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authortruelight <truelight@openttd.org>2005-02-04 13:23:29 +0000
committertruelight <truelight@openttd.org>2005-02-04 13:23:29 +0000
commit42f98c7eec8cd46ea8452911fb4381f209de342f (patch)
tree512961ac36580ababc52512c67235f48f4bef8c8 /vehicle.c
parent88ebe22d8b6e844b501688673f71db3505ea2b57 (diff)
downloadopenttd-42f98c7eec8cd46ea8452911fb4381f209de342f.tar.xz
(svn r1783) -Add: Dynamic vehicles (now up to 64k of vehicles)
Diffstat (limited to 'vehicle.c')
-rw-r--r--vehicle.c89
1 files changed, 53 insertions, 36 deletions
diff --git a/vehicle.c b/vehicle.c
index 01cffe049..4a0048267 100644
--- a/vehicle.c
+++ b/vehicle.c
@@ -17,9 +17,27 @@
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
enum {
- VEHICLES_MIN_FREE_FOR_AI = 90
+ /* 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
};
+/**
+ * Called if a new block is added to the vehicle-pool
+ */
+static void VehiclePoolNewBlock(uint start_item)
+{
+ Vehicle *v;
+
+ FOR_ALL_VEHICLES_FROM(v, start_item)
+ v->index = start_item++;
+}
+
+/* Initialize the vehicle-pool */
+MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, NULL };
+
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
@@ -205,49 +223,42 @@ static Vehicle *InitializeVehicle(Vehicle *v)
Vehicle *ForceAllocateSpecialVehicle(void)
{
- Vehicle *v;
- FOR_ALL_VEHICLES_FROM(v, NUM_NORMAL_VEHICLES) {
- if (v->type == 0)
- return InitializeVehicle(v);
- }
- return NULL;
-
-}
+ /* 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 *ForceAllocateVehicle(void)
-{
Vehicle *v;
+
FOR_ALL_VEHICLES(v) {
- if (v->index >= NUM_NORMAL_VEHICLES)
+ /* 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->type == 0)
return InitializeVehicle(v);
}
+
return NULL;
}
Vehicle *AllocateVehicle(void)
{
+ /* See note by ForceAllocateSpecialVehicle() why we skip the
+ * first blocks */
Vehicle *v;
- int num;
- if (IS_HUMAN_PLAYER(_current_player)) {
- num = 0;
-
- FOR_ALL_VEHICLES(v) {
- if (v->index >= NUM_NORMAL_VEHICLES)
- break;
-
- if (v->type == 0)
- num++;
- }
-
- if (num <= VEHICLES_MIN_FREE_FOR_AI)
- return NULL;
+ FOR_ALL_VEHICLES_FROM(v, (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) {
+ if (v->type == 0)
+ return InitializeVehicle(v);
}
- return ForceAllocateVehicle();
+ /* Check if we can add a block to the pool */
+ if (AddBlockToPool(&_vehicle_pool))
+ return AllocateVehicle();
+
+ return NULL;
}
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
@@ -330,19 +341,20 @@ void UpdateVehiclePosHash(Vehicle *v, int x, int y)
void InitializeVehicles(void)
{
- Vehicle *v;
int i;
+ /* 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);
+ for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
+ AddBlockToPool(&_vehicle_pool);
+
// clear it...
- memset(&_vehicles, 0, sizeof(_vehicles[0]) * _vehicles_size);
memset(&_waypoints, 0, sizeof(_waypoints));
memset(&_depots, 0, sizeof(_depots));
- // setup indexes..
- i = 0;
- FOR_ALL_VEHICLES(v)
- v->index = i++;
-
memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash));
}
@@ -2034,9 +2046,14 @@ static void Load_VEHS(void)
Vehicle *v;
while ((index = SlIterateArray()) != -1) {
- Vehicle *v = GetVehicle(index);
+ Vehicle *v;
+ if (!AddBlockIfNeeded(&_vehicle_pool, index))
+ error("Vehicles: failed loading savegame: too many vehicles");
+
+ v = GetVehicle(index);
SlObject(v, _veh_descs[SlReadByte()]);
+
if (v->type == VEH_Train)
v->u.rail.first_engine = 0xffff;
@@ -2088,7 +2105,7 @@ static void Load_VEHS(void)
/* This is to ensure all pointers are within the limits of
_vehicles_size */
- if (_vehicle_id_ctr_day >= _vehicles_size)
+ if (_vehicle_id_ctr_day >= GetVehiclePoolSize())
_vehicle_id_ctr_day = 0;
}