OpenTTD Source 20250505-master-ga46b885640
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All disaster/easter egg vehicles are handled here. More...
#include "stdafx.h"
#include "aircraft.h"
#include "disaster_vehicle.h"
#include "industry.h"
#include "station_base.h"
#include "command_func.h"
#include "news_func.h"
#include "town.h"
#include "company_func.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "roadveh.h"
#include "train.h"
#include "ai/ai.hpp"
#include "game/game.hpp"
#include "company_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "landscape_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_economy.h"
#include "table/strings.h"
#include "safeguards.h"
Go to the source code of this file.
Data Structures | |
struct | Disaster |
Typedefs | |
typedef bool | DisasterVehicleTickProc(DisasterVehicle *v) |
typedef void | DisasterInitProc() |
Functions | |
static void | DisasterClearSquare (TileIndex tile) |
static bool | DisasterTick_Zeppeliner (DisasterVehicle *v) |
Zeppeliner handling, v->state states: 0: Zeppeliner initialization has found a small airport, go there and crash 1: Create crash and animate falling down for extra dramatic effect 2: Create more smoke and leave debris on ground 2: Clear the runway after some time and remove crashed zeppeliner If not airport was found, only state 0 is reached until zeppeliner leaves map. | |
static bool | DisasterTick_Ufo (DisasterVehicle *v) |
(Small) Ufo handling, v->state states: 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle 1: Home in on a road vehicle and crash it >:) If not road vehicle was found, only state 0 is used and Ufo disappears after a while | |
static void | DestructIndustry (Industry *i) |
static bool | DisasterTick_Aircraft (DisasterVehicle *v, uint16_t image_override, bool leave_at_top, StringID news_message, IndustryBehaviour behaviour) |
Aircraft handling, v->state states: 0: Fly towards the targeted industry 1: If within 15 tiles, fire away rockets and destroy industry 2: Industry explosions 3: Fly out of the map If the industry was removed in the meantime just fly to the end of the map. | |
static bool | DisasterTick_Airplane (DisasterVehicle *v) |
Airplane handling. | |
static bool | DisasterTick_Helicopter (DisasterVehicle *v) |
Helicopter handling. | |
static bool | DisasterTick_Helicopter_Rotors (DisasterVehicle *v) |
Helicopter rotor blades; keep these spinning. | |
static bool | DisasterTick_Big_Ufo (DisasterVehicle *v) |
(Big) Ufo handling, v->state states: 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait... because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess | |
static bool | DisasterTick_Big_Ufo_Destroyer (DisasterVehicle *v) |
Skyranger destroying (Big) Ufo handling, v->state states: 0: Home in on landed Ufo and shoot it down. | |
static bool | DisasterTick_Submarine (DisasterVehicle *v) |
Submarine, v->state states: Unused, just float around aimlessly and pop up at different places, turning around. | |
static bool | DisasterTick_NULL (DisasterVehicle *) |
static void | Disaster_Zeppeliner_Init () |
Zeppeliner which crashes on a small airport if one found, otherwise crashes on a random tile. | |
static void | Disaster_Small_Ufo_Init () |
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_Airplane_Init () |
static void | Disaster_Helicopter_Init () |
Combat helicopter that destroys a factory. | |
static void | Disaster_Big_Ufo_Init () |
static void | Disaster_Submarine_Init (DisasterSubType subtype) |
static void | Disaster_Small_Submarine_Init () |
static void | Disaster_Big_Submarine_Init () |
static void | Disaster_CoalMine_Init () |
Coal mine catastrophe, destroys a stretch of 30 tiles of land in a certain direction. | |
static void | DoDisaster () |
static void | ResetDisasterDelay () |
void | StartupDisasters () |
void | ReleaseDisastersTargetingIndustry (IndustryID i) |
Marks all disasters targeting this industry in such a way they won't call Industry::Get(v->dest_tile) on invalid industry anymore. | |
void | ReleaseDisasterVehicle (VehicleID vehicle) |
Notify disasters that we are about to delete a vehicle. | |
Variables | |
uint16_t | _disaster_delay |
Delay counter for considering the next disaster. | |
static const SpriteID | _disaster_images_1 [] = {SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP, SPR_BLIMP} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
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} |
static const SpriteID *const | _disaster_images [] |
static DisasterVehicleTickProc *const | _disastervehicle_tick_procs [] |
static const Disaster | _disasters [] |
static IntervalTimer< TimerGameEconomy > | _economy_disaster_daily ({TimerGameEconomy::DAY, TimerGameEconomy::Priority::DISASTER}, [](auto) { if(--_disaster_delay !=0) return;ResetDisasterDelay();if(_settings_game.difficulty.disasters !=0) DoDisaster();}) |
All disaster/easter egg vehicles are handled here.
