mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
1068 lines
27 KiB
C++
1068 lines
27 KiB
C++
/* $Id$ */
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/** @file disaster_cmd.cpp
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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 "openttd.h"
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#include "landscape.h"
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#include "industry_map.h"
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#include "station_map.h"
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#include "command_func.h"
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#include "tile_cmd.h"
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#include "news_func.h"
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#include "station_base.h"
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#include "waypoint.h"
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#include "town.h"
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#include "industry.h"
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#include "player_func.h"
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#include "airport.h"
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#include "variables.h"
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#include "settings_type.h"
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#include "strings_func.h"
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#include "date_func.h"
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#include "functions.h"
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#include "vehicle_func.h"
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#include "vehicle_base.h"
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#include "sound_func.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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enum DisasterSubType {
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ST_Zeppeliner,
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ST_Zeppeliner_Shadow,
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ST_Small_Ufo,
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ST_Small_Ufo_Shadow,
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ST_Airplane,
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ST_Airplane_Shadow,
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ST_Helicopter,
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ST_Helicopter_Shadow,
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ST_Helicopter_Rotors,
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ST_Big_Ufo,
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ST_Big_Ufo_Shadow,
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ST_Big_Ufo_Destroyer,
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ST_Big_Ufo_Destroyer_Shadow,
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ST_Small_Submarine,
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ST_Big_Submarine,
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};
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static void DisasterClearSquare(TileIndex tile)
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{
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if (!EnsureNoVehicleOnGround(tile)) return;
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switch (GetTileType(tile)) {
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case MP_RAILWAY:
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if (IsHumanPlayer(GetTileOwner(tile)) && !IsRailWaypoint(tile)) {
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PlayerID p = _current_player;
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_current_player = OWNER_WATER;
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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_current_player = p;
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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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PlayerID p = _current_player;
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_current_player = OWNER_NONE;
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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_current_player = p;
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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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static void DisasterVehicleUpdateImage(Vehicle *v)
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{
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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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/** 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->x_pos = x;
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v->y_pos = y;
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v->z_pos = z;
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v->tile = TileVirtXY(x, y);
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v->direction = direction;
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v->subtype = subtype;
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v->UpdateDeltaXY(INVALID_DIR);
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v->owner = OWNER_NONE;
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v->vehstatus = VS_UNCLICKABLE;
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v->u.disaster.image_override = 0;
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v->current_order.Free();
