Change: Only resort town directory window on population change if necessary
[openttd-github.git] / src / disaster_vehicle.cpp
blob1244f99aba6f52b793604517592d9f3fe93a6c7c
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /**
9 * @file disaster_vehicle.cpp
11 * All disaster/easter egg vehicles are handled here.
12 * The general flow of control for the disaster vehicles is as follows:
13 * <ol>
14 * <li>Initialize the disaster in a disaster specific way (eg start position,
15 * possible target, etc.) Disaster_XXX_Init() function
16 * <li>Add a subtype to a disaster, which is an index into the function array
17 * that handles the vehicle's ticks.
18 * <li>Run the disaster vehicles each tick until their target has been reached,
19 * this happens in the DisasterTick_XXX() functions. In here, a vehicle's
20 * state is kept by v->current_order.dest variable. Each achieved sub-target
21 * will increase this value, and the last one will remove the disaster itself
22 * </ol>
26 #include "stdafx.h"
28 #include "aircraft.h"
29 #include "disaster_vehicle.h"
30 #include "industry.h"
31 #include "station_base.h"
32 #include "command_func.h"
33 #include "news_func.h"
34 #include "town.h"
35 #include "company_func.h"
36 #include "strings_func.h"
37 #include "date_func.h"
38 #include "viewport_func.h"
39 #include "vehicle_func.h"
40 #include "sound_func.h"
41 #include "effectvehicle_func.h"
42 #include "roadveh.h"
43 #include "ai/ai.hpp"
44 #include "game/game.hpp"
45 #include "company_base.h"
46 #include "core/random_func.hpp"
47 #include "core/backup_type.hpp"
49 #include "table/strings.h"
51 #include "safeguards.h"
53 /** Delay counter for considering the next disaster. */
54 uint16 _disaster_delay;
56 static void DisasterClearSquare(TileIndex tile)
58 if (EnsureNoVehicleOnGround(tile).Failed()) return;
60 switch (GetTileType(tile)) {
61 case MP_RAILWAY:
62 if (Company::IsHumanID(GetTileOwner(tile)) && !IsRailDepot(tile)) {
63 Backup<CompanyID> cur_company(_current_company, OWNER_WATER, FILE_LINE);
64 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
65 cur_company.Restore();
67 /* update signals in buffer */
68 UpdateSignalsInBuffer();
70 break;
72 case MP_HOUSE: {
73 Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
74 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
75 cur_company.Restore();
76 break;
79 case MP_TREES:
80 case MP_CLEAR:
81 DoClearSquare(tile);
82 break;
84 default:
85 break;
89 static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP};
90 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};
91 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};
92 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};
93 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};
94 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};
95 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};
96 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};
97 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};
99 static const SpriteID * const _disaster_images[] = {
100 _disaster_images_1, _disaster_images_1, ///< zeppeliner and zeppeliner shadow
101 _disaster_images_2, _disaster_images_2, ///< small ufo and small ufo shadow
102 _disaster_images_3, _disaster_images_3, ///< combat aircraft and shadow
103 _disaster_images_8, _disaster_images_8, _disaster_images_9, ///< combat helicopter, shadow and rotor
104 _disaster_images_6, _disaster_images_6, ///< big ufo and shadow
105 _disaster_images_7, _disaster_images_7, ///< skyranger and shadow
106 _disaster_images_4, _disaster_images_5, ///< small and big submarine sprites
109 void DisasterVehicle::UpdateImage()
111 SpriteID img = this->image_override;
112 if (img == 0) img = _disaster_images[this->subtype][this->direction];
113 this->sprite_seq.Set(img);
117 * Construct the disaster vehicle.
118 * @param x The X coordinate.
119 * @param y The Y coordinate.
120 * @param direction The direction the vehicle is facing.
121 * @param subtype The sub type of vehicle.
122 * @param big_ufo_destroyer_target The target for the UFO destroyer.
