/* $Id$ */
/** @file
* All disaster/easter egg vehicles are handled here.
* The general flow of control for the disaster vehicles is as follows:
*
* - Initialize the disaster in a disaster specific way (eg start position,
* possible target, etc.) Disaster_XXX_Init() function
*
- Add a subtype to a disaster, which is an index into the function array
* that handles the vehicle's ticks.
*
- 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();
}