1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
8 /** @file effectvehicle.cpp Implementation of everything generic to vehicles. */
9
10 #include "stdafx.h"
11 #include "landscape.h"
12 #include "core/random_func.hpp"
13 #include "industry_map.h"
14 #include "vehicle_func.h"
15 #include "sound_func.h"
16 #include "animated_tile_func.h"
17 #include "effectvehicle_func.h"
18 #include "effectvehicle_base.h"
19
20 #include "safeguards.h"
21
22
23 /**
24 * Increment the sprite unless it has reached the end of the animation.
25 * @param v Vehicle to increment sprite of.
26 * @param last Last sprite of animation.
27 * @return true if the sprite was incremented, false if the end was reached.
28 */
IncrementSprite(EffectVehicle * v,SpriteID last)29 static bool IncrementSprite(EffectVehicle *v, SpriteID last)
30 {
31 if (v->sprite_cache.sprite_seq.seq[0].sprite != last) {
32 v->sprite_cache.sprite_seq.seq[0].sprite++;
33 return true;
34 } else {
35 return false;
36 }
37 }
38
ChimneySmokeInit(EffectVehicle * v)39 static void ChimneySmokeInit(EffectVehicle *v)
40 {
41 uint32 r = Random();
42 v->sprite_cache.sprite_seq.Set(SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3));
43 v->progress = GB(r, 16, 3);
44 }
45
ChimneySmokeTick(EffectVehicle * v)46 static bool ChimneySmokeTick(EffectVehicle *v)
47 {
48 if (v->progress > 0) {
49 v->progress--;
50 } else {
51 TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
52 if (!IsTileType(tile, MP_INDUSTRY)) {
53 delete v;
54 return false;
55 }
56
57 if (!IncrementSprite(v, SPR_CHIMNEY_SMOKE_7)) {
58 v->sprite_cache.sprite_seq.Set(SPR_CHIMNEY_SMOKE_0);
59 }
60 v->progress = 7;
61 v->UpdatePositionAndViewport();
62 }
63
64 return true;
65 }
66
SteamSmokeInit(EffectVehicle * v)67 static void SteamSmokeInit(EffectVehicle *v)
68 {
69 v->sprite_cache.sprite_seq.Set(SPR_STEAM_SMOKE_0);
70 v->progress = 12;
71 }
72
SteamSmokeTick(EffectVehicle * v)73 static bool SteamSmokeTick(EffectVehicle *v)
74 {
75 bool moved = false;
76
77 v->progress++;
78
79 if ((v->progress & 7) == 0) {
80 v->z_pos++;
81 moved = true;
82 }
83
84 if ((v->progress & 0xF) == 4) {
85 if (!IncrementSprite(v, SPR_STEAM_SMOKE_4)) {
86 delete v;
87 return false;
88 }
89 moved = true;
90 }
91
92 if (moved) v->UpdatePositionAndViewport();
93
94 return true;
95 }
96
DieselSmokeInit(EffectVehicle * v)97 static void DieselSmokeInit(EffectVehicle *v)
98 {
99 v->sprite_cache.sprite_seq.Set(SPR_DIESEL_SMOKE_0);
100 v->progress = 0;
101 }
102
DieselSmokeTick(EffectVehicle * v)103 static bool DieselSmokeTick(EffectVehicle *v)
104 {
105 v->progress++;
106
107 if ((v->progress & 3) == 0) {
108 v->z_pos++;
109 v->UpdatePositionAndViewport();
110 } else if ((v->progress & 7) == 1) {
111 if (!IncrementSprite(v, SPR_DIESEL_SMOKE_5)) {
