@@ -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
* 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;
}
@@ -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;
/* "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);
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();
Status change: