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authorrubidium <rubidium@openttd.org>2010-11-18 14:15:27 +0000
committerrubidium <rubidium@openttd.org>2010-11-18 14:15:27 +0000
commit9af570eab4335b6945bae122f93447d14b16154b (patch)
tree534eac5eb5a5e02b4bcaf37e9ba75da6a35dfb13
parent34c658b2030305d8cb27f80fd8a862c1b5c961ed (diff)
downloadopenttd-9af570eab4335b6945bae122f93447d14b16154b.tar.xz
(svn r21237) -Codechange: Move HandleLocomotiveSmokeCloud to Vehicle::ShowVisualEffect (Hirundo)
-rw-r--r--src/train_cmd.cpp133
-rw-r--r--src/vehicle.cpp132
-rw-r--r--src/vehicle_base.h6
3 files changed, 139 insertions, 132 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index b1373d379..26b45b1f1 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1886,137 +1886,6 @@ bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bo
return true;
}
-static const int8 _vehicle_smoke_pos[8] = {
- 1, 1, 1, 0, -1, -1, -1, 0
-};
-
-static void HandleLocomotiveSmokeCloud(const Vehicle *v)
-{
- assert(v->IsPrimaryVehicle());
- bool sound = false;
-
- /* Do not show any smoke when:
- * - vehicle smoke is disabled by the player
- * - the vehicle is slowing down or stopped (by the player)
- * - the vehicle is moving very slowly
- */
- if (_settings_game.vehicle.smoke_amount == 0 ||
- v->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
- v->cur_speed < 2) {
- return;
- }
- if (v->type == VEH_TRAIN) {
- const Train *t = Train::From(v);
- /* For trains, do not show any smoke when:
- * - the train is reversing
- * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
- */
- if (HasBit(t->flags, VRF_REVERSING) ||
- (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
- t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
- return;
- }
- }
-
- const Vehicle *u = v;
-
- do {
- int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
- byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
- bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
-
- /* Show no smoke when:
- * - Smoke has been disabled for this vehicle
- * - The vehicle is not visible
- * - The vehicle is on a depot tile
- * - The vehicle is on a tunnel tile
- * - The vehicle is a train engine that is currently unpowered */
- if (disable_effect ||
- v->vehstatus & VS_HIDDEN ||
- IsDepotTile(v->tile) ||
- IsTunnelTile(v->tile) ||
- (v->type == VEH_TRAIN &&
- !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
- continue;
- }
-
- if (effect_type == VE_TYPE_DEFAULT) {
- if (v->type == VEH_TRAIN && Train::From(v)->IsEngine()) {
- /* Use default effect type for engine class. */
- effect_type = RailVehInfo(v->engine_type)->engclass + 1;
- } else {
- /* No default effect exists, so continue */
- continue;
- }
- }
-
- int x = _vehicle_smoke_pos[v->direction] * effect_offset;
- int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
-
- if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
- x = -x;
- y = -y;
- }
-
- switch (effect_type) {
- case VE_TYPE_STEAM:
- /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
- * Details: while vehicle'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 vehicle'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->vcache.cached_max_speed))) == 0) {
- CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
- sound = true;
- }
- break;
-
- case VE_TYPE_DIESEL: {
- /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
- * when smoke emission stops.
- * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
- * emission erodes by 32 (1/4). For trains, power and 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 vehicle reaches
- * maximum speed no diesel_smoke is emitted.
