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remove executable bit from sounds
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1/* s_disast.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
65/* Disasters */
66
67
68short ShakeNow;
69short FloodCnt;
70short FloodX, FloodY;
71
72
73/* comefrom: Simulate */
74DoDisasters(void)
75{
76 /* Chance of disasters at lev 0 1 2 */
77 static short DisChance[3] = { 10*48, 5*48, 60};
78 register short x;
79
80 if (FloodCnt) FloodCnt--;
81 if (DisasterEvent)
82 ScenarioDisaster();
83
84 x = GameLevel;
85 if (x > 2) x = 0;
86
87 if (NoDisasters) return; /*post*/
88 if (!Rand(DisChance[x])) {
89 x = Rand(8);
90 switch (x) {
91 case 0:
92 case 1:
93 SetFire();
94 break;
95 case 2:
96 case 3:
97 MakeFlood();
98 break;
99 case 4:
100 MakeAirCrash();
101 break;
102 case 5:
103 MakeTornado();
104 break;
105 case 6:
106 MakeEarthquake();
107 break;
108 case 7:
109 case 8:
110 if (PolluteAverage > /* 80 */ 60) MakeMonster();
111 break;
112 }
113 }
114}
115
116
117/* comefrom: DoDisasters */
118ScenarioDisaster(void)
119{
120 int x, y;
121
122 switch (DisasterEvent) {
123 case 1: /* Dullsville */
124 break;
125 case 2: /* San Francisco */
126 if (DisasterWait == 1) MakeEarthquake();
127 break;
128 case 3: /* Hamburg */
129 DropFireBombs();
130 break;
131 case 4: /* Bern */
132 break;
133 case 5: /* Tokyo */
134 if (DisasterWait == 1) MakeMonster();
135 break;
136 case 6: /* Detroit */
137 break;
138 case 7: /* Boston */
139 if (DisasterWait == 1) MakeMeltdown();
140 break;
141 case 8: /* Rio */
142 if ((DisasterWait % 24) == 0) MakeFlood();
143 break;
144 }
145 if (DisasterWait) DisasterWait--;
146 else DisasterEvent = 0;
147}
148
149
150/* comefrom: ScenarioDisaster */
151MakeMeltdown(void)
152{
153 short x, y;
154
155 for (x = 0; x < (WORLD_X - 1); x ++) {
156 for (y = 0; y < (WORLD_Y - 1); y++) {
157 /* TILE_IS_NUCLEAR(Map[x][y]) */
158 if ((Map[x][y] & LOMASK) == NUCLEAR) {
159 DoMeltdown(x, y);
160 return;
161 }
162 }
163 }
164}
165
166
167FireBomb()
168{
169 CrashX = Rand(WORLD_X - 1);
170 CrashY = Rand(WORLD_Y - 1);
171 MakeExplosion(CrashX, CrashY);
172 ClearMes();
173 SendMesAt(-30, CrashX, CrashY);
174}
175
176
177/* comefrom: DoDisasters ScenarioDisaster */
178MakeEarthquake(void)
179{
180 register short x, y, z;
181 short time;
182
183 DoEarthQuake();
184
185 SendMesAt(-23, CCx, CCy);
186 time = Rand(700) + 300;
187 for (z = 0; z < time; z++) {
188 x = Rand(WORLD_X - 1);
189 y = Rand(WORLD_Y - 1);
190 if ((x < 0) || (x > (WORLD_X - 1)) ||
191 (y < 0) || (y > (WORLD_Y - 1)))
192 continue;
193 /* TILE_IS_VULNERABLE(Map[x][y]) */
194 if (Vunerable(Map[x][y])) {
195 if (z & 0x3)
196 Map[x][y] = (RUBBLE + BULLBIT) + (Rand16() & 3);
