diff --git a/projects/openttd_vs100.vcxproj b/projects/openttd_vs100.vcxproj
--- a/projects/openttd_vs100.vcxproj
+++ b/projects/openttd_vs100.vcxproj
@@ -311,6 +311,7 @@
+
@@ -437,6 +438,7 @@
+
@@ -805,7 +807,6 @@
-
diff --git a/projects/openttd_vs100.vcxproj.filters b/projects/openttd_vs100.vcxproj.filters
--- a/projects/openttd_vs100.vcxproj.filters
+++ b/projects/openttd_vs100.vcxproj.filters
@@ -162,6 +162,9 @@
Source Files
+
+ Source Files
+
Source Files
@@ -540,6 +543,9 @@
Header Files
+
+ Header Files
+
Header Files
@@ -1644,9 +1650,6 @@
Command handlers
-
- Command handlers
-
Command handlers
diff --git a/projects/openttd_vs80.vcproj b/projects/openttd_vs80.vcproj
--- a/projects/openttd_vs80.vcproj
+++ b/projects/openttd_vs80.vcproj
@@ -515,6 +515,10 @@
>
+
+
@@ -1023,6 +1027,10 @@
>
+
+
@@ -2511,10 +2519,6 @@
>
-
-
diff --git a/projects/openttd_vs90.vcproj b/projects/openttd_vs90.vcproj
--- a/projects/openttd_vs90.vcproj
+++ b/projects/openttd_vs90.vcproj
@@ -512,6 +512,10 @@
>
+
+
@@ -1020,6 +1024,10 @@
>
+
+
@@ -2508,10 +2516,6 @@
>
-
-
diff --git a/source.list b/source.list
--- a/source.list
+++ b/source.list
@@ -19,6 +19,7 @@ date.cpp
debug.cpp
dedicated.cpp
depot.cpp
+disaster_vehicle.cpp
driver.cpp
economy.cpp
effectvehicle.cpp
@@ -172,6 +173,7 @@ depot_map.h
depot_type.h
direction_func.h
direction_type.h
+disaster_vehicle.h
music/dmusic.h
driver.h
economy_base.h
@@ -563,7 +565,6 @@ autoreplace_cmd.cpp
clear_cmd.cpp
company_cmd.cpp
depot_cmd.cpp
-disaster_cmd.cpp
group_cmd.cpp
industry_cmd.cpp
misc_cmd.cpp
diff --git a/src/aircraft.h b/src/aircraft.h
--- a/src/aircraft.h
+++ b/src/aircraft.h
@@ -30,6 +30,7 @@ enum VehicleAirFlags {
VAF_DEST_TOO_FAR = 0, ///< Next destination is too far away.
};
+static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
void HandleAircraftEnterHangar(Aircraft *v);
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type);
diff --git a/src/aircraft_cmd.cpp b/src/aircraft_cmd.cpp
--- a/src/aircraft_cmd.cpp
+++ b/src/aircraft_cmd.cpp
@@ -41,8 +41,6 @@
#include "safeguards.h"
-static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
-
static const int PLANE_HOLDING_ALTITUDE = 150; ///< Altitude of planes in holding pattern (= lowest flight altitude).
static const int HELI_FLIGHT_ALTITUDE = 184; ///< Normal flight altitude of helicopters.
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
deleted file mode 100644
--- a/src/disaster_cmd.cpp
+++ /dev/null
@@ -1,990 +0,0 @@
-/* $Id$ */
-
-/*
- * 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 .
- */
-
-/**
- * @file disaster_cmd.cpp
- * All disaster/easter egg vehicles are handled here.
- * The general flow of control for the disaster vehicles is as follows:
- *
- * - Initialize the disaster in a disaster specific way (eg start position,
- * possible target, etc.) Disaster_XXX_Init() function
- *
- Add a subtype to a disaster, which is an index into the function array
- * that handles the vehicle's ticks.
- *
- 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
- *
- */
-
-
-#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"
-
-#include "safeguards.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)) && !IsRailDepot(tile)) {
- Backup 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 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);
- v->UpdatePositionAndViewport();
-}
-
-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);
- v->UpdatePositionAndViewport();
-
- 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);
- u->UpdatePositionAndViewport();
-
- if ((u = u->Next()) != NULL) {
- u->x_pos = x;
- u->y_pos = y;
- u->z_pos = z + 5;
- u->UpdatePositionAndViewport();
- }
- }
-}
-
-/**
- * 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);
- if (_settings_client.sound.disaster) 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);
- if (_settings_client.sound.disaster) 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 targeted 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
- if (_settings_client.sound.disaster) 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;
-
- v->UpdatePositionAndViewport();
-
- 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);
- if (_settings_client.sound.disaster) 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;
-}
diff --git a/src/disaster_vehicle.cpp b/src/disaster_vehicle.cpp
new file mode 100644
--- /dev/null
+++ b/src/disaster_vehicle.cpp
@@ -0,0 +1,982 @@
+/* $Id$ */
+
+/*
+ * 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 .
