(svn r26864) -Codechange: bring a bit more OO into the disaster vehicles

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 10 years ago
parent 6c2abf0930
commit 9e0f4b3847

@ -311,6 +311,7 @@
<ClCompile Include="..\src\debug.cpp" />
<ClCompile Include="..\src\dedicated.cpp" />
<ClCompile Include="..\src\depot.cpp" />
<ClCompile Include="..\src\disaster_vehicle.cpp" />
<ClCompile Include="..\src\driver.cpp" />
<ClCompile Include="..\src\economy.cpp" />
<ClCompile Include="..\src\effectvehicle.cpp" />
@ -437,6 +438,7 @@
<ClInclude Include="..\src\depot_type.h" />
<ClInclude Include="..\src\direction_func.h" />
<ClInclude Include="..\src\direction_type.h" />
<ClInclude Include="..\src\disaster_vehicle.h" />
<ClInclude Include="..\src\music\dmusic.h" />
<ClInclude Include="..\src\driver.h" />
<ClInclude Include="..\src\economy_base.h" />
@ -805,7 +807,6 @@
<ClCompile Include="..\src\clear_cmd.cpp" />
<ClCompile Include="..\src\company_cmd.cpp" />
<ClCompile Include="..\src\depot_cmd.cpp" />
<ClCompile Include="..\src\disaster_cmd.cpp" />
<ClCompile Include="..\src\group_cmd.cpp" />
<ClCompile Include="..\src\industry_cmd.cpp" />
<ClCompile Include="..\src\misc_cmd.cpp" />

@ -162,6 +162,9 @@
<ClCompile Include="..\src\depot.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\disaster_vehicle.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\src\driver.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -540,6 +543,9 @@
<ClInclude Include="..\src\direction_type.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\disaster_vehicle.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\music\dmusic.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -1644,9 +1650,6 @@
<ClCompile Include="..\src\depot_cmd.cpp">
<Filter>Command handlers</Filter>
</ClCompile>
<ClCompile Include="..\src\disaster_cmd.cpp">
<Filter>Command handlers</Filter>
</ClCompile>
<ClCompile Include="..\src\group_cmd.cpp">
<Filter>Command handlers</Filter>
</ClCompile>

@ -514,6 +514,10 @@
RelativePath=".\..\src\depot.cpp"
>
</File>
<File
RelativePath=".\..\src\disaster_vehicle.cpp"
>
</File>
<File
RelativePath=".\..\src\driver.cpp"
>
@ -1022,6 +1026,10 @@
RelativePath=".\..\src\direction_type.h"
>
</File>
<File
RelativePath=".\..\src\disaster_vehicle.h"
>
</File>
<File
RelativePath=".\..\src\music\dmusic.h"
>
@ -2510,10 +2518,6 @@
RelativePath=".\..\src\depot_cmd.cpp"
>
</File>
<File
RelativePath=".\..\src\disaster_cmd.cpp"
>
</File>
<File
RelativePath=".\..\src\group_cmd.cpp"
>

@ -511,6 +511,10 @@
RelativePath=".\..\src\depot.cpp"
>
</File>
<File
RelativePath=".\..\src\disaster_vehicle.cpp"
>
</File>
<File
RelativePath=".\..\src\driver.cpp"
>
@ -1019,6 +1023,10 @@
RelativePath=".\..\src\direction_type.h"
>
</File>
<File
RelativePath=".\..\src\disaster_vehicle.h"
>
</File>
<File
RelativePath=".\..\src\music\dmusic.h"
>
@ -2507,10 +2515,6 @@
RelativePath=".\..\src\depot_cmd.cpp"
>
</File>
<File
RelativePath=".\..\src\disaster_cmd.cpp"
>
</File>
<File
RelativePath=".\..\src\group_cmd.cpp"
>

