/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file disaster_cmd.cpp * All disaster/easter egg vehicles are handled here. * The general flow of control for the disaster vehicles is as follows: *
    *
  1. Initialize the disaster in a disaster specific way (eg start position, * possible target, etc.) Disaster_XXX_Init() function *
  2. Add a subtype to a disaster, which is an index into the function array * that handles the vehicle's ticks. *
  3. 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 *
*/ #include "stdafx.h" #include "industry.h" #include "station_base.h" #include "command_func.h" #include "news_func.h" #include "town.h" #include "company_func.h" #include "strings_func.h" #include "date_func.h" #include "functions.h" #include "vehicle_func.h" #include "sound_func.h" #include "effectvehicle_func.h" #include "roadveh.h" #include "ai/ai.hpp" #include "company_base.h" #include "core/random_func.hpp" #include "core/backup_type.hpp" #include "table/strings.h" /** Delay counter for considering the next disaster. */ uint16 _disaster_delay; 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).Failed()) return; switch (GetTileType(tile)) { case MP_RAILWAY: if (Company::IsHumanID(GetTileOwner(tile))) { Backup cur_company(_current_company, OWNER_WATER, FILE_LINE); DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); /* update signals in buffer */ UpdateSignalsInBuffer(); } break; case MP_HOUSE: { Backup cur_company(_current_company, OWNER_NONE, FILE_LINE); DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); cur_company.Restore(); break; } case MP_TREES: case MP_CLEAR: DoClearSquare(tile); break; default: break; } } static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP}; static const SpriteID _disaster_images_2[] = {SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT}; static const SpriteID _disaster_images_3[] = {SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15}; static const SpriteID _disaster_images_4[] = {SPR_SUB_SMALL_NE, SPR_SUB_SMALL_NE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_NW, SPR_SUB_SMALL_NW}; static const SpriteID _disaster_images_5[] = {SPR_SUB_LARGE_NE, SPR_SUB_LARGE_NE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_NW, SPR_SUB_LARGE_NW}; static const SpriteID _disaster_images_6[] = {SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER}; static const SpriteID _disaster_images_7[] = {SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER}; static const SpriteID _disaster_images_8[] = {SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A}; static const SpriteID _disaster_images_9[] = {SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1}; static const SpriteID * const _disaster_images[] = { _disaster_images_1, _disaster_images_1, ///< zeppeliner and zeppeliner shadow _disaster_images_2, _disaster_images_2, ///< small ufo and small ufo shadow _disaster_images_3, _disaster_images_3, ///< combat aircraft and shadow _disaster_images_8, _disaster_images_8, _disaster_images_9, ///< combat helicopter, shadow and rotor _disaster_images_6, _disaster_images_6, ///< big ufo and shadow _disaster_images_7, _disaster_images_7, ///< skyranger and shadow _disaster_images_4, _disaster_images_5, ///< small and big submarine sprites }; static void DisasterVehicleUpdateImage(DisasterVehicle *v) { SpriteID img = v->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(DisasterVehicle *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->image_override = 0; v->current_order.Free(); DisasterVehicleUpdateImage(v); VehicleMove(v, false); MarkSingleVehicleDirty(v); } static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, byte z) { v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = TileVirtXY(x, y); DisasterVehicleUpdateImage(v); VehicleMove(v, true); DisasterVehicle *u = v->Next(); if (u != NULL) { int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE); int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE); u->x_pos = x; u->y_pos = y - 1 - (max(z - 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); VehicleMove(u, true); if ((u = u->Next()) != NULL) { u->x_pos = x; u->y_pos = y; u->z_pos = z + 5; VehicleMove(u, true); } } } /** * Zeppeliner handling, v->current_order.dest states: * 0: Zeppeliner initialization has found a small airport, go there and crash * 1: Create crash and animate falling down for extra dramatic effect * 2: Create more smoke and leave debris on ground * 2: Clear the runway after some time and remove crashed zeppeliner * If not airport was found, only state 0 is reached until zeppeliner leaves map */ static bool DisasterTick_Zeppeliner(DisasterVehicle *v) { v->tick_counter++; if (v->current_order.GetDestination() < 2) { if (HasBit(v->tick_counter, 0)) return true; GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); if (v->current_order.GetDestination() == 1) { if (++v->age == 38) { v->current_order.SetDestination(2); v->age = 0; } if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE); } else if (v->current_order.GetDestination() == 0) { if (IsValidTile(v->tile) && IsAirportTile(v->tile)) { v->current_order.SetDestination(1); v->age = 0; SetDParam(0, GetStationIndex(v->tile)); AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NS_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone AI::NewEvent(GetTileOwner(v->tile), new AIEventDisasterZeppelinerCrashed(GetStationIndex(v->tile))); } } if (v->y_pos >= (int)((MapSizeY() + 9) * TILE_SIZE - 1)) { delete v; return false; } return true; } if (v->current_order.GetDestination() > 2) { if (++v->age <= 13320) return true; if (IsValidTile(v->tile) && IsAirportTile(v->tile)) { Station *st = Station::GetByTile(v->tile); CLRBITS(st->airport.flags, RUNWAY_IN_block); AI::NewEvent(GetTileOwner(v->tile), new AIEventDisasterZeppelinerCleared(st->index)); } SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos); delete v; return false; } int x = v->x_pos; int y = v->y_pos; byte 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->image_override = SPR_BLIMP_CRASHING; } else if (v->age == 70) { v->image_override = SPR_BLIMP_CRASHED; } else if (v->age <= 300) { if (GB(v->tick_counter, 0, 3) == 0) { uint32 r = Random(); CreateEffectVehicleRel(v, GB(r, 0, 4) - 7, GB(r, 4, 4) - 7, GB(r, 8, 3) + 5, EV_EXPLOSION_SMALL); } } else if (v->age == 350) { v->current_order.SetDestination(3); v->age = 0; } if (IsValidTile(v->tile) && IsAirportTile(v->tile)) { SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block); } return true; } /** * (Small) Ufo handling, v->current_order.dest states: * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle * 1: Home in on a road vehicle and crash it >:) * If not road vehicle was found, only state 0 is used and Ufo disappears after a while */ static bool DisasterTick_Ufo(DisasterVehicle *v) { v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT; if (v->current_order.GetDestination() == 0) { /* Fly around randomly */ int x = TileX(v->dest_tile) * TILE_SIZE; int y = TileY(v->dest_tile) * TILE_SIZE; if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return true; } if (++v->age < 6) { v->dest_tile = RandomTile(); return true; } v->current_order.SetDestination(1); RoadVehicle *u; FOR_ALL_ROADVEHICLES(u) { if (u->IsFrontEngine()) { v->dest_tile = u->index; v->age = 0; return true; } } delete v; return false; } else { /* Target a vehicle */ RoadVehicle *u = RoadVehicle::Get(v->dest_tile); assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine()); uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos); if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) { u->breakdown_ctr = 3; u->breakdown_delay = 140; } v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos); GetNewVehiclePosResult gp = GetNewVehiclePos(v); byte 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->crashed_ctr == 0) { u->Crash(); AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NS_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone AI::NewEvent(u->owner, new AIEventVehicleCrashed(u->index, u->tile, AIEventVehicleCrashed::CRASH_RV_UFO)); } } /* Destroy? */ if (v->age > 50) { CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, v); delete v; return false; } } return true; } static void DestructIndustry(Industry *i) { for (TileIndex tile = 0; tile != MapSize(); tile++) { if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == i->index) { ResetIndustryConstructionStage(tile); MarkTileDirtyByTile(tile); } } } /** * Aircraft handling, v->current_order.dest states: * 0: Fly towards the targetted industry * 1: If within 15 tiles, fire away rockets and destroy industry * 2: Industry explosions * 3: Fly out of the map * If the industry was removed in the meantime just fly to the end of the map. * @param v The disaster vehicle. * @param