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

This commit is contained in:
rubidium 2011-01-26 17:35:03 +00:00
parent b4a175ba41
commit 430fda01dc
2 changed files with 9 additions and 20 deletions

View File

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

View File

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