmokeTick, + ExplosionSmallTick, + BulldozerTick, + BubbleTick, +}; + + +Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type) +{ + Vehicle *v = new EffectVehicle(); + if (v != NULL) { + 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); + + VehiclePositionChanged(v); + BeginVehicleMove(v); + EndVehicleMove(v); + } + return v; +} + +Vehicle *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); +} + +Vehicle *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); +} + +void EffectVehicle::Tick() +{ + _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; +}
new file mode 100644 --- /dev/null +++ b/src/effectvehicle_base.h @@ -0,0 +1,37 @@ +/* $Id$ */ + +/** @file effectvehicle_base.h Base class for all effect vehicles. */ + +#ifndef EFFECTVEHICLE_BASE_H +#define EFFECTVEHICLE_BASE_H + +#include "vehicle_base.h" + +/** + * This class 'wraps' Vehicle; you do not actually instantiate this class. + * You create a Vehicle using AllocateVehicle, so it is added to the pool + * and you reinitialize that to a Train using: + * v = new (v) Train(); + * + * As side-effect the vehicle type is set correctly. + * + * A special vehicle is one of the following: + * - smoke + * - electric sparks for trains + * - explosions + * - bulldozer (road works) + * - bubbles (industry) + */ +struct EffectVehicle : public Vehicle { + /** Initializes the Vehicle to a special vehicle */ + EffectVehicle() { this->type = VEH_EFFECT; } + + /** We want to 'destruct' the right class. */ + virtual ~EffectVehicle() {} + + const char *GetTypeString() const { return "special vehicle"; } + void UpdateDeltaXY(Direction direction); + void Tick(); +}; + +#endif /* EFFECTVEHICLE_BASE_H */
new file mode 100644 --- /dev/null +++ b/src/effectvehicle_func.h @@ -0,0 +1,28 @@ +/* $Id$ */ + +/** @file effectvehicle.h Functions related to effect vehicles. */ + +#ifndef EFFECTVEHICLE_FUNC_H +#define EFFECTVEHICLE_FUNC_H + +#include "vehicle_type.h" + +/** Effect vehicle types */ +enum EffectVehicleType { + EV_CHIMNEY_SMOKE = 0, + EV_STEAM_SMOKE = 1, + EV_DIESEL_SMOKE = 2, + EV_ELECTRIC_SPARK = 3, + EV_SMOKE = 4, + EV_EXPLOSION_LARGE = 5, + EV_BREAKDOWN_SMOKE = 6, + EV_EXPLOSION_SMALL = 7, + EV_BULLDOZER = 8, + EV_BUBBLE = 9 +}; + +Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type); +Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type); +Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type); + +#endif /* EFFECTVEHICLE_FUNC_H */
--- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -40,6 +40,7 @@ #include "station_base.h" #include "oldpool_func.h" #include "animated_tile_func.h" +#include "effectvehicle_func.h" #include "table/strings.h" #include "table/sprites.h" @@ -621,7 +622,7 @@ } } -static void CreateIndustryEffectSmoke(TileIndex tile) +static void CreateChimneySmoke(TileIndex tile) { uint x = TileX(tile) * TILE_SIZE; uint y = TileY(tile) * TILE_SIZE; @@ -658,7 +659,7 @@ switch (gfx) { case GFX_POWERPLANT_CHIMNEY: - CreateIndustryEffectSmoke(tile); + CreateChimneySmoke(tile); break; case GFX_OILRIG_1: @@ -685,10 +686,10 @@ { int dir; Vehicle *v; - static const int8 _tileloop_ind_case_161[12] = { - 11, 0, -4, -14, - -4, -10, -4, 1, - 49, 59, 60, 65, + static const int8 _bubble_spawn_location[3][4] = { + { 11, 0, -4, -14 }, + { -4, -10, -4, 1 }, + { 49, 59, 60, 65 }, }; SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile); @@ -696,9 +697,9 @@ dir = Random() & 3; v = CreateEffectVehicleAbove( - TileX(tile) * TILE_SIZE + _tileloop_ind_case_161[dir + 0], - TileY(tile) * TILE_SIZE + _tileloop_ind_case_161[dir + 4], - _tileloop_ind_case_161[dir + 8], + TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir], + TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir], + _bubble_spawn_location[2][dir], EV_BUBBLE );
