diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -50,6 +50,8 @@ #include "effectvehicle_func.h" #include "effectvehicle_base.h" #include "vehiclelist.h" +#include "tunnel_map.h" +#include "depot_map.h" #include "table/strings.h" @@ -1895,6 +1897,136 @@ void Vehicle::UpdateVisualEffect(bool al } } +static const int8 _vehicle_smoke_pos[8] = { + 1, 1, 1, 0, -1, -1, -1, 0 +}; + +void Vehicle::ShowVisualEffect() const +{ + assert(this->IsPrimaryVehicle()); + bool sound = false; + + /* 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 || + this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) || + this->cur_speed < 2) { + return; + } + if (this->type == VEH_TRAIN) { + const Train *t = Train::From(this); + /* 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 Vehicle *v = this; + + 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); + + /* 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; + } + + if (effect_type == VE_TYPE_DEFAULT) { + 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 (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 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) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) { + CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE); + sound = true; + } + break; + + 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 vehicle reaches + * maximum speed no diesel_smoke is emitted. + * REGULATION: + * - 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(this)->acc_cache.cached_power >> 10)) - (32 >> (Train::From(this)->acc_cache.cached_weight >> 9)); + } + if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) && + Chance16((64 - ((this->cur_speed << 5) / this->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) + * 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 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) { + CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK); + sound = true; + } + break; + + default: + break; + } + } while ((v = v->Next()) != NULL); + + if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT); +} void Vehicle::SetNext(Vehicle *next) {