mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
983 lines
29 KiB
C++
983 lines
29 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file disaster_vehicle.cpp
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*
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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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*/
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#include "stdafx.h"
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#include "aircraft.h"
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#include "disaster_vehicle.h"
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#include "industry.h"
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#include "station_base.h"
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#include "command_func.h"
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#include "news_func.h"
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#include "town.h"
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#include "company_func.h"
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#include "strings_func.h"
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#include "date_func.h"
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#include "viewport_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "effectvehicle_func.h"
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#include "roadveh.h"
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#include "ai/ai.hpp"
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#include "game/game.hpp"
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#include "company_base.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "table/strings.h"
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#include "safeguards.h"
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/** Delay counter for considering the next disaster. */
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uint16 _disaster_delay;
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static const uint INITIAL_DISASTER_VEHICLE_ZPOS = 135; ///< Initial Z position of flying disaster vehicles.
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static void DisasterClearSquare(TileIndex tile)
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{
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if (EnsureNoVehicleOnGround(tile).Failed()) return;
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switch (GetTileType(tile)) {
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case MP_RAILWAY:
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if (Company::IsHumanID(GetTileOwner(tile)) && !IsRailDepot(tile)) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_WATER, FILE_LINE);
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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cur_company.Restore();
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/* update signals in buffer */
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UpdateSignalsInBuffer();
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}
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break;
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case MP_HOUSE: {
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Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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cur_company.Restore();
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break;
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}
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case MP_TREES:
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case MP_CLEAR:
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DoClearSquare(tile);
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break;
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default:
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break;
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}
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}
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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, ///< 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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void DisasterVehicle::UpdateImage()
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{
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SpriteID img = this->image_override;
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if (img == 0) img = _disaster_images[this->subtype][this->direction];
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this->cur_image = img;
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}
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/**
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* Construct the disaster vehicle.
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* @param x The X coordinate.
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* @param y The Y coordinate.
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* @param direction The direction the vehicle is facing.
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* @param subtype The sub type of vehicle.
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* @param big_ufo_destroyer_target The target for the UFO destroyer.
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*/
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DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
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SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
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{
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this->x_pos = x;
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this->y_pos = y;
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switch (subtype) {
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case ST_ZEPPELINER:
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case ST_SMALL_UFO:
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case ST_AIRPLANE:
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case ST_HELICOPTER:
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case ST_BIG_UFO:
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case ST_BIG_UFO_DESTROYER:
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this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
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break;
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case ST_HELICOPTER_ROTORS:
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this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS + ROTOR_Z_OFFSET;
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break;
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case ST_SMALL_SUBMARINE:
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case ST_BIG_SUBMARINE:
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this->z_pos = 0;
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break;
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case ST_ZEPPELINER_SHADOW:
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case ST_SMALL_UFO_SHADOW:
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case ST_AIRPLANE_SHADOW:
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case ST_HELICOPTER_SHADOW:
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case ST_BIG_UFO_SHADOW:
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case ST_BIG_UFO_DESTROYER_SHADOW:
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this->z_pos = 0;
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this->vehstatus |= VS_SHADOW;
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break;
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}
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this->direction = direction;
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this->tile = TileVirtXY(x, y);
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this->subtype = subtype;
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this->UpdateDeltaXY(INVALID_DIR);
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this->owner = OWNER_NONE;
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this->vehstatus = VS_UNCLICKABLE;
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this->image_override = 0;
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this->current_order.Free();
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this->UpdateImage();
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this->UpdatePositionAndViewport();
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}
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/**
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* Update the position of the vehicle.
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* @param x The new X-coordinate.
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* @param y The new Y-coordinate.
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* @param z The new Z-coordinate.