@ -19,6 +19,7 @@ date.cpp
debug.cpp
dedicated.cpp
depot.cpp
disaster_vehicle.cpp
driver.cpp
economy.cpp
effectvehicle.cpp
@ -172,6 +173,7 @@ depot_map.h
depot_type.h
direction_func.h
direction_type.h
disaster_vehicle.h
music/dmusic.h
driver.h
economy_base.h
@ -563,7 +565,6 @@ autoreplace_cmd.cpp
clear_cmd.cpp
company_cmd.cpp
depot_cmd.cpp
disaster_cmd.cpp
group_cmd.cpp
industry_cmd.cpp
misc_cmd.cpp

@ -30,6 +30,7 @@ enum VehicleAirFlags {
VAF_DEST_TOO_FAR = 0, ///< Next destination is too far away.
};
static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
void HandleAircraftEnterHangar(Aircraft *v);
void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type);

@ -41,8 +41,6 @@
#include "safeguards.h"
static const int ROTOR_Z_OFFSET = 5; ///< Z Offset between helicopter- and rotorsprite.
static const int PLANE_HOLDING_ALTITUDE = 150; ///< Altitude of planes in holding pattern (= lowest flight altitude).
static const int HELI_FLIGHT_ALTITUDE = 184; ///< Normal flight altitude of helicopters.

