(svn r21236) -Codechange: Make the visual effects drawing routine work for all vehicle types (Hirundo)

This commit is contained in:
rubidium 2010-11-18 14:11:50 +00:00
parent b9407f7ca0
commit 34c658b203
1 changed files with 58 additions and 37 deletions

View File

@ -1890,63 +1890,79 @@ static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
static void HandleLocomotiveSmokeCloud(const Train *v)
static void HandleLocomotiveSmokeCloud(const Vehicle *v)
{
assert(v->IsPrimaryVehicle());
bool sound = false;
/* Do not show any locomotive smoke/sparks when smoke_amount is set to none (0) or train is:
* slowing down or stopped (by the player) or
* it is ordered to reverse direction (by player) so it is slowing down to do it or
* its current speed is less than 2 km-ish/h or
* it is entering station with an order to stop there and its speed is equal to maximum station entering speed. */
/* Do not show any smoke when:
* - vehicle smoke is disabled by the player
* - the vehicle is slowing down or stopped (by the player)
* - the vehicle is moving very slowly
*/
if (_settings_game.vehicle.smoke_amount == 0 ||
v->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
HasBit(v->flags, VRF_REVERSING) ||
v->cur_speed < 2 ||
(IsRailStationTile(v->tile) && v->IsFrontEngine() && v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
v->cur_speed >= v->Train::GetCurrentMaxSpeed())) {
v->cur_speed < 2) {
return;
}
if (v->type == VEH_TRAIN) {
const Train *t = Train::From(v);
/* For trains, do not show any smoke when:
* - the train is reversing
* - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
*/
if (HasBit(t->flags, VRF_REVERSING) ||
(IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
return;
}
}
const Train *u = v;
const Vehicle *u = v;
do {
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
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);
bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
/* no smoke? */
if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
disable_effect ||
v->vehstatus & VS_HIDDEN) {
/* Show no smoke when:
* - Smoke has been disabled for this vehicle
* - The vehicle is not visible
* - The vehicle is on a depot tile
* - The vehicle is on a tunnel tile
* - The vehicle is a train engine that is currently unpowered */
if (disable_effect ||
v->vehstatus & VS_HIDDEN ||
IsDepotTile(v->tile) ||
IsTunnelTile(v->tile) ||
(v->type == VEH_TRAIN &&
!HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
continue;
}
/* No smoke in depots or tunnels */
if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
/* No sparks for electric vehicles on non-electrified tracks. */
if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
if (effect_type == VE_TYPE_DEFAULT) {
/* Use default effect type for engine class. */
effect_type = rvi->engclass + 1;
if (v->type == VEH_TRAIN && Train::From(v)->IsEngine()) {
/* Use default effect type for engine class. */
effect_type = RailVehInfo(v->engine_type)->engclass + 1;
} else {
/* No default effect exists, so continue */
continue;
}
}
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
if (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
x = -x;
y = -y;
}
switch (effect_type) {
case VE_TYPE_STEAM:
/* Steam smoke - amount is gradually falling until train reaches its maximum speed, after that it's normal.
* Details: while train'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 train's maximum speed.
/* 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
* third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
* REGULATION:
* - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((u->cur_speed * 3) / u->vcache.cached_max_speed))) == 0) {
@ -1955,24 +1971,29 @@ static void HandleLocomotiveSmokeCloud(const Train *v)
}
break;
case VE_TYPE_DIESEL:
/* Diesel smoke - thicker when train is starting, gradually subsiding till locomotive reaches its maximum speed
* when it stops.
* Details: Train's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
* emission erodes by 32 (1/4). Power and train's weight come in handy too to either increase smoke emission in
case VE_TYPE_DIESEL: {
/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
* when smoke emission stops.
* Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
* emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
* 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
* isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
* extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the train reaches
* maximum speed no diesel_smoke is emitted as train has enough traction to keep locomotive running optimally.
* extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
* maximum speed no diesel_smoke is emitted.
* REGULATION:
* - up to which speed a diesel train is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
* - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
* - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
int power_weight_effect = 0;
if (v->type == VEH_TRAIN) {
power_weight_effect = (32 >> (Train::From(u)->acc_cache.cached_power >> 10)) - (32 >> (Train::From(u)->acc_cache.cached_weight >> 9));
}
if (u->cur_speed < (u->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
Chance16((64 - ((u->cur_speed << 5) / u->vcache.cached_max_speed) + (32 >> (u->acc_cache.cached_power >> 10)) - (32 >> (u->acc_cache.cached_weight >> 9))), (512 >> _settings_game.vehicle.smoke_amount))) {
Chance16((64 - ((u->cur_speed << 5) / u->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
sound = true;
}
break;
}
case VE_TYPE_ELECTRIC:
/* Electric train's spark - more often occurs when train is departing (more load)