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authorrubidium <rubidium@openttd.org>2010-01-17 23:03:43 +0000
committerrubidium <rubidium@openttd.org>2010-01-17 23:03:43 +0000
commit23a8d2239f22940553ff02bb652cb19a6a0feb64 (patch)
tree012b1e14d5f774bbc16960f44a3d29aec7e4d571
parent11e3a00a23148c96c497c8ba28e1f2c0583e966c (diff)
downloadopenttd-23a8d2239f22940553ff02bb652cb19a6a0feb64.tar.xz
(svn r18854) -Codechange [FS#3539]: unconflict acceleration type as 'status' and rail property (Terhken)
-rw-r--r--src/train.h12
-rw-r--r--src/train_cmd.cpp10
2 files changed, 11 insertions, 11 deletions
diff --git a/src/train.h b/src/train.h
index 9749acb4b..f61febf0c 100644
--- a/src/train.h
+++ b/src/train.h
@@ -93,10 +93,10 @@ struct TrainCache {
EngineID first_engine; ///< cached EngineID of the front vehicle. INVALID_ENGINE for the front vehicle itself.
};
-/** What type of acceleration should we do? */
-enum AccelType {
- AM_ACCEL, ///< We want to go faster, if possible ofcourse
- AM_BRAKE ///< We want to stop
+/** What is the status of our acceleration? */
+enum AccelStatus {
+ AS_ACCEL, ///< We want to go faster, if possible ofcourse
+ AS_BRAKE ///< We want to stop
};
/**
@@ -444,9 +444,9 @@ protected: /* These functions should not be called outside acceleration code. */
* Checks the current acceleration status of this vehicle.
* @return Acceleration status.
*/
- FORCEINLINE AccelType GetAccelerationStatus() const
+ FORCEINLINE AccelStatus GetAccelerationStatus() const
{
- return (this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) ? AM_BRAKE : AM_ACCEL;
+ return (this->vehstatus & VS_STOPPED) || HasBit(this->flags, VRF_REVERSING) || HasBit(this->flags, VRF_TRAIN_STUCK) ? AS_BRAKE : AS_ACCEL;
}
/**
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 61f01891c..614ce7b12 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -527,7 +527,7 @@ int Train::GetAcceleration() const
resistance *= 4; //[N]
/* This value allows to know if the vehicle is accelerating or braking. */
- AccelType mode = this->GetAccelerationStatus();
+ AccelStatus mode = this->GetAccelerationStatus();
const int max_te = this->tcache.cached_max_te; // [N]
int force;
@@ -536,17 +536,17 @@ int Train::GetAcceleration() const
force = power / speed; //[N]
force *= 22;
force /= 10;
- if (mode == AM_ACCEL && force > max_te) force = max_te;
+ if (mode == AS_ACCEL && force > max_te) force = max_te;
} else {
force = power / 25;
}
} else {
/* "kickoff" acceleration */
- force = (mode == AM_ACCEL && !maglev) ? min(max_te, power) : power;
+ force = (mode == AS_ACCEL && !maglev) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
- if (mode == AM_ACCEL) {
+ if (mode == AS_ACCEL) {
return (force - resistance) / (mass * 2);
} else {
return min(-force - resistance, -10000) / mass;
@@ -2941,7 +2941,7 @@ int Train::UpdateSpeed()
switch (_settings_game.vehicle.train_acceleration_model) {
default: NOT_REACHED();
- case TAM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AM_BRAKE ? -4 : 2); break;
+ case TAM_ORIGINAL: accel = this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2); break;
case TAM_REALISTIC:
this->max_speed = this->GetCurrentMaxSpeed();
accel = this->GetAcceleration();