diff options
Diffstat (limited to 'src/roadveh_cmd.cpp')
-rw-r--r-- | src/roadveh_cmd.cpp | 46 |
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); |