(svn r1783) -Add: Dynamic vehicles (now up to 64k of vehicles)

This commit is contained in:
truelight
2005-02-04 13:23:29 +00:00
parent 3153924ad1
commit f183ca5cc2
7 changed files with 94 additions and 58 deletions

View File

@@ -17,9 +17,27 @@
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
enum {
VEHICLES_MIN_FREE_FOR_AI = 90
/* Max vehicles: 64000 (512 * 125) */
VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */
VEHICLES_POOL_MAX_BLOCKS = 125,
BLOCKS_FOR_SPECIAL_VEHICLES = 2, //! Blocks needed for special vehicles
};
/**
* Called if a new block is added to the vehicle-pool
*/
static void VehiclePoolNewBlock(uint start_item)
{
Vehicle *v;
FOR_ALL_VEHICLES_FROM(v, start_item)
v->index = start_item++;
}
/* Initialize the vehicle-pool */
MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, NULL };
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
@@ -205,49 +223,42 @@ static Vehicle *InitializeVehicle(Vehicle *v)
Vehicle *ForceAllocateSpecialVehicle(void)
{
Vehicle *v;
FOR_ALL_VEHICLES_FROM(v, NUM_NORMAL_VEHICLES) {
if (v->type == 0)
return InitializeVehicle(v);
}
return NULL;
/* 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 :) */
}
Vehicle *ForceAllocateVehicle(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->index >= NUM_NORMAL_VEHICLES)
/* 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->type == 0)
return InitializeVehicle(v);
}
return NULL;
}
Vehicle *AllocateVehicle(void)
{
/* See note by ForceAllocateSpecialVehicle() why we skip the
* first blocks */
Vehicle *v;
int num;
if (IS_HUMAN_PLAYER(_current_player)) {
num = 0;
FOR_ALL_VEHICLES(v) {
if (v->index >= NUM_NORMAL_VEHICLES)
break;
if (v->type == 0)
num++;
}
if (num <= VEHICLES_MIN_FREE_FOR_AI)
return NULL;
FOR_ALL_VEHICLES_FROM(v, (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) {
if (v->type == 0)
return InitializeVehicle(v);
}
return ForceAllocateVehicle();
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_vehicle_pool))
return AllocateVehicle();
return NULL;
}
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
@@ -330,19 +341,20 @@ void UpdateVehiclePosHash(Vehicle *v, int x, int y)
void InitializeVehicles(void)
{
Vehicle *v;
int i;
/* Clean the vehicle pool, and reserve enough blocks
* for the special vehicles, plus one for all the other
* vehicles (which is increased on-the-fly) */
CleanPool(&_vehicle_pool);
AddBlockToPool(&_vehicle_pool);
for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
AddBlockToPool(&_vehicle_pool);
// clear it...
memset(&_vehicles, 0, sizeof(_vehicles[0]) * _vehicles_size);
memset(&_waypoints, 0, sizeof(_waypoints));
memset(&_depots, 0, sizeof(_depots));
// setup indexes..
i = 0;
FOR_ALL_VEHICLES(v)
v->index = i++;
memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash));
}
@@ -2034,9 +2046,14 @@ static void Load_VEHS(void)
Vehicle *v;
while ((index = SlIterateArray()) != -1) {
Vehicle *v = GetVehicle(index);
Vehicle *v;
if (!AddBlockIfNeeded(&_vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(index);
SlObject(v, _veh_descs[SlReadByte()]);
if (v->type == VEH_Train)
v->u.rail.first_engine = 0xffff;
@@ -2088,7 +2105,7 @@ static void Load_VEHS(void)
/* This is to ensure all pointers are within the limits of
_vehicles_size */
if (_vehicle_id_ctr_day >= _vehicles_size)
if (_vehicle_id_ctr_day >= GetVehiclePoolSize())
_vehicle_id_ctr_day = 0;
}