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authorbjarni <bjarni@openttd.org>2005-11-05 19:58:16 +0000
committerbjarni <bjarni@openttd.org>2005-11-05 19:58:16 +0000
commit6afe6a21ed9c6b8413350c7afd16cb694166e09e (patch)
treef0c1555b2bcb0a8b62e33991ceba8f1bbd494f91 /vehicle.c
parentacf4b5181dcd9d72e4705d354e3faaa73b355611 (diff)
downloadopenttd-6afe6a21ed9c6b8413350c7afd16cb694166e09e.tar.xz
(svn r3143) -Codechange: greatly increased speed when allocating vehicles
This increases the speed greatly when allocating more than one at a time (planes, artic engines, cloning...) and when adding another block of vehicles to the vehicle pool (adding 512 vehicles each time)
Diffstat (limited to 'vehicle.c')
-rw-r--r--vehicle.c58
1 files changed, 34 insertions, 24 deletions
diff --git a/vehicle.c b/vehicle.c
index bcb084e1d..cec46a357 100644
--- a/vehicle.c
+++ b/vehicle.c
@@ -297,49 +297,64 @@ Vehicle *ForceAllocateSpecialVehicle(void)
return NULL;
}
-Vehicle *AllocateVehicle(void)
+/*
+ * 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)
{
/* 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;
- FOR_ALL_VEHICLES_FROM(v, (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) {
- if (v->type == 0)
- return InitializeVehicle(v);
+ if (*skip_vehicles < (_vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
+ FOR_ALL_VEHICLES_FROM(v, offset + *skip_vehicles) {
+ (*skip_vehicles)++;
+ if (v->type == 0)
+ return InitializeVehicle(v);
+ }
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_vehicle_pool))
- return AllocateVehicle();
+ return AllocateSingleVehicle(skip_vehicles);
return NULL;
}
+Vehicle *AllocateVehicle(void)
+{
+ VehicleID counter = 0;
+ return AllocateSingleVehicle(&counter);
+}
+
/** Allocates a lot of vehicles and frees them again
-* @param vl pointer to an array of vehicles that can store all the vehicles in the test
-* @param num number of vehicles to test for
+* @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
* returns true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
Vehicle *v;
- bool success = true;
+ VehicleID counter = 0;
for(i = 0; i != num; i++) {
- vl[i] = v = AllocateVehicle();
+ v = AllocateSingleVehicle(&counter);
if (v == NULL) {
- success = false;
- break;
+ return false;
+ }
+ if (vl != NULL) {
+ vl[i] = v;
}
- v->type = 1;
- }
-
- while (--i >= 0) {
- vl[i]->type = 0;
}
- return success;
+ return true;
}
@@ -1550,13 +1565,8 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
veh_counter++;
} while ((v = v->next) != NULL);
- {
- Vehicle **vl = malloc(sizeof(Vehicle*) * veh_counter); // some platforms do not support Vehicle *vl[veh_counter]
- bool can_allocate_vehicles = AllocateVehicles(vl, veh_counter);
- free(vl);
- if (!can_allocate_vehicles) {
- return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
- }
+ if (!AllocateVehicles(NULL, veh_counter)) {
+ return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}