forked from bvschaik/julius
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathdestruction.c
229 lines (214 loc) · 7.13 KB
/
destruction.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
#include "destruction.h"
#include "city/message.h"
#include "city/population.h"
#include "city/ratings.h"
#include "core/image.h"
#include "figuretype/missile.h"
#include "figuretype/wall.h"
#include "game/undo.h"
#include "map/building.h"
#include "map/building_tiles.h"
#include "map/grid.h"
#include "map/random.h"
#include "map/routing_terrain.h"
#include "map/terrain.h"
#include "map/tiles.h"
#include "sound/effect.h"
#include <string.h>
static void destroy_on_fire(building *b, int plagued)
{
game_undo_disable();
b->fire_risk = 0;
b->damage_risk = 0;
if (b->house_size && b->house_population) {
city_population_remove_home_removed(b->house_population);
}
int was_tent = b->house_size && b->subtype.house_level <= HOUSE_LARGE_TENT;
b->house_population = 0;
b->house_size = 0;
b->output_resource_id = 0;
b->distance_from_entry = 0;
building_clear_related_data(b);
int waterside_building = 0;
if (b->type == BUILDING_DOCK || b->type == BUILDING_WHARF || b->type == BUILDING_SHIPYARD) {
waterside_building = 1;
}
int num_tiles;
if (b->size >= 2 && b->size <= 5) {
num_tiles = b->size * b->size;
} else {
num_tiles = 0;
}
map_building_tiles_remove(b->id, b->x, b->y);
if (map_terrain_is(b->grid_offset, TERRAIN_WATER)) {
b->state = BUILDING_STATE_DELETED_BY_GAME;
} else {
b->type = BUILDING_BURNING_RUIN;
b->figure_id4 = 0;
b->tax_income_or_storage = 0;
b->fire_duration = (b->house_figure_generation_delay & 7) + 1;
b->fire_proof = 1;
b->size = 1;
b->ruin_has_plague = plagued;
memset(&b->data, 0, 42);
int image_id;
if (was_tent) {
image_id = image_group(GROUP_TERRAIN_RUBBLE_TENT);
} else {
int random = map_random_get(b->grid_offset) & 3;
image_id = image_group(GROUP_TERRAIN_RUBBLE_GENERAL) + 9 * random;
}
map_building_tiles_add(b->id, b->x, b->y, 1, image_id, TERRAIN_BUILDING);
}
static const int x_tiles[] = {
0, 1, 1, 0, 2, 2, 2, 1, 0, 3, 3, 3, 3, 2, 1, 0, 4, 4, 4, 4, 4, 3, 2, 1, 0, 5, 5, 5, 5, 5, 5, 4, 3, 2, 1, 0
};
static const int y_tiles[] = {
0, 0, 1, 1, 0, 1, 2, 2, 2, 0, 1, 2, 3, 3, 3, 3, 0, 1, 2, 3, 4, 4, 4, 4, 4, 0, 1, 2, 3, 4, 5, 5, 5, 5, 5, 5
};
for (int tile = 1; tile < num_tiles; tile++) {
int x = x_tiles[tile] + b->x;
int y = y_tiles[tile] + b->y;
if (map_terrain_is(map_grid_offset(x, y), TERRAIN_WATER)) {
continue;
}
building *ruin = building_create(BUILDING_BURNING_RUIN, x, y);
int image_id;
if (was_tent) {
image_id = image_group(GROUP_TERRAIN_RUBBLE_TENT);
} else {
int random = map_random_get(ruin->grid_offset) & 3;
image_id = image_group(GROUP_TERRAIN_RUBBLE_GENERAL) + 9 * random;
}
map_building_tiles_add(ruin->id, ruin->x, ruin->y, 1, image_id, TERRAIN_BUILDING);
ruin->fire_duration = (ruin->house_figure_generation_delay & 7) + 1;
ruin->figure_id4 = 0;
ruin->fire_proof = 1;
ruin->ruin_has_plague = plagued;
}
if (waterside_building) {
map_routing_update_water();
}
}
static void destroy_linked_parts(building *b, int on_fire)
{
building *part = b;
for (int i = 0; i < 9; i++) {
