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