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DisasterVehicleUpdateImage(v);
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VehiclePositionChanged(v);
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MarkSingleVehicleDirty(v);
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}
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static void DeleteDisasterVeh(Vehicle *v)
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{
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DeleteVehicleChain(v);
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}
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static void SetDisasterVehiclePos(Vehicle *v, int x, int y, byte z)
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{
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Vehicle *u;
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BeginVehicleMove(v);
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v->x_pos = x;
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v->y_pos = y;
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v->z_pos = z;
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v->tile = TileVirtXY(x, y);
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DisasterVehicleUpdateImage(v);
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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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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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u->x_pos = x;
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u->y_pos = y - 1 - (max(z - GetSlopeZ(safe_x, safe_y), 0U) >> 3);
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safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
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u->z_pos = GetSlopeZ(safe_x, safe_y);
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u->direction = v->direction;
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DisasterVehicleUpdateImage(u);
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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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BeginVehicleMove(u);
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u->x_pos = x;
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u->y_pos = y;
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u->z_pos = z + 5;
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VehiclePositionChanged(u);
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EndVehicleMove(u);
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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 void DisasterTick_Zeppeliner(Vehicle *v)
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{
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Station *st;
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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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if (v->current_order.GetDestination() < 2) {
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if (HasBit(v->tick_counter, 0)) return;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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SetDisasterVehiclePos(v, 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_SMOKE);
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} else if (v->current_order.GetDestination() == 0) {
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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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IsHumanPlayer(GetTileOwner(tile))) {
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v->current_order.SetDestination(1);
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v->age = 0;
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SetDParam(0, GetStationIndex(tile));
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AddNewsItem(STR_B000_ZEPPELIN_DISASTER_AT,
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NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, DNC_NONE,
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v->index,
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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) DeleteDisasterVeh(v);
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return;
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}
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if (v->current_order.GetDestination() > 2) {
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if (++v->age <= 13320) return;
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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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IsHumanPlayer(GetTileOwner(tile))) {
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st = GetStationByTile(tile);
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CLRBITS(st->airport_flags, RUNWAY_IN_block);
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}
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SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos);
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DeleteDisasterVeh(v);
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return;
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}
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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) 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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CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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v->u.disaster.image_override = SPR_BLIMP_CRASHING;
