(svn r28004) -Update from Eints:
[openttd.git] / src / disaster_vehicle.cpp
blob98978ddfb0ca2bdfb8c6036d3bdd29448ad6f019
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /**
11 * @file disaster_vehicle.cpp
13 * All disaster/easter egg vehicles are handled here.
14 * The general flow of control for the disaster vehicles is as follows:
15 * <ol>
16 * <li>Initialize the disaster in a disaster specific way (eg start position,
17 * possible target, etc.) Disaster_XXX_Init() function
18 * <li>Add a subtype to a disaster, which is an index into the function array
19 * that handles the vehicle's ticks.
20 * <li>Run the disaster vehicles each tick until their target has been reached,
21 * this happens in the DisasterTick_XXX() functions. In here, a vehicle's
22 * state is kept by v->current_order.dest variable. Each achieved sub-target
23 * will increase this value, and the last one will remove the disaster itself
24 * </ol>
28 #include "stdafx.h"
30 #include "aircraft.h"
31 #include "disaster_vehicle.h"
32 #include "industry.h"
33 #include "station_base.h"
34 #include "command_func.h"
35 #include "news_func.h"
36 #include "town.h"
37 #include "company_func.h"
38 #include "strings_func.h"
39 #include "date_func.h"
40 #include "viewport_func.h"
41 #include "vehicle_func.h"
42 #include "sound_func.h"
43 #include "effectvehicle_func.h"
44 #include "roadveh.h"
45 #include "ai/ai.hpp"
46 #include "game/game.hpp"
47 #include "company_base.h"
48 #include "core/random_func.hpp"
49 #include "core/backup_type.hpp"
51 #include "table/strings.h"
53 #include "safeguards.h"
55 /** Delay counter for considering the next disaster. */
56 uint16 _disaster_delay;
58 static void DisasterClearSquare(TileIndex tile)
60 if (EnsureNoVehicleOnGround(tile).Failed()) return;
62 switch (GetTileType(tile)) {
63 case MP_RAILWAY:
64 if (Company::IsHumanID(GetTileOwner(tile)) && !IsRailDepot(tile)) {
65 Backup<CompanyByte> cur_company(_current_company, OWNER_WATER, FILE_LINE);
66 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
67 cur_company.Restore();
69 /* update signals in buffer */
70 UpdateSignalsInBuffer();
72 break;
74 case MP_HOUSE: {
75 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
76 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
77 cur_company.Restore();
78 break;
81 case MP_TREES:
82 case MP_CLEAR:
83 DoClearSquare(tile);
84 break;
86 default:
87 break;
91 static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP};
92 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};
93 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};
94 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};
95 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};
96 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};
97 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};
98 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};
99 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};
101 static const SpriteID * const _disaster_images[] = {
102 _disaster_images_1, _disaster_images_1, ///< zeppeliner and zeppeliner shadow
103 _disaster_images_2, _disaster_images_2, ///< small ufo and small ufo shadow
104 _disaster_images_3, _disaster_images_3, ///< combat aircraft and shadow
105 _disaster_images_8, _disaster_images_8, _disaster_images_9, ///< combat helicopter, shadow and rotor
106 _disaster_images_6, _disaster_images_6, ///< big ufo and shadow
107 _disaster_images_7, _disaster_images_7, ///< skyranger and shadow
108 _disaster_images_4, _disaster_images_5, ///< small and big submarine sprites
111 void DisasterVehicle::UpdateImage()
113 SpriteID img = this->image_override;
114 if (img == 0) img = _disaster_images[this->subtype][this->direction];
115 this->sprite_seq.Set(img);
119 * Construct the disaster vehicle.
120 * @param x The X coordinate.
121 * @param y The Y coordinate.
122 * @param direction The direction the vehicle is facing.
123 * @param subtype The sub type of vehicle.
124 * @param big_ufo_destroyer_target The target for the UFO destroyer.
