(svn r25652) -Fix: Improve text caret movement for complex scripts.
[openttd/fttd.git] / src / disaster_cmd.cpp
bloba027dd0484f8c9421956fdd43f1cd0bdd701ffae
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_cmd.cpp
12 * All disaster/easter egg vehicles are handled here.
13 * The general flow of control for the disaster vehicles is as follows:
14 * <ol>
15 * <li>Initialize the disaster in a disaster specific way (eg start position,
16 * possible target, etc.) Disaster_XXX_Init() function
17 * <li>Add a subtype to a disaster, which is an index into the function array
18 * that handles the vehicle's ticks.
19 * <li>Run the disaster vehicles each tick until their target has been reached,
20 * this happens in the DisasterTick_XXX() functions. In here, a vehicle's
21 * state is kept by v->current_order.dest variable. Each achieved sub-target
22 * will increase this value, and the last one will remove the disaster itself
23 * </ol>
27 #include "stdafx.h"
29 #include "industry.h"
30 #include "station_base.h"
31 #include "command_func.h"
32 #include "news_func.h"
33 #include "town.h"
34 #include "company_func.h"
35 #include "strings_func.h"
36 #include "date_func.h"
37 #include "viewport_func.h"
38 #include "vehicle_func.h"
39 #include "sound_func.h"
40 #include "effectvehicle_func.h"
41 #include "roadveh.h"
42 #include "ai/ai.hpp"
43 #include "game/game.hpp"
44 #include "company_base.h"
45 #include "core/random_func.hpp"
46 #include "core/backup_type.hpp"
48 #include "table/strings.h"
50 /** Delay counter for considering the next disaster. */
51 uint16 _disaster_delay;
53 enum DisasterSubType {
54 ST_ZEPPELINER,
55 ST_ZEPPELINER_SHADOW,
56 ST_SMALL_UFO,
57 ST_SMALL_UFO_SHADOW,
58 ST_AIRPLANE,
59 ST_AIRPLANE_SHADOW,
60 ST_HELICOPTER,
61 ST_HELICOPTER_SHADOW,
62 ST_HELICOPTER_ROTORS,
63 ST_BIG_UFO,
64 ST_BIG_UFO_SHADOW,
65 ST_BIG_UFO_DESTROYER,
66 ST_BIG_UFO_DESTROYER_SHADOW,
67 ST_SMALL_SUBMARINE,
68 ST_BIG_SUBMARINE,
71 static const uint INITIAL_DISASTER_VEHICLE_ZPOS = 135; ///< Initial Z position of flying disaster vehicles.
73 static void DisasterClearSquare(TileIndex tile)
75 if (EnsureNoVehicleOnGround(tile).Failed()) return;
77 switch (GetTileType(tile)) {
78 case MP_RAILWAY:
79 if (Company::IsHumanID(GetTileOwner(tile)) && !IsRailDepot(tile)) {
80 Backup<CompanyByte> cur_company(_current_company, OWNER_WATER, FILE_LINE);
81 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
82 cur_company.Restore();
84 /* update signals in buffer */
85 UpdateSignalsInBuffer();
87 break;
89 case MP_HOUSE: {
90 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
91 DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
92 cur_company.Restore();
93 break;
96 case MP_TREES:
97 case MP_CLEAR:
98 DoClearSquare(tile);
99 break;
101 default:
102 break;
106 static const SpriteID _disaster_images_1[] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP};
107 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};
108 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};
109 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};
110 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};
111 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};
112 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};
113 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};
114 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};
116 static const SpriteID * const _disaster_images[] = {
117 _disaster_images_1, _disaster_images_1, ///< zeppeliner and zeppeliner shadow
118 _disaster_images_2, _disaster_images_2, ///< small ufo and small ufo shadow
119 _disaster_images_3, _disaster_images_3, ///< combat aircraft and shadow
120 _disaster_images_8, _disaster_images_8, _disaster_images_9, ///< combat helicopter, shadow and rotor
121 _disaster_images_6, _disaster_images_6, ///< big ufo and shadow
122 _disaster_images_7, _disaster_images_7, ///< skyranger and shadow
123 _disaster_images_4, _disaster_images_5, ///< small and big submarine sprites