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*/
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void DisasterVehicle::UpdatePosition(int x, int y, int z)
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{
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this->x_pos = x;
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this->y_pos = y;
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this->z_pos = z;
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this->tile = TileVirtXY(x, y);
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this->UpdateImage();
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this->UpdatePositionAndViewport();
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DisasterVehicle *u = this->Next();
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if (u != 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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u->x_pos = x;
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u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
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safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
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u->z_pos = GetSlopePixelZ(safe_x, safe_y);
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u->direction = this->direction;
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u->UpdateImage();
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u->UpdatePositionAndViewport();
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if ((u = u->Next()) != NULL) {
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u->x_pos = x;
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u->y_pos = y;
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u->z_pos = z + ROTOR_Z_OFFSET;
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u->UpdatePositionAndViewport();
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}
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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 bool DisasterTick_Zeppeliner(DisasterVehicle *v)
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{
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v->tick_counter++;
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if (v->current_order.GetDestination() < 2) {
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if (HasBit(v->tick_counter, 0)) return true;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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v->UpdatePosition(gp.x, gp.y, v->z_pos);
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if (v->current_order.GetDestination() == 1) {
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if (++v->age == 38) {
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v->current_order.SetDestination(2);
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v->age = 0;
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}
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if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
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} else if (v->current_order.GetDestination() == 0) {
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if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
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v->current_order.SetDestination(1);
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v->age = 0;
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SetDParam(0, GetStationIndex(v->tile));
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AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone
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AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
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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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delete v;
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return false;
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}
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return true;
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}
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if (v->current_order.GetDestination() > 2) {
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if (++v->age <= 13320) return true;
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if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
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Station *st = Station::GetByTile(v->tile);
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CLRBITS(st->airport.flags, RUNWAY_IN_block);
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AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
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}
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v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos);
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delete v;
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return false;
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}
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int x = v->x_pos;
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int y = v->y_pos;
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int z = GetSlopePixelZ(x, y);
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if (z < v->z_pos) z = v->z_pos - 1;
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v->UpdatePosition(x, y, z);
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if (++v->age == 1) {
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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
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v->image_override = SPR_BLIMP_CRASHING;
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} else if (v->age == 70) {
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v->image_override = SPR_BLIMP_CRASHED;
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} else if (v->age <= 300) {
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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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GB(r, 0, 4) - 7,
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GB(r, 4, 4) - 7,
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GB(r, 8, 3) + 5,
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EV_EXPLOSION_SMALL);
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}
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} else if (v->age == 350) {
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v->current_order.SetDestination(3);
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v->age = 0;
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}
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if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
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SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block);
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}
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return true;
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}
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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 bool DisasterTick_Ufo(DisasterVehicle *v)
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{
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v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
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if (v->current_order.GetDestination() == 0) {
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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) >= (int)TILE_SIZE) {
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v->direction = GetDirectionTowards(v, x, y);
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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v->UpdatePosition(gp.x, gp.y, v->z_pos);
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return true;
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}
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if (++v->age < 6) {
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v->dest_tile = RandomTile();
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return true;
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}
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v->current_order.SetDestination(1);
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uint n = 0; // Total number of targetable road vehicles.
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RoadVehicle *u;
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FOR_ALL_ROADVEHICLES(u) {
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if (u->IsFrontEngine()) n++;
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}
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if (n == 0) {
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/* If there are no targetable road vehicles, destroy the UFO. */
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delete v;
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return false;
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}
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n = RandomRange(n); // Choose one of them.
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FOR_ALL_ROADVEHICLES(u) {
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/* Find (n+1)-th road vehicle. */
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if (u->IsFrontEngine() && (n-- == 0)) break;
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}
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/* Target it. */
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v->dest_tile = u->index;
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v->age = 0;
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return true;
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} else {
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/* Target a vehicle */
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RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
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assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine());
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uint 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) {
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u->breakdown_ctr = 3;
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u->breakdown_delay = 140;
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}
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v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos);
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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int z = v->z_pos;
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if (dist <= TILE_SIZE && z > u->z_pos) z--;
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v->UpdatePosition(gp.x, gp.y, z);
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if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
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v->age++;
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if (u->crashed_ctr == 0) {
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u->Crash();
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AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone
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AI::NewEvent(u->owner, new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
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Game::NewEvent(new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
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}
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}
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/* Destroy? */
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if (v->age > 50) {
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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
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delete v;
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return false;
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}
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}
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return true;
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}
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static void DestructIndustry(Industry *i)
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{
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for (TileIndex tile = 0; tile != MapSize(); tile++) {
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if (i->TileBelongsToIndustry(tile)) {
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ResetIndustryConstructionStage(tile);
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MarkTileDirtyByTile(tile);
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}
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}
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}
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/**
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* Aircraft handling, v->current_order.dest states:
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* 0: Fly towards the targeted industry
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* 1: If within 15 tiles, fire away rockets and destroy industry
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* 2: Industry explosions
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* 3: Fly out of the map
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* If the industry was removed in the meantime just fly to the end of the map.