- * REGULATION:
- * - up to which speed a diesel vehicle 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). */
- int power_weight_effect = 0;
- if (v->type == VEH_TRAIN) {
- power_weight_effect = (32 >> (Train::From(u)->acc_cache.cached_power >> 10)) - (32 >> (Train::From(u)->acc_cache.cached_weight >> 9));
- }
- if (u->cur_speed < (u->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
- Chance16((64 - ((u->cur_speed << 5) / u->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
- CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
- sound = true;
- }
- break;
- }
-
- case VE_TYPE_ELECTRIC:
- /* 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->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
- CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
- sound = true;
- }
- break;
-
- default:
- break;
- }
- } while ((v = v->Next()) != NULL);
-
- if (sound) PlayVehicleSound(u, VSE_VISUAL_EFFECT);
-}
-
void Train::PlayLeaveStationSound() const
{
static const SoundFx sfx[] = {
@@ -3722,7 +3591,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
if (CheckTrainStayInDepot(v)) return true;
- if (!mode) HandleLocomotiveSmokeCloud(v);
+ if (!mode) v->ShowVisualEffect();
/* We had no order but have an order now, do look ahead. */
if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 75ef370f5..e7dc7c2d0 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -50,6 +50,8 @@
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "vehiclelist.h"
+#include "tunnel_map.h"
+#include "depot_map.h"
#include "table/strings.h"
@@ -1895,6 +1897,136 @@ void Vehicle::UpdateVisualEffect(bool allow_power_change)
}
}
+static const int8 _vehicle_smoke_pos[8] = {
+ 1, 1, 1, 0, -1, -1, -1, 0
+};
+
+void Vehicle::ShowVisualEffect() const
+{
+ assert(this->IsPrimaryVehicle());
+ bool sound = false;
+
+ /* Do not show any smoke when:
+ * - vehicle smoke is disabled by the player
+ * - the vehicle is slowing down or stopped (by the player)
+ * - the vehicle is moving very slowly
+ */
+ if (_settings_game.vehicle.smoke_amount == 0 ||
+ this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
+ this->cur_speed < 2) {
+ return;
+ }
+ if (this->type == VEH_TRAIN) {
+ const Train *t = Train::From(this);
+ /* For trains, do not show any smoke when:
+ * - the train is reversing
+ * - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
+ */
+ if (HasBit(t->flags, VRF_REVERSING) ||
+ (IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
+ t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
+ return;
+ }
+ }
+
+ const Vehicle *v = this;
+
+ do {
+ int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
+ byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
+ bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
+
+ /* Show no smoke when:
+ * - Smoke has been disabled for this vehicle
+ * - The vehicle is not visible
+ * - The vehicle is on a depot tile
+ * - The vehicle is on a tunnel tile
+ * - The vehicle is a train engine that is currently unpowered */
+ if (disable_effect ||
+ v->vehstatus & VS_HIDDEN ||
+ IsDepotTile(v->tile) ||
+ IsTunnelTile(v->tile) ||
+ (v->type == VEH_TRAIN &&
+ !HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
+ continue;
+ }
+
+ if (effect_type == VE_TYPE_DEFAULT) {
+ if (v->type == VEH_TRAIN && Train::From(v)->IsEngine()) {
+ /* Use default effect type for engine class. */
+ effect_type = RailVehInfo(v->engine_type)->engclass + 1;
+ } else {
+ /* No default effect exists, so continue */
+ continue;
+ }
+ }
+
+ int x = _vehicle_smoke_pos[v->direction] * effect_offset;
+ int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
+
+ if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
+ x = -x;
+ y = -y;
+ }
+
+ switch (effect_type) {
+ case VE_TYPE_STEAM:
+ /* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
+ * Details: while vehicle'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 vehicle'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) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) {
+ CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
+ sound = true;
+ }
+ break;
+
+ case VE_TYPE_DIESEL: {
+ /* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
+ * when smoke emission stops.
+ * Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
+ * emission erodes by 32 (1/4). For trains, power and 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 vehicle reaches
+ * maximum speed no diesel_smoke is emitted.
+ * REGULATION:
+ * - up to which speed a diesel vehicle 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). */
+ int power_weight_effect = 0;
+ if (v->type == VEH_TRAIN) {
+ power_weight_effect = (32 >> (Train::From(this)->acc_cache.cached_power >> 10)) - (32 >> (Train::From(this)->acc_cache.cached_weight >> 9));
+ }
+ if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
+ Chance16((64 - ((this->cur_speed << 5) / this->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
+ CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
+ sound = true;
+ }
+ break;
+ }
+
+ case VE_TYPE_ELECTRIC:
+ /* 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 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
+ CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
+ sound = true;
+ }
+ break;
+
+ default:
+ break;
+ }
+ } while ((v = v->Next()) != NULL);
+
+ if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
+}
void Vehicle::SetNext(Vehicle *next)
{
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
index 7db794c1e..070413ab9 100644
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -618,6 +618,12 @@ public:
*/
void UpdateVisualEffect(bool allow_power_change = true);
+ /*
+ * Draw visual effects (smoke and/or sparks) for a vehicle chain.
+ * @pre this->IsPrimaryVehicle()
+ */
+ void ShowVisualEffect() const;
+
/**
* Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI.
* Note: current_order is not invalidated.