Changeset - r21721:67b34383fd38
[Not reviewed]
master
1 11 2
rubidium - 10 years ago 2014-09-20 15:46:44
rubidium@openttd.org
(svn r26864) -Codechange: bring a bit more OO into the disaster vehicles
14 files changed with 1073 insertions and 1027 deletions:
0 comments (0 inline, 0 general)
projects/openttd_vs100.vcxproj
Show inline comments
 
@@ -311,6 +311,7 @@
 
    <ClCompile Include="..\src\debug.cpp" />
 
    <ClCompile Include="..\src\dedicated.cpp" />
 
    <ClCompile Include="..\src\depot.cpp" />
 
    <ClCompile Include="..\src\disaster_vehicle.cpp" />
 
    <ClCompile Include="..\src\driver.cpp" />
 
    <ClCompile Include="..\src\economy.cpp" />
 
    <ClCompile Include="..\src\effectvehicle.cpp" />
 
@@ -437,6 +438,7 @@
 
    <ClInclude Include="..\src\depot_type.h" />
 
    <ClInclude Include="..\src\direction_func.h" />
 
    <ClInclude Include="..\src\direction_type.h" />
 
    <ClInclude Include="..\src\disaster_vehicle.h" />
 
    <ClInclude Include="..\src\music\dmusic.h" />
 
    <ClInclude Include="..\src\driver.h" />
 
    <ClInclude Include="..\src\economy_base.h" />
 
@@ -805,7 +807,6 @@
 
    <ClCompile Include="..\src\clear_cmd.cpp" />
 
    <ClCompile Include="..\src\company_cmd.cpp" />
 
    <ClCompile Include="..\src\depot_cmd.cpp" />
 
    <ClCompile Include="..\src\disaster_cmd.cpp" />
 
    <ClCompile Include="..\src\group_cmd.cpp" />
 
    <ClCompile Include="..\src\industry_cmd.cpp" />
 
    <ClCompile Include="..\src\misc_cmd.cpp" />
projects/openttd_vs100.vcxproj.filters
Show inline comments
 
@@ -162,6 +162,9 @@
 
    <ClCompile Include="..\src\depot.cpp">
 
      <Filter>Source Files</Filter>
 
    </ClCompile>
 
    <ClCompile Include="..\src\disaster_vehicle.cpp">
 
      <Filter>Source Files</Filter>
 
    </ClCompile>
 
    <ClCompile Include="..\src\driver.cpp">
 
      <Filter>Source Files</Filter>
 
    </ClCompile>
 
@@ -540,6 +543,9 @@
 
    <ClInclude Include="..\src\direction_type.h">
 
      <Filter>Header Files</Filter>
 
    </ClInclude>
 
    <ClInclude Include="..\src\disaster_vehicle.h">
 
      <Filter>Header Files</Filter>
 
    </ClInclude>
 
    <ClInclude Include="..\src\music\dmusic.h">
 
      <Filter>Header Files</Filter>
 
    </ClInclude>
 
@@ -1644,9 +1650,6 @@
 
    <ClCompile Include="..\src\depot_cmd.cpp">
 
      <Filter>Command handlers</Filter>
 
    </ClCompile>
 
    <ClCompile Include="..\src\disaster_cmd.cpp">
 
      <Filter>Command handlers</Filter>
 
    </ClCompile>
 
    <ClCompile Include="..\src\group_cmd.cpp">
 
      <Filter>Command handlers</Filter>
 
    </ClCompile>
projects/openttd_vs80.vcproj
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@@ -515,6 +515,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_vehicle.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\driver.cpp"
 
				>
 
			</File>
 
@@ -1023,6 +1027,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_vehicle.h"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\music\dmusic.h"
 
				>
 
			</File>
 
@@ -2511,10 +2519,6 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_cmd.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\group_cmd.cpp"
 
				>
 
			</File>
projects/openttd_vs90.vcproj
Show inline comments
 
@@ -512,6 +512,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_vehicle.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\driver.cpp"
 
				>
 
			</File>
 
@@ -1020,6 +1024,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_vehicle.h"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\music\dmusic.h"
 
				>
 
			</File>
 
@@ -2508,10 +2516,6 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\disaster_cmd.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\group_cmd.cpp"
 
				>
 
			</File>
source.list
Show inline comments
 
@@ -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
src/aircraft.h
Show inline comments
 
@@ -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);
src/aircraft_cmd.cpp
Show inline comments
 
@@ -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.
 

	
src/disaster_cmd.cpp
Show inline comments
 
deleted file
src/disaster_vehicle.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/*
 
 * 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_vehicle.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 "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<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
 
};
 

	
 
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;
 
}
src/disaster_vehicle.h
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/*
 
 * 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_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<DisasterVehicle, VEH_DISASTER> {
 
	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 */
src/saveload/afterload.cpp
Show inline comments
 
@@ -53,6 +53,7 @@
 
#include "../news_func.h"
 
#include "../order_backup.h"
 
#include "../error.h"
 
#include "../disaster_vehicle.h"
 

	
 

	
 
#include "saveload_internal.h"
src/saveload/oldloader_sl.cpp
Show inline comments
 
@@ -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"
 

	
src/saveload/vehicle_sl.cpp
Show inline comments
 
@@ -19,6 +19,7 @@
 
#include "../effectvehicle_base.h"
 
#include "../company_base.h"
 
#include "../company_func.h"
 
#include "../disaster_vehicle.h"
 

	
 
#include "saveload.h"
 

	
src/vehicle_base.h
Show inline comments
 
@@ -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<DisasterVehicle, VEH_DISASTER> {
 
	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
0 comments (0 inline, 0 general)