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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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