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-rw-r--r--src/disaster_cmd.cpp405
1 files changed, 242 insertions, 163 deletions
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
index aeddad150..4b59a4308 100644
--- a/src/disaster_cmd.cpp
+++ b/src/disaster_cmd.cpp
@@ -1,5 +1,23 @@
/* $Id$ */
+/** @file
+ * 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>
+ * @see ChunkHandler
+ * @see SaveLoad
+ */
+
+
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
@@ -22,6 +40,24 @@
#include "table/sprites.h"
#include "date.h"
+enum DisasterSubType {
+ ST_Zeppeliner = 0,
+ ST_Zeppeliner_Shadow = 1,
+ ST_Small_Ufo = 2,
+ ST_Small_Ufo_Shadow = 3,
+ ST_Airplane = 4,
+ ST_Airplane_Shadow = 5,
+ ST_Helicopter = 6,
+ ST_Helicopter_Shadow = 7,
+ ST_Helicopter_Rotors = 8,
+ ST_Big_Ufo = 9,
+ ST_Big_Ufo_Shadow = 10,
+ ST_Big_Ufo_Destroyer = 11,
+ ST_Big_Ufo_Destroyer_Shadow = 12,
+ ST_Small_Submarine = 13,
+ ST_Big_Submarine = 14,
+};
+
static void DisasterClearSquare(TileIndex tile)
{
if (!EnsureNoVehicle(tile)) return;
@@ -54,35 +90,37 @@ static void DisasterClearSquare(TileIndex tile)
}
}
-static const SpriteID _disaster_images_1[] = {0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41};
-static const SpriteID _disaster_images_2[] = {0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44};
-static const SpriteID _disaster_images_3[] = {0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E};
-static const SpriteID _disaster_images_4[] = {0xF46, 0xF46, 0xF47, 0xF47, 0xF48, 0xF48, 0xF49, 0xF49};
-static const SpriteID _disaster_images_5[] = {0xF4A, 0xF4A, 0xF4B, 0xF4B, 0xF4C, 0xF4C, 0xF4D, 0xF4D};
-static const SpriteID _disaster_images_6[] = {0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50};
-static const SpriteID _disaster_images_7[] = {0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51};
-static const SpriteID _disaster_images_8[] = {0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52};
-static const SpriteID _disaster_images_9[] = {0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E};
+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,
- _disaster_images_2, _disaster_images_2,
- _disaster_images_3, _disaster_images_3,
- _disaster_images_8, _disaster_images_8, _disaster_images_9,
- _disaster_images_6, _disaster_images_6,
- _disaster_images_7, _disaster_images_7,
- _disaster_images_4, _disaster_images_5,
+ _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)
{
- int img = v->u.disaster.image_override;
- if (img == 0)
- img = _disaster_images[v->subtype][v->direction];
+ SpriteID img = v->u.disaster.image_override;
+ if (img == 0) img = _disaster_images[v->subtype][v->direction];
v->cur_image = img;
}
-static void InitializeDisasterVehicle(Vehicle* v, int x, int y, byte z, Direction direction, byte subtype)
+
+/** 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->type = VEH_Disaster;
v->x_pos = x;
@@ -128,7 +166,7 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
VehiclePositionChanged(v);
EndVehicleMove(v);
- if ( (u=v->next) != NULL) {
+ 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);
@@ -143,7 +181,7 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
VehiclePositionChanged(u);
EndVehicleMove(u);
- if ( (u=u->next) != NULL) {
+ if ((u = u->next) != NULL) {
BeginVehicleMove(u);
u->x_pos = x;
u->y_pos = y;
@@ -154,20 +192,26 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
