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1/* w_sprite.c
2 *
3 * Micropolis, Unix Version. This game was released for the Unix platform
4 * in or about 1990 and has been modified for inclusion in the One Laptop
5 * Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
6 * you need assistance with this program, you may contact:
7 * http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
8 *
9 * This program is free software: you can redistribute it and/or modify
10 * it under the terms of the GNU General Public License as published by
11 * the Free Software Foundation, either version 3 of the License, or (at
12 * your option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful, but
15 * WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * General Public License for more details. You should have received a
18 * copy of the GNU General Public License along with this program. If
19 * not, see <http://www.gnu.org/licenses/>.
20 *
21 * ADDITIONAL TERMS per GNU GPL Section 7
22 *
23 * No trademark or publicity rights are granted. This license does NOT
24 * give you any right, title or interest in the trademark SimCity or any
25 * other Electronic Arts trademark. You may not distribute any
26 * modification of this program using the trademark SimCity or claim any
27 * affliation or association with Electronic Arts Inc. or its employees.
28 *
29 * Any propagation or conveyance of this program must include this
30 * copyright notice and these terms.
31 *
32 * If you convey this program (or any modifications of it) and assume
33 * contractual liability for the program to recipients of it, you agree
34 * to indemnify Electronic Arts for any liability that those contractual
35 * assumptions impose on Electronic Arts.
36 *
37 * You may not misrepresent the origins of this program; modified
38 * versions of the program must be marked as such and not identified as
39 * the original program.
40 *
41 * This disclaimer supplements the one included in the General Public
42 * License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
43 * PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
44 * OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
45 * SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
46 * DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
47 * INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
48 * FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
49 * RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
50 * USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
51 * INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
52 * MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
53 * UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
54 * WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
55 * CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
56 * ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
57 * JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
58 * WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
59 * CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
60 * NOT APPLY TO YOU.
61 */
62#include "sim.h"
63
64
65Tcl_HashTable SpriteCmds;
66short CrashX, CrashY;
67int absDist;
68short Cycle;
69
70SimSprite *GlobalSprites[OBJN];
71
72SimSprite *NewSprite(char *name, int type, int x, int y);
73void MonsterHere(int x, int y);
74void MakeShipHere(int x, int y);
75void StartFire(int x, int y);
76void OFireZone(int Xloc, int Yloc, int ch);
77void Destroy(int ox, int oy);
78void ExplodeSprite(SimSprite *sprite);
79int CanDriveOn(int x, int y);
80void DoBusSprite(SimSprite *sprite);
81void DoExplosionSprite(SimSprite *sprite);
82void DoTornadoSprite(SimSprite *sprite);
83void DoMonsterSprite(SimSprite *sprite);
84void DoShipSprite(SimSprite *sprite);
85void DoAirplaneSprite(SimSprite *sprite);
86void DoCopterSprite(SimSprite *sprite);
87void DoTrainSprite(SimSprite *sprite);
88void DrawSprite(SimView *view, SimSprite *sprite);
89void InitSprite(SimSprite *sprite, int x, int y);
90
91
92#define TRA_GROOVE_X -39
93#define TRA_GROOVE_Y 6
94#define BUS_GROOVE_X -39
95#define BUS_GROOVE_Y 6
96
97#define SPRITECMD_ACCESS_INT(var) \
98 int SpriteCmd##var(SPRITE_ARGS) { \
99 int val; \
100 if ((argc != 2) && (argc != 3)) return (TCL_ERROR); \
101 if (argc == 3) { \
102 if (Tcl_GetInt(interp, argv[2], &val) != TCL_OK) return (TCL_ERROR); \
103 sprite->var = val; \
104 } \
105 sprintf(interp->result, "%d", sprite->var); \
106 return (TCL_OK); \
107 }
108
109
110#define SPRITECMD_GET_STR(var) \
111 int SpriteCmd##var(SPRITE_ARGS) { \
112 sprintf(interp->result, "%s", sprite->var); \
113 return (TCL_OK); \
114 }
115
116
117int
118DoSpriteCmd(CLIENT_ARGS)
119{
120 SimSprite *sprite = (SimSprite *) clientData;
121 Tcl_HashEntry *ent;
122 int result = TCL_OK;
123 int (*cmd)();
124
125 if (argc < 2) {
126 return TCL_ERROR;
127 }
128
129 if ((ent = Tcl_FindHashEntry(&SpriteCmds, argv[1]))) {
130 cmd = (int (*)())ent->clientData;
131 Tk_Preserve((ClientData) sprite);
132 result = cmd(sprite, interp, argc, argv);