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* @param v The disaster vehicle.
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* @param image_override The image at the time the aircraft is firing.
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* @param leave_at_top True iff the vehicle leaves the map at the north side.
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* @param news_message The string that's used as news message.
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* @param industry_flag Only attack industries that have this flag set.
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*/
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static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
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{
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v->tick_counter++;
|
|
v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
v->UpdatePosition(gp.x, gp.y, v->z_pos);
|
|
|
|
if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
|
|
delete v;
|
|
return false;
|
|
}
|
|
|
|
if (v->current_order.GetDestination() == 2) {
|
|
if (GB(v->tick_counter, 0, 2) == 0) {
|
|
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
|
|
int x = TileX(i->location.tile) * TILE_SIZE;
|
|
int y = TileY(i->location.tile) * TILE_SIZE;
|
|
uint32 r = Random();
|
|
|
|
CreateEffectVehicleAbove(
|
|
GB(r, 0, 6) + x,
|
|
GB(r, 6, 6) + y,
|
|
GB(r, 12, 4),
|
|
EV_EXPLOSION_SMALL);
|
|
|
|
if (++v->age >= 55) v->current_order.SetDestination(3);
|
|
}
|
|
} else if (v->current_order.GetDestination() == 1) {
|
|
if (++v->age == 112) {
|
|
v->current_order.SetDestination(2);
|
|
v->age = 0;
|
|
|
|
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
|
|
DestructIndustry(i);
|
|
|
|
SetDParam(0, i->town->index);
|
|
AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index); // delete the news, when the industry closes
|
|
if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
|
|
}
|
|
} else if (v->current_order.GetDestination() == 0) {
|
|
int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
|
|
int y = v->y_pos;
|
|
|
|
if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true;
|
|
|
|
TileIndex tile = TileVirtXY(x, y);
|
|
if (!IsTileType(tile, MP_INDUSTRY)) return true;
|
|
|
|
IndustryID ind = GetIndustryIndex(tile);
|
|
v->dest_tile = ind;
|
|
|
|
if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
|
|
v->current_order.SetDestination(1);
|
|
v->age = 0;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Airplane handling. */
|
|
static bool DisasterTick_Airplane(DisasterVehicle *v)
|
|
{
|
|
return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS);
|
|
}
|
|
|
|
/** Helicopter handling. */
|
|
static bool DisasterTick_Helicopter(DisasterVehicle *v)
|
|
{
|
|
return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS);
|
|
}
|
|
|
|
/** Helicopter rotor blades; keep these spinning */
|
|
static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
if (HasBit(v->tick_counter, 0)) return true;
|
|
|
|
if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
|
|
|
|
v->UpdatePositionAndViewport();
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* (Big) Ufo handling, v->current_order.dest states:
|
|
* 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
|
|
* 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
|
|
* because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
|
|
*/
|
|
static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
|
|
if (v->current_order.GetDestination() == 1) {
|
|
int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
|
|
v->direction = GetDirectionTowards(v, x, y);
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
v->UpdatePosition(gp.x, gp.y, v->z_pos);
|
|
return true;
|
|
}
|
|
|
|
if (!IsValidTile(v->dest_tile)) {
|
|
/* Make sure we don't land outside the map. */