126 DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
127 SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
129 this->vehstatus = VS_UNCLICKABLE;
131 this->x_pos = x;
132 this->y_pos = y;
133 switch (subtype) {
134 case ST_ZEPPELINER:
135 case ST_SMALL_UFO:
136 case ST_AIRPLANE:
137 case ST_HELICOPTER:
138 case ST_BIG_UFO:
139 case ST_BIG_UFO_DESTROYER:
140 GetAircraftFlightLevelBounds(this, &this->z_pos, NULL);
141 break;
143 case ST_HELICOPTER_ROTORS:
144 GetAircraftFlightLevelBounds(this, &this->z_pos, NULL);
145 this->z_pos += ROTOR_Z_OFFSET;
146 break;
148 case ST_SMALL_SUBMARINE:
149 case ST_BIG_SUBMARINE:
150 this->z_pos = 0;
151 break;
153 case ST_ZEPPELINER_SHADOW:
154 case ST_SMALL_UFO_SHADOW:
155 case ST_AIRPLANE_SHADOW:
156 case ST_HELICOPTER_SHADOW:
157 case ST_BIG_UFO_SHADOW:
158 case ST_BIG_UFO_DESTROYER_SHADOW:
159 this->z_pos = 0;
160 this->vehstatus |= VS_SHADOW;
161 break;
164 this->direction = direction;
165 this->tile = TileVirtXY(x, y);
166 this->subtype = subtype;
167 this->UpdateDeltaXY(INVALID_DIR);
168 this->owner = OWNER_NONE;
169 this->image_override = 0;
170 this->current_order.Free();
172 this->UpdateImage();
173 this->UpdatePositionAndViewport();
177 * Update the position of the vehicle.
178 * @param x The new X-coordinate.
179 * @param y The new Y-coordinate.
180 * @param z The new Z-coordinate.
182 void DisasterVehicle::UpdatePosition(int x, int y, int z)
184 this->x_pos = x;
185 this->y_pos = y;
186 this->z_pos = z;
187 this->tile = TileVirtXY(x, y);
189 this->UpdateImage();
190 this->UpdatePositionAndViewport();
192 DisasterVehicle *u = this->Next();
193 if (u != NULL) {
194 int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
195 int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
197 u->x_pos = x;
198 u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
199 safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
200 u->z_pos = GetSlopePixelZ(safe_x, safe_y);
201 u->direction = this->direction;
203 u->UpdateImage();
204 u->UpdatePositionAndViewport();
206 if ((u = u->Next()) != NULL) {
207 u->x_pos = x;
208 u->y_pos = y;
209 u->z_pos = z + ROTOR_Z_OFFSET;
210 u->UpdatePositionAndViewport();
216 * Zeppeliner handling, v->current_order.dest states:
217 * 0: Zeppeliner initialization has found a small airport, go there and crash
218 * 1: Create crash and animate falling down for extra dramatic effect
219 * 2: Create more smoke and leave debris on ground
220 * 2: Clear the runway after some time and remove crashed zeppeliner
221 * If not airport was found, only state 0 is reached until zeppeliner leaves map
223 static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
225 v->tick_counter++;
227 if (v->current_order.GetDestination() < 2) {
228 if (HasBit(v->tick_counter, 0)) return true;
230 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
232 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
234 if (v->current_order.GetDestination() == 1) {
235 if (++v->age == 38) {
236 v->current_order.SetDestination(2);
237 v->age = 0;
240 if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
242 } else if (v->current_order.GetDestination() == 0) {
243 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
244 v->current_order.SetDestination(1);
245 v->age = 0;
247 SetDParam(0, GetStationIndex(v->tile));
248 AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone
249 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
253 if (v->y_pos >= (int)((MapSizeY() + 9) * TILE_SIZE - 1)) {
254 delete v;
255 return false;
258 return true;
261 if (v->current_order.GetDestination() > 2) {
262 if (++v->age <= 13320) return true;
264 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
265 Station *st = Station::GetByTile(v->tile);
266 CLRBITS(st->airport.flags, RUNWAY_IN_block);
267 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
270 v->UpdatePosition(v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
271 delete v;
272 return false;
275 int x = v->x_pos;
276 int y = v->y_pos;
277 int z = GetSlopePixelZ(x, y);
278 if (z < v->z_pos) z = v->z_pos - 1;
279 v->UpdatePosition(x, y, z);
