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Location: cpp/openttd-patchpack/source/src/disaster_cmd.cpp - annotation
r19580:3dd5fc9bd797
29.2 KiB
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(svn r24511) -Update from WebTranslator v3.0:
latvian - 3 changes by Parastais
vietnamese - 1 changes by nglekhoi
latvian - 3 changes by Parastais
vietnamese - 1 changes by nglekhoi
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r12107:e2e26c8ef3e7 r12107:e2e26c8ef3e7 r12107:e2e26c8ef3e7 r6558:469828caa298 r6558:469828caa298 r6558:469828caa298 r6558:469828caa298 r8793:779ed14d9cc0 r8793:779ed14d9cc0 r8793:779ed14d9cc0 r6558:469828caa298 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* @file disaster_cmd.cpp
* All disaster/easter egg vehicles are handled here.
* The general flow of control for the disaster vehicles is as follows:
* <ol>
* <li>Initialize the disaster in a disaster specific way (eg start position,
* possible target, etc.) Disaster_XXX_Init() function
* <li>Add a subtype to a disaster, which is an index into the function array
* that handles the vehicle's ticks.
* <li>Run the disaster vehicles each tick until their target has been reached,
* this happens in the DisasterTick_XXX() functions. In here, a vehicle's
* state is kept by v->current_order.dest variable. Each achieved sub-target
* will increase this value, and the last one will remove the disaster itself
* </ol>
*/
#include "stdafx.h"
#include "industry.h"
#include "station_base.h"
#include "command_func.h"
#include "news_func.h"
#include "town.h"
#include "company_func.h"
#include "strings_func.h"
#include "date_func.h"
#include "viewport_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "roadveh.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "table/strings.h"
/** Delay counter for considering the next disaster. */
uint16 _disaster_delay;
enum DisasterSubType {
ST_ZEPPELINER,
ST_ZEPPELINER_SHADOW,
ST_SMALL_UFO,
ST_SMALL_UFO_SHADOW,
ST_AIRPLANE,
ST_AIRPLANE_SHADOW,
ST_HELICOPTER,
ST_HELICOPTER_SHADOW,
ST_HELICOPTER_ROTORS,
ST_BIG_UFO,
ST_BIG_UFO_SHADOW,
ST_BIG_UFO_DESTROYER,
ST_BIG_UFO_DESTROYER_SHADOW,
ST_SMALL_SUBMARINE,
ST_BIG_SUBMARINE,
};
static const uint INITIAL_DISASTER_VEHICLE_ZPOS = 135; ///< Initial Z position of flying disaster vehicles.
static void DisasterClearSquare(TileIndex tile)
{
if (EnsureNoVehicleOnGround(tile).Failed()) return;
switch (GetTileType(tile)) {
case MP_RAILWAY:
if (Company::IsHumanID(GetTileOwner(tile))) {
Backup<CompanyByte> cur_company(_current_company, OWNER_WATER, FILE_LINE);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
cur_company.Restore();
/* update signals in buffer */
UpdateSignalsInBuffer();
}
break;
case MP_HOUSE: {
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
cur_company.Restore();
break;
}
case MP_TREES:
case MP_CLEAR:
DoClearSquare(tile);
break;
default:
break;
}
}
static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP};
static const SpriteID _disaster_images_2[] = {SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT};
static const SpriteID _disaster_images_3[] = {SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15};
static const SpriteID _disaster_images_4[] = {SPR_SUB_SMALL_NE, SPR_SUB_SMALL_NE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_NW, SPR_SUB_SMALL_NW};
static const SpriteID _disaster_images_5[] = {SPR_SUB_LARGE_NE, SPR_SUB_LARGE_NE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_NW, SPR_SUB_LARGE_NW};
static const SpriteID _disaster_images_6[] = {SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER};
static const SpriteID _disaster_images_7[] = {SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER};
static const SpriteID _disaster_images_8[] = {SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A};
static const SpriteID _disaster_images_9[] = {SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1};
static const SpriteID * const _disaster_images[] = {
_disaster_images_1, _disaster_images_1, ///< zeppeliner and zeppeliner shadow
_disaster_images_2, _disaster_images_2, ///< small ufo and small ufo shadow
_disaster_images_3, _disaster_images_3, ///< combat aircraft and shadow
_disaster_images_8, _disaster_images_8, _disaster_images_9, ///< combat helicopter, shadow and rotor
_disaster_images_6, _disaster_images_6, ///< big ufo and shadow
_disaster_images_7, _disaster_images_7, ///< skyranger and shadow