image_override The image at the time the aircraft is firing. * @param leave_at_top True iff the vehicle leaves the map at the north side. * @param news_message The string that's used as news message. * @param industry_flag Only attack industries that have this flag set. */ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag) { v->tick_counter++; v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0; GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) { delete v; return false; } if (v->current_order.GetDestination() == 2) { if (GB(v->tick_counter, 0, 2) == 0) { Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid int x = TileX(i->location.tile) * TILE_SIZE; int y = TileY(i->location.tile) * TILE_SIZE; uint32 r = Random(); CreateEffectVehicleAbove( GB(r, 0, 6) + x, GB(r, 6, 6) + y, GB(r, 12, 4), EV_EXPLOSION_SMALL); if (++v->age >= 55) v->current_order.SetDestination(3); } } else if (v->current_order.GetDestination() == 1) { if (++v->age == 112) { v->current_order.SetDestination(2); v->age = 0; Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid DestructIndustry(i); SetDParam(0, i->town->index); AddIndustryNewsItem(news_message, NS_ACCIDENT, i->index); // delete the news, when the industry closes SndPlayTileFx(SND_12_EXPLOSION, i->location.tile); } } else if (v->current_order.GetDestination() == 0) { int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE); int y = v->y_pos; if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true; TileIndex tile = TileVirtXY(x, y); if (!IsTileType(tile, MP_INDUSTRY)) return true; IndustryID ind = GetIndustryIndex(tile); v->dest_tile = ind; if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) { v->current_order.SetDestination(1); v->age = 0; } } return true; } /** Airplane handling. */ static bool DisasterTick_Airplane(DisasterVehicle *v) { return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS); } /** Helicopter handling. */ static bool DisasterTick_Helicopter(DisasterVehicle *v) { return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS); } /** Helicopter rotor blades; keep these spinning */ static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v) { v->tick_counter++; if (HasBit(v->tick_counter, 0)) return true; if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1; VehicleMove(v, true); return true; } /** * (Big) Ufo handling, v->current_order.dest states: * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait... * because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess */ static bool DisasterTick_Big_Ufo(DisasterVehicle *v) { v->tick_counter++; if (v->current_order.GetDestination() == 1) { int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2; int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2; if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return true; } if (!IsValidTile(v->dest_tile)) { /* Make sure we don't land outside the map. */ delete v; return false; } byte 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 true; } v->current_order.SetDestination(2); Vehicle *target; FOR_ALL_VEHICLES(target) { if (target->IsGroundVehicle()) { if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) { target->breakdown_ctr = 5; target->breakdown_delay = 0xF0; } } } Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX); SetDParam(0, t->index); AddNewsItem(STR_NEWS_DISASTER_BIG_UFO, NS_ACCIDENT, NR_TILE, v->tile); if (!Vehicle::CanAllocateItem(2)) { delete v; return false; } DisasterVehicle *u = new DisasterVehicle(); InitializeDisasterVehicle(u, -6 * (int)TILE_SIZE, v->y_pos, 135, DIR_SW, ST_BIG_UFO_DESTROYER); u->big_ufo_destroyer_target = v->index; DisasterVehicle *w = new DisasterVehicle(); u->SetNext(w); InitializeDisasterVehicle(w, -6 * (int)TILE_SIZE, v->y_pos, 0, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW); w->vehstatus |= VS_SHADOW; } else if (v->current_order.GetDestination() == 0) { int x = TileX(v->dest_tile) * TILE_SIZE; int y = TileY(v->dest_tile) * TILE_SIZE; if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return true; } if (++v->age < 6) { v->dest_tile = RandomTile(); return true; } v->current_order.SetDestination(1); TileIndex tile_org = RandomTile(); TileIndex tile = tile_org; do { if (IsPlainRailTile(tile) && Company::IsHumanID(GetTileOwner(tile))) { break; } tile = TILE_MASK(tile + 1); } while (tile != tile_org); v->dest_tile = tile; v->age = 0; } return true; } /** * Skyranger