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authorterkhen <terkhen@openttd.org>2010-03-06 12:56:57 +0000
committerterkhen <terkhen@openttd.org>2010-03-06 12:56:57 +0000
commitc958c2c31f0f04cdf66dfae0b95743011202655a (patch)
tree0e5d74d9cf5d50a10f2733c3c40eb190cb2163ea /src/roadveh_cmd.cpp
parente770b3d6bbd6fa35f9f921232c965f1c306d1b85 (diff)
downloadopenttd-c958c2c31f0f04cdf66dfae0b95743011202655a.tar.xz
(svn r19345) -Feature: Realistic acceleration for road vehicles.
Diffstat (limited to 'src/roadveh_cmd.cpp')
-rw-r--r--src/roadveh_cmd.cpp46
1 files changed, 38 insertions, 8 deletions
diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp
index 4e2b2ea87..6f54f2ae9 100644
--- a/src/roadveh_cmd.cpp
+++ b/src/roadveh_cmd.cpp
@@ -287,6 +287,8 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
u->InvalidateNewGRFCache();
}
RoadVehUpdateCache(v);
+ /* Initialize cached values for realistic acceleration. */
+ if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) v->CargoChanged();
VehicleMove(v, false);
@@ -431,6 +433,7 @@ void RoadVehicle::MarkDirty()
for (Vehicle *v = this; v != NULL; v = v->Next()) {
v->UpdateViewport(false, false);
}
+ this->CargoChanged();
}
void RoadVehicle::UpdateDeltaXY(Direction direction)
@@ -456,6 +459,29 @@ void RoadVehicle::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
+/**
+ * Calculates the maximum speed of the vehicle under its current conditions.
+ * @return Maximum speed of the vehicle.
+ */
+FORCEINLINE int RoadVehicle::GetCurrentMaxSpeed() const
+{
+ if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) return this->max_speed;
+
+ int max_speed = this->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;
+ break;
+ } else if ((u->direction & 1) == 0) {
+ max_speed = this->max_speed * 3 / 4;
+ }
+ }
+
+ return max_speed;
+}
+
static void DeleteLastRoadVeh(RoadVehicle *v)
{
Vehicle *u = v;
@@ -725,17 +751,20 @@ static void RoadVehArrivesAt(const RoadVehicle *v, Station *st)
static int RoadVehAccelerate(RoadVehicle *v)
{
uint oldspeed = v->cur_speed;
- uint accel = 256 + (v->overtaking != 0 ? 256 : 0);
+ 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;
- int tempmax = v->max_speed;
- if (v->cur_speed > v->max_speed) {
+ int tempmax = v->GetCurrentMaxSpeed();
+ if (v->cur_speed > tempmax) {
tempmax = v->cur_speed - (v->cur_speed / 10) - 1;
}
- v->cur_speed = spd = Clamp(v->cur_speed + ((int)spd >> 8), 0, tempmax);
+ /* 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);
/* Apply bridge speed limit */
if (v->state == RVSB_WORMHOLE && !(v->vehstatus & VS_HIDDEN)) {
@@ -873,7 +902,7 @@ static void RoadVehCheckOvertake(RoadVehicle *v, RoadVehicle *u)
static void RoadZPosAffectSpeed(RoadVehicle *v, byte old_z)
{
- if (old_z == v->z_pos) return;
+ if (old_z == v->z_pos || _settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) return;
if (old_z < v->z_pos) {
v->cur_speed = v->cur_speed * 232 / 256; // slow down by ~10%
@@ -1317,7 +1346,7 @@ again:
}
if (new_dir != v->direction) {
v->direction = new_dir;
- v->cur_speed -= v->cur_speed >> 2;
+ if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
}
v->x_pos = x;
v->y_pos = y;
@@ -1382,7 +1411,7 @@ again:
if (new_dir != v->direction) {
v->direction = new_dir;
- v->cur_speed -= v->cur_speed >> 2;
+ if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
}
v->x_pos = x;
@@ -1434,7 +1463,7 @@ again:
Direction old_dir = v->direction;
if (new_dir != old_dir) {
v->direction = new_dir;
- v->cur_speed -= (v->cur_speed >> 2);
+ if (_settings_game.vehicle.roadveh_acceleration_model == AM_ORIGINAL) v->cur_speed -= v->cur_speed >> 2;
if (old_dir != v->state) {
/* The vehicle is in a road stop */
v->UpdateInclination(false, true);
@@ -1731,6 +1760,7 @@ CommandCost CmdRefitRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
if (flags & DC_EXEC) {
RoadVehicle *front = v->First();
RoadVehUpdateCache(front);
+ if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) front->CargoChanged();
SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);