Mercurial > hg > openttd
changeset 17726:7ed1b225f4c2 draft
(svn r22506) -Feature [FS#4625]: Make the transparency options for industries also affect the effect vehicles created by industries.
author | frosch <frosch@openttd.org> |
---|---|
date | Sat, 28 May 2011 09:46:37 +0000 |
parents | 2bb554b0fa09 |
children | 5cd3502bc3fb |
files | src/effectvehicle.cpp src/effectvehicle_base.h src/transparency.h src/vehicle.cpp |
diffstat | 4 files changed, 39 insertions(+), 1 deletions(-) [+] |
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--- a/src/effectvehicle.cpp +++ b/src/effectvehicle.cpp @@ -565,6 +565,23 @@ }; 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 @@ 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]; +}
--- a/src/effectvehicle_base.h +++ b/src/effectvehicle_base.h @@ -33,6 +33,7 @@ void UpdateDeltaXY(Direction direction); bool Tick(); + TransparencyOption GetTransparencyOption() const; }; /**
--- a/src/transparency.h +++ b/src/transparency.h @@ -32,6 +32,7 @@ TO_CATENARY, ///< catenary TO_LOADING, ///< loading indicators TO_END, + TO_INVALID, ///< Invalid transparency option }; typedef uint TransparencyOptionBits; ///< transparency option bits
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -899,8 +899,18 @@ 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); } /**