}
}
-
+/**
+ * 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)
{
GetNewVehiclePosResult gp;
Station *st;
- int x,y;
+ int x, y;
byte z;
TileIndex tile;
- ++v->tick_counter;
+ v->tick_counter++;
if (v->current_order.dest < 2) {
- if (v->tick_counter&1)
- return;
+ if (HASBIT(v->tick_counter, 0)) return;
GetNewVehiclePos(v, &gp);
@@ -179,11 +223,10 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
v->age = 0;
}
- if ((v->tick_counter&7)==0) {
- CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE);
- }
+ 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; /**/
+ tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
@@ -199,16 +242,15 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
0);
}
}
- if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1)
- DeleteDisasterVeh(v);
+
+ if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1) DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest > 2) {
- if (++v->age <= 13320)
- return;
+ if (++v->age <= 13320) return;
- tile = v->tile; /**/
+ tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
@@ -226,8 +268,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
x = v->x_pos;
y = v->y_pos;
z = GetSlopeZ(x,y);
- if (z < v->z_pos)
- z = v->z_pos - 1;
+ if (z < v->z_pos) z = v->z_pos - 1;
SetDisasterVehiclePos(v, x, y, z);
if (++v->age == 1) {
@@ -237,7 +278,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
} else if (v->age == 70) {
v->u.disaster.image_override = SPR_BLIMP_CRASHED;
} else if (v->age <= 300) {
- if (!(v->tick_counter&7)) {
+ if (GB(v->tick_counter, 0, 3) == 0) {
uint32 r = Random();
CreateEffectVehicleRel(v,
@@ -251,7 +292,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
v->age = 0;
}
- tile = v->tile;/**/
+ tile = v->tile;
if (IsValidTile(tile) &&
IsTileType(tile, MP_STATION) &&
IsAirport(tile) &&
@@ -261,19 +302,23 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
}
}
-// UFO starts in the middle, and flies around a bit until it locates
-// a road vehicle which it targets.
-static void DisasterTick_UFO(Vehicle *v)
+/**
+ * (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)
{
GetNewVehiclePosResult gp;
Vehicle *u;
uint dist;
byte z;
- v->u.disaster.image_override = (++v->tick_counter & 8) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
+ 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
+ /* 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) {
@@ -298,7 +343,7 @@ static void DisasterTick_UFO(Vehicle *v)
DeleteDisasterVeh(v);
} else {
-// target a vehicle
+ /* Target a vehicle */
u = GetVehicle(v->dest_tile);
if (u->type != VEH_Road) {
DeleteDisasterVeh(v);
@@ -307,7 +352,7 @@ static void DisasterTick_UFO(Vehicle *v)
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) {
+ if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) {
u->breakdown_ctr = 3;
u->breakdown_delay = 140;
}
@@ -319,7 +364,7 @@ static void DisasterTick_UFO(Vehicle *v)
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) {
+ if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN)==0) {
v->age++;
if (u->u.road.crashed_ctr == 0) {
u->u.road.crashed_ctr++;
@@ -332,7 +377,7 @@ static void DisasterTick_UFO(Vehicle *v)
}
}
-// destroy?
+ /* Destroy? */
if (v->age > 50) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
@@ -353,25 +398,32 @@ static void DestructIndustry(Industry *i)
}
}
-// Airplane which destroys an oil refinery
-static void DisasterTick_2(Vehicle *v)
+/**
+ * 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)
{
GetNewVehiclePosResult gp;
v->tick_counter++;
v->u.disaster.image_override =
- (v->current_order.dest == 1 && v->tick_counter & 4) ? SPR_F_15_FIRING : 0;
+ (v->current_order.dest == 1 && HASBIT(v->tick_counter, 2)) ? SPR_F_15_FIRING : 0;
GetNewVehiclePos(v, &gp);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
- if (gp.x < -160) {
+ if (gp.x < (-10 * TILE_SIZE)) {
DeleteDisasterVeh(v);
return;
}
if (v->current_order.dest == 2) {
- if (!(v->tick_counter&3)) {
+ 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;
@@ -383,8 +435,7 @@ static void DisasterTick_2(Vehicle *v)
GB(r, 12, 4),
EV_EXPLOSION_SMALL);
- if (++v->age >= 55)
- v->current_order.dest = 3;
+ if (++v->age >= 55) v->current_order.dest = 3;
}
} else if (v->current_order.dest == 1) {
if (++v->age == 112) {
@@ -401,19 +452,17 @@ static void DisasterTick_2(Vehicle *v)
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
}
} else if (v->current_order.dest == 0) {
- int x,y;
+ int x, y;
TileIndex tile;
uint ind;
- x = v->x_pos - 15 * TILE_SIZE;
+ x = v->x_pos - (15 * TILE_SIZE);
y = v->y_pos;
- if ( (uint)x > MapMaxX() * TILE_SIZE - 1)
- return;
+ if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
tile = TileVirtXY(x, y);
- if (!IsTileType(tile, MP_INDUSTRY))
- return;
+ if (!IsTileType(tile, MP_INDUSTRY)) return;
ind = GetIndustryIndex(tile);
v->dest_tile = ind;
@@ -425,14 +474,20 @@ static void DisasterTick_2(Vehicle *v)
}
}
-// Helicopter which destroys a factory
-static void DisasterTick_3(Vehicle *v)
+/**
+ * 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)
{
GetNewVehiclePosResult gp;
v->tick_counter++;
v->u.disaster.image_override =
- (v->current_order.dest == 1 && v->tick_counter & 4) ? SPR_AH_64A_FIRING : 0;
+ (v->current_order.dest == 1 && HASBIT(v->tick_counter, 2)) ? SPR_AH_64A_FIRING : 0;
GetNewVehiclePos(v, &gp);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
@@ -443,7 +498,7 @@ static void DisasterTick_3(Vehicle *v)
}
if (v->current_order.dest == 2) {
- if (!(v->tick_counter&3)) {
+ 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;
@@ -455,8 +510,7 @@ static void DisasterTick_3(Vehicle *v)
GB(r, 12, 4),
EV_EXPLOSION_SMALL);
- if (++v->age >= 55)
- v->current_order.dest = 3;
+ if (++v->age >= 55) v->current_order.dest = 3;
}
} else if (v->current_order.dest == 1) {
if (++v->age == 112) {
@@ -473,19 +527,17 @@ static void DisasterTick_3(Vehicle *v)
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
}
} else if (v->current_order.dest == 0) {
- int x,y;
+ 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;
+ if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
tile = TileVirtXY(x, y);
- if (!IsTileType(tile, MP_INDUSTRY))
- return;
+ if (!IsTileType(tile, MP_INDUSTRY)) return;
ind = GetIndustryIndex(tile);
v->dest_tile = ind;
@@ -497,11 +549,11 @@ static void DisasterTick_3(Vehicle *v)
}
}
-// Helicopter rotor blades
-static void DisasterTick_3b(Vehicle *v)
+/** Helicopter rotor blades; keep these spinning */
+static void DisasterTick_Helicopter_Rotors(Vehicle *v)
{
- if (++v->tick_counter & 1)
- return;
+ 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;
@@ -510,13 +562,18 @@ static void DisasterTick_3b(Vehicle *v)
EndVehicleMove(v);
}
-// Big UFO which lands on a piece of rail.
