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authorrubidium <rubidium@openttd.org>2007-08-03 19:36:00 +0000
committerrubidium <rubidium@openttd.org>2007-08-03 19:36:00 +0000
commit836105864c840469cbaea7776fe376a2008d72fc (patch)
treeea92676733322e0fc10f54254112dd92b294ebfb
parentaa9869e2de9117bbe0203aa1485ae6b5acac6f03 (diff)
downloadopenttd-836105864c840469cbaea7776fe376a2008d72fc.tar.xz
(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.
-rw-r--r--src/aircraft_cmd.cpp2
-rw-r--r--src/articulated_vehicles.cpp2
-rw-r--r--src/disaster_cmd.cpp33
-rw-r--r--src/economy.cpp4
-rw-r--r--src/roadveh_cmd.cpp6
-rw-r--r--src/ship_cmd.cpp8
-rw-r--r--src/train_cmd.cpp17
-rw-r--r--src/vehicle.cpp211
-rw-r--r--src/vehicle.h68
9 files changed, 122 insertions, 229 deletions
diff --git a/src/aircraft_cmd.cpp b/src/aircraft_cmd.cpp
index d12114d3f..b21448786 100644
--- a/src/aircraft_cmd.cpp
+++ b/src/aircraft_cmd.cpp
@@ -287,7 +287,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Allocate 2 or 3 vehicle structs, depending on type
* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
Vehicle *vl[3];
- if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
+ if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
diff --git a/src/articulated_vehicles.cpp b/src/articulated_vehicles.cpp
index 9ae398f4d..2fad99769 100644
--- a/src/articulated_vehicles.cpp
+++ b/src/articulated_vehicles.cpp
@@ -42,7 +42,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
/* Attempt to use pre-allocated vehicles until they run out. This can happen
* if the callback returns different values depending on the cargo type. */
u->next = vl[i];
- if (u->next == NULL) u->next = AllocateVehicle();
+ if (u->next == NULL) u->next = new InvalidVehicle();
if (u->next == NULL) return;
u = u->next;
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
index 7414b7f37..c274513a7 100644
--- a/src/disaster_cmd.cpp
+++ b/src/disaster_cmd.cpp
@@ -121,7 +121,6 @@ static void DisasterVehicleUpdateImage(Vehicle *v)
* and owned by nobody */
static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
{
- v = new (v) DisasterVehicle();
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
@@ -600,7 +599,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->tile,
0);
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u == NULL) {
DeleteDisasterVeh(v);
return;
@@ -609,7 +608,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
u->u.disaster.big_ufo_destroyer_target = v->index;
- w = ForceAllocateSpecialVehicle();
+ w = new DisasterVehicle();
if (w == NULL) return;
u->next = w;
@@ -706,7 +705,7 @@ static void DisasterTick_Submarine(Vehicle *v)
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
@@ -760,7 +759,7 @@ typedef void DisasterInitProc();
* otherwise crashes on a random tile */
static void Disaster_Zeppeliner_Init()
{
- Vehicle *v = ForceAllocateSpecialVehicle(), *u;
+ Vehicle *v = new DisasterVehicle(), *u;
Station *st;
int x;
@@ -781,7 +780,7 @@ static void Disaster_Zeppeliner_Init()
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
/* Allocate shadow too? */
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
@@ -794,7 +793,7 @@ static void Disaster_Zeppeliner_Init()
* until it locates a road vehicle which it targets and then destroys */
static void Disaster_Small_Ufo_Init()
{
- Vehicle *v = ForceAllocateSpecialVehicle(), *u;
+ Vehicle *v = new DisasterVehicle(), *u;
int x;
if (v == NULL) return;
@@ -806,7 +805,7 @@ static void Disaster_Small_Ufo_Init()
v->age = 0;
/* Allocate shadow too? */
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
@@ -833,7 +832,7 @@ static void Disaster_Airplane_Init()
if (found == NULL) return;
- v = ForceAllocateSpecialVehicle();
+ v = new DisasterVehicle();
if (v == NULL) return;
/* Start from the bottom (south side) of the map */
@@ -842,7 +841,7 @@ static void Disaster_Airplane_Init()
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
@@ -869,7 +868,7 @@ static void Disaster_Helicopter_Init()
if (found == NULL) return;
- v = ForceAllocateSpecialVehicle();
+ v = new DisasterVehicle();
if (v == NULL) return;
x = -16 * TILE_SIZE;
@@ -877,13 +876,13 @@ static void Disaster_Helicopter_Init()
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
- w = ForceAllocateSpecialVehicle();
+ w = new DisasterVehicle();
if (w != NULL) {
u->next = w;
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
@@ -896,7 +895,7 @@ static void Disaster_Helicopter_Init()
