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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r21237) -Codechange: Move HandleLocomotiveSmokeCloud to Vehicle::ShowVisualEffect (Hirundo)
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@ -1886,137 +1886,6 @@ bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bo
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return true;
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}
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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 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 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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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 Vehicle *u = v;
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do {
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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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/* 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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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 = 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 (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 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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CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
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sound = true;
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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 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 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 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) + 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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* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
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* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
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* reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
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* REGULATION:
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* - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
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if (GB(v->tick_counter, 0, 2) == 0 &&
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Chance16((6 - ((u->cur_speed << 2) / u->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
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CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
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sound = true;
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}
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break;
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default:
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break;
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}
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} while ((v = v->Next()) != NULL);
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if (sound) PlayVehicleSound(u, VSE_VISUAL_EFFECT);
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}
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void Train::PlayLeaveStationSound() const
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{
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static const SoundFx sfx[] = {
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@ -3722,7 +3591,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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if (CheckTrainStayInDepot(v)) return true;
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if (!mode) HandleLocomotiveSmokeCloud(v);
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if (!mode) v->ShowVisualEffect();
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/* We had no order but have an order now, do look ahead. */
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if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
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132
src/vehicle.cpp
132
src/vehicle.cpp
@ -50,6 +50,8 @@
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "vehiclelist.h"
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#include "tunnel_map.h"
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#include "depot_map.h"
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#include "table/strings.h"
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@ -1895,6 +1897,136 @@ void Vehicle::UpdateVisualEffect(bool allow_power_change)
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}
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}
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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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void Vehicle::ShowVisualEffect() const
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{
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assert(this->IsPrimaryVehicle());
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bool sound = false;
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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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this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
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this->cur_speed < 2) {
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return;
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}
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if (this->type == VEH_TRAIN) {
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const Train *t = Train::From(this);
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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 Vehicle *v = this;
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do {
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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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/* 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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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 = 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 (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 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) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) {
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CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
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sound = true;
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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 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 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 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(this)->acc_cache.cached_power >> 10)) - (32 >> (Train::From(this)->acc_cache.cached_weight >> 9));
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}
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if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
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Chance16((64 - ((this->cur_speed << 5) / this->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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* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
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* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
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* reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
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* REGULATION:
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* - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
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if (GB(v->tick_counter, 0, 2) == 0 &&
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Chance16((6 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
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CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
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sound = true;
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}
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break;
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default:
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break;
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}
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} while ((v = v->Next()) != NULL);
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if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
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}
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void Vehicle::SetNext(Vehicle *next)
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{
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@ -618,6 +618,12 @@ public:
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*/
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void UpdateVisualEffect(bool allow_power_change = true);
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/*
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* Draw visual effects (smoke and/or sparks) for a vehicle chain.
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* @pre this->IsPrimaryVehicle()
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*/
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void ShowVisualEffect() const;
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/**
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* Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI.
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* Note: current_order is not invalidated.
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