124 DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
125 SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
127 this->vehstatus = VS_UNCLICKABLE;
129 this->x_pos = x;
130 this->y_pos = y;
131 switch (subtype) {
132 case ST_ZEPPELINER:
133 case ST_SMALL_UFO:
134 case ST_AIRPLANE:
135 case ST_HELICOPTER:
136 case ST_BIG_UFO:
137 case ST_BIG_UFO_DESTROYER:
138 GetAircraftFlightLevelBounds(this, &this->z_pos, nullptr);
139 break;
141 case ST_HELICOPTER_ROTORS:
142 GetAircraftFlightLevelBounds(this, &this->z_pos, nullptr);
143 this->z_pos += ROTOR_Z_OFFSET;
144 break;
146 case ST_SMALL_SUBMARINE:
147 case ST_BIG_SUBMARINE:
148 this->z_pos = 0;
149 break;
151 case ST_ZEPPELINER_SHADOW:
152 case ST_SMALL_UFO_SHADOW:
153 case ST_AIRPLANE_SHADOW:
154 case ST_HELICOPTER_SHADOW:
155 case ST_BIG_UFO_SHADOW:
156 case ST_BIG_UFO_DESTROYER_SHADOW:
157 this->z_pos = 0;
158 this->vehstatus |= VS_SHADOW;
159 break;
162 this->direction = direction;
163 this->tile = TileVirtXY(x, y);
164 this->subtype = subtype;
165 this->UpdateDeltaXY();
166 this->owner = OWNER_NONE;
167 this->image_override = 0;
168 this->current_order.Free();
170 this->UpdateImage();
171 this->UpdatePositionAndViewport();
175 * Update the position of the vehicle.
176 * @param x The new X-coordinate.
177 * @param y The new Y-coordinate.
178 * @param z The new Z-coordinate.
180 void DisasterVehicle::UpdatePosition(int x, int y, int z)
182 this->x_pos = x;
183 this->y_pos = y;
184 this->z_pos = z;
185 this->tile = TileVirtXY(x, y);
187 this->UpdateImage();
188 this->UpdatePositionAndViewport();
190 DisasterVehicle *u = this->Next();
191 if (u != nullptr) {
192 int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
193 int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
195 u->x_pos = x;
196 u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
197 safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
198 u->z_pos = GetSlopePixelZ(safe_x, safe_y);
199 u->direction = this->direction;
201 u->UpdateImage();
202 u->UpdatePositionAndViewport();
204 if ((u = u->Next()) != nullptr) {
205 u->x_pos = x;
206 u->y_pos = y;
207 u->z_pos = z + ROTOR_Z_OFFSET;
208 u->UpdatePositionAndViewport();
214 * Zeppeliner handling, v->current_order.dest states:
215 * 0: Zeppeliner initialization has found a small airport, go there and crash
216 * 1: Create crash and animate falling down for extra dramatic effect
217 * 2: Create more smoke and leave debris on ground
218 * 2: Clear the runway after some time and remove crashed zeppeliner
219 * If not airport was found, only state 0 is reached until zeppeliner leaves map
221 static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
223 v->tick_counter++;
225 if (v->current_order.GetDestination() < 2) {
226 if (HasBit(v->tick_counter, 0)) return true;
228 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
230 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
232 if (v->current_order.GetDestination() == 1) {
233 if (++v->age == 38) {
234 v->current_order.SetDestination(2);
235 v->age = 0;
238 if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
240 } else if (v->current_order.GetDestination() == 0) {
241 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
242 v->current_order.SetDestination(1);
243 v->age = 0;
245 SetDParam(0, GetStationIndex(v->tile));
246 AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone
247 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
251 if (v->y_pos >= (int)((MapSizeY() + 9) * TILE_SIZE - 1)) {
252 delete v;
253 return false;
256 return true;
259 if (v->current_order.GetDestination() > 2) {
260 if (++v->age <= 13320) return true;
262 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
263 Station *st = Station::GetByTile(v->tile);
264 CLRBITS(st->airport.flags, RUNWAY_IN_block);
265 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
268 v->UpdatePosition(v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
269 delete v;
270 return false;
273 int x = v->x_pos;
274 int y = v->y_pos;
275 int z = GetSlopePixelZ(x, y);
276 if (z < v->z_pos) z = v->z_pos - 1;
277 v->UpdatePosition(x, y, z);
279 if (++v->age == 1) {