* down by a combat airplane, destroying the surroundings */
static void Disaster_Big_Ufo_Init()
{
- Vehicle *v = ForceAllocateSpecialVehicle(), *u;
+ Vehicle *v = new DisasterVehicle(), *u;
int x, y;
if (v == NULL) return;
@@ -909,7 +908,7 @@ static void Disaster_Big_Ufo_Init()
v->age = 0;
/* Allocate shadow too? */
- u = ForceAllocateSpecialVehicle();
+ u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
@@ -921,7 +920,7 @@ static void Disaster_Big_Ufo_Init()
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
- Vehicle *v = ForceAllocateSpecialVehicle();
+ Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;
@@ -946,7 +945,7 @@ static void Disaster_Small_Submarine_Init()
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
- Vehicle *v = ForceAllocateSpecialVehicle();
+ Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;
diff --git a/src/economy.cpp b/src/economy.cpp
index 5cf7298b6..ee7ac8d5d 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -355,14 +355,14 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
Vehicle *u = v;
do {
Vehicle *next = GetNextVehicle(u);
- DeleteVehicle(u);
+ delete u;
u = next;
} while (u != NULL);
} break;
case VEH_ROAD:
case VEH_SHIP:
- DeleteVehicle(v);
+ delete v;
break;
case VEH_AIRCRAFT:
diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp
index 0180b345f..56d48a816 100644
--- a/src/roadveh_cmd.cpp
+++ b/src/roadveh_cmd.cpp
@@ -185,7 +185,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Vehicle *vl[11];
memset(&vl, 0, sizeof(vl));
- if (!AllocateVehicles(vl, num_vehicles)) {
+ if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
@@ -372,7 +372,7 @@ CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteDepotHighlightOfVehicle(v);
- DeleteVehicle(v);
+ delete v;
}
return CommandCost(-v->value);
@@ -610,7 +610,7 @@ static void DeleteLastRoadVeh(Vehicle *v)
BeginVehicleMove(v);
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
static byte SetRoadVehPosition(Vehicle *v, int x, int y)
diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp
index 4a8fbe630..1cba23e0d 100644
--- a/src/ship_cmd.cpp
+++ b/src/ship_cmd.cpp
@@ -33,6 +33,7 @@
#include "newgrf_sound.h"
#include "date.h"
#include "spritecache.h"
+#include "misc/autoptr.hpp"
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
@@ -833,8 +834,9 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (!IsTileDepotType(tile, TRANSPORT_WATER)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
- v = AllocateVehicle();
+ v = new Ship();
unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
+ AutoPtrT<Vehicle> v_auto_delete = v;
if (v == NULL || unit_num > _patches.max_ships)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@@ -898,6 +900,8 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateAutoreplaceWindow(VEH_SHIP, v->group_id); // updates the replace Ship window
GetPlayer(_current_player)->num_engines[p1]++;
+
+ v_auto_delete.Detach();
}
return value;
@@ -931,7 +935,7 @@ CommandCost CmdSellShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteDepotHighlightOfVehicle(v);
- DeleteVehicle(v);
+ delete v;
}
return CommandCost(-v->value);
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 047725269..eab077ad6 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -518,7 +518,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
memset(&vl, 0, sizeof(vl));
- if (!AllocateVehicles(vl, num_vehicles))
+ if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@@ -686,7 +686,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
memset(&vl, 0, sizeof(vl));
- if (!AllocateVehicles(vl, num_vehicles))
+ if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
Vehicle *v = vl[0];
@@ -1253,7 +1253,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
- DeleteVehicle(rear);
+ delete rear;
}
}
@@ -1308,7 +1308,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
- DeleteVehicle(v);
+ delete v;
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
@@ -1367,7 +1367,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
- DeleteVehicle(rear);
+ delete rear;
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
@@ -1380,7 +1380,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
- DeleteVehicle(v);
+ delete v;
RemoveVehicleFromGroup(v);
}
}
@@ -3039,7 +3039,7 @@ static void DeleteLastWagon(Vehicle *v)
BeginVehicleMove(v);
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
@@ -3329,8 +3329,7 @@ void Train::Tick()
TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon */