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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 (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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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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IsHumanPlayer(GetTileOwner(tile))) {
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st = GetStationByTile(tile);
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SETBITS(st->airport_flags, RUNWAY_IN_block);
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}
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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 void DisasterTick_Ufo(Vehicle *v)
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{
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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 = (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) >= TILE_SIZE) {
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v->direction = GetDirectionTowards(v, x, y);
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
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return;
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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;
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}
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v->current_order.SetDestination(1);
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FOR_ALL_VEHICLES(u) {
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if (u->type == VEH_ROAD && IsHumanPlayer(u->owner)) {
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v->dest_tile = u->index;
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v->age = 0;
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return;
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}
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}
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DeleteDisasterVeh(v);
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} else {
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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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return;
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}
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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) {
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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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z = v->z_pos;
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if (dist <= TILE_SIZE && z > u->z_pos) z--;
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SetDisasterVehiclePos(v, 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->u.road.crashed_ctr == 0) {
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u->u.road.crashed_ctr++;
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u->vehstatus |= VS_CRASHED;
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AddNewsItem(STR_B001_ROAD_VEHICLE_DESTROYED,
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NM_THIN, NF_VIEWPORT | NF_VEHICLE, NT_ACCIDENT, DNC_NONE,
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u->index,
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0);
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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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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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DeleteDisasterVeh(v);
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}
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}
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}
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static void DestructIndustry(Industry *i)
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{
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TileIndex tile;
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for (tile = 0; tile != MapSize(); tile++) {
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if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == i->index) {
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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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* Airplane handling, v->current_order.dest states:
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* 0: Fly towards the targetted oil refinery
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* 1: If within 15 tiles, fire away rockets and destroy industry
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* 2: Refinery 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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*/
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static void DisasterTick_Airplane(Vehicle *v)
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{
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v->tick_counter++;
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v->u.disaster.image_override =
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(v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? SPR_F_15_FIRING : 0;
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GetNewVehiclePosResult gp = GetNewVehiclePos(v);
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SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