133 Tk_Release((ClientData) sprite);
134 } else {
135 Tcl_AppendResult(interp, "unknown command name: \"",
136 argv[0], " ", argv[1], "\".", (char *) NULL);
137 result = TCL_ERROR;
138 }
139 return result;
140}
141
142
143int
144SpriteCmd(CLIENT_ARGS)
145{
146 SimSprite *sprite;
147 int type;
148
149 if ((argc != 3) ||
150 (Tcl_GetInt(interp, argv[2], &type) != TCL_OK) ||
151 (type < 1) || (type >= OBJN)) {
152 return TCL_ERROR;
153 }
154
155 sprite = NewSprite(argv[1], type, 0, 0);
156 sprite->frame = 0;
157
158 Tcl_CreateCommand(interp, sprite->name,
159 DoSpriteCmd, (ClientData) sprite, (void (*)()) NULL);
160
161 interp->result = sprite->name;
162 return TCL_OK;
163}
164
165
166SPRITECMD_GET_STR(name)
167SPRITECMD_ACCESS_INT(type)
168SPRITECMD_ACCESS_INT(frame)
169SPRITECMD_ACCESS_INT(x)
170SPRITECMD_ACCESS_INT(y)
171SPRITECMD_ACCESS_INT(width)
172SPRITECMD_ACCESS_INT(height)
173SPRITECMD_ACCESS_INT(x_offset)
174SPRITECMD_ACCESS_INT(y_offset)
175SPRITECMD_ACCESS_INT(x_hot)
176SPRITECMD_ACCESS_INT(y_hot)
177SPRITECMD_ACCESS_INT(orig_x)
178SPRITECMD_ACCESS_INT(orig_y)
179SPRITECMD_ACCESS_INT(dest_x)
180SPRITECMD_ACCESS_INT(dest_y)
181SPRITECMD_ACCESS_INT(count)
182SPRITECMD_ACCESS_INT(sound_count)
183SPRITECMD_ACCESS_INT(dir)
184SPRITECMD_ACCESS_INT(new_dir)
185SPRITECMD_ACCESS_INT(step)
186SPRITECMD_ACCESS_INT(flag)
187SPRITECMD_ACCESS_INT(control)
188SPRITECMD_ACCESS_INT(turn)
189SPRITECMD_ACCESS_INT(accel)
190SPRITECMD_ACCESS_INT(speed)
191
192
193int SpriteCmdExplode(SPRITE_ARGS)
194{
195 ExplodeSprite(sprite);
196 return TCL_OK;
197}
198
199
200int SpriteCmdInit(SPRITE_ARGS)
201{
202 int x, y;
203
204 if (argc != 4) {
205 return (TCL_ERROR);
206 }
207 if ((Tcl_GetInt(interp, argv[2], &x) != TCL_OK) ||
208 (x < 0) || (x >= (WORLD_X <<4)) ||
209 (Tcl_GetInt(interp, argv[3], &y) != TCL_OK) ||
210 (y < 0) || (y >= (WORLD_Y <<4))) {
211 return (TCL_ERROR);
212 }
213 InitSprite(sprite, x, y);
214 return TCL_OK;
215}
216
217
218void
219sprite_command_init(void)
220{
221 int i;
222
223 Tcl_CreateCommand(tk_mainInterp, "sprite", SpriteCmd,
224 (ClientData)NULL, (void (*)()) NULL);
225
226 Tcl_InitHashTable(&SpriteCmds, TCL_STRING_KEYS);
227
228#define SPRITE_CMD(cmd) HASHED_CMD(Sprite, cmd)
229
230 SPRITE_CMD(name);
231 SPRITE_CMD(type);
232 SPRITE_CMD(frame);
233 SPRITE_CMD(x);
234 SPRITE_CMD(y);
235 SPRITE_CMD(width);
236 SPRITE_CMD(height);
237 SPRITE_CMD(x_offset);
238 SPRITE_CMD(y_offset);
239 SPRITE_CMD(x_hot);
240 SPRITE_CMD(y_hot);
241 SPRITE_CMD(orig_x);
242 SPRITE_CMD(orig_y);
243 SPRITE_CMD(dest_x);
244 SPRITE_CMD(dest_y);
245 SPRITE_CMD(count);
246 SPRITE_CMD(sound_count);
247 SPRITE_CMD(dir);
248 SPRITE_CMD(new_dir);
249 SPRITE_CMD(step);
250 SPRITE_CMD(flag);
251 SPRITE_CMD(control);
252 SPRITE_CMD(turn);
253 SPRITE_CMD(accel);
254 SPRITE_CMD(speed);
255 SPRITE_CMD(Explode);
256 SPRITE_CMD(Init);
257
258 for (i = 0; i < OBJN; i++) {
259 GlobalSprites[i] = NULL;
260 }
261}
262
263
264SimSprite *FreeSprites = NULL;
265
266SimSprite *
267NewSprite(char *name, int type, int x, int y)
268{
269 SimSprite *sprite;
270
271 if (FreeSprites) {
272 sprite = FreeSprites;
273 FreeSprites = sprite->next;
274 } else {
275 sprite = (SimSprite *)ckalloc(sizeof (SimSprite));
276 }
277
278 sprite->name = (char *)ckalloc(strlen(name) + 1);
279 strcpy(sprite->name, name);
280 sprite->type = type;
281
282 InitSprite(sprite, x, y);
283
284 sim->sprites++; sprite->next = sim->sprite; sim->sprite = sprite;
285
286 return sprite;
287}
288
289
290void
291InitSprite(SimSprite *sprite, int x, int y)
292{
293 sprite->x = x; sprite->y = y;
294 sprite->frame = 0;
295 sprite->orig_x = sprite->orig_y = 0;
296 sprite->dest_x = sprite->dest_y = 0;
297 sprite->count = sprite->sound_count = 0;
298 sprite->dir = sprite->new_dir = 0;
299 sprite->step = sprite->flag = 0;
300 sprite->control = -1;
301 sprite->turn = 0;
302 sprite->accel = 0;
303 sprite->speed = 100;
304
305 if (GlobalSprites[sprite->type] == NULL) {
306 GlobalSprites[sprite->type] = sprite;
307 }
308
309 switch (sprite->type) {
310
311 case TRA:
312 sprite->width = sprite->height = 32;
313 sprite->x_offset = 32; sprite->y_offset = -16;
314 sprite->x_hot = 40; sprite->y_hot = -8;
315 sprite->frame = 1;
316 sprite->dir = 4;
317 break;
318
319 case SHI:
320 sprite->width = sprite->height = 48;
321 sprite->x_offset = 32; sprite->y_offset = -16;
322 sprite->x_hot = 48; sprite->y_hot = 0;
323 if (x < (4 <<4)) sprite->frame = 3;
324 else if (x >= ((WORLD_X - 4) <<4)) sprite->frame = 7;
325 else if (y < (4 <<4)) sprite->frame = 5;
326 else if (y >= ((WORLD_Y - 4) <<4)) sprite->frame = 1;
327 else sprite->frame = 3;
328 sprite->new_dir = sprite->frame;
329 sprite->dir = 10;
330 sprite->count = 1;
331 break;
332
333 case GOD:
334 sprite->width = sprite->height = 48;
335 sprite->x_offset = 24; sprite->y_offset = 0;
336 sprite->x_hot = 40; sprite->y_hot = 16;
337 if (x > ((WORLD_X <<4) / 2)) {
338 if (y > ((WORLD_Y <<4) / 2)) sprite->frame = 10;
339 else sprite->frame = 7;
340 } else if (y > ((WORLD_Y <<4) / 2)) sprite->frame = 1;
341 else sprite->frame = 4;
342 sprite->count = 1000;
343 sprite->dest_x = PolMaxX <<4;
344 sprite->dest_y = PolMaxY <<4;
345 sprite->orig_x = sprite->x;
346 sprite->orig_y = sprite->y;
347 break;
348
349 case COP:
350 sprite->width = sprite->height = 32;
351 sprite->x_offset = 32; sprite->y_offset = -16;
352 sprite->x_hot = 40; sprite->y_hot = -8;
353 sprite->frame = 5;
354 sprite->count = 1500;
355 sprite->dest_x = Rand((WORLD_X <<4) - 1);
356 sprite->dest_y = Rand((WORLD_Y <<4) - 1);
357 sprite->orig_x = x - 30;
358 sprite->orig_y = y;
359 break;
360
361 case AIR:
362 sprite->width = sprite->height = 48;
363 sprite->x_offset = 24; sprite->y_offset = 0;
364 sprite->x_hot = 48; sprite->y_hot = 16;
365 if (x > ((WORLD_X - 20) <<4)) {
366 sprite->x -= 100 + 48;
367 sprite->dest_x = sprite->x - 200;
368 sprite->frame = 7;
369 } else {
370 sprite->dest_x = sprite->x + 200;
371 sprite->frame = 11;
372 }
373 sprite->dest_y = sprite->y;
374 break;
375
376 case TOR:
377 sprite->width = sprite->height = 48;
378 sprite->x_offset = 24; sprite->y_offset = 0;
379 sprite->x_hot = 40; sprite->y_hot = 36;
380 sprite->frame = 1;
381 sprite->count = 200;
382 break;
383
384 case EXP:
385 sprite->width = sprite->height = 48;
386 sprite->x_offset = 24; sprite->y_offset = 0;
387 sprite->x_hot = 40; sprite->y_hot = 16;
388 sprite->frame = 1;
389 break;
390
391 case BUS:
392 sprite->width = sprite->height = 32;
393 sprite->x_offset = 30; sprite->y_offset = -18;
394 sprite->x_hot = 40; sprite->y_hot = -8;
395 sprite->frame = 1;
396 sprite->dir = 1;
397 break;
398
399 }
400}
401
402
403void
404DestroyAllSprites(void)
405{
406 SimSprite *sprite;
407
408 for (sprite = sim->sprite; sprite != NULL; sprite = sprite->next) {
409 sprite->frame = 0;
410 }
411}
412
413
414void
415DestroySprite(SimSprite *sprite)
416{
417 SimView *view;
418 SimSprite **sp;
419
420 for (view = sim->editor; view != NULL; view = view->next)
421 if (view->follow == sprite)
422 view->follow = NULL;
423
424 if (GlobalSprites[sprite->type] == sprite) {
425 GlobalSprites[sprite->type] = (SimSprite *)NULL;
426 }
427
428 if (sprite->name != NULL) {
429 ckfree(sprite->name);
430 sprite->name = NULL;
431 }
432
433 for (sp = &sim->sprite; *sp != NULL; sp = &((*sp)->next)) {
434 if (sprite == (*sp)) {
435 *sp = sprite->next;
436 break;
437 }
438 }
439
440 sprite->next = FreeSprites;
441 FreeSprites = sprite;
442}
443
444
445SimSprite *
446GetSprite(int type)
447{
448 SimSprite *sprite;
449
450 if (((sprite = GlobalSprites[type]) == NULL) ||
451 (sprite->frame == 0))
452 return (SimSprite *)NULL;
453 else
454 return sprite;
455}
456
457
458SimSprite *
459MakeSprite(int type, int x, int y)
460{
461 SimSprite *sprite;
462
463 if ((sprite = GlobalSprites[type]) == NULL) {
464 sprite = NewSprite("", type, x, y);
465 } else {
466 InitSprite(sprite, x, y);
467 }
468 return sprite;
469}
470
471
472SimSprite *
473MakeNewSprite(int type, int x, int y)
474{
475 SimSprite *sprite;
476
477 sprite = NewSprite("", type, x, y);
478 return sprite;
479}
480
481
482void
483DrawObjects(SimView *view)
484{
485 SimSprite *sprite;
486
487 /* XXX: sort these by layer */
488/*
489 if (z = Oframe[TRA]) DrawTrain(view, z);
490 if (z = Oframe[SHI]) DrawBoat(view, z);
491 if (z = Oframe[GOD]) DrawMonster(view, z);
492 if (z = Oframe[COP]) DrawCopter(view, z);
493 if (z = Oframe[AIR]) DrawPlane(view, z);
494 if (z = Oframe[TOR]) DrawTor(view, z);
495 if (z = Oframe[EXP]) DrawExp(view, z);
496*/
497
498 for (sprite = sim->sprite; sprite != NULL; sprite = sprite->next) {
499 DrawSprite(view, sprite);
500 }
501}
502
503
504void
505DrawSprite(SimView *view, SimSprite *sprite)
506{
507 Pixmap pict, mask;
508 int x, y, i;
509
510 if (sprite->frame == 0)
511 return;
512
513 i = (sprite->frame - 1) * 2;
514 pict = view->x->objects[sprite->type][i];
515 mask = view->x->objects[sprite->type][i + 1];
516
517 x = sprite->x
518 - ((view->tile_x <<4) - view->screen_x)
519 + sprite->x_offset;
520 y = sprite->y
521 - ((view->tile_y <<4) - view->screen_y)
522 + sprite->y_offset;
523
524 XSetClipMask(view->x->dpy, view->x->gc, mask);
525 XSetClipOrigin(view->x->dpy, view->x->gc, x, y);
526 XCopyArea(view->x->dpy, pict, view->pixmap2, view->x->gc,
527 0, 0, sprite->width, sprite->height, x, y);
528 XSetClipMask(view->x->dpy, view->x->gc, None);
529 XSetClipOrigin(view->x->dpy, view->x->gc, 0, 0);
530}
531
532
533short GetChar(int x, int y)
534{
535 x >>= 4;
536 y >>= 4;
537 if (!TestBounds(x, y))
538 return(-1);
539 else
540 return(Map[x][y] & LOMASK);
541}
542
543
544short TurnTo(int p, int d)
545{
546 if (p == d) return(p);
547 if (p < d)
548 if ((d - p) < 4) p++;
549 else p--;
550 else
551 if ((p - d) < 4) p--;
552 else p++;
553 if (p > 8) p = 1;
554 if (p < 1) p = 8;
555 return(p);
556}
557
558
559int
560TryOther(int Tpoo, int Told, int Tnew)
561{
562 register short z;
563
564 z = Told + 4;
565 if (z > 8) z -= 8;
566 if (Tnew != z) return(0);
567 if ((Tpoo == POWERBASE) || (Tpoo == POWERBASE + 1) ||
568 (Tpoo == RAILBASE) || (Tpoo == RAILBASE + 1))
569 return(1);
