openttd 1.4 rc1
--HG-- branch : openttd
This commit is contained in:
663
src/effectvehicle.cpp
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663
src/effectvehicle.cpp
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@@ -0,0 +1,663 @@
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/* $Id: effectvehicle.cpp 24900 2013-01-08 22:46:42Z planetmaker $ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file effectvehicle.cpp Implementation of everything generic to vehicles. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "core/random_func.hpp"
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#include "industry_map.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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static void ChimneySmokeInit(EffectVehicle *v)
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{
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uint32 r = Random();
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v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
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v->progress = GB(r, 16, 3);
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}
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static bool ChimneySmokeTick(EffectVehicle *v)
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{
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if (v->progress > 0) {
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v->progress--;
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} else {
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TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
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if (!IsTileType(tile, MP_INDUSTRY)) {
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delete v;
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return false;
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}
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if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
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v->cur_image++;
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} else {
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v->cur_image = SPR_CHIMNEY_SMOKE_0;
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}
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v->progress = 7;
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VehicleUpdatePositionAndViewport(v);
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}
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return true;
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}
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static void SteamSmokeInit(EffectVehicle *v)
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{
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v->cur_image = SPR_STEAM_SMOKE_0;
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v->progress = 12;
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}
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static bool SteamSmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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v->progress++;
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if ((v->progress & 7) == 0) {
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v->z_pos++;
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moved = true;
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}
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if ((v->progress & 0xF) == 4) {
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if (v->cur_image != SPR_STEAM_SMOKE_4) {
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v->cur_image++;
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} else {
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delete v;
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return false;
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}
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moved = true;
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}
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if (moved) VehicleUpdatePositionAndViewport(v);
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return true;
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}
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static void DieselSmokeInit(EffectVehicle *v)
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{
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v->cur_image = SPR_DIESEL_SMOKE_0;
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v->progress = 0;
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}
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static bool DieselSmokeTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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v->z_pos++;
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VehicleUpdatePositionAndViewport(v);
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} else if ((v->progress & 7) == 1) {
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if (v->cur_image != SPR_DIESEL_SMOKE_5) {
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v->cur_image++;
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void ElectricSparkInit(EffectVehicle *v)
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{
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v->cur_image = SPR_ELECTRIC_SPARK_0;
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v->progress = 1;
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}
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static bool ElectricSparkTick(EffectVehicle *v)
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{
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if (v->progress < 2) {
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v->progress++;
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} else {
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v->progress = 0;
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if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
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v->cur_image++;
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void SmokeInit(EffectVehicle *v)
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{
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v->cur_image = SPR_SMOKE_0;
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v->progress = 12;
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}
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static bool SmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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v->progress++;
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if ((v->progress & 3) == 0) {
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v->z_pos++;
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moved = true;
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}
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if ((v->progress & 0xF) == 4) {
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if (v->cur_image != SPR_SMOKE_4) {
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v->cur_image++;
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} else {
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delete v;
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return false;
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}
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moved = true;
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}
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if (moved) VehicleUpdatePositionAndViewport(v);
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return true;
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}
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static void ExplosionLargeInit(EffectVehicle *v)
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{
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v->cur_image = SPR_EXPLOSION_LARGE_0;
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v->progress = 0;
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}
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static bool ExplosionLargeTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
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v->cur_image++;
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void BreakdownSmokeInit(EffectVehicle *v)
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{
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v->cur_image = SPR_BREAKDOWN_SMOKE_0;
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v->progress = 0;
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}
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static bool BreakdownSmokeTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
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v->cur_image++;
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} else {
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v->cur_image = SPR_BREAKDOWN_SMOKE_0;
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}
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VehicleUpdatePositionAndViewport(v);
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}
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v->animation_state--;
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if (v->animation_state == 0) {
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delete v;
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return false;
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}
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return true;
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}
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static void ExplosionSmallInit(EffectVehicle *v)
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{
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v->cur_image = SPR_EXPLOSION_SMALL_0;
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v->progress = 0;
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}
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static bool ExplosionSmallTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 3) == 0) {
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if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
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v->cur_image++;
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VehicleUpdatePositionAndViewport(v);
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} else {
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delete v;
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return false;
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}
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}
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return true;
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}
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static void BulldozerInit(EffectVehicle *v)
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{
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v->cur_image = SPR_BULLDOZER_NE;
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v->progress = 0;
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v->animation_state = 0;
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v->animation_substate = 0;
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}
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struct BulldozerMovement {
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byte direction:2;
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byte image:2;
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byte duration:3;
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};
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static const BulldozerMovement _bulldozer_movement[] = {
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{ 0, 0, 4 },
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{ 3, 3, 4 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 1, 1, 3 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 1, 1, 3 },
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{ 2, 2, 7 },
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{ 0, 2, 7 },
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{ 3, 3, 6 },
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{ 2, 2, 6 },
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{ 1, 1, 7 },
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{ 3, 1, 7 },
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{ 0, 0, 3 },
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{ 1, 1, 7 },
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{ 3, 1, 7 },
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{ 0, 0, 3 },
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{ 1, 1, 7 },
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{ 3, 1, 7 }
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};
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static const struct {
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int8 x;
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int8 y;
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} _inc_by_dir[] = {
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{ -1, 0 },
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{ 0, 1 },
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{ 1, 0 },
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{ 0, -1 }
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};
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static bool BulldozerTick(EffectVehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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const BulldozerMovement *b = &_bulldozer_movement[v->animation_state];
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v->cur_image = SPR_BULLDOZER_NE + b->image;
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v->x_pos += _inc_by_dir[b->direction].x;
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v->y_pos += _inc_by_dir[b->direction].y;
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v->animation_substate++;
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if (v->animation_substate >= b->duration) {
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v->animation_substate = 0;
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v->animation_state++;
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if (v->animation_state == lengthof(_bulldozer_movement)) {
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delete v;
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return false;
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}
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}
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VehicleUpdatePositionAndViewport(v);
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}
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return true;
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}
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static void BubbleInit(EffectVehicle *v)
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{
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v->cur_image = SPR_BUBBLE_GENERATE_0;
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v->spritenum = 0;
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v->progress = 0;
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}
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struct BubbleMovement {
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int8 x:4;
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int8 y:4;
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int8 z:4;
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byte image:4;
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};
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#define MK(x, y, z, i) { x, y, z, i }
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#define ME(i) { i, 4, 0, 0 }
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static const BubbleMovement _bubble_float_sw[] = {
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(1, 0, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_float_ne[] = {
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MK( 0, 0, 1, 0),
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MK(-1, 0, 1, 1),
