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@ r7921:8e674055514f
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Location: cpp/openttd-patchpack/source/src/disaster_cmd.cpp
r7921:8e674055514f
27.1 KiB
text/x-c
(svn r11474) -Feature: Allow to resize on creation the smallmap gui in order to show all the types industry available.
-Feature: Allow to enable/disable individually or all at once, the industries shown on small map.
This will permit to easily find those that are of some interest for the player.
Heavily based on gule's patch
-Feature: Allow to enable/disable individually or all at once, the industries shown on small map.
This will permit to easily find those that are of some interest for the player.
Heavily based on gule's patch
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/** @file disaster_cmd.cpp
* All disaster/easter egg vehicles are handled here.
* The general flow of control for the disaster vehicles is as follows:
* <ol>
* <li>Initialize the disaster in a disaster specific way (eg start position,
* possible target, etc.) Disaster_XXX_Init() function
* <li>Add a subtype to a disaster, which is an index into the function array
* that handles the vehicle's ticks.
* <li>Run the disaster vehicles each tick until their target has been reached,
* this happens in the DisasterTick_XXX() functions. In here, a vehicle's
* state is kept by v->current_order.dest variable. Each achieved sub-target
* will increase this value, and the last one will remove the disaster itself
* </ol>
*/
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "landscape.h"
#include "industry_map.h"
#include "station_map.h"
#include "table/strings.h"
#include "strings.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "command.h"
#include "news.h"
#include "station.h"
#include "waypoint.h"
#include "town.h"
#include "industry.h"
#include "player.h"
#include "airport.h"
#include "sound.h"
#include "variables.h"
#include "table/sprites.h"
#include "date.h"
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 void DisasterClearSquare(TileIndex tile)
{
if (!EnsureNoVehicleOnGround(tile)) return;
switch (GetTileType(tile)) {
case MP_RAILWAY:
if (IsHumanPlayer(GetTileOwner(tile)) && !IsRailWaypoint(tile)) {
PlayerID p = _current_player;
_current_player = OWNER_WATER;
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = p;
}
break;
case MP_HOUSE: {
PlayerID p = _current_player;
_current_player = OWNER_NONE;
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
_current_player = p;
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(Vehicle *v)
{
SpriteID img = v->u.disaster.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(Vehicle *v, int x, int y, byte 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->u.disaster.image_override = 0;
v->current_order.Free();
DisasterVehicleUpdateImage(v);
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
}
static void DeleteDisasterVeh(Vehicle *v)
{
DeleteVehicleChain(v);
}
static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
{
Vehicle *u;
BeginVehicleMove(v);
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = TileVirtXY(x, y);
DisasterVehicleUpdateImage(v);
VehiclePositionChanged(v);
EndVehicleMove(v);
if ((u = v->Next()) != NULL) {
int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
BeginVehicleMove(u);
u->x_pos = x;
u->y_pos = y - 1 - (max(z - GetSlopeZ(safe_x, safe_y), 0U) >> 3);
safe_y = clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopeZ(safe_x, safe_y);
u->direction = v->direction;
DisasterVehicleUpdateImage(u);
VehiclePositionChanged(u);
EndVehicleMove(u);
if ((u = u->Next()) != NULL) {
BeginVehicleMove(u);
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
VehiclePositionChanged(u);
EndVehicleMove(u);
}
}
}
/**
* Zeppeliner handling, v->current_order.dest states:
* 0: Zeppeliner initialization has found a small airport, go there and crash
* 1: Create crash and animate falling down for extra dramatic effect
* 2: Create more smoke and leave debris on ground
* 2: Clear the runway after some time and remove crashed zeppeliner
* If not airport was found, only state 0 is reached until zeppeliner leaves map
*/
static void DisasterTick_Zeppeliner(Vehicle *v)
{
Station *st;
int x, y;
byte z;
TileIndex tile;
v->tick_counter++;
if (v->current_order.dest < 2) {
if (HASBIT(v->tick_counter, 0)) return;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if (v->current_order.dest == 1) {
if (++v->age == 38) {
v->current_order.dest = 2;
v->age = 0;
}
if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE);
} else if (v->current_order.dest == 0) {
tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
IsAirport(tile) &&
IsHumanPlayer(GetTileOwner(tile))) {
v->current_order.dest = 1;
v->age = 0;
SetDParam(0, GetStationIndex(tile));
AddNewsItem(STR_B000_ZEPPELIN_DISASTER_AT,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
v->index,
0);
}
}
if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1) DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest > 2) {
if (++v->age <= 13320) return;
tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
IsAirport(tile) &&
IsHumanPlayer(GetTileOwner(tile))) {
st = GetStationByTile(tile);
CLRBITS(st->airport_flags, RUNWAY_IN_block);
}
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos);
DeleteDisasterVeh(v);
return;
}
x = v->x_pos;
y = v->y_pos;
z = GetSlopeZ(x, y);
if (z < v->z_pos) z = v->z_pos - 1;
SetDisasterVehiclePos(v, x, y, z);
if (++v->age == 1) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
v->u.disaster.image_override = SPR_BLIMP_CRASHING;
} else if (v->age == 70) {
v->u.disaster.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.dest = 3;
v->age = 0;
}
tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
IsAirport(tile) &&
IsHumanPlayer(GetTileOwner(tile))) {
st = GetStationByTile(tile);
SETBITS(st->airport_flags, RUNWAY_IN_block);
}
}
/**
* (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 void DisasterTick_Ufo(Vehicle *v)
{
Vehicle *u;
uint dist;
byte z;
v->u.disaster.image_override = (HASBIT(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
if (v->current_order.dest == 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) >= TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return;
}
if (++v->age < 6) {
v->dest_tile = RandomTile();
return;
}
v->current_order.dest = 1;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_ROAD && IsHumanPlayer(u->owner)) {
v->dest_tile = u->index;
v->age = 0;
return;
}
}
DeleteDisasterVeh(v);
} else {
/* Target a vehicle */
u = GetVehicle(v->dest_tile);
if (u->type != VEH_ROAD) {
DeleteDisasterVeh(v);
return;
}
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);
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->u.road.crashed_ctr == 0) {
u->u.road.crashed_ctr++;
u->vehstatus |= VS_CRASHED;
AddNewsItem(STR_B001_ROAD_VEHICLE_DESTROYED,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, 0),
u->index,
0);
}
}
/* Destroy? */
if (v->age > 50) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
DeleteDisasterVeh(v);
}
}
}
static void DestructIndustry(Industry *i)
{
TileIndex tile;
for (tile = 0; tile != MapSize(); tile++) {
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == i->index) {
ResetIndustryConstructionStage(tile);
MarkTileDirtyByTile(tile);
}
}
}
/**
* Airplane handling, v->current_order.dest states:
* 0: Fly towards the targetted oil refinery
* 1: If within 15 tiles, fire away rockets and destroy industry
* 2: Refinery explosions
* 3: Fly out of the map
* If the industry was removed in the meantime just fly to the end of the map
*/
static void DisasterTick_Airplane(Vehicle *v)
{
v->tick_counter++;
v->u.disaster.image_override =
(v->current_order.dest == 1 && HASBIT(v->tick_counter, 2)) ? SPR_F_15_FIRING : 0;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if (gp.x < (-10 * TILE_SIZE)) {
DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest == 2) {
if (GB(v->tick_counter, 0, 2) == 0) {
Industry *i = GetIndustry(v->dest_tile);
int x = TileX(i->xy) * TILE_SIZE;
int y = TileY(i->xy) * 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.dest = 3;
}
} else if (v->current_order.dest == 1) {
if (++v->age == 112) {
Industry *i;
v->current_order.dest = 2;
v->age = 0;
i = GetIndustry(v->dest_tile);
DestructIndustry(i);
SetDParam(0, i->town->index);
AddNewsItem(STR_B002_OIL_REFINERY_EXPLOSION, NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, 0), i->xy, 0);
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
}
} else if (v->current_order.dest == 0) {
int x, y;
TileIndex tile;
uint ind;
x = v->x_pos - (15 * TILE_SIZE);
y = v->y_pos;
if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
tile = TileVirtXY(x, y);
if (!IsTileType(tile, MP_INDUSTRY)) return;
ind = GetIndustryIndex(tile);
v->dest_tile = ind;
if (GetIndustrySpec(GetIndustry(ind)->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) {
v->current_order.dest = 1;
v->age = 0;
}
}
}
/**
* Helicopter handling, v->current_order.dest states:
* 0: Fly towards the targetted factory
* 1: If within 15 tiles, fire away rockets and destroy industry
* 2: Factory explosions
* 3: Fly out of the map
*/
static void DisasterTick_Helicopter(Vehicle *v)
{
