diff options
Diffstat (limited to 'src/train_cmd.cpp')
-rw-r--r-- | src/train_cmd.cpp | 45 |
1 files changed, 38 insertions, 7 deletions
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index bac4e78d2..8d75bfcde 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; } |