mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12160) -Fix [FS#1744]: remove the arbitrary limit of 64 waypoints per town, so weird things won't happen anymore
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@ -34,7 +34,7 @@
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#include "table/strings.h"
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extern const uint16 SAVEGAME_VERSION = 88;
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extern const uint16 SAVEGAME_VERSION = 89;
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uint16 _sl_version; ///< the major savegame version identifier
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byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
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@ -34,10 +34,6 @@
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#include "table/strings.h"
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enum {
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MAX_WAYPOINTS_PER_TOWN = 64,
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};
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DEFINE_OLD_POOL_GENERIC(Waypoint, Waypoint)
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@ -81,27 +77,57 @@ void UpdateAllWaypointSigns()
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*/
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static void MakeDefaultWaypointName(Waypoint* wp)
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{
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Waypoint *local_wp;
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bool used_waypoint[MAX_WAYPOINTS_PER_TOWN];
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int i;
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uint32 used = 0; // bitmap of used waypoint numbers, sliding window with 'next' as base
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uint32 next = 0; // first waypoint number in the bitmap
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WaypointID idx = 0; // index where we will stop
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wp->town_index = ClosestTownFromTile(wp->xy, (uint)-1)->index;
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memset(used_waypoint, 0, sizeof(used_waypoint));
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/* Find first unused waypoint number belonging to this town. This can never fail,
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* as long as there can be at most 65535 waypoints in total.
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*
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* This does 'n * m' search, but with 32bit 'used' bitmap, it needs at most 'n * (1 + ceil(m / 32))'
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* steps (n - number of waypoints in pool, m - number of waypoints near this town).
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* Usually, it needs only 'n' steps.
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*
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* If it wasn't using 'used' and 'idx', it would just search for increasing 'next',
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* but this way it is faster */
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/* Find an unused waypoint number belonging to this town */
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FOR_ALL_WAYPOINTS(local_wp) {
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if (wp == local_wp) continue;
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WaypointID cid = 0; // current index, goes to GetWaypointPoolSize()-1, then wraps to 0
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do {
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Waypoint *lwp = GetWaypoint(cid);
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if (local_wp->xy && local_wp->name == NULL && local_wp->town_index == wp->town_index)
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used_waypoint[local_wp->town_cn] = true;
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}
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/* check only valid waypoints... */
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if (lwp->IsValid() && wp != lwp) {
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/* only waypoints with 'generic' name within the same city */
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if (lwp->name == NULL && lwp->town_index == wp->town_index) {
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/* if lwp->town_cn < next, uint will overflow to '+inf' */
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uint i = (uint)lwp->town_cn - next;
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/* Find an empty spot */
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for (i = 0; used_waypoint[i] && i < MAX_WAYPOINTS_PER_TOWN; i++) {}
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if (i < 32) {
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SetBit(used, i); // update bitmap
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if (i == 0) {
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/* shift bitmap while the lowest bit is '1';
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* increase the base of the bitmap too */
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do {
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used >>= 1;
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next++;
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} while (HasBit(used, 0));
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/* when we are at 'idx' again at end of the loop and
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* 'next' hasn't changed, then no waypoint had town_cn == next,
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* so we can safely use it */
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idx = cid;
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}
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}
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}
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}
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wp->name = NULL;
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wp->town_cn = i;
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cid++;
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if (cid == GetWaypointPoolSize()) cid = 0; // wrap to zero...
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} while (cid != idx);
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wp->town_cn = (uint16)next; // set index...
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wp->name = NULL; // ... and use generic name
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}
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/**
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@ -455,7 +481,8 @@ static const SaveLoad _waypoint_desc[] = {
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SLE_CONDVAR(Waypoint, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(Waypoint, xy, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, town_index, SLE_UINT16, 12, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, town_cn, SLE_UINT8, 12, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, town_cn, SLE_FILE_U8 | SLE_VAR_U16, 12, 88),
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SLE_CONDVAR(Waypoint, town_cn, SLE_UINT16, 89, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, string, SLE_STRINGID, 0, 83),
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SLE_CONDSTR(Waypoint, name, SLE_STR, 0, 84, SL_MAX_VERSION),
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SLE_VAR(Waypoint, deleted, SLE_UINT8),
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@ -16,7 +16,7 @@ struct Waypoint : PoolItem<Waypoint, WaypointID, &_Waypoint_pool> {
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TileIndex xy; ///< Tile of waypoint
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TownID town_index; ///< Town associated with the waypoint
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byte town_cn; ///< The Nth waypoint for this town (consecutive number)
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uint16 town_cn; ///< The Nth waypoint for this town (consecutive number)
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StringID string; ///< C000-C03F have special meaning in old games
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char *name; ///< Custom name. If not set, town + town_cn is used for naming
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