281 if (++v->age == 1) {
282 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
283 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
284 v->image_override = SPR_BLIMP_CRASHING;
285 } else if (v->age == 70) {
286 v->image_override = SPR_BLIMP_CRASHED;
287 } else if (v->age <= 300) {
288 if (GB(v->tick_counter, 0, 3) == 0) {
289 uint32 r = Random();
291 CreateEffectVehicleRel(v,
292 GB(r, 0, 4) - 7,
293 GB(r, 4, 4) - 7,
294 GB(r, 8, 3) + 5,
295 EV_EXPLOSION_SMALL);
297 } else if (v->age == 350) {
298 v->current_order.SetDestination(3);
299 v->age = 0;
302 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
303 SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block);
306 return true;
310 * (Small) Ufo handling, v->current_order.dest states:
311 * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
312 * 1: Home in on a road vehicle and crash it >:)
313 * If not road vehicle was found, only state 0 is used and Ufo disappears after a while
315 static bool DisasterTick_Ufo(DisasterVehicle *v)
317 v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
319 if (v->current_order.GetDestination() == 0) {
320 /* Fly around randomly */
321 int x = TileX(v->dest_tile) * TILE_SIZE;
322 int y = TileY(v->dest_tile) * TILE_SIZE;
323 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
324 v->direction = GetDirectionTowards(v, x, y);
325 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
326 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
327 return true;
329 if (++v->age < 6) {
330 v->dest_tile = RandomTile();
331 return true;
333 v->current_order.SetDestination(1);
335 uint n = 0; // Total number of targetable road vehicles.
336 RoadVehicle *u;
337 FOR_ALL_ROADVEHICLES(u) {
338 if (u->IsFrontEngine()) n++;
341 if (n == 0) {
342 /* If there are no targetable road vehicles, destroy the UFO. */
343 delete v;
344 return false;
347 n = RandomRange(n); // Choose one of them.
348 FOR_ALL_ROADVEHICLES(u) {
349 /* Find (n+1)-th road vehicle. */
350 if (u->IsFrontEngine() && (n-- == 0)) break;
353 /* Target it. */
354 v->dest_tile = u->index;
355 v->age = 0;
356 return true;
357 } else {
358 /* Target a vehicle */
359 RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
360 assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine());
362 uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);
364 if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) {
365 u->breakdown_ctr = 3;
366 u->breakdown_delay = 140;
369 v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos);
370 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
372 int z = v->z_pos;
373 if (dist <= TILE_SIZE && z > u->z_pos) z--;
374 v->UpdatePosition(gp.x, gp.y, z);
376 if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
377 v->age++;
378 if (u->crashed_ctr == 0) {
379 u->Crash();
381 AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone
383 AI::NewEvent(u->owner, new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
384 Game::NewEvent(new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
388 /* Destroy? */
389 if (v->age > 50) {
390 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
391 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
392 delete v;
393 return false;
397 return true;
400 static void DestructIndustry(Industry *i)
402 for (TileIndex tile = 0; tile != MapSize(); tile++) {
403 if (i->TileBelongsToIndustry(tile)) {
404 ResetIndustryConstructionStage(tile);
405 MarkTileDirtyByTile(tile);
411 * Aircraft handling, v->current_order.dest states:
412 * 0: Fly towards the targeted industry
413 * 1: If within 15 tiles, fire away rockets and destroy industry
414 * 2: Industry explosions
415 * 3: Fly out of the map
416 * If the industry was removed in the meantime just fly to the end of the map.
417 * @param v The disaster vehicle.
418 * @param image_override The image at the time the aircraft is firing.
419 * @param leave_at_top True iff the vehicle leaves the map at the north side.
420 * @param news_message The string that's used as news message.
421 * @param industry_flag Only attack industries that have this flag set.