|
|
delete v;
|
|
return false;
|
|
}
|
|
|
|
int z = GetSlopePixelZ(v->x_pos, v->y_pos);
|
|
if (z < v->z_pos) {
|
|
v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos - 1);
|
|
return true;
|
|
}
|
|
|
|
v->current_order.SetDestination(2);
|
|
|
|
Vehicle *target;
|
|
FOR_ALL_VEHICLES(target) {
|
|
if (target->IsGroundVehicle()) {
|
|
if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
|
|
target->breakdown_ctr = 5;
|
|
target->breakdown_delay = 0xF0;
|
|
}
|
|
}
|
|
}
|
|
|
|
Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX);
|
|
SetDParam(0, t->index);
|
|
AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO, NT_ACCIDENT, v->tile);
|
|
|
|
if (!Vehicle::CanAllocateItem(2)) {
|
|
delete v;
|
|
return false;
|
|
}
|
|
DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
|
|
DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
|
|
u->SetNext(w);
|
|
} else if (v->current_order.GetDestination() == 0) {
|
|
int x = TileX(v->dest_tile) * TILE_SIZE;
|
|
int y = TileY(v->dest_tile) * TILE_SIZE;
|
|
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
|
|
v->direction = GetDirectionTowards(v, x, y);
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
v->UpdatePosition(gp.x, gp.y, v->z_pos);
|
|
return true;
|
|
}
|
|
|
|
if (++v->age < 6) {
|
|
v->dest_tile = RandomTile();
|
|
return true;
|
|
}
|
|
v->current_order.SetDestination(1);
|
|
|
|
TileIndex tile_org = RandomTile();
|
|
TileIndex tile = tile_org;
|
|
do {
|
|
if (IsPlainRailTile(tile) &&
|
|
Company::IsHumanID(GetTileOwner(tile))) {
|
|
break;
|
|
}
|
|
tile = TILE_MASK(tile + 1);
|
|
} while (tile != tile_org);
|
|
v->dest_tile = tile;
|
|
v->age = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
|
|
* 0: Home in on landed Ufo and shoot it down
|
|
*/
|
|
static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
v->UpdatePosition(gp.x, gp.y, v->z_pos);
|
|
|
|
if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
|
|
delete v;
|
|
return false;
|
|
}
|
|
|
|
if (v->current_order.GetDestination() == 0) {
|
|
Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
|
|
if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
|
|
v->current_order.SetDestination(1);
|
|
|
|
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
|
|
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
|
|
|
|
delete u;
|
|
|
|
for (int i = 0; i != 80; i++) {
|
|
uint32 r = Random();
|
|
CreateEffectVehicleAbove(
|
|
GB(r, 0, 6) + v->x_pos - 32,
|
|
GB(r, 5, 6) + v->y_pos - 32,
|
|
0,
|
|
EV_EXPLOSION_SMALL);
|
|
}
|
|
|
|
for (int dy = -3; dy < 3; dy++) {
|
|
for (int dx = -3; dx < 3; dx++) {
|
|
TileIndex tile = TileAddWrap(v->tile, dx, dy);
|
|
if (tile != INVALID_TILE) DisasterClearSquare(tile);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Submarine, v->current_order.dest states:
|
|
* Unused, just float around aimlessly and pop up at different places, turning around
|
|
*/
|
|
static bool DisasterTick_Submarine(DisasterVehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
|
|
if (++v->age > 8880) {
|
|
delete v;
|
|
return false;
|
|
}
|
|
|
|
if (!HasBit(v->tick_counter, 0)) return true;
|
|
|
|
TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
|
|
if (IsValidTile(tile)) {
|
|
TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
|
|
if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
v->UpdatePosition(gp.x, gp.y, v->z_pos);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static bool DisasterTick_NULL(DisasterVehicle *v)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
typedef bool DisasterVehicleTickProc(DisasterVehicle *v);
|
|
|
|
static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
|
|
DisasterTick_Zeppeliner, DisasterTick_NULL,
|
|
DisasterTick_Ufo, DisasterTick_NULL,
|
|
DisasterTick_Airplane, DisasterTick_NULL,
|
|
DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
|