112 delete v;
113 return false;
114 }
115 v->UpdatePositionAndViewport();
116 }
117
118 return true;
119 }
120
ElectricSparkInit(EffectVehicle * v)121 static void ElectricSparkInit(EffectVehicle *v)
122 {
123 v->sprite_cache.sprite_seq.Set(SPR_ELECTRIC_SPARK_0);
124 v->progress = 1;
125 }
126
ElectricSparkTick(EffectVehicle * v)127 static bool ElectricSparkTick(EffectVehicle *v)
128 {
129 if (v->progress < 2) {
130 v->progress++;
131 } else {
132 v->progress = 0;
133
134 if (!IncrementSprite(v, SPR_ELECTRIC_SPARK_5)) {
135 delete v;
136 return false;
137 }
138 v->UpdatePositionAndViewport();
139 }
140
141 return true;
142 }
143
SmokeInit(EffectVehicle * v)144 static void SmokeInit(EffectVehicle *v)
145 {
146 v->sprite_cache.sprite_seq.Set(SPR_SMOKE_0);
147 v->progress = 12;
148 }
149
SmokeTick(EffectVehicle * v)150 static bool SmokeTick(EffectVehicle *v)
151 {
152 bool moved = false;
153
154 v->progress++;
155
156 if ((v->progress & 3) == 0) {
157 v->z_pos++;
158 moved = true;
159 }
160
161 if ((v->progress & 0xF) == 4) {
162 if (!IncrementSprite(v, SPR_SMOKE_4)) {
163 delete v;
164 return false;
165 }
166 moved = true;
167 }
168
169 if (moved) v->UpdatePositionAndViewport();
170
171 return true;
172 }
173
ExplosionLargeInit(EffectVehicle * v)174 static void ExplosionLargeInit(EffectVehicle *v)
175 {
176 v->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_LARGE_0);
177 v->progress = 0;
178 }
179
ExplosionLargeTick(EffectVehicle * v)180 static bool ExplosionLargeTick(EffectVehicle *v)
181 {
182 v->progress++;
183 if ((v->progress & 3) == 0) {
184 if (!IncrementSprite(v, SPR_EXPLOSION_LARGE_F)) {
185 delete v;
186 return false;
187 }
188 v->UpdatePositionAndViewport();
189 }
190
191 return true;
192 }
193
BreakdownSmokeInit(EffectVehicle * v)194 static void BreakdownSmokeInit(EffectVehicle *v)
195 {
196 v->sprite_cache.sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
197 v->progress = 0;
198 }
199
BreakdownSmokeTick(EffectVehicle * v)200 static bool BreakdownSmokeTick(EffectVehicle *v)
201 {
202 v->progress++;
203 if ((v->progress & 7) == 0) {
204 if (!IncrementSprite(v, SPR_BREAKDOWN_SMOKE_3)) {
205 v->sprite_cache.sprite_seq.Set(SPR_BREAKDOWN_SMOKE_0);
206 }
207 v->UpdatePositionAndViewport();
208 }
209
210 v->animation_state--;
211 if (v->animation_state == 0) {
212 delete v;
213 return false;
214 }
215
216 return true;
217 }
218
ExplosionSmallInit(EffectVehicle * v)219 static void ExplosionSmallInit(EffectVehicle *v)
220 {
221 v->sprite_cache.sprite_seq.Set(SPR_EXPLOSION_SMALL_0);
222 v->progress = 0;
223 }
224
ExplosionSmallTick(EffectVehicle * v)225 static bool ExplosionSmallTick(EffectVehicle *v)
226 {
227 v->progress++;
228 if ((v->progress & 3) == 0) {
229 if (!IncrementSprite(v, SPR_EXPLOSION_SMALL_B)) {