126 static void DisasterVehicleUpdateImage(DisasterVehicle *v)
128 SpriteID img = v->image_override;
129 if (img == 0) img = _disaster_images[v->subtype][v->direction];
130 v->cur_image = img;
134 * Initialize a disaster vehicle. These vehicles are of type VEH_DISASTER, are unclickable
135 * and owned by nobody
137 static void InitializeDisasterVehicle(DisasterVehicle *v, int x, int y, int z, Direction direction, byte subtype)
139 v->x_pos = x;
140 v->y_pos = y;
141 v->z_pos = z;
142 v->tile = TileVirtXY(x, y);
143 v->direction = direction;
144 v->subtype = subtype;
145 v->UpdateDeltaXY(INVALID_DIR);
146 v->owner = OWNER_NONE;
147 v->vehstatus = VS_UNCLICKABLE;
148 v->image_override = 0;
149 v->current_order.Free();
151 DisasterVehicleUpdateImage(v);
152 VehicleUpdatePositionAndViewport(v);
155 static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
157 v->x_pos = x;
158 v->y_pos = y;
159 v->z_pos = z;
160 v->tile = TileVirtXY(x, y);
162 DisasterVehicleUpdateImage(v);
163 VehicleUpdatePositionAndViewport(v);
165 DisasterVehicle *u = v->Next();
166 if (u != NULL) {
167 int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
168 int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
170 u->x_pos = x;
171 u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
172 safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
173 u->z_pos = GetSlopePixelZ(safe_x, safe_y);
174 u->direction = v->direction;
176 DisasterVehicleUpdateImage(u);
177 VehicleUpdatePositionAndViewport(u);
179 if ((u = u->Next()) != NULL) {
180 u->x_pos = x;
181 u->y_pos = y;
182 u->z_pos = z + 5;
183 VehicleUpdatePositionAndViewport(u);
189 * Zeppeliner handling, v->current_order.dest states:
190 * 0: Zeppeliner initialization has found a small airport, go there and crash
191 * 1: Create crash and animate falling down for extra dramatic effect
192 * 2: Create more smoke and leave debris on ground
193 * 2: Clear the runway after some time and remove crashed zeppeliner
194 * If not airport was found, only state 0 is reached until zeppeliner leaves map
196 static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
198 v->tick_counter++;
200 if (v->current_order.GetDestination() < 2) {
201 if (HasBit(v->tick_counter, 0)) return true;
203 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
205 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
207 if (v->current_order.GetDestination() == 1) {
208 if (++v->age == 38) {
209 v->current_order.SetDestination(2);
210 v->age = 0;
213 if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
215 } else if (v->current_order.GetDestination() == 0) {
216 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
217 v->current_order.SetDestination(1);
218 v->age = 0;
220 SetDParam(0, GetStationIndex(v->tile));
221 AddVehicleNewsItem(STR_NEWS_DISASTER_ZEPPELIN, NT_ACCIDENT, v->index); // Delete the news, when the zeppelin is gone
222 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCrashed(GetStationIndex(v->tile)));
226 if (v->y_pos >= (int)((MapSizeY() + 9) * TILE_SIZE - 1)) {
227 delete v;
228 return false;
231 return true;
234 if (v->current_order.GetDestination() > 2) {
235 if (++v->age <= 13320) return true;
237 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
238 Station *st = Station::GetByTile(v->tile);
239 CLRBITS(st->airport.flags, RUNWAY_IN_block);
240 AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
243 SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos);
244 delete v;
245 return false;
248 int x = v->x_pos;
249 int y = v->y_pos;
250 int z = GetSlopePixelZ(x, y);
251 if (z < v->z_pos) z = v->z_pos - 1;
252 SetDisasterVehiclePos(v, x, y, z);
254 if (++v->age == 1) {
255 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
256 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
257 v->image_override = SPR_BLIMP_CRASHING;
258 } else if (v->age == 70) {
259 v->image_override = SPR_BLIMP_CRASHED;
260 } else if (v->age <= 300) {