_disaster_images_4, _disaster_images_5, ///< small and big submarine sprites
};
static void DisasterVehicleUpdateImage(DisasterVehicle *v)
{
SpriteID img = v->image_override;
if (img == 0) img = _disaster_images[v->subtype][v->direction];
v->cur_image = img;
}
/**
* Initialize a disaster vehicle. These vehicles are of type VEH_DISASTER, are unclickable
* and owned by nobody
*/
static void InitializeDisasterVehicle(DisasterVehicle *v, int x, int y, int z, Direction direction, byte subtype)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = TileVirtXY(x, y);
v->direction = direction;
v->subtype = subtype;
v->UpdateDeltaXY(INVALID_DIR);
v->owner = OWNER_NONE;
v->vehstatus = VS_UNCLICKABLE;
v->image_override = 0;
v->current_order.Free();
DisasterVehicleUpdateImage(v);
VehicleUpdatePositionAndViewport(v);
}
static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = TileVirtXY(x, y);
DisasterVehicleUpdateImage(v);
VehicleUpdatePositionAndViewport(v);
DisasterVehicle *u = v->Next();
if (u != NULL) {
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
u->x_pos = x;
u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopePixelZ(safe_x, safe_y);
u->direction = v->direction;
DisasterVehicleUpdateImage(u);
VehicleUpdatePositionAndViewport(u);
if ((u = u->Next()) != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
VehicleUpdatePositionAndViewport(u);
}
}
}
/**
* Zeppeliner handling, v->current_order.dest states:
* 0: Zeppeliner initialization has found a small airport, go there and crash
* 1: Create crash and animate falling down for extra dramatic effect
* 2: Create more smoke and leave debris on ground
* 2: Clear the runway after some time and remove crashed zeppeliner
* If not airport was found, only state 0 is reached until zeppeliner leaves map
*/
static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
{
v->tick_counter++;
if (v->current_order.GetDestination() < 2) {
if (HasBit(v->tick_counter, 0)) return true;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if (v->current_order.GetDestination() == 1) {
if (++v->age == 38) {
v->current_order.SetDestination(2);
v->age = 0;
}
if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
} else if (v->current_order.GetDestination() == 0) {
if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
v->current_order.SetDestination(1);
v->age = 0;
SetDParam(0, GetStationIndex(v->tile));
AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone
AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
}
}
if (v->y_pos >= (int)((MapSizeY() + 9) * TILE_SIZE - 1)) {
delete v;
return false;
}
return true;
}
if (v->current_order.GetDestination() > 2) {
if (++v->age <= 13320) return true;
if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
Station *st = Station::GetByTile(v->tile);
CLRBITS(st->airport.flags, RUNWAY_IN_block);
AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
}
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos);
delete v;
return false;
}
int x = v->x_pos;
int y = v->y_pos;
int z = GetSlopePixelZ(x, y);
if (z < v->z_pos) z = v->z_pos - 1;
SetDisasterVehiclePos(v, x, y, z);
if (++v->age == 1) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
v->image_override = SPR_BLIMP_CRASHING;
} else if (v->age == 70) {
v->image_override = SPR_BLIMP_CRASHED;
} else if (v->age <= 300) {
if (GB(v->tick_counter, 0, 3) == 0) {
uint32 r = Random();
CreateEffectVehicleRel(v,
GB(r, 0, 4) - 7,
GB(r, 4, 4) - 7,
GB(r, 8, 3) + 5,
EV_EXPLOSION_SMALL);
}
} else if (v->age == 350) {
v->current_order.SetDestination(3);
v->age = 0;
}
if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block);
}
return true;
}
/**
* (Small) Ufo handling, v->current_order.dest states:
* 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
* 1: Home in on a road vehicle and crash it >:)
* If not road vehicle was found, only state 0 is used and Ufo disappears after a while
*/
static bool DisasterTick_Ufo(DisasterVehicle *v)
{
v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
if (v->current_order.GetDestination() == 0) {
/* Fly around randomly */
int x = TileX(v->dest_tile) * TILE_SIZE;
int y = TileY(v->dest_tile) * TILE_SIZE;
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return true;
}
if (++v->age < 6) {
v->dest_tile = RandomTile();
return true;
}
v->current_order.SetDestination(1);
uint n = 0; // Total number of targetable road vehicles.
