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-rw-r--r--src/train_cmd.cpp95
1 files changed, 58 insertions, 37 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index a1fd9b8a0..b1373d379 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1890,63 +1890,79 @@ static const int8 _vehicle_smoke_pos[8] = {
1, 1, 1, 0, -1, -1, -1, 0
};
-static void HandleLocomotiveSmokeCloud(const Train *v)
+static void HandleLocomotiveSmokeCloud(const Vehicle *v)
{
+ assert(v->IsPrimaryVehicle());
bool sound = false;
- /* 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. */
+ /* 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) ||
- 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())) {
+ 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 Train *u = v;
+ const Vehicle *u = v;
do {
- const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
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);
- /* no smoke? */
- if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
- disable_effect ||
- v->vehstatus & VS_HIDDEN) {
+ /* 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;
}
- /* No smoke in depots or tunnels */
- if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
-
- /* No sparks for electric vehicles on non-electrified tracks. */
- if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
-
if (effect_type == VE_TYPE_DEFAULT) {
- /* Use default effect type for engine class. */
- effect_type = rvi->engclass + 1;
+ 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 (HasBit(v->flags, VRF_REVERSE_DIRECTION)) {
+ 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 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.
+ /* 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) {
@@ -1955,24 +1971,29 @@ static void HandleLocomotiveSmokeCloud(const Train *v)
}
break;
- case VE_TYPE_DIESEL:
- /* 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
+ 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 train reaches
- * maximum speed no diesel_smoke is emitted as train has enough traction to keep locomotive running optimally.
+ * 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 train is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
+ * - 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) + (32 >> (u->acc_cache.cached_power >> 10)) - (32 >> (u->acc_cache.cached_weight >> 9))), (512 >> _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)