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authorpeter1138 <peter1138@openttd.org>2008-05-25 16:12:13 +0000
committerpeter1138 <peter1138@openttd.org>2008-05-25 16:12:13 +0000
commitda8bb14ceca9f306c4df4430ba1647bdde5afe47 (patch)
tree0f76f6fdcba28b90a10723f0c23c8155fddc3822 /src
parent32380e257ce18d4cf3409ce9f1b8c5b43b3610ed (diff)
downloadopenttd-da8bb14ceca9f306c4df4430ba1647bdde5afe47.tar.xz
(svn r13245) -Codechange: Use SmallVectors for generating vehicle lists, simplifying calling code somewhat.
Diffstat (limited to 'src')
-rw-r--r--src/misc/smallvec.h41
-rw-r--r--src/vehicle.cpp186
-rw-r--r--src/vehicle_func.h3
-rw-r--r--src/vehicle_type.h3
4 files changed, 145 insertions, 88 deletions
diff --git a/src/misc/smallvec.h b/src/misc/smallvec.h
index 984d634ac..7f85cc96a 100644
--- a/src/misc/smallvec.h
+++ b/src/misc/smallvec.h
@@ -19,6 +19,29 @@ struct SmallVector {
}
/**
+ * Remove all items from the list.
+ */
+ void Clear()
+ {
+ /* In fact we just reset the item counter avoiding the need to
+ * probably reallocate the same amount of memory the list was
+ * previously using. */
+ this->items = 0;
+ }
+
+ /**
+ * Compact the list down to the smallest block size boundary.
+ */
+ void Compact()
+ {
+ uint capacity = Align(this->items, S);
+ if (capacity >= this->capacity) return;
+
+ this->capacity = capacity;
+ this->data = ReallocT(this->data, this->capacity);
+ }
+
+ /**
* Append an item and return it.
*/
T *Append()
@@ -31,6 +54,14 @@ struct SmallVector {
return &this->data[this->items++];
}
+ /**
+ * Get the number of items in the list.
+ */
+ uint Length() const
+ {
+ return this->items;
+ }
+
const T *Begin() const
{
return this->data;
@@ -60,6 +91,16 @@ struct SmallVector {
{
return &this->data[index];
}
+
+ const T &operator[](uint index) const
+ {
+ return this->data[index];
+ }
+
+ T &operator[](uint index)
+ {
+ return this->data[index];
+ }
};
#endif /* SMALLVEC_H */
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 3dd260277..1b1d87af5 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -50,6 +50,7 @@
#include "depot_map.h"
#include "animated_tile_func.h"
#include "effectvehicle_base.h"
+#include "core/alloc_func.hpp"
#include "table/sprites.h"
#include "table/strings.h"
@@ -988,9 +989,7 @@ void AgeVehicle(Vehicle *v)
*/
CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- Vehicle **vl = NULL;
- uint16 engine_list_length = 0;
- uint16 engine_count = 0;
+ VehicleList list;
CommandCost return_value = CMD_ERROR;
uint stop_command;
VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
@@ -1009,14 +1008,14 @@ CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uin
uint32 id = p1;
uint16 window_type = p2 & VLW_MASK;
- engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, window_type);
+ GenerateVehicleSortList(&list, vehicle_type, _current_player, id, window_type);
} else {
/* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
+ BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
}
- for (uint i = 0; i < engine_count; i++) {
- const Vehicle *v = vl[i];
+ for (uint i = 0; i < list.Length(); i++) {
+ const Vehicle *v = list[i];
if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
@@ -1038,7 +1037,6 @@ CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uin
}
}
- free(vl);
return return_value;
}
@@ -1050,9 +1048,7 @@ CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uin
*/
CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- Vehicle **engines = NULL;
- uint16 engine_list_length = 0;
- uint16 engine_count = 0;
+ VehicleList list;
CommandCost cost(EXPENSES_NEW_VEHICLES);
uint sell_command;
@@ -1067,15 +1063,13 @@ CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uin
}
/* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &engines, &engine_list_length, &engine_count,
- &engines, &engine_list_length, &engine_count);
+ BuildDepotVehicleList(vehicle_type, tile, &list, &list);
- for (uint i = 0; i < engine_count; i++) {
- CommandCost ret = DoCommand(tile, engines[i]->index, 1, flags, sell_command);
+ for (uint i = 0; i < list.Length(); i++) {
+ CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
if (CmdSucceeded(ret)) cost.AddCost(ret);
}
- free(engines);
if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
return cost;
}
@@ -1091,9 +1085,7 @@ CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uin
*/
CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
- Vehicle **vl = NULL;
- uint16 engine_list_length = 0;
- uint16 engine_count = 0;
+ VehicleList list;
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
bool all_or_nothing = HasBit(p2, 0);
@@ -1101,10 +1093,10 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, &vl, &engine_list_length, &engine_count);
+ BuildDepotVehicleList(vehicle_type, tile, &list, &list);
- for (uint i = 0; i < engine_count; i++) {
- Vehicle *v = vl[i];
+ for (uint i = 0; i < list.Length(); i++) {
+ Vehicle *v = (Vehicle*)list[i];
/* Ensure that the vehicle completely in the depot */
if (!v->IsInDepot()) continue;
@@ -1119,22 +1111,18 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin
* We should never reach this if DC_EXEC is set since then it should
* have failed the estimation guess. */
assert(!(flags & DC_EXEC));
- /* Now we will have to return an error.
