mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21598) -Fix (r3139, r21236, r21249)[FS#4275]: The default visual effect only depends on properties of the Engine (wagon or not, tractiontype, ...), not whether it is used as articulated part, front engine or whatever in a specific consist.
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@ -1892,31 +1892,15 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
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void Vehicle::UpdateVisualEffect(bool allow_power_change)
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{
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bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
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this->vcache.cached_vis_effect = 0;
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const Engine *e = Engine::Get(this->engine_type);
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byte visual_effect = VE_DEFAULT;
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switch (this->type) {
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/* Evaluate properties */
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byte visual_effect;
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switch (e->type) {
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case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
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case VEH_ROAD: visual_effect = e->u.road.visual_effect; break;
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case VEH_SHIP: visual_effect = e->u.ship.visual_effect; break;
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default: break;
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}
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if (visual_effect == VE_DEFAULT) {
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if (this->type == VEH_TRAIN && !(Train::From(this)->IsWagon() || Train::From(this)->IsArticulatedPart())) {
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if (e->u.rail.engclass == 0) {
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/* Steam is offset by -4 units */
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SB(this->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT, VE_OFFSET_CENTRE - 4);
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} else {
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/* Diesel fumes and sparks come from the centre */
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SB(this->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT, VE_OFFSET_CENTRE);
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}
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} else {
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/* Non-train engines do not have a visual effect by default. */
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SetBit(this->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
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}
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} else {
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this->vcache.cached_vis_effect = visual_effect;
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default: visual_effect = 1 << VE_DISABLE_EFFECT; break;
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}
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/* Check powered wagon / visual effect callback */
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@ -1931,10 +1915,32 @@ void Vehicle::UpdateVisualEffect(bool allow_power_change)
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assert(HasBit(callback, VE_DISABLE_EFFECT));
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SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
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}
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this->vcache.cached_vis_effect = callback;
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visual_effect = callback;
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}
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}
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/* Apply default values */
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if (visual_effect == VE_DEFAULT ||
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(!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
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/* Only train engines have default effects.
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* Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
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if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
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if (visual_effect == VE_DEFAULT) {
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visual_effect = 1 << VE_DISABLE_EFFECT;
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} else {
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SetBit(visual_effect, VE_DISABLE_EFFECT);
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}
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} else {
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if (visual_effect == VE_DEFAULT) {
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/* Also set the offset */
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visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
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}
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SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
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}
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}
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this->vcache.cached_vis_effect = visual_effect;
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if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
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ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
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ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
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@ -1995,16 +2001,6 @@ void Vehicle::ShowVisualEffect() const
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continue;
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}
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if (effect_type == VE_TYPE_DEFAULT) {
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if (v->type == VEH_TRAIN) {
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/* Use default effect type for engine class. */
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effect_type = RailVehInfo(v->engine_type)->engclass + 1;
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} else {
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/* No default effect exists, so continue */
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continue;
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}
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}
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int x = _vehicle_smoke_pos[v->direction] * effect_offset;
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int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
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