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@ -1,5 +1,23 @@
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/* $Id$ */
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/** @file
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* All disaster/easter egg vehicles are handled here.
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* The general flow of control for the disaster vehicles is as follows:
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* <ol>
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* <li>Initialize the disaster in a disaster specific way (eg start position,
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* possible target, etc.) Disaster_XXX_Init() function
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* <li>Add a subtype to a disaster, which is an index into the function array
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* that handles the vehicle's ticks.
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* <li>Run the disaster vehicles each tick until their target has been reached,
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* this happens in the DisasterTick_XXX() functions. In here, a vehicle's
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* state is kept by v->current_order.dest variable. Each achieved sub-target
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* will increase this value, and the last one will remove the disaster itself
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* </ol>
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* @see ChunkHandler
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* @see SaveLoad
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*/
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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@ -22,6 +40,24 @@
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#include "table/sprites.h"
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#include "date.h"
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enum DisasterSubType {
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ST_Zeppeliner = 0,
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ST_Zeppeliner_Shadow = 1,
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ST_Small_Ufo = 2,
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ST_Small_Ufo_Shadow = 3,
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ST_Airplane = 4,
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ST_Airplane_Shadow = 5,
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ST_Helicopter = 6,
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ST_Helicopter_Shadow = 7,
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ST_Helicopter_Rotors = 8,
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ST_Big_Ufo = 9,
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ST_Big_Ufo_Shadow = 10,
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ST_Big_Ufo_Destroyer = 11,
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ST_Big_Ufo_Destroyer_Shadow = 12,
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ST_Small_Submarine = 13,
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ST_Big_Submarine = 14,
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};
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static void DisasterClearSquare(TileIndex tile)
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{
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if (!EnsureNoVehicle(tile)) return;
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@ -54,35 +90,37 @@ static void DisasterClearSquare(TileIndex tile)
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}
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}
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static const SpriteID _disaster_images_1[] = {0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41, 0xF41};
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static const SpriteID _disaster_images_2[] = {0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44, 0xF44};
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static const SpriteID _disaster_images_3[] = {0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E, 0xF4E};
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static const SpriteID _disaster_images_4[] = {0xF46, 0xF46, 0xF47, 0xF47, 0xF48, 0xF48, 0xF49, 0xF49};
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static const SpriteID _disaster_images_5[] = {0xF4A, 0xF4A, 0xF4B, 0xF4B, 0xF4C, 0xF4C, 0xF4D, 0xF4D};
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static const SpriteID _disaster_images_6[] = {0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50, 0xF50};
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static const SpriteID _disaster_images_7[] = {0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51, 0xF51};
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static const SpriteID _disaster_images_8[] = {0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52, 0xF52};
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static const SpriteID _disaster_images_9[] = {0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E, 0xF3E};
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static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP};
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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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};
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static const SpriteID * const _disaster_images[] = {
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_disaster_images_1, _disaster_images_1,
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_disaster_images_2, _disaster_images_2,
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_disaster_images_3, _disaster_images_3,
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_disaster_images_8, _disaster_images_8, _disaster_images_9,
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_disaster_images_6, _disaster_images_6,
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_disaster_images_7, _disaster_images_7,
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_disaster_images_4, _disaster_images_5,
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_disaster_images_1, _disaster_images_1, // zeppeliner and zeppeliner shadow
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_disaster_images_2, _disaster_images_2, // small ufo and small ufo shadow
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_disaster_images_3, _disaster_images_3, // combat aircraft and shadow
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_disaster_images_8, _disaster_images_8, _disaster_images_9, // combat helicopter, shadow and rotor
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_disaster_images_6, _disaster_images_6, // big ufo and shadow
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_disaster_images_7, _disaster_images_7, // skyranger and shadow
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_disaster_images_4, _disaster_images_5, // small and big submarine sprites
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};
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static void DisasterVehicleUpdateImage(Vehicle *v)
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{
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int img = v->u.disaster.image_override;
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if (img == 0)
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img = _disaster_images[v->subtype][v->direction];
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SpriteID img = v->u.disaster.image_override;
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if (img == 0) img = _disaster_images[v->subtype][v->direction];
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v->cur_image = img;
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}
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static void InitializeDisasterVehicle(Vehicle* v, int x, int y, byte z, Direction direction, byte subtype)
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/** Initialize a disaster vehicle. These vehicles are of type VEH_Disaster, are unclickable
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* and owned by nobody */
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static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
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{
