(svn r16378) -Codechange: replace OldPool with simpler Pool. Compilation time, binary size and run time (with asserts disabled) should be improved

This commit is contained in:
smatz
2009-05-22 15:13:50 +00:00
parent 7eb14aa49f
commit 50624d5c0f
69 changed files with 834 additions and 995 deletions

View File

@@ -160,6 +160,8 @@ void FixOldVehicles()
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->next != NULL) v->next = Vehicle::Get((size_t)v->next);
/* For some reason we need to correct for this */
switch (v->spritenum) {
case 0xfd: break;
@@ -578,7 +580,7 @@ static bool LoadOldTown(LoadgameState *ls, int num)
t->townnametype = t->townnametype == 0x10B6 ? 0x20C1 : t->townnametype + 0x2A00;
}
} else {
t->xy = INVALID_TILE;
delete t;
}
return true;
@@ -594,12 +596,15 @@ static bool LoadOldOrder(LoadgameState *ls, int num)
{
if (!LoadChunk(ls, NULL, order_chunk)) return false;
new (num) Order(UnpackOldOrder(_old_order));
Order *o = new (num) Order(UnpackOldOrder(_old_order));
/* Relink the orders to eachother (in the orders for one vehicle are behind eachother,
* with an invalid order (OT_NOTHING) as indication that it is the last order */
if (num > 0 && Order::Get(num)->IsValid()) {
Order::Get(num - 1)->next = Order::Get(num);
if (o->IsType(OT_NOTHING)) {
delete o;
} else {
/* Relink the orders to eachother (in the orders for one vehicle are behind eachother,
* with an invalid order (OT_NOTHING) as indication that it is the last order */
Order *prev = Order::GetIfValid(num - 1);
if (prev != NULL) prev->next = o;
}
return true;
@@ -642,7 +647,7 @@ static bool LoadOldDepot(LoadgameState *ls, int num)
if (d->xy != 0) {
d->town_index = RemapTownIndex(_old_town_index);
} else {
d->xy = INVALID_TILE;
delete d;
}
return true;
@@ -823,7 +828,7 @@ static bool LoadOldStation(LoadgameState *ls, int num)
st->string_id = RemapOldStringID(_old_string_id);
}
} else {
st->xy = INVALID_TILE;
delete st;
}
return true;
@@ -895,7 +900,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
IncIndustryTypeCount(i->type);
} else {
i->xy = INVALID_TILE;
delete i;
}
return true;
@@ -1142,19 +1147,22 @@ static const OldChunks vehicle_empty_chunk[] = {
static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
{
Vehicle *v = Vehicle::Get(_current_vehicle_id);
Vehicle *v = Vehicle::GetIfValid(_current_vehicle_id);
uint temp = ls->total_read;
bool res;
switch (v->type) {
default: NOT_REACHED();
case VEH_INVALID : res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
if (v == NULL) {
res = LoadChunk(ls, NULL, vehicle_empty_chunk);
} else {
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
}
}
/* This chunk size should always be 10 bytes */
@@ -1271,7 +1279,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
uint type = ReadByte(ls);
switch (type) {
default: return false;
case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
case 0x00 /* VEH_INVALID */: v = NULL; break;
case 0x25 /* MONORAIL */:
case 0x20 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
case 0x21 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
@@ -1282,6 +1290,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
}
if (!LoadChunk(ls, v, vehicle_chunk)) return false;
if (v == NULL) continue;
SpriteID sprite = v->cur_image;
/* no need to override other sprites */
@@ -1347,7 +1356,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
/* Read the vehicle type and allocate the right vehicle */
switch (ReadByte(ls)) {
default: NOT_REACHED();
case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
case 0x00 /* VEH_INVALID */: v = NULL; break;
case 0x10 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
case 0x11 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
case 0x12 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
@@ -1355,7 +1364,9 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
case 0x14 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
case 0x15 /* VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
}
if (!LoadChunk(ls, v, vehicle_chunk)) return false;
if (v == NULL) continue;
_old_vehicle_names[_current_vehicle_id] = RemapOldStringID(_old_string_id);
@@ -1373,7 +1384,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
}
v->current_order.AssignOrder(UnpackOldOrder(_old_order));
if (_old_next_ptr != 0xFFFF) v->next = Vehicle::GetPoolSize() <= _old_next_ptr ? new (_old_next_ptr) InvalidVehicle() : Vehicle::Get(_old_next_ptr);
if (_old_next_ptr != 0xFFFF) v->next = (Vehicle *)_old_next_ptr;
if (_cargo_count != 0) {
CargoPacket *cp = new CargoPacket((_cargo_source == 0xFF) ? INVALID_STATION : _cargo_source, _cargo_count);