Merge branch 'master' into wait_in_depot
This commit is contained in:
192
src/vehicle.cpp
192
src/vehicle.cpp
@@ -206,7 +206,7 @@ uint Vehicle::Crash(bool flooded)
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/* We do not transfer reserver cargo back, so TotalCount() instead of StoredCount() */
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if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.TotalCount();
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v->vehstatus |= VS_CRASHED;
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MarkSingleVehicleDirty(v);
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v->MarkAllViewportsDirty();
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}
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/* Dirty some windows */
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@@ -809,7 +809,7 @@ Vehicle::~Vehicle()
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/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
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* it may happen that vehicle chain is deleted when visible */
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if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
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if (!(this->vehstatus & VS_HIDDEN)) this->MarkAllViewportsDirty();
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Vehicle *v = this->Next();
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this->SetNext(NULL);
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@@ -1473,67 +1473,62 @@ void VehicleEnterDepot(Vehicle *v)
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/**
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* Update the position of the vehicle. This will update the hash that tells
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* which vehicles are on a tile.
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* @param v The vehicle to update.
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*/
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void VehicleUpdatePosition(Vehicle *v)
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void Vehicle::UpdatePosition()
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{
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UpdateVehicleTileHash(v, false);
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UpdateVehicleTileHash(this, false);
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}
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/**
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* Update the vehicle on the viewport, updating the right hash and setting the
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* new coordinates.
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* @param v The vehicle to update.
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* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
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*/
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void VehicleUpdateViewport(Vehicle *v, bool dirty)
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void Vehicle::UpdateViewport(bool dirty)
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{
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int img = v->cur_image;
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Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
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int img = this->cur_image;
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Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
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const Sprite *spr = GetSprite(img, ST_NORMAL);
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pt.x += spr->x_offs;
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pt.y += spr->y_offs;
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UpdateVehicleViewportHash(v, pt.x, pt.y);
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UpdateVehicleViewportHash(this, pt.x, pt.y);
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Rect old_coord = v->coord;
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v->coord.left = pt.x;
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v->coord.top = pt.y;
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v->coord.right = pt.x + spr->width + 2 * ZOOM_LVL_BASE;
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v->coord.bottom = pt.y + spr->height + 2 * ZOOM_LVL_BASE;
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Rect old_coord = this->coord;
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this->coord.left = pt.x;
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this->coord.top = pt.y;
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this->coord.right = pt.x + spr->width + 2 * ZOOM_LVL_BASE;
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this->coord.bottom = pt.y + spr->height + 2 * ZOOM_LVL_BASE;
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if (dirty) {
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if (old_coord.left == INVALID_COORD) {
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MarkSingleVehicleDirty(v);
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this->MarkAllViewportsDirty();
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} else {
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MarkAllViewportsDirty(
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min(old_coord.left, v->coord.left),
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min(old_coord.top, v->coord.top),
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max(old_coord.right, v->coord.right) + 1 * ZOOM_LVL_BASE,
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max(old_coord.bottom, v->coord.bottom) + 1 * ZOOM_LVL_BASE
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);
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::MarkAllViewportsDirty(
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min(old_coord.left, this->coord.left),
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min(old_coord.top, this->coord.top),
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max(old_coord.right, this->coord.right),
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max(old_coord.bottom, this->coord.bottom));
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}
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}
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}
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/**
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* Update the position of the vehicle, and update the viewport.
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* @param v The vehicle to update.
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*/
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void VehicleUpdatePositionAndViewport(Vehicle *v)
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void Vehicle::UpdatePositionAndViewport()
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{
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VehicleUpdatePosition(v);
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VehicleUpdateViewport(v, true);
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this->UpdatePosition();
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this->UpdateViewport(true);
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}
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/**
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* Marks viewports dirty where the vehicle's image is.
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* @param v vehicle to mark dirty
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*/
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void MarkSingleVehicleDirty(const Vehicle *v)
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void Vehicle::MarkAllViewportsDirty() const
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{
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MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1 * ZOOM_LVL_BASE, v->coord.bottom + 1 * ZOOM_LVL_BASE);
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::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
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}
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/**
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@@ -2381,6 +2376,61 @@ static const int8 _vehicle_smoke_pos[8] = {
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1, 1, 1, 0, -1, -1, -1, 0
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};
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/**
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* Call CBID_VEHICLE_SPAWN_VISUAL_EFFECT and spawn requested effects.
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* @param v Vehicle to create effects for.
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*/
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static void SpawnAdvancedVisualEffect(const Vehicle *v)
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{
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_SPAWN_VISUAL_EFFECT, 0, Random(), v->engine_type, v);
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if (callback == CALLBACK_FAILED) return;
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uint count = GB(callback, 0, 2);
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bool auto_center = HasBit(callback, 13);
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bool auto_rotate = !HasBit(callback, 14);
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int8 l_center = 0;
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if (auto_center) {
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/* For road vehicles: Compute offset from vehicle position to vehicle center */
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if (v->type == VEH_ROAD) l_center = -(int)(VEHICLE_LENGTH - RoadVehicle::From(v)->gcache.cached_veh_length) / 2;
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} else {
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/* For trains: Compute offset from vehicle position to sprite position */
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if (v->type == VEH_TRAIN) l_center = (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
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}
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Direction l_dir = v->direction;
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if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) l_dir = ReverseDir(l_dir);
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Direction t_dir = ChangeDir(l_dir, DIRDIFF_90RIGHT);
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int8 x_center = _vehicle_smoke_pos[l_dir] * l_center;
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int8 y_center = _vehicle_smoke_pos[t_dir] * l_center;
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for (uint i = 0; i < count; i++) {
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uint32 reg = GetRegister(0x100 + i);
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uint type = GB(reg, 0, 8);
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int8 x = GB(reg, 8, 8);
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int8 y = GB(reg, 16, 8);
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int8 z = GB(reg, 24, 8);
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if (auto_rotate) {
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int8 l = x;
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int8 t = y;
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x = _vehicle_smoke_pos[l_dir] * l + _vehicle_smoke_pos[t_dir] * t;
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y = _vehicle_smoke_pos[t_dir] * l - _vehicle_smoke_pos[l_dir] * t;
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}
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if (type >= 0xF0) {
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switch (type) {
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case 0xF1: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_STEAM_SMOKE); break;
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case 0xF2: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_DIESEL_SMOKE); break;
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case 0xF3: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_ELECTRIC_SPARK); break;
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case 0xFA: CreateEffectVehicleRel(v, x_center + x, y_center + y, z, EV_BREAKDOWN_SMOKE_AIRCRAFT); break;
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default: break;
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}
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}
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}
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}
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/**
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* Draw visual effects (smoke and/or sparks) for a vehicle chain.
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* @pre this->IsPrimaryVehicle()
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@@ -2401,7 +2451,9 @@ void Vehicle::ShowVisualEffect() const
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return;
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}
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uint max_speed = this->vcache.cached_max_speed;
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/* Use the speed as limited by underground and orders. */
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uint max_speed = this->GetCurrentMaxSpeed();
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if (this->type == VEH_TRAIN) {
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const Train *t = Train::From(this);
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/* For trains, do not show any smoke when:
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@@ -2410,21 +2462,28 @@ void Vehicle::ShowVisualEffect() const
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*/
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if (HasBit(t->flags, VRF_REVERSING) ||
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(IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
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t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
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t->cur_speed >= max_speed)) {
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return;
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}
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max_speed = min(max_speed, t->gcache.cached_max_track_speed);
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max_speed = min(max_speed, this->current_order.GetMaxSpeed());
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}
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if (this->type == VEH_ROAD || this->type == VEH_SHIP) max_speed = min(max_speed, this->current_order.GetMaxSpeed() * 2);
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const Vehicle *v = this;
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do {
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bool advanced = HasBit(v->vcache.cached_vis_effect, VE_ADVANCED_EFFECT);
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int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
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byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
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bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
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VisualEffectSpawnModel effect_model = VESM_NONE;
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if (advanced) {
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effect_offset = VE_OFFSET_CENTRE;
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effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, 0, VE_ADVANCED_EFFECT);
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if (effect_model >= VESM_END) effect_model = VESM_NONE; // unknown spawning model
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} else {
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effect_model = (VisualEffectSpawnModel)GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
