From c8d8c996c22a8eb175cf39692dd894265e0bdb20 Mon Sep 17 00:00:00 2001 From: yexo Date: Thu, 5 Aug 2010 12:09:08 +0000 Subject: [PATCH] (svn r20376) -Feature [FS#3093]: add setting for none/original/more smoke (SirkoZ) --- src/lang/english.txt | 4 ++++ src/saveload/saveload.cpp | 3 ++- src/settings_gui.cpp | 1 + src/settings_type.h | 1 + src/table/settings.h | 1 + src/train_cmd.cpp | 45 +++++++++++++++++++++++++++++++++------ 6 files changed, 47 insertions(+), 8 deletions(-) diff --git a/src/lang/english.txt b/src/lang/english.txt index ef6aed235e..35965578a0 100644 --- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -1084,6 +1084,10 @@ STR_CONFIG_SETTING_AUTOSLOPE :{LTBLUE}Allow t STR_CONFIG_SETTING_CATCHMENT :{LTBLUE}Allow more realistically sized catchment areas: {ORANGE}{STRING1} STR_CONFIG_SETTING_EXTRADYNAMITE :{LTBLUE}Allow removal of more town-owned roads, bridges, etc: {ORANGE}{STRING1} STR_CONFIG_SETTING_MAMMOTHTRAINS :{LTBLUE}Enable building very long trains: {ORANGE}{STRING1} +STR_CONFIG_SETTING_SMOKE_AMOUNT :{LTBLUE}Amount of locomotive smoke/sparks: {ORANGE}{STRING1} +STR_CONFIG_SETTING_SMOKE_AMOUNT_NONE :None +STR_CONFIG_SETTING_SMOKE_AMOUNT_ORIGINAL :Original +STR_CONFIG_SETTING_SMOKE_AMOUNT_REALISTIC :Realistic STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :{LTBLUE}Train acceleration model: {ORANGE}{STRING1} STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_ORIGINAL :Original STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_REALISTIC :Realistic diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index c57cf597b2..48c07b63e1 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -208,8 +208,9 @@ * 142 20003 * 143 20048 * 144 20334 + * 145 20376 */ -extern const uint16 SAVEGAME_VERSION = 144; ///< current savegame version of OpenTTD +extern const uint16 SAVEGAME_VERSION = 145; ///< current savegame version of OpenTTD SavegameType _savegame_type; ///< type of savegame we are loading diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp index 5491506d75..de83a435d7 100644 --- a/src/settings_gui.cpp +++ b/src/settings_gui.cpp @@ -1441,6 +1441,7 @@ static SettingEntry _settings_vehicles_trains[] = { SettingEntry("vehicle.train_acceleration_model"), SettingEntry("vehicle.train_slope_steepness"), SettingEntry("vehicle.mammoth_trains"), + SettingEntry("vehicle.smoke_amount"), SettingEntry("gui.lost_train_warn"), SettingEntry("vehicle.wagon_speed_limits"), SettingEntry("vehicle.disable_elrails"), diff --git a/src/settings_type.h b/src/settings_type.h index 8e3b61db8e..f5a9a85d4d 100644 --- a/src/settings_type.h +++ b/src/settings_type.h @@ -313,6 +313,7 @@ struct OrderSettings { /** Settings related to vehicles. */ struct VehicleSettings { bool mammoth_trains; ///< allow very long trains + uint8 smoke_amount; ///< amount of smoke/sparks locomotives produce uint8 train_acceleration_model; ///< realistic acceleration for trains uint8 roadveh_acceleration_model; ///< realistic acceleration for road vehicles uint8 train_slope_steepness; ///< Steepness of hills for trains when using realistic acceleration diff --git a/src/table/settings.h b/src/table/settings.h index 8533f8f25c..86ef0c23bc 100644 --- a/src/table/settings.h +++ b/src/table/settings.h @@ -382,6 +382,7 @@ const SettingDesc _settings[] = { SDT_CONDVAR(GameSettings, vehicle.roadveh_slope_steepness, SLE_UINT8,139, SL_MAX_VERSION, 0, 0, 7, 0, 10, 1, STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS, RoadVehSlopeSteepnessChanged), SDT_BOOL(GameSettings, pf.forbid_90_deg, 0, 0, false, STR_CONFIG_SETTING_FORBID_90_DEG, NULL), SDT_BOOL(GameSettings, vehicle.mammoth_trains, 0,NN, true, STR_CONFIG_SETTING_MAMMOTHTRAINS, NULL), + SDT_CONDVAR(GameSettings, vehicle.smoke_amount, SLE_UINT8,145, SL_MAX_VERSION, 0,MS, 1, 0, 2, 0, STR_CONFIG_SETTING_SMOKE_AMOUNT, NULL), SDT_BOOL(GameSettings, order.gotodepot, 0, 0, true, STR_CONFIG_SETTING_GOTODEPOT, NULL), SDT_BOOL(GameSettings, pf.roadveh_queue, 0, 0, true, STR_CONFIG_SETTING_ROAD_VEHICLE_QUEUEING, NULL), diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index bac4e78d2d..8d75bfcde2 100644 --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -2034,7 +2034,17 @@ static void HandleLocomotiveSmokeCloud(const Train *v) { bool sound = false; - if ((v->vehstatus & VS_TRAIN_SLOWING) || v->cur_speed < 2) { + /* 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. */ + 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())) { return; } @@ -2076,24 +2086,45 @@ static void HandleLocomotiveSmokeCloud(const Train *v) switch (effect_type) { case 0: - /* steam smoke. */ - if (GB(v->tick_counter, 0, 4) == 0) { + /* 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. + * 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->tcache.cached_max_speed))) == 0) { CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); sound = true; } break; case 1: - /* diesel smoke */ - if (u->cur_speed <= 40 && Chance16(15, 128)) { + /* 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 + * 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. + * REGULATION: + * - up to which speed a diesel train 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). */ + if (u->cur_speed < (u->tcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) && + Chance16((64 - ((u->cur_speed << 5) / u->tcache.cached_max_speed) + (32 >> (u->acc_cache.cached_power >> 10)) - (32 >> (u->acc_cache.cached_weight >> 9))), (512 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE); sound = true; } break; case 2: - /* blue spark */ - if (GB(v->tick_counter, 0, 2) == 0 && Chance16(1, 45)) { + /* Electric train's spark - more often occurs when train is departing (more load) + * Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark + * emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when + * reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed. + * REGULATION: + * - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */ + if (GB(v->tick_counter, 0, 2) == 0 && + Chance16((6 - ((u->cur_speed << 2) / u->tcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) { CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK); sound = true; }