570 return(0);
571}
572
573
574short SpriteNotInBounds(SimSprite *sprite)
575{
576 int x = sprite->x + sprite->x_hot;
577 int y = sprite->y + sprite->y_hot;
578
579 if ((x < 0) || (y < 0) ||
580 (x >= (WORLD_X <<4)) ||
581 (y >= (WORLD_Y <<4))) {
582 return (1);
583 }
584 return (0);
585}
586
587
588short GetDir(int orgX, int orgY, int desX, int desY)
589{
590 static short Gdtab[13] = { 0, 3, 2, 1, 3, 4, 5, 7, 6, 5, 7, 8, 1 };
591 int dispX, dispY, z;
592
593 dispX = desX - orgX;
594 dispY = desY - orgY;
595 if (dispX < 0)
596 if (dispY < 0) z = 11;
597 else z = 8;
598 else
599 if (dispY < 0) z = 2;
600 else z = 5;
601 if (dispX < 0) dispX = -dispX;
602 if (dispY < 0) dispY = -dispY;
603
604 absDist = dispX + dispY;
605
606 if ((dispX <<1) < dispY) z++;
607 else if ((dispY <<1) < dispY) z--;
608
609 if ((z < 0) || (z > 12)) z = 0;
610
611 return (Gdtab[z]);
612}
613
614
615int
616GetDis(int x1, int y1, int x2, int y2)
617{
618 register short dispX, dispY;
619
620 if (x1 > x2) dispX = x1 - x2;
621 else dispX = x2 - x1;
622 if (y1 > y2) dispY = y1 - y2;
623 else dispY = y2 - y1;
624
625 return (dispX + dispY);
626}
627
628
629int CheckSpriteCollision(SimSprite *s1, SimSprite *s2)
630{
631 if ((s1->frame != 0) && (s2->frame != 0) &&
632 GetDis(s1->x + s1->x_hot, s1->y + s1->y_hot,
633 s2->x + s2->x_hot, s2->y + s2->y_hot) < 30)
634 return(1);
635 return(0);
636}
637
638
639void MoveObjects(void)
640{
641 SimSprite *sprite;
642
643 if (!SimSpeed) return;
644 Cycle++;
645
646 for (sprite = sim->sprite; sprite != NULL;) {
647 if (sprite->frame) {
648 switch (sprite->type) {
649 case TRA:
650 DoTrainSprite(sprite);
651 break;
652 case COP:
653 DoCopterSprite(sprite);
654 break;
655 case AIR:
656 DoAirplaneSprite(sprite);
657 break;
658 case SHI:
659 DoShipSprite(sprite);
660 break;
661 case GOD:
662 DoMonsterSprite(sprite);
663 break;
664 case TOR:
665 DoTornadoSprite(sprite);
666 break;
667 case EXP:
668 DoExplosionSprite(sprite);
669 break;
670 case BUS:
671 DoBusSprite(sprite);
672 break;
673 }
674 sprite = sprite->next;
675 } else {
676 if (sprite->name[0] == '\0') {
677 SimSprite *s = sprite;
678 sprite = sprite->next;
679 DestroySprite(s);
680 } else {
681 sprite = sprite->next;
682 }
683 }
684 }
685}
686
687
688void
689DoTrainSprite(SimSprite *sprite)
690{
691 static short Cx[4] = { 0, 16, 0, -16 };
692 static short Cy[4] = { -16, 0, 16, 0 };
693 static short Dx[5] = { 0, 4, 0, -4, 0 };
694 static short Dy[5] = { -4, 0, 4, 0, 0 };
695 static short TrainPic2[5] = { 1, 2, 1, 2, 5 };
696 register short z, dir, dir2;
697 short c;
698
699 if ((sprite->frame == 3) || (sprite->frame == 4))
700 sprite->frame = TrainPic2[sprite->dir];
701 sprite->x += Dx[sprite->dir];
702 sprite->y += Dy[sprite->dir];
703 if (!(Cycle & 3)) {
704 dir = Rand16() & 3;
705 for (z = dir; z < (dir + 4); z++) {
706 dir2 = z & 3;
707 if (sprite->dir != 4) {
708 if (dir2 == ((sprite->dir + 2) & 3)) continue;
709 }
710 c = GetChar(sprite->x + Cx[dir2] + 48,
711 sprite->y + Cy[dir2]);
712 if (((c >= RAILBASE) && (c <= LASTRAIL)) || /* track? */
713 (c == RAILVPOWERH) ||
714 (c == RAILHPOWERV)) {
715 if ((sprite->dir != dir2) &&
716 (sprite->dir != 4)) {
717 if ((sprite->dir + dir2) == 3)
718 sprite->frame = 3;
719 else
720 sprite->frame = 4;
721 } else
722 sprite->frame = TrainPic2[dir2];
723
724 if ((c == RAILBASE) || (c == (RAILBASE + 1)))
725 sprite->frame = 5;
726 sprite->dir = dir2;
727 return;
728 }
729 }
730 if (sprite->dir == 4) {
731 sprite->frame = 0;
732 return;
733 }
734 sprite->dir = 4;
735 }
736}
737
738
739void
740DoCopterSprite(SimSprite *sprite)
741{
742 static short CDx[9] = { 0, 0, 3, 5, 3, 0, -3, -5, -3 };
743 static short CDy[9] = { 0, -5, -3, 0, 3, 5, 3, 0, -3 };
744 register short z, d, x, y;
745
746 if (sprite->sound_count > 0) sprite->sound_count--;
747
748 if (sprite->control < 0) {
749
750 if (sprite->count > 0) sprite->count--;
751
752 if (!sprite->count) {
753 /* Attract copter to monster and tornado so it blows up more often */
754 SimSprite *s = GetSprite(GOD);
755 if (s != NULL) {
756 sprite->dest_x = s->x;
757 sprite->dest_y = s->y;
758 } else {
759 s = GetSprite(TOR);
760 if (s != NULL) {
761 sprite->dest_x = s->x;
762 sprite->dest_y = s->y;
763 } else {
764 sprite->dest_x = sprite->orig_x;
765 sprite->dest_y = sprite->orig_y;
766 }
767 }
768 }
769 if (!sprite->count) { /* land */
770 GetDir(sprite->x, sprite->y, sprite->orig_x, sprite->orig_y);
771 if (absDist < 30) {
772 sprite->frame = 0;
773 return;
774 }
775 }
776 } else {
777 GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
778 if (absDist < 16) {
779 sprite->dest_x = sprite->orig_x;
780 sprite->dest_y = sprite->orig_y;
781 sprite->control = -1;
782 }
783 }
784
785 if (!sprite->sound_count) { /* send report */
786 x = (sprite->x + 48) >>5;
787 y = sprite->y >>5;
788 if ((x >= 0) &&
789 (x < (WORLD_X >>1)) &&
790 (y >= 0) &&
791 (y < (WORLD_Y >>1))) {
792 /* Don changed from 160 to 170 to shut the #$%#$% thing up! */
793 if ((TrfDensity[x][y] > 170) && ((Rand16() & 7) == 0)) {