261 if (GB(v->tick_counter, 0, 3) == 0) {
262 uint32 r = Random();
264 CreateEffectVehicleRel(v,
265 GB(r, 0, 4) - 7,
266 GB(r, 4, 4) - 7,
267 GB(r, 8, 3) + 5,
268 EV_EXPLOSION_SMALL);
270 } else if (v->age == 350) {
271 v->current_order.SetDestination(3);
272 v->age = 0;
275 if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
276 SETBITS(Station::GetByTile(v->tile)->airport.flags, RUNWAY_IN_block);
279 return true;
283 * (Small) Ufo handling, v->current_order.dest states:
284 * 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
285 * 1: Home in on a road vehicle and crash it >:)
286 * If not road vehicle was found, only state 0 is used and Ufo disappears after a while
288 static bool DisasterTick_Ufo(DisasterVehicle *v)
290 v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
292 if (v->current_order.GetDestination() == 0) {
293 /* Fly around randomly */
294 int x = TileX(v->dest_tile) * TILE_SIZE;
295 int y = TileY(v->dest_tile) * TILE_SIZE;
296 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
297 v->direction = GetDirectionTowards(v, x, y);
298 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
299 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
300 return true;
302 if (++v->age < 6) {
303 v->dest_tile = RandomTile();
304 return true;
306 v->current_order.SetDestination(1);
308 uint n = 0; // Total number of targetable road vehicles.
309 RoadVehicle *u;
310 FOR_ALL_ROADVEHICLES(u) {
311 if (u->IsFrontEngine()) n++;
314 if (n == 0) {
315 /* If there are no targetable road vehicles, destroy the UFO. */
316 delete v;
317 return false;
320 n = RandomRange(n); // Choose one of them.
321 FOR_ALL_ROADVEHICLES(u) {
322 /* Find (n+1)-th road vehicle. */
323 if (u->IsFrontEngine() && (n-- == 0)) break;
326 /* Target it. */
327 v->dest_tile = u->index;
328 v->age = 0;
329 return true;
330 } else {
331 /* Target a vehicle */
332 RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
333 assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine());
335 uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);
337 if (dist < TILE_SIZE && !(u->vehstatus & VS_HIDDEN) && u->breakdown_ctr == 0) {
338 u->breakdown_ctr = 3;
339 u->breakdown_delay = 140;
342 v->direction = GetDirectionTowards(v, u->x_pos, u->y_pos);
343 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
345 int z = v->z_pos;
346 if (dist <= TILE_SIZE && z > u->z_pos) z--;
347 SetDisasterVehiclePos(v, gp.x, gp.y, z);
349 if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
350 v->age++;
351 if (u->crashed_ctr == 0) {
352 u->Crash();
354 AddVehicleNewsItem(STR_NEWS_DISASTER_SMALL_UFO, NT_ACCIDENT, u->index); // delete the news, when the roadvehicle is gone
356 AI::NewEvent(u->owner, new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
357 Game::NewEvent(new ScriptEventVehicleCrashed(u->index, u->tile, ScriptEventVehicleCrashed::CRASH_RV_UFO));
361 /* Destroy? */
362 if (v->age > 50) {
363 CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
364 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, v);
365 delete v;
366 return false;
370 return true;
373 static void DestructIndustry(Industry *i)
375 for (TileIndex tile = 0; tile != MapSize(); tile++) {
376 if (i->TileBelongsToIndustry(tile)) {
377 ResetIndustryConstructionStage(tile);
378 MarkTileDirtyByTile(tile);
384 * Aircraft handling, v->current_order.dest states:
385 * 0: Fly towards the targeted industry
386 * 1: If within 15 tiles, fire away rockets and destroy industry
387 * 2: Industry explosions
388 * 3: Fly out of the map
389 * If the industry was removed in the meantime just fly to the end of the map.
390 * @param v The disaster vehicle.
391 * @param image_override The image at the time the aircraft is firing.
392 * @param leave_at_top True iff the vehicle leaves the map at the north side.
393 * @param news_message The string that's used as news message.
394 * @param industry_flag Only attack industries that have this flag set.