197 else
198 Map[x][y] = (FIRE + ANIMBIT) + (Rand16() & 7);
199 }
200 }
201}
202
203
204/* comefrom: DoDisasters */
205SetFire(void)
206{
207 register short x, y, z;
208
209 x = Rand(WORLD_X - 1);
210 y = Rand(WORLD_Y - 1);
211 z = Map[x][y];
212 /* TILE_IS_ARSONABLE(z) */
213 if (!(z & ZONEBIT)) {
214 z = z & LOMASK;
215 if ((z > LHTHR) && (z < LASTZONE)) {
216 Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
217 CrashX = x; CrashY = y;
218 SendMesAt(-20, x, y);
219 }
220 }
221}
222
223
224/* comefrom: DoDisasters */
225MakeFire(void)
226{
227 short t, x, y, z;
228 for (t = 0; t < 40; t++) {
229 x = Rand(WORLD_X - 1);
230 y = Rand(WORLD_Y - 1);
231 z = Map[x][y];
232 /* !(z & BURNBIT) && TILE_IS_ARSONABLE(z) */
233 if ((!(z & ZONEBIT)) && (z & BURNBIT)) {
234 z = z & LOMASK;
235 if ((z > 21) && (z < LASTZONE)) {
236 Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
237 SendMesAt(20, x, y);
238 return;
239 }
240 }
241 }
242}
243
244
245/* comefrom: MakeEarthquake */
246Vunerable(int tem)
247{
248 register int tem2;
249
250 tem2 = tem & LOMASK;
251 if ((tem2 < RESBASE) ||
252 (tem2 > LASTZONE) ||
253 (tem & ZONEBIT))
254 return(FALSE);
255 return(TRUE);
256}
257
258
259/* comefrom: DoDisasters ScenarioDisaster */
260MakeFlood(void)
261{
262 static short Dx[4] = { 0, 1, 0,-1};
263 static short Dy[4] = {-1, 0, 1, 0};
264 register short xx, yy, c;
265 short z, t, x, y;
266
267 for (z = 0; z < 300; z++) {
268 x = Rand(WORLD_X - 1);
269 y = Rand(WORLD_Y - 1);
270 c = Map[x][y] & LOMASK; /* XXX: & LOMASK */
271 /* TILE_IS_RIVER_EDGE(c) */
272 if ((c > 4) && (c < 21)) /* if riveredge */
273 for (t = 0; t < 4; t++) {
274 xx = x + Dx[t];
275 yy = y + Dy[t];
276 if (TestBounds(xx, yy)) {
277 c = Map[xx][yy];
278 /* TILE_IS_FLOODABLE(c) */
279 if ((c == 0) || ((c & BULLBIT) && (c & BURNBIT))) {
280 Map[xx][yy] = FLOOD;
281 FloodCnt = 30;
282 SendMesAt(-42, xx, yy);
283 FloodX = xx; FloodY = yy;
284 return;
285 }
286 }
287 }
288 }
289}
290
291
292/* comefrom: MapScan */
293DoFlood(void)
294{
295 static short Dx[4] = { 0, 1, 0,-1};
296 static short Dy[4] = {-1, 0, 1, 0};
297 register short z, c, xx, yy, t;
298
299 if (FloodCnt)
300 for (z = 0; z < 4; z++) {
301 if (!(Rand16() & 7)) {
302 xx = SMapX + Dx[z];
303 yy = SMapY + Dy[z];
304 if (TestBounds(xx, yy)) {
305 c = Map[xx][yy];
306 t = c & LOMASK;
307 /* TILE_IS_FLOODABLE2(c) */
308 if ((c & BURNBIT) ||
309 (c == 0) ||
310 ((t >= WOODS5 /* XXX */) && (t < FLOOD))) {
311 if (c & ZONEBIT)
312 FireZone(xx, yy, c);
313 Map[xx][yy] = FLOOD + Rand(2);
314 }
315 }
316 }
317 }
318 else
319 if (!(Rand16() & 15))
320 Map[SMapX][SMapY] = 0;
321}
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