Codechange: Make the visual effects drawing routine work for all vehicle types. diff -r 60f932690f20 src/train_cmd.cpp --- a/src/train_cmd.cpp Wed Nov 17 21:43:19 2010 +0100 +++ b/src/train_cmd.cpp Wed Nov 17 23:37:23 2010 +0100 @@ -1890,63 +1890,79 @@ 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 @@ } 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), - * - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */ + * - 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)