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244 lines
12 KiB
C++
244 lines
12 KiB
C++
/* animate.cpp
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*
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* Micropolis, Unix Version. This game was released for the Unix platform
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* in or about 1990 and has been modified for inclusion in the One Laptop
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* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
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* you need assistance with this program, you may contact:
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* http://wiki.laptop.org/go/Micropolis or email micropolis@laptop.org.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details. You should have received a
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* copy of the GNU General Public License along with this program. If
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* not, see <http://www.gnu.org/licenses/>.
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*
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* ADDITIONAL TERMS per GNU GPL Section 7
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*
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* No trademark or publicity rights are granted. This license does NOT
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* give you any right, title or interest in the trademark SimCity or any
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* other Electronic Arts trademark. You may not distribute any
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* modification of this program using the trademark SimCity or claim any
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* affliation or association with Electronic Arts Inc. or its employees.
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*
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* Any propagation or conveyance of this program must include this
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* copyright notice and these terms.
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*
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* If you convey this program (or any modifications of it) and assume
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* contractual liability for the program to recipients of it, you agree
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* to indemnify Electronic Arts for any liability that those contractual
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* assumptions impose on Electronic Arts.
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*
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* You may not misrepresent the origins of this program; modified
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* versions of the program must be marked as such and not identified as
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* the original program.
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*
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* This disclaimer supplements the one included in the General Public
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* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
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* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
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* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
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* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
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* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
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* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
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* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
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* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
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* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
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* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
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* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
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* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
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* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
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* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
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* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
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* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
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* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
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* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
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* NOT APPLY TO YOU.
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*/
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/**
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* @file animate.cpp
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* @brief Animation routines for the Micropolis game engine.
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*
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* This file contains functions responsible for animating various
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* tiles within the Micropolis game. It includes a mapping of each
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* tile to its next animated state, and functions that iterate through
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* the game world's tiles to update their animation states. The
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* animation process is crucial for enhancing the game's visual appeal
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* and dynamic feel by animating elements like water, fire, and smoke.
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*/
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////////////////////////////////////////////////////////////////////////
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#include "micropolis.h"
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////////////////////////////////////////////////////////////////////////
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/**
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* Tile animation table. For each tile, it states the next tile to display.
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*
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* @bug Tile 620 points to 852. That should be tile 621.
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*
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* @todo Generate the table below from the animation sequences file
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* doc/AnimationSequences.txt and the doc/genAnimationTable.py
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* program
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*/
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static short animatedTiles[TILE_COUNT] = {
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31,
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32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
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48, 49, 50, 51, 52, 53, 54, 55,
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/* Fire */
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57, 58, 59, 60, 61, 62, 63, 56,
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/* No Traffic */
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64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
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/* Light Traffic */
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128, 129, 130, 131, 132, 133, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143,
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80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
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96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111,
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112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127,
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/* Heavy Traffic */
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192, 193, 194, 195, 196, 197, 198, 199, 200, 201, 202, 203, 204, 205, 206, 207,
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144, 145, 146, 147, 148, 149, 150, 151, 152, 153, 154, 155, 156, 157, 158, 159,
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160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175,
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176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191,
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/* Wires & Rails */
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208, 209, 210, 211, 212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 222, 223,
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224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239,
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/* Residential */
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240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250, 251, 252, 253, 254, 255,
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256, 257, 258, 259, 260, 261, 262, 263, 264, 265, 266, 267, 268, 269, 270, 271,
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272, 273, 274, 275, 276, 277, 278, 279, 280, 281, 282, 283, 284, 285, 286, 287,
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288, 289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, 300, 301, 302, 303,
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304, 305, 306, 307, 308, 309, 310, 311, 312, 313, 314, 315, 316, 317, 318, 319,
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320, 321, 322, 323, 324, 325, 326, 327, 328, 329, 330, 331, 332, 333, 334, 335,
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336, 337, 338, 339, 340, 341, 342, 343, 344, 345, 346, 347, 348, 349, 350, 351,
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352, 353, 354, 355, 356, 357, 358, 359, 360, 361, 362, 363, 364, 365, 366, 367,
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368, 369, 370, 371, 372, 373, 374, 375, 376, 377, 378, 379, 380, 381, 382, 383,
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384, 385, 386, 387, 388, 389, 390, 391, 392, 393, 394, 395, 396, 397, 398, 399,
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400, 401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414, 415,
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416, 417, 418, 419, 420, 421, 422,
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/* Commercial */
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423, 424, 425, 426, 427, 428, 429, 430, 431,
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432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, 446, 447,
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448, 449, 450, 451, 452, 453, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463,
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464, 465, 466, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479,
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480, 481, 482, 483, 484, 485, 486, 487, 488, 489, 490, 491, 492, 493, 494, 495,
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496, 497, 498, 499, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511,
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512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, 525, 526, 527,
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528, 529, 530, 531, 532, 533, 534, 535, 536, 537, 538, 539, 540, 541, 542, 543,
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544, 545, 546, 547, 548, 549, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559,
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560, 561, 562, 563, 564, 565, 566, 567, 568, 569, 570, 571, 572, 573, 574, 575,
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576, 577, 578, 579, 580, 581, 582, 583, 584, 585, 586, 587, 588, 589, 590, 591,
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592, 593, 594, 595, 596, 597, 598, 599, 600, 601, 602, 603, 604, 605, 606, 607,
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608, 609, 610, 611,
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/* Industrial */
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612, 613, 614, 615, 616, 617, 618, 619, 620, 852, 622, 623,
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624, 625, 626, 627, 628, 629, 630, 631, 632, 633, 634, 635, 636, 637, 638, 639,
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640, 884, 642, 643, 888, 645, 646, 647, 648, 892, 896, 651, 652, 653, 654, 655,
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656, 657, 658, 659, 660, 661, 662, 663, 664, 665, 666, 667, 668, 669, 670, 671,
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672, 673, 674, 675, 900, 904, 678, 679, 680, 681, 682, 683, 684, 685, 908, 687,
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688, 912, 690, 691, 692,
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/* SeaPort */
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693, 694, 695, 696, 697, 698, 699, 700, 701, 702, 703,
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704, 705, 706, 707, 708,
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/* AirPort */
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// 832 was previous value of 711, to start radar
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// animation, but now we break the link and the
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// simulator switches the tiles.