The general flow of control for the disaster vehicles is as follows:
Definition in file disaster_vehicle.cpp.
typedef void DisasterInitProc() |
Definition at line 721 of file disaster_vehicle.cpp.
typedef bool DisasterVehicleTickProc(DisasterVehicle *v) |
Definition at line 702 of file disaster_vehicle.cpp.
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Definition at line 408 of file disaster_vehicle.cpp.
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Definition at line 768 of file disaster_vehicle.cpp.
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Definition at line 869 of file disaster_vehicle.cpp.
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Definition at line 823 of file disaster_vehicle.cpp.
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Coal mine catastrophe, destroys a stretch of 30 tiles of land in a certain direction.
Definition at line 879 of file disaster_vehicle.cpp.
References Accident, IndustrySpec::behaviour, CanSubsidence, GB(), GetEncodedString(), GetIndustrySpec(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem< Tpool >::index, IsValidTile(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_industry_pool >::Iterate(), Industry::location, Random, BaseBitSet< Timpl, Tvalue_type, Tstorage, Tmask >::Test(), OrthogonalTileArea::tile, TileDiffXY(), TileOffsByDiagDir(), Industry::town, and Industry::type.
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Combat helicopter that destroys a factory.
Definition at line 794 of file disaster_vehicle.cpp.
References IndustrySpec::behaviour, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::CanAllocateItem(), Chance16(), ChopperAttacks, DIR_SW, GetIndustrySpec(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_industry_pool >::Iterate(), Industry::location, Vehicle::SetNext(), ST_HELICOPTER, ST_HELICOPTER_ROTORS, ST_HELICOPTER_SHADOW, BaseBitSet< Timpl, Tvalue_type, Tstorage, Tmask >::Test(), OrthogonalTileArea::tile, TILE_SIZE, TileY(), and Industry::type.
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Definition at line 862 of file disaster_vehicle.cpp.
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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.
Definition at line 753 of file disaster_vehicle.cpp.
References Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::CanAllocateItem(), Vehicle::dest_tile, DIR_SE, RandomTile, Vehicle::SetNext(), Map::SizeX(), Map::SizeY(), ST_SMALL_UFO, ST_SMALL_UFO_SHADOW, TILE_SIZE, TileX(), and TileXY().
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Definition at line 839 of file disaster_vehicle.cpp.
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Zeppeliner which crashes on a small airport if one found, otherwise crashes on a random tile.
Definition at line 728 of file disaster_vehicle.cpp.
References AT_LARGE, AT_SMALL, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::CanAllocateItem(), DIR_SE, INVALID_TILE, SpecializedStation< Station, false >::Iterate(), RandomTile, Vehicle::SetNext(), ST_ZEPPELINER, ST_ZEPPELINER_SHADOW, TILE_SIZE, and TileX().
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Definition at line 59 of file disaster_vehicle.cpp.
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Aircraft handling, v->state states: 0: Fly towards the targeted industry 1: If within 15 tiles, fire away rockets and destroy industry 2: Industry explosions 3: Fly out of the map If the industry was removed in the meantime just fly to the end of the map.
v | The disaster vehicle. |
image_override | The image at the time the aircraft is firing. |
leave_at_top | True iff the vehicle leaves the map at the north side. |
news_message | The string that's used as news message. |
behaviour | Only attack industries that have this behaviour set. |
Definition at line 431 of file disaster_vehicle.cpp.
References _settings_client, Accident, Vehicle::age, CreateEffectVehicleAbove(), Vehicle::dest_tile, SoundSettings::disaster, EV_EXPLOSION_SMALL, GB(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_industry_pool >::Get(), GetEncodedString(), GetIndustryIndex(), GetIndustrySpec(), GetNewVehiclePos(), HasBit(), DisasterVehicle::image_override, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem< Tpool >::index, IsTileType(), Industry::location, Map::MaxX(), TimerGameConst< struct Calendar >::MIN_DATE, MP_INDUSTRY, Random, Map::SizeX(), SND_12_EXPLOSION, ClientSettings::sound, DisasterVehicle::state, Vehicle::tick_counter, OrthogonalTileArea::tile, TILE_SIZE, TileVirtXY(), TileX(), TileY(), Industry::town, DisasterVehicle::UpdatePosition(), Vehicle::x_pos, GetNewVehiclePosResult::y, and Vehicle::y_pos.
