diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -649,28 +649,16 @@ static void RoadVehArrivesAt(const RoadV * the distance to drive before moving a step on the map. * @return distance to drive. */ -static int RoadVehAccelerate(RoadVehicle *v) +int RoadVehicle::UpdateSpeed() { - 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; + switch (_settings_game.vehicle.roadveh_acceleration_model) { + default: NOT_REACHED(); + case AM_ORIGINAL: + return this->DoUpdateSpeed(this->overtaking != 0 ? 512 : 256, 0, this->GetCurrentMaxSpeed()); - int tempmax = v->GetCurrentMaxSpeed(); - if (v->cur_speed > tempmax) { - tempmax = v->cur_speed - (v->cur_speed / 10) - 1; + case AM_REALISTIC: + return this->DoUpdateSpeed(this->GetAcceleration() + (this->overtaking != 0 ? 256 : 0), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 4, this->GetCurrentMaxSpeed()); } - - /* 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); - - int scaled_spd = v->GetAdvanceSpeed(spd); - - scaled_spd += v->progress; - v->progress = 0; - return scaled_spd; } static Direction RoadVehGetNewDirection(const RoadVehicle *v, int x, int y) @@ -1466,7 +1454,7 @@ static bool RoadVehController(RoadVehicl v->ShowVisualEffect(); /* Check how far the vehicle needs to proceed */ - int j = RoadVehAccelerate(v); + int j = v->UpdateSpeed(); int adv_spd = v->GetAdvanceDistance(); bool blocked = false;