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709, 710, 711, 712, 713, 714, 715, 716, 717, 718, 719,
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720, 721, 722, 723, 724, 725, 726, 727, 728, 729, 730, 731, 732, 733, 734, 735,
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736, 737, 738, 739, 740, 741, 742, 743, 744,
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/* Coal power */
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745, 746, 916, 920, 749, 750, 924,
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928, 753, 754, 755, 756, 757, 758, 759, 760,
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/* Fire Dept */
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761, 762, 763, 764, 765, 766, 767,
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768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778,
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/* Stadium */
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779, 780, 781, 782, 783,
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784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794,
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/* Stadium Anims */
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795, 796, 797, 798, 799,
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800, 801, 802, 803, 804, 805, 806, 807, 808, 809, 810,
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/* Nuclear Power */
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811, 812, 813, 814, 815,
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816, 817, 818, 819, 952, 821, 822, 823, 824, 825, 826,
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/* Power out + Bridges */
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827, 828, 829, 830, 831,
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/* Radar dish */
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833, 834, 835, 836, 837, 838, 839, 832,
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/* Fountain / Flag */
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841, 842, 843, 840, 845, 846, 847, 848,
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849, 850, 851, 844, 853, 854, 855, 856, 857, 858, 859, 852,
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/* zone destruct & rubblize */
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861, 862, 863, 864,
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865, 866, 867, 867,
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/* totally unsure */
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868, 869, 870, 871, 872, 873, 874, 875, 876, 877, 878, 879,
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880, 881, 882, 883,
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/* Smoke stacks */
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885, 886, 887, 884, 889, 890, 891, 888, 893, 894, 895, 892,
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897, 898, 899, 896, 901, 902, 903, 900, 905, 906, 907, 904, 909, 910, 911, 908,
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913, 914, 915, 912, 917, 918, 919, 916, 921, 922, 923, 920, 925, 926, 927, 924,
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929, 930, 931, 928,
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/* Stadium Playfield */
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933, 934, 935, 936, 937, 938, 939, 932, 941, 942, 943, 944,
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945, 946, 947, 940,
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/* Bridge up chars */
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948, 949, 950, 951,
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/* Nuclear swirl */
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953, 954, 955, 952,
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/* Churches */
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956, 957, 958, 959,
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960, 961, 962, 963, 964, 965, 966, 967, 968, 969, 970, 971, 972, 973, 974, 975,
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976, 977, 978, 979, 980, 981, 982, 983, 984, 985, 986, 987, 988, 989, 990, 991,
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992, 993, 994, 995, 996, 997, 998, 999, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007,
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1008, 1009, 1010, 1011, 1012, 1013, 1014, 1015, 1016, 1017, 1018, 1019, 1020, 1021, 1022, 1023,
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};
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////////////////////////////////////////////////////////////////////////
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/* comefrom: moveWorld doEditWindow scoreDoer doMapInFront graphDoer */
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void Micropolis::animateTiles()
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{
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unsigned short tilevalue, tileflags;
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unsigned short *tMapPtr;
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int i;
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/* Animate whole world */
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tMapPtr = (unsigned short *)&(map[0][0]);
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for (i = WORLD_W * WORLD_H; i > 0; i--) {
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tilevalue = (*tMapPtr);
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if (tilevalue & ANIMBIT) {
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tileflags = tilevalue & ALLBITS;
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tilevalue &= LOMASK;
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tilevalue = animatedTiles[tilevalue];
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tilevalue |= tileflags;
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(*tMapPtr) = tilevalue;
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}
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tMapPtr++;
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}
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}
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int Micropolis::getNextAnimatedTile(int index)
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{
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if ((index < 0) || (index >= TILE_COUNT)) {
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return -1;
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}
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return animatedTiles[index];
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}
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////////////////////////////////////////////////////////////////////////
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