Referenced by DisasterTick_Airplane(), and DisasterTick_Helicopter().
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Airplane handling.
Definition at line 492 of file disaster_vehicle.cpp.
References AirplaneAttacks, and DisasterTick_Aircraft().
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(Big) Ufo handling, v->state 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
Definition at line 523 of file disaster_vehicle.cpp.
References Accident, Vehicle::age, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::CanAllocateItem(), ClosestTownFromTile(), Crashed, Delta(), Vehicle::dest_tile, DIR_SW, Vehicle::direction, GetEncodedString(), GetNewVehiclePos(), GetSlopePixelZ(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem< Tpool >::index, Company::IsHumanID(), IsPlainRailTile(), IsValidTile(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::Iterate(), SpecializedVehicle< T, Type >::Iterate(), TimerGameConst< struct Calendar >::MIN_DATE, RandomRange(), RandomTile, Vehicle::SetNext(), ST_BIG_UFO_DESTROYER, ST_BIG_UFO_DESTROYER_SHADOW, DisasterVehicle::state, Vehicle::tick_counter, Vehicle::tile, TILE_SIZE, TileX(), TileY(), DisasterVehicle::UpdatePosition(), Vehicle::x_pos, GetNewVehiclePosResult::y, Vehicle::y_pos, and Vehicle::z_pos.
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Skyranger destroying (Big) Ufo handling, v->state states: 0: Home in on landed Ufo and shoot it down.
Definition at line 624 of file disaster_vehicle.cpp.
References _settings_client, DisasterVehicle::big_ufo_destroyer_target, CreateEffectVehicleAbove(), CreateEffectVehicleRel(), Delta(), SoundSettings::disaster, EV_EXPLOSION_LARGE, EV_EXPLOSION_SMALL, GB(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::Get(), GetNewVehiclePos(), INVALID_TILE, Random, Map::SizeX(), SND_12_EXPLOSION, ClientSettings::sound, DisasterVehicle::state, Vehicle::tick_counter, Vehicle::tile, TILE_SIZE, TileAddWrap(), DisasterVehicle::UpdatePosition(), Vehicle::x_pos, GetNewVehiclePosResult::y, and Vehicle::y_pos.
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Helicopter handling.
Definition at line 498 of file disaster_vehicle.cpp.
References ChopperAttacks, and DisasterTick_Aircraft().
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Helicopter rotor blades; keep these spinning.
Definition at line 504 of file disaster_vehicle.cpp.
References HasBit(), Vehicle::sprite_cache, MutableSpriteCache::sprite_seq, Vehicle::tick_counter, and Vehicle::UpdatePositionAndViewport().
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Definition at line 697 of file disaster_vehicle.cpp.
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Submarine, v->state states: Unused, just float around aimlessly and pop up at different places, turning around.
Definition at line 670 of file disaster_vehicle.cpp.
References Vehicle::age, Chance16(), ChangeDir(), DIRDIFF_90LEFT, DIRDIFF_90RIGHT, Vehicle::direction, DirToDiagDir(), GB(), GetNewVehiclePos(), GetTileTrackStatus(), HasBit(), IsValidTile(), Random, Vehicle::tick_counter, Vehicle::tile, TileOffsByDiagDir(), TRACK_BIT_ALL, TrackStatusToTrackBits(), TRANSPORT_WATER, DisasterVehicle::UpdatePosition(), GetNewVehiclePosResult::y, and Vehicle::z_pos.
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(Small) Ufo handling, v->state states: 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle 1: Home in on a road vehicle and crash it >:) If not road vehicle was found, only state 0 is used and Ufo disappears after a while
Definition at line 315 of file disaster_vehicle.cpp.