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MK( 0, 0, 1, 0),
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MK(-1, 0, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_float_se[] = {
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MK(0, 0, 1, 0),
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MK(0, 1, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 1, 1, 2),
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ME(1)
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||||
};
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static const BubbleMovement _bubble_float_nw[] = {
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MK(0, 0, 1, 0),
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MK(0, -1, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, -1, 1, 2),
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ME(1)
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};
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static const BubbleMovement _bubble_burst[] = {
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 7),
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MK(0, 0, 1, 8),
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MK(0, 0, 1, 9),
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ME(0)
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};
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static const BubbleMovement _bubble_absorb[] = {
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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MK(0, 0, 1, 2),
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||||
MK(0, 0, 1, 0),
|
||||
MK(0, 0, 1, 1),
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MK(0, 0, 1, 0),
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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),
|
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MK(0, 0, 1, 2),
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MK(0, 0, 1, 0),
|
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MK(0, 0, 1, 1),
|
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MK(0, 0, 1, 0),
|
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MK(0, 0, 1, 2),
|
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MK(0, 0, 1, 0),
|
||||
MK(0, 0, 1, 1),
|
||||
MK(0, 0, 1, 0),
|
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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 bool BubbleTick(EffectVehicle *v)
|
||||
{
|
||||
uint anim_state;
|
||||
|
||||
v->progress++;
|
||||
if ((v->progress & 3) != 0) return true;
|
||||
|
||||
if (v->spritenum == 0) {
|
||||
v->cur_image++;
|
||||
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
|
||||
VehicleUpdatePositionAndViewport(v);
|
||||
return true;
|
||||
}
|
||||
if (v->animation_substate != 0) {
|
||||
v->spritenum = GB(Random(), 0, 2) + 1;
|
||||
} else {
|
||||
v->spritenum = 6;
|
||||
}
|
||||
anim_state = 0;
|
||||
} else {
|
||||
anim_state = v->animation_state + 1;
|
||||
}
|
||||
|
||||
const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
|
||||
|
||||
if (b->y == 4 && b->x == 0) {
|
||||
delete v;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (b->y == 4 && b->x == 1) {
|
||||
if (v->z_pos > 180 || Chance16I(1, 96, Random())) {
|
||||
v->spritenum = 5;
|
||||
if (_settings_client.sound.ambient) SndPlayVehicleFx(SND_2F_POP, v);
|
||||
}
|
||||
anim_state = 0;
|
||||
}
|
||||
|
||||
if (b->y == 4 && b->x == 2) {
|
||||
TileIndex tile;
|
||||
|
||||
anim_state++;
|
||||
if (_settings_client.sound.ambient) 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->animation_state = anim_state;
|
||||
b = &_bubble_movement[v->spritenum - 1][anim_state];
|
||||
|
||||
v->x_pos += b->x;
|
||||
v->y_pos += b->y;
|
||||
v->z_pos += b->z;
|
||||
v->cur_image = SPR_BUBBLE_0 + b->image;
|
||||
|
||||
VehicleUpdatePositionAndViewport(v);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
typedef void EffectInitProc(EffectVehicle *v);
|
||||
typedef bool EffectTickProc(EffectVehicle *v);
|
||||
|
||||
/** Functions to initialise an effect vehicle after construction. */
|
||||
static EffectInitProc * const _effect_init_procs[] = {
|
||||
ChimneySmokeInit, // EV_CHIMNEY_SMOKE
|
||||
SteamSmokeInit, // EV_STEAM_SMOKE
|
||||
DieselSmokeInit, // EV_DIESEL_SMOKE
|
||||
ElectricSparkInit, // EV_ELECTRIC_SPARK
|
||||
SmokeInit, // EV_CRASH_SMOKE
|
||||
ExplosionLargeInit, // EV_EXPLOSION_LARGE
|
||||
BreakdownSmokeInit, // EV_BREAKDOWN_SMOKE
|
||||
ExplosionSmallInit, // EV_EXPLOSION_SMALL
|
||||
BulldozerInit, // EV_BULLDOZER
|
||||
BubbleInit, // EV_BUBBLE
|
||||
SmokeInit, // EV_BREAKDOWN_SMOKE_AIRCRAFT
|
||||
SmokeInit, // EV_COPPER_MINE_SMOKE
|
||||
};
|
||||
assert_compile(lengthof(_effect_init_procs) == EV_END);
|
||||
|
||||
/** Functions for controlling effect vehicles at each tick. */
|
||||
static EffectTickProc * const _effect_tick_procs[] = {
|
||||
ChimneySmokeTick, // EV_CHIMNEY_SMOKE
|
||||
SteamSmokeTick, // EV_STEAM_SMOKE
|
||||
DieselSmokeTick, // EV_DIESEL_SMOKE
|
||||
ElectricSparkTick, // EV_ELECTRIC_SPARK
|
||||
SmokeTick, // EV_CRASH_SMOKE
|
||||
ExplosionLargeTick, // EV_EXPLOSION_LARGE
|
||||
BreakdownSmokeTick, // EV_BREAKDOWN_SMOKE
|
||||
ExplosionSmallTick, // EV_EXPLOSION_SMALL
|
||||
BulldozerTick, // EV_BULLDOZER
|
||||
BubbleTick, // EV_BUBBLE
|
||||
SmokeTick, // EV_BREAKDOWN_SMOKE_AIRCRAFT
|
||||
SmokeTick, // EV_COPPER_MINE_SMOKE
|
||||
};
|
||||
assert_compile(lengthof(_effect_tick_procs) == EV_END);
|
||||
|
||||
/** Transparency options affecting the effects. */
|
||||
static const TransparencyOption _effect_transparency_options[] = {
|
||||
TO_INDUSTRIES, // EV_CHIMNEY_SMOKE
|
||||
TO_INVALID, // EV_STEAM_SMOKE
|
||||
TO_INVALID, // EV_DIESEL_SMOKE
|
||||
TO_INVALID, // EV_ELECTRIC_SPARK
|
||||
TO_INVALID, // EV_CRASH_SMOKE
|
||||
TO_INVALID, // EV_EXPLOSION_LARGE
|
||||
TO_INVALID, // EV_BREAKDOWN_SMOKE
|
||||
TO_INVALID, // EV_EXPLOSION_SMALL
|
||||
TO_INVALID, // EV_BULLDOZER
|
||||
TO_INDUSTRIES, // EV_BUBBLE
|
||||
TO_INVALID, // EV_BREAKDOWN_SMOKE_AIRCRAFT
|
||||
TO_INDUSTRIES, // EV_COPPER_MINE_SMOKE
|
||||
};
|
||||
assert_compile(lengthof(_effect_transparency_options) == EV_END);
|
||||
|
||||
|
||||
/**
|
||||
* Create an effect vehicle at a particular location.
|
||||
* @param x The x location on the map.
|
||||
* @param y The y location on the map.
|
||||
* @param z The z location on the map.
|
||||
* @param type The type of effect vehicle.
|
||||
* @return The effect vehicle.
|
||||
*/
|
||||
EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
|
||||
{
|
||||
if (!Vehicle::CanAllocateItem()) return NULL;
|
||||
|
||||
EffectVehicle *v = new EffectVehicle();
|
||||
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);
|
||||
|
||||
VehicleUpdatePositionAndViewport(v);
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an effect vehicle above a particular location.
|
||||
* @param x The x location on the map.
|
||||
* @param y The y location on the map.
|
||||
* @param z The offset from the ground.
|
||||
* @param type The type of effect vehicle.
|
||||
* @return The effect vehicle.
|
||||
*/
|
||||
EffectVehicle *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, GetSlopePixelZ(safe_x, safe_y) + z, type);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an effect vehicle above a particular vehicle.
|
||||
* @param v The vehicle to base the position on.
|
||||
* @param x The x offset to the vehicle.
|
||||
* @param y The y offset to the vehicle.
|
||||
* @param z The z offset to the vehicle.
|
||||
* @param type The type of effect vehicle.
|
||||
* @return The effect vehicle.
|
||||
*/
|
||||
EffectVehicle *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);
|
||||
}
|
||||
|
||||
bool EffectVehicle::Tick()
|
||||
{
|
||||
return _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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Determines the transparency option affecting the effect.
|
||||
* @return Transparency option, or TO_INVALID if none.
|
||||
*/
|
||||
TransparencyOption EffectVehicle::GetTransparencyOption() const
|
||||
{
|
||||
return _effect_transparency_options[this->subtype];
|
||||
}
|
||||
Reference in New Issue
Block a user