(svn r21099) -Codechange: Store road vehicle max speed in the vehicle cache.

pull/155/head
terkhen 14 years ago
parent 79ab8cb571
commit 25e638adcb

@ -1232,8 +1232,15 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
case VEH_SHIP:
t = u->vcache.cached_max_speed;
break;
case VEH_ROAD: t = u->max_speed / 2; break;
case VEH_AIRCRAFT: t = Aircraft::From(u)->GetSpeedOldUnits(); break; // Convert to old units.
case VEH_ROAD:
t = u->vcache.cached_max_speed / 2;
break;
case VEH_AIRCRAFT:
t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
break;
default: NOT_REACHED();
}

@ -717,17 +717,12 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by
case 0x19: {
uint max_speed;
switch (v->type) {
case VEH_TRAIN: /* FALL THROUGH */
case VEH_SHIP:
max_speed = v->vcache.cached_max_speed;
break;
case VEH_AIRCRAFT:
max_speed = Aircraft::From(v)->GetSpeedOldUnits(); // Convert to old units.
break;
default:
max_speed = v->max_speed;
max_speed = v->vcache.cached_max_speed;
break;
}
return (variable - 0x80) == 0x18 ? max_speed : GB(max_speed, 8, 8);

@ -119,7 +119,7 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
bool IsPrimaryVehicle() const { return this->IsRoadVehFront(); }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
int GetDisplayMaxSpeed() const { return this->max_speed / 2; }
int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed / 2; }
Money GetRunningCost() const;
int GetDisplayImageWidth(Point *offset = NULL) const;
bool IsInDepot() const { return this->state == RVSB_IN_DEPOT; }

@ -191,6 +191,8 @@ void RoadVehUpdateCache(RoadVehicle *v)
/* Invalidate the vehicle colour map */
u->colourmap = PAL_NONE;
}
v->vcache.cached_max_speed = RoadVehInfo(v->engine_type)->max_speed;
}
/**
@ -384,17 +386,17 @@ void RoadVehicle::UpdateDeltaXY(Direction direction)
*/
FORCEINLINE int RoadVehicle::GetCurrentMaxSpeed() const
{
if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return this->max_speed;
if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return this->vcache.cached_max_speed;
int max_speed = this->max_speed;
int max_speed = this->vcache.cached_max_speed;
/* Limit speed to 50% while reversing, 75% in curves. */
for (const RoadVehicle *u = this; u != NULL; u = u->Next()) {
if (this->state <= RVSB_TRACKDIR_MASK && IsReversingRoadTrackdir((Trackdir)this->state)) {
max_speed = this->max_speed / 2;
max_speed = this->vcache.cached_max_speed / 2;
break;
} else if ((u->direction & 1) == 0) {
max_speed = this->max_speed * 3 / 4;
max_speed = this->vcache.cached_max_speed * 3 / 4;
}
}
@ -753,7 +755,7 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
od.v = v;
od.u = u;
if (u->max_speed >= v->max_speed &&
if (u->max_speed >= v->vcache.cached_max_speed &&
!(u->vehstatus & VS_STOPPED) &&
u->cur_speed != 0) {
return;
@ -806,7 +808,7 @@ static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
} else {
uint16 spd = v->cur_speed + 2;
if (spd <= v->max_speed) v->cur_speed = spd;
if (spd <= v->vcache.cached_max_speed) v->cur_speed = spd;
}
}

@ -806,12 +806,7 @@ static int CDECL VehicleReliabilitySorter(const Vehicle * const *a, const Vehicl
/** Sort vehicles by their max speed */
static int CDECL VehicleMaxSpeedSorter(const Vehicle * const *a, const Vehicle * const *b)
{
int r = 0;
if ((*a)->type != VEH_ROAD && (*b)->type != VEH_ROAD) {
r = (*a)->vcache.cached_max_speed - (*b)->vcache.cached_max_speed;
} else {
r = (*a)->max_speed - (*b)->max_speed;
}
int r = (*a)->vcache.cached_max_speed - (*b)->vcache.cached_max_speed;
return (r != 0) ? r : VehicleNumberSorter(a, b);
}

Loading…
Cancel
Save