(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.
This commit is contained in:
rubidium 2007-08-03 19:36:00 +00:00
parent aa9869e2de
commit 836105864c
9 changed files with 122 additions and 229 deletions

View File

@ -287,7 +287,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* Allocate 2 or 3 vehicle structs, depending on type
* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
Vehicle *vl[3];
if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}

View File

@ -42,7 +42,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
/* Attempt to use pre-allocated vehicles until they run out. This can happen
* if the callback returns different values depending on the cargo type. */
u->next = vl[i];
if (u->next == NULL) u->next = AllocateVehicle();
if (u->next == NULL) u->next = new InvalidVehicle();
if (u->next == NULL) return;
u = u->next;

View File

@ -121,7 +121,6 @@ static void DisasterVehicleUpdateImage(Vehicle *v)
* and owned by nobody */
static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
{
v = new (v) DisasterVehicle();
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
@ -600,7 +599,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->tile,
0);
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u == NULL) {
DeleteDisasterVeh(v);
return;
@ -609,7 +608,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
u->u.disaster.big_ufo_destroyer_target = v->index;
w = ForceAllocateSpecialVehicle();
w = new DisasterVehicle();
if (w == NULL) return;
u->next = w;
@ -706,7 +705,7 @@ static void DisasterTick_Submarine(Vehicle *v)
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
return;
}
@ -760,7 +759,7 @@ typedef void DisasterInitProc();
* otherwise crashes on a random tile */
static void Disaster_Zeppeliner_Init()
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
Vehicle *v = new DisasterVehicle(), *u;
Station *st;
int x;
@ -781,7 +780,7 @@ static void Disaster_Zeppeliner_Init()
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
/* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
@ -794,7 +793,7 @@ static void Disaster_Zeppeliner_Init()
* until it locates a road vehicle which it targets and then destroys */
static void Disaster_Small_Ufo_Init()
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
Vehicle *v = new DisasterVehicle(), *u;
int x;
if (v == NULL) return;
@ -806,7 +805,7 @@ static void Disaster_Small_Ufo_Init()
v->age = 0;
/* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
@ -833,7 +832,7 @@ static void Disaster_Airplane_Init()
if (found == NULL) return;
v = ForceAllocateSpecialVehicle();
v = new DisasterVehicle();
if (v == NULL) return;
/* Start from the bottom (south side) of the map */
@ -842,7 +841,7 @@ static void Disaster_Airplane_Init()
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
@ -869,7 +868,7 @@ static void Disaster_Helicopter_Init()
if (found == NULL) return;
v = ForceAllocateSpecialVehicle();
v = new DisasterVehicle();
if (v == NULL) return;
x = -16 * TILE_SIZE;
@ -877,13 +876,13 @@ static void Disaster_Helicopter_Init()
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
w = ForceAllocateSpecialVehicle();
w = new DisasterVehicle();
if (w != NULL) {
u->next = w;
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
@ -896,7 +895,7 @@ static void Disaster_Helicopter_Init()
* down by a combat airplane, destroying the surroundings */
static void Disaster_Big_Ufo_Init()
{
Vehicle *v = ForceAllocateSpecialVehicle(), *u;
Vehicle *v = new DisasterVehicle(), *u;
int x, y;
if (v == NULL) return;
@ -909,7 +908,7 @@ static void Disaster_Big_Ufo_Init()
v->age = 0;
/* Allocate shadow too? */
u = ForceAllocateSpecialVehicle();
u = new DisasterVehicle();
if (u != NULL) {
v->next = u;
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
@ -921,7 +920,7 @@ static void Disaster_Big_Ufo_Init()
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
Vehicle *v = ForceAllocateSpecialVehicle();
Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;
@ -946,7 +945,7 @@ static void Disaster_Small_Submarine_Init()
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
Vehicle *v = ForceAllocateSpecialVehicle();
Vehicle *v = new DisasterVehicle();
int x, y;
Direction dir;
uint32 r;

View File

@ -355,14 +355,14 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
Vehicle *u = v;
do {
Vehicle *next = GetNextVehicle(u);
DeleteVehicle(u);
delete u;
u = next;
} while (u != NULL);
} break;
case VEH_ROAD:
case VEH_SHIP:
DeleteVehicle(v);
delete v;
break;
case VEH_AIRCRAFT:

View File

@ -185,7 +185,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Vehicle *vl[11];
memset(&vl, 0, sizeof(vl));
if (!AllocateVehicles(vl, num_vehicles)) {
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
@ -372,7 +372,7 @@ CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicle(v);
delete v;
}
return CommandCost(-v->value);
@ -610,7 +610,7 @@ static void DeleteLastRoadVeh(Vehicle *v)
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
}
static byte SetRoadVehPosition(Vehicle *v, int x, int y)

View File

@ -33,6 +33,7 @@
#include "newgrf_sound.h"
#include "date.h"
#include "spritecache.h"
#include "misc/autoptr.hpp"
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
@ -833,8 +834,9 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (!IsTileDepotType(tile, TRANSPORT_WATER)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
v = AllocateVehicle();
v = new Ship();
unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
AutoPtrT<Vehicle> v_auto_delete = v;
if (v == NULL || unit_num > _patches.max_ships)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@ -898,6 +900,8 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateAutoreplaceWindow(VEH_SHIP, v->group_id); // updates the replace Ship window
GetPlayer(_current_player)->num_engines[p1]++;
v_auto_delete.Detach();
}
return value;
@ -931,7 +935,7 @@ CommandCost CmdSellShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
InvalidateWindow(WC_COMPANY, v->owner);
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicle(v);
delete v;
}
return CommandCost(-v->value);

