mirror of
https://github.com/OpenTTD/OpenTTD.git
synced 2025-02-01 20:03:26 +00:00
(svn r16384) -Codechange: move u.effect to EffectVehicle
This commit is contained in:
parent
2365d27a4d
commit
6d1c974254
@ -13,14 +13,14 @@
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#include "table/sprites.h"
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static void ChimneySmokeInit(Vehicle *v)
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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(Vehicle *v)
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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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@ -43,13 +43,13 @@ static bool ChimneySmokeTick(Vehicle *v)
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return true;
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}
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static void SteamSmokeInit(Vehicle *v)
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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(Vehicle *v)
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static bool SteamSmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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@ -75,13 +75,13 @@ static bool SteamSmokeTick(Vehicle *v)
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return true;
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}
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static void DieselSmokeInit(Vehicle *v)
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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(Vehicle *v)
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static bool DieselSmokeTick(EffectVehicle *v)
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{
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v->progress++;
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@ -101,13 +101,13 @@ static bool DieselSmokeTick(Vehicle *v)
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return true;
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}
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static void ElectricSparkInit(Vehicle *v)
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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(Vehicle *v)
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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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@ -125,13 +125,13 @@ static bool ElectricSparkTick(Vehicle *v)
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return true;
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}
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static void SmokeInit(Vehicle *v)
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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(Vehicle *v)
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static bool SmokeTick(EffectVehicle *v)
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{
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bool moved = false;
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@ -157,13 +157,13 @@ static bool SmokeTick(Vehicle *v)
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return true;
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}
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static void ExplosionLargeInit(Vehicle *v)
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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(Vehicle *v)
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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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@ -179,13 +179,13 @@ static bool ExplosionLargeTick(Vehicle *v)
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return true;
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}
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static void BreakdownSmokeInit(Vehicle *v)
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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(Vehicle *v)
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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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@ -197,8 +197,8 @@ static bool BreakdownSmokeTick(Vehicle *v)
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VehicleMove(v, true);
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}
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v->u.effect.animation_state--;
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if (v->u.effect.animation_state == 0) {
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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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@ -206,13 +206,13 @@ static bool BreakdownSmokeTick(Vehicle *v)
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return true;
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}
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static void ExplosionSmallInit(Vehicle *v)
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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(Vehicle *v)
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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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@ -228,12 +228,12 @@ static bool ExplosionSmallTick(Vehicle *v)
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return true;
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}
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static void BulldozerInit(Vehicle *v)
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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->u.effect.animation_state = 0;
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v->u.effect.animation_substate = 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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@ -275,22 +275,22 @@ static const struct {
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{ 0, -1 }
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};
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static bool BulldozerTick(Vehicle *v)
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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->u.effect.animation_state];
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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->u.effect.animation_substate++;
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if (v->u.effect.animation_substate >= b->duration) {
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v->u.effect.animation_substate = 0;
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v->u.effect.animation_state++;
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if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) {
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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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@ -301,7 +301,7 @@ static bool BulldozerTick(Vehicle *v)
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return true;
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}
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static void BubbleInit(Vehicle *v)
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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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@ -458,7 +458,7 @@ static const BubbleMovement * const _bubble_movement[] = {
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_bubble_absorb,
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};
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static bool BubbleTick(Vehicle *v)
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static bool BubbleTick(EffectVehicle *v)
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{
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uint anim_state;
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@ -471,14 +471,14 @@ static bool BubbleTick(Vehicle *v)
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VehicleMove(v, true);
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return true;
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}
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if (v->u.effect.animation_substate != 0) {
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if (v->animation_substate != 0) {
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v->spritenum = GB(Random(), 0, 2) + 1;
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} else {
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v->spritenum = 6;
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}
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anim_state = 0;
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} else {
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anim_state = v->u.effect.animation_state + 1;
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anim_state = v->animation_state + 1;
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}
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const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][anim_state];
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@ -506,7 +506,7 @@ static bool BubbleTick(Vehicle *v)
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == GFX_BUBBLE_CATCHER) AddAnimatedTile(tile);
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}
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v->u.effect.animation_state = anim_state;
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v->animation_state = anim_state;
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b = &_bubble_movement[v->spritenum - 1][anim_state];
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v->x_pos += b->x;
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@ -520,8 +520,8 @@ static bool BubbleTick(Vehicle *v)
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}
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typedef void EffectInitProc(Vehicle *v);
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typedef bool EffectTickProc(Vehicle *v);