423 static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
425 v->tick_counter++;
426 v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
428 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
429 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
431 if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
432 delete v;
433 return false;
436 if (v->current_order.GetDestination() == 2) {
437 if (GB(v->tick_counter, 0, 2) == 0) {
438 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
439 int x = TileX(i->location.tile) * TILE_SIZE;
440 int y = TileY(i->location.tile) * TILE_SIZE;
441 uint32 r = Random();
443 CreateEffectVehicleAbove(
444 GB(r, 0, 6) + x,
445 GB(r, 6, 6) + y,
446 GB(r, 12, 4),
447 EV_EXPLOSION_SMALL);
449 if (++v->age >= 55) v->current_order.SetDestination(3);
451 } else if (v->current_order.GetDestination() == 1) {
452 if (++v->age == 112) {
453 v->current_order.SetDestination(2);
454 v->age = 0;
456 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
457 DestructIndustry(i);
459 SetDParam(0, i->town->index);
460 AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index); // delete the news, when the industry closes
461 if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
463 } else if (v->current_order.GetDestination() == 0) {
464 int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
465 int y = v->y_pos;
467 if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true;
469 TileIndex tile = TileVirtXY(x, y);
470 if (!IsTileType(tile, MP_INDUSTRY)) return true;
472 IndustryID ind = GetIndustryIndex(tile);
473 v->dest_tile = ind;
475 if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
476 v->current_order.SetDestination(1);
477 v->age = 0;
481 return true;
484 /** Airplane handling. */
485 static bool DisasterTick_Airplane(DisasterVehicle *v)
487 return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS);
490 /** Helicopter handling. */
491 static bool DisasterTick_Helicopter(DisasterVehicle *v)
493 return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS);
496 /** Helicopter rotor blades; keep these spinning */
497 static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
499 v->tick_counter++;
500 if (HasBit(v->tick_counter, 0)) return true;
502 SpriteID &cur_image = v->sprite_seq.seq[0].sprite;
503 if (++cur_image > SPR_ROTOR_MOVING_3) cur_image = SPR_ROTOR_MOVING_1;
505 v->UpdatePositionAndViewport();
507 return true;
511 * (Big) Ufo handling, v->current_order.dest states:
512 * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
513 * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
514 * because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
516 static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
518 v->tick_counter++;
520 if (v->current_order.GetDestination() == 1) {
521 int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
522 int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
523 if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
524 v->direction = GetDirectionTowards(v, x, y);
526 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
527 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
528 return true;
531 if (!IsValidTile(v->dest_tile)) {
532 /* Make sure we don't land outside the map. */
533 delete v;
534 return false;
537 int z = GetSlopePixelZ(v->x_pos, v->y_pos);
538 if (z < v->z_pos) {
539 v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos - 1);
540 return true;
543 v->current_order.SetDestination(2);
545 Vehicle *target;
546 FOR_ALL_VEHICLES(target) {
547 if (target->IsGroundVehicle()) {
548 if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
549 target->breakdown_ctr = 5;
550 target->breakdown_delay = 0xF0;
555 Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX);
556 SetDParam(0, t->index);
557 AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO, NT_ACCIDENT, v->tile);
559 if (!Vehicle::CanAllocateItem(2)) {
560 delete v;
561 return false;
563 DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
564 DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
565 u->SetNext(w);
566 } else if (v->current_order.GetDestination() == 0) {
567 int x = TileX(v->dest_tile) * TILE_SIZE;
568 int y = TileY(v->dest_tile) * TILE_SIZE;
569 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
570 v->direction = GetDirectionTowards(v, x, y);
571 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
572 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
573 return true;
576 if (++v->age < 6) {
577 v->dest_tile = RandomTile();
578 return true;
580 v->current_order.SetDestination(1);
582 TileIndex tile_org = RandomTile();
583 TileIndex tile = tile_org;
584 do {
585 if (IsPlainRailTile(tile) &&
586 Company::IsHumanID(GetTileOwner(tile))) {
587 break;
589 tile = TILE_MASK(tile + 1);
590 } while (tile != tile_org);
591 v->dest_tile = tile;
592 v->age = 0;
595 return true;