396 static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
398 v->tick_counter++;
399 v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
401 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
402 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
404 if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
405 delete v;
406 return false;
409 if (v->current_order.GetDestination() == 2) {
410 if (GB(v->tick_counter, 0, 2) == 0) {
411 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
412 int x = TileX(i->location.tile) * TILE_SIZE;
413 int y = TileY(i->location.tile) * TILE_SIZE;
414 uint32 r = Random();
416 CreateEffectVehicleAbove(
417 GB(r, 0, 6) + x,
418 GB(r, 6, 6) + y,
419 GB(r, 12, 4),
420 EV_EXPLOSION_SMALL);
422 if (++v->age >= 55) v->current_order.SetDestination(3);
424 } else if (v->current_order.GetDestination() == 1) {
425 if (++v->age == 112) {
426 v->current_order.SetDestination(2);
427 v->age = 0;
429 Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
430 DestructIndustry(i);
432 SetDParam(0, i->town->index);
433 AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index); // delete the news, when the industry closes
434 if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
436 } else if (v->current_order.GetDestination() == 0) {
437 int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
438 int y = v->y_pos;
440 if ((uint)x > MapMaxX() * TILE_SIZE - 1) return true;
442 TileIndex tile = TileVirtXY(x, y);
443 if (!IsTileType(tile, MP_INDUSTRY)) return true;
445 IndustryID ind = GetIndustryIndex(tile);
446 v->dest_tile = ind;
448 if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
449 v->current_order.SetDestination(1);
450 v->age = 0;
454 return true;
457 /** Airplane handling. */
458 static bool DisasterTick_Airplane(DisasterVehicle *v)
460 return DisasterTick_Aircraft(v, SPR_F_15_FIRING, true, STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY, INDUSTRYBEH_AIRPLANE_ATTACKS);
463 /** Helicopter handling. */
464 static bool DisasterTick_Helicopter(DisasterVehicle *v)
466 return DisasterTick_Aircraft(v, SPR_AH_64A_FIRING, false, STR_NEWS_DISASTER_HELICOPTER_FACTORY, INDUSTRYBEH_CHOPPER_ATTACKS);
469 /** Helicopter rotor blades; keep these spinning */
470 static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
472 v->tick_counter++;
473 if (HasBit(v->tick_counter, 0)) return true;
475 if (++v->cur_image > SPR_ROTOR_MOVING_3) v->cur_image = SPR_ROTOR_MOVING_1;
477 VehicleUpdatePositionAndViewport(v);
479 return true;
483 * (Big) Ufo handling, v->current_order.dest states:
484 * 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
485 * 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
486 * because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
488 static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
490 v->tick_counter++;
492 if (v->current_order.GetDestination() == 1) {
493 int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
494 int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
495 if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
496 v->direction = GetDirectionTowards(v, x, y);
498 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
499 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
500 return true;
503 if (!IsValidTile(v->dest_tile)) {
504 /* Make sure we don't land outside the map. */
505 delete v;
506 return false;
509 int z = GetSlopePixelZ(v->x_pos, v->y_pos);
510 if (z < v->z_pos) {
511 SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1);
512 return true;
515 v->current_order.SetDestination(2);
517 Vehicle *target;
518 FOR_ALL_VEHICLES(target) {
519 if (target->IsGroundVehicle()) {
520 if (Delta(target->x_pos, v->x_pos) + Delta(target->y_pos, v->y_pos) <= 12 * (int)TILE_SIZE) {
521 target->breakdown_ctr = 5;
522 target->breakdown_delay = 0xF0;
527 Town *t = ClosestTownFromTile(v->dest_tile, UINT_MAX);
528 SetDParam(0, t->index);
529 AddTileNewsItem(STR_NEWS_DISASTER_BIG_UFO, NT_ACCIDENT, v->tile);
531 if (!Vehicle::CanAllocateItem(2)) {
532 delete v;
533 return false;