RoadVehicle *u;
FOR_ALL_ROADVEHICLES(u) {
if (u->IsFrontEngine()) n++;
}
if (n == 0) {
/* If there are no targetable road vehicles, destroy the UFO. */
delete v;
return false;
}
n = RandomRange(n); // Choose one of them.
FOR_ALL_ROADVEHICLES(u) {
/* Find (n+1)-th road vehicle. */
if (u->IsFrontEngine() && (n-- == 0)) break;
}
/* Target it. */
v->dest_tile = u->index;
v->age = 0;
return true;
} else {
/* Target a vehicle */
RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine());
uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);
if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) {
u->breakdown_ctr = 3;
u->breakdown_delay = 140;
}
v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
int z = v->z_pos;
if (dist <= TILE_SIZE && z > u->z_pos) z--;
SetDisasterVehiclePos(v, gp.x, gp.y, z);
if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
v->age++;
if (u->crashed_ctr == 0) {
u->Crash();
AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone
AI::NewEvent(u->owner, new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
Game::NewEvent(new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
}
}
/* Destroy? */
if (v->age > 50) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
delete v;
return false;
}
}
return true;
}
static void DestructIndustry(Industry *i)
{
for (TileIndex tile = 0; tile != MapSize(); tile++) {
if (i->TileBelongsToIndustry(tile)) {
ResetIndustryConstructionStage(tile);
MarkTileDirtyByTile(tile);
}
}
}
/**
* Aircraft handling, v->current_order.dest states:
* 0: Fly towards the targetted industry
* 1: If within 15 tiles, fire away rockets and destroy industry
* 2: Industry explosions
* 3: Fly out of the map
* If the industry was removed in the meantime just fly to the end of the map.
* @param v The disaster vehicle.
* @param image_override The image at the time the aircraft is firing.
* @param leave_at_top True iff the vehicle leaves the map at the north side.
* @param news_message The string that's used as news message.
* @param industry_flag Only attack industries that have this flag set.
*/
static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
{
v->tick_counter++;
v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
delete v;
return false;
}
if (v->current_order.GetDestination() == 2) {
if (GB(v->tick_counter, 0, 2) == 0) {
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
int x = TileX(i->location.tile) * TILE_SIZE;
int y = TileY(i->location.tile) * TILE_SIZE;
uint32 r = Random();
CreateEffectVehicleAbove(
GB(r, 0, 6) + x,
GB(r, 6, 6) + y,
GB(r, 12, 4),
EV_EXPLOSION_SMALL);
if (++v->age >= 55) v->current_order.SetDestination(3);
}
} else if (v->current_order.GetDestination() == 1) {
if (++v->age == 112) {
v->current_order.SetDestination(2);
v->age = 0;
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
DestructIndustry(i);
SetDParam(0, i->town->index);
AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index); // delete the news, when the industry closes
SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
}
} else if (v->current_order.GetDestination() == 0) {
int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
int y = v->y_pos;
if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true;
TileIndex tile = TileVirtXY(x, y);
if (!IsTileType(tile, MP_INDUSTRY)) return true;
IndustryID ind = GetIndustryIndex(tile);
v->dest_tile = ind;
if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
v->current_order.SetDestination(1);
v->age = 0;
}
}
return true;
}
/** Airplane handling. */
static bool DisasterTick_Airplane(DisasterVehicle *v)
{
return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS);
}
/** Helicopter handling. */
static bool DisasterTick_Helicopter(DisasterVehicle *v)
{
return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS);
}
/** Helicopter rotor blades; keep these spinning */
static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
{
v->tick_counter++;
if (HasBit(v->tick_counter, 0)) return true;
if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
VehicleUpdatePositionAndViewport(v);
return true;
}
/**
* (Big) Ufo handling, v->current_order.dest states:
* 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
* 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
* because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
*/
static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
{
v->tick_counter++;
if (v->current_order.GetDestination() == 1) {
int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return true;
}
if (!IsValidTile(v->dest_tile)) {
/* Make sure we don't land outside the map. */
delete v;
return false;
}
int z = GetSlopePixelZ(v->x_pos, v->y_pos);
if (z < v->z_pos) {
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1);
return true;
}
v->current_order.SetDestination(2);
Vehicle *target;
FOR_ALL_VEHICLES(target) {