230 delete v;
231 return false;
232 }
233 v->UpdatePositionAndViewport();
234 }
235
236 return true;
237 }
238
BulldozerInit(EffectVehicle * v)239 static void BulldozerInit(EffectVehicle *v)
240 {
241 v->sprite_cache.sprite_seq.Set(SPR_BULLDOZER_NE);
242 v->progress = 0;
243 v->animation_state = 0;
244 v->animation_substate = 0;
245 }
246
247 struct BulldozerMovement {
248 byte direction:2;
249 byte image:2;
250 byte duration:3;
251 };
252
253 static const BulldozerMovement _bulldozer_movement[] = {
254 { 0, 0, 4 },
255 { 3, 3, 4 },
256 { 2, 2, 7 },
257 { 0, 2, 7 },
258 { 1, 1, 3 },
259 { 2, 2, 7 },
260 { 0, 2, 7 },
261 { 1, 1, 3 },
262 { 2, 2, 7 },
263 { 0, 2, 7 },
264 { 3, 3, 6 },
265 { 2, 2, 6 },
266 { 1, 1, 7 },
267 { 3, 1, 7 },
268 { 0, 0, 3 },
269 { 1, 1, 7 },
270 { 3, 1, 7 },
271 { 0, 0, 3 },
272 { 1, 1, 7 },
273 { 3, 1, 7 }
274 };
275
276 static const struct {
277 int8 x;
278 int8 y;
279 } _inc_by_dir[] = {
280 { -1, 0 },
281 { 0, 1 },
282 { 1, 0 },
283 { 0, -1 }
284 };
285
BulldozerTick(EffectVehicle * v)286 static bool BulldozerTick(EffectVehicle *v)
287 {
288 v->progress++;
289 if ((v->progress & 7) == 0) {
290 const BulldozerMovement *b = &_bulldozer_movement[v->animation_state];
291
292 v->sprite_cache.sprite_seq.Set(SPR_BULLDOZER_NE + b->image);
293
294 v->x_pos += _inc_by_dir[b->direction].x;
295 v->y_pos += _inc_by_dir[b->direction].y;
296
297 v->animation_substate++;
298 if (v->animation_substate >= b->duration) {
299 v->animation_substate = 0;
300 v->animation_state++;
301 if (v->animation_state == lengthof(_bulldozer_movement)) {
302 delete v;
303 return false;
304 }
305 }
306 v->UpdatePositionAndViewport();
307 }
308
309 return true;
310 }
311
BubbleInit(EffectVehicle * v)312 static void BubbleInit(EffectVehicle *v)
313 {
314 v->sprite_cache.sprite_seq.Set(SPR_BUBBLE_GENERATE_0);
315 v->spritenum = 0;
316 v->progress = 0;
317 }
318
319 struct BubbleMovement {
320 int8 x:4;
321 int8 y:4;
322 int8 z:4;
323 byte image:4;
324 };
325
326 #define MK(x, y, z, i) { x, y, z, i }
327 #define ME(i) { i, 4, 0, 0 }
328
329 static const BubbleMovement _bubble_float_sw[] = {
330 MK(0, 0, 1, 0),
331 MK(1, 0, 1, 1),
332 MK(0, 0, 1, 0),
333 MK(1, 0, 1, 2),
334 ME(1)
335 };
336
337
338 static const BubbleMovement _bubble_float_ne[] = {
339 MK( 0, 0, 1, 0),
340 MK(-1, 0, 1, 1),
341 MK( 0, 0, 1, 0),
342 MK(-1, 0, 1, 2),
343 ME(1)
344 };
345
346 static const BubbleMovement _bubble_float_se[] = {
347 MK(0, 0, 1, 0),
348 MK(0, 1, 1, 1),
349 MK(0, 0, 1, 0),
350 MK(0, 1, 1, 2),
351 ME(1)
352 };
353
354 static const BubbleMovement _bubble_float_nw[] = {
355 MK(0, 0, 1, 0),
356 MK(0, -1, 1, 1),
357 MK(0, 0, 1, 0),
358 MK(0, -1, 1, 2),
359 ME(1)
360 };
361
362 static const BubbleMovement _bubble_burst[] = {
363 MK(0, 0, 1, 2),