-// Will be shot down by a plane
-static void DisasterTick_4(Vehicle *v)
+/**
+ * (Big) 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 piece of clear rail (without signals) and 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)
{
GetNewVehiclePosResult gp;
byte z;
- Vehicle *u,*w;
+ Vehicle *u, *w;
Town *t;
TileIndex tile;
TileIndex tile_org;
@@ -564,18 +621,16 @@ static void DisasterTick_4(Vehicle *v)
return;
}
- InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, 11);
+ InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
u->u.disaster.unk2 = v->index;
w = ForceAllocateSpecialVehicle();
- if (w == NULL)
- return;
+ if (w == NULL) return;
u->next = w;
- InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, 12);
+ 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 < 1) {
-
+ } 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) {
@@ -598,7 +653,7 @@ static void DisasterTick_4(Vehicle *v)
IsHumanPlayer(GetTileOwner(tile))) {
break;
}
- tile = TILE_MASK(tile+1);
+ tile = TILE_MASK(tile + 1);
} while (tile != tile_org);
v->dest_tile = tile;
v->age = 0;
@@ -607,8 +662,11 @@ static void DisasterTick_4(Vehicle *v)
}
}
-// The plane which will shoot down the UFO
-static void DisasterTick_4b(Vehicle *v)
+/**
+ * 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)
{
GetNewVehiclePosResult gp;
Vehicle *u;
@@ -626,8 +684,7 @@ static void DisasterTick_4b(Vehicle *v)
if (v->current_order.dest == 0) {
u = GetVehicle(v->u.disaster.unk2);
- if (delta(v->x_pos, u->x_pos) > TILE_SIZE)
- return;
+ if (delta(v->x_pos, u->x_pos) > TILE_SIZE) return;
v->current_order.dest = 1;
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
@@ -651,10 +708,12 @@ static void DisasterTick_4b(Vehicle *v)
}
}
-// Submarine handler
-static void DisasterTick_5_and_6(Vehicle *v)
+/**
+ * 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)
{
- uint32 r;
GetNewVehiclePosResult gp;
TileIndex tile;
@@ -668,15 +727,17 @@ static void DisasterTick_5_and_6(Vehicle *v)
return;
}
- if (!(v->tick_counter & 1)) return;
+ if (!HASBIT(v->tick_counter, 0)) return;
tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
- if (IsValidTile(tile) &&
- (r=GetTileTrackStatus(tile,TRANSPORT_WATER),(byte)(r|(r >> 8)) == 0x3F) &&
- !CHANCE16(1,90)) {
- GetNewVehiclePos(v, &gp);
- SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
- return;
+ if (IsValidTile(tile)) {
+ TrackdirBits r = (TrackdirBits)GetTileTrackStatus(tile, TRANSPORT_WATER);
+
+ if (TrackdirBitsToTrackBits(r) == TRACK_BIT_ALL && !CHANCE16(1, 90)) {
+ GetNewVehiclePos(v, &gp);
+ SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
+ return;
+ }
}
v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
@@ -687,14 +748,14 @@ 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_2,DisasterTick_NULL,
- DisasterTick_3,DisasterTick_NULL,DisasterTick_3b,
- DisasterTick_4,DisasterTick_NULL,
- DisasterTick_4b,DisasterTick_NULL,
- DisasterTick_5_and_6,
- DisasterTick_5_and_6,
+ 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,
};
@@ -711,8 +772,10 @@ void OnNewDay_DisasterVehicle(Vehicle *v)
typedef void DisasterInitProc(void);
-// Zeppeliner which crashes on a small airport
-static void Disaster0_Init(void)
+
+/** Zeppeliner which crashes on a small airport if one found,
+ * otherwise crashes on a random tile */
+static void Disaster_Zeppeliner_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
Station *st;
@@ -732,18 +795,21 @@ static void Disaster0_Init(void)
}
}
- InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, 0);
+ InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
- // Allocate shadow too?
+ /* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
if (u != NULL) {
v->next = u;
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, 1);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
u->vehstatus |= VS_SHADOW;
}
}
-static void Disaster1_Init(void)
+
+/** 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_Ufo_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
int x;
@@ -752,24 +818,26 @@ static void Disaster1_Init(void)
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
- InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, 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?