535 DisasterVehicle *u = new DisasterVehicle();
537 InitializeDisasterVehicle(u, -6 * (int)TILE_SIZE, v->y_pos, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_BIG_UFO_DESTROYER);
538 u->big_ufo_destroyer_target = v->index;
540 DisasterVehicle *w = new DisasterVehicle();
542 u->SetNext(w);
543 InitializeDisasterVehicle(w, -6 * (int)TILE_SIZE, v->y_pos, 0, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
544 w->vehstatus |= VS_SHADOW;
545 } else if (v->current_order.GetDestination() == 0) {
546 int x = TileX(v->dest_tile) * TILE_SIZE;
547 int y = TileY(v->dest_tile) * TILE_SIZE;
548 if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
549 v->direction = GetDirectionTowards(v, x, y);
550 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
551 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
552 return true;
555 if (++v->age < 6) {
556 v->dest_tile = RandomTile();
557 return true;
559 v->current_order.SetDestination(1);
561 TileIndex tile_org = RandomTile();
562 TileIndex tile = tile_org;
563 do {
564 if (IsPlainRailTile(tile) &&
565 Company::IsHumanID(GetTileOwner(tile))) {
566 break;
568 tile = TILE_MASK(tile + 1);
569 } while (tile != tile_org);
570 v->dest_tile = tile;
571 v->age = 0;
574 return true;
578 * Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
579 * 0: Home in on landed Ufo and shoot it down
581 static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
583 v->tick_counter++;
585 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
586 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
588 if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
589 delete v;
590 return false;
593 if (v->current_order.GetDestination() == 0) {
594 Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
595 if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
596 v->current_order.SetDestination(1);
598 CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
599 if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
601 delete u;
603 for (int i = 0; i != 80; i++) {
604 uint32 r = Random();
605 CreateEffectVehicleAbove(
606 GB(r, 0, 6) + v->x_pos - 32,
607 GB(r, 5, 6) + v->y_pos - 32,
609 EV_EXPLOSION_SMALL);
612 for (int dy = -3; dy < 3; dy++) {
613 for (int dx = -3; dx < 3; dx++) {
614 TileIndex tile = TileAddWrap(v->tile, dx, dy);
615 if (tile != INVALID_TILE) DisasterClearSquare(tile);
620 return true;
624 * Submarine, v->current_order.dest states:
625 * Unused, just float around aimlessly and pop up at different places, turning around
627 static bool DisasterTick_Submarine(DisasterVehicle *v)
629 v->tick_counter++;
631 if (++v->age > 8880) {
632 delete v;
633 return false;
636 if (!HasBit(v->tick_counter, 0)) return true;
638 TileIndex tile = v->tile + TileOffsByDiagDir(DirToDiagDir(v->direction));
639 if (IsValidTile(tile)) {
640 TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
641 if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
642 GetNewVehiclePosResult gp = GetNewVehiclePos(v);
643 SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
644 return true;
648 v->direction = ChangeDir(v->direction, GB(Random(), 0, 1) ? DIRDIFF_90RIGHT : DIRDIFF_90LEFT);
650 return true;
654 static bool DisasterTick_NULL(DisasterVehicle *v)
656 return true;
659 typedef bool DisasterVehicleTickProc(DisasterVehicle *v);
661 static DisasterVehicleTickProc * const _disastervehicle_tick_procs[] = {
662 DisasterTick_Zeppeliner, DisasterTick_NULL,
663 DisasterTick_Ufo, DisasterTick_NULL,
664 DisasterTick_Airplane, DisasterTick_NULL,
665 DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
666 DisasterTick_Big_Ufo, DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
667 DisasterTick_NULL,
668 DisasterTick_Submarine,
669 DisasterTick_Submarine,
673 bool DisasterVehicle::Tick()
675 return _disastervehicle_tick_procs[this->subtype](this);
678 typedef void DisasterInitProc();
682 * Zeppeliner which crashes on a small airport if one found,
683 * otherwise crashes on a random tile
685 static void Disaster_Zeppeliner_Init()
687 if (!Vehicle::CanAllocateItem(2)) return;
