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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
commitb21f29c38fc1629a1c03991b217d0a96d205a159 (patch)
treeea92676733322e0fc10f54254112dd92b294ebfb /src/vehicle.cpp
parent7e9594e0a506f00951db4c3c654bb819b89d0d66 (diff)
downloadopenttd-b21f29c38fc1629a1c03991b217d0a96d205a159.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.
Diffstat (limited to 'src/vehicle.cpp')
-rw-r--r--src/vehicle.cpp211
1 files changed, 65 insertions, 146 deletions
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 */