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Micropolis Activity
/* s_disast.c
*
* Micropolis, Unix Version. This game was released for the Unix platform
* in or about 1990 and has been modified for inclusion in the One Laptop
* Per Child program. Copyright (C) 1989 - 2007 Electronic Arts Inc. If
* you need assistance with this program, you may contact:
* http://wiki.laptop.org/go/Micropolis or email [email protected].
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details. You should have received a
* copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*
* ADDITIONAL TERMS per GNU GPL Section 7
*
* No trademark or publicity rights are granted. This license does NOT
* give you any right, title or interest in the trademark SimCity or any
* other Electronic Arts trademark. You may not distribute any
* modification of this program using the trademark SimCity or claim any
* affliation or association with Electronic Arts Inc. or its employees.
*
* Any propagation or conveyance of this program must include this
* copyright notice and these terms.
*
* If you convey this program (or any modifications of it) and assume
* contractual liability for the program to recipients of it, you agree
* to indemnify Electronic Arts for any liability that those contractual
* assumptions impose on Electronic Arts.
*
* You may not misrepresent the origins of this program; modified
* versions of the program must be marked as such and not identified as
* the original program.
*
* This disclaimer supplements the one included in the General Public
* License. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, THIS
* PROGRAM IS PROVIDED TO YOU "AS IS," WITH ALL FAULTS, WITHOUT WARRANTY
* OF ANY KIND, AND YOUR USE IS AT YOUR SOLE RISK. THE ENTIRE RISK OF
* SATISFACTORY QUALITY AND PERFORMANCE RESIDES WITH YOU. ELECTRONIC ARTS
* DISCLAIMS ANY AND ALL EXPRESS, IMPLIED OR STATUTORY WARRANTIES,
* INCLUDING IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTORY QUALITY,
* FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT OF THIRD PARTY
* RIGHTS, AND WARRANTIES (IF ANY) ARISING FROM A COURSE OF DEALING,
* USAGE, OR TRADE PRACTICE. ELECTRONIC ARTS DOES NOT WARRANT AGAINST
* INTERFERENCE WITH YOUR ENJOYMENT OF THE PROGRAM; THAT THE PROGRAM WILL
* MEET YOUR REQUIREMENTS; THAT OPERATION OF THE PROGRAM WILL BE
* UNINTERRUPTED OR ERROR-FREE, OR THAT THE PROGRAM WILL BE COMPATIBLE
* WITH THIRD PARTY SOFTWARE OR THAT ANY ERRORS IN THE PROGRAM WILL BE
* CORRECTED. NO ORAL OR WRITTEN ADVICE PROVIDED BY ELECTRONIC ARTS OR
* ANY AUTHORIZED REPRESENTATIVE SHALL CREATE A WARRANTY. SOME
* JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED
* WARRANTIES OR THE LIMITATIONS ON THE APPLICABLE STATUTORY RIGHTS OF A
* CONSUMER, SO SOME OR ALL OF THE ABOVE EXCLUSIONS AND LIMITATIONS MAY
* NOT APPLY TO YOU.
*/
#include "sim.h"
/* Disasters */
short ShakeNow;
short FloodCnt;
short FloodX, FloodY;
/* comefrom: Simulate */
DoDisasters(void)
{
/* Chance of disasters at lev 0 1 2 */
static short DisChance[3] = { 10*48, 5*48, 60};
register short x;
if (FloodCnt) FloodCnt--;
if (DisasterEvent)
ScenarioDisaster();
x = GameLevel;
if (x > 2) x = 0;
if (NoDisasters) return; /*post*/
if (!Rand(DisChance[x])) {
x = Rand(8);
switch (x) {
case 0:
case 1:
SetFire();
break;
case 2:
case 3:
MakeFlood();
break;
case 4:
break;
case 5:
MakeTornado();
break;
case 6:
MakeEarthquake();
break;
case 7:
case 8:
if (PolluteAverage > /* 80 */ 60) MakeMonster();
break;
}
}
}
/* comefrom: DoDisasters */
ScenarioDisaster(void)
{