280 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
281 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
282 v->image_override = SPR_BLIMP_CRASHING;
283 } else if (v->age == 70) {
284 v->image_override = SPR_BLIMP_CRASHED;
285 } else if (v->age <= 300) {
286 if (GB(v->tick_counter, 0, 3) == 0) {
287 uint32 r = Random();
289 CreateEffectVehicleRel(v,
290 GB(r, 0, 4) - 7,
291 GB(r, 4, 4) - 7,
292 GB(r, 8, 3) + 5,
293 EV_EXPLOSION_SMALL);
295 } else if (v->age == 350) {
296 v->current_order.SetDestination(3);
297 v->age = 0;
300 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
301 SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block);
304 return true;
308 * (Small) Ufo handling, v->current_order.dest states:
309 * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
310 * 1: Home in on a road vehicle and crash it >:)
311 * If not road vehicle was found, only state 0 is used and Ufo disappears after a while
313 static bool DisasterTick_Ufo(DisasterVehicle *v)
315 v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
317 if (v->current_order.GetDestination() == 0) {
318 /* Fly around randomly */
319 int x = TileX(v->dest_tile) * TILE_SIZE;
320 int y = TileY(v->dest_tile) * TILE_SIZE;
321 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
322 v->direction = GetDirectionTowards(v, x, y);
323 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
324 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
325 return true;
327 if (++v->age < 6) {
328 v->dest_tile = RandomTile();
329 return true;
331 v->current_order.SetDestination(1);
333 uint n = 0; // Total number of targetable road vehicles.
334 for (const RoadVehicle *u : RoadVehicle::Iterate()) {
335 if (u->IsFrontEngine()) n++;
338 if (n == 0) {
339 /* If there are no targetable road vehicles, destroy the UFO. */
340 delete v;
341 return false;
344 n = RandomRange(n); // Choose one of them.
345 for (const RoadVehicle *u : RoadVehicle::Iterate()) {
346 /* Find (n+1)-th road vehicle. */
347 if (u->IsFrontEngine() && (n-- == 0)) {
348 /* Target it. */
349 v->dest_tile = u->index;
350 v->age = 0;
351 break;
355 return true;
356 } else {
357 /* Target a vehicle */
358 RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
359 assert(u != nullptr && u->type == VEH_ROAD && u->IsFrontEngine());
361 uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);
363 if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) {
364 u->breakdown_ctr = 3;
365 u->breakdown_delay = 140;
368 v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos);
369 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
371 int z = v->z_pos;
372 if (dist <= TILE_SIZE && z > u->z_pos) z--;
373 v->UpdatePosition(gp.x, gp.y, z);
375 if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
376 v->age++;
377 if (u->crashed_ctr == 0) {
378 u->Crash();
380 AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone
382 AI::NewEvent(u->owner, new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
383 Game::NewEvent(new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
387 /* Destroy? */
388 if (v->age > 50) {
389 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
390 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
391 delete v;
392 return false;
396 return true;
399 static void DestructIndustry(Industry *i)
401 for (TileIndex tile = 0; tile != MapSize(); tile++) {
402 if (i->TileBelongsToIndustry(tile)) {
403 ResetIndustryConstructionStage(tile);
404 MarkTileDirtyByTile(tile);
410 * Aircraft handling, v->current_order.dest states:
411 * 0: Fly towards the targeted industry
412 * 1: If within 15 tiles, fire away rockets and destroy industry
413 * 2: Industry explosions
414 * 3: Fly out of the map
415 * If the industry was removed in the meantime just fly to the end of the map.
416 * @param v The disaster vehicle.
417 * @param image_override The image at the time the aircraft is firing.
418 * @param leave_at_top True iff the vehicle leaves the map at the north side.
419 * @param news_message The string that's used as news message.
420 * @param industry_flag Only attack industries that have this flag set.