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assert(effect_model != (VisualEffectSpawnModel)VE_TYPE_DEFAULT); // should have been resolved by UpdateVisualEffect
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assert_compile((uint)VESM_STEAM == (uint)VE_TYPE_STEAM);
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assert_compile((uint)VESM_DIESEL == (uint)VE_TYPE_DIESEL);
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assert_compile((uint)VESM_ELECTRIC == (uint)VE_TYPE_ELECTRIC);
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}
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/* Show no smoke when:
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* - Smoke has been disabled for this vehicle
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@@ -2433,9 +2492,9 @@ void Vehicle::ShowVisualEffect() const
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* - The vehicle is on a depot tile
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* - The vehicle is on a tunnel tile
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* - The vehicle is a train engine that is currently unpowered */
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if (disable_effect ||
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if (effect_model == VESM_NONE ||
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v->vehstatus & VS_HIDDEN ||
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(MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
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IsBridgeAbove(v->tile) ||
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IsDepotTile(v->tile) ||
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IsTunnelTile(v->tile) ||
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(v->type == VEH_TRAIN &&
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@@ -2443,33 +2502,20 @@ void Vehicle::ShowVisualEffect() const
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continue;
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}
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/* The effect offset is relative to a point 4 units behind the vehicle's
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* front (which is the center of an 8/8 vehicle). Shorter vehicles need a
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* correction factor. */
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if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
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int x = _vehicle_smoke_pos[v->direction] * effect_offset;
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int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
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if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
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x = -x;
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y = -y;
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}
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switch (effect_type) {
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case VE_TYPE_STEAM:
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EffectVehicleType evt = EV_END;
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switch (effect_model) {
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case VESM_STEAM:
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/* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
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* Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
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* third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
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* REGULATION:
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* - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
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if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / max_speed))) == 0) {
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CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
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sound = true;
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evt = EV_STEAM_SMOKE;
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}
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break;
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case VE_TYPE_DIESEL: {
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case VESM_DIESEL: {
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/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
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* when smoke emission stops.
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* Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
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@@ -2487,13 +2533,12 @@ void Vehicle::ShowVisualEffect() const
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}
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if (this->cur_speed < (max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
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Chance16((64 - ((this->cur_speed << 5) / max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
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CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
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sound = true;
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evt = EV_DIESEL_SMOKE;
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}
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break;
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}
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case VE_TYPE_ELECTRIC:
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case VESM_ELECTRIC:
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/* Electric train's spark - more often occurs when train is departing (more load)
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* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
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* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
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@@ -2502,13 +2547,34 @@ void Vehicle::ShowVisualEffect() const
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* - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
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if (GB(v->tick_counter, 0, 2) == 0 &&
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Chance16((6 - ((this->cur_speed << 2) / max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
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CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
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sound = true;
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evt = EV_ELECTRIC_SPARK;
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}
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break;
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default:
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break;
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NOT_REACHED();
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}
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if (evt != EV_END && advanced) {
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sound = true;
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SpawnAdvancedVisualEffect(v);
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} else if (evt != EV_END) {
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sound = true;
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/* The effect offset is relative to a point 4 units behind the vehicle's
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* front (which is the center of an 8/8 vehicle). Shorter vehicles need a
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* correction factor. */
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if (v->type == VEH_TRAIN) effect_offset += (VEHICLE_LENGTH - Train::From(v)->gcache.cached_veh_length) / 2;
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int x = _vehicle_smoke_pos[v->direction] * effect_offset;
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int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
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if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
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x = -x;
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y = -y;
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}
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CreateEffectVehicleRel(v, x, y, 10, evt);
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}
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} while ((v = v->Next()) != NULL);
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Reference in New Issue
Block a user