# HG changeset patch # User frosch # Date 2011-05-28 09:46:37 # Node ID f8666779ca309eced98d0cc10cd0e2c1d95eb116 # Parent 6c74a58f3a8cf7f591ade1ea5677f81548f23345 (svn r22506) -Feature [FS#4625]: Make the transparency options for industries also affect the effect vehicles created by industries. diff --git a/src/effectvehicle.cpp b/src/effectvehicle.cpp --- a/src/effectvehicle.cpp +++ b/src/effectvehicle.cpp @@ -565,6 +565,23 @@ static EffectTickProc * const _effect_ti }; assert_compile(lengthof(_effect_tick_procs) == EV_END); +/** Transparency options affecting the effects. */ +static const TransparencyOption _effect_transparency_options[] = { + TO_INDUSTRIES, // EV_CHIMNEY_SMOKE + TO_INVALID, // EV_STEAM_SMOKE + TO_INVALID, // EV_DIESEL_SMOKE + TO_INVALID, // EV_ELECTRIC_SPARK + TO_INVALID, // EV_CRASH_SMOKE + TO_INVALID, // EV_EXPLOSION_LARGE + TO_INVALID, // EV_BREAKDOWN_SMOKE + TO_INVALID, // EV_EXPLOSION_SMALL + TO_INVALID, // EV_BULLDOZER + TO_INDUSTRIES, // EV_BUBBLE + TO_INVALID, // EV_BREAKDOWN_SMOKE_AIRCRAFT + TO_INDUSTRIES, // EV_COPPER_MINE_SMOKE +}; +assert_compile(lengthof(_effect_transparency_options) == EV_END); + /** * Create an effect vehicle at a particular location. @@ -637,3 +654,12 @@ void EffectVehicle::UpdateDeltaXY(Direct this->y_extent = 1; this->z_extent = 1; } + +/** + * Determines the transparency option affecting the effect. + * @return Transparency option, or TO_INVALID if none. + */ +TransparencyOption EffectVehicle::GetTransparencyOption() const +{ + return _effect_transparency_options[this->subtype]; +} diff --git a/src/effectvehicle_base.h b/src/effectvehicle_base.h --- a/src/effectvehicle_base.h +++ b/src/effectvehicle_base.h @@ -33,6 +33,7 @@ struct EffectVehicle : public Specialize void UpdateDeltaXY(Direction direction); bool Tick(); + TransparencyOption GetTransparencyOption() const; }; /** diff --git a/src/transparency.h b/src/transparency.h --- a/src/transparency.h +++ b/src/transparency.h @@ -32,6 +32,7 @@ enum TransparencyOption { TO_CATENARY, ///< catenary TO_LOADING, ///< loading indicators TO_END, + TO_INVALID, ///< Invalid transparency option }; typedef uint TransparencyOptionBits; ///< transparency option bits diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -899,8 +899,18 @@ static void DoDrawVehicle(const Vehicle if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); + /* Check whether the vehicle shall be transparent due to the game state */ + bool shadowed = (v->vehstatus & VS_SHADOW); + + if (v->type == VEH_EFFECT) { + /* Check whether the vehicle shall be transparent/invisible due to GUI settings. + * However, transparent smoke and bubbles look weird, so always hide them. */ + TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption(); + if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return; + } + AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs, - v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0); + v->x_extent, v->y_extent, v->z_extent, v->z_pos, shadowed); } /**