- * This goto will leave the loop and it's ok to do so because
- * there is no point in the rest of the loop. */
- goto error;
+ /* Now we will have to return an error. */
+ return CMD_ERROR;
}
}
}
if (cost.GetCost() == 0) {
-error:
/* Either we didn't replace anything or something went wrong.
* Either way we want to return an error and not execute this command. */
cost = CMD_ERROR;
}
- free(vl);
return cost;
}
@@ -1304,13 +1292,6 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
}
-/* Extend the list size for BuildDepotVehicleList() */
-static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
-{
- *engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1);
- *engine_list = ReallocT(*engine_list, *engine_list_length);
-}
-
/** Generates a list of vehicles inside a depot
* Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
* If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
@@ -1325,21 +1306,39 @@ static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *e
*/
void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
{
- /* This function should never be called without an array to store results */
- assert(!(engine_list == NULL && type != VEH_TRAIN));
- assert(!(type == VEH_TRAIN && engine_list == NULL && wagon_list == NULL));
+ VehicleList engines;
+ VehicleList wagons;
- /* Both array and the length should either be NULL to disable the list or both should not be NULL */
- assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL));
- assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL));
+ BuildDepotVehicleList(type, tile, &engines, &wagons);
- assert(!(engine_list != NULL && engine_count == NULL));
- assert(!(wagon_list != NULL && wagon_count == NULL));
+ if (engines.Length() > 0) {
+ *engine_list = ReallocT(*engine_list, engines.Length());
+ memcpy(*engine_list, engines[0], sizeof(engines[0]) * engines.Length());
+ }
+ if (engine_count != NULL) *engine_count = engines.Length();
- if (engine_count != NULL) *engine_count = 0;
- if (wagon_count != NULL) *wagon_count = 0;
+ if (wagon_list != NULL && wagon_list != engine_list) {
+ if (wagons.Length() > 0) {
+ *wagon_list = ReallocT(*wagon_list, wagons.Length());
+ memcpy(*wagon_list, wagons[0], sizeof(wagons[0]) * wagons.Length());
+ }
+ if (wagon_count != NULL) *wagon_count = wagons.Length();
+ }
+}
- Vehicle *v;
+/**
+ * Generate a list of vehicles inside a depot.
+ * @param type Type of vehicle
+ * @param tile The tile the depot is located on
+ * @param engines Pointer to list to add vehicles to
+ * @param wagons Pointer to list to add wagons to (can be NULL)
+ */
+void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
+{
+ engines->Clear();
+ if (wagons != NULL && wagons != engines) wagons->Clear();
+
+ const Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* General tests for all vehicle types */
if (v->type != type) continue;
@@ -1348,9 +1347,8 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_l
switch (type) {
case VEH_TRAIN:
if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
- if (wagon_list != NULL && IsFreeWagon(v)) {
- if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25);
- (*wagon_list)[(*wagon_count)++] = v;
+ if (wagons != NULL && IsFreeWagon(v)) {
+ *wagons->Append() = v;
continue;
}
break;
@@ -1362,9 +1360,13 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_l
if (!v->IsPrimaryVehicle()) continue;
- if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
- (*engine_list)[(*engine_count)++] = v;
+ *engines->Append() = v;
}
+
+ /* Ensure the lists are not wasting too much space. If the lists are fresh
+ * (i.e. built within a command) then this will actually do nothing. */
+ engines->Compact();
+ if (wagons != NULL && wagons != engines) wagons->Compact();
}
/**
@@ -1385,78 +1387,95 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_l
*/
uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
{
- uint n = 0;
+ VehicleList list;
+ GenerateVehicleSortList(&list, type, owner, index, window_type);
+
+ if (list.Length() > 0) {
+ *sort_list = ReallocT(*sort_list, list.Length());
+ memcpy(*sort_list, list[0], sizeof(list[0]) * list.Length());
+ }
+
+ return list.Length();
+}
+
+/**
+ * Generate a list of vehicles based on window type.
