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 | fd9e71999b6ac9e55b2a88f3221ab0e660934953 (patch) | |
tree | 8b0e233f3a0470fc60d6453aee27da317a3f2692 /vehicle.c | |
parent | bb6818aa5c39f373395dc32bd37ce3e4d914e516 (diff) | |
download | openttd-fd9e71999b6ac9e55b2a88f3221ab0e660934953.tar.xz |
(svn r6975) Use the pool macros for the Vehicle pool
Diffstat (limited to 'vehicle.c')
-rw-r--r-- | vehicle.c | 30 |
1 files changed, 13 insertions, 17 deletions
@@ -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); |