794 SendMesAt(-41, (x <<1) + 1, (y <<1) + 1);
795 MakeSound("city", "HeavyTraffic"); /* chopper */
796 sprite->sound_count = 200;
797 }
798 }
799 }
800 z = sprite->frame;
801 if (!(Cycle & 3)) {
802 d = GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
803 z = TurnTo(z, d);
804 sprite->frame = z;
805 }
806
807 sprite->x += CDx[z];
808 sprite->y += CDy[z];
809}
810
811
812void
813DoAirplaneSprite(SimSprite *sprite)
814{
815 static short CDx[12] = { 0, 0, 6, 8, 6, 0, -6, -8, -6, 8, 8, 8 };
816 static short CDy[12] = { 0, -8, -6, 0, 6, 8, 6, 0, -6, 0, 0, 0 };
817
818 register short z, d;
819
820 z = sprite->frame;
821
822 if (!(Cycle % 5)) {
823 if (z > 8) { /* TakeOff */
824 z--;
825 if (z < 9) z = 3;
826 sprite->frame = z;
827 } else { /* goto destination */
828 d = GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
829 z = TurnTo(z, d);
830 sprite->frame = z;
831 }
832 }
833
834 if (absDist < 50) { /* at destination */
835 sprite->dest_x = Rand((WORLD_X * 16) + 100) - 50;
836 sprite->dest_y = Rand((WORLD_Y * 16) + 100) - 50;
837 }
838
839 /* deh added test for !Disasters */
840 if (!NoDisasters) {
841 SimSprite *s;
842 int explode = 0;
843
844 for (s = sim->sprite; s != NULL; s = s->next) {
845 if ((s->frame != 0) &&
846 ((s->type == COP) ||
847 ((sprite != s) &&
848 (s->type == AIR))) &&
849 CheckSpriteCollision(sprite, s)) {
850 ExplodeSprite(s);
851 explode = 1;
852 }
853 }
854 if (explode)
855 ExplodeSprite(sprite);
856 }
857
858 sprite->x += CDx[z];
859 sprite->y += CDy[z];
860 if (SpriteNotInBounds(sprite)) sprite->frame = 0;
861}
862
863
864void
865DoShipSprite(SimSprite *sprite)
866{
867 static short BDx[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
868 static short BDy[9] = { 0, -1, -1, 0, 1, 1, 1, 0, -1 };
869 static short BPx[9] = { 0, 0, 2, 2, 2, 0, -2, -2, -2 };
870 static short BPy[9] = { 0, -2, -2, 0, 2, 2, 2, 0, -2 };
871 static short BtClrTab[8] = { RIVER, CHANNEL, POWERBASE, POWERBASE + 1,
872 RAILBASE, RAILBASE + 1, BRWH, BRWV };
873 register short x, y, z, t = RIVER;
874 short tem, pem;
875
876 if (sprite->sound_count > 0) sprite->sound_count--;
877 if (!sprite->sound_count) {
878 if ((Rand16() & 3) == 1) {
879 if ((ScenarioID == 2) && /* San Francisco */
880 (Rand(10) < 5)) {
881 MakeSound("city", "HonkHonk-Low");
882 } else {
883 MakeSound("city", "HonkHonk-Low");
884 }
885 }
886 sprite->sound_count = 200;
887 }
888
889 if (sprite->count > 0) sprite->count--;
890 if (!sprite->count) {
891 sprite->count = 9;
892 if (sprite->frame != sprite->new_dir) {
893 sprite->frame = TurnTo(sprite->frame, sprite->new_dir);
894 return;
895 }
896 tem = Rand16() & 7;
897 for (pem = tem; pem < (tem + 8); pem++) {
898 z = (pem & 7) + 1;
899
900 if (z == sprite->dir) continue;
901 x = ((sprite->x + (48 - 1)) >>4) + BDx[z];
902 y = (sprite->y >>4) + BDy[z];
903 if (TestBounds(x, y)) {
904 t = Map[x][y] & LOMASK;
905 if ((t == CHANNEL) || (t == BRWH) || (t == BRWV) ||
906 TryOther(t, sprite->dir, z)) {
907 sprite->new_dir = z;
908 sprite->frame = TurnTo(sprite->frame, sprite->new_dir);
909 sprite->dir = z + 4;
910 if (sprite->dir > 8) sprite->dir -= 8;
911 break;
912 }
913 }
914 }
915 if (pem == (tem + 8)) {
916 sprite->dir = 10;
917 sprite->new_dir = (Rand16() & 7) + 1;
918 }
919 } else {
920 z = sprite->frame;
921 if (z == sprite->new_dir) {
922 sprite->x += BPx[z];
923 sprite->y += BPy[z];
924 }
925 }
926 if (SpriteNotInBounds(sprite)) {
927 sprite->frame = 0;
928 return;
929 }
930 if (!NoDisasters) {
931 for (z = 0; z < 8; z++) {
932 if (t == BtClrTab[z]) break;
933 if (z == 7) {
934 ExplodeSprite(sprite);
935 Destroy(sprite->x + 48, sprite->y);
936 }
937 }
938 }
939}
940
941
942void
943DoMonsterSprite(SimSprite *sprite)
944{
945 static short Gx[5] = { 2, 2, -2, -2, 0 };
946 static short Gy[5] = { -2, 2, 2, -2, 0 };
947 static short ND1[4] = { 0, 1, 2, 3 };
948 static short ND2[4] = { 1, 2, 3, 0 };
949 static short nn1[4] = { 2, 5, 8, 11 };
950 static short nn2[4] = { 11, 2, 5, 8 };
951 register short d, z, c;
952
953 if (sprite->sound_count > 0) sprite->sound_count--;
954
955 if (sprite->control < 0) {
956 /* business as usual */
957
958 if (sprite->control == -2) {
959 d = (sprite->frame - 1) / 3;
960 z = (sprite->frame - 1) % 3;
961 if (z == 2) sprite->step = 0;
962 if (z == 0) sprite->step = 1;
963 if (sprite->step) z++;
964 else z--;
965 c = GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
966 if (absDist < 18) {
967 sprite->control = -1;
968 sprite->count = 1000;
969 sprite->flag = 1;
970 sprite->dest_x = sprite->orig_x;
971 sprite->dest_y = sprite->orig_y;
972 } else {
973 c = (c - 1) / 2;
974 if (((c != d) && (!Rand(5))) ||
975 (!Rand(20))) {
976 int diff = (c - d) & 3;
977 if ((diff == 1) || (diff == 3)) {
978 d = c;
979 } else {
980 if (Rand16() & 1) d++; else d--;
981 d &= 3;
982 }
983 } else {
984 if (!Rand(20)) {
985 if (Rand16() & 1) d++; else d--;
986 d &= 3;
987 }
988 }
989 }
990 } else {
991
992 d = (sprite->frame - 1) / 3;
993
994 if (d < 4) { /* turn n s e w */
995 z = (sprite->frame - 1) % 3;
996 if (z == 2) sprite->step = 0;