+ */
+
+/**
+ * @file disaster_vehicle.cpp
+ *
+ * All disaster/easter egg vehicles are handled here.
+ * The general flow of control for the disaster vehicles is as follows:
+ *
+ * - Initialize the disaster in a disaster specific way (eg start position,
+ * possible target, etc.) Disaster_XXX_Init() function
+ *
- Add a subtype to a disaster, which is an index into the function array
+ * that handles the vehicle's ticks.
+ *
- 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
+ *
+ */
+
+
+#include "stdafx.h"
+
+#include "aircraft.h"
+#include "disaster_vehicle.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"
+
+#include "safeguards.h"
+
+/** Delay counter for considering the next disaster. */
+uint16 _disaster_delay;
+
+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)) && !IsRailDepot(tile)) {
+ Backup 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 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
+};
+
+void DisasterVehicle::UpdateImage()
+{
+ SpriteID img = this->image_override;
+ if (img == 0) img = _disaster_images[this->subtype][this->direction];
+ this->cur_image = img;
+}
+
+/**
+ * Construct the disaster vehicle.
+ * @param x The X coordinate.
+ * @param y The Y coordinate.
+ * @param direction The direction the vehicle is facing.
+ * @param subtype The sub type of vehicle.
+ * @param big_ufo_destroyer_target The target for the UFO destroyer.
+ */
+DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
+ SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
+{
+ this->x_pos = x;
+ this->y_pos = y;
+ switch (subtype) {
+ case ST_ZEPPELINER:
+ case ST_SMALL_UFO:
+ case ST_AIRPLANE:
+ case ST_HELICOPTER:
+ case ST_BIG_UFO:
+ case ST_BIG_UFO_DESTROYER:
+ this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
+ break;
+
+ case ST_HELICOPTER_ROTORS:
+ this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS + ROTOR_Z_OFFSET;
+ break;
+
+ case ST_SMALL_SUBMARINE:
+ case ST_BIG_SUBMARINE:
+ this->z_pos = 0;
+ break;
+
+ case ST_ZEPPELINER_SHADOW:
+ case ST_SMALL_UFO_SHADOW:
+ case ST_AIRPLANE_SHADOW:
+ case ST_HELICOPTER_SHADOW:
+ case ST_BIG_UFO_SHADOW:
+ case ST_BIG_UFO_DESTROYER_SHADOW:
+ this->z_pos = 0;
+ this->vehstatus |= VS_SHADOW;
+ break;
+ }
+
+ this->direction = direction;
+ this->tile = TileVirtXY(x, y);
+ this->subtype = subtype;
+ this->UpdateDeltaXY(INVALID_DIR);
+ this->owner = OWNER_NONE;
+ this->vehstatus = VS_UNCLICKABLE;
+ this->image_override = 0;
+ this->current_order.Free();
+
+ this->UpdateImage();
+ this->UpdatePositionAndViewport();
+}
+
+/**
+ * Update the position of the vehicle.
+ * @param x The new X-coordinate.
+ * @param y The new Y-coordinate.
+ * @param z The new Z-coordinate.
+ */
+void DisasterVehicle::UpdatePosition(int x, int y, int z)
+{
+ this->x_pos = x;
+ this->y_pos = y;
+ this->z_pos = z;
+ this->tile = TileVirtXY(x, y);
+
+ this->UpdateImage();
+ this->UpdatePositionAndViewport();
+
+ DisasterVehicle *u = this->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 = this->direction;
+
+ u->UpdateImage();
+ u->UpdatePositionAndViewport();
+
+ if ((u = u->Next()) != NULL) {
+ u->x_pos = x;
+ u->y_pos = y;
+ u->z_pos = z + ROTOR_Z_OFFSET;
+ u->UpdatePositionAndViewport();
+ }
+ }
+}
+
+/**
+ * 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);
+
+ v->UpdatePosition(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));
+ }
+
+ v->UpdatePosition(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;
+ v->UpdatePosition(x, y, z);
+
+ if (++v->age == 1) {
+ CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
+ if (_settings_client.sound.disaster) 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);
+ v->UpdatePosition(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--;
+ v->UpdatePosition(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);
+ if (_settings_client.sound.disaster) 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 targeted 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);
+ v->UpdatePosition(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
+ if (_settings_client.sound.disaster) 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;
+
+ v->UpdatePositionAndViewport();
+
+ 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);
+ v->UpdatePosition(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) {
+ v->UpdatePosition(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(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
+ DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
+ u->SetNext(w);
+ } 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);
+ v->UpdatePosition(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);
+ v->UpdatePosition(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);
+ if (_settings_client.sound.disaster) 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);
+ v->UpdatePosition(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(x, 0, DIR_SE, ST_ZEPPELINER);
+ /* Allocate shadow */
+ DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
+ v->SetNext(u);
+}
+
+
+/**
+ * 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;
+
+ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO);
+ v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
+
+ /* Allocate shadow */
+ DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
+ v->SetNext(u);
+}
+
+
+/* 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;
+
+ /* 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;
+
+ DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE);
+ DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE_SHADOW);
+ v->SetNext(u);
+}
+
+
+/** 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;
+
+ int x = -16 * (int)TILE_SIZE;
+ int y = TileY(found->location.tile) * TILE_SIZE + 37;
+
+ DisasterVehicle *v = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER);
+ DisasterVehicle *u = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_SHADOW);
+ v->SetNext(u);
+
+ DisasterVehicle *w = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_ROTORS);
+ u->SetNext(w);
+}
+
+
+/* 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;
+
+ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ int y = MapMaxX() * TILE_SIZE - 1;
+
+ DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
+ v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
+
+ /* Allocate shadow */
+ DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO_SHADOW);
+ v->SetNext(u);
+}
+
+
+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;
+
+ new DisasterVehicle(x, y, dir, subtype);
+}
+
+/* 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;
+}
diff --git a/src/disaster_vehicle.h b/src/disaster_vehicle.h
new file mode 100644
--- /dev/null
+++ b/src/disaster_vehicle.h
@@ -0,0 +1,61 @@
+/* $Id$ */
+
+/*
+ * 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 .