+ /* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
if (u != NULL) {
v->next = u;
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, 3);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
}
-static void Disaster2_Init(void)
+
+/* Combat airplane which destroys an oil refinery */
+static void Disaster_Airplane_Init(void)
{
Industry *i, *found;
- Vehicle *v,*u;
- int x,y;
+ Vehicle *v, *u;
+ int x, y;
found = NULL;
@@ -785,30 +853,33 @@ static void Disaster2_Init(void)
v = ForceAllocateSpecialVehicle();
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, 4);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
u = ForceAllocateSpecialVehicle();
if (u != NULL) {
v->next = u;
- InitializeDisasterVehicle(u, x, y, 0, DIR_SE, 5);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
u->vehstatus |= VS_SHADOW;
}
}
-static void Disaster3_Init(void)
+
+/** Combat helicopter that destroys a factory */
+static void Disaster_Helicopter_Init(void)
{
Industry *i, *found;
- Vehicle *v,*u,*w;
- int x,y;
+ Vehicle *v, *u, *w;
+ int x, y;
found = NULL;
FOR_ALL_INDUSTRIES(i) {
if (i->type == IT_FACTORY &&
- (found==NULL || CHANCE16(1,2))) {
+ (found == NULL || CHANCE16(1, 2))) {
found = i;
}
}
@@ -821,50 +892,54 @@ static void Disaster3_Init(void)
x = -16 * TILE_SIZE;
y = TileY(found->xy) * TILE_SIZE + 37;
- InitializeDisasterVehicle(v, x, y, 135, DIR_SW, 6);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
u = ForceAllocateSpecialVehicle();
if (u != NULL) {
v->next = u;
- InitializeDisasterVehicle(u, x, y, 0, DIR_SW, 7);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
w = ForceAllocateSpecialVehicle();
if (w != NULL) {
u->next = w;
- InitializeDisasterVehicle(w, x, y, 140, DIR_SW, 8);
+ InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
}
}
}
-static void Disaster4_Init(void)
+
+/* 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(void)
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
- int x,y;
+ 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, 9);
+ InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
- // Allocate shadow too?
+ /* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
if (u != NULL) {
v->next = u;
- InitializeDisasterVehicle(u, x, y, 0, DIR_NW, 10);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
}
-// Submarine type 1
-static void Disaster5_Init(void)
+
+/* Curious submarine #1, just floats around */
+static void Disaster_Submarine1_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle();
- int x,y;
+ int x, y;
Direction dir;
uint32 r;
@@ -873,19 +948,20 @@ static void Disaster5_Init(void)
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
- if (r & 0x80000000) {
+ 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, 13);
+ InitializeDisasterVehicle(v, x, y, 0, dir, ST_Small_Submarine);
v->age = 0;
}
-// Submarine type 2
-static void Disaster6_Init(void)
+
+/* Curious submarine #2, just floats around */
+static void Disaster_Submarine2_Init(void)
{
Vehicle *v = ForceAllocateSpecialVehicle();
int x,y;
@@ -897,24 +973,27 @@ static void Disaster6_Init(void)
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
- if (r & 0x80000000) {
+ 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, 14);
+ InitializeDisasterVehicle(v, x, y, 0, dir, ST_Big_Submarine);
v->age = 0;
}
-static void Disaster7_Init(void)
+
+/** Coal mine catastrophe, destroys a stretch of 30 tiles of
+ * land in a certain direction */
+static void Disaster_CoalMine_Init(void)
{
int index = GB(Random(), 0, 4);
uint m;
for (m = 0; m < 15; m++) {
- const Industry* i;
+ const Industry *i;
FOR_ALL_INDUSTRIES(i) {
if (i->type == IT_COAL_MINE && --index < 0) {
@@ -939,28 +1018,28 @@ static void Disaster7_Init(void)
}
static DisasterInitProc * const _disaster_initprocs[] = {
- Disaster0_Init,
- Disaster1_Init,
- Disaster2_Init,
- Disaster3_Init,
- Disaster4_Init,
- Disaster5_Init,
- Disaster6_Init,
- Disaster7_Init,
+ Disaster_Zeppeliner_Init,
+ Disaster_Ufo_Init,
+ Disaster_Airplane_Init,
+ Disaster_Helicopter_Init,
+ Disaster_Big_Ufo_Init,
+ Disaster_Submarine1_Init,
+ Disaster_Submarine2_Init,
+ Disaster_CoalMine_Init,
};
static const struct {
Year min;
Year max;
} _dis_years[] = {
- { 1930, 1955 },
- { 1940, 1970 },
- { 1960, 1990 },
- { 1970, 2000 },
- { 2000, 2100 },
- { 1940, 1965 },
- { 1975, 2010 },
- { 1950, 1985 }
+ { 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
};