@ -8,7 +8,8 @@
*/
/**
* @file disaster_cmd.cpp
* @file disaster_vehicle.cpp
*
* All disaster/easter egg vehicles are handled here.
* The general flow of control for the disaster vehicles is as follows:
* <ol>
@ -26,6 +27,8 @@
#include "stdafx.h"
#include "aircraft.h"
#include "disaster_vehicle.h"
#include "industry.h"
#include "station_base.h"
#include "command_func.h"
@ -52,24 +55,6 @@
/** Delay counter for considering the next disaster. */
uint16 _disaster_delay;
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,
};
static const uint INITIAL_DISASTER_VEHICLE_ZPOS = 135; ///< Initial Z position of flying disaster vehicles.
static void DisasterClearSquare(TileIndex tile)
@ -125,46 +110,86 @@ static const SpriteID * const _disaster_images[] = {
_disaster_images_4, _disaster_images_5, ///< small and big submarine sprites
};
static void DisasterVehicleUpdateImage(DisasterVehicle *v)
void DisasterVehicle::UpdateImage()
{
SpriteID img = v->image_override;
if (img == 0) img = _disaster_images[v->subtype][v->direction];
v->cur_image = img;
SpriteID img = this->image_override;
if (img == 0) img = _disaster_images[this->subtype][this->direction];
this->cur_image = img;
}
/**
* Initialize a disaster vehicle. These vehicles are of type VEH_DISASTER, are unclickable
* and owned by nobody
* Construct the disaster vehicle.
* @param x The X coordinate.
* @param y The Y coordinate.
* @param direction The direction the vehicle is facing.
* @param subtype The sub type of vehicle.
* @param big_ufo_destroyer_target The target for the UFO destroyer.
*/
static void InitializeDisasterVehicle(DisasterVehicle *v, int x, int y, int z, Direction direction, byte subtype)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = TileVirtXY(x, y);
v->direction = direction;
v->subtype = subtype;
v->UpdateDeltaXY(INVALID_DIR);
v->owner = OWNER_NONE;
v->vehstatus = VS_UNCLICKABLE;
v->image_override = 0;
v->current_order.Free();
DisasterVehicleUpdateImage(v);
v->UpdatePositionAndViewport();
DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target) :
SpecializedVehicleBase(), big_ufo_destroyer_target(big_ufo_destroyer_target)
{
this->x_pos = x;
this->y_pos = y;
switch (subtype) {
case ST_ZEPPELINER:
case ST_SMALL_UFO:
case ST_AIRPLANE:
case ST_HELICOPTER:
case ST_BIG_UFO:
case ST_BIG_UFO_DESTROYER:
this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS;
break;
case ST_HELICOPTER_ROTORS:
this->z_pos = INITIAL_DISASTER_VEHICLE_ZPOS + ROTOR_Z_OFFSET;
break;
case ST_SMALL_SUBMARINE:
case ST_BIG_SUBMARINE:
this->z_pos = 0;
break;
case ST_ZEPPELINER_SHADOW:
case ST_SMALL_UFO_SHADOW:
case ST_AIRPLANE_SHADOW:
case ST_HELICOPTER_SHADOW:
case ST_BIG_UFO_SHADOW:
case ST_BIG_UFO_DESTROYER_SHADOW:
this->z_pos = 0;
this->vehstatus |= VS_SHADOW;
break;
}
this->direction = direction;
this->tile = TileVirtXY(x, y);
this->subtype = subtype;
this->UpdateDeltaXY(INVALID_DIR);
this->owner = OWNER_NONE;
this->vehstatus = VS_UNCLICKABLE;
this->image_override = 0;
this->current_order.Free();
this->UpdateImage();
this->UpdatePositionAndViewport();
}
static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
/**
* Update the position of the vehicle.
* @param x The new X-coordinate.
* @param y The new Y-coordinate.
* @param z The new Z-coordinate.
*/
void DisasterVehicle::UpdatePosition(int x, int y, int z)
{
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = TileVirtXY(x, y);
this->x_pos = x;
this->y_pos = y;
this->z_pos = z;
this->tile = TileVirtXY(x, y);
DisasterVehicleUpdateImage(v);
v->UpdatePositionAndViewport();
this->UpdateImage();
this->UpdatePositionAndViewport();
DisasterVehicle *u = v->Next();
DisasterVehicle *u = this->Next();
if (u != NULL) {
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(y - 1, 0, MapMaxY() * TILE_SIZE);
@ -173,15 +198,15 @@ static void SetDisasterVehiclePos(DisasterVehicle *v, int x, int y, int z)
u->y_pos = y - 1 - (max(z - GetSlopePixelZ(safe_x, safe_y), 0) >> 3);
safe_y = Clamp(u->y_pos, 0, MapMaxY() * TILE_SIZE);
u->z_pos = GetSlopePixelZ(safe_x, safe_y);
u->direction = v->direction;
u->direction = this->direction;
DisasterVehicleUpdateImage(u);
u->UpdateImage();
u->UpdatePositionAndViewport();
if ((u = u->Next()) != NULL) {
u->x_pos = x;
u->y_pos = y;
u->z_pos = z + 5;
u->z_pos = z + ROTOR_Z_OFFSET;
u->UpdatePositionAndViewport();
}
}
@ -204,7 +229,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
if (v->current_order.GetDestination() == 1) {
if (++v->age == 38) {
@ -242,7 +267,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
AI::NewEvent(GetTileOwner(v->tile), new ScriptEventDisasterZeppelinerCleared(st->index));
}
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos);
v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos);
delete v;
return false;
}
@ -251,7 +276,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
int y = v->y_pos;
int z = GetSlopePixelZ(x, y);
if (z < v->z_pos) z = v->z_pos - 1;
SetDisasterVehiclePos(v, x, y, z);
v->UpdatePosition(x, y, z);
if (++v->age == 1) {
CreateEffectVehicleRel(v, 0, 7, 8, EV_EXPLOSION_LARGE);
@ -298,7 +323,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
return true;
}
if (++v->age < 6) {
@ -346,7 +371,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
int z = v->z_pos;
if (dist <= TILE_SIZE && z > u->z_pos) z--;
SetDisasterVehiclePos(v, gp.x, gp.y, z);
v->UpdatePosition(gp.x, gp.y, z);
if (z <= u->z_pos && (u->vehstatus & VS_HIDDEN) == 0) {
v->age++;
@ -401,7 +426,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
if ((leave_at_top && gp.x < (-10 * (int)TILE_SIZE)) || (!leave_at_top && gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1)) {
delete v;
@ -498,7 +523,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
return true;
}
@ -510,7 +535,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
int z = GetSlopePixelZ(v->x_pos, v->y_pos);
if (z < v->z_pos) {
SetDisasterVehiclePos(v, v->x_pos, v->y_pos, v->z_pos - 1);
v->UpdatePosition(v->x_pos, v->y_pos, v->z_pos - 1);
return true;
}
@ -534,23 +559,16 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
delete v;
return false;
}
DisasterVehicle *u = new DisasterVehicle();
InitializeDisasterVehicle(u, -6 * (int)TILE_SIZE, v->y_pos, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_BIG_UFO_DESTROYER);
u->big_ufo_destroyer_target = v->index;
DisasterVehicle *w = new DisasterVehicle();
DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
u->SetNext(w);
InitializeDisasterVehicle(w, -6 * (int)TILE_SIZE, v->y_pos, 0, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
w->vehstatus |= VS_SHADOW;
} else if (v->current_order.GetDestination() == 0) {
int x = TileX(v->dest_tile) * TILE_SIZE;
int y = TileY(v->dest_tile) * TILE_SIZE;
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
v->direction = GetDirectionTowards(v, x, y);
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
return true;
}
@ -585,7 +603,7 @@ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
v->tick_counter++;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
if (gp.x > (int)(MapSizeX() * TILE_SIZE + 9 * TILE_SIZE) - 1) {
delete v;
@ -642,7 +660,7 @@ static bool DisasterTick_Submarine(DisasterVehicle *v)
TrackBits trackbits = TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0));
if (trackbits == TRACK_BIT_ALL && !Chance16(1, 90)) {
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
SetDisasterVehiclePos(v, gp.x, gp.y, v->z_pos);
v->UpdatePosition(gp.x, gp.y, v->z_pos);
return true;
}
}
@ -699,14 +717,10 @@ static void Disaster_Zeppeliner_Init()
}
}
DisasterVehicle *v = new DisasterVehicle();
InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_ZEPPELINER);
DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER);
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_ZEPPELINER_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@ -718,18 +732,13 @@ static void Disaster_Small_Ufo_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
DisasterVehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
InitializeDisasterVehicle(v, x, 0, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SE, ST_SMALL_UFO);
DisasterVehicle *v = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
DisasterVehicle *u = new DisasterVehicle(x, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_SMALL_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@ -749,18 +758,13 @@ static void Disaster_Airplane_Init()
if (found == NULL) return;
DisasterVehicle *v = new DisasterVehicle();
/* Start from the bottom (south side) of the map */
int x = (MapSizeX() + 9) * TILE_SIZE - 1;
int y = TileY(found->location.tile) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NE, ST_AIRPLANE);
DisasterVehicle *u = new DisasterVehicle();
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE);
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NE, ST_AIRPLANE_SHADOW);
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_AIRPLANE_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@ -780,21 +784,15 @@ static void Disaster_Helicopter_Init()
if (found == NULL) return;
DisasterVehicle *v = new DisasterVehicle();
int x = -16 * (int)TILE_SIZE;
int y = TileY(found->location.tile) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_SW, ST_HELICOPTER);
DisasterVehicle *u = new DisasterVehicle();
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER);
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_SHADOW);
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_HELICOPTER_SHADOW);
u->vehstatus |= VS_SHADOW;
DisasterVehicle *w = new DisasterVehicle();
DisasterVehicle *w = new DisasterVehicle(x, y, DIR_SW, ST_HELICOPTER_ROTORS);
u->SetNext(w);
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_HELICOPTER_ROTORS);
}
@ -804,19 +802,15 @@ static void Disaster_Big_Ufo_Init()
{
if (!Vehicle::CanAllocateItem(2)) return;
DisasterVehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
int y = MapMaxX() * TILE_SIZE - 1;
InitializeDisasterVehicle(v, x, y, INITIAL_DISASTER_VEHICLE_ZPOS, DIR_NW, ST_BIG_UFO);
DisasterVehicle *v = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow */
DisasterVehicle *u = new DisasterVehicle();
DisasterVehicle *u = new DisasterVehicle(x, y, DIR_NW, ST_BIG_UFO_SHADOW);
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_BIG_UFO_SHADOW);
u->vehstatus |= VS_SHADOW;
}
@ -839,9 +833,7 @@ static void Disaster_Submarine_Init(DisasterSubType subtype)
}
if (!IsWaterTile(TileVirtXY(x, y))) return;
DisasterVehicle *v = new DisasterVehicle();
InitializeDisasterVehicle(v, x, y, 0, dir, subtype);
v->age = 0;
new DisasterVehicle(x, y, dir, subtype);
}
/* Curious submarine #1, just floats around */