689 /* Pick a random place, unless we find a small airport */
690 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
692 Station *st;
693 FOR_ALL_STATIONS(st) {
694 if (st->airport.tile != INVALID_TILE && (st->airport.type == AT_SMALL || st->airport.type == AT_LARGE)) {
695 x = (TileX(st->airport.tile) + 2) * TILE_SIZE;
696 break;
700 DisasterVehicle *v = new DisasterVehicle();
701 InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_ZEPPELINER);
703 /* Allocate shadow */
704 DisasterVehicle *u = new DisasterVehicle();
705 v->SetNext(u);
706 InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
707 u->vehstatus |= VS_SHADOW;
712 * Ufo which flies around aimlessly from the middle of the map a bit
713 * until it locates a road vehicle which it targets and then destroys
715 static void Disaster_Small_Ufo_Init()
717 if (!Vehicle::CanAllocateItem(2)) return;
719 DisasterVehicle *v = new DisasterVehicle();
720 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
722 InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_SMALL_UFO);
723 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
724 v->age = 0;
726 /* Allocate shadow */
727 DisasterVehicle *u = new DisasterVehicle();
728 v->SetNext(u);
729 InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
730 u->vehstatus |= VS_SHADOW;
734 /* Combat airplane which destroys an oil refinery */
735 static void Disaster_Airplane_Init()
737 if (!Vehicle::CanAllocateItem(2)) return;
739 Industry *i, *found = NULL;
741 FOR_ALL_INDUSTRIES(i) {
742 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
743 (found == NULL || Chance16(1, 2))) {
744 found = i;
748 if (found == NULL) return;
750 DisasterVehicle *v = new DisasterVehicle();
752 /* Start from the bottom (south side) of the map */
753 int x = (MapSizeX() + 9) * TILE_SIZE - 1;
754 int y = TileY(found->location.tile) * TILE_SIZE + 37;
756 InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NE, ST_AIRPLANE);
758 DisasterVehicle *u = new DisasterVehicle();
759 v->SetNext(u);
760 InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_AIRPLANE_SHADOW);
761 u->vehstatus |= VS_SHADOW;
765 /** Combat helicopter that destroys a factory */
766 static void Disaster_Helicopter_Init()
768 if (!Vehicle::CanAllocateItem(3)) return;
770 Industry *i, *found = NULL;
772 FOR_ALL_INDUSTRIES(i) {
773 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
774 (found == NULL || Chance16(1, 2))) {
775 found = i;
779 if (found == NULL) return;
781 DisasterVehicle *v = new DisasterVehicle();
783 int x = -16 * (int)TILE_SIZE;
784 int y = TileY(found->location.tile) * TILE_SIZE + 37;
786 InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_HELICOPTER);
788 DisasterVehicle *u = new DisasterVehicle();
789 v->SetNext(u);
790 InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_HELICOPTER_SHADOW);
791 u->vehstatus |= VS_SHADOW;
793 DisasterVehicle *w = new DisasterVehicle();
794 u->SetNext(w);
795 InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_HELICOPTER_ROTORS);
799 /* Big Ufo which lands on a piece of rail and will consequently be shot
800 * down by a combat airplane, destroying the surroundings */
801 static void Disaster_Big_Ufo_Init()
803 if (!Vehicle::CanAllocateItem(2)) return;
805 DisasterVehicle *v = new DisasterVehicle();
806 int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
807 int y = MapMaxX() * TILE_SIZE - 1;
809 InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NW, ST_BIG_UFO);
810 v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
811 v->age = 0;
813 /* Allocate shadow */
814 DisasterVehicle *u = new DisasterVehicle();
815 v->SetNext(u);
816 InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_BIG_UFO_SHADOW);
817 u->vehstatus |= VS_SHADOW;
821 static void Disaster_Submarine_Init(DisasterSubType subtype)
823 if (!Vehicle::CanAllocateItem()) return;
825 int y;
826 Direction dir;
827 uint32 r = Random();
828 int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
830 if (HasBit(r, 31)) {
831 y = MapMaxY() * TILE_SIZE - TILE_SIZE / 2 - 1;
832 dir = DIR_NW;
833 } else {