364 MK(0, 0, 1, 7),
365 MK(0, 0, 1, 8),
366 MK(0, 0, 1, 9),
367 ME(0)
368 };
369
370 static const BubbleMovement _bubble_absorb[] = {
371 MK(0, 0, 1, 0),
372 MK(0, 0, 1, 1),
373 MK(0, 0, 1, 0),
374 MK(0, 0, 1, 2),
375 MK(0, 0, 1, 0),
376 MK(0, 0, 1, 1),
377 MK(0, 0, 1, 0),
378 MK(0, 0, 1, 2),
379 MK(0, 0, 1, 0),
380 MK(0, 0, 1, 1),
381 MK(0, 0, 1, 0),
382 MK(0, 0, 1, 2),
383 MK(0, 0, 1, 0),
384 MK(0, 0, 1, 1),
385 MK(0, 0, 1, 0),
386 MK(0, 0, 1, 2),
387 MK(0, 0, 1, 0),
388 MK(0, 0, 1, 1),
389 MK(0, 0, 1, 0),
390 MK(0, 0, 1, 2),
391 MK(0, 0, 1, 0),
392 MK(0, 0, 1, 1),
393 MK(0, 0, 1, 0),
394 MK(0, 0, 1, 2),
395 MK(0, 0, 1, 0),
396 MK(0, 0, 1, 1),
397 MK(0, 0, 1, 0),
398 MK(0, 0, 1, 2),
399 MK(0, 0, 1, 0),
400 MK(0, 0, 1, 1),
401 MK(0, 0, 1, 0),
402 MK(0, 0, 1, 2),
403 MK(0, 0, 1, 0),
404 MK(0, 0, 1, 1),
405 MK(0, 0, 1, 0),
406 MK(0, 0, 1, 2),
407 MK(0, 0, 1, 0),
408 MK(0, 0, 1, 1),
409 MK(0, 0, 1, 0),
410 MK(0, 0, 1, 2),
411 MK(0, 0, 1, 0),
412 MK(0, 0, 1, 1),
413 MK(0, 0, 1, 0),
414 MK(0, 0, 1, 2),
415 MK(0, 0, 1, 0),
416 MK(0, 0, 1, 1),
417 MK(0, 0, 1, 0),
418 MK(0, 0, 1, 2),
419 MK(0, 0, 1, 0),
420 MK(0, 0, 1, 1),
421 MK(0, 0, 1, 0),
422 MK(0, 0, 1, 2),
423 MK(0, 0, 1, 0),
424 MK(0, 0, 1, 1),
425 MK(0, 0, 1, 0),
426 MK(0, 0, 1, 2),
427 MK(0, 0, 1, 0),
428 MK(0, 0, 1, 1),
429 MK(0, 0, 1, 0),
430 MK(0, 0, 1, 2),
431 MK(0, 0, 1, 0),
432 MK(0, 0, 1, 1),
433 MK(2, 1, 3, 0),
434 MK(1, 1, 3, 1),
435 MK(2, 1, 3, 0),
436 MK(1, 1, 3, 2),
437 MK(2, 1, 3, 0),
438 MK(1, 1, 3, 1),
439 MK(2, 1, 3, 0),
440 MK(1, 0, 1, 2),
441 MK(0, 0, 1, 0),
442 MK(1, 0, 1, 1),
443 MK(0, 0, 1, 0),
444 MK(1, 0, 1, 2),
445 MK(0, 0, 1, 0),
446 MK(1, 0, 1, 1),
447 MK(0, 0, 1, 0),
448 MK(1, 0, 1, 2),
449 ME(2),
450 MK(0, 0, 0, 0xA),
451 MK(0, 0, 0, 0xB),
452 MK(0, 0, 0, 0xC),
453 MK(0, 0, 0, 0xD),
454 MK(0, 0, 0, 0xE),
455 ME(0)
456 };
457 #undef ME
458 #undef MK
459
460 static const BubbleMovement * const _bubble_movement[] = {
461 _bubble_float_sw,
462 _bubble_float_ne,
463 _bubble_float_se,
464 _bubble_float_nw,
465 _bubble_burst,
466 _bubble_absorb,
467 };
468
BubbleTick(EffectVehicle * v)469 static bool BubbleTick(EffectVehicle *v)
470 {
471 uint anim_state;
472
473 v->progress++;
474 if ((v->progress & 3) != 0) return true;
475
476 if (v->spritenum == 0) {
477 v->sprite_cache.sprite_seq.seq[0].sprite++;
478 if (v->sprite_cache.sprite_seq.seq[0].sprite < SPR_BUBBLE_GENERATE_3) {
479 v->UpdatePositionAndViewport();
480 return true;
481 }
482 if (v->animation_substate != 0) {
483 v->spritenum = GB(Random(), 0, 2) + 1;
484 } else {
485 v->spritenum = 6;
486 }
487 anim_state = 0;
488 } else {
489 anim_state = v->animation_state + 1;
490 }
491
492 const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
493
494 if (b->y == 4 && b->x == 0) {
495 delete v;