422 static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
424 v->tick_counter++;
425 v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
427 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
428 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
430 if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
431 delete v;
432 return false;
435 if (v->current_order.GetDestination() == 2) {
436 if (GB(v->tick_counter, 0, 2) == 0) {
437 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
438 int x = TileX(i->location.tile) * TILE_SIZE;
439 int y = TileY(i->location.tile) * TILE_SIZE;
440 uint32 r = Random();
442 CreateEffectVehicleAbove(
443 GB(r, 0, 6) + x,
444 GB(r, 6, 6) + y,
445 GB(r, 12, 4),
446 EV_EXPLOSION_SMALL);
448 if (++v->age >= 55) v->current_order.SetDestination(3);
450 } else if (v->current_order.GetDestination() == 1) {
451 if (++v->age == 112) {
452 v->current_order.SetDestination(2);
453 v->age = 0;
455 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
456 DestructIndustry(i);
458 SetDParam(0, i->town->index);
459 AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index); // delete the news, when the industry closes
460 if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
462 } else if (v->current_order.GetDestination() == 0) {
463 int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
464 int y = v->y_pos;
466 if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true;
468 TileIndex tile = TileVirtXY(x, y);
469 if (!IsTileType(tile, MP_INDUSTRY)) return true;
471 IndustryID ind = GetIndustryIndex(tile);
472 v->dest_tile = ind;
474 if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
475 v->current_order.SetDestination(1);
476 v->age = 0;
480 return true;
483 /** Airplane handling. */
484 static bool DisasterTick_Airplane(DisasterVehicle *v)
486 return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS);
489 /** Helicopter handling. */
490 static bool DisasterTick_Helicopter(DisasterVehicle *v)
492 return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS);
495 /** Helicopter rotor blades; keep these spinning */
496 static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
498 v->tick_counter++;
499 if (HasBit(v->tick_counter, 0)) return true;
501 SpriteID &cur_image = v->sprite_seq.seq[0].sprite;
502 if (++cur_image > SPR_ROTOR_MOVING_3) cur_image = SPR_ROTOR_MOVING_1;
504 v->UpdatePositionAndViewport();
506 return true;
510 * (Big) Ufo handling, v->current_order.dest states:
511 * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
512 * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
513 * because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
515 static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
517 v->tick_counter++;
519 if (v->current_order.GetDestination() == 1) {
520 int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
521 int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
522 if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
523 v->direction = GetDirectionTowards(v, x, y);
525 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
526 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
527 return true;
530 if (!IsValidTile(v->dest_tile)) {
531 /* Make sure we don't land outside the map. */
532 delete v;
533 return false;
536 int z = GetSlopePixelZ(v->x_pos, v->y_pos);
537 if (z < v->z_pos) {
538 v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos - 1);
539 return true;
542 v->current_order.SetDestination(2);
544 for (Vehicle *target : Vehicle::Iterate()) {
545 if (target->IsGroundVehicle()) {
546 if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
547 target->breakdown_ctr = 5;
548 target->breakdown_delay = 0xF0;
553 Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX);
554 SetDParam(0, t->index);
555 AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO, NT_ACCIDENT, v->tile);
557 if (!Vehicle::CanAllocateItem(2)) {
558 delete v;
559 return false;
561 DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
562 DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
563 u->SetNext(w);
564 } else if (v->current_order.GetDestination() == 0) {
565 int x = TileX(v->dest_tile) * TILE_SIZE;
566 int y = TileY(v->dest_tile) * TILE_SIZE;
567 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
568 v->direction = GetDirectionTowards(v, x, y);
569 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
570 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
571 return true;
574 if (++v->age < 6) {
575 v->dest_tile = RandomTile();
576 return true;
578 v->current_order.SetDestination(1);
580 TileIndex tile_org = RandomTile();
581 TileIndex tile = tile_org;
582 do {
583 if (IsPlainRailTile(tile) &&
584 Company::IsHumanID(GetTileOwner(tile))) {
585 break;
587 tile = TILE_MASK(tile + 1);
588 } while (tile != tile_org);
589 v->dest_tile = tile;
590 v->age = 0;
593 return true;