References _settings_client, Accident, Vehicle::age, Vehicle::breakdown_ctr, Vehicle::breakdown_delay, RoadVehicle::Crash(), RoadVehicle::crashed_ctr, CreateEffectVehicleRel(), Delta(), Vehicle::dest_tile, Vehicle::direction, SoundSettings::disaster, RoadVehicle::disaster_vehicle, EV_EXPLOSION_LARGE, SpecializedVehicle< T, Type >::Get(), GetEncodedString(), GetNewVehiclePos(), HasBit(), Hidden, DisasterVehicle::image_override, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem< Tpool >::index, Vehicle::IsFrontEngine(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_company_pool >::Iterate(), SpecializedVehicle< T, Type >::Iterate(), TimerGameConst< struct Calendar >::MIN_DATE, Game::NewEvent(), AI::NewEvent(), Vehicle::owner, RandomRange(), RandomTile, SND_12_EXPLOSION, ClientSettings::sound, DisasterVehicle::state, BaseBitSet< Timpl, Tvalue_type, Tstorage, Tmask >::Test(), Vehicle::tick_counter, Vehicle::tile, TILE_SIZE, TileX(), TileY(), BaseVehicle::type, DisasterVehicle::UpdatePosition(), VEH_ROAD, Vehicle::vehstatus, Vehicle::x_pos, GetNewVehiclePosResult::y, Vehicle::y_pos, and Vehicle::z_pos.
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Zeppeliner handling, v->state states: 0: Zeppeliner initialization has found a small airport, go there and crash 1: Create crash and animate falling down for extra dramatic effect 2: Create more smoke and leave debris on ground 2: Clear the runway after some time and remove crashed zeppeliner If not airport was found, only state 0 is reached until zeppeliner leaves map.
Definition at line 224 of file disaster_vehicle.cpp.
References _settings_client, Accident, Vehicle::age, Station::airport, Airport::blocks, CreateEffectVehicleRel(), SoundSettings::disaster, EV_CRASH_SMOKE, EV_EXPLOSION_LARGE, EV_EXPLOSION_SMALL, GB(), BaseStation::GetByTile(), GetEncodedString(), GetNewVehiclePos(), GetSlopePixelZ(), GetStationIndex(), GetTileOwner(), HasBit(), DisasterVehicle::image_override, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem< Tpool >::index, IsAirportTile(), IsValidTile(), TimerGameConst< struct Calendar >::MIN_DATE, AI::NewEvent(), Random, BaseBitSet< Timpl, Tvalue_type, Tstorage, Tmask >::Reset(), Map::SizeY(), SND_12_EXPLOSION, ClientSettings::sound, DisasterVehicle::state, Vehicle::tick_counter, Vehicle::tile, TILE_SIZE, DisasterVehicle::UpdatePosition(), Vehicle::x_pos, GetNewVehiclePosResult::y, Vehicle::y_pos, and Vehicle::z_pos.
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Definition at line 922 of file disaster_vehicle.cpp.
void ReleaseDisastersTargetingIndustry | ( | IndustryID | i | ) |
Marks all disasters targeting this industry in such a way they won't call Industry::Get(v->dest_tile) on invalid industry anymore.
i | deleted industry |
Definition at line 962 of file disaster_vehicle.cpp.
References Vehicle::dest_tile, Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::Iterate(), ST_AIRPLANE, ST_HELICOPTER, DisasterVehicle::state, and Vehicle::subtype.
void ReleaseDisasterVehicle | ( | VehicleID | vehicle | ) |
Notify disasters that we are about to delete a vehicle.
So make them head elsewhere.
vehicle | deleted vehicle |
Definition at line 977 of file disaster_vehicle.cpp.
References Vehicle::age, Vehicle::dest_tile, GetAircraftFlightLevelBounds(), Pool< Titem, Tindex, Tgrowth_step, Tpool_type, Tcache >::PoolItem<&_vehicle_pool >::GetIfValid(), TimerGameConst< struct Calendar >::MIN_DATE, RandomTile, ST_SMALL_UFO, DisasterVehicle::state, Vehicle::subtype, and Vehicle::z_pos.
Referenced by Vehicle::PreDestructor().
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Definition at line 938 of file disaster_vehicle.cpp.
void StartupDisasters | ( | ) |
Definition at line 952 of file disaster_vehicle.cpp.
uint16_t _disaster_delay |
Delay counter for considering the next disaster.
Definition at line 57 of file disaster_vehicle.cpp.
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Definition at line 704 of file disaster_vehicle.cpp.