(svn r16378) -Codechange: replace OldPool with simpler Pool. Compilation time, binary size and run time (with asserts disabled) should be improved
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@@ -160,6 +160,8 @@ void FixOldVehicles()
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->next != NULL) v->next = Vehicle::Get((size_t)v->next);
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/* For some reason we need to correct for this */
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switch (v->spritenum) {
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case 0xfd: break;
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@@ -578,7 +580,7 @@ static bool LoadOldTown(LoadgameState *ls, int num)
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t->townnametype = t->townnametype == 0x10B6 ? 0x20C1 : t->townnametype + 0x2A00;
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}
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} else {
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t->xy = INVALID_TILE;
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delete t;
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}
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return true;
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@@ -594,12 +596,15 @@ static bool LoadOldOrder(LoadgameState *ls, int num)
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{
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if (!LoadChunk(ls, NULL, order_chunk)) return false;
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new (num) Order(UnpackOldOrder(_old_order));
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Order *o = new (num) Order(UnpackOldOrder(_old_order));
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/* Relink the orders to eachother (in the orders for one vehicle are behind eachother,
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* with an invalid order (OT_NOTHING) as indication that it is the last order */
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if (num > 0 && Order::Get(num)->IsValid()) {
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Order::Get(num - 1)->next = Order::Get(num);
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if (o->IsType(OT_NOTHING)) {
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delete o;
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} else {
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/* Relink the orders to eachother (in the orders for one vehicle are behind eachother,
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* with an invalid order (OT_NOTHING) as indication that it is the last order */
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Order *prev = Order::GetIfValid(num - 1);
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if (prev != NULL) prev->next = o;
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}
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return true;
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@@ -642,7 +647,7 @@ static bool LoadOldDepot(LoadgameState *ls, int num)
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if (d->xy != 0) {
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d->town_index = RemapTownIndex(_old_town_index);
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} else {
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d->xy = INVALID_TILE;
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delete d;
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}
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return true;
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@@ -823,7 +828,7 @@ static bool LoadOldStation(LoadgameState *ls, int num)
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st->string_id = RemapOldStringID(_old_string_id);
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}
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} else {
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st->xy = INVALID_TILE;
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delete st;
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}
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return true;
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@@ -895,7 +900,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
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IncIndustryTypeCount(i->type);
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} else {
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i->xy = INVALID_TILE;
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delete i;
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}
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return true;
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@@ -1142,19 +1147,22 @@ static const OldChunks vehicle_empty_chunk[] = {
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static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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{
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Vehicle *v = Vehicle::Get(_current_vehicle_id);
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Vehicle *v = Vehicle::GetIfValid(_current_vehicle_id);
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uint temp = ls->total_read;
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bool res;
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switch (v->type) {
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default: NOT_REACHED();
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case VEH_INVALID : res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
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case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
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case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
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case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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if (v == NULL) {
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res = LoadChunk(ls, NULL, vehicle_empty_chunk);
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} else {
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switch (v->type) {
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default: NOT_REACHED();
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case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
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case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
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case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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}
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}
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/* This chunk size should always be 10 bytes */
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@@ -1271,7 +1279,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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uint type = ReadByte(ls);
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switch (type) {
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default: return false;
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case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x00 /* VEH_INVALID */: v = NULL; break;
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case 0x25 /* MONORAIL */:
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case 0x20 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x21 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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@@ -1282,6 +1290,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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if (v == NULL) continue;
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SpriteID sprite = v->cur_image;
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/* no need to override other sprites */
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@@ -1347,7 +1356,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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/* Read the vehicle type and allocate the right vehicle */
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switch (ReadByte(ls)) {
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default: NOT_REACHED();
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case 0x00 /* VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x00 /* VEH_INVALID */: v = NULL; break;
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case 0x10 /* VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x11 /* VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x12 /* VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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@@ -1355,7 +1364,9 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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case 0x14 /* VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x15 /* VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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if (v == NULL) continue;
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_old_vehicle_names[_current_vehicle_id] = RemapOldStringID(_old_string_id);
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@@ -1373,7 +1384,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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}
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v->current_order.AssignOrder(UnpackOldOrder(_old_order));
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if (_old_next_ptr != 0xFFFF) v->next = Vehicle::GetPoolSize() <= _old_next_ptr ? new (_old_next_ptr) InvalidVehicle() : Vehicle::Get(_old_next_ptr);
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if (_old_next_ptr != 0xFFFF) v->next = (Vehicle *)_old_next_ptr;
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if (_cargo_count != 0) {
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CargoPacket *cp = new CargoPacket((_cargo_source == 0xFF) ? INVALID_STATION : _cargo_source, _cargo_count);
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