destroying (Big) Ufo handling, v->current_order.dest states: * 0: Home in on landed Ufo and shoot it down */ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v) { v->tick_counter++; GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) { delete v; return false; } if (v->current_order.GetDestination() == 0) { Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target); if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true; v->current_order.SetDestination(1); CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, u); delete u; for (int i = 0; i != 80; i++) { uint32 r = Random(); CreateEffectVehicleAbove( GB(r, 0, 6) + v->x_pos - 32, GB(r, 5, 6) + v->y_pos - 32, 0, EV_EXPLOSION_SMALL); } for (int dy = -3; dy < 3; dy++) { for (int dx = -3; dx < 3; dx++) { TileIndex tile = TileAddWrap(v->tile, dx, dy); if (tile != INVALID_TILE) DisasterClearSquare(tile); } } } return true; } /** * Submarine, v->current_order.dest states: * Unused, just float around aimlessly and pop up at different places, turning around */ static bool DisasterTick_Submarine(DisasterVehicle *v) { v->tick_counter++; if (++v->age > 8880) { delete v; return false; } if (!HasBit(v->tick_counter, 0)) return true; TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction)); if (IsValidTile(tile)) { TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)); if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) { GetNewVehiclePosResult gp = GetNewVehiclePos(v); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return true; } } v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT); return true; } static bool DisasterTick_NULL(DisasterVehicle *v) { return true; } typedef bool DisasterVehicleTickProc(DisasterVehicle *v); static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = { DisasterTick_Zeppeliner, DisasterTick_NULL, DisasterTick_Ufo, DisasterTick_NULL, DisasterTick_Airplane, DisasterTick_NULL, DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors, DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer, DisasterTick_NULL, DisasterTick_Submarine, DisasterTick_Submarine, }; bool DisasterVehicle::Tick() { return _disastervehicle_tick_procs[this->subtype](this); } typedef void DisasterInitProc(); /** * Zeppeliner which crashes on a small airport if one found, * otherwise crashes on a random tile */ static void Disaster_Zeppeliner_Init() { if (!Vehicle::CanAllocateItem(2)) return; /* Pick a random place, unless we find a small airport */ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2; Station *st; FOR_ALL_STATIONS(st) { if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) { x = (TileX(st->airport.tile) + 2) * TILE_SIZE; break; } } DisasterVehicle *v = new DisasterVehicle(); InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_ZEPPELINER); /* Allocate shadow */ DisasterVehicle *u = new DisasterVehicle(); 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() { if (!Vehicle::CanAllocateItem(2)) return; DisasterVehicle *v = new DisasterVehicle(); int 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 */ DisasterVehicle *u = new DisasterVehicle(); 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() { if (!Vehicle::CanAllocateItem(2)) return; Industry *i, *found = NULL; FOR_ALL_INDUSTRIES(i) { if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) && (found == NULL || Chance16(1, 2))) { found = i; } } if (found == NULL) return; DisasterVehicle *v = new DisasterVehicle(); /* Start from the bottom (south side) of the map */ int x = (MapSizeX() + 9) * TILE_SIZE - 1; int y = TileY(found->location.tile) * TILE_SIZE + 37; InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_AIRPLANE); DisasterVehicle *u = new DisasterVehicle(); 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() { if (!Vehicle::CanAllocateItem(3)) return; Industry *i, *found = NULL; FOR_ALL_INDUSTRIES(i) { if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) && (found == NULL || Chance16(1, 2))) { found = i; } } if (found == NULL) return; DisasterVehicle *v = new DisasterVehicle(); int x = -16 * (int)TILE_SIZE; int y = TileY(found->location.tile) * TILE_SIZE + 37; InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_HELICOPTER); DisasterVehicle *u = new DisasterVehicle(); v->SetNext(u); InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_HELICOPTER_SHADOW); u->vehstatus |= VS_SHADOW; DisasterVehicle *w = new DisasterVehicle(); 