(svn r21915) -Codechange: rename RoadVehicleAccelerate to RoadVehicle::UpdateSpeed (to match the naming used by Trains), and make use of the algorithm implemented in GroundVehicle

pull/155/head
rubidium 14 years ago
parent 2a9fe0c0d8
commit 2f8fb298a8

@ -120,6 +120,7 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
bool IsBus() const;
int GetCurrentMaxSpeed() const;
int UpdateSpeed();
protected: // These functions should not be called outside acceleration code.

@ -649,28 +649,16 @@ static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
* the distance to drive before moving a step on the map.
* @return distance to drive.
*/
static int RoadVehAccelerate(RoadVehicle *v)
int RoadVehicle::UpdateSpeed()
{
uint accel = v->overtaking != 0 ? 256 : 0;
accel += (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) ? 256 : v->GetAcceleration();
uint spd = v->subspeed + accel;
v->subspeed = (uint8)spd;
switch (_settings_game.vehicle.roadveh_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed());
int tempmax = v->GetCurrentMaxSpeed();
if (v->cur_speed > tempmax) {
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
case AM_REALISTIC:
return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed());
}
/* Force a minimum speed of 1 km/h when realistic acceleration is on. */
int min_speed = (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) ? 0 : 4;
v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), min_speed, tempmax);
int scaled_spd = v->GetAdvanceSpeed(spd);
scaled_spd += v->progress;
v->progress = 0;
return scaled_spd;
}
static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y)
@ -1466,7 +1454,7 @@ static bool RoadVehController(RoadVehicle *v)
v->ShowVisualEffect();
/* Check how far the vehicle needs to proceed */
int j = RoadVehAccelerate(v);
int j = v->UpdateSpeed();
int adv_spd = v->GetAdvanceDistance();
bool blocked = false;

Loading…
Cancel
Save