(svn r14085) -Cleanup (r14083): Remove no longer used functions.

This commit is contained in:
frosch
2008-08-16 14:15:32 +00:00
parent ea2564c420
commit fc8997bcc3
5 changed files with 0 additions and 593 deletions

View File

@@ -2578,158 +2578,6 @@ void Vehicle::SetNext(Vehicle *next)
}
}
/** Backs up a chain of vehicles
* @param v The vehicle to back up
*/
void BackuppedVehicle::BackupVehicle(Vehicle *v)
{
int length = CountVehiclesInChain(v);
size_t cargo_packages_count = 1;
for (const Vehicle *v_count = v; v_count != NULL; v_count=v_count->Next()) {
/* Now we count how many cargo packets we need to store.
* We started with an offset by one because we also need an end of array marker. */
cargo_packages_count += v_count->cargo.packets.size();
}
vehicles = MallocT<Vehicle>(length);
cargo_packets = MallocT<CargoPacket>(cargo_packages_count);
/* Now we make some pointers to iterate over the arrays. */
Vehicle *copy = vehicles;
CargoPacket *cargo = cargo_packets;
Vehicle *original = v;
for (; 0 < length; original = original->Next(), copy++, length--) {
/* First we need to copy the vehicle itself.
* However there is an issue as the cargo list isn't copied.
* To avoid restoring invalid pointers we start by swapping the cargo list with an empty one. */
CargoList::List empty_packets;
original->cargo.packets.swap(empty_packets);
memcpy(copy, original, sizeof(Vehicle));
/* No need to do anything else if the cargo list is empty.
* It really doesn't matter if we swap an empty list with an empty list. */
if (original->cargo.Empty()) continue;
/* And now we swap the cargo lists back. The vehicle now has it's cargo again. */
original->cargo.packets.swap(empty_packets);
/* The vehicle contains some cargo so we will back up the cargo as well.
* We only need to store the packets and not which vehicle they came from.
* We will still be able to put them together with the right vehicle when restoring. */
const CargoList::List *packets = original->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
memcpy(cargo, (*it), sizeof(CargoPacket));
cargo++;
}
}
/* We should end with a 0 packet so restoring can detect the end of the array. */
memset(cargo, 0, sizeof(CargoPacket));
}
/** Restore a backed up row of vehicles
* @param *v The array of vehicles to restore
* @param *p The owner of the vehicle
*/
Vehicle* BackuppedVehicle::RestoreBackupVehicle(Vehicle *v, Player *p)
{
Vehicle *backup = v;
CargoPacket *cargo = cargo_packets;
assert(v->owner == p->index);
/* Cache the result of the vehicle type check since it will not change
* and we need this check once for every run though the loop. */
bool is_road_veh = v->type == VEH_ROAD;
while (true) {
Vehicle *dest = GetVehicle(backup->index);
/* The vehicle should be free since we are restoring something we just sold. */
assert(!dest->IsValid());
memcpy(dest, backup, sizeof(Vehicle));
/* We decreased the engine count when we sold the engines so we will increase it again. */
if (IsEngineCountable(backup)) {
p->num_engines[backup->engine_type]++;
if (IsValidGroupID(backup->group_id)) GetGroup(backup->group_id)->num_engines[backup->engine_type]++;
if (backup->IsPrimaryVehicle()) IncreaseGroupNumVehicle(backup->group_id);
}
/* Update hash. */
Vehicle *dummy = dest;
dest->old_new_hash = &dummy;
dest->left_coord = INVALID_COORD;
UpdateVehiclePosHash(dest, INVALID_COORD, 0);
if (is_road_veh) {
/* Removed the slot in the road vehicles as the slot is gone.
* We don't want a pointer to a slot that's gone. */
dest->u.road.slot = NULL;
}
if (!dest->cargo.Empty()) {
/* The vehicle in question contains some cargo.
* However we lost the list so we will have to recreate it.
* We know that the packets are stored in the same order as the vehicles so
* the one cargo_packets points to and maybe some following ones belongs to
* the current vehicle.
* Now all we have to do is to add the packets to a list and keep track of how
* much cargo we restore and once we reached the cached cargo hold we recovered
* everything for this vehicle. */
uint cargo_count = 0;
for(; cargo_count < dest->cargo.Count(); cargo++) {
dest->cargo.packets.push_back(GetCargoPacket(cargo->index));
cargo_count += cargo->count;
}
/* This design should always end up with the right amount of cargo. */
assert(cargo_count == dest->cargo.Count());
}
if (backup->Next() == NULL) break;
backup++;
}
return GetVehicle(v->index);
}
/** Restores a backed up vehicle
* @param *v A vehicle we should sell and take the windows from (NULL for not using this)
* @param *p The owner of the vehicle
* @return The vehicle we restored (front for trains) or v if we didn't have anything to restore
*/
Vehicle *BackuppedVehicle::Restore(Vehicle *v, Player *p)
{
if (!ContainsBackup()) return v;
if (v != NULL) {
ChangeVehicleViewWindow(v->index, INVALID_VEHICLE);
DoCommand(0, v->index, 1, DC_EXEC, GetCmdSellVeh(v));
}
v = RestoreBackupVehicle(this->vehicles, p);
ChangeVehicleViewWindow(INVALID_VEHICLE, v->index);
if (orders != NULL) RestoreVehicleOrdersBruteForce(v, orders);
if (economy != NULL) economy->Restore();
/* If we stored cargo as well then we should restore it. */
cargo_packets->RestoreBackup();
return v;
}
/** Backs up a vehicle
* This should never be called when the object already contains a backup
* @param v the vehicle to backup
* @param p If it's set to the vehicle's owner then economy is backed up. If NULL then economy backup will be skipped.
*/
void BackuppedVehicle::Backup(Vehicle *v, Player *p)
{
assert(!ContainsBackup());
if (p != NULL) {
assert(p->index == v->owner);
economy = new PlayerMoneyBackup(p);
}
BackupVehicle(v);
if (orders != NULL) BackupVehicleOrders(v, orders);
}
void StopAllVehicles()
{
Vehicle *v;