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if (gp.x < (-10 * TILE_SIZE)) {
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DeleteDisasterVeh(v);
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return;
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}
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if (v->current_order.GetDestination() == 2) {
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if (GB(v->tick_counter, 0, 2) == 0) {
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Industry *i = GetIndustry(v->dest_tile);
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int x = TileX(i->xy) * TILE_SIZE;
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int y = TileY(i->xy) * TILE_SIZE;
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uint32 r = Random();
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CreateEffectVehicleAbove(
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GB(r, 0, 6) + x,
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GB(r, 6, 6) + y,
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GB(r, 12, 4),
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EV_EXPLOSION_SMALL);
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if (++v->age >= 55) v->current_order.SetDestination(3);
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}
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} else if (v->current_order.GetDestination() == 1) {
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if (++v->age == 112) {
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Industry *i;
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v->current_order.SetDestination(2);
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v->age = 0;
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i = GetIndustry(v->dest_tile);
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DestructIndustry(i);
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SetDParam(0, i->town->index);
|
|
AddNewsItem(STR_B002_OIL_REFINERY_EXPLOSION, NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, DNC_NONE, i->xy, 0);
|
|
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
|
|
}
|
|
} else if (v->current_order.GetDestination() == 0) {
|
|
int x, y;
|
|
TileIndex tile;
|
|
uint ind;
|
|
|
|
x = v->x_pos - (15 * TILE_SIZE);
|
|
y = v->y_pos;
|
|
|
|
if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
|
|
|
|
tile = TileVirtXY(x, y);
|
|
if (!IsTileType(tile, MP_INDUSTRY)) return;
|
|
|
|
ind = GetIndustryIndex(tile);
|
|
v->dest_tile = ind;
|
|
|
|
if (GetIndustrySpec(GetIndustry(ind)->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) {
|
|
v->current_order.SetDestination(1);
|
|
v->age = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Helicopter handling, v->current_order.dest states:
|
|
* 0: Fly towards the targetted factory
|
|
* 1: If within 15 tiles, fire away rockets and destroy industry
|
|
* 2: Factory explosions
|
|
* 3: Fly out of the map
|
|
*/
|
|
static void DisasterTick_Helicopter(Vehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
v->u.disaster.image_override =
|
|
(v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? SPR_AH_64A_FIRING : 0;
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
|
|
|
|
if (gp.x > (int)MapSizeX() * TILE_SIZE + 9 * TILE_SIZE - 1) {
|
|
DeleteDisasterVeh(v);
|
|
return;
|
|
}
|
|
|
|
if (v->current_order.GetDestination() == 2) {
|
|
if (GB(v->tick_counter, 0, 2) == 0) {
|
|
Industry *i = GetIndustry(v->dest_tile);
|
|
int x = TileX(i->xy) * TILE_SIZE;
|
|
int y = TileY(i->xy) * TILE_SIZE;
|
|
uint32 r = Random();
|
|
|
|
CreateEffectVehicleAbove(
|
|
GB(r, 0, 6) + x,
|
|
GB(r, 6, 6) + y,
|
|
GB(r, 12, 4),
|
|
EV_EXPLOSION_SMALL);
|
|
|
|
if (++v->age >= 55) v->current_order.SetDestination(3);
|
|
}
|
|
} else if (v->current_order.GetDestination() == 1) {
|
|
if (++v->age == 112) {
|
|
Industry *i;
|
|
|
|
v->current_order.SetDestination(2);
|
|
v->age = 0;
|
|
|
|
i = GetIndustry(v->dest_tile);
|
|
DestructIndustry(i);
|
|
|
|
SetDParam(0, i->town->index);
|
|
AddNewsItem(STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS, NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, DNC_NONE, i->xy, 0);
|
|
SndPlayTileFx(SND_12_EXPLOSION, i->xy);
|
|
}
|
|
} else if (v->current_order.GetDestination() == 0) {
|
|
int x, y;
|
|
TileIndex tile;
|
|
uint ind;
|
|
|
|
x = v->x_pos + (15 * TILE_SIZE);
|
|
y = v->y_pos;
|
|
|
|
if ( (uint)x > MapMaxX() * TILE_SIZE - 1) return;
|
|
|
|
tile = TileVirtXY(x, y);
|
|
if (!IsTileType(tile, MP_INDUSTRY)) return;
|
|
|
|
ind = GetIndustryIndex(tile);
|
|
v->dest_tile = ind;
|
|
|
|
if (GetIndustrySpec(GetIndustry(ind)->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) {
|
|
v->current_order.SetDestination(1);
|
|
v->age = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Helicopter rotor blades; keep these spinning */
|
|
static void DisasterTick_Helicopter_Rotors(Vehicle *v)
|
|
{
|
|
v->tick_counter++;
|
|
if (HasBit(v->tick_counter, 0)) return;
|
|
|
|
if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
|
|
|
|
VehiclePositionChanged(v);
|
|
MarkSingleVehicleDirty(v);
|
|
}
|
|
|
|
/**
|
|
* (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 void DisasterTick_Big_Ufo(Vehicle *v)
|
|
{
|
|
byte z;
|
|
Vehicle *u, *w;
|
|
Town *t;
|
|
TileIndex tile;
|
|
TileIndex tile_org;
|
|
|
|
v->tick_counter++;
|
|
|
|
if (v->current_order.GetDestination() == 1) {
|
|
int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
|
|
if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
