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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-16 11:33:03 +01:00
Part of #9473: Create Vehicle::CrashOnLand
Converted from vehicle_crash_on_land
This commit is contained in:
@@ -5230,67 +5230,67 @@ static void vehicle_kill_all_passengers(Vehicle* vehicle)
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}
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}
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static void vehicle_crash_on_land(Vehicle* vehicle)
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void Vehicle::CrashOnLand()
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{
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auto ride = get_ride(vehicle->ride);
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if (ride == nullptr)
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auto curRide = get_ride(ride);
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if (curRide == nullptr)
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return;
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if (ride->status == RIDE_STATUS_SIMULATING)
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if (curRide->status == RIDE_STATUS_SIMULATING)
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{
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vehicle_simulate_crash(vehicle);
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vehicle_simulate_crash(this);
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return;
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}
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vehicle->SetState(VEHICLE_STATUS_CRASHED, vehicle->sub_state);
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SetState(VEHICLE_STATUS_CRASHED, sub_state);
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if (!(ride->lifecycle_flags & RIDE_LIFECYCLE_CRASHED))
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if (!(curRide->lifecycle_flags & RIDE_LIFECYCLE_CRASHED))
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{
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auto frontVehicle = vehicle->GetHead();
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auto trainIndex = ride_get_train_index_from_vehicle(ride, frontVehicle->sprite_index);
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auto frontVehicle = GetHead();
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auto trainIndex = ride_get_train_index_from_vehicle(curRide, frontVehicle->sprite_index);
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if (!trainIndex)
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{
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return;
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}
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ride->Crash(*trainIndex);
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curRide->Crash(*trainIndex);
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if (ride->status != RIDE_STATUS_CLOSED)
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if (curRide->status != RIDE_STATUS_CLOSED)
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{
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// We require this to execute right away during the simulation, always ignore network and queue.
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auto gameAction = RideSetStatusAction(ride->id, RIDE_STATUS_CLOSED);
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auto gameAction = RideSetStatusAction(curRide->id, RIDE_STATUS_CLOSED);
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GameActions::ExecuteNested(&gameAction);
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}
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}
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ride->lifecycle_flags |= RIDE_LIFECYCLE_CRASHED;
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ride->window_invalidate_flags |= RIDE_INVALIDATE_RIDE_MAIN | RIDE_INVALIDATE_RIDE_LIST;
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curRide->lifecycle_flags |= RIDE_LIFECYCLE_CRASHED;
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curRide->window_invalidate_flags |= RIDE_INVALIDATE_RIDE_MAIN | RIDE_INVALIDATE_RIDE_LIST;
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if (vehicle->IsHead())
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if (IsHead())
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{
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vehicle_kill_all_passengers(vehicle);
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vehicle_kill_all_passengers(this);
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}
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vehicle->sub_state = 2;
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audio_play_sound_at_location(SoundId::Crash, { vehicle->x, vehicle->y, vehicle->z });
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sub_state = 2;
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audio_play_sound_at_location(SoundId::Crash, { x, y, z });
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sprite_misc_explosion_cloud_create(vehicle->x, vehicle->y, vehicle->z);
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sprite_misc_explosion_flare_create(vehicle->x, vehicle->y, vehicle->z);
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sprite_misc_explosion_cloud_create(x, y, z);
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sprite_misc_explosion_flare_create(x, y, z);
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uint8_t numParticles = std::min(vehicle->sprite_width, static_cast<uint8_t>(7));
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uint8_t numParticles = std::min(sprite_width, static_cast<uint8_t>(7));
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while (numParticles-- != 0)
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crashed_vehicle_particle_create(vehicle->colours, vehicle->x, vehicle->y, vehicle->z);
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crashed_vehicle_particle_create(colours, x, y, z);
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vehicle->flags |= SPRITE_FLAGS_IS_CRASHED_VEHICLE_SPRITE;
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vehicle->animation_frame = 0;
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vehicle->var_C8 = 0;
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vehicle->sprite_width = 13;
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vehicle->sprite_height_negative = 45;
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vehicle->sprite_height_positive = 5;
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flags |= SPRITE_FLAGS_IS_CRASHED_VEHICLE_SPRITE;
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animation_frame = 0;
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var_C8 = 0;
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sprite_width = 13;
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sprite_height_negative = 45;
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sprite_height_positive = 5;
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sprite_move(vehicle->x, vehicle->y, vehicle->z, vehicle);
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vehicle->Invalidate();
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sprite_move(x, y, z, this);
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Invalidate();
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vehicle->crash_z = 0;
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crash_z = 0;
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}
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void Vehicle::CrashOnWater()
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@@ -5398,7 +5398,7 @@ void Vehicle::UpdateCrash()
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}
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else if (curVehicle->sub_state == 1)
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{
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vehicle_crash_on_land(curVehicle);
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curVehicle->CrashOnLand();
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continue;
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}
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@@ -5418,7 +5418,7 @@ void Vehicle::UpdateCrash()
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zDiff = curVehicle->z - height;
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if ((zDiff <= 0 && zDiff >= -20) || curVehicle->z < 16)
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{
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vehicle_crash_on_land(curVehicle);
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curVehicle->CrashOnLand();
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continue;
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}
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@@ -5433,7 +5433,7 @@ void Vehicle::UpdateCrash()
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if (!map_is_location_valid(curPosition))
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{
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vehicle_crash_on_land(curVehicle);
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curVehicle->CrashOnLand();
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continue;
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}
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@@ -385,6 +385,7 @@ private:
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bool OpenRestraints();
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bool CloseRestraints();
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void CrashOnWater();
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void CrashOnLand();
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};
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struct train_ref
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