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() { if (!Vehicle::CanAllocateItem(2)) return; DisasterVehicle *v = new DisasterVehicle(); int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2; int 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 */ DisasterVehicle *u = new DisasterVehicle(); v->SetNext(u); InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_BIG_UFO_SHADOW); u->vehstatus |= VS_SHADOW; } static void Disaster_Submarine_Init(DisasterSubType subtype) { if (!Vehicle::CanAllocateItem()) return; int y; Direction dir; uint32 r = Random(); int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2; if (HasBit(r, 31)) { y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1; dir = DIR_NW; } else { y = TILE_SIZE / 2; if (_settings_game.construction.freeform_edges) y += TILE_SIZE; dir = DIR_SE; } if (!IsWaterTile(TileVirtXY(x, y))) return; DisasterVehicle *v = new DisasterVehicle(); InitializeDisasterVehicle(v, x, y, 0, dir, subtype); v->age = 0; } /* Curious submarine #1, just floats around */ static void Disaster_Small_Submarine_Init() { Disaster_Submarine_Init(ST_SMALL_SUBMARINE); } /* Curious submarine #2, just floats around */ static void Disaster_Big_Submarine_Init() { Disaster_Submarine_Init(ST_BIG_SUBMARINE); } /** * Coal mine catastrophe, destroys a stretch of 30 tiles of * land in a certain direction */ static void Disaster_CoalMine_Init() { int index = GB(Random(), 0, 4); uint m; for (m = 0; m < 15; m++) { const Industry *i; FOR_ALL_INDUSTRIES(i) { if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) { SetDParam(0, i->town->index); AddNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NS_ACCIDENT, NR_TILE, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes { TileIndex tile = i->location.tile; TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2)); for (uint n = 0; n < 30; n++) { DisasterClearSquare(tile); tile += step; if (!IsValidTile(tile)) break; } } return; } } } } struct Disaster { DisasterInitProc *init_proc; ///< The init function for this disaster. Year min_year; ///< The first year this disaster will occur. Year max_year; ///< The last year this disaster will occur. }; static const Disaster _disasters[] = { {Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner {Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small) {Disaster_Airplane_Init, 1960, 1990}, // airplane {Disaster_Helicopter_Init, 1970, 2000}, // helicopter {Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big) {Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small) {Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big) {Disaster_CoalMine_Init, 1950, 1985}, // coalmine }; static void DoDisaster() { byte buf[lengthof(_disasters)]; byte j = 0; for (size_t i = 0; i != lengthof(_disasters); i++) { if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i; } if (j == 0) return; _disasters[buf[RandomRange(j)]].init_proc(); } static void ResetDisasterDelay() { _disaster_delay = GB(Random(), 0, 9) + 730; } void DisasterDailyLoop() { if (--_disaster_delay != 0) return; ResetDisasterDelay(); if (_settings_game.difficulty.disasters != 0) DoDisaster(); } void StartupDisasters() { ResetDisasterDelay(); } /** * Marks all disasters targeting this industry in such a way * they won't call Industry::Get(v->dest_tile) on invalid industry anymore. * @param i deleted industry */ void ReleaseDisastersTargetingIndustry(IndustryID i) { DisasterVehicle *v; FOR_ALL_DISASTERVEHICLES(v) { /* primary disaster vehicles that have chosen target */ if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) { /* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */ if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3); } } } /** * Notify disasters that we are about to delete a vehicle. So make them head elsewhere. * @param vehicle deleted vehicle */ void ReleaseDisastersTargetingVehicle(VehicleID vehicle) { DisasterVehicle *v; FOR_ALL_DISASTERVEHICLES(v) { /* primary disaster vehicles that have chosen target */ if (v->subtype == ST_SMALL_UFO) { if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) { /* Revert to target-searching */ v->current_order.SetDestination(0); v->dest_tile = RandomTile(); v->z_pos = 135; v->age = 0; } } } } void DisasterVehicle::UpdateDeltaXY(Direction direction) { this->x_offs = -1; this->y_offs = -1; this->x_extent = 2; this->y_extent = 2; this->z_extent = 5; }