997 if (z == 0) sprite->step = 1;
998 if (sprite->step) z++;
999 else z--;
1000 GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
1001 if (absDist < 60) {
1002 if (sprite->flag == 0) {
1003 sprite->flag = 1;
1004 sprite->dest_x = sprite->orig_x;
1005 sprite->dest_y = sprite->orig_y;
1006 } else {
1007 sprite->frame = 0;
1008 return;
1009 }
1010 }
1011 c = GetDir(sprite->x, sprite->y, sprite->dest_x, sprite->dest_y);
1012 c = (c - 1) / 2;
1013 if ((c != d) && (!Rand(10))) {
1014 if (Rand16() & 1) z = ND1[d];
1015 else z = ND2[d];
1016 d = 4;
1017 if (!sprite->sound_count) {
1018 MakeSound("city", "Monster"); /* monster */
1019 sprite->sound_count = 50 + Rand(100);
1020 }
1021 }
1022 } else {
1023 d = 4;
1024 c = sprite->frame;
1025 z = (c - 13) & 3;
1026 if (!(Rand16() & 3)) {
1027 if (Rand16() & 1) z = nn1[z];
1028 else z = nn2[z];
1029 d = (z - 1) / 3;
1030 z = (z - 1) % 3;
1031 }
1032 }
1033 }
1034 } else {
1035 /* somebody's taken control of the monster */
1036
1037 d = sprite->control;
1038 z = (sprite->frame - 1) % 3;
1039
1040 if (z == 2) sprite->step = 0;
1041 if (z == 0) sprite->step = 1;
1042 if (sprite->step) z++;
1043 else z--;
1044 }
1045
1046 z = (((d * 3) + z) + 1);
1047 if (z > 16) z = 16;
1048 sprite->frame = z;
1049
1050 sprite->x += Gx[d];
1051 sprite->y += Gy[d];
1052
1053 if (sprite->count > 0) sprite->count--;
1054 c = GetChar(sprite->x + sprite->x_hot, sprite->y + sprite->y_hot);
1055 if ((c == -1)
1056#ifndef ORIGINAL_MONSTER_BEHAVIOUR
1057 || ((c == RIVER) &&
1058 (sprite->count != 0) &&
1059 (sprite->count < 900) &&
1060 (sprite->control == -1))
1061#endif
1062 ) {
1063 sprite->frame = 0; /* kill zilla */
1064 }
1065
1066 { SimSprite *s;
1067 for (s = sim->sprite; s != NULL; s = s->next) {
1068 if ((s->frame != 0) &&
1069 ((s->type == AIR) ||
1070 (s->type == COP) ||
1071 (s->type == SHI) ||
1072 (s->type == TRA)) &&
1073 CheckSpriteCollision(sprite, s)) {
1074 ExplodeSprite(s);
1075 }
1076 }
1077 }
1078
1079 Destroy(sprite->x + 48, sprite->y + 16);
1080}
1081
1082
1083void
1084DoTornadoSprite(SimSprite *sprite)
1085{
1086 static short CDx[9] = { 2, 3, 2, 0, -2, -3 };
1087 static short CDy[9] = { -2, 0, 2, 3, 2, 0 };
1088 register short z;
1089
1090 z = sprite->frame;
1091
1092 if (z == 2) /* cycle animation... post Rel */
1093 if (sprite->flag)
1094 z = 3;
1095 else
1096 z = 1;
1097 else {
1098 if (z == 1)
1099 sprite->flag = 1;
1100 else
1101 sprite->flag = 0;
1102 z = 2;
1103 }
1104
1105 if (sprite->count > 0) sprite->count--;
1106
1107 sprite->frame = z;
1108
1109 { SimSprite *s;
1110 for (s = sim->sprite; s != NULL; s = s->next) {
1111 if ((s->frame != 0) &&
1112 ((s->type == AIR) ||
1113 (s->type == COP) ||
1114 (s->type == SHI) ||
1115 (s->type == TRA)) &&
1116 CheckSpriteCollision(sprite, s)) {
1117 ExplodeSprite(s);
1118 }
1119 }
1120 }
1121
1122 z = Rand(5);
1123 sprite->x += CDx[z];
1124 sprite->y += CDy[z];
1125 if (SpriteNotInBounds(sprite)) sprite->frame = 0;
1126
1127 if ((sprite->count != 0) &&
1128 (!Rand(500)))
1129 sprite->frame = 0;
1130
1131 Destroy(sprite->x + 48, sprite->y + 40);
1132}
1133
1134
1135void
1136DoExplosionSprite(SimSprite *sprite)
1137{
1138 short x, y;
1139
1140 if (!(Cycle & 1)) {
1141 if (sprite->frame == 1) {
1142 MakeSound("city", "Explosion-High"); /* explosion */
1143 x = (sprite->x >>4) + 3;
1144 y = (sprite->y >>4);
1145 SendMesAt(32, x, y);
1146 }
1147 sprite->frame++;
1148 }
1149
1150 if (sprite->frame > 6) {
1151 sprite->frame = 0;
1152
1153 StartFire(sprite->x + 48 - 8, sprite->y + 16);
1154 StartFire(sprite->x + 48 - 24, sprite->y);
1155 StartFire(sprite->x + 48 + 8, sprite->y);
1156 StartFire(sprite->x + 48 - 24, sprite->y + 32);
1157 StartFire(sprite->x + 48 + 8, sprite->y + 32);
1158 return;
1159 }
1160}
1161
1162
1163void
1164DoBusSprite(SimSprite *sprite)
1165{
1166 static short Dx[5] = { 0, 1, 0, -1, 0 };
1167 static short Dy[5] = { -1, 0, 1, 0, 0 };
1168 static short Dir2Frame[4] = { 1, 2, 1, 2 };
1169 int dx, dy, tx, ty, otx, oty;
1170 int turned = 0;
1171 int speed = 0, z;
1172
1173#ifdef DEBUGBUS
1174printf("Bus dir %d turn %d frame %d\n",
1175 sprite->dir, sprite->turn, sprite->frame);
1176#endif
1177
1178 if (sprite->turn) {
1179 if (sprite->turn < 0) { /* ccw */
1180 if (sprite->dir & 1) { /* up or down */
1181 sprite->frame = 4;
1182 } else { /* left or right */
1183 sprite->frame = 3;
1184 }
1185 sprite->turn++;
1186 sprite->dir = (sprite->dir - 1) & 3;
1187 } else { /* cw */
1188 if (sprite->dir & 1) { /* up or down */
1189 sprite->frame = 3;
1190 } else { /* left or right */
1191 sprite->frame = 4;
1192 }
1193 sprite->turn--;
1194 sprite->dir = (sprite->dir + 1) & 3;
1195 }
1196 turned = 1;
1197 } else {
1198 /* finish turn */
1199 if ((sprite->frame == 3) || (sprite->frame == 4)) {
1200 turned = 1;
1201 sprite->frame = Dir2Frame[sprite->dir];
1202 }
1203 }
1204
1205 if (sprite->speed == 0) {
1206 /* brake */
1207 dx = 0; dy = 0;
1208 } else { /* cruise at traffic speed */
1209
1210 tx = (sprite->x + sprite->x_hot) >>5;
1211 ty = (sprite->y + sprite->y_hot) >>5;
