From b21f29c38fc1629a1c03991b217d0a96d205a159 Mon Sep 17 00:00:00 2001 From: rubidium Date: Fri, 3 Aug 2007 19:36:00 +0000 Subject: (svn r10770) -Codechange: use the pool item class as super class for the vehicle struct. -Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots. --- src/vehicle.cpp | 211 +++++++++++++++++--------------------------------------- 1 file changed, 65 insertions(+), 146 deletions(-) (limited to 'src/vehicle.cpp') diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 86a87c5c6..e4d6b09d4 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -282,28 +282,12 @@ void AfterLoadVehicles() } } -static Vehicle *InitializeVehicle(Vehicle *v) -{ - VehicleID index = v->index; - memset(v, 0, sizeof(Vehicle)); - v->index = index; - - assert(v->orders == NULL); - - v = new (v) InvalidVehicle(); - v->left_coord = INVALID_COORD; - v->first = NULL; - v->next = NULL; - v->next_hash = NULL; - v->string_id = 0; - v->next_shared = NULL; - v->prev_shared = NULL; - v->depot_list = NULL; - v->random_bits = 0; - v->group_id = DEFAULT_GROUP; - v->fill_percent_te_id = INVALID_TE_ID; - - return v; +Vehicle::Vehicle() +{ + this->type = VEH_INVALID; + this->left_coord = INVALID_COORD; + this->group_id = DEFAULT_GROUP; + this->fill_percent_te_id = INVALID_TE_ID; } /** @@ -315,87 +299,21 @@ byte VehicleRandomBits() return GB(Random(), 0, 8); } -Vehicle *ForceAllocateSpecialVehicle() -{ - /* 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 *v; - - /* 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 + 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) - return NULL; - - if (!v->IsValid()) return InitializeVehicle(v); - } - - return NULL; -} -/** - * 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) +/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num) { - /* See note by ForceAllocateSpecialVehicle() why we skip the - * first blocks */ - Vehicle *v; - 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.GetSize() - 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 (!v->IsValid()) return InitializeVehicle(v); - } - } + uint counter = _Vehicle_pool.first_free_index; - /* Check if we can add a block to the pool */ - if (AddBlockToPool(&_Vehicle_pool)) - return AllocateSingleVehicle(skip_vehicles); + for (int i = 0; i != num; i++) { + Vehicle *v = AllocateRaw(counter); - return NULL; -} - - -Vehicle *AllocateVehicle() -{ - VehicleID counter = 0; - return AllocateSingleVehicle(&counter); -} - - -/** Allocates a lot of vehicles and frees them again - * @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 - * @return true if there is room to allocate all the vehicles - */ -bool AllocateVehicles(Vehicle **vl, int num) -{ - int i; - Vehicle *v; - VehicleID counter = 0; + if (v == NULL) return false; + v = new (v) InvalidVehicle(); - for (i = 0; i != num; i++) { - v = AllocateSingleVehicle(&counter); - if (v == NULL) { - return false; - } if (vl != NULL) { vl[i] = v; } + counter++; } return true; @@ -671,44 +589,51 @@ bool IsEngineCountable(const Vehicle *v) } } -void DestroyVehicle(Vehicle *v) +Vehicle::~Vehicle() { - if (IsValidStationID(v->last_station_visited)) { - GetStation(v->last_station_visited)->loading_vehicles.remove(v); + if (IsValidStationID(this->last_station_visited)) { + GetStation(this->last_station_visited)->loading_vehicles.remove(this); - HideFillingPercent(v->fill_percent_te_id); - v->fill_percent_te_id = INVALID_TE_ID; + HideFillingPercent(this->fill_percent_te_id); + this->fill_percent_te_id = INVALID_TE_ID; } - if (IsEngineCountable(v)) { - GetPlayer(v->owner)->num_engines[v->engine_type]--; - if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type, v->group_id); + if (IsEngineCountable(this)) { + GetPlayer(this->owner)->num_engines[this->engine_type]--; + if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); - if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--; - if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id); + if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--; + if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id); } - DeleteVehicleNews(v->index, INVALID_STRING_ID); + DeleteVehicleNews(this->index, INVALID_STRING_ID); - DeleteName(v->string_id); - if (v->type == VEH_ROAD) ClearSlot(v); + this->QuickFree(); + if (this->type == VEH_ROAD) ClearSlot(this); - if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) { - InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); + if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) { + InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile); } - v->cargo.Truncate(0); - UpdateVehiclePosHash(v, INVALID_COORD, 0); - v->next_hash = NULL; - v->next_new_hash = NULL; - if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v); + this->cargo.Truncate(0); + UpdateVehiclePosHash(this, INVALID_COORD, 0); + this->next_hash = NULL; + this->next_new_hash = NULL; + if (IsPlayerBuildableVehicleType(this)) DeleteVehicleOrders(this); /* Now remove any artic part. This will trigger an other * destroy vehicle, which on his turn can remove any * other artic parts. */ - if ((v->type == VEH_TRAIN && EngineHasArticPart(v)) || (v->type == VEH_ROAD && RoadVehHasArticPart(v))) { - DeleteVehicle(v->next); + if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) { + delete this->next; } + + new (this) InvalidVehicle(); +} + +void Vehicle::QuickFree() +{ + DeleteName(this->string_id); } /** @@ -725,7 +650,7 @@ void DeleteVehicleChain(Vehicle *v) do { Vehicle *u = v; v = v->next; - DeleteVehicle(u); + delete u; } while (v != NULL); } @@ -932,7 +857,7 @@ static void ChimneySmokeTick(Vehicle *v) tile = TileVirtXY(v->x_pos, v->y_pos); if (!IsTileType(tile, MP_INDUSTRY)) { EndVehicleMove(v); - DeleteVehicle(v); + delete v; return; } @@ -971,7 +896,7 @@ static void SteamSmokeTick(Vehicle *v) v->cur_image++; } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; return; } moved = true; @@ -1006,7 +931,7 @@ static void DieselSmokeTick(Vehicle *v) EndVehicleMove(v); } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; } } } @@ -1030,7 +955,7 @@ static void ElectricSparkTick(Vehicle *v) EndVehicleMove(v); } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; } } } @@ -1059,7 +984,7 @@ static void SmokeTick(Vehicle *v) v->cur_image++; } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; return; } moved = true; @@ -1088,7 +1013,7 @@ static void ExplosionLargeTick(Vehicle *v) EndVehicleMove(v); } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; } } } @@ -1117,7 +1042,7 @@ static void BreakdownSmokeTick(Vehicle *v) if (v->u.special.animation_state == 0) { BeginVehicleMove(v); EndVehicleMove(v); - DeleteVehicle(v); + delete v; } } @@ -1138,7 +1063,7 @@ static void ExplosionSmallTick(Vehicle *v) EndVehicleMove(v); } else { EndVehicleMove(v); - DeleteVehicle(v); + delete v; } } } @@ -1209,7 +1134,7 @@ static void BulldozerTick(Vehicle *v) v->u.special.animation_state++; if (v->u.special.animation_state == lengthof(_bulldozer_movement)) { EndVehicleMove(v); - DeleteVehicle(v); + delete v; return; } } @@ -1413,7 +1338,7 @@ static void BubbleTick(Vehicle *v) if (b->y == 4 && b->x == 0) { EndVehicleMove(v); - DeleteVehicle(v); + delete v; return; } @@ -1482,9 +1407,8 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type) { Vehicle *v; - v = ForceAllocateSpecialVehicle(); + v = new SpecialVehicle(); if (v != NULL) { - v = new (v) SpecialVehicle(); v->subtype = type; v->x_pos = x; v->y_pos = y; @@ -1878,7 +1802,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) veh_counter++; } while ((v = v->next) != NULL); - if (!AllocateVehicles(NULL, veh_counter)) { + if (!Vehicle::AllocateList(NULL, veh_counter)) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } } @@ -3091,7 +3015,7 @@ static const SaveLoad _disaster_desc[] = { }; -static const void *_veh_descs[] = { +static const SaveLoad *_veh_descs[] = { _train_desc, _roadveh_desc, _ship_desc, @@ -3107,7 +3031,7 @@ static void Save_VEHS() /* Write the vehicles */ FOR_ALL_VEHICLES(v) { SlSetArrayIndex(v->index); - SlObject(v, (SaveLoad*)_veh_descs[v->type]); + SlObject(v, _veh_descs[v->type]); } } @@ -3121,25 +3045,20 @@ static void Load_VEHS() while ((index = SlIterateArray()) != -1) { Vehicle *v; - - if (!AddBlockIfNeeded(&_Vehicle_pool, index)) - error("Vehicles: failed loading savegame: too many vehicles"); - - v = GetVehicle(index); VehicleType vtype = (VehicleType)SlReadByte(); switch (vtype) { - case VEH_TRAIN: v = new (v) Train(); break; - case VEH_ROAD: v = new (v) RoadVehicle(); break; - case VEH_SHIP: v = new (v) Ship(); break; - case VEH_AIRCRAFT: v = new (v) Aircraft(); break; - case VEH_SPECIAL: v = new (v) SpecialVehicle(); break; - case VEH_DISASTER: v = new (v) DisasterVehicle(); break; - case VEH_INVALID: v = new (v) InvalidVehicle(); break; + case VEH_TRAIN: v = new (index) Train(); break; + case VEH_ROAD: v = new (index) RoadVehicle(); break; + case VEH_SHIP: v = new (index) Ship(); break; + case VEH_AIRCRAFT: v = new (index) Aircraft(); break; + case VEH_SPECIAL: v = new (index) SpecialVehicle(); break; + case VEH_DISASTER: v = new (index) DisasterVehicle(); break; + case VEH_INVALID: v = new (index) InvalidVehicle(); break; default: NOT_REACHED(); } - SlObject(v, (SaveLoad*)_veh_descs[vtype]); + SlObject(v, _veh_descs[vtype]); if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) { /* Don't construct the packet with station here, because that'll fail with old savegames */ -- cgit v1.2.3-54-g00ecf