if (target->IsGroundVehicle()) {
if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
target->breakdown_ctr = 5;
target->breakdown_delay = 0xF0;
}
}
}
Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX);
SetDParam(0, t->index);
AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO, NT_ACCIDENT, v->tile);
if (!Vehicle::CanAllocateItem(2)) {
delete v;
return false;
}
DisasterVehicle *u = new DisasterVehicle();
InitializeDisasterVehicle(u, -6 * (int)TILE_SIZE, v->y_pos, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_BIG_UFO_DESTROYER);
u->big_ufo_destroyer_target = v->index;
DisasterVehicle *w = new DisasterVehicle();
u->SetNext(w);
InitializeDisasterVehicle(w, -6 * (int)TILE_SIZE, v->y_pos, 0, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
w->vehstatus |= VS_SHADOW;
} else if (v->current_order.GetDestination() == 0) {
int x = TileX(v->dest_tile) * TILE_SIZE;
int y = TileY(v->dest_tile) * TILE_SIZE;
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return true;
}
if (++v->age < 6) {
v->dest_tile = RandomTile();
return true;
}
v->current_order.SetDestination(1);
TileIndex tile_org = RandomTile();
TileIndex tile = tile_org;
do {
if (IsPlainRailTile(tile) &&
Company::IsHumanID(GetTileOwner(tile))) {
break;
}
tile = TILE_MASK(tile + 1);
} while (tile != tile_org);
v->dest_tile = tile;
v->age = 0;
}
return true;
}
/**
* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
* 0: Home in on landed Ufo and shoot it down
*/
static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
{
v->tick_counter++;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
delete v;
return false;
}
if (v->current_order.GetDestination() == 0) {
Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
v->current_order.SetDestination(1);
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, u);
delete u;
for (int i = 0; i != 80; i++) {
uint32 r = Random();
CreateEffectVehicleAbove(
GB(r, 0, 6) + v->x_pos - 32,
GB(r, 5, 6) + v->y_pos - 32,
0,
EV_EXPLOSION_SMALL);
}
for (int dy = -3; dy < 3; dy++) {
for (int dx = -3; dx < 3; dx++) {
TileIndex tile = TileAddWrap(v->tile, dx, dy);
if (tile != INVALID_TILE) DisasterClearSquare(tile);
}
}
}
return true;
}
/**
* Submarine, v->current_order.dest states:
* Unused, just float around aimlessly and pop up at different places, turning around
*/
static bool DisasterTick_Submarine(DisasterVehicle *v)
{
v->tick_counter++;
if (++v->age > 8880) {
delete v;
return false;
}
if (!HasBit(v->tick_counter, 0)) return true;
TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
if (IsValidTile(tile)) {
TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return true;
}
}
v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
return true;
}
static bool DisasterTick_NULL(DisasterVehicle *v)
{
return true;
}
typedef bool DisasterVehicleTickProc(DisasterVehicle *v);
static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
DisasterTick_Zeppeliner, DisasterTick_NULL,
DisasterTick_Ufo, DisasterTick_NULL,
DisasterTick_Airplane, DisasterTick_NULL,
DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
DisasterTick_NULL,
DisasterTick_Submarine,
DisasterTick_Submarine,
};
bool DisasterVehicle::Tick()
{
return _disastervehicle_tick_procs[this->subtype](this);
}
typedef void DisasterInitProc();
/**
* Zeppeliner which crashes on a small airport if one found,
* otherwise crashes on a random tile
*/
static void Disaster_Zeppeliner_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
/* Pick a random place, unless we find a small airport */
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
Station *st;
FOR_ALL_STATIONS(st) {
if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) {
x = (TileX(st->airport.tile) + 2) * TILE_SIZE;
break;
}
}
DisasterVehicle *v = new DisasterVehicle();
InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_ZEPPELINER);
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
u->vehstatus |= VS_SHADOW;
}
/**
* Ufo which flies around aimlessly from the middle of the map a bit
* until it locates a road vehicle which it targets and then destroys
*/
static void Disaster_Small_Ufo_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
DisasterVehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_SMALL_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
/* Combat airplane which destroys an oil refinery */
static void Disaster_Airplane_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
(found == NULL || Chance16(1, 2))) {
found = i;
}
}
if (found == NULL) return;
DisasterVehicle *v = new DisasterVehicle();
/* Start from the bottom (south side) of the map */
int x = (MapSizeX() + 9) * TILE_SIZE - 1;
int y = TileY(found->location.tile) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NE, ST_AIRPLANE);
DisasterVehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_AIRPLANE_SHADOW);