496 return false;
497 }
498
499 if (b->y == 4 && b->x == 1) {
500 if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
501 v->spritenum = 5;
502 if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_BUBBLE_GENERATOR_FAIL, v);
503 }
504 anim_state = 0;
505 }
506
507 if (b->y == 4 && b->x == 2) {
508 TileIndex tile;
509
510 anim_state++;
511 if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_31_BUBBLE_GENERATOR_SUCCESS, v);
512
513 tile = TileVirtXY(v->x_pos, v->y_pos);
514 if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
515 }
516
517 v->animation_state = anim_state;
518 b = &_bubble_movement[v->spritenum - 1][anim_state];
519
520 v->x_pos += b->x;
521 v->y_pos += b->y;
522 v->z_pos += b->z;
523 v->sprite_cache.sprite_seq.Set(SPR_BUBBLE_0 + b->image);
524
525 v->UpdatePositionAndViewport();
526
527 return true;
528 }
529
530
531 typedef void EffectInitProc(EffectVehicle *v);
532 typedef bool EffectTickProc(EffectVehicle *v);
533
534 /** Functions to initialise an effect vehicle after construction. */
535 static EffectInitProc * const _effect_init_procs[] = {
536 ChimneySmokeInit, // EV_CHIMNEY_SMOKE
537 SteamSmokeInit, // EV_STEAM_SMOKE
538 DieselSmokeInit, // EV_DIESEL_SMOKE
539 ElectricSparkInit, // EV_ELECTRIC_SPARK
540 SmokeInit, // EV_CRASH_SMOKE
541 ExplosionLargeInit, // EV_EXPLOSION_LARGE
542 BreakdownSmokeInit, // EV_BREAKDOWN_SMOKE
543 ExplosionSmallInit, // EV_EXPLOSION_SMALL
544 BulldozerInit, // EV_BULLDOZER
545 BubbleInit, // EV_BUBBLE
546 SmokeInit, // EV_BREAKDOWN_SMOKE_AIRCRAFT
547 SmokeInit, // EV_COPPER_MINE_SMOKE
548 };
549 static_assert(lengthof(_effect_init_procs) == EV_END);
550
551 /** Functions for controlling effect vehicles at each tick. */
552 static EffectTickProc * const _effect_tick_procs[] = {
553 ChimneySmokeTick, // EV_CHIMNEY_SMOKE
554 SteamSmokeTick, // EV_STEAM_SMOKE
555 DieselSmokeTick, // EV_DIESEL_SMOKE
556 ElectricSparkTick, // EV_ELECTRIC_SPARK
557 SmokeTick, // EV_CRASH_SMOKE
558 ExplosionLargeTick, // EV_EXPLOSION_LARGE
559 BreakdownSmokeTick, // EV_BREAKDOWN_SMOKE
560 ExplosionSmallTick, // EV_EXPLOSION_SMALL
561 BulldozerTick, // EV_BULLDOZER
562 BubbleTick, // EV_BUBBLE
563 SmokeTick, // EV_BREAKDOWN_SMOKE_AIRCRAFT
564 SmokeTick, // EV_COPPER_MINE_SMOKE
565 };
566 static_assert(lengthof(_effect_tick_procs) == EV_END);
567
568 /** Transparency options affecting the effects. */
569 static const TransparencyOption _effect_transparency_options[] = {
570 TO_INDUSTRIES, // EV_CHIMNEY_SMOKE
571 TO_INVALID, // EV_STEAM_SMOKE
572 TO_INVALID, // EV_DIESEL_SMOKE
573 TO_INVALID, // EV_ELECTRIC_SPARK
574 TO_INVALID, // EV_CRASH_SMOKE
575 TO_INVALID, // EV_EXPLOSION_LARGE
576 TO_INVALID, // EV_BREAKDOWN_SMOKE
577 TO_INVALID, // EV_EXPLOSION_SMALL
578 TO_INVALID, // EV_BULLDOZER