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v->type = VEH_Disaster;
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v->x_pos = x;
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@ -128,7 +166,7 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
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VehiclePositionChanged(v);
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EndVehicleMove(v);
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if ( (u=v->next) != NULL) {
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if ((u = v->next) != NULL) {
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int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
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int safe_y = clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
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BeginVehicleMove(u);
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@ -143,7 +181,7 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
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VehiclePositionChanged(u);
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EndVehicleMove(u);
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if ( (u=u->next) != NULL) {
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if ((u = u->next) != NULL) {
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BeginVehicleMove(u);
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u->x_pos = x;
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u->y_pos = y;
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@ -154,20 +192,26 @@ static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
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}
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}
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/**
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* Zeppeliner handling, v->current_order.dest states:
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* 0: Zeppeliner initialization has found a small airport, go there and crash
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* 1: Create crash and animate falling down for extra dramatic effect
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* 2: Create more smoke and leave debris on ground
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* 2: Clear the runway after some time and remove crashed zeppeliner
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* If not airport was found, only state 0 is reached until zeppeliner leaves map
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*/
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static void DisasterTick_Zeppeliner(Vehicle *v)
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{
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GetNewVehiclePosResult gp;
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Station *st;
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int x,y;
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int x, y;
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byte z;
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TileIndex tile;
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++v->tick_counter;
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v->tick_counter++;
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if (v->current_order.dest < 2) {
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if (v->tick_counter&1)
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return;
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if (HASBIT(v->tick_counter, 0)) return;
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GetNewVehiclePos(v, &gp);
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@ -179,11 +223,10 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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v->age = 0;
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}
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if ((v->tick_counter&7)==0) {
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CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE);
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}
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if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_SMOKE);
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} else if (v->current_order.dest == 0) {
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tile = v->tile; /**/
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tile = v->tile;
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if (IsValidTile(tile) &&
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IsTileType(tile, MP_STATION) &&
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@ -199,16 +242,15 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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0);
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}
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}
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if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1)
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DeleteDisasterVeh(v);
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if (v->y_pos >= ((int)MapSizeY() + 9) * TILE_SIZE - 1) DeleteDisasterVeh(v);
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return;
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}
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if (v->current_order.dest > 2) {
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if (++v->age <= 13320)
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return;
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if (++v->age <= 13320) return;
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tile = v->tile; /**/
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tile = v->tile;
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if (IsValidTile(tile) &&
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IsTileType(tile, MP_STATION) &&
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@ -226,8 +268,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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x = v->x_pos;
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y = v->y_pos;
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z = GetSlopeZ(x,y);
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if (z < v->z_pos)
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z = v->z_pos - 1;
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if (z < v->z_pos) z = v->z_pos - 1;
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SetDisasterVehiclePos(v, x, y, z);
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if (++v->age == 1) {
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@ -237,7 +278,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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} else if (v->age == 70) {
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v->u.disaster.image_override = SPR_BLIMP_CRASHED;
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} else if (v->age <= 300) {
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if (!(v->tick_counter&7)) {
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if (GB(v->tick_counter, 0, 3) == 0) {
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uint32 r = Random();
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CreateEffectVehicleRel(v,
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@ -251,7 +292,7 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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v->age = 0;
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}
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tile = v->tile;/**/
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tile = v->tile;
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if (IsValidTile(tile) &&
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IsTileType(tile, MP_STATION) &&
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IsAirport(tile) &&
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@ -261,19 +302,23 @@ static void DisasterTick_Zeppeliner(Vehicle *v)
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}
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}
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// UFO starts in the middle, and flies around a bit until it locates
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// a road vehicle which it targets.
