(svn r10770) -Codechange: use the pool item class as super class for the vehicle struct.

-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
This commit is contained in:
rubidium
2007-08-03 19:36:00 +00:00
parent 7e9594e0a5
commit b21f29c38f
9 changed files with 122 additions and 229 deletions

View File

@@ -282,28 +282,12 @@ void AfterLoadVehicles()
}
}
static Vehicle *InitializeVehicle(Vehicle *v)
Vehicle::Vehicle()
{
VehicleID index = v->index;
memset(v, 0, sizeof(Vehicle));
v->index = index;
assert(v->orders == NULL);
v = new (v) InvalidVehicle();
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
v->next_hash = NULL;
v->string_id = 0;
v->next_shared = NULL;
v->prev_shared = NULL;
v->depot_list = NULL;
v->random_bits = 0;
v->group_id = DEFAULT_GROUP;
v->fill_percent_te_id = INVALID_TE_ID;
return v;
this->type = VEH_INVALID;
this->left_coord = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
}
/**
@@ -315,87 +299,21 @@ byte VehicleRandomBits()
return GB(Random(), 0, 8);
}
Vehicle *ForceAllocateSpecialVehicle()
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
/* This stays a strange story.. there should always be room for special
* vehicles (special effects all over the map), but with 65k of vehicles
* is this realistic to double-check for that? For now we just reserve
* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
* be used for special vehicles.. should work nicely :) */
uint counter = _Vehicle_pool.first_free_index;
Vehicle *v;
for (int i = 0; i != num; i++) {
Vehicle *v = AllocateRaw(counter);
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
/* No more room for the special vehicles, return NULL */
if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
return NULL;
if (v == NULL) return false;
v = new (v) InvalidVehicle();
if (!v->IsValid()) return InitializeVehicle(v);
}
return NULL;
}
/**
* finds a free vehicle in the memory or allocates a new one
* returns a pointer to the first free vehicle or NULL if all vehicles are in use
* *skip_vehicles is an offset to where in the array we should begin looking
* this is to avoid looping though the same vehicles more than once after we learned that they are not free
* this feature is used by AllocateVehicles() since it need to allocate more than one and when
* another block is added to _Vehicle_pool, since we only do that when we know it's already full
*/
static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
{
/* See note by ForceAllocateSpecialVehicle() why we skip the
* first blocks */
Vehicle *v;
const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* @todo - This is just a temporary stage, this will be removed. */
if (*skip_vehicles < (_Vehicle_pool.GetSize() - offset)) { // make sure the offset in the array is not larger than the array itself
for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
(*skip_vehicles)++;
if (!v->IsValid()) return InitializeVehicle(v);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_Vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
return NULL;
}
Vehicle *AllocateVehicle()
{
VehicleID counter = 0;
return AllocateSingleVehicle(&counter);
}
/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
Vehicle *v;
VehicleID counter = 0;
for (i = 0; i != num; i++) {
v = AllocateSingleVehicle(&counter);
if (v == NULL) {
return false;
}
if (vl != NULL) {
vl[i] = v;
}
counter++;
}
return true;
@@ -671,44 +589,51 @@ bool IsEngineCountable(const Vehicle *v)
}
}
void DestroyVehicle(Vehicle *v)
Vehicle::~Vehicle()
{
if (IsValidStationID(v->last_station_visited)) {
GetStation(v->last_station_visited)->loading_vehicles.remove(v);
if (IsValidStationID(this->last_station_visited)) {
GetStation(this->last_station_visited)->loading_vehicles.remove(this);
HideFillingPercent(v->fill_percent_te_id);
v->fill_percent_te_id = INVALID_TE_ID;
HideFillingPercent(this->fill_percent_te_id);
this->fill_percent_te_id = INVALID_TE_ID;
}
if (IsEngineCountable(v)) {
GetPlayer(v->owner)->num_engines[v->engine_type]--;
if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type, v->group_id);
if (IsEngineCountable(this)) {
GetPlayer(this->owner)->num_engines[this->engine_type]--;
if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--;
if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id);
if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
}
DeleteVehicleNews(v->index, INVALID_STRING_ID);
