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