--- a/src/landscape.cpp +++ b/src/landscape.cpp @@ -24,6 +24,7 @@ #include "vehicle_func.h" #include "settings_type.h" #include "water.h" +#include "effectvehicle_func.h" #include "table/sprites.h"
--- a/src/oldloader.cpp +++ b/src/oldloader.cpp @@ -25,6 +25,7 @@ #include "vehicle_func.h" #include "variables.h" #include "strings_func.h" +#include "effectvehicle_base.h" #include "table/strings.h"
--- a/src/road_cmd.cpp +++ b/src/road_cmd.cpp @@ -37,6 +37,7 @@ #include "tunnelbridge.h" #include "cheat_func.h" #include "functions.h" +#include "effectvehicle_func.h" #include "table/sprites.h" #include "table/strings.h"
--- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -42,6 +42,7 @@ #include "order_func.h" #include "depot_base.h" #include "depot_func.h" +#include "effectvehicle_func.h" #include "table/strings.h"
--- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -40,6 +40,7 @@ #include "gfx_func.h" #include "settings_type.h" #include "order_func.h" +#include "effectvehicle_func.h" #include "table/strings.h"
--- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -49,6 +49,7 @@ #include "settings_type.h" #include "order_func.h" #include "newgrf_station.h" +#include "effectvehicle_func.h" #include "table/strings.h" #include "table/train_cmd.h"
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -48,6 +48,7 @@ #include "oldpool_func.h" #include "depot_map.h" #include "animated_tile_func.h" +#include "effectvehicle_base.h" #include "table/sprites.h" #include "table/strings.h" @@ -846,605 +847,6 @@ } } -static void ChimneySmokeInit(Vehicle *v) -{ - uint32 r = Random(); - v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3); - v->progress = GB(r, 16, 3); -} - -static void ChimneySmokeTick(Vehicle *v) -{ - if (v->progress > 0) { - v->progress--; - } else { - BeginVehicleMove(v); - - TileIndex tile = TileVirtXY(v->x_pos, v->y_pos); - if (!IsTileType(tile, MP_INDUSTRY)) { - EndVehicleMove(v); - delete v; - return; - } - - if (v->cur_image != SPR_CHIMNEY_SMOKE_7) { - v->cur_image++; - } else { - v->cur_image = SPR_CHIMNEY_SMOKE_0; - } - v->progress = 7; - VehiclePositionChanged(v); - EndVehicleMove(v); - } -} - -static void SteamSmokeInit(Vehicle *v) -{ - v->cur_image = SPR_STEAM_SMOKE_0; - v->progress = 12; -} - -static void SteamSmokeTick(Vehicle *v) -{ - bool moved = false; - - BeginVehicleMove(v); - - 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 { - EndVehicleMove(v); - delete v; - return; - } - moved = true; - } - - if (moved) { - VehiclePositionChanged(v); - EndVehicleMove(v); - } -} - -static void DieselSmokeInit(Vehicle *v) -{ - v->cur_image = SPR_DIESEL_SMOKE_0; - v->progress = 0; -} - -static void DieselSmokeTick(Vehicle *v) -{ - v->progress++; - - if ((v->progress & 3) == 0) { - BeginVehicleMove(v); - v->z_pos++; - VehiclePositionChanged(v); - EndVehicleMove(v); - } else if ((v->progress & 7) == 1) { - BeginVehicleMove(v); - if (v->cur_image != SPR_DIESEL_SMOKE_5) { - v->cur_image++; - VehiclePositionChanged(v); - EndVehicleMove(v); - } else { - EndVehicleMove(v); - delete v; - } - } -} - -static void ElectricSparkInit(Vehicle *v) -{ - v->cur_image = SPR_ELECTRIC_SPARK_0; - v->progress = 1; -} - -static void ElectricSparkTick(Vehicle *v) -{ - if (v->progress < 2) { - v->progress++; - } else { - v->progress = 0; - BeginVehicleMove(v); - if (v->cur_image != SPR_ELECTRIC_SPARK_5) { - v->cur_image++; - VehiclePositionChanged(v); - EndVehicleMove(v); - } else { - EndVehicleMove(v); - delete v; - } - } -} - -static void SmokeInit(Vehicle *v) -{ - v->cur_image = SPR_SMOKE_0; - v->progress = 12; -} - -static void SmokeTick(Vehicle *v) -{ - bool