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static void DisasterTick_UFO(Vehicle *v)
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/**
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* (Small) Ufo handling, v->current_order.dest states:
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* 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
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* 1: Home in on a road vehicle and crash it >:)
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* If not road vehicle was found, only state 0 is used and Ufo disappears after a while
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*/
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static void DisasterTick_Ufo(Vehicle *v)
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{
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GetNewVehiclePosResult gp;
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Vehicle *u;
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uint dist;
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byte z;
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v->u.disaster.image_override = (++v->tick_counter & 8) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
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v->u.disaster.image_override = (HASBIT(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
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if (v->current_order.dest == 0) {
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// fly around randomly
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/* Fly around randomly */
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int x = TileX(v->dest_tile) * TILE_SIZE;
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int y = TileY(v->dest_tile) * TILE_SIZE;
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if (delta(x, v->x_pos) + delta(y, v->y_pos) >= TILE_SIZE) {
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@ -298,7 +343,7 @@ static void DisasterTick_UFO(Vehicle *v)
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DeleteDisasterVeh(v);
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} else {
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// target a vehicle
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/* Target a vehicle */
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u = GetVehicle(v->dest_tile);
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if (u->type != VEH_Road) {
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DeleteDisasterVeh(v);
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@ -307,7 +352,7 @@ static void DisasterTick_UFO(Vehicle *v)
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dist = delta(v->x_pos, u->x_pos) + delta(v->y_pos, u->y_pos);
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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);
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static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
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DisasterTick_Zeppeliner,DisasterTick_NULL,
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DisasterTick_UFO,DisasterTick_NULL,
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DisasterTick_2,DisasterTick_NULL,
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DisasterTick_3,DisasterTick_NULL,DisasterTick_3b,
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DisasterTick_4,DisasterTick_NULL,
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DisasterTick_4b,DisasterTick_NULL,
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DisasterTick_5_and_6,
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DisasterTick_5_and_6,
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DisasterTick_Zeppeliner, DisasterTick_NULL,
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DisasterTick_Ufo, DisasterTick_NULL,
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DisasterTick_Airplane, DisasterTick_NULL,
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DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
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DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
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DisasterTick_NULL,
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DisasterTick_Submarine,
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DisasterTick_Submarine,
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};
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@ -711,8 +772,10 @@ void OnNewDay_DisasterVehicle(Vehicle *v)
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typedef void DisasterInitProc(void);
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// Zeppeliner which crashes on a small airport
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static void Disaster0_Init(void)
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/** Zeppeliner which crashes on a small airport if one found,
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* otherwise crashes on a random tile */
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static void Disaster_Zeppeliner_Init(void)
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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Station *st;
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@ -732,18 +795,21 @@ static void Disaster0_Init(void)
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}
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}
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InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, 0);
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InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
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// Allocate shadow too?
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, 1);
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
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u->vehstatus |= VS_SHADOW;
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}
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}
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static void Disaster1_Init(void)
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/** Ufo which flies around aimlessly from the middle of the map a bit
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* until it locates a road vehicle which it targets and then destroys */
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static void Disaster_Ufo_Init(void)
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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int x;
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@ -752,24 +818,26 @@ static void Disaster1_Init(void)
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x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
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InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, 2);
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InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
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v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
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v->age = 0;
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// Allocate shadow too?
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, 3);
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
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u->vehstatus |= VS_SHADOW;
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}
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}
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static void Disaster2_Init(void)
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/* Combat airplane which destroys an oil refinery */
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static void Disaster_Airplane_Init(void)
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{
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Industry *i, *found;
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Vehicle *v,*u;
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int x,y;
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Vehicle *v, *u;
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int x, y;
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found = NULL;
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@ -785,30 +853,33 @@ static void Disaster2_Init(void)
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v = ForceAllocateSpecialVehicle();
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if (v == NULL) return;
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/* Start from the bottom (south side) of the map */
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x = (MapSizeX() + 9) * TILE_SIZE - 1;
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y = TileY(found->xy) * TILE_SIZE + 37;
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InitializeDisasterVehicle(v, x, y, 135, DIR_NE, 4);
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InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
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u = ForceAllocateSpecialVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_SE, 5);
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InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
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u->vehstatus |= VS_SHADOW;
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}
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}
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static void Disaster3_Init(void)
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/** Combat helicopter that destroys a factory */
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static void Disaster_Helicopter_Init(void)
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{
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Industry *i, *found;
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Vehicle *v,*u,*w;
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int x,y;
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Vehicle *v, *u, *w;
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int x, y;
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found = NULL;
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FOR_ALL_INDUSTRIES(i) {
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if (i->type == IT_FACTORY &&
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(found==NULL || CHANCE16(1,2))) {
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(found == NULL || CHANCE16(1, 2))) {
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found = i;
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}
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}
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@ -821,50 +892,54 @@ static void Disaster3_Init(void)
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x = -16 * TILE_SIZE;
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y = TileY(found->xy) * TILE_SIZE + 37;
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InitializeDisasterVehicle(v, x, y, 135, DIR_SW, 6);
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InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
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u = ForceAllocateSpecialVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_SW, 7);
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InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
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u->vehstatus |= VS_SHADOW;
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w = ForceAllocateSpecialVehicle();
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if (w != NULL) {
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u->next = w;
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InitializeDisasterVehicle(w, x, y, 140, DIR_SW, 8);
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InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
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}
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}
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}
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static void Disaster4_Init(void)
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/* Big Ufo which lands on a piece of rail and will consequently be shot
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* down by a combat airplane, destroying the surroundings */
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static void Disaster_Big_Ufo_Init(void)
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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int x,y;
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int x, y;
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if (v == NULL) return;
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x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
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y = MapMaxX() * TILE_SIZE - 1;
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InitializeDisasterVehicle(v, x, y, 135, DIR_NW, 9);
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InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
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v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
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v->age = 0;
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// Allocate shadow too?