579 TO_INDUSTRIES, // EV_BUBBLE
580 TO_INVALID, // EV_BREAKDOWN_SMOKE_AIRCRAFT
581 TO_INDUSTRIES, // EV_COPPER_MINE_SMOKE
582 };
583 static_assert(lengthof(_effect_transparency_options) == EV_END);
584
585
586 /**
587 * Create an effect vehicle at a particular location.
588 * @param x The x location on the map.
589 * @param y The y location on the map.
590 * @param z The z location on the map.
591 * @param type The type of effect vehicle.
592 * @return The effect vehicle.
593 */
CreateEffectVehicle(int x,int y,int z,EffectVehicleType type)594 EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
595 {
596 if (!Vehicle::CanAllocateItem()) return nullptr;
597
598 EffectVehicle *v = new EffectVehicle();
599 v->subtype = type;
600 v->x_pos = x;
601 v->y_pos = y;
602 v->z_pos = z;
603 v->tile = 0;
604 v->UpdateDeltaXY();
605 v->vehstatus = VS_UNCLICKABLE;
606
607 _effect_init_procs[type](v);
608
609 v->UpdatePositionAndViewport();
610
611 return v;
612 }
613
614 /**
615 * Create an effect vehicle above a particular location.
616 * @param x The x location on the map.
617 * @param y The y location on the map.
618 * @param z The offset from the ground.
619 * @param type The type of effect vehicle.
620 * @return The effect vehicle.
621 */
CreateEffectVehicleAbove(int x,int y,int z,EffectVehicleType type)622 EffectVehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
623 {
624 int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
625 int safe_y = Clamp(y, 0, MapMaxY() * TILE_SIZE);
626 return CreateEffectVehicle(x, y, GetSlopePixelZ(safe_x, safe_y) + z, type);
627 }
628
629 /**
630 * Create an effect vehicle above a particular vehicle.
631 * @param v The vehicle to base the position on.
632 * @param x The x offset to the vehicle.
633 * @param y The y offset to the vehicle.
634 * @param z The z offset to the vehicle.
635 * @param type The type of effect vehicle.
636 * @return The effect vehicle.
637 */
CreateEffectVehicleRel(const Vehicle * v,int x,int y,int z,EffectVehicleType type)638 EffectVehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
639 {
640 return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
641 }
642
Tick()643 bool EffectVehicle::Tick()
644 {
645 return _effect_tick_procs[this->subtype](this);
646 }
647
UpdateDeltaXY()648 void EffectVehicle::UpdateDeltaXY()
649 {
650 this->x_offs = 0;
651 this->y_offs = 0;
652 this->x_extent = 1;
653 this->y_extent = 1;
654 this->z_extent = 1;
655 }
656
657 /**
658 * Determines the transparency option affecting the effect.
659 * @return Transparency option, or TO_INVALID if none.
660 */
GetTransparencyOption() const661 TransparencyOption EffectVehicle::GetTransparencyOption() const
662 {
663 return _effect_transparency_options[this->subtype];
664 }
665