@ -0,0 +1,61 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file disaster_vehicle.h All disaster vehicles. */
#ifndef DISASTER_VEHICLE_H
#define DISASTER_VEHICLE_H
#include "vehicle_base.h"
/** Different sub types of disaster vehicles. */
enum DisasterSubType {
ST_ZEPPELINER, ///< Zeppelin, crashes at airports.
ST_ZEPPELINER_SHADOW, ///< Shadow of the zeppelin.
ST_SMALL_UFO, ///< Small UFO, tries to find a road vehicle to destroy.
ST_SMALL_UFO_SHADOW, ///< Shadow of small UFO
ST_AIRPLANE, ///< Airplane destroying an oil refinery
ST_AIRPLANE_SHADOW, ///< Shadow of airplane
ST_HELICOPTER, ///< Helicopter destroying a factory.
ST_HELICOPTER_SHADOW, ///< Shadow of helicopter.
ST_HELICOPTER_ROTORS, ///< Rotors of helicopter.
ST_BIG_UFO, ///< Big UFO, finds a piece of railroad to "park" on
ST_BIG_UFO_SHADOW, ///< Shadow of the big UFO
ST_BIG_UFO_DESTROYER, ///< Aircraft the will bomb the big UFO
ST_BIG_UFO_DESTROYER_SHADOW, ///< Shadow of the aircraft.
ST_SMALL_SUBMARINE, ///< Small submarine, pops up in the oceans but doesn't do anything
ST_BIG_SUBMARINE, ///< Big submarine, pops up in the oceans but doesn't do anything
};
/**
* Disasters, like submarines, skyrangers and their shadows, belong to this class.
*/
struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
SpriteID image_override; ///< Override for the default disaster vehicle sprite.
VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
/** For use by saveload. */
DisasterVehicle() : SpecializedVehicleBase() {}
DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
/** We want to 'destruct' the right class. */
virtual ~DisasterVehicle() {}
void UpdatePosition(int x, int y, int z);
void UpdateDeltaXY(Direction direction);
void UpdateImage();
bool Tick();
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
#endif /* DISASTER_VEHICLE_H */