moved = false; - - BeginVehicleMove(v); - - 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 { - EndVehicleMove(v); - delete v; - return; - } - moved = true; - } - - if (moved) { - VehiclePositionChanged(v); - EndVehicleMove(v); - } -} - -static void ExplosionLargeInit(Vehicle *v) -{ - v->cur_image = SPR_EXPLOSION_LARGE_0; - v->progress = 0; -} - -static void ExplosionLargeTick(Vehicle *v) -{ - v->progress++; - if ((v->progress & 3) == 0) { - BeginVehicleMove(v); - if (v->cur_image != SPR_EXPLOSION_LARGE_F) { - v->cur_image++; - VehiclePositionChanged(v); - EndVehicleMove(v); - } else { - EndVehicleMove(v); - delete v; - } - } -} - -static void BreakdownSmokeInit(Vehicle *v) -{ - v->cur_image = SPR_BREAKDOWN_SMOKE_0; - v->progress = 0; -} - -static void BreakdownSmokeTick(Vehicle *v) -{ - v->progress++; - if ((v->progress & 7) == 0) { - BeginVehicleMove(v); - if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) { - v->cur_image++; - } else { - v->cur_image = SPR_BREAKDOWN_SMOKE_0; - } - VehiclePositionChanged(v); - EndVehicleMove(v); - } - - v->u.effect.animation_state--; - if (v->u.effect.animation_state == 0) { - BeginVehicleMove(v); - EndVehicleMove(v); - delete v; - } -} - -static void ExplosionSmallInit(Vehicle *v) -{ - v->cur_image = SPR_EXPLOSION_SMALL_0; - v->progress = 0; -} - -static void ExplosionSmallTick(Vehicle *v) -{ - v->progress++; - if ((v->progress & 3) == 0) { - BeginVehicleMove(v); - if (v->cur_image != SPR_EXPLOSION_SMALL_B) { - v->cur_image++; - VehiclePositionChanged(v); - EndVehicleMove(v); - } else { - EndVehicleMove(v); - delete v; - } - } -} - -static void BulldozerInit(Vehicle *v) -{ - v->cur_image = SPR_BULLDOZER_NE; - v->progress = 0; - v->u.effect.animation_state = 0; - v->u.effect.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 void BulldozerTick(Vehicle *v) -{ - v->progress++; - if ((v->progress & 7) == 0) { - const BulldozerMovement* b = &_bulldozer_movement[v->u.effect.animation_state]; - - BeginVehicleMove(v); - - 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->u.effect.animation_substate++; - if (v->u.effect.animation_substate >= b->duration) { - v->u.effect.animation_substate = 0; - v->u.effect.animation_state++; - if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) { - EndVehicleMove(v); - delete v; - return; - } - } - VehiclePositionChanged(v); - EndVehicleMove(v); - } -} - -static void BubbleInit(Vehicle *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 void BubbleTick(Vehicle *v) -{ - /* - * Warning: those effects can NOT use Random(), and have to use - * InteractiveRandom(), because somehow someone forgot to save - * spritenum to the savegame, and so it will cause desyncs in - * multiplayer!! (that is: in ToyLand) - */ - uint et; - - v->progress++; - if ((v->progress & 3) != 0) return; - - BeginVehicleMove(v); - - if (v->spritenum == 0) { - v->cur_image++; - if (v->cur_image < SPR_BUBBLE_GENERATE_3) { - VehiclePositionChanged(v); - EndVehicleMove(v); - return; - } - if (v->u.effect.animation_substate != 0) { - v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; - } else { - v->spritenum = 6; - } - et = 0; - } else { - et = v->engine_type + 1; - } - - const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et]; - - if (b->y == 4 && b->x == 0) { - EndVehicleMove(v); - delete v; - return; - } - - if (b->y == 4 && b->x == 1) { - if (v->z_pos > 180 || Chance16I(1, 96, InteractiveRandom())) { - v->spritenum = 5; - SndPlayVehicleFx(SND_2F_POP, v); - } - et = 0; - } - - if (b->y == 4 && b->x == 2) { - TileIndex tile; - - et++; - 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->engine_type = et; - b = &_bubble_movement[v->spritenum - 1][et]; - - v->x_pos += b->x; - v->y_pos += b->y; - v->z_pos += b->z; - v->cur_image = SPR_BUBBLE_0 + b->image; - - VehiclePositionChanged(v); - EndVehicleMove(v); -} - - -typedef void EffectInitProc(Vehicle *v); -typedef void EffectTickProc(Vehicle *v); - -static EffectInitProc * const _effect_init_procs[] = { - ChimneySmokeInit, - SteamSmokeInit, - DieselSmokeInit, - ElectricSparkInit, - SmokeInit, - ExplosionLargeInit, - BreakdownSmokeInit, - ExplosionSmallInit, - BulldozerInit, - BubbleInit, -}; - -static EffectTickProc * const _effect_tick_procs[] = { - ChimneySmokeTick, - SteamSmokeTick, - DieselSmokeTick, - ElectricSparkTick, - SmokeTick, - ExplosionLargeTick, - BreakdownSmokeTick, - ExplosionSmallTick, - BulldozerTick, - BubbleTick, -}; - - -Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type) -{ - Vehicle *v = new EffectVehicle(); - if (v != NULL) { - 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); - - VehiclePositionChanged(v); - BeginVehicleMove(v); - EndVehicleMove(v); - } - return v; -} - -Vehicle *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); -} - -Vehicle *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); -} - -void EffectVehicle::Tick() -{ - _effect_tick_procs[this->subtype](this); -} - Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) { Vehicle *found = NULL, *v; @@ -3282,15 +2684,6 @@ } } -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; -} - void StopAllVehicles() { Vehicle *v;
--- a/src/vehicle_base.h +++ b/src/vehicle_base.h @@ -539,33 +539,6 @@ * v = new (v) Train(); * * As side-effect the vehicle type is set correctly. - * - * A special vehicle is one of the following: - * - smoke - * - electric sparks for trains - * - explosions - * - bulldozer (road works) - * - bubbles (industry) - */ -struct EffectVehicle : public Vehicle { - /** Initializes the Vehicle to a special vehicle */ - EffectVehicle() { this->type = VEH_EFFECT; } - - /** We want to 'destruct' the right class. */ - virtual ~EffectVehicle() {} - - const char *GetTypeString() const { return "special vehicle"; } - void UpdateDeltaXY(Direction direction); - void Tick(); -}; - -/** - * This class 'wraps' Vehicle; you do not actually instantiate this class. - * You create a Vehicle using AllocateVehicle, so it is added to the pool - * and you reinitialize that to a Train using: - * v = new (v) Train(); - * - * As side-effect the vehicle type is set correctly. */ struct DisasterVehicle : public Vehicle { /** Initializes the Vehicle to a disaster vehicle */
--- a/src/vehicle_func.h +++ b/src/vehicle_func.h @@ -1,6 +1,6 @@ /* $Id$ */ -/** @vehicle.h Functions related to vehicles. */ +/** @file vehicle.h Functions related to vehicles. */ #ifndef VEHICLE_FUNC_H #define VEHICLE_FUNC_H @@ -171,13 +171,9 @@ bool EnsureNoVehicleOnGround(TileIndex tile); void StopAllVehicles(); -Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type); -Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type); -Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type); - extern VehicleID _vehicle_id_ctr_day; extern Vehicle *_place_clicked_vehicle; extern VehicleID _new_vehicle_id; extern uint16 _returned_refit_capacity; -#endif /* VEHICLE_H */ +#endif /* VEHICLE_FUNC_H */
--- a/src/vehicle_type.h +++ b/src/vehicle_type.h @@ -38,20 +38,6 @@ static const VehicleID INVALID_VEHICLE = 0xFFFF; -/* Effect vehicle types */ -enum EffectVehicleType { - EV_CHIMNEY_SMOKE = 0, - EV_STEAM_SMOKE = 1, - EV_DIESEL_SMOKE = 2, - EV_ELECTRIC_SPARK = 3, - EV_SMOKE = 4, - EV_EXPLOSION_LARGE = 5, - EV_BREAKDOWN_SMOKE = 6, - EV_EXPLOSION_SMALL = 7, - EV_BULLDOZER = 8, - EV_BUBBLE = 9 -}; - /** Pathfinding option states */ enum { VPF_OPF = 0, ///< The Original PathFinder