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authorrubidium <rubidium@openttd.org>2009-01-09 14:59:02 +0000
committerrubidium <rubidium@openttd.org>2009-01-09 14:59:02 +0000
commitf0b0691bfe603e362cd5760240582cec410876ff (patch)
treec50b9279882186f1767a0a6d05f3b4df148a5c93 /src
parent331b8dd7d4c95266aae579171064879d847ea8aa (diff)
downloadopenttd-f0b0691bfe603e362cd5760240582cec410876ff.tar.xz
(svn r14933) -Codechange: check the whether a pool item can be constructed instead of trying to make it and check for NULL.
Diffstat (limited to 'src')
-rw-r--r--src/articulated_vehicles.cpp4
-rw-r--r--src/disaster_cmd.cpp150
-rw-r--r--src/effectvehicle.cpp27
-rw-r--r--src/ship_cmd.cpp2
-rw-r--r--src/station_cmd.cpp5
-rw-r--r--src/town_cmd.cpp3
-rw-r--r--src/vehicle.cpp12
7 files changed, 88 insertions, 115 deletions
diff --git a/src/articulated_vehicles.cpp b/src/articulated_vehicles.cpp
index 9f2e05bc0..bb21b49f8 100644
--- a/src/articulated_vehicles.cpp
+++ b/src/articulated_vehicles.cpp
@@ -17,6 +17,10 @@ uint CountArticulatedParts(EngineID engine_type, bool purchase_window)
{
if (!HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) return 0;
+ /* If we can't allocate a vehicle now, we can't allocate it in the command
+ * either, so it doesn't matter how many articulated parts there are. */
+ if (!Vehicle::CanAllocateItem()) return 0;
+
Vehicle *v = NULL;;
if (!purchase_window) {
v = new InvalidVehicle();
diff --git a/src/disaster_cmd.cpp b/src/disaster_cmd.cpp
index ccdd230ca..221e59962 100644
--- a/src/disaster_cmd.cpp
+++ b/src/disaster_cmd.cpp
@@ -562,7 +562,6 @@ static void DisasterTick_Helicopter_Rotors(Vehicle *v)
static void DisasterTick_Big_Ufo(Vehicle *v)
{
byte z;
- Vehicle *u, *w;
Town *t;
TileIndex tile;
TileIndex tile_org;
@@ -588,6 +587,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->current_order.SetDestination(2);
+ Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN || u->type == VEH_ROAD) {
if (Delta(u->x_pos, v->x_pos) + Delta(u->y_pos, v->y_pos) <= 12 * TILE_SIZE) {
@@ -604,17 +604,16 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->tile,
0);
- u = new DisasterVehicle();
- if (u == NULL) {
+ if (!Vehicle::CanAllocateItem(2)) {
delete v;
return;
}
+ u = new DisasterVehicle();
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 = new DisasterVehicle();
- if (w == NULL) return;
+ Vehicle *w = new DisasterVehicle();
u->SetNext(w);
InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow);
@@ -756,14 +755,13 @@ typedef void DisasterInitProc();
* otherwise crashes on a random tile */
static void Disaster_Zeppeliner_Init()
{
- Vehicle *v = new DisasterVehicle(), *u;
- Station *st;
- int x;
+ if (!Vehicle::CanAllocateItem(2)) return;
- if (v == NULL) return;
+ Vehicle *v = new DisasterVehicle();
+ Station *st;
/* Pick a random place, unless we find a small airport */
- x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
FOR_ALL_STATIONS(st) {
if (st->airport_tile != INVALID_TILE &&
@@ -776,13 +774,11 @@ static void Disaster_Zeppeliner_Init()
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
- /* Allocate shadow too? */
- u = new DisasterVehicle();
- if (u != NULL) {
- v->SetNext(u);
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
- u->vehstatus |= VS_SHADOW;
- }
+ /* Allocate shadow */
+ Vehicle *u = new DisasterVehicle();
+ v->SetNext(u);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
+ u->vehstatus |= VS_SHADOW;
}
@@ -790,35 +786,29 @@ 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 = new DisasterVehicle(), *u;
- int x;
-
- if (v == NULL) return;
+ if (!Vehicle::CanAllocateItem(2)) return;
- x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ Vehicle *v = new DisasterVehicle();
+ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
- /* Allocate shadow too? */
- u = new DisasterVehicle();
- if (u != NULL) {
- v->SetNext(u);
- InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
- u->vehstatus |= VS_SHADOW;
- }
+ /* Allocate shadow */
+ Vehicle *u = new DisasterVehicle();
+ v->SetNext(u);
+ InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
+ u->vehstatus |= VS_SHADOW;
}
/* Combat airplane which destroys an oil refinery */
static void Disaster_Airplane_Init()
{
- Industry *i, *found;
- Vehicle *v, *u;
- int x, y;
+ if (!Vehicle::CanAllocateItem(2)) return;
- found = NULL;
+ Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
@@ -829,32 +819,27 @@ static void Disaster_Airplane_Init()
if (found == NULL) return;
- v = new DisasterVehicle();
- if (v == NULL) return;
+ Vehicle *v = new DisasterVehicle();
/* Start from the bottom (south side) of the map */
- x = (MapSizeX() + 9) * TILE_SIZE - 1;
- y = TileY(found->xy) * TILE_SIZE + 37;
+ int x = (MapSizeX() + 9) * TILE_SIZE - 1;
+ int y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
- u = new DisasterVehicle();
- if (u != NULL) {
- v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
- u->vehstatus |= VS_SHADOW;
- }
+ Vehicle *u = new DisasterVehicle();
+ v->SetNext(u);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
+ u->vehstatus |= VS_SHADOW;
}
/** Combat helicopter that destroys a factory */
static void Disaster_Helicopter_Init()
{
- Industry *i, *found;
- Vehicle *v, *u, *w;
- int x, y;
+ if (!Vehicle::CanAllocateItem(3)) return;
- found = NULL;
+ Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
@@ -865,26 +850,21 @@ static void Disaster_Helicopter_Init()
if (found == NULL) return;
- v = new DisasterVehicle();
- if (v == NULL) return;
+ Vehicle *v = new DisasterVehicle();
- x = -16 * TILE_SIZE;
- y = TileY(found->xy) * TILE_SIZE + 37;
+ int x = -16 * TILE_SIZE;
+ int y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
- u = new DisasterVehicle();
- if (u != NULL) {
- v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
- u->vehstatus |= VS_SHADOW;
+ Vehicle *u = new DisasterVehicle();
+ v->SetNext(u);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
+ u->vehstatus |= VS_SHADOW;
- w = new DisasterVehicle();
- if (w != NULL) {
- u->SetNext(w);
- InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
- }
- }
+ Vehicle *w = new DisasterVehicle();
+ u->SetNext(w);
+ InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
}
@@ -892,40 +872,34 @@ static void Disaster_Helicopter_Init()
* down by a combat airplane, destroying the surroundings */
static void Disaster_Big_Ufo_Init()
{
- Vehicle *v = new DisasterVehicle(), *u;
- int x, y;
-
- if (v == NULL) return;
+ if (!Vehicle::CanAllocateItem(2)) return;
- x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ Vehicle *v = new DisasterVehicle();
+ int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
+ int y = MapMaxX() * TILE_SIZE - 1;
- y = MapMaxX() * TILE_SIZE - 1;
InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
- /* Allocate shadow too? */
- u = new DisasterVehicle();
- if (u != NULL) {
- v->SetNext(u);
- InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
- u->vehstatus |= VS_SHADOW;
- }
+ /* Allocate shadow */
+ Vehicle *u = new DisasterVehicle();
+ v->SetNext(u);
+ InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
+ u->vehstatus |= VS_SHADOW;
}
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
+ if (!Vehicle::CanAllocateItem()) return;
+
Vehicle *v = new DisasterVehicle();
- int x, y;
+ int y;
Direction dir;
- uint32 r;
-
- if (v == NULL) return;
-
- r = Random();
- x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
+ uint32 r = Random();