1212 if ((tx >= 0) &&
1213 (tx < (WORLD_X >>1)) &&
1214 (ty >= 0) &&
1215 (ty < (WORLD_Y >>1))) {
1216 z = TrfDensity[tx][ty] >>6;
1217 if (z > 1) z--;
1218 } else z = 0;
1219
1220 switch (z) {
1221 case 0:
1222 speed = 8;
1223 break;
1224 case 1:
1225 speed = 4;
1226 break;
1227 case 2:
1228 speed = 1;
1229 break;
1230 }
1231
1232 /* govern speed */
1233 if (speed > sprite->speed)
1234 speed = sprite->speed;
1235
1236 if (turned) {
1237#ifdef DEBUGBUS
1238printf("turned\n");
1239#endif
1240 if (speed > 1) speed = 1;
1241 dx = Dx[sprite->dir] * speed;
1242 dy = Dy[sprite->dir] * speed;
1243 } else {
1244 dx = Dx[sprite->dir] * speed;
1245 dy = Dy[sprite->dir] * speed;
1246
1247 tx = (sprite->x + sprite->x_hot) >>4;
1248 ty = (sprite->y + sprite->y_hot) >>4;
1249
1250 /* drift into the right lane */
1251 switch (sprite->dir) {
1252 case 0: /* up */
1253 z = ((tx <<4) + 4) - (sprite->x + sprite->x_hot);
1254 if (z < 0) dx = -1;
1255 else if (z > 0) dx = 1;
1256#ifdef DEBUGBUS
1257printf("moving up x %x z %d dx %d\n", sprite->x + sprite->x_hot, z, dx);
1258#endif
1259 break;
1260 case 1: /* right */
1261 z = ((ty <<4) + 4) - (sprite->y + sprite->y_hot);
1262 if (z < 0) dy = -1;
1263 else if (z > 0) dy = 1;
1264#ifdef DEBUGBUS
1265printf("moving right y %x z %d dy %d\n", sprite->y + sprite->y_hot, z, dy);
1266#endif
1267 break;
1268 case 2: /* down */
1269 z = ((tx <<4)) - (sprite->x + sprite->x_hot);
1270 if (z < 0) dx = -1;
1271 else if (z > 0) dx = 1;
1272#ifdef DEBUGBUS
1273printf("moving down x %x z %d dx %d\n", sprite->x + sprite->x_hot, z, dx);
1274#endif
1275 break;
1276 case 3: /* left */
1277 z = ((ty <<4)) - (sprite->y + sprite->y_hot);
1278 if (z < 0) dy = -1;
1279 else if (z > 0) dy = 1;
1280#ifdef DEBUGBUS
1281printf("moving left y %x z %d dy %d\n", sprite->y + sprite->y_hot, z, dy);
1282#endif
1283 break;
1284 }
1285 }
1286 }
1287#ifdef DEBUGBUS
1288printf("speed dx %d dy %d\n", dx, dy);
1289#endif
1290
1291#define AHEAD 8
1292
1293 otx = (sprite->x + sprite->x_hot + (Dx[sprite->dir] * AHEAD)) >>4;
1294 oty = (sprite->y + sprite->y_hot + (Dy[sprite->dir] * AHEAD)) >>4;
1295 if (otx < 0) otx = 0; else if (otx >= WORLD_X) otx = WORLD_X - 1;
1296 if (oty < 0) oty = 0; else if (oty >= WORLD_Y) oty = WORLD_Y - 1;
1297
1298 tx = (sprite->x + sprite->x_hot + dx + (Dx[sprite->dir] * AHEAD)) >>4;
1299 ty = (sprite->y + sprite->y_hot + dy + (Dy[sprite->dir] * AHEAD)) >>4;
1300 if (tx < 0) tx = 0; else if (tx >= WORLD_X) tx = WORLD_X - 1;
1301 if (ty < 0) ty = 0; else if (ty >= WORLD_Y) ty = WORLD_Y - 1;
1302
1303 if ((tx != otx) || (ty != oty)) {
1304#ifdef DEBUGBUS
1305printf("drive from tile %d %d to %d %d\n",
1306 otx, oty, tx, ty);
1307#endif
1308 z = CanDriveOn(tx, ty);
1309 if (z == 0) {
1310 /* can't drive forward into a new tile */
1311 if (speed == 8) {
1312 bulldozer_tool(NULL, tx, ty);
1313 } else {
1314 }
1315 } else {
1316 /* drive forward into a new tile */
1317 if (z > 0) {
1318 /* smooth */
1319 } else {
1320 /* bumpy */
1321 dx /= 2;
1322 dy /= 2;
1323 }
1324 }
1325 }
1326
1327 tx = (sprite->x + sprite->x_hot + dx) >>4;
1328 ty = (sprite->y + sprite->y_hot + dy) >>4;
1329 z = CanDriveOn(tx, ty);
1330 if (z > 0) {
1331 /* cool, cruise along */
1332 } else {
1333 if (z < 0) {
1334 /* bumpy */
1335 } else {
1336 /* something in the way */
1337 }
1338 }
1339
1340 sprite->x += dx;
1341 sprite->y += dy;
1342
1343 if (!NoDisasters) {
1344 SimSprite *s;
1345 int explode = 0;
1346
1347 for (s = sim->sprite; s != NULL; s = s->next) {
1348 if ((sprite != s) &&
1349 (s->frame != 0) &&
1350 ((s->type == BUS) ||
1351 ((s->type == TRA) &&
1352 (s->frame != 5))) &&
1353 CheckSpriteCollision(sprite, s)) {
1354 ExplodeSprite(s);
1355 explode = 1;
1356 }
1357 }
1358 if (explode)
1359 ExplodeSprite(sprite);
1360 }
1361}
1362
1363
1364int
1365CanDriveOn(int x, int y)
1366{
1367 int tile;
1368
1369 if (!TestBounds(x, y))
1370 return 0;
1371
1372 tile = Map[x][y] & LOMASK;
1373
1374 if (((tile >= ROADBASE) &&
1375 (tile <= LASTROAD) &&
1376 (tile != BRWH) &&
1377 (tile != BRWV)) ||
1378 (tile == HRAILROAD) ||
1379 (tile == VRAILROAD))
1380 return 1;
1381
1382 if ((tile == DIRT) || tally(tile))
1383 return -1;
1384
1385 return 0;
1386}
1387
1388
1389void
1390ExplodeSprite(SimSprite *sprite)
1391{
1392 int x, y;
1393
1394 sprite->frame = 0;
1395
1396 x = sprite->x + sprite->x_hot;
1397 y = sprite->y + sprite->y_hot;
1398 MakeExplosionAt(x, y);
1399
1400 x = (x >>4);
1401 y = (y >>4);
1402
1403 switch (sprite->type) {
1404 case AIR:
1405 CrashX = x;
1406 CrashY = y;
1407 SendMesAt(-24, x, y);
1408 break;
1409 case SHI:
1410 CrashX = x;
1411 CrashY = y;
1412 SendMesAt(-25, x, y);
1413 break;
1414 case TRA:
1415 CrashX = x;
1416 CrashY = y;
1417 SendMesAt(-26, x, y);
1418 break;
1419 case COP:
1420 CrashX = x;
1421 CrashY = y;
1422 SendMesAt(-27, x, y);
1423 break;
1424 case BUS:
1425 CrashX = x;
1426 CrashY = y;
1427 SendMesAt(-26, x, y); /* XXX for now */
1428 break;
1429 }
1430 MakeSound("city", "Explosion-High"); /* explosion */
1431 return;
1432}
1433
1434
