(svn r21914) -Codechange: move the algorithmic part of Train::UpdateSpeed to a function in GroundVehicle

pull/155/head
rubidium 14 years ago
parent 509a01e291
commit 2a9fe0c0d8

@ -377,6 +377,41 @@ struct GroundVehicle : public SpecializedVehicle<T, Type> {
this->gcache.last_speed = this->cur_speed;
}
}
protected:
/**
* Update the speed of the vehicle.
*
* It updates the cur_speed and subspeed variables depending on the state
* of the vehicle; in this case the current acceleration, minimum and
* maximum speeds of the vehicle. It returns the distance that that the
* vehicle can drive this tick. #Vehicle::GetAdvanceDistance() determines
* the distance to drive before moving a step on the map.
* @param accel The acceleration we would like to give this vehicle.
* @param min_speed The minimum speed here, in vehicle specific units.
* @param max_speed The maximum speed here, in vehicle specific units.
* @return Distance to drive.
*/
FORCEINLINE uint DoUpdateSpeed(uint accel, int min_speed, int max_speed)
{
uint spd = this->subspeed + accel;
this->subspeed = (byte)spd;
/* When we are going faster than the maximum speed, reduce the speed
* somewhat gradually. But never lower than the maximum speed. */
int tempmax = max_speed;
if (this->cur_speed > max_speed) {
tempmax = max(this->cur_speed - (this->cur_speed / 10) - 1, max_speed);
}
this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), min_speed, tempmax);
int scaled_spd = this->GetAdvanceSpeed(spd);
scaled_spd += this->progress;
this->progress = 0; // set later in *Handler or *Controller
return scaled_spd;
}
};
#endif /* GROUND_VEHICLE_HPP */

@ -2630,38 +2630,14 @@ void Train::MarkDirty()
*/
int Train::UpdateSpeed()
{
uint accel;
uint16 max_speed;
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
case AM_ORIGINAL:
max_speed = this->gcache.cached_max_track_speed;
accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2);
break;
case AM_REALISTIC:
max_speed = this->GetCurrentMaxSpeed();
accel = this->GetAcceleration();
break;
}
return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->gcache.cached_max_track_speed);
uint spd = this->subspeed + accel;
this->subspeed = (byte)spd;
{
int tempmax = max_speed;
if (this->cur_speed > max_speed) {
tempmax = max(this->cur_speed - (this->cur_speed / 10) - 1, tempmax);
}
/* Force a minimum speed of 1 km/h when realistic acceleration is on and the train is not braking. */
int min_speed = (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL || this->GetAccelerationStatus() == AS_BRAKE) ? 0 : 2;
this->cur_speed = spd = Clamp(this->cur_speed + ((int)spd >> 8), min_speed, tempmax);
case AM_REALISTIC:
return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
}
int scaled_spd = this->GetAdvanceSpeed(spd);
scaled_spd += this->progress;
this->progress = 0; // set later in TrainLocoHandler or TrainController
return scaled_spd;
}
/**

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