Annotation of micropolis/src/sim/s_disast.c, revision 1.1

1.1     ! root        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  [email protected].
        !             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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