Files @ r28742:e80d6a5b649a
Branch filter:

Location: cpp/openttd-patchpack/source/src/disaster_vehicle.cpp

Peter Nelson
Codechange: Don't scan vehicle pool to find targeting disaster vehicle when deleting any vehicle. (#12064)

* Codechange: Don't scan vehicle pool to find targeting disaster vehicle when deleting any vehicle.

When deleting a vehicle, the vehicle pool is scanned to find a targetting disaster vehicle. With lots of vehicles this can take some time, especially when deleting multiple consecutive vehicles.

Disasters vehicles can actually only target road vehicles. Store the DisasterVehicle index in the road vehicle, so that no pool scan is necessary.

* Change: Small UFOs no longer target a vehicle which is already a target.
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/*
 * 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->state 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 "viewport_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "roadveh.h"
#include "train.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "landscape_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_economy.h"

#include "table/strings.h"

#include "safeguards.h"

/** Delay counter for considering the next disaster. */
uint16_t _disaster_delay;

static void DisasterClearSquare(TileIndex tile)
{
	if (EnsureNoVehicleOnGround(tile).Failed()) return;

	switch (GetTileType(tile)) {
		case MP_RAILWAY:
			if (Company::IsHumanID(GetTileOwner(tile)) && !IsRailDepot(tile)) {
				Backup<CompanyID> cur_company(_current_company, OWNER_WATER, FILE_LINE);
				Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, tile);
				cur_company.Restore();

				/* update signals in buffer */
				UpdateSignalsInBuffer();
			}
			break;

		case MP_HOUSE: {
			Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
			Command<CMD_LANDSCAPE_CLEAR>::Do(DC_EXEC, tile);
			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->sprite_cache.sprite_seq.Set(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->vehstatus = VS_UNCLICKABLE;

	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:
			GetAircraftFlightLevelBounds(this, &this->z_pos, nullptr);
			break;

		case ST_HELICOPTER_ROTORS:
			GetAircraftFlightLevelBounds(this, &this->z_pos, nullptr);
			this->z_pos += 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();
	this->owner = OWNER_NONE;
	this->image_override = 0;
	this->state = 0;

	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 != nullptr) {
		int safe_x = Clamp(x, 0, Map::MaxX() * TILE_SIZE);
		int safe_y = Clamp(y - 1, 0, Map::MaxY() * TILE_SIZE);

		u->x_pos = x;
		u->y_pos = y - 1 - (std::max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
		safe_y = Clamp(u->y_pos, 0, Map::MaxY() * TILE_SIZE);
		u->z_pos = GetSlopePixelZ(safe_x, safe_y);
		u->direction = this->direction;

		u->UpdateImage();
		u->UpdatePositionAndViewport();

		if ((u = u->Next()) != nullptr) {
			u->x_pos = x;
			u->y_pos = y;
			u->z_pos = z + ROTOR_Z_OFFSET;
			u->UpdatePositionAndViewport();
		}
	}
}

/**
 * Zeppeliner handling, v->state 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->state < 2) {
		if (HasBit(v->tick_counter, 0)) return true;

		GetNewVehiclePosResult gp = GetNewVehiclePos(v);

		v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));

		if (v->state == 1) {
			if (++v->age == 38) {
				v->state = 2;
				v->age = 0;
			}

			if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);

		} else if (v->state == 0) {
			if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
				v->state = 1;
				v->age = 0;

				SetDParam(0, GetStationIndex(v->tile));
				AddTileNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->tile);
				AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
			}
		}

		if (v->y_pos >= (int)((Map::SizeY() + 9) * TILE_SIZE - 1)) {
			delete v;
			return false;
		}

		return true;
	}

	if (v->state > 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, GetAircraftFlightLevel(v));
		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_t 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->state = 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->state 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->state == 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, GetAircraftFlightLevel(v));
			return true;
		}
		if (++v->age < 6) {
			v->dest_tile = RandomTile();
			return true;
		}
		v->state = 1;

		uint n = 0; // Total number of targetable road vehicles.
		for (const Company *c : Company::Iterate()) {
			n += c->group_all[VEH_ROAD].num_vehicle;
		}

		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 (RoadVehicle *u : RoadVehicle::Iterate()) {
			/* Find (n+1)-th road vehicle. */
			if (u->IsFrontEngine() && (n-- == 0)) {
				if (u->crashed_ctr != 0 || u->disaster_vehicle != INVALID_VEHICLE) {
					/* Targetted vehicle is crashed or already a target, destroy the UFO. */
					delete v;
					return false;
				}
				/* Target it. */
				v->dest_tile = u->index;
				v->age = 0;
				u->disaster_vehicle = v->index;
				break;
			}
		}

		return true;
	} else {
		/* Target a vehicle */
		RoadVehicle *u = RoadVehicle::Get(v->dest_tile.base());
		assert(u != nullptr && 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();
				u->disaster_vehicle = INVALID_VEHICLE;

				AddTileNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->tile);

				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 != Map::Size(); tile++) {
		if (i->TileBelongsToIndustry(tile)) {
			ResetIndustryConstructionStage(tile);
			MarkTileDirtyByTile(tile);
		}
	}
}