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_NW, 10);
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InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
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u->vehstatus |= VS_SHADOW;
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}
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}
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// Submarine type 1
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static void Disaster5_Init(void)
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/* Curious submarine #1, just floats around */
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static void Disaster_Submarine1_Init(void)
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{
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Vehicle *v = ForceAllocateSpecialVehicle();
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int x,y;
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int x, y;
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Direction dir;
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uint32 r;
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@ -873,19 +948,20 @@ static void Disaster5_Init(void)
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r = Random();
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x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
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if (r & 0x80000000) {
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if (HASBIT(r, 31)) {
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y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
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dir = DIR_NW;
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} else {
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y = TILE_SIZE / 2;
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dir = DIR_SE;
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}
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InitializeDisasterVehicle(v, x, y, 0, dir, 13);
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InitializeDisasterVehicle(v, x, y, 0, dir, ST_Small_Submarine);
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v->age = 0;
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}
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// Submarine type 2
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static void Disaster6_Init(void)
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/* Curious submarine #2, just floats around */
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static void Disaster_Submarine2_Init(void)
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{
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Vehicle *v = ForceAllocateSpecialVehicle();
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int x,y;
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@ -897,24 +973,27 @@ static void Disaster6_Init(void)
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r = Random();
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x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
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if (r & 0x80000000) {
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if (HASBIT(r, 31)) {
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y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
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dir = DIR_NW;
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} else {
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y = TILE_SIZE / 2;
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dir = DIR_SE;
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}
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InitializeDisasterVehicle(v, x, y, 0, dir, 14);
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InitializeDisasterVehicle(v, x, y, 0, dir, ST_Big_Submarine);
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v->age = 0;
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}
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static void Disaster7_Init(void)
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|
|
/** Coal mine catastrophe, destroys a stretch of 30 tiles of
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|
* land in a certain direction */
|
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|
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static void Disaster_CoalMine_Init(void)
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|
|
{
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|
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int index = GB(Random(), 0, 4);
|
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|
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uint m;
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for (m = 0; m < 15; m++) {
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|
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const Industry* i;
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const Industry *i;
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FOR_ALL_INDUSTRIES(i) {
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if (i->type == IT_COAL_MINE && --index < 0) {
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|
|
@ -939,28 +1018,28 @@ static void Disaster7_Init(void)
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}
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|
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static DisasterInitProc * const _disaster_initprocs[] = {
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|
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Disaster0_Init,
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Disaster1_Init,
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Disaster2_Init,
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Disaster3_Init,
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Disaster4_Init,
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|
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Disaster5_Init,
|
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|
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Disaster6_Init,
|
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|
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Disaster7_Init,
|
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|
|
Disaster_Zeppeliner_Init,
|
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|
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Disaster_Ufo_Init,
|
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|
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Disaster_Airplane_Init,
|
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|
|
Disaster_Helicopter_Init,
|
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|
|
Disaster_Big_Ufo_Init,
|
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|
|
Disaster_Submarine1_Init,
|
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|
|
Disaster_Submarine2_Init,
|
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|
|
|
Disaster_CoalMine_Init,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static const struct {
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|
|
|
Year min;
|
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|
|
|
Year max;
|
|
|
|
|
} _dis_years[] = {
|
|
|
|
|
{ 1930, 1955 },
|
|
|
|
|
{ 1940, 1970 },
|
|
|
|
|
{ 1960, 1990 },
|
|
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|
|
{ 1970, 2000 },
|
|
|
|
|
{ 2000, 2100 },
|
|
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|
|
{ 1940, 1965 },
|
|
|
|
|
{ 1975, 2010 },
|
|
|
|
|
{ 1950, 1985 }
|
|
|
|
|
{ 1930, 1955 }, // zeppeliner
|
|
|
|
|
{ 1940, 1970 }, // ufo (small)
|
|
|
|
|
{ 1960, 1990 }, // airplane
|
|
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|
|
{ 1970, 2000 }, // helicopter
|
|
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|
|
{ 2000, 2100 }, // ufo (big)
|
|
|
|
|
{ 1940, 1965 }, // submarine (small)
|
|
|
|
|
{ 1975, 2010 }, // submarine (big)
|
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|
|
{ 1950, 1985 } // coalmine
|
|
|
|
|
};
|
|
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