+ * @param list Pointer to list to add vehicles to
+ * @param type Type of vehicle
+ * @param owner Player to generate list for
+ * @param index This parameter has different meanings depending on window_type
+ * <ul>
+ * <li>VLW_STATION_LIST: index of station to generate a list for</li>
+ * <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
+ * <li>VLW_STANDARD: not used<li>
+ * <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
+ * <li>VLW_GROUP_LIST: index of group to generate a list for</li>
+ * </ul>
+ * @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h
+ */
+void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
+{
+ list->Clear();
+
const Vehicle *v;
switch (window_type) {
- case VLW_STATION_LIST: {
+ case VLW_STATION_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) {
- if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50);
- (*sort_list)[n++] = v;
+ *list->Append() = v;
break;
}
}
}
}
break;
- }
- case VLW_SHARED_ORDERS: {
+ case VLW_SHARED_ORDERS:
FOR_ALL_VEHICLES(v) {
/* Find a vehicle with the order in question */
- if (v->orders != NULL && v->orders->index == index) break;
- }
-
- if (v != NULL && v->orders != NULL && v->orders->index == index) {
- /* Only try to make the list if we found a vehicle using the order in question */
- for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
- if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
- (*sort_list)[n++] = v;
+ if (v->orders != NULL && v->orders->index == index) {
+ /* Add all vehicles from this vehicle's shared order list */
+ for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
+ *list->Append() = v;
+ }
+ break;
}
}
break;
- }
- case VLW_STANDARD: {
+ case VLW_STANDARD:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
- /* TODO find a better estimate on the total number of vehicles for current player */
- if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles() / 4);
- (*sort_list)[n++] = v;
+ *list->Append() = v;
}
}
break;
- }
- case VLW_DEPOT_LIST: {
+ case VLW_DEPOT_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) {
- if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
- (*sort_list)[n++] = v;
+ *list->Append() = v;
break;
}
}
}
}
break;
- }
case VLW_GROUP_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle() &&
v->owner == owner && v->group_id == index) {
- if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles() / 4);
-
- (*sort_list)[n++] = v;
+ *list->Append() = v;
}
}
break;
@@ -1464,16 +1483,7 @@ uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array
default: NOT_REACHED(); break;
}
- if ((n + 100) < *length_of_array) {
- /* We allocated way too much for sort_list.
- * Now we will reduce how much we allocated.
- * We will still make it have room for 50 extra vehicles to prevent having
- * to move the whole array if just one vehicle is added later */
- *length_of_array = n + 50;
- *sort_list = ReallocT(*sort_list, (*length_of_array) * sizeof((*sort_list)[0]));
- }
-
- return n;
+ list->Compact();
}
/**
diff --git a/src/vehicle_func.h b/src/vehicle_func.h
index b279e2b0c..8178e0eda 100644
--- a/src/vehicle_func.h
+++ b/src/vehicle_func.h
@@ -68,8 +68,11 @@ void TrainConsistChanged(Vehicle *v);
void TrainPowerChanged(Vehicle *v);
Money GetTrainRunningCost(const Vehicle *v);
+/* Old style list kept for migration */
uint GenerateVehicleSortList(const Vehicle*** sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count);
+void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
+void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
void VehicleEnterDepot(Vehicle *v);
diff --git a/src/vehicle_type.h b/src/vehicle_type.h
index 79495cd1c..5241f96c6 100644
--- a/src/vehicle_type.h
+++ b/src/vehicle_type.h
@@ -6,6 +6,7 @@
#define VEHICLE_TYPE_H
#include "core/enum_type.hpp"
+#include "misc/smallvec.h"
typedef uint16 VehicleID;
@@ -56,4 +57,6 @@ enum DepotCommand {
DEPOT_COMMAND_MASK = 0xF,
};
+typedef SmallVector<const Vehicle*, 32> VehicleList;
+
#endif /* VEHICLE_TYPE_H */