597 * Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
598 * 0: Home in on landed Ufo and shoot it down
600 static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
602 v->tick_counter++;
604 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
605 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
607 if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
608 delete v;
609 return false;
612 if (v->current_order.GetDestination() == 0) {
613 Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
614 if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
615 v->current_order.SetDestination(1);
617 CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
618 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
620 delete u;
622 for (int i = 0; i != 80; i++) {
623 uint32 r = Random();
624 CreateEffectVehicleAbove(
625 GB(r, 0, 6) + v->x_pos - 32,
626 GB(r, 5, 6) + v->y_pos - 32,
628 EV_EXPLOSION_SMALL);
631 for (int dy = -3; dy < 3; dy++) {
632 for (int dx = -3; dx < 3; dx++) {
633 TileIndex tile = TileAddWrap(v->tile, dx, dy);
634 if (tile != INVALID_TILE) DisasterClearSquare(tile);
639 return true;
643 * Submarine, v->current_order.dest states:
644 * Unused, just float around aimlessly and pop up at different places, turning around
646 static bool DisasterTick_Submarine(DisasterVehicle *v)
648 v->tick_counter++;
650 if (++v->age > 8880) {
651 delete v;
652 return false;
655 if (!HasBit(v->tick_counter, 0)) return true;
657 TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
658 if (IsValidTile(tile)) {
659 TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
660 if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
661 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
662 v->UpdatePosition(gp.x, gp.y, v->z_pos);
663 return true;
667 v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
669 return true;
673 static bool DisasterTick_NULL(DisasterVehicle *v)
675 return true;
678 typedef bool DisasterVehicleTickProc(DisasterVehicle *v);
680 static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
681 DisasterTick_Zeppeliner, DisasterTick_NULL,
682 DisasterTick_Ufo, DisasterTick_NULL,
683 DisasterTick_Airplane, DisasterTick_NULL,
684 DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
685 DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
686 DisasterTick_NULL,
687 DisasterTick_Submarine,
688 DisasterTick_Submarine,
692 bool DisasterVehicle::Tick()
694 return _disastervehicle_tick_procs[this->subtype](this);
697 typedef void DisasterInitProc();
701 * Zeppeliner which crashes on a small airport if one found,
702 * otherwise crashes on a random tile
704 static void Disaster_Zeppeliner_Init()
706 if (!Vehicle::CanAllocateItem(2)) return;
708 /* Pick a random place, unless we find a small airport */
709 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
711 for (const Station *st : Station::Iterate()) {
712 if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) {
713 x = (TileX(st->airport.tile) + 2) * TILE_SIZE;
714 break;
718 DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER);
719 /* Allocate shadow */
720 DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
721 v->SetNext(u);
726 * Ufo which flies around aimlessly from the middle of the map a bit
727 * until it locates a road vehicle which it targets and then destroys
729 static void Disaster_Small_Ufo_Init()
731 if (!Vehicle::CanAllocateItem(2)) return;
733 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
734 DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO);
735 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
737 /* Allocate shadow */
738 DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
739 v->SetNext(u);
743 /* Combat airplane which destroys an oil refinery */
744 static void Disaster_Airplane_Init()
746 if (!Vehicle::CanAllocateItem(2)) return;
748 Industry *found = nullptr;
750 for (Industry *i : Industry::Iterate()) {
751 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
752 (found == nullptr || Chance16(1, 2))) {
753 found = i;
757 if (found == nullptr) return;
759 /* Start from the bottom (south side) of the map */
760 int x = (MapSizeX() + 9) * TILE_SIZE - 1;
761 int y = TileY(found->location.tile) * TILE_SIZE + 37;
763 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE);
764 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE_SHADOW);
765 v->SetNext(u);
769 /** Combat helicopter that destroys a factory */
770 static void Disaster_Helicopter_Init()
772 if (!Vehicle::CanAllocateItem(3)) return;
774 Industry *found = nullptr;
776 for (Industry *i : Industry::Iterate()) {
777 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
778 (found == nullptr || Chance16(1, 2))) {
779 found = i;
783 if (found == nullptr) return;
785 int x = -16 * (int)TILE_SIZE;
786 int y = TileY(found->location.tile) * TILE_SIZE + 37;
788 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER);
