(svn r26746) -Codechange: Separate enums for visual effect type and spawning model.

This commit is contained in:
frosch 2014-08-17 14:52:48 +00:00
parent d263fcce82
commit 17e88d644a
2 changed files with 25 additions and 8 deletions

View File

@ -2386,8 +2386,15 @@ void Vehicle::ShowVisualEffect() const
do { do {
int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE; int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT); VisualEffectSpawnModel effect_model = VESM_NONE;
bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
if (!HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT)) {
effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
assert_compile((uint)VESM_STEAM == (uint)VE_TYPE_STEAM);
assert_compile((uint)VESM_DIESEL == (uint)VE_TYPE_DIESEL);
assert_compile((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
}
/* Show no smoke when: /* Show no smoke when:
* - Smoke has been disabled for this vehicle * - Smoke has been disabled for this vehicle
@ -2396,7 +2403,7 @@ void Vehicle::ShowVisualEffect() const
* - The vehicle is on a depot tile * - The vehicle is on a depot tile
* - The vehicle is on a tunnel tile * - The vehicle is on a tunnel tile
* - The vehicle is a train engine that is currently unpowered */ * - The vehicle is a train engine that is currently unpowered */
if (disable_effect || if (effect_model == VESM_NONE ||
v->vehstatus & VS_HIDDEN || v->vehstatus & VS_HIDDEN ||
(MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) || (MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
IsDepotTile(v->tile) || IsDepotTile(v->tile) ||
@ -2407,8 +2414,8 @@ void Vehicle::ShowVisualEffect() const
} }
EffectVehicleType evt = EV_END; EffectVehicleType evt = EV_END;
switch (effect_type) { switch (effect_model) {
case VE_TYPE_STEAM: case VESM_STEAM:
/* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal. /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
* Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each * Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
* third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed. * third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
@ -2419,7 +2426,7 @@ void Vehicle::ShowVisualEffect() const
} }
break; break;
case VE_TYPE_DIESEL: { case VESM_DIESEL: {
/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
* when smoke emission stops. * when smoke emission stops.
* Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
@ -2442,7 +2449,7 @@ void Vehicle::ShowVisualEffect() const
break; break;
} }
case VE_TYPE_ELECTRIC: case VESM_ELECTRIC:
/* Electric train's spark - more often occurs when train is departing (more load) /* Electric train's spark - more often occurs when train is departing (more load)
* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
@ -2456,7 +2463,7 @@ void Vehicle::ShowVisualEffect() const
break; break;
default: default:
break; NOT_REACHED();
} }
if (evt != EV_END) { if (evt != EV_END) {

View File

@ -92,6 +92,16 @@ enum VisualEffect {
VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class VE_DEFAULT = 0xFF, ///< Default value to indicate that visual effect should be based on engine class
}; };
/** Models for spawning visual effects. */
enum VisualEffectSpawnModel {
VESM_NONE = 0, ///< No visual effect
VESM_STEAM, ///< Steam model
VESM_DIESEL, ///< Diesel model
VESM_ELECTRIC, ///< Electric model
VESM_END
};
/** /**
* Enum to handle ground vehicle subtypes. * Enum to handle ground vehicle subtypes.
* This is defined here instead of at #GroundVehicle because some common function require access to these flags. * This is defined here instead of at #GroundVehicle because some common function require access to these flags.