/* $Id$ */ /** @file * 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 *
* @see ChunkHandler * @see SaveLoad */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "industry_map.h" #include "station_map.h" #include "table/strings.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "command.h" #include "news.h" #include "station.h" #include "waypoint.h" #include "town.h" #include "industry.h" #include "player.h" #include "airport.h" #include "sound.h" #include "variables.h" #include "table/sprites.h" #include "date.h" enum DisasterSubType { ST_Zeppeliner = 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; switch (GetTileType(tile)) { case MP_RAILWAY: if (IsHumanPlayer(GetTileOwner(tile)) && !IsRailWaypoint(tile)) { PlayerID p = _current_player; _current_player = OWNER_WATER; DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = p; } break; case MP_HOUSE: { PlayerID p = _current_player; _current_player = OWNER_NONE; DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR); _current_player = p; break; } case MP_TREES: case MP_CLEAR: DoClearSquare(tile); break; default: break; } } static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP}; static const SpriteID _disaster_images_2[] = {SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT, SPR_UFO_SMALL_SCOUT}; static const SpriteID _disaster_images_3[] = {SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15, SPR_F_15}; static const SpriteID _disaster_images_4[] = {SPR_SUB_SMALL_NE, SPR_SUB_SMALL_NE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SE, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_SW, SPR_SUB_SMALL_NW, SPR_SUB_SMALL_NW}; static const SpriteID _disaster_images_5[] = {SPR_SUB_LARGE_NE, SPR_SUB_LARGE_NE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SE, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_SW, SPR_SUB_LARGE_NW, SPR_SUB_LARGE_NW}; static const SpriteID _disaster_images_6[] = {SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER, SPR_UFO_HARVESTER}; static const SpriteID _disaster_images_7[] = {SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER, SPR_XCOM_SKYRANGER}; static const SpriteID _disaster_images_8[] = {SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A, SPR_AH_64A}; static const SpriteID _disaster_images_9[] = {SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1, SPR_ROTOR_MOVING_1}; static const SpriteID * const _disaster_images[] = { _disaster_images_1, _disaster_images_1, // zeppeliner and zeppeliner shadow _disaster_images_2, _disaster_images_2, // small ufo and small ufo shadow _disaster_images_3, _disaster_images_3, // combat aircraft and shadow _disaster_images_8, _disaster_images_8, _disaster_images_9, // combat helicopter, shadow and rotor _disaster_images_6, _disaster_images_6, // big ufo and shadow _disaster_images_7, _disaster_images_7, // skyranger and shadow _disaster_images_4, _disaster_images_5, // small and big submarine sprites }; static void DisasterVehicleUpdateImage(Vehicle *v) { SpriteID img = v->u.disaster.image_override; if (img == 0) img = _disaster_images[v->subtype][v->direction]; v->cur_image = img; } /** Initialize a disaster vehicle. These vehicles are of type VEH_Disaster, are unclickable * and owned by nobody */ static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype) { v->type = VEH_Disaster; v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = TileVirtXY(x, y); v->direction = direction; v->subtype = subtype; v->x_offs = -1; v->y_offs = -1; v->sprite_width = 2; v->sprite_height = 2; v->z_height = 5; v->owner = OWNER_NONE; v->vehstatus = VS_UNCLICKABLE; v->u.disaster.image_override = 0; v->current_order.type = OT_NOTHING; v->current_order.flags = 0; v->current_order.dest = 0; DisasterVehicleUpdateImage(v); VehiclePositionChanged(v); BeginVehicleMove(v); EndVehicleMove(v); } static void DeleteDisasterVeh(Vehicle *v) { DeleteVehicleChain(v); } static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z) { Vehicle *u; BeginVehicleMove(v); v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = TileVirtXY(x, y); DisasterVehicleUpdateImage(v); VehiclePositionChanged(v); EndVehicleMove(v); if ((u = v->next) != NULL) { int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE); int safe_y = clamp(y - 1, 0, MapMaxY() * TILE_SIZE); BeginVehicleMove(u); u->x_pos = x; u->y_pos = y - 1 - (max(z - GetSlopeZ(safe_x, safe_y), 0U) >> 3); safe_y = clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE); u->z_pos = GetSlopeZ(safe_x, safe_y); u->direction = v->direction; DisasterVehicleUpdateImage(u); VehiclePositionChanged(u); EndVehicleMove(u); if ((u = u->next) != NULL) { BeginVehicleMove(u); u->x_pos = x; u->y_pos = y; u->z_pos = z + 5; VehiclePositionChanged(u); EndVehicleMove(u); } } } /** * Zeppeliner handling, v->current_order.dest states: * 0: Zeppeliner initialization has found a small airport, go there and crash * 1: Create crash and animate falling down for extra dramatic effect * 2: Create more smoke and leave debris on ground * 2: Clear the runway after some time and remove crashed zeppeliner * If not airport was found, only state 0 is reached until zeppeliner leaves map */ static void DisasterTick_Zeppeliner(Vehicle *v) { GetNewVehiclePosResult gp; Station *st; int x, y; byte z; TileIndex tile; v->tick_counter++; if (v->current_order.dest < 2) { if (HASBIT(v->tick_counter, 0)) return; GetNewVehiclePos(v, &gp); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); if (v->current_order.dest == 1) { if (++v->age == 38) { v->current_order.dest = 2; v->age = 0; } if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE); } else if (v->current_order.dest == 0) { tile = v->tile; if (IsValidTile(tile) && IsTileType(tile, MP_STATION) && IsAirport(tile) && IsHumanPlayer(GetTileOwner(tile))) { v->current_order.dest = 1; v->age = 0; SetDParam(0, GetStationIndex(tile)); AddNewsItem(STR_B000_ZEPPELIN_DISASTER_AT, NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0), v->index, 0); } } if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1) DeleteDisasterVeh(v); return; } if (v->current_order.dest > 2) { if (++v->age <= 13320) return; tile = v->tile; if (IsValidTile(tile) && IsTileType(tile, MP_STATION) && IsAirport(tile) && IsHumanPlayer(GetTileOwner(tile))) { st = GetStationByTile(tile); CLRBITS(st->airport_flags, RUNWAY_IN_block); } SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos); DeleteDisasterVeh(v); return; } x = v->x_pos; y = v->y_pos; z = GetSlopeZ(x,y); if (z < v->z_pos) z = v->z_pos - 1; SetDisasterVehiclePos(v, x, y, z); if (++v->age == 1) { CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, v); v->u.disaster.image_override = SPR_BLIMP_CRASHING; } else if (v->age == 70) { v->u.disaster.image_override = SPR_BLIMP_CRASHED; } else if (v->age <= 300) { if (GB(v->tick_counter, 0, 3) == 0) { uint32 r = Random(); CreateEffectVehicleRel(v, GB(r, 0, 4) - 7, GB(r, 4, 4) - 7, GB(r, 8, 3) + 5, EV_EXPLOSION_SMALL); } } else if (v->age == 350) { v->current_order.dest = 3; v->age = 0; } tile = v->tile; if (IsValidTile(tile) && IsTileType(tile, MP_STATION) && IsAirport(tile) && IsHumanPlayer(GetTileOwner(tile))) { st = GetStationByTile(tile); SETBITS(st->airport_flags, RUNWAY_IN_block); } } /** * (Small) Ufo handling, v->current_order.dest states: * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle * 1: Home in on a road vehicle and crash it >:) * If