/**
 * Aircraft handling, v->state 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_t image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
{
	v->tick_counter++;
	v->image_override = (v->state == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;

	GetNewVehiclePosResult gp = GetNewVehiclePos(v);
	v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));

	if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(Map::SizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
		delete v;
		return false;
	}

	if (v->state == 2) {
		if (GB(v->tick_counter, 0, 2) == 0) {
			Industry *i = Industry::Get(v->dest_tile.base()); // 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_t 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->state = 3;
		}
	} else if (v->state == 1) {
		if (++v->age == 112) {
			v->state = 2;
			v->age = 0;

			Industry *i = Industry::Get(v->dest_tile.base()); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
			DestructIndustry(i);

			SetDParam(0, i->town->index);
			AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index);
			if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
		}
	} else if (v->state == 0) {
		int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
		int y = v->y_pos;

		if ((uint)x > Map::MaxX() * 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->state = 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;

	SpriteID &cur_image = v->sprite_cache.sprite_seq.seq[0].sprite;
	if (++cur_image > SPR_ROTOR_MOVING_3) cur_image = SPR_ROTOR_MOVING_1;

	v->UpdatePositionAndViewport();

	return true;
}

/**
 * (Big) Ufo handling, v->state 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->state == 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, GetAircraftFlightLevel(v));
			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->state = 2;

		for (Vehicle *target : Vehicle::Iterate()) {
			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->state == 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, GetAircraftFlightLevel(v));
			return true;
		}

		if (++v->age < 6) {
			v->dest_tile = RandomTile();
			return true;
		}
		v->state = 1;

		const auto is_valid_target = [](const Train *t) {
			return t->IsFrontEngine() // Only the engines
				&& Company::IsHumanID(t->owner) // Don't break AIs
				&& IsPlainRailTile(t->tile) // No tunnels
				&& (t->vehstatus & VS_CRASHED) == 0; // Not crashed
		};

		uint n = 0; // Total number of targetable trains.
		for (const Train *t : Train::Iterate()) {
			if (is_valid_target(t)) n++;
		}

		if (n == 0) {
			/* If there are no targetable trains, destroy the UFO. */
			delete v;
			return false;
		}

		n = RandomRange(n); // Choose one of them.
		for (const Train *t : Train::Iterate()) {
			/* Find (n+1)-th train. */
			if (is_valid_target(t) && (n-- == 0)) {
				/* Target it. */
				v->dest_tile = t->tile;
				v->age = 0;
				break;
			}
		}
	}

	return true;
}

/**
 * Skyranger destroying (Big) Ufo handling, v->state 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, GetAircraftFlightLevel(v));

	if (gp.x > (int)(Map::SizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
		delete v;
		return false;
	}

	if (v->state == 0) {
		Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
		if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
		v->state = 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_t 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->state 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 *)
{
	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;

	for (const Station *st : Station::Iterate()) {
		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(Map::SizeX() / 2, Map::SizeY() / 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 *found = nullptr;

	for (Industry *i : Industry::Iterate()) {
		if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
				(found == nullptr || Chance16(1, 2))) {
			found = i;
		}
	}

	if (found == nullptr) return;

	/* Start from the bottom (south side) of the map */
	int x = (Map::SizeX() + 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 *found = nullptr;

	for (Industry *i : Industry::Iterate()) {
		if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
				(found == nullptr || Chance16(1, 2))) {
			found = i;
		}
	}

	if (found == nullptr) 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 = Map::MaxX() * TILE_SIZE - 1;

	DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
	v->dest_tile = TileXY(Map::SizeX() / 2, Map::SizeY() / 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_t r = Random();
	int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;

	if (HasBit(r, 31)) {
		y = Map::MaxY() * 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++) {
		for (const Industry *i : Industry::Iterate()) {
			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.
	TimerGameCalendar::Year min_year; ///< The first year this disaster will occur.
	TimerGameCalendar::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 (TimerGameCalendar::year >= _disasters[i].min_year && TimerGameCalendar::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;
}

static IntervalTimer<TimerGameEconomy> _economy_disaster_daily({TimerGameEconomy::DAY, TimerGameEconomy::Priority::DISASTER}, [](auto)
{
	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)
{
	for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
		/* 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->state > 0 && v->dest_tile == (uint32_t)i) v->state = 3;
		}
	}
}

/**
 * Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
 * @param vehicle deleted vehicle
 */
void ReleaseDisasterVehicle(VehicleID vehicle)
{
	DisasterVehicle *v = DisasterVehicle::GetIfValid(vehicle);
	if (v == nullptr) return;

	/* primary disaster vehicles that have chosen target */
	assert(v->subtype == ST_SMALL_UFO);
	assert(v->state != 0);

	/* Revert to target-searching */
	v->state = 0;
	v->dest_tile = RandomTile();
	GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
	v->age = 0;
}

void DisasterVehicle::UpdateDeltaXY()
{
	this->x_offs        = -1;
	this->y_offs        = -1;
	this->x_extent      =  2;
	this->y_extent      =  2;
	this->z_extent      =  5;
}