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typedef void EffectInitProc(EffectVehicle *v);
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typedef bool EffectTickProc(EffectVehicle *v);
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static EffectInitProc * const _effect_init_procs[] = {
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ChimneySmokeInit,
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@ -550,11 +550,11 @@ static EffectTickProc * const _effect_tick_procs[] = {
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};
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
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EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
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{
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if (!Vehicle::CanAllocateItem()) return NULL;
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Vehicle *v = new EffectVehicle();
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EffectVehicle *v = new EffectVehicle();
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v->subtype = type;
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v->x_pos = x;
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v->y_pos = y;
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@ -571,14 +571,14 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
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return v;
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}
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
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EffectVehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
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{
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int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
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int safe_y = Clamp(y, 0, MapMaxY() * TILE_SIZE);
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return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
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}
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
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EffectVehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
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{
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return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
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}
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@ -23,6 +23,9 @@
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* - bubbles (industry)
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*/
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struct EffectVehicle : public Vehicle {
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uint16 animation_state;
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byte animation_substate;
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/** Initializes the Vehicle to a special vehicle */
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EffectVehicle() { this->type = VEH_EFFECT; }
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@ -5,7 +5,7 @@
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#ifndef EFFECTVEHICLE_FUNC_H
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#define EFFECTVEHICLE_FUNC_H
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#include "vehicle_type.h"
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#include "effectvehicle_base.h"
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/** Effect vehicle types */
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enum EffectVehicleType {
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@ -21,8 +21,8 @@ enum EffectVehicleType {
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EV_BUBBLE = 9
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};
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);
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EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
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EffectVehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
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EffectVehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);
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#endif /* EFFECTVEHICLE_FUNC_H */
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@ -702,8 +702,6 @@ static void MakeIndustryTileBigger(TileIndex tile)
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static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
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{
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int dir;
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Vehicle *v;
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static const int8 _bubble_spawn_location[3][4] = {
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{ 11, 0, -4, -14 },
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{ -4, -10, -4, 1 },
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@ -712,16 +710,16 @@ static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
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SndPlayTileFx(SND_2E_EXTRACT_AND_POP, tile);
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dir = Random() & 3;
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int dir = Random() & 3;
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v = CreateEffectVehicleAbove(
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EffectVehicle *v = CreateEffectVehicleAbove(
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TileX(tile) * TILE_SIZE + _bubble_spawn_location[0][dir],
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TileY(tile) * TILE_SIZE + _bubble_spawn_location[1][dir],
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_bubble_spawn_location[2][dir],
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EV_BUBBLE
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);
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if (v != NULL) v->u.effect.animation_substate = dir;
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if (v != NULL) v->animation_substate = dir;
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}
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static void TileLoop_Industry(TileIndex tile)
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@ -637,8 +637,8 @@ static void HandleBrokenRoadVeh(Vehicle *v)
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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@ -1122,8 +1122,8 @@ static const OldChunks vehicle_air_chunk[] = {
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};
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static const OldChunks vehicle_effect_chunk[] = {
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OCL_SVAR( OC_UINT16, VehicleEffect, animation_state ),
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OCL_SVAR( OC_UINT8, VehicleEffect, animation_substate ),
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OCL_SVAR( OC_UINT16, EffectVehicle, animation_state ),
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OCL_SVAR( OC_UINT8, EffectVehicle, animation_substate ),
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OCL_NULL( 7 ), // Junk
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@ -1160,7 +1160,7 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, v, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
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case VEH_EFFECT : res = LoadChunk(ls, v, vehicle_effect_chunk); break;
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case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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}
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}
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@ -606,8 +606,8 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
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SLE_VAR(Vehicle, progress, SLE_UINT8),
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SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
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SLE_VAR(EffectVehicle, animation_state, SLE_UINT16),
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SLE_VAR(EffectVehicle, animation_substate, SLE_UINT8),
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SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION),
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@ -213,8 +213,8 @@ static void HandleBrokenShip(Vehicle *v)
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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@ -4079,8 +4079,8 @@ static void HandleBrokenTrain(Vehicle *v)
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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@ -175,11 +175,6 @@ struct VehicleRoad {
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RoadTypes compatible_roadtypes;
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};
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struct VehicleEffect {
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uint16 animation_state;
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byte animation_substate;
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};
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struct VehicleDisaster {
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uint16 image_override;
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VehicleID big_ufo_destroyer_target;
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@ -316,7 +311,6 @@ public:
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VehicleRail rail;
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VehicleAir air;
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VehicleRoad road;
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VehicleEffect effect;
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VehicleDisaster disaster;
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} u;
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