|
DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
|
|
DisasterTick_NULL,
|
|
DisasterTick_Submarine,
|
|
DisasterTick_Submarine,
|
|
};
|
|
|
|
|
|
bool DisasterVehicle::Tick()
|
|
{
|
|
return _disastervehicle_tick_procs[this->subtype](this);
|
|
}
|
|
|
|
typedef void DisasterInitProc();
|
|
|
|
|
|
/**
|
|
* Zeppeliner which crashes on a small airport if one found,
|
|
* otherwise crashes on a random tile
|
|
*/
|
|
static void Disaster_Zeppeliner_Init()
|
|
{
|
|
if (!Vehicle::CanAllocateItem(2)) return;
|
|
|
|
/* Pick a random place, unless we find a small airport */
|
|
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) {
|
|
x = (TileX(st->airport.tile) + 2) * TILE_SIZE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER);
|
|
/* Allocate shadow */
|
|
DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
|
|
v->SetNext(u);
|
|
}
|
|
|
|
|
|
/**
|
|
* Ufo which flies around aimlessly from the middle of the map a bit
|
|
* until it locates a road vehicle which it targets and then destroys
|
|
*/
|
|
static void Disaster_Small_Ufo_Init()
|
|
{
|
|
if (!Vehicle::CanAllocateItem(2)) return;
|
|
|
|
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO);
|
|
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
|
|
|
|
/* Allocate shadow */
|
|
DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
|
|
v->SetNext(u);
|
|
}
|
|
|
|
|
|
/* Combat airplane which destroys an oil refinery */
|
|
static void Disaster_Airplane_Init()
|
|
{
|
|
if (!Vehicle::CanAllocateItem(2)) return;
|
|
|
|
Industry *i, *found = NULL;
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
|
|
(found == NULL || Chance16(1, 2))) {
|
|
found = i;
|
|
}
|
|
}
|
|
|
|
if (found == NULL) return;
|
|
|
|
/* Start from the bottom (south side) of the map */
|
|
int x = (MapSizeX() + 9) * TILE_SIZE - 1;
|
|
int y = TileY(found->location.tile) * TILE_SIZE + 37;
|
|
|
|
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE);
|
|
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE_SHADOW);
|
|
v->SetNext(u);
|
|
}
|
|
|
|
|
|
/** Combat helicopter that destroys a factory */
|
|
static void Disaster_Helicopter_Init()
|
|
{
|
|
if (!Vehicle::CanAllocateItem(3)) return;
|
|
|
|
Industry *i, *found = NULL;
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
|
|
(found == NULL || Chance16(1, 2))) {
|
|
found = i;
|
|
}
|
|
}
|
|
|
|
if (found == NULL) return;
|
|
|
|
int x = -16 * (int)TILE_SIZE;
|
|
int y = TileY(found->location.tile) * TILE_SIZE + 37;
|
|
|
|
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER);
|
|
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_SHADOW);
|
|
v->SetNext(u);
|
|
|
|
DisasterVehicle *w = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_ROTORS);
|
|
u->SetNext(w);
|
|
}
|
|
|
|
|
|
/* Big Ufo which lands on a piece of rail and will consequently be shot
|
|
* down by a combat airplane, destroying the surroundings */
|
|
static void Disaster_Big_Ufo_Init()
|
|
{
|
|
if (!Vehicle::CanAllocateItem(2)) return;
|
|
|
|
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
int y = MapMaxX() * TILE_SIZE - 1;
|
|
|
|
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
|
|
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
|
|
|
|
/* Allocate shadow */
|
|
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO_SHADOW);
|
|
v->SetNext(u);
|
|
}
|
|
|
|
|
|
static void Disaster_Submarine_Init(DisasterSubType subtype)
|
|
{
|
|
if (!Vehicle::CanAllocateItem()) return;
|
|
|
|
int y;
|
|
Direction dir;
|
|
uint32 r = Random();
|
|
int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
if (HasBit(r, 31)) {
|
|
y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1;
|
|
dir = DIR_NW;
|
|
} else {
|
|
y = TILE_SIZE / 2;
|
|
if (_settings_game.construction.freeform_edges) y += TILE_SIZE;
|
|
dir = DIR_SE;
|
|
}
|
|
if (!IsWaterTile(TileVirtXY(x, y))) return;
|
|
|
|