DeleteVehicleNews(this->index, INVALID_STRING_ID);
DeleteName(v->string_id);
if (v->type == VEH_ROAD) ClearSlot(v);
this->QuickFree();
if (this->type == VEH_ROAD) ClearSlot(this);
if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
}
v->cargo.Truncate(0);
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = NULL;
v->next_new_hash = NULL;
if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
this->cargo.Truncate(0);
UpdateVehiclePosHash(this, INVALID_COORD, 0);
this->next_hash = NULL;
this->next_new_hash = NULL;
if (IsPlayerBuildableVehicleType(this)) DeleteVehicleOrders(this);
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
if ((v->type == VEH_TRAIN && EngineHasArticPart(v)) || (v->type == VEH_ROAD && RoadVehHasArticPart(v))) {
DeleteVehicle(v->next);
if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
delete this->next;
}
new (this) InvalidVehicle();
}
void Vehicle::QuickFree()
{
DeleteName(this->string_id);
}
/**
@@ -725,7 +650,7 @@ void DeleteVehicleChain(Vehicle *v)
do {
Vehicle *u = v;
v = v->next;
DeleteVehicle(u);
delete u;
} while (v != NULL);
}
@@ -932,7 +857,7 @@ static void ChimneySmokeTick(Vehicle *v)
tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
@@ -971,7 +896,7 @@ static void SteamSmokeTick(Vehicle *v)
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
moved = true;
@@ -1006,7 +931,7 @@ static void DieselSmokeTick(Vehicle *v)
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
}
}
@@ -1030,7 +955,7 @@ static void ElectricSparkTick(Vehicle *v)
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
}
}
@@ -1059,7 +984,7 @@ static void SmokeTick(Vehicle *v)
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
moved = true;
@@ -1088,7 +1013,7 @@ static void ExplosionLargeTick(Vehicle *v)
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
}
}
@@ -1117,7 +1042,7 @@ static void BreakdownSmokeTick(Vehicle *v)
if (v->u.special.animation_state == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
}
@@ -1138,7 +1063,7 @@ static void ExplosionSmallTick(Vehicle *v)
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
}
}
@@ -1209,7 +1134,7 @@ static void BulldozerTick(Vehicle *v)
v->u.special.animation_state++;
if (v->u.special.animation_state == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
}
@@ -1413,7 +1338,7 @@ static void BubbleTick(Vehicle *v)
if (b->y == 4 && b->x == 0) {
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
@@ -1482,9 +1407,8 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
{
Vehicle *v;
v = ForceAllocateSpecialVehicle();
v = new SpecialVehicle();
if (v != NULL) {
v = new (v) SpecialVehicle();
v->subtype = type;
v->x_pos = x;
v->y_pos = y;
@@ -1878,7 +1802,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
veh_counter++;
} while ((v = v->next) != NULL);
if (!AllocateVehicles(NULL, veh_counter)) {
if (!Vehicle::AllocateList(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
@@ -3091,7 +3015,7 @@ static const SaveLoad _disaster_desc[] = {
};
static const void *_veh_descs[] = {
static const SaveLoad *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
@@ -3107,7 +3031,7 @@ static void Save_VEHS()
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, (SaveLoad*)_veh_descs[v->type]);
SlObject(v, _veh_descs[v->type]);
}
}
@@ -3121,25 +3045,20 @@ static void Load_VEHS()
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(index);
VehicleType vtype = (VehicleType)SlReadByte();
switch (vtype) {
case VEH_TRAIN: v = new (v) Train(); break;
case VEH_ROAD: v = new (v) RoadVehicle(); break;
case VEH_SHIP: v = new (v) Ship(); break;
case VEH_AIRCRAFT: v = new (v) Aircraft(); break;
case VEH_SPECIAL: v = new (v) SpecialVehicle(); break;
case VEH_DISASTER: v = new (v) DisasterVehicle(); break;
case VEH_INVALID: v = new (v) InvalidVehicle(); break;
case VEH_TRAIN: v = new (index) Train(); break;
case VEH_ROAD: v = new (index) RoadVehicle(); break;
case VEH_SHIP: v = new (index) Ship(); break;
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
case VEH_SPECIAL: v = new (index) SpecialVehicle(); break;
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
case VEH_INVALID: v = new (index) InvalidVehicle(); break;
default: NOT_REACHED();
}
SlObject(v, (SaveLoad*)_veh_descs[vtype]);
SlObject(v, _veh_descs[vtype]);
if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
/* Don't construct the packet with station here, because that'll fail with old savegames */