599 * Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
600 * 0: Home in on landed Ufo and shoot it down
602 static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
604 v->tick_counter++;
606 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
607 v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
609 if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
610 delete v;
611 return false;
614 if (v->current_order.GetDestination() == 0) {
615 Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
616 if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
617 v->current_order.SetDestination(1);
619 CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
620 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
622 delete u;
624 for (int i = 0; i != 80; i++) {
625 uint32 r = Random();
626 CreateEffectVehicleAbove(
627 GB(r, 0, 6) + v->x_pos - 32,
628 GB(r, 5, 6) + v->y_pos - 32,
630 EV_EXPLOSION_SMALL);
633 for (int dy = -3; dy < 3; dy++) {
634 for (int dx = -3; dx < 3; dx++) {
635 TileIndex tile = TileAddWrap(v->tile, dx, dy);
636 if (tile != INVALID_TILE) DisasterClearSquare(tile);
641 return true;
645 * Submarine, v->current_order.dest states:
646 * Unused, just float around aimlessly and pop up at different places, turning around
648 static bool DisasterTick_Submarine(DisasterVehicle *v)
650 v->tick_counter++;
652 if (++v->age > 8880) {
653 delete v;
654 return false;
657 if (!HasBit(v->tick_counter, 0)) return true;
659 TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
660 if (IsValidTile(tile)) {
661 TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
662 if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
663 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
664 v->UpdatePosition(gp.x, gp.y, v->z_pos);
665 return true;
669 v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
671 return true;
675 static bool DisasterTick_NULL(DisasterVehicle *v)
677 return true;
680 typedef bool DisasterVehicleTickProc(DisasterVehicle *v);
682 static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
683 DisasterTick_Zeppeliner, DisasterTick_NULL,
684 DisasterTick_Ufo, DisasterTick_NULL,
685 DisasterTick_Airplane, DisasterTick_NULL,
686 DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
687 DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
688 DisasterTick_NULL,
689 DisasterTick_Submarine,
690 DisasterTick_Submarine,
694 bool DisasterVehicle::Tick()
696 return _disastervehicle_tick_procs[this->subtype](this);
699 typedef void DisasterInitProc();
703 * Zeppeliner which crashes on a small airport if one found,
704 * otherwise crashes on a random tile
706 static void Disaster_Zeppeliner_Init()
708 if (!Vehicle::CanAllocateItem(2)) return;
710 /* Pick a random place, unless we find a small airport */
711 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
713 Station *st;
714 FOR_ALL_STATIONS(st) {
715 if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) {
716 x = (TileX(st->airport.tile) + 2) * TILE_SIZE;
717 break;
721 DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER);
722 /* Allocate shadow */
723 DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
724 v->SetNext(u);
729 * Ufo which flies around aimlessly from the middle of the map a bit
730 * until it locates a road vehicle which it targets and then destroys
732 static void Disaster_Small_Ufo_Init()
734 if (!Vehicle::CanAllocateItem(2)) return;
736 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
737 DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO);
738 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
740 /* Allocate shadow */
741 DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
742 v->SetNext(u);
746 /* Combat airplane which destroys an oil refinery */
747 static void Disaster_Airplane_Init()
749 if (!Vehicle::CanAllocateItem(2)) return;
751 Industry *i, *found = NULL;
753 FOR_ALL_INDUSTRIES(i) {
754 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
755 (found == NULL || Chance16(1, 2))) {
756 found = i;
760 if (found == NULL) return;
762 /* Start from the bottom (south side) of the map */
763 int x = (MapSizeX() + 9) * TILE_SIZE - 1;
764 int y = TileY(found->location.tile) * TILE_SIZE + 37;
766 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE);
767 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE_SHADOW);
768 v->SetNext(u);
772 /** Combat helicopter that destroys a factory */
773 static void Disaster_Helicopter_Init()
775 if (!Vehicle::CanAllocateItem(3)) return;
777 Industry *i, *found = NULL;
779 FOR_ALL_INDUSTRIES(i) {
780 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
781 (found == NULL || Chance16(1, 2))) {
782 found = i;
786 if (found == NULL) return;
788 int x = -16 * (int)TILE_SIZE;
789 int y = TileY(found->location.tile) * TILE_SIZE + 37;
791 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER);
