diff options
Diffstat (limited to 'src/disaster_cmd.cpp')
-rw-r--r-- | src/disaster_cmd.cpp | 405 |
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 }; |