new DisasterVehicle(x, y, dir, subtype);
|
|
}
|
|
|
|
/* Curious submarine #1, just floats around */
|
|
static void Disaster_Small_Submarine_Init()
|
|
{
|
|
Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
|
|
}
|
|
|
|
|
|
/* Curious submarine #2, just floats around */
|
|
static void Disaster_Big_Submarine_Init()
|
|
{
|
|
Disaster_Submarine_Init(ST_BIG_SUBMARINE);
|
|
}
|
|
|
|
|
|
/**
|
|
* Coal mine catastrophe, destroys a stretch of 30 tiles of
|
|
* land in a certain direction
|
|
*/
|
|
static void Disaster_CoalMine_Init()
|
|
{
|
|
int index = GB(Random(), 0, 4);
|
|
uint m;
|
|
|
|
for (m = 0; m < 15; m++) {
|
|
const Industry *i;
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
|
|
SetDParam(0, i->town->index);
|
|
AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NT_ACCIDENT, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes
|
|
|
|
{
|
|
TileIndex tile = i->location.tile;
|
|
TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
|
|
|
|
for (uint n = 0; n < 30; n++) {
|
|
DisasterClearSquare(tile);
|
|
tile += step;
|
|
if (!IsValidTile(tile)) break;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct Disaster {
|
|
DisasterInitProc *init_proc; ///< The init function for this disaster.
|
|
Year min_year; ///< The first year this disaster will occur.
|
|
Year max_year; ///< The last year this disaster will occur.
|
|
};
|
|
|
|
static const Disaster _disasters[] = {
|
|
{Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner
|
|
{Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small)
|
|
{Disaster_Airplane_Init, 1960, 1990}, // airplane
|
|
{Disaster_Helicopter_Init, 1970, 2000}, // helicopter
|
|
{Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big)
|
|
{Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small)
|
|
{Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big)
|
|
{Disaster_CoalMine_Init, 1950, 1985}, // coalmine
|
|
};
|
|
|
|
static void DoDisaster()
|
|
{
|
|
byte buf[lengthof(_disasters)];
|
|
|
|
byte j = 0;
|
|
for (size_t i = 0; i != lengthof(_disasters); i++) {
|
|
if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i;
|
|
}
|
|
|
|
if (j == 0) return;
|
|
|
|
_disasters[buf[RandomRange(j)]].init_proc();
|
|
}
|
|
|
|
|
|
static void ResetDisasterDelay()
|
|
{
|
|
_disaster_delay = GB(Random(), 0, 9) + 730;
|
|
}
|
|
|
|
void DisasterDailyLoop()
|
|
{
|
|
if (--_disaster_delay != 0) return;
|
|
|
|
ResetDisasterDelay();
|
|
|
|
if (_settings_game.difficulty.disasters != 0) DoDisaster();
|
|
}
|
|
|
|
void StartupDisasters()
|
|
{
|
|
ResetDisasterDelay();
|
|
}
|
|
|
|
/**
|
|
* Marks all disasters targeting this industry in such a way
|
|
* they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
|
|
* @param i deleted industry
|
|
*/
|
|
void ReleaseDisastersTargetingIndustry(IndustryID i)
|
|
{
|
|
DisasterVehicle *v;
|
|
FOR_ALL_DISASTERVEHICLES(v) {
|
|
/* primary disaster vehicles that have chosen target */
|
|
if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
|
|
/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
|
|
if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
|
|
* @param vehicle deleted vehicle
|
|
*/
|
|
void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
|
|
{
|
|
DisasterVehicle *v;
|
|
FOR_ALL_DISASTERVEHICLES(v) {
|
|
/* primary disaster vehicles that have chosen target */
|
|
if (v->subtype == ST_SMALL_UFO) {
|
|
if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
|
|
/* Revert to target-searching */
|
|
v->current_order.SetDestination(0);
|
|
v->dest_tile = RandomTile();
|
|
v->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
|
|
v->age = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DisasterVehicle::UpdateDeltaXY(Direction direction)
|
|
{
|
|
this->x_offs = -1;
|
|
this->y_offs = -1;
|
|
this->x_extent = 2;
|
|
this->y_extent = 2;
|
|
this->z_extent = 5;
|
|
}
|