789 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_SHADOW);
790 v->SetNext(u);
792 DisasterVehicle *w = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_ROTORS);
793 u->SetNext(w);
797 /* Big Ufo which lands on a piece of rail and will consequently be shot
798 * down by a combat airplane, destroying the surroundings */
799 static void Disaster_Big_Ufo_Init()
801 if (!Vehicle::CanAllocateItem(2)) return;
803 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
804 int y = MapMaxX() * TILE_SIZE - 1;
806 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
807 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
809 /* Allocate shadow */
810 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO_SHADOW);
811 v->SetNext(u);
815 static void Disaster_Submarine_Init(DisasterSubType subtype)
817 if (!Vehicle::CanAllocateItem()) return;
819 int y;
820 Direction dir;
821 uint32 r = Random();
822 int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
824 if (HasBit(r, 31)) {
825 y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1;
826 dir = DIR_NW;
827 } else {
828 y = TILE_SIZE / 2;
829 if (_settings_game.construction.freeform_edges) y += TILE_SIZE;
830 dir = DIR_SE;
832 if (!IsWaterTile(TileVirtXY(x, y))) return;
834 new DisasterVehicle(x, y, dir, subtype);
837 /* Curious submarine #1, just floats around */
838 static void Disaster_Small_Submarine_Init()
840 Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
844 /* Curious submarine #2, just floats around */
845 static void Disaster_Big_Submarine_Init()
847 Disaster_Submarine_Init(ST_BIG_SUBMARINE);
852 * Coal mine catastrophe, destroys a stretch of 30 tiles of
853 * land in a certain direction
855 static void Disaster_CoalMine_Init()
857 int index = GB(Random(), 0, 4);
858 uint m;
860 for (m = 0; m < 15; m++) {
861 for (const Industry *i : Industry::Iterate()) {
862 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
863 SetDParam(0, i->town->index);
864 AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NT_ACCIDENT, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes
867 TileIndex tile = i->location.tile;
868 TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
870 for (uint n = 0; n < 30; n++) {
871 DisasterClearSquare(tile);
872 tile += step;
873 if (!IsValidTile(tile)) break;
876 return;
882 struct Disaster {
883 DisasterInitProc *init_proc; ///< The init function for this disaster.
884 Year min_year; ///< The first year this disaster will occur.
885 Year max_year; ///< The last year this disaster will occur.
888 static const Disaster _disasters[] = {
889 {Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner
890 {Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small)
891 {Disaster_Airplane_Init, 1960, 1990}, // airplane
892 {Disaster_Helicopter_Init, 1970, 2000}, // helicopter
893 {Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big)
894 {Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small)
895 {Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big)
896 {Disaster_CoalMine_Init, 1950, 1985}, // coalmine
899 static void DoDisaster()
901 byte buf[lengthof(_disasters)];
903 byte j = 0;
904 for (size_t i = 0; i != lengthof(_disasters); i++) {
905 if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i;
908 if (j == 0) return;
910 _disasters[buf[RandomRange(j)]].init_proc();
914 static void ResetDisasterDelay()
916 _disaster_delay = GB(Random(), 0, 9) + 730;
919 void DisasterDailyLoop()
921 if (--_disaster_delay != 0) return;
923 ResetDisasterDelay();
925 if (_settings_game.difficulty.disasters != 0) DoDisaster();
928 void StartupDisasters()
930 ResetDisasterDelay();
934 * Marks all disasters targeting this industry in such a way
935 * they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
936 * @param i deleted industry
938 void ReleaseDisastersTargetingIndustry(IndustryID i)
940 for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
941 /* primary disaster vehicles that have chosen target */
942 if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
943 /* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
944 if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
950 * Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
951 * @param vehicle deleted vehicle
953 void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
955 for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
956 /* primary disaster vehicles that have chosen target */
957 if (v->subtype == ST_SMALL_UFO) {
958 if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
959 /* Revert to target-searching */
960 v->current_order.SetDestination(0);
961 v->dest_tile = RandomTile();
962 GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
963 v->age = 0;
969 void DisasterVehicle::UpdateDeltaXY()
971 this->x_offs = -1;
972 this->y_offs = -1;
973 this->x_extent = 2;
974 this->y_extent = 2;
975 this->z_extent = 5;