if (part->prev_part_building_id <= 0) {
break;
}
int part_id = part->prev_part_building_id;
part = building_get(part_id);
if (on_fire) {
destroy_on_fire(part, 0);
} else {
map_building_tiles_set_rubble(part_id, part->x, part->y, part->size);
part->state = BUILDING_STATE_RUBBLE;
}
}
part = b;
for (int i = 0; i < 9; i++) {
part = building_next(part);
if (part->id <= 0) {
break;
}
if (on_fire) {
destroy_on_fire(part, 0);
} else {
map_building_tiles_set_rubble(part->id, part->x, part->y, part->size);
part->state = BUILDING_STATE_RUBBLE;
}
}
// Unlink the buildings to prevent corrupting the building table
part = building_main(b);
for (int i = 0; i < 9 && part->id > 0; i++) {
building *next_part = building_next(part);
part->next_part_building_id = 0;
part->prev_part_building_id = 0;
part = next_part;
}
}
void building_destroy_by_collapse(building *b)
{
b->state = BUILDING_STATE_RUBBLE;
map_building_tiles_set_rubble(b->id, b->x, b->y, b->size);
figure_create_explosion_cloud(b->x, b->y, b->size);
destroy_linked_parts(b, 0);
}
void building_destroy_by_fire(building *b)
{
destroy_on_fire(b, 0);
destroy_linked_parts(b, 1);
}
void building_destroy_by_plague(building *b)
{
destroy_on_fire(b, 1);
}
void building_destroy_by_rioter(building *b)
{
destroy_on_fire(b, 0);
}
int building_destroy_first_of_type(building_type type)
{
for (int i = 1; i < MAX_BUILDINGS; i++) {
building *b = building_get(i);
if (b->state == BUILDING_STATE_IN_USE && b->type == type) {
int grid_offset = b->grid_offset;
game_undo_disable();
b->state = BUILDING_STATE_RUBBLE;
map_building_tiles_set_rubble(i, b->x, b->y, b->size);
sound_effect_play(SOUND_EFFECT_EXPLOSION);
map_routing_update_land();
return grid_offset;
}
}
return 0;
}
void building_destroy_last_placed(void)
{
int highest_sequence = 0;
building *last_building = 0;
for (int i = 1; i < MAX_BUILDINGS; i++) {
building *b = building_get(i);
if (b->state == BUILDING_STATE_CREATED || b->state == BUILDING_STATE_IN_USE) {
if (b->created_sequence > highest_sequence) {
highest_sequence = b->created_sequence;
last_building = b;
}
}
}
if (last_building) {
city_message_post(1, MESSAGE_ROAD_TO_ROME_BLOCKED, 0, last_building->grid_offset);
game_undo_disable();
building_destroy_by_collapse(last_building);
map_routing_update_land();
}
}
void building_destroy_increase_enemy_damage(int grid_offset, int max_damage)
{
if (map_building_damage_increase(grid_offset) > max_damage) {
building_destroy_by_enemy(map_grid_offset_to_x(grid_offset),
map_grid_offset_to_y(grid_offset), grid_offset);
}
}
void building_destroy_by_enemy(int x, int y, int grid_offset)
{
int building_id = map_building_at(grid_offset);
if (building_id > 0) {
building *b = building_get(building_id);
if (b->state == BUILDING_STATE_IN_USE) {
city_ratings_peace_building_destroyed(b->type);
building_destroy_by_collapse(b);
}
} else {
if (map_terrain_is(grid_offset, TERRAIN_WALL)) {
figure_kill_tower_sentries_at(x, y);
}
map_building_tiles_set_rubble(0, x, y, 1);
}
figure_tower_sentry_reroute();
map_tiles_update_area_walls(x, y, 3);
map_tiles_update_region_aqueducts(x - 3, y - 3, x + 3, y + 3);
map_routing_update_land();
map_routing_update_walls();
}