1435int checkWet(int x)
1436{
1437 if ((x == POWERBASE) || (x == POWERBASE + 1) ||
1438 (x == RAILBASE) || (x == RAILBASE + 1) ||
1439 (x == BRWH) || (x == BRWV))
1440 return(1);
1441 else
1442 return(0);
1443}
1444
1445
1446void
1447Destroy(int ox, int oy)
1448{
1449 short t, z, x, y;
1450
1451 x = ox >>4;
1452 y = oy >>4;
1453 if (!TestBounds(x, y))
1454 return;
1455 z = Map[x][y];
1456 t = z & LOMASK;
1457 if (t >= TREEBASE) {
1458 /* TILE_IS_BRIDGE(t) */
1459 if (!(z & BURNBIT)) {
1460 if ((t >= ROADBASE) && (t <= LASTROAD))
1461 Map[x][y] = RIVER;
1462 return;
1463 }
1464 if (z & ZONEBIT) {
1465 OFireZone(x, y, z);
1466 if (t > RZB) {
1467 MakeExplosionAt(ox, oy);
1468 }
1469 }
1470 if (checkWet(t))
1471 Map[x][y] = RIVER;
1472 else
1473 Map[x][y] = (DoAnimation
1474 ? TINYEXP
1475 : (LASTTINYEXP - 3)) | BULLBIT | ANIMBIT;
1476 }
1477}
1478
1479
1480void
1481OFireZone(int Xloc, int Yloc, int ch)
1482{
1483 register short Xtem, Ytem;
1484 short x, y, XYmax;
1485
1486 RateOGMem[Xloc >>3][Yloc >>3] -= 20;
1487
1488 ch &= LOMASK;
1489 if (ch < PORTBASE)
1490 XYmax = 2;
1491 else
1492 if (ch == AIRPORT) XYmax = 5;
1493 else XYmax = 4;
1494
1495 for (x = -1; x < XYmax; x++)
1496 for (y = -1; y < XYmax; y++) {
1497 Xtem = Xloc + x;
1498 Ytem = Yloc + y;
1499 if ((Map[Xtem][Ytem] & LOMASK) >= ROADBASE)
1500 Map[Xtem][Ytem] |= BULLBIT;
1501 }
1502}
1503
1504
1505void
1506StartFire(int x, int y)
1507{
1508 register int t, z;
1509
1510 x >>= 4;
1511 y >>= 4;
1512 if ((x >= WORLD_X) ||
1513 (y >= WORLD_Y) ||
1514 (x < 0) || (y < 0))
1515 return;
1516 z = Map[x][y];
1517 t = z & LOMASK;
1518 if ((!(z & BURNBIT)) && (t != 0)) return;
1519 if (z & ZONEBIT) return;
1520 Map[x][y] = FIRE + (Rand16() & 3) + ANIMBIT;
1521}
1522
1523
1524void
1525GenerateTrain(int x, int y)
1526{
1527 if ((TotalPop > 20) &&
1528 (GetSprite(TRA) == NULL) &&
1529 (!Rand(25))) {
1530 MakeSprite(TRA, (x <<4) + TRA_GROOVE_X, (y <<4) + TRA_GROOVE_Y);
1531 }
1532}
1533
1534
1535void
1536GenerateBus(int x, int y)
1537{
1538 if ((GetSprite(BUS) == NULL) &&
1539 (!Rand(25))) {
1540 MakeSprite(BUS, (x <<4) + BUS_GROOVE_X, (y <<4) + BUS_GROOVE_Y);
1541 }
1542}
1543
1544
1545void
1546GenerateShip(void)
1547{
1548 register short x, y;
1549
1550 if (!(Rand16() & 3))
1551 for (x = 4; x < WORLD_X - 2; x++)
1552 if (Map[x][0] == CHANNEL) {
1553 MakeShipHere(x, 0);
1554 return;
1555 }
1556 if (!(Rand16() & 3))
1557 for (y = 1; y < WORLD_Y - 2; y++)
1558 if (Map[0][y] == CHANNEL) {
1559 MakeShipHere(0, y);
1560 return;
1561 }
1562 if (!(Rand16() & 3))
1563 for (x = 4; x < WORLD_X - 2; x++)
1564 if (Map[x][WORLD_Y - 1] == CHANNEL) {
1565 MakeShipHere(x, WORLD_Y - 1);
1566 return;
1567 }
1568 if (!(Rand16() & 3))
1569 for (y = 1; y < WORLD_Y - 2; y++)
1570 if (Map[WORLD_X - 1][y] == CHANNEL) {
1571 MakeShipHere(WORLD_X - 1, y);
1572 return;
1573 }
1574}
1575
1576
1577void
1578MakeShipHere(int x, int y)
1579{
1580 MakeSprite(SHI, (x <<4) - (48 - 1), (y <<4));
1581}
1582
1583
1584void
1585MakeMonster(void)
1586{
1587 register int x, y, z, done = 0;
1588 SimSprite *sprite;
1589
1590 if ((sprite = GetSprite(GOD)) != NULL) {
1591 sprite->sound_count = 1;
1592 sprite->count = 1000;
1593 sprite->dest_x = PolMaxX <<4;
1594 sprite->dest_y = PolMaxY <<4;
1595 return;
1596 }
1597
1598 for (z = 0; z < 300; z++) {
1599 x = Rand(WORLD_X - 20) + 10;
1600 y = Rand(WORLD_Y - 10) + 5;
1601 if ((Map[x][y] == RIVER) || (Map[x][y] == RIVER + BULLBIT)) {
1602 MonsterHere(x, y);
1603 done = 1;
1604 break;
1605 }
1606 }
1607 if (!done == 0)
1608 MonsterHere(60, 50);
1609}
1610
1611
1612void
1613MonsterHere(int x, int y)
1614{
1615 MakeSprite(GOD, (x <<4) + 48, (y <<4));
1616 ClearMes();
1617 SendMesAt(-21, x + 5, y);
1618}
1619
1620
1621void
1622GenerateCopter(int x, int y)
1623{
1624 if (GetSprite(COP) != NULL) return;
1625
1626 MakeSprite(COP, (x <<4), (y <<4) + 30);
1627}
1628
1629
1630void
1631GeneratePlane(int x, int y)
1632{
1633 if (GetSprite(AIR) != NULL) return;
1634
1635 MakeSprite(AIR, (x <<4) + 48, (y <<4) + 12);
1636}
1637
1638
1639void
1640MakeAirCrash(void)
1641{
1642#ifndef NO_AIRCRASH
1643 if (GetSprite(AIR) == NULL) {
1644 short x, y;
1645
1646 x = Rand(WORLD_X - 20) + 10;
1647 y = Rand(WORLD_Y - 10) + 5;
1648
1649 GeneratePlane(x, y);
1650 }
1651
1652 ExplodeSprite(GetSprite(AIR));
1653#endif
1654}
1655
1656
1657void
1658MakeTornado(void)
1659{
1660 short x, y;
1661 SimSprite *sprite;
1662
1663 if ((sprite = GetSprite(TOR)) != NULL) {
1664 sprite->count = 200;
1665 return;
1666 }
1667
1668 x = Rand((WORLD_X <<4) - 800) + 400;
1669 y = Rand((WORLD_Y <<4) - 200) + 100;
1670 MakeSprite(TOR, x, y);
1671 ClearMes();
1672 SendMesAt(-22, (x >>4) + 3, (y >>4) + 2);
1673}
1674
1675
1676void
1677MakeExplosion(int x, int y)
1678{
1679 if ((x >= 0) && (x < WORLD_X) &&
1680 (y >= 0) && (y < WORLD_Y)) {
1681 MakeExplosionAt((x << 4) + 8, (y << 4) + 8);
1682 }
1683}
1684
1685
1686void
1687MakeExplosionAt(int x, int y)
1688{
1689 MakeNewSprite(EXP, x - 40, y - 16);
1690}
1691
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