834 y = TILE_SIZE / 2;
835 if (_settings_game.construction.freeform_edges) y += TILE_SIZE;
836 dir = DIR_SE;
838 if (!IsWaterTile(TileVirtXY(x, y))) return;
840 DisasterVehicle *v = new DisasterVehicle();
841 InitializeDisasterVehicle(v, x, y, 0, dir, subtype);
842 v->age = 0;
845 /* Curious submarine #1, just floats around */
846 static void Disaster_Small_Submarine_Init()
848 Disaster_Submarine_Init(ST_SMALL_SUBMARINE);
852 /* Curious submarine #2, just floats around */
853 static void Disaster_Big_Submarine_Init()
855 Disaster_Submarine_Init(ST_BIG_SUBMARINE);
860 * Coal mine catastrophe, destroys a stretch of 30 tiles of
861 * land in a certain direction
863 static void Disaster_CoalMine_Init()
865 int index = GB(Random(), 0, 4);
866 uint m;
868 for (m = 0; m < 15; m++) {
869 const Industry *i;
871 FOR_ALL_INDUSTRIES(i) {
872 if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CAN_SUBSIDENCE) && --index < 0) {
873 SetDParam(0, i->town->index);
874 AddTileNewsItem(STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE, NT_ACCIDENT, i->location.tile + TileDiffXY(1, 1)); // keep the news, even when the mine closes
877 TileIndex tile = i->location.tile;
878 TileIndexDiff step = TileOffsByDiagDir((DiagDirection)GB(Random(), 0, 2));
880 for (uint n = 0; n < 30; n++) {
881 DisasterClearSquare(tile);
882 tile += step;
883 if (!IsValidTile(tile)) break;
886 return;
892 struct Disaster {
893 DisasterInitProc *init_proc; ///< The init function for this disaster.
894 Year min_year; ///< The first year this disaster will occur.
895 Year max_year; ///< The last year this disaster will occur.
898 static const Disaster _disasters[] = {
899 {Disaster_Zeppeliner_Init, 1930, 1955}, // zeppeliner
900 {Disaster_Small_Ufo_Init, 1940, 1970}, // ufo (small)
901 {Disaster_Airplane_Init, 1960, 1990}, // airplane
902 {Disaster_Helicopter_Init, 1970, 2000}, // helicopter
903 {Disaster_Big_Ufo_Init, 2000, 2100}, // ufo (big)
904 {Disaster_Small_Submarine_Init, 1940, 1965}, // submarine (small)
905 {Disaster_Big_Submarine_Init, 1975, 2010}, // submarine (big)
906 {Disaster_CoalMine_Init, 1950, 1985}, // coalmine
909 static void DoDisaster()
911 byte buf[lengthof(_disasters)];
913 byte j = 0;
914 for (size_t i = 0; i != lengthof(_disasters); i++) {
915 if (_cur_year >= _disasters[i].min_year && _cur_year < _disasters[i].max_year) buf[j++] = (byte)i;
918 if (j == 0) return;
920 _disasters[buf[RandomRange(j)]].init_proc();
924 static void ResetDisasterDelay()
926 _disaster_delay = GB(Random(), 0, 9) + 730;
929 void DisasterDailyLoop()
931 if (--_disaster_delay != 0) return;
933 ResetDisasterDelay();
935 if (_settings_game.difficulty.disasters != 0) DoDisaster();
938 void StartupDisasters()
940 ResetDisasterDelay();
944 * Marks all disasters targeting this industry in such a way
945 * they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
946 * @param i deleted industry
948 void ReleaseDisastersTargetingIndustry(IndustryID i)
950 DisasterVehicle *v;
951 FOR_ALL_DISASTERVEHICLES(v) {
952 /* primary disaster vehicles that have chosen target */
953 if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
954 /* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
955 if (v->current_order.GetDestination() > 0 && v->dest_tile == i) v->current_order.SetDestination(3);
961 * Notify disasters that we are about to delete a vehicle. So make them head elsewhere.
962 * @param vehicle deleted vehicle
964 void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
966 DisasterVehicle *v;
967 FOR_ALL_DISASTERVEHICLES(v) {
968 /* primary disaster vehicles that have chosen target */
969 if (v->subtype == ST_SMALL_UFO) {
970 if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
971 /* Revert to target-searching */
972 v->current_order.SetDestination(0);
973 v->dest_tile = RandomTile();
974 v->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
975 v->age = 0;
981 void DisasterVehicle::UpdateDeltaXY(Direction direction)
983 this->x_offs = -1;
984 this->y_offs = -1;
985 this->x_extent = 2;
986 this->y_extent = 2;
987 this->z_extent = 5;