- if (++this->u.rail.crash_anim_pos >= 4400)
- DeleteVehicle(this);
+ if (++this->u.rail.crash_anim_pos >= 4400) delete this;
}
}
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 86a87c5c6..e4d6b09d4 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -282,28 +282,12 @@ void AfterLoadVehicles()
}
}
-static Vehicle *InitializeVehicle(Vehicle *v)
-{
- 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;
+Vehicle::Vehicle()
+{
+ 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()
-{
- /* 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 *v;
-
- /* 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->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)
+/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
- /* 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);
- }
- }
+ uint counter = _Vehicle_pool.first_free_index;
- /* Check if we can add a block to the pool */
- if (AddBlockToPool(&_Vehicle_pool))
- return AllocateSingleVehicle(skip_vehicles);
+ for (int i = 0; i != num; i++) {
+ Vehicle *v = AllocateRaw(counter);
- 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;
+ if (v == NULL) return false;
+ v = new (v) InvalidVehicle();
- 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 */
diff --git a/src/vehicle.h b/src/vehicle.h
index 0ff3c247f..410b66890 100644
--- a/src/vehicle.h
+++ b/src/vehicle.h
@@ -215,13 +215,13 @@ struct VehicleShip {
TrackBitsByte state;
};
+struct Vehicle;
+DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
-struct Vehicle {
+struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
VehicleTypeByte type; ///< Type of vehicle
byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
- VehicleID index; // NOSAVE: Index in vehicle array
-
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
@@ -335,6 +335,23 @@ struct Vehicle {
VehicleShip ship;
} u;
+
+ /**
+ * Allocates a lot of vehicles.
+ * @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
+ */
+ static bool AllocateList(Vehicle **vl, int num);
+
+ /** Create a new vehicle */
+ Vehicle();
+
+ /** We want to 'destruct' the right class. */
+ virtual ~Vehicle();
+
+ void QuickFree();
+
void BeginLoading();
void LeaveStation();
@@ -346,37 +363,6 @@ struct Vehicle {
void HandleLoading(bool mode = false);
/**
- * An overriden version of new, so you can use the vehicle instance
- * instead of a newly allocated piece of memory.
- * @param size the size of the variable (unused)
- * @param v the vehicle to use as 'storage' backend
- * @return the memory that is 'allocated'
- */
- void *operator new(size_t size, Vehicle *v) { return v; }
-
- /**
- * 'Free' the memory allocated by the overriden new.
- * @param p the memory to 'free'
- * @param v the vehicle that was given to 'new' on creation.
- * @note This function isn't used (at the moment) and only added
- * to please some compiler.
- */
- void operator delete(void *p, Vehicle *v) {}
-
- /**
- * 'Free' the memory allocated by the overriden new.
- * @param p the memory to 'free'
- * @note This function isn't used (at the moment) and only added
- * as the above function was needed to please some compiler
- * which made it necessary to add this to please yet
- * another compiler...
- */
- void operator delete(void *p) {}
-
- /** We want to 'destruct' the right class. */
- virtual ~Vehicle() {}
-
- /**
* Get a string 'representation' of the vehicle type.
* @return the string representation.
*/
@@ -509,10 +495,6 @@ struct InvalidVehicle : public Vehicle {
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
void VehicleServiceInDepot(Vehicle *v);
-Vehicle *AllocateVehicle();
-bool AllocateVehicles(Vehicle **vl, int num);
-Vehicle *ForceAllocateVehicle();
-Vehicle *ForceAllocateSpecialVehicle();
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles();
Vehicle *GetLastVehicleInChain(Vehicle *v);
@@ -619,8 +601,6 @@ Direction GetDirectionTowards(const Vehicle *v, int x, int y);
#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ((v = v->next) != NULL);
-DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
-
static inline VehicleID GetMaxVehicleIndex()
{
/* TODO - This isn't the real content of the function, but
@@ -636,14 +616,6 @@ static inline uint GetNumVehicles()
return GetVehiclePoolSize();
}
-void DestroyVehicle(Vehicle *v);
-
-static inline void DeleteVehicle(Vehicle *v)
-{
- DestroyVehicle(v);
- v = new (v) InvalidVehicle();
-}
-
static inline bool IsPlayerBuildableVehicleType(VehicleType type)
{
switch (type) {