not road vehicle was found, only state 0 is used and Ufo disappears after a while */ static void DisasterTick_Ufo(Vehicle *v) { GetNewVehiclePosResult gp; Vehicle *u; uint dist; byte z; v->u.disaster.image_override = (HASBIT(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT; if (v->current_order.dest == 0) { /* Fly around randomly */ int x = TileX(v->dest_tile) * TILE_SIZE; int y = TileY(v->dest_tile) * TILE_SIZE; if (delta(x, v->x_pos) + delta(y, v->y_pos) >= TILE_SIZE) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePos(v, &gp); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return; } if (++v->age < 6) { v->dest_tile = RandomTile(); return; } v->current_order.dest = 1; FOR_ALL_VEHICLES(u) { if (u->type == VEH_Road && IsHumanPlayer(u->owner)) { v->dest_tile = u->index; v->age = 0; return; } } DeleteDisasterVeh(v); } else { /* Target a vehicle */ u = GetVehicle(v->dest_tile); if (u->type != VEH_Road) { DeleteDisasterVeh(v); return; } dist = delta(v->x_pos, u->x_pos) + delta(v->y_pos, u->y_pos); if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) { u->breakdown_ctr = 3; u->breakdown_delay = 140; } v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos); GetNewVehiclePos(v, &gp); z = v->z_pos; if (dist <= TILE_SIZE && z > u->z_pos) z--; SetDisasterVehiclePos(v, gp.x, gp.y, z); if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN)==0) { v->age++; if (u->u.road.crashed_ctr == 0) { u->u.road.crashed_ctr++; u->vehstatus |= VS_CRASHED; AddNewsItem(STR_B001_ROAD_VEHICLE_DESTROYED, NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_VEHICLE, NT_ACCIDENT, 0), u->index, 0); } } /* Destroy? */ if (v->age > 50) { CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, v); DeleteDisasterVeh(v); } } } static void DestructIndustry(Industry *i) { TileIndex tile; for (tile = 0; tile != MapSize(); tile++) { if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == i->index) { ResetIndustryConstructionStage(tile); MarkTileDirtyByTile(tile); } } } /** * Airplane handling, v->current_order.dest states: * 0: Fly towards the targetted oil refinery * 1: If within 15 tiles, fire away rockets and destroy industry * 2: Refinery explosions * 3: Fly out of the map * If the industry was removed in the meantime just fly to the end of the map */ static void DisasterTick_Airplane(Vehicle *v) { GetNewVehiclePosResult gp; v->tick_counter++; v->u.disaster.image_override = (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 < (-10 * TILE_SIZE)) { DeleteDisasterVeh(v); return; } if (v->current_order.dest == 2) { if (GB(v->tick_counter, 0, 2) == 0) { Industry *i = GetIndustry(v->dest_tile); int x = TileX(i->xy) * TILE_SIZE; int y = TileY(i->xy) * TILE_SIZE; uint32 r = Random(); CreateEffectVehicleAbove( GB(r, 0, 6) + x, GB(r, 6, 6) + y, GB(r, 12, 4), EV_EXPLOSION_SMALL); if (++v->age >= 55) v->current_order.dest = 3; } } else if (v->current_order.dest == 1) { if (++v->age == 112) { Industry *i; v->current_order.dest = 2; v->age = 0; i = GetIndustry(v->dest_tile); DestructIndustry(i); SetDParam(0, i->town->index); AddNewsItem(STR_B002_OIL_REFINERY_EXPLOSION, NEWS_FLAGS(NM_THIN,NF_VIEWPORT|NF_TILE,NT_ACCIDENT,0), i->xy, 0); SndPlayTileFx(SND_12_EXPLOSION, i->xy); } } else if (v->current_order.dest == 0) { int x, y; TileIndex tile; uint ind; x = v->x_pos - (15 * TILE_SIZE); y = v->y_pos; if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return; tile = TileVirtXY(x, y); if (!IsTileType(tile, MP_INDUSTRY)) return; ind = GetIndustryIndex(tile); v->dest_tile = ind; if (GetIndustry(ind)->type == IT_OIL_REFINERY) { v->current_order.dest = 1; v->age = 0; } } } /** * Helicopter handling, v->current_order.dest states: * 0: Fly towards