(svn r12160) -Fix [FS#1744]: remove the arbitrary limit of 64 waypoints per town, so weird things won't happen anymore

This commit is contained in:
smatz 2008-02-16 16:40:47 +00:00
parent e7173d3ba4
commit 058f39fe18
3 changed files with 48 additions and 21 deletions

View File

@ -34,7 +34,7 @@
#include "table/strings.h"
extern const uint16 SAVEGAME_VERSION = 88;
extern const uint16 SAVEGAME_VERSION = 89;
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!

View File

@ -34,10 +34,6 @@
#include "table/strings.h"
enum {
MAX_WAYPOINTS_PER_TOWN = 64,
};
DEFINE_OLD_POOL_GENERIC(Waypoint, Waypoint)
@ -81,27 +77,57 @@ void UpdateAllWaypointSigns()
*/
static void MakeDefaultWaypointName(Waypoint* wp)
{
Waypoint *local_wp;
bool used_waypoint[MAX_WAYPOINTS_PER_TOWN];
int i;
uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
uint32 next = 0; // first waypoint number in the bitmap
WaypointID idx = 0; // index where we will stop
wp->town_index = ClosestTownFromTile(wp->xy, (uint)-1)->index;
memset(used_waypoint, 0, sizeof(used_waypoint));
/* Find first unused waypoint number belonging to this town. This can never fail,
* as long as there can be at most 65535 waypoints in total.
*
* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at most 'n * (1 + ceil(m / 32))'
* steps (n - number of waypoints in pool, m - number of waypoints near this town).
* Usually, it needs only 'n' steps.
*
* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
* but this way it is faster */
/* Find an unused waypoint number belonging to this town */
FOR_ALL_WAYPOINTS(local_wp) {
if (wp == local_wp) continue;
WaypointID cid = 0; // current index, goes to GetWaypointPoolSize()-1, then wraps to 0
do {
Waypoint *lwp = GetWaypoint(cid);
if (local_wp->xy && local_wp->name == NULL && local_wp->town_index == wp->town_index)
used_waypoint[local_wp->town_cn] = true;
}
/* check only valid waypoints... */
if (lwp->IsValid() && wp != lwp) {
/* only waypoints with 'generic' name within the same city */
if (lwp->name == NULL && lwp->town_index == wp->town_index) {
/* if lwp->town_cn < next, uint will overflow to '+inf' */
uint i = (uint)lwp->town_cn - next;
/* Find an empty spot */
for (i = 0; used_waypoint[i] && i < MAX_WAYPOINTS_PER_TOWN; i++) {}
if (i < 32) {
SetBit(used, i); // update bitmap
if (i == 0) {
/* shift bitmap while the lowest bit is '1';
* increase the base of the bitmap too */
do {
used >>= 1;
next++;
} while (HasBit(used, 0));
/* when we are at 'idx' again at end of the loop and
* 'next' hasn't changed, then no waypoint had town_cn == next,
* so we can safely use it */
idx = cid;
}
}
}
}
wp->name = NULL;
wp->town_cn = i;
cid++;
if (cid == GetWaypointPoolSize()) cid = 0; // wrap to zero...
} while (cid != idx);
wp->town_cn = (uint16)next; // set index...
wp->name = NULL; // ... and use generic name
}
/**
@ -455,7 +481,8 @@ static const SaveLoad _waypoint_desc[] = {
SLE_CONDVAR(Waypoint, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Waypoint, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Waypoint, town_index, SLE_UINT16, 12, SL_MAX_VERSION),
SLE_CONDVAR(Waypoint, town_cn, SLE_UINT8, 12, SL_MAX_VERSION),
SLE_CONDVAR(Waypoint, town_cn, SLE_FILE_U8 | SLE_VAR_U16, 12, 88),
SLE_CONDVAR(Waypoint, town_cn, SLE_UINT16, 89, SL_MAX_VERSION),
SLE_CONDVAR(Waypoint, string, SLE_STRINGID, 0, 83),
SLE_CONDSTR(Waypoint, name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_VAR(Waypoint, deleted, SLE_UINT8),

View File

@ -16,7 +16,7 @@ struct Waypoint : PoolItem<Waypoint, WaypointID, &_Waypoint_pool> {
TileIndex xy; ///< Tile of waypoint
TownID town_index; ///< Town associated with the waypoint
byte town_cn; ///< The Nth waypoint for this town (consecutive number)
uint16 town_cn; ///< The Nth waypoint for this town (consecutive number)
StringID string; ///< C000-C03F have special meaning in old games
char *name; ///< Custom name. If not set, town + town_cn is used for naming