disaster_cmd.cpp File Reference

All disaster/easter egg vehicles are handled here. More...

#include "stdafx.h"
#include "landscape.h"
#include "industry_map.h"
#include "station_map.h"
#include "command_func.h"
#include "news_func.h"
#include "town.h"
#include "company_func.h"
#include "variables.h"
#include "strings_func.h"
#include "date_func.h"
#include "functions.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "roadveh.h"
#include "ai/ai.hpp"
#include "table/strings.h"
#include "table/sprites.h"

Go to the source code of this file.

Typedefs

typedef void DisasterVehicleTickProc (Vehicle *v)
typedef void DisasterInitProc ()

Enumerations

enum  DisasterSubType {
  ST_ZEPPELINER, ST_ZEPPELINER_SHADOW, ST_SMALL_UFO, ST_SMALL_UFO_SHADOW,
  ST_AIRPLANE, ST_AIRPLANE_SHADOW, ST_HELICOPTER, ST_HELICOPTER_SHADOW,
  ST_HELICOPTER_ROTORS, ST_BIG_UFO, ST_BIG_UFO_SHADOW, ST_BIG_UFO_DESTROYER,
  ST_BIG_UFO_DESTROYER_SHADOW, ST_SMALL_SUBMARINE, ST_BIG_SUBMARINE
}

Functions

static void DisasterClearSquare (TileIndex tile)
static void DisasterVehicleUpdateImage (Vehicle *v)
static void InitializeDisasterVehicle (Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
 Initialize a disaster vehicle.
static void SetDisasterVehiclePos (Vehicle *v, int x, int y, byte z)
static void DisasterTick_Zeppeliner (Vehicle *v)
 Zeppeliner handling, v->current_order.dest 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 void DisasterTick_Ufo (Vehicle *v)
 (Small) Ufo handling, v->current_order.dest 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 void DisasterTick_Airplane (Vehicle *v)
 Airplane handling, v->current_order.dest states: 0: Fly towards the targetted oil refinery 1: If within 15 tiles, fire away rockets and destroy industry 2: Refinery explosions 3: Fly out of the map If the industry was removed in the meantime just fly to the end of the map.
static void DisasterTick_Helicopter (Vehicle *v)
 Helicopter handling, v->current_order.dest states: 0: Fly towards the targetted factory 1: If within 15 tiles, fire away rockets and destroy industry 2: Factory explosions 3: Fly out of the map.
static void DisasterTick_Helicopter_Rotors (Vehicle *v)
 Helicopter rotor blades; keep these spinning.
static void DisasterTick_Big_Ufo (Vehicle *v)
 (Big) Ufo handling, v->current_order.dest 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.
static void DisasterTick_Big_Ufo_Destroyer (Vehicle *v)
 Skyranger destroying (Big) Ufo handling, v->current_order.dest states: 0: Home in on landed Ufo and shoot it down.
static void DisasterTick_Submarine (Vehicle *v)
 Submarine, v->current_order.dest states: Unused, just float around aimlessly and pop up at different places, turning around.
static void DisasterTick_NULL (Vehicle *v)
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 DisasterDailyLoop ()
void StartupDisasters ()
void ReleaseDisastersTargetingIndustry (IndustryID i)
 Marks all disasters targeting this industry in such a way they won't call GetIndustry(v->dest_tile) on invalid industry anymore.

Variables

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 DisasterInitProc *const _disaster_initprocs []
struct {
   Year   min
   Year   max
_dis_years []


Detailed Description

All disaster/easter egg vehicles are handled here.

The general flow of control for the disaster vehicles is as follows:

  1. Initialize the disaster in a disaster specific way (eg start position, possible target, etc.) Disaster_XXX_Init() function
  2. Add a subtype to a disaster, which is an index into the function array that handles the vehicle's ticks.
  3. Run the disaster vehicles each tick until their target has been reached, this happens in the DisasterTick_XXX() functions. In here, a vehicle's state is kept by v->current_order.dest variable. Each achieved sub-target will increase this value, and the last one will remove the disaster itself

Definition in file disaster_cmd.cpp.


Function Documentation

static void DisasterTick_Big_Ufo ( Vehicle *  v  )  [static]

(Big) Ufo handling, v->current_order.dest 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 549 of file disaster_cmd.cpp.

References AddNewsItem(), Delta(), DIR_SW, GetNewVehiclePos(), GetTileOwner(), InitializeDisasterVehicle(), IsPlainRailTile(), IsTileType(), IsValidTile(), MP_RAILWAY, NS_ACCIDENT_TILE, RandomTile, TILE_MASK, TILE_SIZE, TileX(), TileY(), GetNewVehiclePosResult::x, and GetNewVehiclePosResult::y.

static void InitializeDisasterVehicle ( Vehicle *  v,
int  x,
int  y,
byte  z,
Direction  direction,
byte  subtype 
) [static]

Initialize a disaster vehicle.

These vehicles are of type VEH_DISASTER, are unclickable and owned by nobody

Definition at line 123 of file disaster_cmd.cpp.

References INVALID_DIR, MarkSingleVehicleDirty(), OWNER_NONE, and VehicleMove().

Referenced by Disaster_Helicopter_Init(), Disaster_Small_Ufo_Init(), Disaster_Zeppeliner_Init(), and DisasterTick_Big_Ufo().

void ReleaseDisastersTargetingIndustry ( IndustryID  i  ) 

Marks all disasters targeting this industry in such a way they won't call GetIndustry(v->dest_tile) on invalid industry anymore.

Parameters:
i deleted industry

Definition at line 1020 of file disaster_cmd.cpp.


Variable Documentation

const SpriteID* const _disaster_images[] [static]

Initial value:

 {
  _disaster_images_1, _disaster_images_1,                     
  _disaster_images_2, _disaster_images_2,                     
  _disaster_images_3, _disaster_images_3,                     
  _disaster_images_8, _disaster_images_8, _disaster_images_9, 
  _disaster_images_6, _disaster_images_6,                     
  _disaster_images_7, _disaster_images_7,                     
  _disaster_images_4, _disaster_images_5,                     
}

Definition at line 104 of file disaster_cmd.cpp.

DisasterInitProc* const _disaster_initprocs[] [static]

Initial value:

 {
  Disaster_Zeppeliner_Init,
  Disaster_Small_Ufo_Init,
  Disaster_Airplane_Init,
  Disaster_Helicopter_Init,
  Disaster_Big_Ufo_Init,
  Disaster_Small_Submarine_Init,
  Disaster_Big_Submarine_Init,
  Disaster_CoalMine_Init,
}

Definition at line 954 of file disaster_cmd.cpp.

DisasterVehicleTickProc* const _disastervehicle_tick_procs[] [static]

Initial value:

 {
  DisasterTick_Zeppeliner, DisasterTick_NULL,
  DisasterTick_Ufo,        DisasterTick_NULL,
  DisasterTick_Airplane,   DisasterTick_NULL,
  DisasterTick_Helicopter, DisasterTick_NULL, DisasterTick_Helicopter_Rotors,
  DisasterTick_Big_Ufo,    DisasterTick_NULL, DisasterTick_Big_Ufo_Destroyer,
  DisasterTick_NULL,
  DisasterTick_Submarine,
  DisasterTick_Submarine,
}

Definition at line 727 of file disaster_cmd.cpp.


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