792 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_SHADOW);
793 v->SetNext(u);
795 DisasterVehicle *w = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_ROTORS);
796 u->SetNext(w);
800 /* Big Ufo which lands on a piece of rail and will consequently be shot
801 * down by a combat airplane, destroying the surroundings */
802 static void Disaster_Big_Ufo_Init()
804 if (!Vehicle::CanAllocateItem(2)) return;
806 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
807 int y = MapMaxX() * TILE_SIZE - 1;
809 DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
810 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
812 /* Allocate shadow */
813 DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO_SHADOW);
814 v->SetNext(u);
818 static void Disaster_Submarine_Init(DisasterSubType subtype)
820 if (!Vehicle::CanAllocateItem()) return;
822 int y;
823 Direction dir;
824 uint32 r = Random();
825 int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
827 if (HasBit(r, 31)) {
828 y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1;
829 dir = DIR_NW;
830 } else {
831 y = TILE_SIZE / 2;
832 if (_settings_game.construction.freeform_edges) y += TILE_SIZE;
833 dir = DIR_SE;
835 if (!IsWaterTile(TileVirtXY(x, y))) return;
837 new DisasterVehicle(x, y, dir, subtype);
840 /* Curious submarine #1, just floats around */
841 static void Disaster_Small_Submarine_Init()
843 Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
847 /* Curious submarine #2, just floats around */
848 static void Disaster_Big_Submarine_Init()
850 Disaster_Submarine_Init(ST_BIG_SUBMARINE);
855 * Coal mine catastrophe, destroys a stretch of 30 tiles of
856 * land in a certain direction
858 static void Disaster_CoalMine_Init()
860 int index = GB(Random(), 0, 4);
861 uint m;
863 for (m = 0; m < 15; m++) {
864 const Industry *i;
866 FOR_ALL_INDUSTRIES(i) {
867 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
868 SetDParam(0, i->town->index);
869 AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NT_ACCIDENT, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes
872 TileIndex tile = i->location.tile;
873 TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
875 for (uint n = 0; n < 30; n++) {
876 DisasterClearSquare(tile);
877 tile += step;
878 if (!IsValidTile(tile)) break;
881 return;
887 struct Disaster {
888 DisasterInitProc *init_proc; ///< The init function for this disaster.
889 Year min_year; ///< The first year this disaster will occur.
890 Year max_year; ///< The last year this disaster will occur.
893 static const Disaster _disasters[] = {
894 {Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner
895 {Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small)
896 {Disaster_Airplane_Init, 1960, 1990}, // airplane
897 {Disaster_Helicopter_Init, 1970, 2000}, // helicopter
898 {Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big)
899 {Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small)
900 {Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big)
901 {Disaster_CoalMine_Init, 1950, 1985}, // coalmine
904 static void DoDisaster()
906 byte buf[lengthof(_disasters)];
908 byte j = 0;
909 for (size_t i = 0; i != lengthof(_disasters); i++) {
910 if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i;
913 if (j == 0) return;
915 _disasters[buf[RandomRange(j)]].init_proc();
919 static void ResetDisasterDelay()
921 _disaster_delay = GB(Random(), 0, 9) + 730;
924 void DisasterDailyLoop()
926 if (--_disaster_delay != 0) return;
928 ResetDisasterDelay();
930 if (_settings_game.difficulty.disasters != 0) DoDisaster();
933 void StartupDisasters()
935 ResetDisasterDelay();
939 * Marks all disasters targeting this industry in such a way
940 * they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
941 * @param i deleted industry
943 void ReleaseDisastersTargetingIndustry(IndustryID i)
945 DisasterVehicle *v;
946 FOR_ALL_DISASTERVEHICLES(v) {
947 /* primary disaster vehicles that have chosen target */
948 if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
949 /* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
950 if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
956 * Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
957 * @param vehicle deleted vehicle
959 void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
961 DisasterVehicle *v;
962 FOR_ALL_DISASTERVEHICLES(v) {
963 /* primary disaster vehicles that have chosen target */
964 if (v->subtype == ST_SMALL_UFO) {
965 if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
966 /* Revert to target-searching */
967 v->current_order.SetDestination(0);
968 v->dest_tile = RandomTile();
969 GetAircraftFlightLevelBounds(v, &v->z_pos, NULL);
970 v->age = 0;
976 void DisasterVehicle::UpdateDeltaXY(Direction direction)
978 this->x_offs = -1;
979 this->y_offs = -1;
980 this->x_extent = 2;
981 this->y_extent = 2;
982 this->z_extent = 5;