+ */
+
+/** @file disaster_vehicle.h All disaster vehicles. */
+
+#ifndef DISASTER_VEHICLE_H
+#define DISASTER_VEHICLE_H
+
+#include "vehicle_base.h"
+
+/** Different sub types of disaster vehicles. */
+enum DisasterSubType {
+ ST_ZEPPELINER, ///< Zeppelin, crashes at airports.
+ ST_ZEPPELINER_SHADOW, ///< Shadow of the zeppelin.
+ ST_SMALL_UFO, ///< Small UFO, tries to find a road vehicle to destroy.
+ ST_SMALL_UFO_SHADOW, ///< Shadow of small UFO
+ ST_AIRPLANE, ///< Airplane destroying an oil refinery
+ ST_AIRPLANE_SHADOW, ///< Shadow of airplane
+ ST_HELICOPTER, ///< Helicopter destroying a factory.
+ ST_HELICOPTER_SHADOW, ///< Shadow of helicopter.
+ ST_HELICOPTER_ROTORS, ///< Rotors of helicopter.
+ ST_BIG_UFO, ///< Big UFO, finds a piece of railroad to "park" on
+ ST_BIG_UFO_SHADOW, ///< Shadow of the big UFO
+ ST_BIG_UFO_DESTROYER, ///< Aircraft the will bomb the big UFO
+ ST_BIG_UFO_DESTROYER_SHADOW, ///< Shadow of the aircraft.
+ ST_SMALL_SUBMARINE, ///< Small submarine, pops up in the oceans but doesn't do anything
+ ST_BIG_SUBMARINE, ///< Big submarine, pops up in the oceans but doesn't do anything
+};
+
+/**
+ * Disasters, like submarines, skyrangers and their shadows, belong to this class.
+ */
+struct DisasterVehicle FINAL : public SpecializedVehicle {
+ SpriteID image_override; ///< Override for the default disaster vehicle sprite.
+ VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
+
+ /** For use by saveload. */
+ DisasterVehicle() : SpecializedVehicleBase() {}
+ DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
+ /** We want to 'destruct' the right class. */
+ virtual ~DisasterVehicle() {}
+
+ void UpdatePosition(int x, int y, int z);
+ void UpdateDeltaXY(Direction direction);
+ void UpdateImage();
+ bool Tick();
+};
+
+/**
+ * Iterate over disaster vehicles.
+ * @param var The variable used to iterate over.
+ */
+#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
+
+#endif /* DISASTER_VEHICLE_H */
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -53,6 +53,7 @@
#include "../news_func.h"
#include "../order_backup.h"
#include "../error.h"
+#include "../disaster_vehicle.h"
#include "saveload_internal.h"
diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -27,6 +27,7 @@
#include "../effectvehicle_base.h"
#include "../engine_func.h"
#include "../company_base.h"
+#include "../disaster_vehicle.h"
#include "saveload_internal.h"
#include "oldloader.h"
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -19,6 +19,7 @@
#include "../effectvehicle_base.h"
#include "../company_base.h"
#include "../company_func.h"
+#include "../disaster_vehicle.h"
#include "saveload.h"
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -1088,28 +1088,6 @@ struct SpecializedVehicle : public Vehic
*/
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
-/**
- * Disasters, like submarines, skyrangers and their shadows, belong to this class.
- */
-struct DisasterVehicle FINAL : public SpecializedVehicle {
- SpriteID image_override; ///< Override for the default disaster vehicle sprite.
- VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
-
- /** We don't want GCC to zero our struct! It already is zeroed and has an index! */
- DisasterVehicle() : SpecializedVehicleBase() {}
- /** We want to 'destruct' the right class. */
- virtual ~DisasterVehicle() {}
-
- void UpdateDeltaXY(Direction direction);
- bool Tick();
-};
-
-/**
- * Iterate over disaster vehicles.
- * @param var The variable used to iterate over.
- */
-#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
-
/** Generates sequence of free UnitID numbers */
struct FreeUnitIDGenerator {
bool *cache; ///< array of occupied unit id numbers