Changeset - r21614:2d28327333d9
[Not reviewed]
master
0 2 0
frosch - 10 years ago 2014-08-17 14:52:48
frosch@openttd.org
(svn r26746) -Codechange: Separate enums for visual effect type and spawning model.
2 files changed with 25 insertions and 8 deletions:
0 comments (0 inline, 0 general)
src/vehicle.cpp
Show inline comments
 
@@ -2386,8 +2386,15 @@ void Vehicle::ShowVisualEffect() const
 

	
 
	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);
 
		VisualEffectSpawnModel effect_model = VESM_NONE;
 

	
 
		if (!HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT)) {
 
			effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
 
			assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
 
			assert_compile((uint)VESM_STEAM    == (uint)VE_TYPE_STEAM);
 
			assert_compile((uint)VESM_DIESEL   == (uint)VE_TYPE_DIESEL);
 
			assert_compile((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
 
		}
 

	
 
		/* Show no smoke when:
 
		 * - Smoke has been disabled for this vehicle
 
@@ -2396,7 +2403,7 @@ void Vehicle::ShowVisualEffect() const
 
		 * - 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 ||
 
		if (effect_model == VESM_NONE ||
 
				v->vehstatus & VS_HIDDEN ||
 
				(MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
 
				IsDepotTile(v->tile) ||
 
@@ -2407,8 +2414,8 @@ void Vehicle::ShowVisualEffect() const
 
		}
 

	
 
		EffectVehicleType evt = EV_END;
 
		switch (effect_type) {
 
			case VE_TYPE_STEAM:
 
		switch (effect_model) {
 
			case VESM_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.
 
@@ -2419,7 +2426,7 @@ void Vehicle::ShowVisualEffect() const
 
				}
 
				break;
 

	
 
			case VE_TYPE_DIESEL: {
 
			case VESM_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
 
@@ -2442,7 +2449,7 @@ void Vehicle::ShowVisualEffect() const
 
				break;
 
			}
 

	
 
			case VE_TYPE_ELECTRIC:
 
			case VESM_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
 
@@ -2456,7 +2463,7 @@ void Vehicle::ShowVisualEffect() const
 
				break;
 

	
 
			default:
 
				break;
 
				NOT_REACHED();
 
		}
 

	
 
		if (evt != EV_END) {
src/vehicle_base.h
Show inline comments
 
@@ -92,6 +92,16 @@ enum VisualEffect {
 
	VE_DEFAULT = 0xFF,          ///< Default value to indicate that visual effect should be based on engine class
 
};
 

	
 
/** Models for spawning visual effects. */
 
enum VisualEffectSpawnModel {
 
	VESM_NONE              = 0, ///< No visual effect
 
	VESM_STEAM,                 ///< Steam model
 
	VESM_DIESEL,                ///< Diesel model
 
	VESM_ELECTRIC,              ///< Electric model
 

	
 
	VESM_END
 
};
 

	
 
/**
 
 * Enum to handle ground vehicle subtypes.
 
 * This is defined here instead of at #GroundVehicle because some common function require access to these flags.
0 comments (0 inline, 0 general)