the targetted factory * 1: If within 15 tiles, fire away rockets and destroy industry * 2: Factory explosions * 3: Fly out of the map */ static void DisasterTick_Helicopter(Vehicle *v) { GetNewVehiclePosResult gp; v->tick_counter++; v->u.disaster.image_override = (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); if (gp.x > (int)MapSizeX() * TILE_SIZE + 9 * TILE_SIZE - 1) { DeleteDisasterVeh(v); return; } if (v->current_order.dest == 2) { if (GB(v->tick_counter, 0, 2) == 0) { Industry *i = GetIndustry(v->dest_tile); int x = TileX(i->xy) * TILE_SIZE; int y = TileY(i->xy) * TILE_SIZE; uint32 r = Random(); CreateEffectVehicleAbove( GB(r, 0, 6) + x, GB(r, 6, 6) + y, GB(r, 12, 4), EV_EXPLOSION_SMALL); if (++v->age >= 55) v->current_order.dest = 3; } } else if (v->current_order.dest == 1) { if (++v->age == 112) { Industry *i; v->current_order.dest = 2; v->age = 0; i = GetIndustry(v->dest_tile); DestructIndustry(i); SetDParam(0, i->town->index); AddNewsItem(STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS, NEWS_FLAGS(NM_THIN,NF_VIEWPORT|NF_TILE,NT_ACCIDENT,0), i->xy, 0); SndPlayTileFx(SND_12_EXPLOSION, i->xy); } } else if (v->current_order.dest == 0) { int x, y; TileIndex tile; uint ind; x = v->x_pos + (15 * TILE_SIZE); y = v->y_pos; if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return; tile = TileVirtXY(x, y); if (!IsTileType(tile, MP_INDUSTRY)) return; ind = GetIndustryIndex(tile); v->dest_tile = ind; if (GetIndustry(ind)->type == IT_FACTORY) { v->current_order.dest = 1; v->age = 0; } } } /** Helicopter rotor blades; keep these spinning */ static void DisasterTick_Helicopter_Rotors(Vehicle *v) { v->tick_counter++; if (HASBIT(v->tick_counter, 0)) return; if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1; VehiclePositionChanged(v); BeginVehicleMove(v); EndVehicleMove(v); } /** * (Big) Ufo handling, v->current_order.dest states: * 0: Fly around to the middle of the map, then randomly, 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; Town *t; TileIndex tile; TileIndex tile_org; v->tick_counter++; if (v->current_order.dest == 1) { int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2; int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2; if (delta(v->x_pos, x) + delta(v->y_pos, y) >= 8) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePos(v, &gp); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return; } z = GetSlopeZ(v->x_pos, v->y_pos); if (z < v->z_pos) { SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1); return; } v->current_order.dest = 2; FOR_ALL_VEHICLES(u) { if (u->type == VEH_Train || u->type == VEH_Road) { if (delta(u->x_pos, v->x_pos) + delta(u->y_pos, v->y_pos) <= 12 * TILE_SIZE) { u->breakdown_ctr = 5; u->breakdown_delay = 0xF0; } } } t = ClosestTownFromTile(v->dest_tile, (uint)-1); SetDParam(0, t->index); AddNewsItem(STR_B004_UFO_LANDS_NEAR, NEWS_FLAGS(NM_THIN, NF_VIEWPORT|NF_TILE, NT_ACCIDENT, 0), v->tile, 0); u = ForceAllocateSpecialVehicle(); if (u == NULL) { DeleteDisasterVeh(v); return; } 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; u->next = w; InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow); w->vehstatus |= VS_SHADOW; } else if (v->current_order.dest == 0) { int x = TileX(v->dest_tile) * TILE_SIZE; int y = TileY(v->dest_tile) * TILE_SIZE; if (delta(x, v->x_pos) + delta(y, v->y_pos) >= TILE_SIZE) { v->direction = GetDirectionTowards(v, x, y); GetNewVehiclePos(v, &gp); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); return; } if (++v->age < 6) { v->dest_tile = RandomTile(); return; } v->current_order.dest = 1; tile_org = tile = RandomTile(); do { if (IsTileType(tile, MP_RAILWAY) && IsPlainRailTile(tile) && IsHumanPlayer(GetTileOwner(tile))) { break; } tile = TILE_MASK(tile + 1); } while (tile != tile_org); v->dest_tile = tile; v->age = 0; } else { return; } } /** * Skyranger destroying (Big) Ufo handling, v->current_order.dest states: * 0: Home in on landed Ufo and shoot it down */ static void DisasterTick_Big_Ufo_Destroyer(Vehicle *v) { GetNewVehiclePosResult gp; Vehicle *u; int i; v->tick_counter++; GetNewVehiclePos(v, &gp); SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos); if (gp.x > (int)MapSizeX() * TILE_SIZE + 9 * TILE_SIZE - 1) { DeleteDisasterVeh(v); return; } if (v->current_order.dest == 0) { u = GetVehicle(v->u.disaster.unk2); if (delta(v->x_pos, u->x_pos) > TILE_SIZE) return; v->current_order.dest = 1; CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE); SndPlayVehicleFx(SND_12_EXPLOSION, u); DeleteDisasterVeh(u); for (i = 0; i != 80; i++) { uint32 r = Random(); CreateEffectVehicleAbove( GB(r, 0, 6) + v->x_pos - 32, GB(r, 5, 6) + v->y_pos - 32, 0, EV_EXPLOSION_SMALL); } BEGIN_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3)) tile = TILE_MASK(tile); DisasterClearSquare(tile); END_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3)) } } /** * Submarine, v->current_order.dest states: * Unused, just float around aimlessly and pop up at different places, turning around */ static void DisasterTick_Submarine(Vehicle *v) { GetNewVehiclePosResult gp; TileIndex tile; v->tick_counter++; if (++v->age > 8880) { VehiclePositionChanged(v); BeginVehicleMove(v); EndVehicleMove(v); DeleteVehicle(v); return; } if (!HASBIT(v->tick_counter, 0)) return; tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction)); if (IsValidTile(tile)) { TrackdirBits r = (TrackdirBits)GetTileTrackStatus(tile, TRANSPORT_WATER); 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); } static void DisasterTick_NULL(Vehicle *v) {} typedef void DisasterVehicleTickProc(Vehicle *v); static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = { DisasterTick_Zeppeliner, DisasterTick_NULL, DisasterTick_Ufo, DisasterTick_NULL, DisasterTick_Airplane, DisasterTick_NULL, DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors, DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer, DisasterTick_NULL, DisasterTick_Submarine, DisasterTick_Submarine, }; void DisasterVehicle_Tick(Vehicle *v) { _disastervehicle_tick_procs[v->subtype](v); } void OnNewDay_DisasterVehicle(Vehicle *v) { // not used } typedef void DisasterInitProc(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; int x; if (v == NULL) return; /* Pick a random place, unless we find a small airport */ x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2; FOR_ALL_STATIONS(st) { if (st->airport_tile != 0 && st->airport_type <= 1 && IsHumanPlayer(st->owner)) { x = (TileX(st->xy) + 2) * TILE_SIZE; break; } } InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner); /* Allocate shadow too? */ u = ForceAllocateSpecialVehicle(); if (u != NULL) { v->next = 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_Ufo_Init(void) { Vehicle *v = ForceAllocateSpecialVehicle(), *u; int x; if (v == NULL) return; x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2; InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo); v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2); v->age = 0; /* Allocate shadow too? */ u = ForceAllocateSpecialVehicle(); if (u != NULL) { v->next = 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(void) { Industry *i, *found; Vehicle *v, *u; int x, y; found = NULL; FOR_ALL_INDUSTRIES(i) { if (i->type == IT_OIL_REFINERY && (found == NULL || CHANCE16(1, 2))) { found = i; } } if (found == NULL) return; 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, ST_Airplane); u = ForceAllocateSpecialVehicle(); if (u != NULL) { v->next = 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(void) { Industry *i, *found; Vehicle *v, *u, *w; int x, y; found = NULL; FOR_ALL_INDUSTRIES(i) { if (i->type == IT_FACTORY && (found == NULL || CHANCE16(1, 2))) { found = i; } } if (found == NULL) return; v = ForceAllocateSpecialVehicle(); if (v == NULL) return; x = -16 * TILE_SIZE; y = TileY(found->xy) * TILE_SIZE + 37; InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter); u = ForceAllocateSpecialVehicle(); if (u != NULL) { v->next = u; 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, 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(void) { Vehicle *v = ForceAllocateSpecialVehicle(), *u; int x, y; if (v == NULL) return; x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2; y = MapMaxX() * TILE_SIZE - 1; InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo); v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2); v->age = 0; /* Allocate shadow too? */ u = ForceAllocateSpecialVehicle(); if (u != NULL) { v->next = u; InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow); u->vehstatus |= VS_SHADOW; } } /* Curious submarine #1, just floats around */ static void Disaster_Submarine1_Init(void) { Vehicle *v = ForceAllocateSpecialVehicle(); int x, y; Direction dir; uint32 r; if (v == NULL) return; r = Random(); x = TileX(r) * TILE_SIZE + TILE_SIZE / 2; if (HASBIT(r, 31)) { y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1; dir = DIR_NW; } else { y = TILE_SIZE / 2; dir = DIR_SE; } InitializeDisasterVehicle(v, x, y, 0, dir, ST_Small_Submarine); v->age = 0; } /* Curious submarine #2, just floats around */ static void Disaster_Submarine2_Init(void) { Vehicle *v = ForceAllocateSpecialVehicle(); int x,y; Direction dir; uint32 r; if (v == NULL) return; r = Random(); x = TileX(r) * TILE_SIZE + TILE_SIZE / 2; if (HASBIT(r, 31)) { y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1; dir = DIR_NW; } else { y = TILE_SIZE / 2; dir = DIR_SE; } InitializeDisasterVehicle(v, x, y, 0, dir, ST_Big_Submarine); v->age = 0; } /** Coal mine catastrophe, destroys a stretch of 30 tiles of * land in a certain direction */ static void Disaster_CoalMine_Init(void) { int index = GB(Random(), 0, 4); uint m; for (m = 0; m < 15; m++) { const Industry *i; FOR_ALL_INDUSTRIES(i) { if (i->type == IT_COAL_MINE && --index < 0) { SetDParam(0, i->town->index); AddNewsItem(STR_B005_COAL_MINE_SUBSIDENCE_LEAVES, NEWS_FLAGS(NM_THIN,NF_VIEWPORT|NF_TILE,NT_ACCIDENT,0), i->xy + TileDiffXY(1, 1), 0); { TileIndex tile = i->xy; TileIndexDiff step = TileOffsByDiagDir(GB(Random(), 0, 2)); uint n; for (n = 0; n < 30; n++) { DisasterClearSquare(tile); tile = TILE_MASK(tile + step); } } return; } } } } static DisasterInitProc * const _disaster_initprocs[] = { Disaster_Zeppeliner_Init, Disaster_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 }, // zeppeliner { 1940, 1970 }, // ufo (small) { 1960, 1990 }, // airplane { 1970, 2000 }, // helicopter { 2000, 2100 }, // ufo (big) { 1940, 1965 }, // submarine (small) { 1975, 2010 }, // submarine (big) { 1950, 1985 } // coalmine }; static void DoDisaster(void) { byte buf[lengthof(_dis_years)]; uint i; uint j; j = 0; for (i = 0; i != lengthof(_dis_years); i++) { if (_cur_year >= _dis_years[i].min && _cur_year < _dis_years[i].max) buf[j++] = i; } if (j == 0) return; _disaster_initprocs[buf[RandomRange(j)]](); } static void ResetDisasterDelay(void) { _disaster_delay = GB(Random(), 0, 9) + 730; } void DisasterDailyLoop(void) { if (--_disaster_delay != 0) return; ResetDisasterDelay(); if (_opt.diff.disasters != 0) DoDisaster(); } void StartupDisasters(void) { ResetDisasterDelay(); }