(svn r1783) -Add: Dynamic vehicles (now up to 64k of vehicles)

This commit is contained in:
truelight 2005-02-04 13:23:29 +00:00
parent 88ebe22d8b
commit 42f98c7eec
7 changed files with 94 additions and 58 deletions

2
misc.c
View File

@ -604,7 +604,7 @@ void IncreaseDate(void)
*/
ctr = _vehicle_id_ctr_day;
for (i = 0; i != (_vehicles_size / vehicles_per_day) + 1 && ctr != _vehicles_size; i++) {
for (i = 0; i != ((uint)GetVehiclePoolSize() / vehicles_per_day) + 1 && ctr != GetVehiclePoolSize(); i++) {
Vehicle *v = GetVehicle(ctr++);
if ((t = v->type) != 0)
_on_new_vehicle_day_proc[t - 0x10](v);

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@ -797,6 +797,9 @@ static void FixVehicle(OldVehicle *o, int num)
if (o->type == 0)
continue;
if (!AddBlockIfNeeded(&_vehicle_pool, i))
error("Vehicles: failed loading savegame: too many vehicles");
n = GetVehicle(i);
n->type = o->type;

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@ -942,7 +942,11 @@ static void *IntToReference(uint r, uint t)
switch (t) {
case REF_ORDER: return GetOrder(r - 1);
case REF_VEHICLE: return GetVehicle(r - 1);
case REF_VEHICLE: {
if (!AddBlockIfNeeded(&_vehicle_pool, r - 1))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(r - 1);
}
case REF_STATION: {
if (!AddBlockIfNeeded(&_station_pool, r - 1))
error("Stations: failed loading savegame: too many stations");
@ -962,6 +966,9 @@ static void *IntToReference(uint r, uint t)
and the index was not - 1.. correct for this */
if (r == INVALID_VEHICLE)
return NULL;
if (!AddBlockIfNeeded(&_vehicle_pool, r))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(r);
}
default:

2
ttd.c
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@ -496,7 +496,6 @@ static void InitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be initialized somewhere... */
_roadstops_size = lengthof(_roadstops);
_vehicles_size = lengthof(_vehicles);
_sign_size = lengthof(_sign_list);
_orders_size = lengthof(_orders);
@ -512,6 +511,7 @@ static void UnInitializeDynamicVariables(void)
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
CleanPool(&_station_pool);
CleanPool(&_vehicle_pool);
free(_station_sort);
free(_vehicle_sort);

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@ -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;
}

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@ -1,6 +1,7 @@
#ifndef VEHICLE_H
#define VEHICLE_H
#include "pool.h"
#include "vehicle_gui.h"
#include "order.h"
@ -359,33 +360,41 @@ byte GetDirectionTowards(Vehicle *v, int x, int y);
#define END_ENUM_WAGONS(v) } while ( (v=v->next) != NULL);
/* vehicle.c */
enum {
NUM_NORMAL_VEHICLES = 2048,
NUM_SPECIAL_VEHICLES = 512,
NUM_VEHICLES = NUM_NORMAL_VEHICLES + NUM_SPECIAL_VEHICLES
};
VARDEF Vehicle _vehicles[NUM_VEHICLES];
VARDEF uint _vehicles_size;
VARDEF SortStruct *_vehicle_sort;
static inline Vehicle *GetVehicle(uint index)
extern MemoryPool _vehicle_pool;
/**
* Get the pointer to the vehicle with index 'index'
*/
static inline Vehicle *GetVehicle(VehicleID index)
{
assert(index < _vehicles_size);
return &_vehicles[index];
return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
}
/**
* Get the current size of the VehiclePool
*/
static inline uint16 GetVehiclePoolSize(void)
{
return _vehicle_pool.total_items;
}
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL)
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
/**
* Check if an index is a vehicle-index (so between 0 and max-vehicles)
*
* @return Returns true if the vehicle-id is in range
*/
static inline bool IsVehicleIndex(uint index)
{
if (index < _vehicles_size)
if (index < GetVehiclePoolSize())
return true;
else
return false;
}
#define FOR_ALL_VEHICLES(v) for(v = _vehicles; v != &_vehicles[_vehicles_size]; v++)
#define FOR_ALL_VEHICLES_FROM(v, from) for(v = GetVehicle(from); v != &_vehicles[_vehicles_size]; v++)
return false;
}
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)

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@ -79,7 +79,7 @@ void BuildVehicleList(vehiclelist_d *vl, int type, int owner, int station)
if (!(vl->flags & VL_REBUILD)) return;
/* Create array for sorting */
_vehicle_sort = realloc(_vehicle_sort, _vehicles_size * sizeof(_vehicle_sort[0]));
_vehicle_sort = realloc(_vehicle_sort, GetVehiclePoolSize() * sizeof(_vehicle_sort[0]));
if (_vehicle_sort == NULL)
error("Could not allocate memory for the vehicle-sorting-list");