+ int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HasBit(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
@@ -942,15 +916,13 @@ static void Disaster_Small_Submarine_Init()
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
+ if (!Vehicle::CanAllocateItem()) return;
+
Vehicle *v = new DisasterVehicle();
- int x, y;
+ int y;
Direction dir;
- uint32 r;
-
- if (v == NULL) return;
-
- r = Random();
- x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
+ uint32 r = Random();
+ int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HasBit(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
diff --git a/src/effectvehicle.cpp b/src/effectvehicle.cpp
index 62337993c..e4371cf45 100644
--- a/src/effectvehicle.cpp
+++ b/src/effectvehicle.cpp
@@ -609,22 +609,23 @@ static EffectTickProc * const _effect_tick_procs[] = {
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
{
+ if (!Vehicle::CanAllocateItem()) return NULL;
+
Vehicle *v = new EffectVehicle();
- if (v != NULL) {
- v->subtype = type;
- v->x_pos = x;
- v->y_pos = y;
- v->z_pos = z;
- v->tile = 0;
- v->UpdateDeltaXY(INVALID_DIR);
- v->vehstatus = VS_UNCLICKABLE;
+ v->subtype = type;
+ v->x_pos = x;
+ v->y_pos = y;
+ v->z_pos = z;
+ v->tile = 0;
+ v->UpdateDeltaXY(INVALID_DIR);
+ v->vehstatus = VS_UNCLICKABLE;
- _effect_init_procs[type](v);
+ _effect_init_procs[type](v);
+
+ VehiclePositionChanged(v);
+ BeginVehicleMove(v);
+ EndVehicleMove(v);
- VehiclePositionChanged(v);
- BeginVehicleMove(v);
- EndVehicleMove(v);
- }
return v;
}
diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp
index ea7edb8e4..f5d7fc27d 100644
--- a/src/ship_cmd.cpp
+++ b/src/ship_cmd.cpp
@@ -755,7 +755,7 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, con
unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP);
- if (!Vehicle::AllocateList(NULL, 1) || unit_num > _settings_game.vehicle.max_ships)
+ if (!Vehicle::CanAllocateItem() || unit_num > _settings_game.vehicle.max_ships)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp
index fa623ab7f..12eca14d2 100644
--- a/src/station_cmd.cpp
+++ b/src/station_cmd.cpp
@@ -3070,13 +3070,12 @@ uint MoveGoodsToStation(TileIndex tile, int w, int h, CargoID type, uint amount)
void BuildOilRig(TileIndex tile)
{
- Station *st = new Station(tile);
-
- if (st == NULL) {
+ if (!Station::CanAllocateItem()) {
DEBUG(misc, 0, "Can't allocate station for oilrig at 0x%X, reverting to oilrig only", tile);
return;
}
+ Station *st = new Station(tile);
st->town = ClosestTownFromTile(tile, UINT_MAX);
st->sign.width_1 = 0;
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index c666442c7..4b9de5618 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -1576,6 +1576,8 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, con
Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
{
+ if (!Town::CanAllocateItem()) return NULL;
+
do {
/* Generate a tile index not too close from the edge */
TileIndex tile = RandomTile();
@@ -1603,7 +1605,6 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
/* Allocate a town struct */
Town *t = new Town(tile);
- if (t == NULL) break;
DoCreateTown(t, tile, townnameparts, mode, size);
return t;
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index b88a1f3b7..ec20909f1 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -242,17 +242,13 @@ byte VehicleRandomBits()
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
+ if (!Vehicle::CanAllocateItem(num)) return false;
+ if (vl == NULL) return true;
+
uint counter = _Vehicle_pool.first_free_index;
for (int i = 0; i != num; i++) {
- Vehicle *v = AllocateRaw(counter);
-
- if (v == NULL) return false;
- v = new (v) InvalidVehicle();
-
- if (vl != NULL) {
- vl[i] = v;
- }
+ vl[i] = new (AllocateRaw(counter)) InvalidVehicle();
counter++;
}