v->tick_counter++;
v->u.disaster.image_override =
(v->current_order.dest == 1 && HASBIT(v->tick_counter, 2)) ? SPR_AH_64A_FIRING : 0;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
if (gp.x > (int)MapSizeX() * TILE_SIZE + 9 * TILE_SIZE - 1) {
DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest == 2) {
if (GB(v->tick_counter, 0, 2) == 0) {
Industry *i = GetIndustry(v->dest_tile);
int x = TileX(i->xy) * TILE_SIZE;
int y = TileY(i->xy) * 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.dest = 3;
}
} else if (v->current_order.dest == 1) {
if (++v->age == 112) {
Industry *i;
v->current_order.dest = 2;
v->age = 0;
i = GetIndustry(v->dest_tile);
DestructIndustry(i);
SetDParam(0, i->town->index);
AddNewsItem(STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS, NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, 0), i->xy, 0);
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
}
} else if (v->current_order.dest == 0) {
int x, y;
TileIndex tile;
uint ind;
x = v->x_pos + (15 * TILE_SIZE);
y = v->y_pos;
if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
tile = TileVirtXY(x, y);
if (!IsTileType(tile, MP_INDUSTRY)) return;
ind = GetIndustryIndex(tile);
v->dest_tile = ind;
if (GetIndustrySpec(GetIndustry(ind)->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) {
v->current_order.dest = 1;
v->age = 0;
}
}
}
/** Helicopter rotor blades; keep these spinning */
static void DisasterTick_Helicopter_Rotors(Vehicle *v)
{
v->tick_counter++;
if (HASBIT(v->tick_counter, 0)) return;
if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
}
/**
* (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 void DisasterTick_Big_Ufo(Vehicle *v)
{
byte z;
Vehicle *u, *w;
Town *t;
TileIndex tile;
TileIndex tile_org;
v->tick_counter++;
if (v->current_order.dest == 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;
}
z = GetSlopeZ(v->x_pos, v->y_pos);
if (z < v->z_pos) {
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1);
return;
}
v->current_order.dest = 2;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN || u->type == VEH_ROAD) {
if (delta(u->x_pos, v->x_pos) + delta(u->y_pos, v->y_pos) <= 12 * TILE_SIZE) {
u->breakdown_ctr = 5;
u->breakdown_delay = 0xF0;
}
}
}
t = ClosestTownFromTile(v->dest_tile, (uint)-1);
SetDParam(0, t->index);
AddNewsItem(STR_B004_UFO_LANDS_NEAR,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, 0),
v->tile,
0);
u = new DisasterVehicle();
if (u == NULL) {
DeleteDisasterVeh(v);
return;
}
InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
u->u.disaster.big_ufo_destroyer_target = v->index;
w = new DisasterVehicle();
if (w == NULL) return;
u->SetNext(w);
InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow);
w->vehstatus |= VS_SHADOW;
} else if (v->current_order.dest == 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) >= TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return;
}
if (++v->age < 6) {
v->dest_tile = RandomTile();
return;
}
v->current_order.dest = 1;
tile_org = tile = RandomTile();
do {
if (IsTileType(tile, MP_RAILWAY) &&
IsPlainRailTile(tile) &&
IsHumanPlayer(GetTileOwner(tile))) {
break;
}
tile = TILE_MASK(tile + 1);
} while (tile != tile_org);
v->dest_tile = tile;
v->age = 0;
} else {
return;
}
}
/**
* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
* 0: Home in on landed Ufo and shoot it down
*/
static void DisasterTick_Big_Ufo_Destroyer(Vehicle *v)
{
Vehicle *u;
int i;
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) {
DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest == 0) {
u = GetVehicle(v->u.disaster.big_ufo_destroyer_target);
if (delta(v->x_pos, u->x_pos) > TILE_SIZE) return;
v->current_order.dest = 1;
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, u);
DeleteDisasterVeh(u);
for (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);
}
BEGIN_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3))
tile = TILE_MASK(tile);
DisasterClearSquare(tile);
END_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3))
}
}
/**
* Submarine, v->current_order.dest states:
* Unused, just float around aimlessly and pop up at different places, turning around
*/
static void DisasterTick_Submarine(Vehicle *v)
{
TileIndex tile;
v->tick_counter++;
if (++v->age > 8880) {
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
delete v;
return;
}
if (!HASBIT(v->tick_counter, 0)) return;
tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
if (IsValidTile(tile)) {
TrackdirBits r = (TrackdirBits)GetTileTrackStatus(tile, TRANSPORT_WATER, 0);
if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !CHANCE16(1, 90)) {