int x, y;
switch (DisasterEvent) {
case 1: /* Dullsville */
break;
case 2: /* San Francisco */
if (DisasterWait == 1) MakeEarthquake();
break;
case 3: /* Hamburg */
DropFireBombs();
break;
case 4: /* Bern */
break;
case 5: /* Tokyo */
if (DisasterWait == 1) MakeMonster();
break;
case 6: /* Detroit */
break;
case 7: /* Boston */
if (DisasterWait == 1) MakeMeltdown();
break;
case 8: /* Rio */
if ((DisasterWait % 24) == 0) MakeFlood();
break;
}
if (DisasterWait) DisasterWait--;
else DisasterEvent = 0;
}
/* comefrom: ScenarioDisaster */
MakeMeltdown(void)
{
short x, y;
for (x = 0; x < (WORLD_X - 1); x ++) {
for (y = 0; y < (WORLD_Y - 1); y++) {
/* TILE_IS_NUCLEAR(Map[x][y]) */
if ((Map[x][y] & LOMASK) == NUCLEAR) {
DoMeltdown(x, y);
return;
}
}
}
}
FireBomb()
{
CrashX = Rand(WORLD_X - 1);
CrashY = Rand(WORLD_Y - 1);
MakeExplosion(CrashX, CrashY);
ClearMes();
SendMesAt(-30, CrashX, CrashY);
}
/* comefrom: DoDisasters ScenarioDisaster */
MakeEarthquake(void)
{
register short x, y, z;
short time;
DoEarthQuake();
SendMesAt(-23, CCx, CCy);
time = Rand(700) + 300;
for (z = 0; z < time; z++) {
x = Rand(WORLD_X - 1);
y = Rand(WORLD_Y - 1);
if ((x < 0) || (x > (WORLD_X - 1)) ||
(y < 0) || (y > (WORLD_Y - 1)))
continue;
/* TILE_IS_VULNERABLE(Map[x][y]) */
if (Vunerable(Map[x][y])) {
if (z & 0x3)
Map[x][y] = (RUBBLE + BULLBIT) + (Rand16() & 3);
else
Map[x][y] = (FIRE + ANIMBIT) + (Rand16() & 7);
}
}
}
/* comefrom: DoDisasters */
SetFire(void)
{
register short x, y, z;
x = Rand(WORLD_X - 1);
y = Rand(WORLD_Y - 1);
z = Map[x][y];
/* TILE_IS_ARSONABLE(z) */
if (!(z & ZONEBIT)) {
z = z & LOMASK;
if ((z > LHTHR) && (z < LASTZONE)) {
Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
CrashX = x; CrashY = y;
SendMesAt(-20, x, y);
}
}
}
/* comefrom: DoDisasters */
MakeFire(void)
{
short t, x, y, z;
for (t = 0; t < 40; t++) {
x = Rand(WORLD_X - 1);
y = Rand(WORLD_Y - 1);
z = Map[x][y];
/* !(z & BURNBIT) && TILE_IS_ARSONABLE(z) */
if ((!(z & ZONEBIT)) && (z & BURNBIT)) {
z = z & LOMASK;
if ((z > 21) && (z < LASTZONE)) {
Map[x][y] = FIRE + ANIMBIT + (Rand16() & 7);
SendMesAt(20, x, y);
return;
}
}
}
}
/* comefrom: MakeEarthquake */
Vunerable(int tem)
{
register int tem2;
tem2 = tem & LOMASK;
if ((tem2 < RESBASE) ||
(tem2 > LASTZONE) ||
(tem & ZONEBIT))
return(FALSE);
return(TRUE);
}
/* comefrom: DoDisasters ScenarioDisaster */
MakeFlood(void)
{
static short Dx[4] = { 0, 1, 0,-1};
static short Dy[4] = {-1, 0, 1, 0};
register short xx, yy, c;
short z, t, x, y;
for (z = 0; z < 300; z++) {
x = Rand(WORLD_X - 1);
y = Rand(WORLD_Y - 1);
c = Map[x][y] & LOMASK; /* XXX: & LOMASK */
/* TILE_IS_RIVER_EDGE(c) */
if ((c > 4) && (c < 21)) /* if riveredge */
for (t = 0; t < 4; t++) {
xx = x + Dx[t];
yy = y + Dy[t];
if (TestBounds(xx, yy)) {
c = Map[xx][yy];
/* TILE_IS_FLOODABLE(c) */
if ((c == 0) || ((c & BULLBIT) && (c & BURNBIT))) {
Map[xx][yy] = FLOOD;
FloodCnt = 30;
SendMesAt(-42, xx, yy);
FloodX = xx; FloodY = yy;
return;
}
}
}
}
}
/* comefrom: MapScan */
DoFlood(void)
{
static short Dx[4] = { 0, 1, 0,-1};
static short Dy[4] = {-1, 0, 1, 0};
register short z, c, xx, yy, t;
if (FloodCnt)
for (z = 0; z < 4; z++) {
if (!(Rand16() & 7)) {
xx = SMapX + Dx[z];
yy = SMapY + Dy[z];
if (TestBounds(xx, yy)) {
c = Map[xx][yy];
t = c & LOMASK;
/* TILE_IS_FLOODABLE2(c) */
if ((c & BURNBIT) ||
(c == 0) ||
((t >= WOODS5 /* XXX */) && (t < FLOOD))) {
if (c & ZONEBIT)
FireZone(xx, yy, c);
Map[xx][yy] = FLOOD + Rand(2);
}
}
}
}
else
if (!(Rand16() & 15))
Map[SMapX][SMapY] = 0;
}
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