u->vehstatus |= VS_SHADOW;
}
/** Combat helicopter that destroys a factory */
static void Disaster_Helicopter_Init()
{
if (!Vehicle::CanAllocateItem(3)) return;
Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
(found == NULL || Chance16(1, 2))) {
found = i;
}
}
if (found == NULL) return;
DisasterVehicle *v = new DisasterVehicle();
int x = -16 * (int)TILE_SIZE;
int y = TileY(found->location.tile) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_HELICOPTER);
DisasterVehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_HELICOPTER_SHADOW);
u->vehstatus |= VS_SHADOW;
DisasterVehicle *w = new DisasterVehicle();
u->SetNext(w);
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_HELICOPTER_ROTORS);
}
/* Big Ufo which lands on a piece of rail and will consequently be shot
* down by a combat airplane, destroying the surroundings */
static void Disaster_Big_Ufo_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
DisasterVehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
int y = MapMaxX() * TILE_SIZE - 1;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NW, ST_BIG_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_BIG_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
static void Disaster_Submarine_Init(DisasterSubType subtype)
{
if (!Vehicle::CanAllocateItem()) return;
int y;
Direction dir;
uint32 r = Random();
int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HasBit(r, 31)) {
y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1;
dir = DIR_NW;
} else {
y = TILE_SIZE / 2;
if (_settings_game.construction.freeform_edges) y += TILE_SIZE;
dir = DIR_SE;
}
if (!IsWaterTile(TileVirtXY(x, y))) return;
DisasterVehicle *v = new DisasterVehicle();
InitializeDisasterVehicle(v, x, y, 0, dir, subtype);
v->age = 0;
}
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
}
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
Disaster_Submarine_Init(ST_BIG_SUBMARINE);
}
/**
* Coal mine catastrophe, destroys a stretch of 30 tiles of
* land in a certain direction
*/
static void Disaster_CoalMine_Init()
{
int index = GB(Random(), 0, 4);
uint m;
for (m = 0; m < 15; m++) {
const Industry *i;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
SetDParam(0, i->town->index);
AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NT_ACCIDENT, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes
{
TileIndex tile = i->location.tile;
TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
for (uint n = 0; n < 30; n++) {
DisasterClearSquare(tile);
tile += step;
if (!IsValidTile(tile)) break;
}
}
return;
}
}
}
}
struct Disaster {
DisasterInitProc *init_proc; ///< The init function for this disaster.
Year min_year; ///< The first year this disaster will occur.
Year max_year; ///< The last year this disaster will occur.
};
static const Disaster _disasters[] = {
{Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner
{Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small)
{Disaster_Airplane_Init, 1960, 1990}, // airplane
{Disaster_Helicopter_Init, 1970, 2000}, // helicopter
{Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big)
{Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small)
{Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big)
{Disaster_CoalMine_Init, 1950, 1985}, // coalmine
};
static void DoDisaster()
{
byte buf[lengthof(_disasters)];
byte j = 0;
for (size_t i = 0; i != lengthof(_disasters); i++) {
if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i;
}
if (j == 0) return;
_disasters[buf[RandomRange(j)]].init_proc();
}
static void ResetDisasterDelay()
{
_disaster_delay = GB(Random(), 0, 9) + 730;
}
void DisasterDailyLoop()
{
if (--_disaster_delay != 0) return;
ResetDisasterDelay();
if (_settings_game.difficulty.disasters != 0) DoDisaster();
}
void StartupDisasters()
{
ResetDisasterDelay();
}
/**
* Marks all disasters targeting this industry in such a way
* they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
* @param i deleted industry
*/
void ReleaseDisastersTargetingIndustry(IndustryID i)
{
DisasterVehicle *v;
FOR_ALL_DISASTERVEHICLES(v) {
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
}
}
}
/**
* Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
* @param vehicle deleted vehicle
*/
void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
{
DisasterVehicle *v;
FOR_ALL_DISASTERVEHICLES(v) {
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_SMALL_UFO) {
if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
/* Revert to target-searching */
v->current_order.SetDestination(0);
v->dest_tile = RandomTile();
v->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
v->age = 0;
}
}
}
}
void DisasterVehicle::UpdateDeltaXY(Direction direction)
{
this->x_offs = -1;
this->y_offs = -1;
this->x_extent = 2;
this->y_extent = 2;
this->z_extent = 5;
}
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