(svn r22506) -Feature [FS#4625]: Make the transparency options for industries also affect the effect vehicles created by industries.

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
frosch 13 years ago
parent 71822b6f1b
commit 460d24fd83

@ -565,6 +565,23 @@ static EffectTickProc * const _effect_tick_procs[] = {
};
assert_compile(lengthof(_effect_tick_procs) == EV_END);
/** Transparency options affecting the effects. */
static const TransparencyOption _effect_transparency_options[] = {
TO_INDUSTRIES, // EV_CHIMNEY_SMOKE
TO_INVALID, // EV_STEAM_SMOKE
TO_INVALID, // EV_DIESEL_SMOKE
TO_INVALID, // EV_ELECTRIC_SPARK
TO_INVALID, // EV_CRASH_SMOKE
TO_INVALID, // EV_EXPLOSION_LARGE
TO_INVALID, // EV_BREAKDOWN_SMOKE
TO_INVALID, // EV_EXPLOSION_SMALL
TO_INVALID, // EV_BULLDOZER
TO_INDUSTRIES, // EV_BUBBLE
TO_INVALID, // EV_BREAKDOWN_SMOKE_AIRCRAFT
TO_INDUSTRIES, // EV_COPPER_MINE_SMOKE
};
assert_compile(lengthof(_effect_transparency_options) == EV_END);
/**
* Create an effect vehicle at a particular location.
@ -637,3 +654,12 @@ void EffectVehicle::UpdateDeltaXY(Direction direction)
this->y_extent = 1;
this->z_extent = 1;
}
/**
* Determines the transparency option affecting the effect.
* @return Transparency option, or TO_INVALID if none.
*/
TransparencyOption EffectVehicle::GetTransparencyOption() const
{
return _effect_transparency_options[this->subtype];
}

@ -33,6 +33,7 @@ struct EffectVehicle : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
void UpdateDeltaXY(Direction direction);
bool Tick();
TransparencyOption GetTransparencyOption() const;
};
/**

@ -32,6 +32,7 @@ enum TransparencyOption {
TO_CATENARY, ///< catenary
TO_LOADING, ///< loading indicators
TO_END,
TO_INVALID, ///< Invalid transparency option
};
typedef uint TransparencyOptionBits; ///< transparency option bits

@ -899,8 +899,18 @@ static void DoDrawVehicle(const Vehicle *v)
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
/* Check whether the vehicle shall be transparent due to the game state */
bool shadowed = (v->vehstatus & VS_SHADOW);
if (v->type == VEH_EFFECT) {
/* Check whether the vehicle shall be transparent/invisible due to GUI settings.
* However, transparent smoke and bubbles look weird, so always hide them. */
TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
}
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed);
}
/**

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