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https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-17 12:03:07 +01:00
Part of #9473: Create Vehicle::CrashOnWater
Converted from vehicle_crash_on_water
This commit is contained in:
@@ -5293,68 +5293,68 @@ static void vehicle_crash_on_land(Vehicle* vehicle)
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vehicle->crash_z = 0;
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}
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static void vehicle_crash_on_water(Vehicle* vehicle)
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void Vehicle::CrashOnWater()
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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::Water1, { vehicle->x, vehicle->y, vehicle->z });
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sub_state = 2;
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audio_play_sound_at_location(SoundId::Water1, { x, y, z });
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crash_splash_create(vehicle->x, vehicle->y, vehicle->z);
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crash_splash_create(vehicle->x - 8, vehicle->y - 9, vehicle->z);
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crash_splash_create(vehicle->x + 11, vehicle->y - 9, vehicle->z);
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crash_splash_create(vehicle->x + 11, vehicle->y + 8, vehicle->z);
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crash_splash_create(vehicle->x - 4, vehicle->y + 8, vehicle->z);
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crash_splash_create(x, y, z);
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crash_splash_create(x - 8, y - 9, z);
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crash_splash_create(x + 11, y - 9, z);
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crash_splash_create(x + 11, y + 8, z);
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crash_splash_create(x - 4, y + 8, z);
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for (int32_t i = 0; i < 10; ++i)
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crashed_vehicle_particle_create(vehicle->colours, vehicle->x - 4, vehicle->y + 8, vehicle->z);
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crashed_vehicle_particle_create(colours, x - 4, y + 8, 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 = -1;
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crash_z = -1;
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}
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/**
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@@ -5410,7 +5410,7 @@ void Vehicle::UpdateCrash()
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zDiff = curVehicle->z - waterHeight;
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if (zDiff <= 0 && zDiff >= -20)
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{
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vehicle_crash_on_water(curVehicle);
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curVehicle->CrashOnWater();
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continue;
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}
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}
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@@ -384,6 +384,7 @@ private:
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void UpdateVelocity();
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bool OpenRestraints();
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bool CloseRestraints();
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void CrashOnWater();
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};
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struct train_ref
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