@ -53,6 +53,7 @@
#include "../news_func.h"
#include "../order_backup.h"
#include "../error.h"
#include "../disaster_vehicle.h"
#include "saveload_internal.h"

@ -27,6 +27,7 @@
#include "../effectvehicle_base.h"
#include "../engine_func.h"
#include "../company_base.h"
#include "../disaster_vehicle.h"
#include "saveload_internal.h"
#include "oldloader.h"

@ -19,6 +19,7 @@
#include "../effectvehicle_base.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../disaster_vehicle.h"
#include "saveload.h"

@ -1088,28 +1088,6 @@ struct SpecializedVehicle : public Vehicle {
*/
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
/**
* Disasters, like submarines, skyrangers and their shadows, belong to this class.
*/
struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
SpriteID image_override; ///< Override for the default disaster vehicle sprite.
VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
DisasterVehicle() : SpecializedVehicleBase() {}
/** We want to 'destruct' the right class. */
virtual ~DisasterVehicle() {}
void UpdateDeltaXY(Direction direction);
bool Tick();
};
/**
* Iterate over disaster vehicles.
* @param var The variable used to iterate over.
*/
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
/** Generates sequence of free UnitID numbers */
struct FreeUnitIDGenerator {
bool *cache; ///< array of occupied unit id numbers

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