|
|
v->direction = GetDirectionTowards(v, x, y);
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
|
|
return;
|
|
}
|
|
|
|
z = GetSlopeZ(v->x_pos, v->y_pos);
|
|
if (z < v->z_pos) {
|
|
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1);
|
|
return;
|
|
}
|
|
|
|
v->current_order.SetDestination(2);
|
|
|
|
FOR_ALL_VEHICLES(u) {
|
|
if (u->type == VEH_TRAIN || u->type == VEH_ROAD) {
|
|
if (Delta(u->x_pos, v->x_pos) + Delta(u->y_pos, v->y_pos) <= 12 * TILE_SIZE) {
|
|
u->breakdown_ctr = 5;
|
|
u->breakdown_delay = 0xF0;
|
|
}
|
|
}
|
|
}
|
|
|
|
t = ClosestTownFromTile(v->dest_tile, (uint)-1);
|
|
SetDParam(0, t->index);
|
|
AddNewsItem(STR_B004_UFO_LANDS_NEAR,
|
|
NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, DNC_NONE,
|
|
v->tile,
|
|
0);
|
|
|
|
u = new DisasterVehicle();
|
|
if (u == NULL) {
|
|
DeleteDisasterVeh(v);
|
|
return;
|
|
}
|
|
|
|
InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
|
|
u->u.disaster.big_ufo_destroyer_target = v->index;
|
|
|
|
w = new DisasterVehicle();
|
|
if (w == NULL) return;
|
|
|
|
u->SetNext(w);
|
|
InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow);
|
|
w->vehstatus |= VS_SHADOW;
|
|
} else if (v->current_order.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) >= TILE_SIZE) {
|
|
v->direction = GetDirectionTowards(v, x, y);
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
|
|
return;
|
|
}
|
|
|
|
if (++v->age < 6) {
|
|
v->dest_tile = RandomTile();
|
|
return;
|
|
}
|
|
v->current_order.SetDestination(1);
|
|
|
|
tile_org = tile = RandomTile();
|
|
do {
|
|
if (IsTileType(tile, MP_RAILWAY) &&
|
|
IsPlainRailTile(tile) &&
|
|
IsHumanPlayer(GetTileOwner(tile))) {
|
|
break;
|
|
}
|
|
tile = TILE_MASK(tile + 1);
|
|
} while (tile != tile_org);
|
|
v->dest_tile = tile;
|
|
v->age = 0;
|
|
} else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
|
|
* 0: Home in on landed Ufo and shoot it down
|
|
*/
|
|
static void DisasterTick_Big_Ufo_Destroyer(Vehicle *v)
|
|
{
|
|
Vehicle *u;
|
|
int i;
|
|
|
|
v->tick_counter++;
|
|
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
|
|
|
|
if (gp.x > (int)MapSizeX() * TILE_SIZE + 9 * TILE_SIZE - 1) {
|
|
DeleteDisasterVeh(v);
|
|
return;
|
|
}
|
|
|
|
if (v->current_order.GetDestination() == 0) {
|
|
u = GetVehicle(v->u.disaster.big_ufo_destroyer_target);
|
|
if (Delta(v->x_pos, u->x_pos) > TILE_SIZE) return;
|
|
v->current_order.SetDestination(1);
|
|
|
|
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
|
|
SndPlayVehicleFx(SND_12_EXPLOSION, u);
|
|
|
|
DeleteDisasterVeh(u);
|
|
|
|
for (i = 0; i != 80; i++) {
|
|
uint32 r = Random();
|
|
CreateEffectVehicleAbove(
|
|
GB(r, 0, 6) + v->x_pos - 32,
|
|
GB(r, 5, 6) + v->y_pos - 32,
|
|
0,
|
|
EV_EXPLOSION_SMALL);
|
|
}
|
|
|
|
BEGIN_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3))
|
|
tile = TILE_MASK(tile);
|
|
DisasterClearSquare(tile);
|
|
END_TILE_LOOP(tile, 6, 6, v->tile - TileDiffXY(3, 3))
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Submarine, v->current_order.dest states:
|
|
* Unused, just float around aimlessly and pop up at different places, turning around
|
|
*/
|
|
static void DisasterTick_Submarine(Vehicle *v)
|
|
{
|
|
TileIndex tile;
|
|
|
|
v->tick_counter++;
|
|
|
|
if (++v->age > 8880) {
|
|
VehiclePositionChanged(v);
|
|
MarkSingleVehicleDirty(v);
|
|
delete v;
|
|
return;
|
|
}
|
|
|
|
if (!HasBit(v->tick_counter, 0)) return;
|
|
|
|
tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
|
|
if (IsValidTile(tile)) {
|
|
TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
|
|
if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
|
|
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
|
|
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
|
|
return;
|
|
}
|
|
}
|
|
|
|
v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
|
|
}
|
|
|
|
|
|
static void DisasterTick_NULL(Vehicle *v) {}
|
|
typedef void DisasterVehicleTickProc(Vehicle *v);
|
|
|
|
static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
|
|
DisasterTick_Zeppeliner, DisasterTick_NULL,
|
|
DisasterTick_Ufo, DisasterTick_NULL,
|
|
DisasterTick_Airplane, DisasterTick_NULL,
|
|
DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
|
|
DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
|
|
DisasterTick_NULL,
|
|
DisasterTick_Submarine,
|
|
DisasterTick_Submarine,
|
|
};
|
|
|
|
|
|
void DisasterVehicle::Tick()
|
|
{
|
|
_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()
|
|
{
|
|
Vehicle *v = new DisasterVehicle(), *u;
|
|
Station *st;
|
|
int x;
|
|
|
|
if (v == NULL) return;
|
|
|
|
/* Pick a random place, unless we find a small airport */
|
|
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->airport_tile != 0 &&
|
|
st->airport_type <= 1 &&
|
|
IsHumanPlayer(st->owner)) {
|
|
x = (TileX(st->xy) + 2) * TILE_SIZE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
|
|
|
|
/* Allocate shadow too? */
|
|
u = new DisasterVehicle();
|
|
if (u != NULL) {
|
|
v->SetNext(u);
|
|
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
|
|
u->vehstatus |= VS_SHADOW;
|
|
}
|
|
}
|
|
|
|
|
|
/** Ufo which flies around aimlessly from the middle of the map a bit
|
|
* until it locates a road vehicle which it targets and then destroys */
|
|
static void Disaster_Small_Ufo_Init()
|
|
{
|
|
Vehicle *v = new DisasterVehicle(), *u;
|
|
int x;
|
|
|
|
if (v == NULL) return;
|
|
|
|
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
|
|
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
|
|
v->age = 0;
|
|
|
|
/* Allocate shadow too? */
|
|
u = new DisasterVehicle();
|
|
