OpenTTD Source
20241108-master-g80f628063a
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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 industry_flag) |
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. More... | |
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... More... | |
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. More... | |
void | ReleaseDisasterVehicle (VehicleID vehicle) |
Notify disasters that we are about to delete a vehicle. More... | |
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.
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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. |
industry_flag | Only attack industries that have this flag set. |
Definition at line 432 of file disaster_vehicle.cpp.
Referenced by DisasterTick_Airplane(), and DisasterTick_Helicopter().
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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 525 of file disaster_vehicle.cpp.
References DisasterVehicle::state, and Vehicle::tick_counter.
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 966 of file disaster_vehicle.cpp.
References Vehicle::dest_tile, SpecializedVehicle< DisasterVehicle, VEH_DISASTER >::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 981 of file disaster_vehicle.cpp.
References Vehicle::age, Vehicle::dest_tile, GetAircraftFlightLevelBounds(), SpecializedVehicle< DisasterVehicle, VEH_DISASTER >::GetIfValid(), RandomTile, ST_SMALL_UFO, DisasterVehicle::state, Vehicle::subtype, and Vehicle::z_pos.
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Definition at line 102 of file disaster_vehicle.cpp.
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Definition at line 915 of file disaster_vehicle.cpp.
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Definition at line 707 of file disaster_vehicle.cpp.