View File

@ -518,7 +518,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
memset(&vl, 0, sizeof(vl));
if (!AllocateVehicles(vl, num_vehicles))
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
@ -686,7 +686,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
memset(&vl, 0, sizeof(vl));
if (!AllocateVehicles(vl, num_vehicles))
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
Vehicle *v = vl[0];
@ -1253,7 +1253,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
DeleteVehicle(rear);
delete rear;
}
}
@ -1308,7 +1308,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicle(v);
delete v;
/* 4 If the second wagon was an engine, update it to front_engine
* which UnlinkWagon() has changed to TS_Free_Car */
@ -1367,7 +1367,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(rear, first);
DeleteDepotHighlightOfVehicle(rear);
DeleteVehicle(rear);
delete rear;
}
}
} else if (v->u.rail.other_multiheaded_part != NULL) {
@ -1380,7 +1380,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
first = UnlinkWagon(v, first);
DeleteDepotHighlightOfVehicle(v);
DeleteVehicle(v);
delete v;
RemoveVehicleFromGroup(v);
}
}
@ -3039,7 +3039,7 @@ static void DeleteLastWagon(Vehicle *v)
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
delete v;
if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
@ -3329,8 +3329,7 @@ void Train::Tick()
TrainLocoHandler(this, true);
} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
/* Delete flooded standalone wagon */
if (++this->u.rail.crash_anim_pos >= 4400)
DeleteVehicle(this);
if (++this->u.rail.crash_anim_pos >= 4400) delete this;
}
}

View File

@ -282,28 +282,12 @@ void AfterLoadVehicles()
}
}
static Vehicle *InitializeVehicle(Vehicle *v)
Vehicle::Vehicle()
{
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;
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()
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
/* 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 :) */
uint counter = _Vehicle_pool.first_free_index;
Vehicle *v;
for (int i = 0; i != num; i++) {
Vehicle *v = AllocateRaw(counter);
/* 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 == NULL) return false;
v = new (v) InvalidVehicle();
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)
{
/* 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);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_Vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
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;
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 */

View File

@ -215,13 +215,13 @@ struct VehicleShip {
TrackBitsByte state;
};
struct Vehicle;
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
struct Vehicle {
struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
VehicleTypeByte type; ///< Type of vehicle
byte subtype; // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
VehicleID index; // NOSAVE: Index in vehicle array
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
@ -335,6 +335,23 @@ struct Vehicle {
VehicleShip ship;
} u;
/**
* Allocates a lot of vehicles.
* @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
*/
static bool AllocateList(Vehicle **vl, int num);
/** Create a new vehicle */
Vehicle();
/** We want to 'destruct' the right class. */
virtual ~Vehicle();
void QuickFree();
void BeginLoading();
void LeaveStation();
@ -345,37 +362,6 @@ struct Vehicle {
*/
void HandleLoading(bool mode = false);
/**
* An overriden version of new, so you can use the vehicle instance
* instead of a newly allocated piece of memory.
* @param size the size of the variable (unused)
* @param v the vehicle to use as 'storage' backend
* @return the memory that is 'allocated'
*/
void *operator new(size_t size, Vehicle *v) { return v; }
/**
* 'Free' the memory allocated by the overriden new.
* @param p the memory to 'free'
* @param v the vehicle that was given to 'new' on creation.
* @note This function isn't used (at the moment) and only added
* to please some compiler.
*/
void operator delete(void *p, Vehicle *v) {}
/**
* 'Free' the memory allocated by the overriden new.
* @param p the memory to 'free'
* @note This function isn't used (at the moment) and only added
* as the above function was needed to please some compiler
* which made it necessary to add this to please yet
* another compiler...
*/
void operator delete(void *p) {}
/** We want to 'destruct' the right class. */
virtual ~Vehicle() {}
/**
* Get a string 'representation' of the vehicle type.
* @return the string representation.
@ -509,10 +495,6 @@ struct InvalidVehicle : public Vehicle {
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
void VehicleServiceInDepot(Vehicle *v);
Vehicle *AllocateVehicle();
bool AllocateVehicles(Vehicle **vl, int num);
Vehicle *ForceAllocateVehicle();
Vehicle *ForceAllocateSpecialVehicle();
void VehiclePositionChanged(Vehicle *v);
void AfterLoadVehicles();
Vehicle *GetLastVehicleInChain(Vehicle *v);
@ -619,8 +601,6 @@ Direction GetDirectionTowards(const Vehicle *v, int x, int y);
#define BEGIN_ENUM_WAGONS(v) do {
#define END_ENUM_WAGONS(v) } while ((v = v->next) != NULL);
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
static inline VehicleID GetMaxVehicleIndex()
{
/* TODO - This isn't the real content of the function, but
@ -636,14 +616,6 @@ static inline uint GetNumVehicles()
return GetVehiclePoolSize();
}
void DestroyVehicle(Vehicle *v);
static inline void DeleteVehicle(Vehicle *v)
{
DestroyVehicle(v);
v = new (v) InvalidVehicle();
}
static inline bool IsPlayerBuildableVehicleType(VehicleType type)
{
switch (type) {