if (u != NULL) {
|
|
v->SetNext(u);
|
|
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
|
|
u->vehstatus |= VS_SHADOW;
|
|
}
|
|
}
|
|
|
|
|
|
/* Combat airplane which destroys an oil refinery */
|
|
static void Disaster_Airplane_Init()
|
|
{
|
|
Industry *i, *found;
|
|
Vehicle *v, *u;
|
|
int x, y;
|
|
|
|
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;
|
|
|
|
v = new DisasterVehicle();
|
|
if (v == NULL) return;
|
|
|
|
/* Start from the bottom (south side) of the map */
|
|
x = (MapSizeX() + 9) * TILE_SIZE - 1;
|
|
y = TileY(found->xy) * TILE_SIZE + 37;
|
|
|
|
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
|
|
|
|
u = new DisasterVehicle();
|
|
if (u != NULL) {
|
|
v->SetNext(u);
|
|
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
|
|
u->vehstatus |= VS_SHADOW;
|
|
}
|
|
}
|
|
|
|
|
|
/** Combat helicopter that destroys a factory */
|
|
static void Disaster_Helicopter_Init()
|
|
{
|
|
Industry *i, *found;
|
|
Vehicle *v, *u, *w;
|
|
int x, y;
|
|
|
|
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;
|
|
|
|
v = new DisasterVehicle();
|
|
if (v == NULL) return;
|
|
|
|
x = -16 * TILE_SIZE;
|
|
y = TileY(found->xy) * TILE_SIZE + 37;
|
|
|
|
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
|
|
|
|
u = new DisasterVehicle();
|
|
if (u != NULL) {
|
|
v->SetNext(u);
|
|
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
|
|
u->vehstatus |= VS_SHADOW;
|
|
|
|
w = new DisasterVehicle();
|
|
if (w != NULL) {
|
|
u->SetNext(w);
|
|
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* Big Ufo which lands on a piece of rail and will consequently be shot
|
|
* down by a combat airplane, destroying the surroundings */
|
|
static void Disaster_Big_Ufo_Init()
|
|
{
|
|
Vehicle *v = new DisasterVehicle(), *u;
|
|
int x, y;
|
|
|
|
if (v == NULL) return;
|
|
|
|
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
y = MapMaxX() * TILE_SIZE - 1;
|
|
InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
|
|
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
|
|
v->age = 0;
|
|
|
|
/* Allocate shadow too? */
|
|
u = new DisasterVehicle();
|
|
if (u != NULL) {
|
|
v->SetNext(u);
|
|
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
|
|
u->vehstatus |= VS_SHADOW;
|
|
}
|
|
}
|
|
|
|
|
|
/* Curious submarine #1, just floats around */
|
|
static void Disaster_Small_Submarine_Init()
|
|
{
|
|
Vehicle *v = new DisasterVehicle();
|
|
int x, y;
|
|
Direction dir;
|
|
uint32 r;
|
|
|
|
if (v == NULL) return;
|
|
|
|
r = Random();
|
|
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
if (HasBit(r, 31)) {
|
|
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
|
|
dir = DIR_NW;
|
|
} else {
|
|
y = TILE_SIZE / 2;
|
|
dir = DIR_SE;
|
|
}
|
|
InitializeDisasterVehicle(v, x, y, 0, dir, ST_Small_Submarine);
|
|
v->age = 0;
|
|
}
|
|
|
|
|
|
/* Curious submarine #2, just floats around */
|
|
static void Disaster_Big_Submarine_Init()
|
|
{
|
|
Vehicle *v = new DisasterVehicle();
|
|
int x, y;
|
|
Direction dir;
|
|
uint32 r;
|
|
|
|
if (v == NULL) return;
|
|
|
|
r = Random();
|
|
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
|
|
|
|
if (HasBit(r, 31)) {
|
|
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
|
|
dir = DIR_NW;
|
|
} else {
|
|
y = TILE_SIZE / 2;
|
|
dir = DIR_SE;
|
|
}
|
|
InitializeDisasterVehicle(v, x, y, 0, dir, ST_Big_Submarine);
|
|
v->age = 0;
|
|
}
|
|
|
|
|
|
/** Coal mine catastrophe, destroys a stretch of 30 tiles of
|
|
* land in a certain direction */
|
|
static void Disaster_CoalMine_Init()
|
|
{
|
|
int index = GB(Random(), 0, 4);
|
|
uint m;
|
|
|
|
for (m = 0; m < 15; m++) {
|
|
const Industry *i;
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
|
|
SetDParam(0, i->town->index);
|
|
AddNewsItem(STR_B005_COAL_MINE_SUBSIDENCE_LEAVES,
|
|
NM_THIN, NF_VIEWPORT | NF_TILE, NT_ACCIDENT, DNC_NONE, i->xy + TileDiffXY(1, 1), 0);
|
|
|
|
{
|
|
TileIndex tile = i->xy;
|
|
TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
|
|
uint n;
|
|
|
|
for (n = 0; n < 30; n++) {
|
|
DisasterClearSquare(tile);
|
|
tile = TILE_MASK(tile + step);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static DisasterInitProc * const _disaster_initprocs[] = {
|
|
Disaster_Zeppeliner_Init,
|
|
Disaster_Small_Ufo_Init,
|
|
Disaster_Airplane_Init,
|
|
Disaster_Helicopter_Init,
|
|
Disaster_Big_Ufo_Init,
|
|
Disaster_Small_Submarine_Init,
|
|
Disaster_Big_Submarine_Init,
|
|
Disaster_CoalMine_Init,
|
|
};
|
|
|
|
static const struct {
|
|
Year min;
|
|
Year max;
|
|
} _dis_years[] = {
|
|
{ 1930, 1955 }, ///< zeppeliner
|
|
{ 1940, 1970 }, ///< ufo (small)
|
|
{ 1960, 1990 }, ///< airplane
|
|
{ 1970, 2000 }, ///< helicopter
|
|
{ 2000, 2100 }, ///< ufo (big)
|
|
{ 1940, 1965 }, ///< submarine (small)
|
|
{ 1975, 2010 }, ///< submarine (big)
|
|
{ 1950, 1985 } ///< coalmine
|
|
};
|
|
|
|
|
|
static void DoDisaster()
|
|
{
|
|
byte buf[lengthof(_dis_years)];
|
|
uint i;
|
|
uint j;
|
|
|
|
j = 0;
|
|
for (i = 0; i != lengthof(_dis_years); i++) {
|
|
if (_cur_year >= _dis_years[i].min && _cur_year < _dis_years[i].max) buf[j++] = i;
|
|
}
|
|
|
|
if (j == 0) return;
|
|
|
|
_disaster_initprocs[buf[RandomRange(j)]]();
|
|
}
|
|
|
|
|
|
static void ResetDisasterDelay()
|
|
{
|
|
_disaster_delay = GB(Random(), 0, 9) + 730;
|
|
}
|
|
|
|
void DisasterDailyLoop()
|
|
{
|
|
if (--_disaster_delay != 0) return;
|
|
|
|
ResetDisasterDelay();
|
|
|
|
if (_opt.diff.disasters != 0) DoDisaster();
|
|
}
|
|
|
|
void StartupDisasters()
|
|
{
|
|
ResetDisasterDelay();
|
|
}
|
|
|
|
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;
|
|
}
|