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
return;
}
}
v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
}
static void DisasterTick_NULL(Vehicle *v) {}
typedef void DisasterVehicleTickProc(Vehicle *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,
};
void DisasterVehicle::Tick()
{
_disastervehicle_tick_procs[this->subtype](this);
}
void OnNewDay_DisasterVehicle(Vehicle *v)
{
// not used
}
typedef void DisasterInitProc();
/** Zeppeliner which crashes on a small airport if one found,
* otherwise crashes on a random tile */
static void Disaster_Zeppeliner_Init()
{
Vehicle *v = new DisasterVehicle(), *u;
Station *st;
int x;
if (v == NULL) return;
/* Pick a random place, unless we find a small airport */
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
FOR_ALL_STATIONS(st) {
if (st->airport_tile != 0 &&
st->airport_type <= 1 &&
IsHumanPlayer(st->owner)) {
x = (TileX(st->xy) + 2) * TILE_SIZE;
break;
}
}
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
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()
{
Vehicle *v = new DisasterVehicle(), *u;
int x;
if (v == NULL) return;
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
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()
{
Industry *i, *found;
Vehicle *v, *u;
int x, y;
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;
v = new DisasterVehicle();
if (v == NULL) return;
/* Start from the bottom (south side) of the map */
x = (MapSizeX() + 9) * TILE_SIZE - 1;
y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
u = new DisasterVehicle();
if (u != NULL) {
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()
{
Industry *i, *found;
Vehicle *v, *u, *w;
int x, y;
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;
v = new DisasterVehicle();
if (v == NULL) return;
x = -16 * TILE_SIZE;
y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
w = new DisasterVehicle();
if (w != NULL) {
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()
{
Vehicle *v = new DisasterVehicle(), *u;
int x, y;
if (v == NULL) return;
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
y = MapMaxX() * TILE_SIZE - 1;
InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
}
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;
if (v == NULL) return;
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HASBIT(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
dir = DIR_NW;
} else {
y = TILE_SIZE / 2;
dir = DIR_SE;
}
InitializeDisasterVehicle(v, x, y, 0, dir, ST_Small_Submarine);
v->age = 0;
}
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;
if (v == NULL) return;
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HASBIT(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
dir = DIR_NW;
} else {
y = TILE_SIZE / 2;
dir = DIR_SE;
}
InitializeDisasterVehicle(v, x, y, 0, dir, ST_Big_Submarine);
v->age = 0;
}
/** 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);
AddNewsItem(STR_B005_COAL_MINE_SUBSIDENCE_LEAVES,
NEWS_FLAGS(NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, 0), i->xy + TileDiffXY(1, 1), 0);
{
TileIndex tile = i->xy;
TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
uint n;
for (n = 0; n < 30; n++) {
DisasterClearSquare(tile);
tile = TILE_MASK(tile + step);
}
}
return;
}
}
}
}
static DisasterInitProc * const _disaster_initprocs[] = {
Disaster_Zeppeliner_Init,
Disaster_Small_Ufo_Init,
Disaster_Airplane_Init,
Disaster_Helicopter_Init,
Disaster_Big_Ufo_Init,
Disaster_Small_Submarine_Init,
Disaster_Big_Submarine_Init,
Disaster_CoalMine_Init,
};
static const struct {
Year min;
Year max;
} _dis_years[] = {
{ 1930, 1955 }, ///< zeppeliner
{ 1940, 1970 }, ///< ufo (small)
{ 1960, 1990 }, ///< airplane
{ 1970, 2000 }, ///< helicopter
{ 2000, 2100 }, ///< ufo (big)
{ 1940, 1965 }, ///< submarine (small)
{ 1975, 2010 }, ///< submarine (big)
{ 1950, 1985 } ///< coalmine
};
static void DoDisaster()
{
byte buf[lengthof(_dis_years)];
uint i;
uint j;
j = 0;
for (i = 0; i != lengthof(_dis_years); i++) {
if (_cur_year >= _dis_years[i].min && _cur_year < _dis_years[i].max) buf[j++] = i;
}
if (j == 0) return;
_disaster_initprocs[buf[RandomRange(j)]]();
}
static void ResetDisasterDelay()
{
_disaster_delay = GB(Random(), 0, 9) + 730;
}
void DisasterDailyLoop()
{
if (--_disaster_delay != 0) return;
ResetDisasterDelay();
if (_opt.diff.disasters != 0) DoDisaster();
}
void StartupDisasters()
{
ResetDisasterDelay();
}
void DisasterVehicle::UpdateDeltaXY(Direction direction)
{
this->x_offs = -1;
this->y_offs = -1;
this->sprite_width = 2;
this->sprite_height = 2;
this->z_height = 5;
}
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