diff options
author | tron <tron@openttd.org> | 2006-10-28 10:55:59 +0000 |
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committer | tron <tron@openttd.org> | 2006-10-28 10:55:59 +0000 |
commit | 953344fdccabf547946eede684e588226f2c080e (patch) | |
tree | 8b0e233f3a0470fc60d6453aee27da317a3f2692 | |
parent | ef862a2973c0aa13932edc5d446ed04f7ad110c9 (diff) | |
download | openttd-953344fdccabf547946eede684e588226f2c080e.tar.xz |
(svn r6975) Use the pool macros for the Vehicle pool
-rw-r--r-- | date.c | 2 | ||||
-rw-r--r-- | oldloader.c | 2 | ||||
-rw-r--r-- | openttd.c | 2 | ||||
-rw-r--r-- | saveload.c | 4 | ||||
-rw-r--r-- | vehicle.c | 30 | ||||
-rw-r--r-- | vehicle.h | 20 |
6 files changed, 20 insertions, 40 deletions
@@ -196,7 +196,7 @@ static const Month _autosave_months[] = { */ static void RunVehicleDayProc(uint daytick) { - uint total = _vehicle_pool.total_items; + uint total = GetVehiclePoolSize(); uint i; for (i = daytick; i < total; i += DAY_TICKS) { diff --git a/oldloader.c b/oldloader.c index 52d2d1258..8675b9b9d 100644 --- a/oldloader.c +++ b/oldloader.c @@ -1196,7 +1196,7 @@ static bool LoadOldVehicle(LoadgameState *ls, int num) _current_vehicle_id = num * _old_vehicle_multiplier + i; - if (!AddBlockIfNeeded(&_vehicle_pool, _current_vehicle_id)) + if (!AddBlockIfNeeded(&_Vehicle_pool, _current_vehicle_id)) error("Vehicles: failed loading savegame: too many vehicles"); v = GetVehicle(_current_vehicle_id); @@ -257,7 +257,7 @@ static void UnInitializeDynamicVariables(void) CleanPool(&_town_pool); CleanPool(&_industry_pool); CleanPool(&_station_pool); - CleanPool(&_vehicle_pool); + CleanPool(&_Vehicle_pool); CleanPool(&_sign_pool); CleanPool(&_order_pool); diff --git a/saveload.c b/saveload.c index 2f837e886..a1bea9dd4 100644 --- a/saveload.c +++ b/saveload.c @@ -1253,7 +1253,7 @@ static void *IntToReference(uint index, SLRefType rt) return GetOrder(index); } case REF_VEHICLE: { - if (!AddBlockIfNeeded(&_vehicle_pool, index)) + if (!AddBlockIfNeeded(&_Vehicle_pool, index)) error("Vehicles: failed loading savegame: too many vehicles"); return GetVehicle(index); } @@ -1286,7 +1286,7 @@ static void *IntToReference(uint index, SLRefType rt) if (index == INVALID_VEHICLE) return NULL; - if (!AddBlockIfNeeded(&_vehicle_pool, index)) + if (!AddBlockIfNeeded(&_Vehicle_pool, index)) error("Vehicles: failed loading savegame: too many vehicles"); return GetVehicle(index); } @@ -79,10 +79,6 @@ const uint32 _send_to_depot_proc_table[] = { enum { - /* 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 }; @@ -95,11 +91,11 @@ static void VehiclePoolNewBlock(uint start_item) /* 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(start_item); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++; + for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++; } /* Initialize the vehicle-pool */ -MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, NULL, 0, 0, NULL }; +DEFINE_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL) void VehicleServiceInDepot(Vehicle *v) { @@ -297,9 +293,9 @@ Vehicle *ForceAllocateSpecialVehicle(void) /* 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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { + 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) + if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES) return NULL; if (!IsValidVehicle(v)) return InitializeVehicle(v); @@ -314,26 +310,26 @@ Vehicle *ForceAllocateSpecialVehicle(void) * *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 + * 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 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES; + 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.total_items - 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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { + if (*skip_vehicles < (_Vehicle_pool.total_items - 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 (!IsValidVehicle(v)) return InitializeVehicle(v); } } /* Check if we can add a block to the pool */ - if (AddBlockToPool(&_vehicle_pool)) + if (AddBlockToPool(&_Vehicle_pool)) return AllocateSingleVehicle(skip_vehicles); return NULL; @@ -451,10 +447,10 @@ void InitializeVehicles(void) /* 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); + CleanPool(&_Vehicle_pool); + AddBlockToPool(&_Vehicle_pool); for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) - AddBlockToPool(&_vehicle_pool); + AddBlockToPool(&_Vehicle_pool); for (i = 0; i < lengthof(_vehicle_position_hash); i++) { _vehicle_position_hash[i] = INVALID_VEHICLE; @@ -3177,7 +3173,7 @@ static void Load_VEHS(void) while ((index = SlIterateArray()) != -1) { Vehicle *v; - if (!AddBlockIfNeeded(&_vehicle_pool, index)) + if (!AddBlockIfNeeded(&_Vehicle_pool, index)) error("Vehicles: failed loading savegame: too many vehicles"); v = GetVehicle(index); @@ -359,23 +359,7 @@ 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); -extern MemoryPool _vehicle_pool; - -/** - * Get the pointer to the vehicle with index 'index' - */ -static inline Vehicle *GetVehicle(VehicleID index) -{ - return (Vehicle*)GetItemFromPool(&_vehicle_pool, index); -} - -/** - * Get the current size of the VehiclePool - */ -static inline uint16 GetVehiclePoolSize(void) -{ - return _vehicle_pool.total_items; -} +DECLARE_POOL(Vehicle, Vehicle, 9, 125) static inline VehicleID GetVehicleArraySize(void) { @@ -403,7 +387,7 @@ static inline void DeleteVehicle(Vehicle *v) v->type = 0; } -#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v)) +#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v)) #define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0) /** |