Annotation of micropolis/src/sim/s_disast.c, revision 1.1.1.1

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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